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