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:
DylanVsn 2019-11-13 11:28:29 +01:00
parent a8c79b1c47
commit 13d579fa45
10 changed files with 79 additions and 136 deletions

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@ -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

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pacmap.xcf Normal file

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pacmap_rule.txt Normal file
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@ -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

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@ -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

25
src/pacman.py Normal file → Executable file
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@ -31,6 +31,7 @@ class Pacman:
self.next_direction = Direction.R self.next_direction = Direction.R
self.super_power = 0 # Counter of super pacdots in effect (> 0 means super power is active) self.super_power = 0 # Counter of super pacdots in effect (> 0 means super power is active)
self.ghost_combo = 0 self.ghost_combo = 0
self.size = (1.8, 1.8) # size related to tile size
def matrix_position(self): def matrix_position(self):
return (int(self.position[0]), int(self.position[1])) return (int(self.position[0]), int(self.position[1]))
@ -38,16 +39,18 @@ class Pacman:
def has_super_power(self): def has_super_power(self):
return self.super_power > 0 return self.super_power > 0
def eat_pacdot(self, map): def eat_pacdot(self, dot_map):
global score global score
global pacdot_counter 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 pacdot_counter -= 1
score += 10 score += 10
if pacdot_counter == 0:
game_over("win")
def eat_super_pacdot(self, map): def eat_super_pacdot(self, dot_map):
global score 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 score += 50
self.super_power += 1 self.super_power += 1
@ -62,26 +65,26 @@ class Pacman:
self.ghost_combo = 0 self.ghost_combo = 0
#os._exit(0) #os._exit(0)
def eat_fruit(self, fruit, map): def eat_fruit(self, fruit, dot_map):
global score 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 score += fruit.score
def eat_ghost(self, ghost): def eat_ghost(self, ghost):
global score global score
ghost.despawn_and_respawn() ghost.despawn_and_respawn()
self.ghost_combo += 1 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 global lives
#TODO score loss ? #TODO score loss ?
self.position = map.spawn_point #TODO self.position = dot_map.spawn_point #TODO
lives -= 1 lives -= 1
if lives <= 0: if lives < 0: # à vérifier
game_over() game_over()
def game_over(): def game_over(status = "lose"):
#TODO #TODO
pass pass

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@ -1,18 +1,23 @@
#!/usr/bin/env python3 #!/usr/bin/env python3
from enum import IntEnum from enum import IntEnum
from copy import deepcopy from copy import deepcopy
from PIL import Image
import os
class DotTile(IntEnum): class DotTile(IntEnum):
NDT = 0 # no dot NDT = 0 # no dot
SPD = 1 # small pac-dot SPD = 1 # small pac-dot
BPD = 2 # big pac-dot BPD = 2 # big pac-dot
FRT = 3 # fruit
class PhysTile(IntEnum): class PhysTile(IntEnum):
GRD = 0 # ground GRD = 0 # ground
WAL = 1 # wall WAL = 1 # wall
GSD = 2 # ghost door GSD = 2 # ghost door
TPT = 3 # teleporter tile GWL = 3 # ghost cell wall
FIT = 4 # fully inaccessible tile GCF = 4 # ghost cell floor
TPT = 5 # teleporter tile
FIT = 6 # fully inaccessible tile
# ghost-cell ground as FIT ? verify no pac-dot here # ghost-cell ground as FIT ? verify no pac-dot here
class Map: class Map:
@ -20,11 +25,11 @@ class Map:
Pacman maps size is 28×31 Pacman maps size is 28×31
""" """
width = 28 width = 28 * 2 + 1
height = 31 height = 31 * 2 + 1
tile_size = 16 # tile subdivision for dynamic movement # 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: physic_map is the array containing elements:
0: ground tile 0: ground tile
@ -40,6 +45,11 @@ class Map:
1: small pac-dot 1: small pac-dot
2: big 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.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.dots_map = dots_map
self.intersect_map = [] # TODO - the layer which contains intersections pre-calculated 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): if any(tile in (PhysTile.GRD, PhysTile.TPT) for row in temp for tile in row):
return False return False
return True 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
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@ -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=' ')