intégration de la recherche de chemin super intélligente
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5c6f690a98
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@ -1 +1,11 @@
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from enum import Enum
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S = 20
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class Direction(Enum):
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UP = 0
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DOWN = 1
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LEFT = 2
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RIGHT = 3
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@ -1,24 +1,17 @@
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from enum import Enum
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from random import random, randint
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from pygame import Surface, draw, Rect, image
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from engine.entity import Entity
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from engine.scene_manager import SceneManager
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from engine.resources import res
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from engine.components.collide_rect import CollideRect
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from engine.components.sprite import Sprite
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from .common import S
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from .common import S, Direction
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from .pacdot import PacDot
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class Direction(Enum):
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UP = 1
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DOWN = 2
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LEFT = 3
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RIGHT = 4
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class Ghost(Entity):
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SPEED = 1
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@ -30,14 +23,14 @@ class Ghost(Entity):
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sprite.width, sprite.width),
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static=False,
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solid=False,
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cb=self.on_col)
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cb=self.cb)
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self.add(self.phys)
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self.script = Ghost.script
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self.x = x
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self.y = y
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self.direction = Direction(randint(1, 4))
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self.direction = Direction(randint(0, 3))
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def on_col(self, c):
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def cb(self, c):
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if not c.solid:
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return
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@ -63,6 +56,30 @@ class Ghost(Entity):
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return
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def script(self):
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# graph = SceneManager().scene.entities['level'].graph
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# cur_node = graph[self.y//S][self.x//S]
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# # print(self.y//S, self.x//S)
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# pacman = SceneManager().scene.entities['pacman']
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# x_dist = pacman.x - self.x
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# y_dist = pacman.y - self.y
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# s = 1
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# p = self.find_shortest_path(graph[pacman.y//S][pacman.x//S])
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# # print([x[1] for x in p])
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# cur_dir = p[0][1]
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# if cur_dir == Direction.UP:
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# self.phys.vx = 0
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# self.phys.vy = -1
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# elif cur_dir == Direction.DOWN:
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# self.phys.vx = 0
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# self.phys.vy = 1
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# elif cur_dir == Direction.LEFT:
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# self.phys.vx = -1
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# self.phys.vy = 0
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# else:
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# self.phys.vx = 1
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# self.phys.vy = 0
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if self.direction == Direction.UP:
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self.phys.vy = -Ghost.SPEED
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self.phys.vx = 0
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@ -75,3 +92,20 @@ class Ghost(Entity):
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elif self.direction == Direction.RIGHT:
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self.phys.vx = Ghost.SPEED
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self.phys.vy = 0
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def find_shortest_path(self, final_node):
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graph = SceneManager().scene.entities['level'].graph
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cur_node = graph[self.y//S][self.x//S]
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children = cur_node.children
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trace = [cur_node] + [x[0] for x in children]
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paths = [[x] for x in children]
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while 1:
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cur_len = len(paths)
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for path in paths[:cur_len]:
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for child in path[-1][0].children:
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if child[0] is not None and child[0] not in trace:
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trace.append(child[0])
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paths.append(path + [child])
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if child[0] == final_node:
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return path
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paths = paths[cur_len:]
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@ -8,10 +8,27 @@ from engine.servers.graphics import GraphicsServer
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from engine.components.collide_rect import CollideRect
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from engine.components.sprite import Sprite
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from .common import S
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from .common import S, Direction
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from .pacdot import PacDot, EnsmallmentDot
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class Node():
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cpt = 0
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def __init__(self):
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self.id = self.__class__.cpt
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self.__class__.cpt += 1
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self.neighbors = [None for dir in Direction]
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@property
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def children(self):
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children = []
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for direction in Direction:
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node = self.neighbors[direction.value]
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if node is not None:
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children.append((node, direction))
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return children
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class Level(Entity):
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def __init__(self, path):
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super().__init__('level')
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@ -25,6 +42,7 @@ class Level(Entity):
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self.surf.fill((0, 0, 0))
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wall = Surface((S, S)).convert()
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wall.fill((0, 0, 255))
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self.graph = [[None for x in range(w)] for y in range(h)]
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for x, y in product(range(w), range(h)):
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col = desc.get_at((x, y))
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if col == (0, 0, 255):
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@ -36,9 +54,24 @@ class Level(Entity):
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pc.y = y * S
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self.scene.add(pc)
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PacDot.tot += 1
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self.graph[y][x] = Node()
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elif col == (0, 0, 0) or col == (255, 0, 0):
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self.graph[y][x] = Node()
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elif col == (193, 193, 193):
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pc = EnsmallmentDot()
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pc.x = x * S
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pc.y = y * S
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self.scene.add(pc)
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self.add(Sprite(self.surf, 0))
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for y, line in enumerate(self.graph):
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for x, node in enumerate(line):
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if node is None:
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continue
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node.neighbors[Direction.LEFT.value] = \
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self.graph[y][(x-1)%w]
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node.neighbors[Direction.RIGHT.value] = \
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self.graph[y][(x+1)%w]
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node.neighbors[Direction.UP.value] = \
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self.graph[(y-1)%h][x]
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node.neighbors[Direction.DOWN.value] = \
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self.graph[(y+1)%h][x]
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@ -16,9 +16,10 @@ class PacMan(Entity):
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def __init__(self, x, y):
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super().__init__('pacman')
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surf_1 = image.load(res('pacman_1.png')).convert()
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surf_2 = image.load(res('pacman_2.png')).convert()
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self.x = x
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self.y = y
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# Surface quand on est petit.
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self.smol_surf = Surface((S//2, S//2)).convert()
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self.smol_surf.fill((0, 0, 0))
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draw.circle(self.smol_surf,
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@ -26,6 +27,10 @@ class PacMan(Entity):
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(S//4, S//4),
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S//4)
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# Surfaces pour chaque direction, pour chaque état de
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# l’animation.
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surf_1 = image.load(res('pacman_1.png')).convert()
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surf_2 = image.load(res('pacman_2.png')).convert()
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self.surf = [[transform.rotate(surf_1, 90),
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transform.rotate(surf_1, -90),
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transform.flip(surf_1, True, False),
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@ -35,14 +40,18 @@ class PacMan(Entity):
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transform.flip(surf_2, True, False),
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surf_2]]
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# État d’animation courant.
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self.cur_anim = 0
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self.sprite = self.add(Sprite(self.surf[self.cur_anim][0], 2))
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# Rectangle quand on est petit.
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self.smol_rect = Rect(self.x, self.y,
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self.sprite.width//2, self.sprite.width//2)
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self.rect = Rect(self.x, self.y,
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self.sprite.width, self.sprite.width)
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self.phys = CollideRect(self.rect,
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static=False,
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cb=self.cb)
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@ -50,17 +59,18 @@ class PacMan(Entity):
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self.add(self.phys)
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self.script = PacMan.update
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self.x = x
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self.y = y
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self.smol = False
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self.smol_since = None
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def cb(self, c):
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if not isinstance(c.parent, EnsmallmentDot):
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return
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# On a mangé une graine de rapetissement.
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if not self.smol:
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# Décalage au milieu du couloir
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self.x += S//4
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self.y += S//4
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PacMan.SPEED *= 2
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self.smol_rect.x = self.x
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self.smol_rect.y = self.y
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@ -72,22 +82,24 @@ class PacMan(Entity):
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p = self.phys
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s = self.sprite
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# Expiration du pouvoir
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# Expiration du rapetissement.
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if self.smol and Game.cur_tick - self.smol_since > 60*2:
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# On se réaligne dans le couloir.
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self.x -= self.x % S
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self.y -= self.y % S
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self.rect.x = self.x
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self.rect.y = self.y
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self.phys.rect = self.rect
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self.smol = False
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PacMan.SPEED = PacMan.SPEED//2
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# Avance l’animation
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# Avance l’état d’animation.
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if Game.cur_tick % 5 == 0:
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self.cur_anim += 1
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self.cur_anim %= 2
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# Nouvelle sprite
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# Choix de la surface en fonction de la direction effective.
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if p.vy < 0:
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s.surf = self.surf[self.cur_anim][0]
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elif p.vy > 0:
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@ -102,6 +114,8 @@ class PacMan(Entity):
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inputs = key.get_pressed()
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if self.smol:
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# Quand on est petit on n’a pas de maintient de la
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# vitesse.
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p.vx = 0
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p.vy = 0
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if inputs[K_UP]:
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@ -11,9 +11,9 @@ class Lvl0(Scene):
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self.add(Level('lvl0.png'))
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self.add(PacMan(S, S))
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self.add(Ghost(S*6, S*2))
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self.add(Ghost(S*6, S*13))
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self.add(Ghost(S*18, S*13))
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self.add(Ghost(S*8, S*23))
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# self.add(Ghost(S*6, S*13))
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# self.add(Ghost(S*18, S*13))
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# self.add(Ghost(S*8, S*23))
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super().load()
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@ -1,171 +0,0 @@
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from engine.scene import Scene
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S=20
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entities=[]
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class PacDot(Entity):
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s = Surface((S, S))
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draw.circle(s, (255, 255, 0), (S//2, S//2), S//4)
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def __init__(self):
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super().__init__()
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CollideRect(self, Rect(0, 0, S, S),
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static=True, solid=False, cb=self.cb)
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Sprite(self, PacDot.s, 1)
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def cb(self):
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self.unregister()
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def path(start, tgt, x, y, trace, length):
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if start == tgt:
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return length
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if start is None or trace[y][x]:
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return False
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trace[y][x] = True
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u = path(start.up, tgt, x, y-1, trace, length + 1)
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d = path(start.down, tgt, x, y+1, trace, length + 1)
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l = path(start.left, tgt, x-1, y, trace, length + 1)
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r = path(start.right, tgt, x+1, y, trace, length + 1)
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best = None
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for subpath in (u, d, l, r):
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if subpath and (best is None or subpath < best):
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best = subpath
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return best
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class Node():
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cpt = 0
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def __init__(self):
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self.id = self.__class__.cpt
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self.__class__.cpt += 1
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self.up = None
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self.down = None
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self.left = None
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self.right = None
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def children(self):
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children = []
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for direction in ("up", "down", "left", "right"):
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node = getattr(self, direction)
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if node is not None:
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children.append((node, direction))
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return children
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graph = None
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class Level(Entity):
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def __init__(self, path):
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global graph
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super().__init__()
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desc = image.load(res(path))
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w, h = desc.get_size()
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GraphicsServer().resize((w * S, h * S))
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graph = [[None for x in range(w)] for y in range(h)]
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self.surf = Surface((w * S, h * S)).convert()
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self.surf.fill((0, 0, 0))
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wall = Surface((S, S)).convert()
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wall.fill((0, 0, 255))
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for x, y in product(range(w), range(h)):
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col = desc.get_at((x, y))
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if col == (0, 0, 255):
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CollideRect(self, Rect(x * S, y * S, S, S))
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self.surf.blit(wall, (x * S, y * S))
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elif col == (139, 139, 139):
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pc = PacDot()
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pc.x = x * S
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pc.y = y * S
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entities.append(pc)
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graph[y][x] = Node()
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elif col == (0, 0, 0) or col == (255, 0, 0):
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graph[y][x] = Node()
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for y, line in enumerate(graph):
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for x, node in enumerate(line):
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if node is None:
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continue
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node.left = graph[y][(x-1)%w]
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node.right = graph[y][(x+1)%w]
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node.up = graph[(y-1)%h][x]
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node.down = graph[(y+1)%h][x]
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Sprite(self, self.surf, 0)
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class MovingEntity(Entity):
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def __init__(self, surf):
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super().__init__()
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sprite = Sprite(self, surf, 2)
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self.phys = CollideRect(
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self,
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Rect(self.x, self.y, sprite.width, sprite.width),
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static=False)
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class Ghost(MovingEntity):
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def __init__(self):
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super().__init__(image.load(res('ghost.png')).convert())
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self.script = Ghost.script
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def script(self):
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cur_node = graph[self.y//S][self.x//S]
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print(self.y//S, self.x//S)
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pacman = SceneManager().scene.entities['pacman']
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# pacman_node = graph[pacman.y//S][pacman.x//S]
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x_dist = pacman.x - self.x
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y_dist = pacman.y - self.y
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s = 1
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# self.phys.vx = s if x_dist > 0 else -s
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# self.phys.vy = s if y_dist > 0 else -s
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p = self.find_shortest_path(graph[pacman.y//S][pacman.x//S])
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print([x[1] for x in p])
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cur_dir = p[0][1]
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if cur_dir == "up":
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self.phys.vx = 0
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self.phys.vy = -1
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elif cur_dir == "down":
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self.phys.vx = 0
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self.phys.vy = 1
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elif cur_dir == "left":
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self.phys.vx = -1
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self.phys.vy = 0
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else:
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self.phys.vx = 1
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self.phys.vy = 0
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def find_shortest_path(self, final_node):
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cur_node = graph[self.y//S][self.x//S]
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# pacman_node = graph[pacman.y//S][pacman.x//S]
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children = cur_node.children()
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trace = [cur_node] + [x[0] for x in children]
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# if self.phys.vx < 0: cur_dir = "left"
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# elif self.phys.vx > 0: cur_dir = "right"
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# elif self.phys.vy < 0: cur_dir = "up"
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# else: cur_dir = "down"
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paths = [[x] for x in children]
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while 1:
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cur_len = len(paths)
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for path in paths[:cur_len]:
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for child in path[-1][0].children():
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if child[0] is not None and child[0] not in trace:
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trace.append(child[0])
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paths.append(path + [child])
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if child[0] == final_node:
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return path
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paths = paths[cur_len:]
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class Lvl0(Scene):
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def load(self):
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self.add(Level('lvl0.png'))
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self.add(PacMan(S, S))
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self.add(Ghost(S*6, S*2))
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self.add(Ghost(S*6, S*13))
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self.add(Ghost(S*18, S*13))
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self.add(Ghost(S*8, S*23))
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super().load()
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scene = Lvl0()
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Block a user