ajout du dossier livrable avec readme.txt et code fonctionnel
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livrables/1/README.txt
Normal file
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livrables/1/README.txt
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67
livrables/1/graphic.py
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livrables/1/graphic.py
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#!/usr/bin/env python3
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import pygame as pg
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import pacman_sprite
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import pacman as m_pacman # m_ for module to avoid conflicts
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from physic_engine import PhysicEngine
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import pacmap as m_pacmap
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import sys
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pg.init()
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class Screen:
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def __init__(self, size, pacmap: m_pacmap.Map, physic_engine: PhysicEngine, pacman: m_pacman.Pacman):
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self.screen = pg.display.set_mode(size)
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# self.screen.set_caption("Pacman")
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self.physic_engine = physic_engine
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self.pacman = pacman
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self.pacman_sprite = pacman_sprite.PacmanSprite(size[0]/28)
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self.clock = pg.time.Clock()
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self.max_fps = 40
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self.entity_group = pg.sprite.Group(self.pacman_sprite)
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self.loop()
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def user_events(self):
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key = pg.key.get_pressed()
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if key[pg.K_UP]:
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pacman.set_next_dir(m_pacman.direction.up)
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if key[pg.K_DOWN]:
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pacman.set_next_dir(m_pacman.direction.down)
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if key[pg.K_LEFT]:
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pacman.set_next_dir(m_pacman.direction.left)
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if key[pg.K_RIGHT]:
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pacman.set_next_dir(m_pacman.direction.right)
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def refresh(self):
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"""refresh/redraw all"""
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pac_x, pac_y = self.pacman.position
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pac_res = self.pacman.resolution
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pacmap.draw(self.screen)
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self.pacman_sprite.rect.x = int(pac_x / 28 / pac_res * self.screen.get_width()) - 10
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self.pacman_sprite.rect.y = int(pac_y / 31 / pac_res * self.screen.get_height()) - 10
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self.entity_group.draw(self.screen)
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def create_maze_surface(self):
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pass
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def loop(self):
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while 1:
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self.screen.fill((0, 0, 0))
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for event in pg.event.get():
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if event.type == pg.QUIT:
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sys.exit()
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self.user_events()
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self.physic_engine.move_all()
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self.refresh()
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self.clock.tick(self.max_fps)
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pg.display.flip()
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if __name__ == '__main__':
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pacman = m_pacman.Pacman((1,1))
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pacmap = m_pacmap.Map(maze_img_file="pacmap_maze1.png")
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phys_engine = PhysicEngine(pacmap, pacman)
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screen = Screen((560, 620), pacmap, phys_engine, pacman)
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135
livrables/1/pacman.py
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135
livrables/1/pacman.py
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import pacmap
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import os
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from enum import IntEnum
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from collections import namedtuple
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_tempdir = namedtuple("Direction", ["up", "down", "left", "right", "none"])
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direction = _tempdir(
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up= (0, -1),
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down=(0, 1),
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left=(-1, 0),
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right=(1, 0),
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none=(0, 0)
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)
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pacdot_counter = 88
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score = 0
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lives = 3
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class FruitType(IntEnum):
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A = 0
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class Fruit:
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def __init__(self, fruit_type, score, position = (0, 0)):
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self.fruit_type = fruit_type
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self.score = score
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self.position = position
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class Pacman:
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def __init__(self, position=[0, 0], map_size=(28, 31), resolution=10):
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self.position = [position[0]*resolution+int(resolution/2), position[1]*resolution+int(resolution/2)]
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self.direction = direction.right
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self.next_direction = direction.none
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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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self.speed = 0.1
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self.resolution = resolution # when pacman in 0:10 he's in the 1st cell if resolution=10 !!! must be even number
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self.map_size = map_size
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def matrix_position(self):
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return int(self.position[0] / self.resolution), int(self.position[1] / self.resolution)
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def next_matrix_position(self):
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next_x = int(self.position[0] / self.resolution + self.direction[0]) % self.map_size[0]
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next_y = int(self.position[1] / self.resolution + self.direction[1]) % self.map_size[1]
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return next_x, next_y
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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, dot_map):
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global score
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global pacdot_counter
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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, dot_map):
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global score
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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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# TODO
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# Requires UNIX - or use of async
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# pid = os.fork()
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#if pid == 0:
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# return
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#os.sleep(10)
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self.super_power -= 1
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self.ghost_combo = 0
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def eat_fruit(self, fruit, dot_map):
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global score
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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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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 = dot_map.spawn_point #TODO
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lives -= 1
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if lives < 0: # à vérifier
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game_over()
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def is_at_center_tile(self):
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"""return True if pacman is at the center of a tile else False"""
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clause_1 = not self.position[0] % (self.resolution/2) and self.position[0] % self.resolution
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clause_2 = not self.position[1] % (self.resolution/2) and self.position[1] % self.resolution
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return clause_1 and clause_2
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def change_dir(self, new_dir):
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self.direction = new_dir
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def set_next_dir(self, next_dir):
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if next_dir[0] and self.direction[0]:
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self.change_dir(next_dir)
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elif next_dir[1] and self.direction[1]:
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self.change_dir(next_dir)
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else:
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self.next_direction = next_dir
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def change_to_next_dir(self):
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self.direction = self.next_direction
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self.next_direction = direction.none
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def get_next_dir_tile(self):
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"""return x, y corresponding to the tile if we move with next_direction"""
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next_x = int(self.position[0] / self.resolution + self.next_direction[0]) % self.map_size[0]
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next_y = int(self.position[1] / self.resolution + self.next_direction[1]) % self.map_size[1]
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return next_x, next_y
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def move(self):
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self.position[0] = (self.position[0] + self.direction[0]) % (self.resolution * self.map_size[0])
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self.position[1] = (self.position[1] + self.direction[1]) % (self.resolution * self.map_size[1])
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def game_over(status = "lose"):
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#TODO
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pass
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livrables/1/pacman_sprite.py
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livrables/1/pacman_sprite.py
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"""Pacman Graphic Object"""
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import pygame as pg
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class PacmanSprite(pg.sprite.Sprite):
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def __init__(self, size):
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super().__init__()
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self.image = pg.Surface([size, size])
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half_size = int(size / 2)
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pg.draw.circle(self.image, (255, 255, 0), (half_size, half_size), half_size)
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# Fetch the rectangle object that has the dimensions of the image
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# Update the position of this object by setting the values of rect.x and rect.y
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self.rect = self.image.get_rect()
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livrables/1/pacmap.py
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livrables/1/pacmap.py
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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 pygame
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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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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 CrossTile(IntEnum):
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# code where we can find another GRD/TPT Tile from a given Tile
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# with binary masks
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UP = 1 # 0001
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DOWN = 2 # 0010
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LEFT = 4 # 0100
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RIGHT = 8 # 1000
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# direction changement if != 3 or != 12
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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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# tile_size = 16 # tile subdivision for dynamic movement
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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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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._surf = pygame.Surface((Map.width * 20, Map.height * 20))
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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 = self.decode_map(maze_img_file)
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except Exception as e:
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raise e
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else:
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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) -> bool:
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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[-1][1:] + [sub[0] for sub in phys_map] \
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+ [sub[-1] for sub in phys_map][1:-1]
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# no ground tile on edges
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if PhysTile.GRD in edges:
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return False
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# teleporters are in front of the other
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for col in range(1, len(phys_map[0])-1):
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if phys_map[0][col] == PhysTile.TPT or phys_map[-1][col] == PhysTile.TPT:
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if phys_map[0][col] == phys_map[-1][col]:
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teleporter_count -= 2
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else:
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return False
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for row in range(1, len(phys_map)-1):
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if phys_map[row][0] == PhysTile.TPT or phys_map[row][-1] == PhysTile.TPT:
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if phys_map[row][0] == phys_map[row][-1]:
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teleporter_count -= 2
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else:
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return False
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if teleporter_count: # not all teleporters are on edges
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return False
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# no teleporter on corners
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if any(PhysTile.TPT in (phys_map[0][0], phys_map[0][-1],
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phys_map[self.height-1][0], phys_map[-1][-1])):
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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, self.width-1):
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for row in range(1, self.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 phys_map[row+y][col+x] in (PhysTile.GRD, PhysTile.TPT):
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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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if not connex(phys_map):
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return False
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return True
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def get_tile(self, x, y):
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return self.phys_map[y][x]
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def create_cross_layer(self):
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dictionnary = {
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(0, 1):CrossTile.DOWN,
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(0, -1): CrossTile.UP,
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(1, 0): CrossTile.RIGHT,
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(-1, 0): CrossTile.LEFT
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}
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for row in range(self.height):
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self.intersect_map.append([])
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for col in range(self.width):
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if not self.get_tile(col, row) in (PhysTile.GRD, PhysTile.TPT):
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self.intersect_map[-1].append(0)
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if self.get_tile(col, row) in (PhysTile.GRD, PhysTile.TPT):
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cpt = 0
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for dir in dictionnary:
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test_col = (col + dir[0]) % self.width
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test_row = (row + dir[1]) % self.height
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if self.get_tile(test_col, test_row) in (PhysTile.GRD, PhysTile.TPT):
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cpt |= dictionnary[dir]
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self.intersect_map[-1].append(cpt)
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def draw(self, surf):
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surf.blit(self._surf, (0, 0))
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def decode_map(self, 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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color = data[col + row*img.width][:3]
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tile = dictionnary[color] # avoid alpha component
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self._surf.fill(color, pygame.Rect(col*20, row*20, 20, 20))
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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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def explore(matrix, x=-1, y=-1):
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"""explore the given matrix and change it (GRD and TPT become FIT)"""
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if x < 0 and y < 0:
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# searching the beginning
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for row in range(len(matrix)):
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for col in range(len(matrix[0])):
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if matrix[row][col]:
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explore(matrix, col, row)
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elif matrix[y][x] in (PhysTile.TPT, PhysTile.GRD):
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matrix[y][x] = PhysTile.FIT
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for col, row in ((0, 1), (1, 0), (0, -1), (-1, 0)):
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explore(matrix, (x+col)%len(matrix[0]), (y+row)%len(matrix))
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def connex(matrix, x=-1, y=-1):
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"""return True if the matrix is connex - has only one connexity part"""
|
||||
temp = deepcopy(matrix)
|
||||
explore(temp)
|
||||
if any(tile in (PhysTile.GRD, PhysTile.TPT) for row in temp for tile in row):
|
||||
return False
|
||||
return True
|
||||
|
||||
def get_one_in_digit(number):
|
||||
cpt = 0
|
||||
while number:
|
||||
cpt += number & 1
|
||||
number //= 2
|
||||
return cpt
|
BIN
livrables/1/pacmap_maze1.png
Normal file
BIN
livrables/1/pacmap_maze1.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 12 KiB |
9
livrables/1/pacmap_rule.txt
Normal file
9
livrables/1/pacmap_rule.txt
Normal file
@ -0,0 +1,9 @@
|
||||
each wall (excluding the exterior one) have a width of at least 2 (can be filled with FIT tiles)
|
||||
RGB code:
|
||||
GRD 0 0 0 // ground tile
|
||||
GCF 255 0 255 // ghost cell floor tile
|
||||
WAL 0 0 255 // wall tile
|
||||
GSD 0 255 0 // ghost door tile
|
||||
GWL 0 255 255 // ghost wall tile
|
||||
TPT 255 0 0 // teleporter tile
|
||||
FIT 255 255 255 // fully inaccessible tile (tiles between walls)
|
21
livrables/1/physic_engine.py
Executable file
21
livrables/1/physic_engine.py
Executable file
@ -0,0 +1,21 @@
|
||||
from pacmap import *
|
||||
from pacman import *
|
||||
|
||||
class PhysicEngine:
|
||||
def __init__(self, c_pacmap: Map, c_pacman: Pacman):
|
||||
self.pacmap = c_pacmap
|
||||
self.pacman = c_pacman
|
||||
self.entities = [] # ghosts
|
||||
|
||||
def move_all(self):
|
||||
# pacman movement
|
||||
next_pac_tile = self.pacman.next_matrix_position()
|
||||
pac_res = self.pacman.resolution
|
||||
if self.pacman.is_at_center_tile():
|
||||
if self.pacman.next_direction != direction.none and self.pacmap.get_tile(*self.pacman.get_next_dir_tile()) in (PhysTile.GRD, PhysTile.TPT):
|
||||
self.pacman.change_to_next_dir()
|
||||
self.pacman.move()
|
||||
elif self.pacmap.get_tile(*next_pac_tile) in (PhysTile.GRD, PhysTile.TPT):
|
||||
self.pacman.move()
|
||||
else:
|
||||
self.pacman.move()
|
45
livrables/1/test_connexity.py
Executable file
45
livrables/1/test_connexity.py
Executable file
@ -0,0 +1,45 @@
|
||||
#!/usr/bin/env python3
|
||||
import pacmap
|
||||
|
||||
maps = [
|
||||
[
|
||||
[4, 1, 1, 1, 3, 1, 1, 4],
|
||||
[1, 0, 0, 0, 0, 0, 0, 1],
|
||||
[1, 0, 1, 1, 0, 1, 0, 1],
|
||||
[3, 0, 1, 0, 0, 1, 0, 3],
|
||||
[1, 0, 0, 0, 1, 0, 0, 1],
|
||||
[1, 1, 1, 0, 0, 0, 1, 1],
|
||||
[4, 4, 1, 1, 3, 1, 1, 4],
|
||||
],
|
||||
[
|
||||
[4, 1, 1, 1, 3, 1, 1, 4],
|
||||
[1, 1, 1, 1, 0, 1, 1, 1],
|
||||
[1, 1, 1, 1, 0, 1, 1, 1],
|
||||
[1, 1, 1, 1, 0, 1, 1, 1],
|
||||
[1, 1, 1, 1, 0, 1, 1, 1],
|
||||
[1, 1, 1, 1, 0, 1, 1, 1],
|
||||
[4, 1, 1, 1, 3, 1, 1, 4],
|
||||
],
|
||||
[
|
||||
[4, 1, 1, 1, 3, 1, 1, 4],
|
||||
[1, 1, 1, 1, 0, 1, 1, 1],
|
||||
[1, 1, 1, 1, 0, 1, 1, 1],
|
||||
[1, 0, 0, 1, 0, 1, 1, 1],
|
||||
[1, 0, 0, 1, 0, 1, 1, 1],
|
||||
[1, 1, 1, 1, 0, 1, 1, 1],
|
||||
[4, 1, 1, 1, 3, 1, 1, 4],
|
||||
],
|
||||
[
|
||||
[4, 1, 1, 1, 3, 1, 1, 4],
|
||||
[1, 1, 1, 1, 0, 1, 1, 1],
|
||||
[1, 1, 1, 1, 0, 0, 0, 1],
|
||||
[1, 1, 1, 1, 1, 1, 0, 1],
|
||||
[3, 0, 0, 0, 0, 1, 0, 3],
|
||||
[1, 1, 1, 1, 0, 1, 1, 1],
|
||||
[4, 1, 1, 1, 3, 1, 1, 4],
|
||||
]
|
||||
]
|
||||
|
||||
for pac_map in maps:
|
||||
is_connex = pacmap.connex(pac_map)
|
||||
print(is_connex)
|
13
livrables/1/test_load_picture.py
Executable file
13
livrables/1/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