séance TD + générer carte depuis image - modèle Gimp présent - instructions couleurs (lel) présente - todo: pareil avec padots - facile, maintenant on pourra collisions
This commit is contained in:
parent
a8c79b1c47
commit
13d579fa45
3
iteration_2_voulue_par_prof.txt
Normal file
3
iteration_2_voulue_par_prof.txt
Normal file
@ -0,0 +1,3 @@
|
||||
1- afficher pacman dans fenêtre
|
||||
2- gérer déplacements sans sortir de la fenêtre (sans forcément être dans le labyrinthe) -
|
||||
des murs autour avec notre gestion de collision
|
BIN
pacmap.xcf
Normal file
BIN
pacmap.xcf
Normal file
Binary file not shown.
BIN
pacmap_empty.png
Normal file
BIN
pacmap_empty.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 571 B |
BIN
pacmap_maze1.png
Normal file
BIN
pacmap_maze1.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 12 KiB |
BIN
pacmap_maze1.xcf
Normal file
BIN
pacmap_maze1.xcf
Normal file
Binary file not shown.
9
pacmap_rule.txt
Normal file
9
pacmap_rule.txt
Normal file
@ -0,0 +1,9 @@
|
||||
chaque mur (sauf le mur extérieur) est d'épaisseur 2 minimum, peut être espacé par des FIT
|
||||
codage RGB:
|
||||
GRD 0 0 0
|
||||
GCF 255 0 255
|
||||
WAL 0 0 255
|
||||
GSD 0 255 0
|
||||
GWL 0 255 255
|
||||
TPT 255 0 0
|
||||
FIT 255 255 255
|
118
src/carte.py
118
src/carte.py
@ -1,118 +0,0 @@
|
||||
#!/usr/bin/env python3
|
||||
from enum import IntEnum
|
||||
|
||||
class DotTile(IntEnum):
|
||||
NDT = 0 # no dot
|
||||
SPD = 1 # small pac-dot
|
||||
BPD = 2 # big pac-dot
|
||||
|
||||
class PhysTile(IntEnum):
|
||||
GRD = 0 # ground
|
||||
WAL = 1 # wall
|
||||
GSD = 2 # ghost door
|
||||
TPT = 3 # teleporter tile
|
||||
FIT = 4 # fully inaccessible tile
|
||||
# ghost-cell ground as FIT ? verify no pac-dot here
|
||||
|
||||
class Map:
|
||||
"""
|
||||
Pacman maps size is 28×31
|
||||
"""
|
||||
|
||||
width = 28
|
||||
height = 31
|
||||
|
||||
def __init__(self, physic_map = [], dots_map = []):
|
||||
"""
|
||||
physic_map is the array containing elements:
|
||||
0: ground tile
|
||||
1: wall
|
||||
2: ghost door
|
||||
3: teleporter (no need to precise which to go because we assume it will
|
||||
be at the opposite map tile)
|
||||
4: fully inaccessible tile (basically tiles that represent the "in-wall"
|
||||
space)
|
||||
|
||||
dots_map is a layer on top of the physic_map of the same dimension which contains
|
||||
0: no dot
|
||||
1: small pac-dot
|
||||
2: big pac-dot
|
||||
"""
|
||||
self.phys_map = phys_map # in the first part we assume phys_map is correct and no need to verify
|
||||
self.dots_map = dots_map
|
||||
self.intersect_map = [] # TODO - the layer which contains intersections pre-calculated
|
||||
|
||||
|
||||
def verify(self, phys_map, dots_map) -> boolean:
|
||||
"""
|
||||
This method will verify if a given map is valid or not
|
||||
Return True if correct else False
|
||||
|
||||
we will assume
|
||||
there are only:
|
||||
- 1 ghost door
|
||||
- 4 big pac-dots
|
||||
- 240 pac-dots
|
||||
|
||||
Each ground tile must have at least 2 ground tile neighboors because
|
||||
there is no dead-end tile in pac-man
|
||||
Each dot must be on a ground tile (not even a teleporter one)
|
||||
"""
|
||||
|
||||
if not (len(phys_map) == len(dots_map) == 31):
|
||||
return False
|
||||
|
||||
for i in range(len(phys_map)):
|
||||
if not (len(phys_map[i]) == len(dots_map[i]) == 28):
|
||||
return False
|
||||
|
||||
# 1 ghost door verification
|
||||
if sum(sub_arr.count(PhysTile.GSD) for sub_arr in phys_map) != 1:
|
||||
return False
|
||||
|
||||
# # 4 big pac dots
|
||||
if sum(sub_arr.count(DotTile.BPD) for sub_arr in dots_map) != 4:
|
||||
return False
|
||||
|
||||
# # 240 small pac-dots
|
||||
if sum(sub_arr.count(DotTile.SPD) for sub_arr in dots_map) != 240:
|
||||
return False
|
||||
|
||||
# dots are only in ground tile
|
||||
for row in range(len(phys_map)):
|
||||
for col in range(len(phys_map[0])):
|
||||
if dots_map[row][col] and phys_map[row][col]: # no dot = 0; ground = 0
|
||||
return False
|
||||
|
||||
# odd number of teleporter tiles
|
||||
teleporter_count = sum(sub_arr.count(PhysTile.TPT) for sub_arr in phys_map)
|
||||
if teleporter_count % 2:
|
||||
return False
|
||||
|
||||
edges = phys_map[0][1:] + phys_map[height-1][1:] + [sub[0] for sub in phys_map] + [sub[width-1] for sub in phys_map][1:-1]
|
||||
|
||||
# must verify teleporters are on edges
|
||||
teleporter_count -= edges.count(PhysTile.TPT)
|
||||
if teleporter_count: # not all teleporters are on edges
|
||||
return False
|
||||
|
||||
### ATTENTION - we need to verify teleporters are in front of the other
|
||||
|
||||
# no ground tile on border
|
||||
if any(PhysTile.GRD in edges):
|
||||
return False
|
||||
|
||||
# now we have to verify there is no dead-end ground tile
|
||||
for col in range(1, width-1):
|
||||
for row in range(1, height-1):
|
||||
cpt = 0
|
||||
for x, y in ((0, 1), (1, 0), (-1, 0), (0, -1)):
|
||||
if list[row+y][col+x] in (PhysTile.GRD, PhysTile.TPT, PhysTile.BPD, PhysTile.SPD):
|
||||
cpt += 1
|
||||
if cpt == 2:
|
||||
break
|
||||
if cpt < 2:
|
||||
return False
|
||||
# we have to verify if there is only 1 connexity component of (PhysTile.GRD, PhysTile.TPT, PhysTile.BPD, PhysTile.SPD)
|
||||
|
||||
return True
|
27
src/pacman.py
Normal file → Executable file
27
src/pacman.py
Normal file → Executable file
@ -13,7 +13,7 @@ class Direction(IntEnum):
|
||||
D = 1
|
||||
R = 2
|
||||
L = 3
|
||||
|
||||
|
||||
class FruitType(IntEnum):
|
||||
A = 0
|
||||
|
||||
@ -31,6 +31,7 @@ class Pacman:
|
||||
self.next_direction = Direction.R
|
||||
self.super_power = 0 # Counter of super pacdots in effect (> 0 means super power is active)
|
||||
self.ghost_combo = 0
|
||||
self.size = (1.8, 1.8) # size related to tile size
|
||||
|
||||
def matrix_position(self):
|
||||
return (int(self.position[0]), int(self.position[1]))
|
||||
@ -38,16 +39,18 @@ class Pacman:
|
||||
def has_super_power(self):
|
||||
return self.super_power > 0
|
||||
|
||||
def eat_pacdot(self, map):
|
||||
def eat_pacdot(self, dot_map):
|
||||
global score
|
||||
global pacdot_counter
|
||||
map.dots_map[self.matrix_position()[0]][self.matrix_position()[1]] = pacmap.DotTile.NDT
|
||||
dot_map.dots_map[self.matrix_position()[0]][self.matrix_position()[1]] = pacmap.DotTile.NDT
|
||||
pacdot_counter -= 1
|
||||
score += 10
|
||||
if pacdot_counter == 0:
|
||||
game_over("win")
|
||||
|
||||
def eat_super_pacdot(self, map):
|
||||
def eat_super_pacdot(self, dot_map):
|
||||
global score
|
||||
map.dots_map[self.matrix_position()[0]][self.matrix_position()[1]] = pacmap.DotTile.NDT
|
||||
dot_map.dots_map[self.matrix_position()[0]][self.matrix_position()[1]] = pacmap.DotTile.NDT
|
||||
score += 50
|
||||
self.super_power += 1
|
||||
|
||||
@ -62,26 +65,26 @@ class Pacman:
|
||||
self.ghost_combo = 0
|
||||
#os._exit(0)
|
||||
|
||||
def eat_fruit(self, fruit, map):
|
||||
def eat_fruit(self, fruit, dot_map):
|
||||
global score
|
||||
map.dots_map[self.matrix_position()[0]][self.matrix_position()[1]] = pacmap.DotTile.NDT
|
||||
dot_map.dots_map[self.matrix_position()[0]][self.matrix_position()[1]] = pacmap.DotTile.NDT
|
||||
score += fruit.score
|
||||
|
||||
def eat_ghost(self, ghost):
|
||||
global score
|
||||
ghost.despawn_and_respawn()
|
||||
self.ghost_combo += 1
|
||||
score += (2 ^ self.ghost_combo) * 100
|
||||
score += (2 ** self.ghost_combo) * 100
|
||||
|
||||
def get_eaten(self, map):
|
||||
def get_eaten(self, dot_map):
|
||||
global lives
|
||||
#TODO score loss ?
|
||||
self.position = map.spawn_point #TODO
|
||||
self.position = dot_map.spawn_point #TODO
|
||||
lives -= 1
|
||||
if lives <= 0:
|
||||
if lives < 0: # à vérifier
|
||||
game_over()
|
||||
|
||||
def game_over():
|
||||
def game_over(status = "lose"):
|
||||
#TODO
|
||||
pass
|
||||
|
||||
|
@ -1,18 +1,23 @@
|
||||
#!/usr/bin/env python3
|
||||
from enum import IntEnum
|
||||
from copy import deepcopy
|
||||
from PIL import Image
|
||||
import os
|
||||
|
||||
class DotTile(IntEnum):
|
||||
NDT = 0 # no dot
|
||||
SPD = 1 # small pac-dot
|
||||
BPD = 2 # big pac-dot
|
||||
FRT = 3 # fruit
|
||||
|
||||
class PhysTile(IntEnum):
|
||||
GRD = 0 # ground
|
||||
WAL = 1 # wall
|
||||
GSD = 2 # ghost door
|
||||
TPT = 3 # teleporter tile
|
||||
FIT = 4 # fully inaccessible tile
|
||||
GWL = 3 # ghost cell wall
|
||||
GCF = 4 # ghost cell floor
|
||||
TPT = 5 # teleporter tile
|
||||
FIT = 6 # fully inaccessible tile
|
||||
# ghost-cell ground as FIT ? verify no pac-dot here
|
||||
|
||||
class Map:
|
||||
@ -20,11 +25,11 @@ class Map:
|
||||
Pacman maps size is 28×31
|
||||
"""
|
||||
|
||||
width = 28
|
||||
height = 31
|
||||
tile_size = 16 # tile subdivision for dynamic movement
|
||||
width = 28 * 2 + 1
|
||||
height = 31 * 2 + 1
|
||||
# tile_size = 16 # tile subdivision for dynamic movement
|
||||
|
||||
def __init__(self, phys_map = [], dots_map = []):
|
||||
def __init__(self, phys_map = [], dots_map = [], maze_img_file=""):
|
||||
"""
|
||||
physic_map is the array containing elements:
|
||||
0: ground tile
|
||||
@ -40,6 +45,11 @@ class Map:
|
||||
1: small pac-dot
|
||||
2: big pac-dot
|
||||
"""
|
||||
if maze_img_file and os.path.isfile(maze_img_file):
|
||||
try:
|
||||
self.phys_map = decode_map(maze_img_file)
|
||||
except Exception as e:
|
||||
raise e
|
||||
self.phys_map = phys_map # in the first part we assume phys_map is correct and no need to verify
|
||||
self.dots_map = dots_map
|
||||
self.intersect_map = [] # TODO - the layer which contains intersections pre-calculated
|
||||
@ -158,3 +168,26 @@ def connex(matrix, x=-1, y=-1):
|
||||
if any(tile in (PhysTile.GRD, PhysTile.TPT) for row in temp for tile in row):
|
||||
return False
|
||||
return True
|
||||
|
||||
def decode_map(img_file):
|
||||
img = Image.open(img_file)
|
||||
dictionnary = {
|
||||
(0 , 0, 0): PhysTile.GRD,
|
||||
(255, 0, 255): PhysTile.GCF,
|
||||
(0 , 0, 255): PhysTile.WAL,
|
||||
(0 , 255, 0): PhysTile.GSD,
|
||||
(0 , 255, 255): PhysTile.GWL,
|
||||
(255, 0, 0): PhysTile.TPT,
|
||||
(255, 255, 0): PhysTile.FIT,
|
||||
}
|
||||
data = list(img.getdata())
|
||||
matrix = []
|
||||
for row in range(img.height):
|
||||
matrix.append([])
|
||||
for col in range(img.width):
|
||||
try:
|
||||
tile = dictionnary[data[col + row*img.width][:3]] # avoid alpha component
|
||||
except:
|
||||
raise ValueError("Pixel " + str(col) + "," + str(row) + " is invalid")
|
||||
matrix[-1].append(tile)
|
||||
return matrix
|
13
src/test_load_picture.py
Executable file
13
src/test_load_picture.py
Executable file
@ -0,0 +1,13 @@
|
||||
#!/usr/bin/env python3
|
||||
from pacmap import decode_map
|
||||
import sys
|
||||
|
||||
if __name__ == '__main__':
|
||||
if len(sys.argv) > 1:
|
||||
matrix = decode_map(sys.argv[1])
|
||||
else:
|
||||
matrix = decode_map("../pacmap_maze1.png")
|
||||
for row in matrix:
|
||||
print()
|
||||
for el in row:
|
||||
print(el.value, end=' ')
|
Reference in New Issue
Block a user