Terminal-Screensaver: dino.py (Chrome-Dino-Runner) und pacman.py (Pac-Man-Screensaver) hinzugefuegt
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pacman.py
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533
pacman.py
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#!/usr/bin/env python3
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"""pacman: Pac-Man ASCII screensaver with maze. Press any key to exit.
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No external dependencies -- pure ANSI escape codes, no Curses.
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"""
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import os, sys, tty, termios, fcntl, signal, time, random, shutil, argparse
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from typing import List, Optional, Set, Tuple
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# ── Terminal control ──────────────────────────────────────────────────────────
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RESET = "\033[0m"
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HIDE_CUR = "\033[?25l"
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SHOW_CUR = "\033[?25h"
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ALT_ON = "\033[?1049h"
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ALT_OFF = "\033[?1049l"
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def _fg(r, g, b): return f"\033[38;2;{r};{g};{b}m"
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def _go(r, c): return f"\033[{r+1};{c+1}H"
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def term_size(): s = shutil.get_terminal_size(); return s.lines, s.columns
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def _write_all(fd: int, data: bytes) -> None:
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mv = memoryview(data)
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off = 0
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while off < len(mv):
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try:
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off += os.write(fd, mv[off:])
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except BlockingIOError:
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time.sleep(0.001)
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# ── Colors ────────────────────────────────────────────────────────────────────
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C_WALL = _fg( 30, 60, 255) # classic Pac-Man blue
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C_PAC = _fg(255, 255, 0) # yellow
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C_DOT = _fg(255, 220, 180) # cream
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C_PILL = _fg(255, 220, 180)
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C_SCORE = _fg(180, 180, 255)
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C_SCARED = _fg( 20, 20, 200)
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C_SCARE2 = _fg(200, 200, 255) # flashing near end
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GHOST_COLORS = [
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_fg(255, 40, 40), # Blinky – red
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_fg(255, 170, 200), # Pinky – pink
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_fg( 30, 210, 255), # Inky – cyan
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_fg(255, 175, 80), # Clyde – orange
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]
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# ── Maze definition ───────────────────────────────────────────────────────────
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# 28 cols × 14 rows. # = wall, . = dot, * = power pellet
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MAZE = [
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"############################",
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"#............##............#",
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"#.####.#####.##.#####.####.#",
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"#*####.#####.##.#####.####*#",
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"#.####.#####.##.#####.####.#",
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"#..........................#",
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"#.####.##.########.##.####.#",
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"#......##....##....##......#",
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"#.####.##.########.##.####.#",
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"#..........................#",
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"#.####.#####.##.#####.####.#",
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"#*####.#####.##.#####.####*#",
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"#............##............#",
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"############################",
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]
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MAZE_H = len(MAZE) # 14
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MAZE_W = len(MAZE[0]) # 28
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# Box-drawing lookup: (N, S, W, E) → character
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# Each wall cell gets the char that shows which sides connect to other walls.
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_BOX: dict = {
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(False,False,False,False): '·',
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(True, False,False,False): '╵',
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(False,True, False,False): '╷',
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(True, True, False,False): '│',
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(False,False,True, False): '╴',
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(False,False,False,True ): '╶',
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(False,False,True, True ): '─',
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(True, False,True, False): '┘',
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(True, False,False,True ): '└',
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(False,True, True, False): '┐',
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(False,True, False,True ): '┌',
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(True, True, True, False): '┤',
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(True, True, False,True ): '├',
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(True, False,True, True ): '┴',
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(False,True, True, True ): '┬',
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(True, True, True, True ): '┼',
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}
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# ── Movement helpers ──────────────────────────────────────────────────────────
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DIRS = ['R', 'L', 'U', 'D']
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DELTA = {'R': (0, 1), 'L': (0, -1), 'U': (-1, 0), 'D': (1, 0)}
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def is_wall(mr: int, mc: int) -> bool:
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if 0 <= mr < MAZE_H and 0 <= mc < MAZE_W:
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return MAZE[mr][mc] == '#'
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return True
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def valid_dirs(mr: int, mc: int, exclude: Optional[str] = None) -> List[str]:
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return [d for d in DIRS
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if d != exclude
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and not is_wall(mr + DELTA[d][0], mc + DELTA[d][1])]
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def try_move(mr: int, mc: int, d: str) -> Tuple[int, int, bool]:
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dr, dc = DELTA[d]
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nmr, nmc = mr + dr, mc + dc
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if is_wall(nmr, nmc):
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return mr, mc, False
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return nmr, nmc, True
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# ── Sprite generators ─────────────────────────────────────────────────────────
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def make_pac(sw: int, sh: int, direction: str, frame: int) -> List[str]:
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"""Pac-Man sprite sw×sh using /\\ for the mouth wedge.
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frame 0/1 = open, frame 2 = closed (full block).
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At sw=4, sh=4 (user's design):
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RIGHT open LEFT open UP open DOWN open
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#### #### #/\\# ####
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# \\ / # #### ####
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# / \\ # #### #\\/#
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#### #### #### ####
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"""
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W = sw
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mid = max(0, sw - 2)
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arc = '#' * W
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opn = (frame <= 1)
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def right() -> List[str]:
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rows = [arc] * sh
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if opn:
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if sh == 1:
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rows[0] = '#' * (W - 1) + '>'
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else:
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hi = max(0, sh // 3)
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lo = min(sh - 1, 2 * sh // 3)
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if hi == lo and sh > 1:
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lo = min(hi + 1, sh - 1)
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rows[hi] = '#' + ' ' * mid + '\\'
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rows[lo] = '#' + ' ' * mid + '/'
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return rows
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def left() -> List[str]:
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rows = [arc] * sh
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if opn:
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if sh == 1:
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rows[0] = '<' + '#' * (W - 1)
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else:
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hi = max(0, sh // 3)
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lo = min(sh - 1, 2 * sh // 3)
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if hi == lo and sh > 1:
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lo = min(hi + 1, sh - 1)
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rows[hi] = '/' + ' ' * mid + '#'
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rows[lo] = '\\' + ' ' * mid + '#'
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return rows
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def up() -> List[str]:
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rows = [arc] * sh
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if opn:
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mc = W // 2
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r = list(arc)
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if mc > 0: r[mc - 1] = '/'
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if mc < W: r[mc] = '\\'
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for i in range(mc - 1): r[i] = ' '
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for i in range(mc + 1, W): r[i] = ' '
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rows[0] = ''.join(r)
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return rows
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def down() -> List[str]:
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rows = [arc] * sh
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if opn:
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mc = W // 2
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r = list(arc)
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if mc > 0: r[mc - 1] = '\\'
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if mc < W: r[mc] = '/'
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for i in range(mc - 1): r[i] = ' '
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for i in range(mc + 1, W): r[i] = ' '
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rows[-1] = ''.join(r)
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return rows
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return {'R': right, 'L': left, 'U': up, 'D': down}[direction]()
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def make_ghost(sw: int, sh: int, scared: bool, frame: int) -> List[str]:
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"""Ghost sprite sw×sh chars."""
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mid = sw - 2
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if sh == 1 or mid < 0:
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return [('=' if scared else '&') * max(1, sw)]
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eye_str = ('= =' if mid >= 5 else '==' if mid >= 2 else '=') if scared else \
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('o o' if mid >= 5 else 'oo' if mid >= 2 else 'o')
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eyes = eye_str.center(mid)[:mid]
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top = '/' + '-' * mid + '\\'
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body = '|' + eyes + '|'
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pat = '/\\' if frame == 0 else '\\/'
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skirt = (pat * (sw // 2 + 2))[:sw]
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if sh == 2:
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return [top, body]
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else:
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return [top, body, skirt]
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# ── Canvas ────────────────────────────────────────────────────────────────────
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class Canvas:
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def __init__(self, rows: int, cols: int):
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self.rows, self.cols = rows, cols
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self._ch: List[List[str]] = [[' '] * cols for _ in range(rows)]
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self._ck: List[List[Optional[str]]] = [[None] * cols for _ in range(rows)]
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def resize(self, rows: int, cols: int):
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self.rows, self.cols = rows, cols
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self._ch = [[' '] * cols for _ in range(rows)]
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self._ck = [[None] * cols for _ in range(rows)]
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def clear(self):
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for r in range(self.rows):
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self._ch[r] = [' '] * self.cols
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self._ck[r] = [None] * self.cols
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def put(self, row: int, col: int, ch: str, ck: Optional[str]):
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if 0 <= row < self.rows and 0 <= col < self.cols:
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self._ch[row][col] = ch
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self._ck[row][col] = ck
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def put_str(self, row: int, col: int, s: str, ck: Optional[str]):
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for i, ch in enumerate(s):
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self.put(row, col + i, ch, ck)
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def fill_rect(self, row: int, col: int, h: int, w: int, ch: str, ck: Optional[str]):
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for dr in range(h):
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for dc in range(w):
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self.put(row + dr, col + dc, ch, ck)
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def put_sprite_solid(self, y: int, x: int, lines: List[str], ck: Optional[str]):
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"""Draw sprite; interior spaces are erased (opaque body)."""
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for dy, line in enumerate(lines):
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vis = [i for i, c in enumerate(line) if c not in (' ', '?')]
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if not vis:
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continue
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lo, hi = vis[0], vis[-1]
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for dx, ch in enumerate(line):
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if ch in (' ', '?'):
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if lo < dx < hi:
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self.put(y + dy, x + dx, ' ', None)
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else:
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self.put(y + dy, x + dx, ch, ck)
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def render(self) -> str:
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col_limit = self.cols - 1
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parts = ["\033[H", RESET]
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sentinel = object()
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last_ck: object = sentinel
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for r in range(self.rows):
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parts.append(_go(r, 0))
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for c in range(col_limit):
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ck = self._ck[r][c]
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if ck is not last_ck:
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parts.append(RESET if ck is None else ck)
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last_ck = ck
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parts.append(self._ch[r][c])
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parts.append(RESET + "\033[K")
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last_ck = sentinel
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parts.append(RESET)
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return ''.join(parts)
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# ── Input ─────────────────────────────────────────────────────────────────────
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class Input:
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def __init__(self):
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self.fd = sys.stdin.fileno()
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self._old = termios.tcgetattr(self.fd)
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tty.setraw(self.fd)
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fl = fcntl.fcntl(self.fd, fcntl.F_GETFL)
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fcntl.fcntl(self.fd, fcntl.F_SETFL, fl | os.O_NONBLOCK)
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def read(self) -> bytes:
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try:
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return os.read(self.fd, 32)
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except (BlockingIOError, OSError):
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return b''
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def restore(self):
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termios.tcsetattr(self.fd, termios.TCSADRAIN, self._old)
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# ── Entities ──────────────────────────────────────────────────────────────────
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class Ghost:
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def __init__(self, mr: int, mc: int, color: str):
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self.mr, self.mc = mr, mc
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self.color = color
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self.dir = random.choice(valid_dirs(mr, mc) or ['R'])
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self.frame = 0
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self.scared_ticks = 0
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def step(self):
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nmr, nmc, ok = try_move(self.mr, self.mc, self.dir)
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if ok:
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self.mr, self.mc = nmr, nmc
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# Turn randomly or when blocked
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if not ok or random.random() < 0.07:
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vd = valid_dirs(self.mr, self.mc)
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if vd:
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self.dir = random.choice(vd)
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self.frame = (self.frame + 1) % 2
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if self.scared_ticks > 0:
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self.scared_ticks -= 1
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class Pacman:
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def __init__(self, mr: int, mc: int):
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self.mr, self.mc = mr, mc
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self.dir = 'R'
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self.frame = 0
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self._fanim = 1 # mouth open/close direction
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def step(self, dots: Set[Tuple[int, int]],
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pills: Set[Tuple[int, int]]) -> Tuple[int, int]:
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"""Move one step. Returns (score_delta, scared_bonus)."""
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self.frame += self._fanim
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if self.frame >= 2:
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self._fanim = -1
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elif self.frame <= 0:
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self._fanim = 1
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nmr, nmc, ok = try_move(self.mr, self.mc, self.dir)
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if ok:
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self.mr, self.mc = nmr, nmc
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if not ok or random.random() < 0.05:
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vd = valid_dirs(self.mr, self.mc)
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if vd:
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self.dir = random.choice(vd)
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score, scared = 0, 0
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pos = (self.mr, self.mc)
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if pos in dots:
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dots.discard(pos)
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score = 10
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if pos in pills:
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pills.discard(pos)
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score = 50
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scared = 150
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return score, scared
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# ── Game ──────────────────────────────────────────────────────────────────────
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class PacmanGame:
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def __init__(self):
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rows, cols = term_size()
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self.rows, self.cols = rows, cols
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self.canvas = Canvas(rows, cols)
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self.score = 0
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self.level = 1
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self._scale()
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self._init_level()
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def _scale(self):
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rows, cols = self.rows, self.cols
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self.sw = max(2, min(8, (cols - 4) // MAZE_W))
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self.sh = max(1, min(4, (rows - 4) // MAZE_H))
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self.mleft = (cols - MAZE_W * self.sw) // 2
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self.mtop = (rows - MAZE_H * self.sh) // 2 + 1 # +1 for status line
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def _init_level(self):
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self.dots: Set[Tuple[int, int]] = set()
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self.pills: Set[Tuple[int, int]] = set()
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for mr in range(MAZE_H):
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for mc in range(MAZE_W):
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ch = MAZE[mr][mc]
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if ch == '.':
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self.dots.add((mr, mc))
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elif ch == '*':
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self.pills.add((mr, mc))
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open_cells = [(mr, mc) for mr in range(MAZE_H)
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for mc in range(MAZE_W) if MAZE[mr][mc] != '#']
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# Pac-Man near center
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cr, cc = MAZE_H // 2, MAZE_W // 2
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start = min(open_cells, key=lambda p: abs(p[0] - cr) + abs(p[1] - cc))
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self.pac = Pacman(start[0], start[1])
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# Ghosts spread out
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spots = random.sample(open_cells, min(4, len(open_cells)))
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self.ghosts = [Ghost(mr, mc, GHOST_COLORS[i % 4])
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for i, (mr, mc) in enumerate(spots)]
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self.scared_ticks = 0
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self._ptick = 0
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self._gtick = 0
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def resize(self, rows: int, cols: int):
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self.rows, self.cols = rows, cols
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self.canvas.resize(rows, cols)
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self._scale()
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self._init_level()
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def step(self):
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self._ptick += 1
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if self._ptick >= 2:
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self._ptick = 0
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sd, sb = self.pac.step(self.dots, self.pills)
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self.score += sd
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if sb:
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self.scared_ticks = sb
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for g in self.ghosts:
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g.scared_ticks = sb
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if self.scared_ticks > 0:
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self.scared_ticks -= 1
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self._gtick += 1
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if self._gtick >= 3:
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self._gtick = 0
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for g in self.ghosts:
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g.step()
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if not self.dots and not self.pills:
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self.level += 1
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self._init_level()
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def _tpos(self, mr: int, mc: int) -> Tuple[int, int]:
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return self.mtop + mr * self.sh, self.mleft + mc * self.sw
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def render(self) -> str:
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sw, sh = self.sw, self.sh
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canvas = self.canvas
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canvas.clear()
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# Status line
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status = f" SCORE: {self.score:>6} LEVEL: {self.level} dots: {len(self.dots)+len(self.pills)} "
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canvas.put_str(0, 0, status, C_SCORE)
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# Maze: walls, dots, pills
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for mr in range(MAZE_H):
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for mc in range(MAZE_W):
|
||||
ty, tx = self._tpos(mr, mc)
|
||||
cell = MAZE[mr][mc]
|
||||
if cell == '#':
|
||||
n = is_wall(mr - 1, mc)
|
||||
s = is_wall(mr + 1, mc)
|
||||
w_n = is_wall(mr, mc - 1)
|
||||
e_n = is_wall(mr, mc + 1)
|
||||
ne = is_wall(mr - 1, mc + 1)
|
||||
nw = is_wall(mr - 1, mc - 1)
|
||||
se = is_wall(mr + 1, mc + 1)
|
||||
sw_d = is_wall(mr + 1, mc - 1)
|
||||
|
||||
top, bot = ty, ty + sh - 1
|
||||
lft, rgt = tx, tx + sw - 1
|
||||
|
||||
# Boundary lines only where wall meets corridor
|
||||
if not n:
|
||||
for dx in range(sw): canvas.put(top, tx + dx, '─', C_WALL)
|
||||
if not s:
|
||||
for dx in range(sw): canvas.put(bot, tx + dx, '─', C_WALL)
|
||||
if not w_n:
|
||||
for dy in range(sh): canvas.put(ty + dy, lft, '│', C_WALL)
|
||||
if not e_n:
|
||||
for dy in range(sh): canvas.put(ty + dy, rgt, '│', C_WALL)
|
||||
|
||||
# Outer corners (convex: two boundary edges meet)
|
||||
if not n and not w_n: canvas.put(top, lft, '┌', C_WALL)
|
||||
if not n and not e_n: canvas.put(top, rgt, '┐', C_WALL)
|
||||
if not s and not w_n: canvas.put(bot, lft, '└', C_WALL)
|
||||
if not s and not e_n: canvas.put(bot, rgt, '┘', C_WALL)
|
||||
|
||||
# Inner corners (concave: both direct neighbours are walls, diagonal is corridor)
|
||||
if n and w_n and not nw: canvas.put(top, lft, '┘', C_WALL)
|
||||
if n and e_n and not ne: canvas.put(top, rgt, '└', C_WALL)
|
||||
if s and w_n and not sw_d: canvas.put(bot, lft, '┐', C_WALL)
|
||||
if s and e_n and not se: canvas.put(bot, rgt, '┌', C_WALL)
|
||||
elif (mr, mc) in self.dots:
|
||||
canvas.put(ty + sh // 2, tx + sw // 2, '\u2022', C_DOT)
|
||||
elif (mr, mc) in self.pills:
|
||||
canvas.put(ty + sh // 2, tx + sw // 2, '\u25cf', C_PILL)
|
||||
|
||||
# Ghosts
|
||||
for g in self.ghosts:
|
||||
ty, tx = self._tpos(g.mr, g.mc)
|
||||
scared = g.scared_ticks > 0
|
||||
color = (C_SCARE2 if (g.scared_ticks // 5) % 2 == 0
|
||||
else C_SCARED) if scared else g.color
|
||||
sp = make_ghost(sw, sh, scared, g.frame)
|
||||
canvas.put_sprite_solid(ty, tx, sp, color)
|
||||
|
||||
# Pac-Man
|
||||
ty, tx = self._tpos(self.pac.mr, self.pac.mc)
|
||||
sp = make_pac(sw, sh, self.pac.dir, min(self.pac.frame, 2))
|
||||
canvas.put_sprite_solid(ty, tx, sp, C_PAC)
|
||||
|
||||
return canvas.render()
|
||||
|
||||
|
||||
# ── Entry point ───────────────────────────────────────────────────────────────
|
||||
def main():
|
||||
ap = argparse.ArgumentParser(description='Pac-Man ASCII screensaver')
|
||||
ap.add_argument('--speed', type=float, default=1.0,
|
||||
help='Speed multiplier (default 1.0)')
|
||||
args = ap.parse_args()
|
||||
|
||||
TICK = 0.08 / args.speed
|
||||
|
||||
fd_out = sys.stdout.fileno()
|
||||
inp = Input()
|
||||
game = PacmanGame()
|
||||
resize_flag = False
|
||||
|
||||
def on_resize(sig, frame):
|
||||
nonlocal resize_flag
|
||||
resize_flag = True
|
||||
signal.signal(signal.SIGWINCH, on_resize)
|
||||
|
||||
_write_all(fd_out, (ALT_ON + HIDE_CUR).encode())
|
||||
try:
|
||||
while True:
|
||||
t0 = time.monotonic()
|
||||
if resize_flag:
|
||||
resize_flag = False
|
||||
r, c = term_size()
|
||||
game.resize(r, c)
|
||||
if inp.read():
|
||||
break
|
||||
game.step()
|
||||
_write_all(fd_out, game.render().encode())
|
||||
rem = TICK - (time.monotonic() - t0)
|
||||
if rem > 0:
|
||||
time.sleep(rem)
|
||||
finally:
|
||||
_write_all(fd_out, (ALT_OFF + SHOW_CUR + RESET).encode())
|
||||
inp.restore()
|
||||
print(f"\nFinal score: {game.score} (Level {game.level})")
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
||||
Loading…
Add table
Add a link
Reference in a new issue