Terminal-Screensaver: dino.py (Chrome-Dino-Runner) und pacman.py (Pac-Man-Screensaver) hinzugefuegt

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rene 2026-04-11 10:24:22 +02:00
parent 320289b38e
commit 2d64f70246
2 changed files with 994 additions and 0 deletions

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#!/usr/bin/env python3
"""dino: Chrome-style endless runner for the terminal.
SPACE / UP = jump. Press any key to start or restart. Q / Ctrl-C = quit.
No external dependencies -- pure ANSI escape codes, no Curses.
"""
import os, sys, tty, termios, fcntl, signal, time, random, shutil, argparse
from typing import List, Optional
# ── Terminal control ──────────────────────────────────────────────────────────
RESET = "\033[0m"
BOLD = "\033[1m"
HIDE_CUR = "\033[?25l"
SHOW_CUR = "\033[?25h"
ALT_ON = "\033[?1049h"
ALT_OFF = "\033[?1049l"
def _fg(r, g, b): return f"\033[38;2;{r};{g};{b}m"
def _go(r, c): return f"\033[{r+1};{c+1}H"
def term_size(): s = shutil.get_terminal_size(); return s.lines, s.columns
def _write_all(fd: int, data: bytes) -> None:
mv = memoryview(data)
off = 0
while off < len(mv):
try:
off += os.write(fd, mv[off:])
except BlockingIOError:
time.sleep(0.001)
# ── Colors ────────────────────────────────────────────────────────────────────
C_DINO = _fg(200, 100, 55) # Claude terracotta orange
C_DEAD = _fg(220, 60, 60)
C_CACTUS = _fg( 50, 170, 60)
C_BIRD = _fg( 80, 130, 220)
C_GROUND = _fg(160, 140, 90)
C_CLOUD = _fg(180, 200, 220)
C_SCORE = _fg(200, 200, 200)
C_HI = _fg(255, 220, 80)
C_TITLE = _fg(255, 255, 255)
C_SUB = _fg(150, 150, 150)
# ── Sprites ───────────────────────────────────────────────────────────────────
# Each sprite: list of strings. Spaces are transparent.
# Claude mascot (6 wide, 4 tall)
# Body: solid block, two eye-holes (spaces = transparent = dark bg)
# Legs: two stumps, alternating spread / together
DINO_RUN = [
# frame 0 legs spread
["██████",
"█ ██ █", # eyes as transparent gaps
"██████",
" █ █ "],
# frame 1 legs together
["██████",
"█ ██ █",
"██████",
" ██ "],
]
DINO_JUMP = [
"██████",
"█ ██ █",
"██████",
" ",
]
DINO_DEAD = [
"██████",
"█x██x█", # x eyes
"██████",
" ",
]
DINO_W = 6
DINO_H = 4
# Cacti (variable width, 4-5 tall)
CACTI = [
# small single (3 wide, 4 tall)
[" ^ ",
"###",
" # ",
" # "],
# tall single with left arm (4 wide, 5 tall)
[" ^ ",
"/## ",
" ## ",
" ## ",
" ## "],
# double (6 wide, 5 tall)
[" ^ ^ ",
"## ## ",
" #### ",
" ## ",
" ## "],
# triple (5 wide, 4 tall)
["^ ^ ^",
"#####",
" ### ",
" # "],
]
# Birds / pterodactyls (5 wide, 2 tall, 2 animation frames)
BIRDS = [
# frame 0: wings up
["\\-/",
" "],
# frame 1: wings level
[" v ",
"/ \\"],
]
BIRD_W = 3
BIRD_H = 2
# Clouds (8 wide, 2 tall)
CLOUD = [
" .--. ",
" / \\",
]
CLOUD_W = 8
CLOUD_H = 2
# ── Canvas ────────────────────────────────────────────────────────────────────
class Canvas:
def __init__(self, rows: int, cols: int):
self.rows, self.cols = rows, cols
self._ch: List[List[str]] = [[' '] * cols for _ in range(rows)]
self._ck: List[List[Optional[str]]] = [[None] * cols for _ in range(rows)]
def resize(self, rows: int, cols: int):
self.rows, self.cols = rows, cols
self._ch = [[' '] * cols for _ in range(rows)]
self._ck = [[None] * cols for _ in range(rows)]
def clear(self):
for r in range(self.rows):
self._ch[r] = [' '] * self.cols
self._ck[r] = [None] * self.cols
def put(self, row: int, col: int, ch: str, ck: Optional[str]):
if 0 <= row < self.rows and 0 <= col < self.cols:
self._ch[row][col] = ch
self._ck[row][col] = ck
def put_str(self, row: int, col: int, s: str, ck: Optional[str]):
for i, ch in enumerate(s):
self.put(row, col + i, ch, ck)
def put_sprite(self, y: int, x: int, lines: List[str], ck: Optional[str]):
for dy, line in enumerate(lines):
for dx, ch in enumerate(line):
if ch != ' ':
self.put(y + dy, x + dx, ch, ck)
def render(self) -> str:
col_limit = self.cols - 1
parts = ["\033[H", RESET]
sentinel = object()
last_ck: object = sentinel
for r in range(self.rows):
parts.append(_go(r, 0))
for c in range(col_limit):
ck = self._ck[r][c]
if ck is not last_ck:
parts.append(RESET if ck is None else ck)
last_ck = ck
parts.append(self._ch[r][c])
parts.append(RESET + "\033[K")
last_ck = sentinel
parts.append(RESET)
return ''.join(parts)
# ── Input ─────────────────────────────────────────────────────────────────────
class Input:
def __init__(self):
self.fd = sys.stdin.fileno()
self._old = termios.tcgetattr(self.fd)
tty.setraw(self.fd)
fl = fcntl.fcntl(self.fd, fcntl.F_GETFL)
fcntl.fcntl(self.fd, fcntl.F_SETFL, fl | os.O_NONBLOCK)
def read(self) -> bytes:
try:
return os.read(self.fd, 32)
except (BlockingIOError, OSError):
return b''
def restore(self):
termios.tcsetattr(self.fd, termios.TCSADRAIN, self._old)
# ── Obstacle ──────────────────────────────────────────────────────────────────
GRAVITY = 0.55 # acceleration (chars/tick²) — tuned for ~20 fps
JUMP_VEL = -3.0 # initial upward velocity (negative = up)
DINO_COL = 6 # dino's fixed horizontal position
class Obstacle:
def __init__(self, x: float, ground_row: int, rows: int):
self.x = x
if random.random() < 0.25:
# Bird flies at a random height
self.kind = 'bird'
self.sprite = BIRDS
self.w = BIRD_W
self.h = BIRD_H
height = random.choice([1, 2, 4])
self.row = ground_row - DINO_H + 1 - height
self.color = C_BIRD
else:
# Cactus
self.kind = 'cactus'
idx = random.randint(0, len(CACTI) - 1)
sp = CACTI[idx]
self.sprite = [sp] # wrap in list so index works like birds
self.w = max(len(l) for l in sp)
self.h = len(sp)
self.row = ground_row - self.h + 1
self.color = C_CACTUS
self._frame = 0.0
def current_frame(self) -> List[str]:
if self.kind == 'bird':
return self.sprite[int(self._frame) % len(self.sprite)]
return self.sprite[0]
def update(self, speed: float):
self.x -= speed
fadv = 0.12 if self.kind == 'bird' else 0
self._frame = (self._frame + fadv) % max(len(self.sprite), 1)
# ── Game ──────────────────────────────────────────────────────────────────────
class DinoGame:
def __init__(self):
rows, cols = term_size()
self.rows, self.cols = rows, cols
self.canvas = Canvas(rows, cols)
self.highscore = 0.0
self.state = 'title' # 'title' | 'running' | 'dead'
self._setup()
def _setup(self):
rows, cols = self.rows, self.cols
self.ground_row = rows - 3
self.dino_y = float(self.ground_row - DINO_H + 1)
self.dino_vy = 0.0
self.on_ground = True
self.score = 0.0
self.speed = 0.35
self.obstacles: List[Obstacle] = []
self.clouds: List[List[float]] = [] # [x, y]
self._frame = 0.0
self._next_obs = random.randint(30, 55)
self._death_anim = 0 # frames of death flash
# Seed some clouds
for _ in range(3):
cx = float(random.randint(10, cols - CLOUD_W - 2))
cy = float(random.randint(1, max(2, self.ground_row - DINO_H - 5)))
self.clouds.append([cx, cy])
def resize(self, rows: int, cols: int):
self.rows, self.cols = rows, cols
self.canvas.resize(rows, cols)
was_running = self.state == 'running'
self._setup()
if was_running:
self.state = 'running'
def jump(self):
if self.on_ground and self.state == 'running':
self.dino_vy = JUMP_VEL
self.on_ground = False
def step(self):
if self.state != 'running':
return
# Score & speed ramp
self.score += 0.12
self.speed = 0.35 + self.score * 0.00035
# Dino physics
if not self.on_ground:
self.dino_vy += GRAVITY * 0.28
self.dino_y += self.dino_vy * 0.28
floor = float(self.ground_row - DINO_H + 1)
if self.dino_y >= floor:
self.dino_y = floor
self.dino_vy = 0.0
self.on_ground = True
# Leg animation (only while running on ground)
if self.on_ground:
self._frame = (self._frame + 0.18) % 2
# Spawn obstacles
self._next_obs -= 1
if self._next_obs <= 0:
self.obstacles.append(
Obstacle(float(self.cols - 2), self.ground_row, self.rows))
gap = max(18, int(50 - self.score / 60))
self._next_obs = random.randint(gap, gap + 22)
# Move obstacles
for obs in self.obstacles:
obs.update(self.speed)
self.obstacles = [o for o in self.obstacles if o.x + o.w > 0]
# Move clouds (slow parallax)
for cl in self.clouds:
cl[0] -= 0.08
self.clouds = [c for c in self.clouds if c[0] + CLOUD_W > 0]
if len(self.clouds) < 4 and random.random() < 0.015:
cy = float(random.randint(1, max(2, self.ground_row - DINO_H - 5)))
self.clouds.append([float(self.cols - CLOUD_W - 1), cy])
# Collision detection (AABB with 1-char margin)
dx = DINO_COL
dy = int(self.dino_y)
for obs in self.obstacles:
ox = int(obs.x)
oy = obs.row
if (dx + DINO_W - 1 > ox + 1 and
dx + 1 < ox + obs.w - 1 and
dy + DINO_H - 1 > oy + 1 and
dy + 1 < oy + obs.h - 1):
self.state = 'dead'
if self.score > self.highscore:
self.highscore = self.score
def render(self) -> str:
rows, cols = self.rows, self.cols
canvas = self.canvas
canvas.clear()
gr = self.ground_row
# Ground line
ground_str = ('_.-' * ((cols // 3) + 2))[:cols - 1]
canvas.put_str(gr, 0, ground_str, C_GROUND)
# Clouds
for (cx, cy) in self.clouds:
canvas.put_sprite(int(cy), int(cx), CLOUD, C_CLOUD)
# ── Title screen ──────────────────────────────────────────────────────
if self.state == 'title':
# Draw a static dino on the ground
canvas.put_sprite(gr - DINO_H, cols // 2 - 2, DINO_RUN[0], C_DINO)
title = "DINO RUNNER"
sub = "SPACE / UP to start Q to quit"
canvas.put_str(rows // 2 - 2, (cols - len(title)) // 2, title, C_TITLE)
canvas.put_str(rows // 2, (cols - len(sub)) // 2, sub, C_SUB)
# ── Running / Dead ────────────────────────────────────────────────────
else:
# Obstacles
for obs in self.obstacles:
canvas.put_sprite(obs.row, int(obs.x), obs.current_frame(), obs.color)
# Dino
if self.state == 'dead':
dino_sp = DINO_DEAD
dino_c = C_DEAD
elif not self.on_ground:
dino_sp = DINO_JUMP
dino_c = C_DINO
else:
dino_sp = DINO_RUN[int(self._frame) % 2]
dino_c = C_DINO
canvas.put_sprite(int(self.dino_y), DINO_COL, dino_sp, dino_c)
# Score row
score_str = f"SCORE {int(self.score):05d}"
hi_str = f"BEST {int(self.highscore):05d}"
canvas.put_str(0, cols - len(score_str) - 2, score_str, C_SCORE)
canvas.put_str(0, cols - len(score_str) - len(hi_str) - 4,
hi_str, C_HI)
if self.state == 'dead':
msg = "GAME OVER"
sub = "SPACE to restart Q to quit"
canvas.put_str(rows // 2 - 1,
(cols - len(msg)) // 2, msg, C_DEAD)
canvas.put_str(rows // 2 + 1,
(cols - len(sub)) // 2, sub, C_SUB)
return canvas.render()
# ── Entry point ───────────────────────────────────────────────────────────────
def main():
ap = argparse.ArgumentParser(description='Terminal dino runner game')
ap.add_argument('--speed', type=float, default=1.0,
help='Starting speed multiplier (default 1.0)')
args = ap.parse_args()
TICK = 0.05 # 20 fps
fd_out = sys.stdout.fileno()
inp = Input()
game = DinoGame()
game.speed *= args.speed
resize_flag = False
# Key bytes that mean "jump / start / restart"
ACTION_KEYS = {b' ', b'\r', b'\x1b[A', b'\x1b[B'} # space, enter, up, down
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)
raw = inp.read()
if raw:
# Quit on Q, q, Ctrl-C, Escape
if any(b in raw for b in (b'q', b'Q', b'\x03', b'\x1b\x1b')):
break
# Action: start / jump / restart
acted = (b' ' in raw or b'\r' in raw
or b'\x1b[A' in raw or b'\x00' in raw)
# Arrow up is ESC [ A (3 bytes); detect as subsequence
if b'\x1b' in raw and b'A' in raw:
acted = True
if acted:
if game.state == 'title':
game.state = 'running'
elif game.state == 'dead':
game._setup()
game.state = 'running'
else:
game.jump()
game.step()
_write_all(fd_out, game.render().encode())
elapsed = time.monotonic() - t0
rem = TICK - elapsed
if rem > 0:
time.sleep(rem)
finally:
_write_all(fd_out, (ALT_OFF + SHOW_CUR + RESET).encode())
inp.restore()
if game.score > 0:
print(f"\nScore: {int(game.score)} Best: {int(game.highscore)}")
if __name__ == '__main__':
main()

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#!/usr/bin/env python3
"""pacman: Pac-Man ASCII screensaver with maze. Press any key to exit.
No external dependencies -- pure ANSI escape codes, no Curses.
"""
import os, sys, tty, termios, fcntl, signal, time, random, shutil, argparse
from typing import List, Optional, Set, Tuple
# ── Terminal control ──────────────────────────────────────────────────────────
RESET = "\033[0m"
HIDE_CUR = "\033[?25l"
SHOW_CUR = "\033[?25h"
ALT_ON = "\033[?1049h"
ALT_OFF = "\033[?1049l"
def _fg(r, g, b): return f"\033[38;2;{r};{g};{b}m"
def _go(r, c): return f"\033[{r+1};{c+1}H"
def term_size(): s = shutil.get_terminal_size(); return s.lines, s.columns
def _write_all(fd: int, data: bytes) -> None:
mv = memoryview(data)
off = 0
while off < len(mv):
try:
off += os.write(fd, mv[off:])
except BlockingIOError:
time.sleep(0.001)
# ── Colors ────────────────────────────────────────────────────────────────────
C_WALL = _fg( 30, 60, 255) # classic Pac-Man blue
C_PAC = _fg(255, 255, 0) # yellow
C_DOT = _fg(255, 220, 180) # cream
C_PILL = _fg(255, 220, 180)
C_SCORE = _fg(180, 180, 255)
C_SCARED = _fg( 20, 20, 200)
C_SCARE2 = _fg(200, 200, 255) # flashing near end
GHOST_COLORS = [
_fg(255, 40, 40), # Blinky red
_fg(255, 170, 200), # Pinky pink
_fg( 30, 210, 255), # Inky cyan
_fg(255, 175, 80), # Clyde orange
]
# ── Maze definition ───────────────────────────────────────────────────────────
# 28 cols × 14 rows. # = wall, . = dot, * = power pellet
MAZE = [
"############################",
"#............##............#",
"#.####.#####.##.#####.####.#",
"#*####.#####.##.#####.####*#",
"#.####.#####.##.#####.####.#",
"#..........................#",
"#.####.##.########.##.####.#",
"#......##....##....##......#",
"#.####.##.########.##.####.#",
"#..........................#",
"#.####.#####.##.#####.####.#",
"#*####.#####.##.#####.####*#",
"#............##............#",
"############################",
]
MAZE_H = len(MAZE) # 14
MAZE_W = len(MAZE[0]) # 28
# Box-drawing lookup: (N, S, W, E) → character
# Each wall cell gets the char that shows which sides connect to other walls.
_BOX: dict = {
(False,False,False,False): '·',
(True, False,False,False): '',
(False,True, False,False): '',
(True, True, False,False): '',
(False,False,True, False): '',
(False,False,False,True ): '',
(False,False,True, True ): '',
(True, False,True, False): '',
(True, False,False,True ): '',
(False,True, True, False): '',
(False,True, False,True ): '',
(True, True, True, False): '',
(True, True, False,True ): '',
(True, False,True, True ): '',
(False,True, True, True ): '',
(True, True, True, True ): '',
}
# ── Movement helpers ──────────────────────────────────────────────────────────
DIRS = ['R', 'L', 'U', 'D']
DELTA = {'R': (0, 1), 'L': (0, -1), 'U': (-1, 0), 'D': (1, 0)}
def is_wall(mr: int, mc: int) -> bool:
if 0 <= mr < MAZE_H and 0 <= mc < MAZE_W:
return MAZE[mr][mc] == '#'
return True
def valid_dirs(mr: int, mc: int, exclude: Optional[str] = None) -> List[str]:
return [d for d in DIRS
if d != exclude
and not is_wall(mr + DELTA[d][0], mc + DELTA[d][1])]
def try_move(mr: int, mc: int, d: str) -> Tuple[int, int, bool]:
dr, dc = DELTA[d]
nmr, nmc = mr + dr, mc + dc
if is_wall(nmr, nmc):
return mr, mc, False
return nmr, nmc, True
# ── Sprite generators ─────────────────────────────────────────────────────────
def make_pac(sw: int, sh: int, direction: str, frame: int) -> List[str]:
"""Pac-Man sprite sw×sh using /\\ for the mouth wedge.
frame 0/1 = open, frame 2 = closed (full block).
At sw=4, sh=4 (user's design):
RIGHT open LEFT open UP open DOWN open
#### #### #/\\# ####
# \\ / # #### ####
# / \\ # #### #\\/#
#### #### #### ####
"""
W = sw
mid = max(0, sw - 2)
arc = '#' * W
opn = (frame <= 1)
def right() -> List[str]:
rows = [arc] * sh
if opn:
if sh == 1:
rows[0] = '#' * (W - 1) + '>'
else:
hi = max(0, sh // 3)
lo = min(sh - 1, 2 * sh // 3)
if hi == lo and sh > 1:
lo = min(hi + 1, sh - 1)
rows[hi] = '#' + ' ' * mid + '\\'
rows[lo] = '#' + ' ' * mid + '/'
return rows
def left() -> List[str]:
rows = [arc] * sh
if opn:
if sh == 1:
rows[0] = '<' + '#' * (W - 1)
else:
hi = max(0, sh // 3)
lo = min(sh - 1, 2 * sh // 3)
if hi == lo and sh > 1:
lo = min(hi + 1, sh - 1)
rows[hi] = '/' + ' ' * mid + '#'
rows[lo] = '\\' + ' ' * mid + '#'
return rows
def up() -> List[str]:
rows = [arc] * sh
if opn:
mc = W // 2
r = list(arc)
if mc > 0: r[mc - 1] = '/'
if mc < W: r[mc] = '\\'
for i in range(mc - 1): r[i] = ' '
for i in range(mc + 1, W): r[i] = ' '
rows[0] = ''.join(r)
return rows
def down() -> List[str]:
rows = [arc] * sh
if opn:
mc = W // 2
r = list(arc)
if mc > 0: r[mc - 1] = '\\'
if mc < W: r[mc] = '/'
for i in range(mc - 1): r[i] = ' '
for i in range(mc + 1, W): r[i] = ' '
rows[-1] = ''.join(r)
return rows
return {'R': right, 'L': left, 'U': up, 'D': down}[direction]()
def make_ghost(sw: int, sh: int, scared: bool, frame: int) -> List[str]:
"""Ghost sprite sw×sh chars."""
mid = sw - 2
if sh == 1 or mid < 0:
return [('=' if scared else '&') * max(1, sw)]
eye_str = ('= =' if mid >= 5 else '==' if mid >= 2 else '=') if scared else \
('o o' if mid >= 5 else 'oo' if mid >= 2 else 'o')
eyes = eye_str.center(mid)[:mid]
top = '/' + '-' * mid + '\\'
body = '|' + eyes + '|'
pat = '/\\' if frame == 0 else '\\/'
skirt = (pat * (sw // 2 + 2))[:sw]
if sh == 2:
return [top, body]
else:
return [top, body, skirt]
# ── Canvas ────────────────────────────────────────────────────────────────────
class Canvas:
def __init__(self, rows: int, cols: int):
self.rows, self.cols = rows, cols
self._ch: List[List[str]] = [[' '] * cols for _ in range(rows)]
self._ck: List[List[Optional[str]]] = [[None] * cols for _ in range(rows)]
def resize(self, rows: int, cols: int):
self.rows, self.cols = rows, cols
self._ch = [[' '] * cols for _ in range(rows)]
self._ck = [[None] * cols for _ in range(rows)]
def clear(self):
for r in range(self.rows):
self._ch[r] = [' '] * self.cols
self._ck[r] = [None] * self.cols
def put(self, row: int, col: int, ch: str, ck: Optional[str]):
if 0 <= row < self.rows and 0 <= col < self.cols:
self._ch[row][col] = ch
self._ck[row][col] = ck
def put_str(self, row: int, col: int, s: str, ck: Optional[str]):
for i, ch in enumerate(s):
self.put(row, col + i, ch, ck)
def fill_rect(self, row: int, col: int, h: int, w: int, ch: str, ck: Optional[str]):
for dr in range(h):
for dc in range(w):
self.put(row + dr, col + dc, ch, ck)
def put_sprite_solid(self, y: int, x: int, lines: List[str], ck: Optional[str]):
"""Draw sprite; interior spaces are erased (opaque body)."""
for dy, line in enumerate(lines):
vis = [i for i, c in enumerate(line) if c not in (' ', '?')]
if not vis:
continue
lo, hi = vis[0], vis[-1]
for dx, ch in enumerate(line):
if ch in (' ', '?'):
if lo < dx < hi:
self.put(y + dy, x + dx, ' ', None)
else:
self.put(y + dy, x + dx, ch, ck)
def render(self) -> str:
col_limit = self.cols - 1
parts = ["\033[H", RESET]
sentinel = object()
last_ck: object = sentinel
for r in range(self.rows):
parts.append(_go(r, 0))
for c in range(col_limit):
ck = self._ck[r][c]
if ck is not last_ck:
parts.append(RESET if ck is None else ck)
last_ck = ck
parts.append(self._ch[r][c])
parts.append(RESET + "\033[K")
last_ck = sentinel
parts.append(RESET)
return ''.join(parts)
# ── Input ─────────────────────────────────────────────────────────────────────
class Input:
def __init__(self):
self.fd = sys.stdin.fileno()
self._old = termios.tcgetattr(self.fd)
tty.setraw(self.fd)
fl = fcntl.fcntl(self.fd, fcntl.F_GETFL)
fcntl.fcntl(self.fd, fcntl.F_SETFL, fl | os.O_NONBLOCK)
def read(self) -> bytes:
try:
return os.read(self.fd, 32)
except (BlockingIOError, OSError):
return b''
def restore(self):
termios.tcsetattr(self.fd, termios.TCSADRAIN, self._old)
# ── Entities ──────────────────────────────────────────────────────────────────
class Ghost:
def __init__(self, mr: int, mc: int, color: str):
self.mr, self.mc = mr, mc
self.color = color
self.dir = random.choice(valid_dirs(mr, mc) or ['R'])
self.frame = 0
self.scared_ticks = 0
def step(self):
nmr, nmc, ok = try_move(self.mr, self.mc, self.dir)
if ok:
self.mr, self.mc = nmr, nmc
# Turn randomly or when blocked
if not ok or random.random() < 0.07:
vd = valid_dirs(self.mr, self.mc)
if vd:
self.dir = random.choice(vd)
self.frame = (self.frame + 1) % 2
if self.scared_ticks > 0:
self.scared_ticks -= 1
class Pacman:
def __init__(self, mr: int, mc: int):
self.mr, self.mc = mr, mc
self.dir = 'R'
self.frame = 0
self._fanim = 1 # mouth open/close direction
def step(self, dots: Set[Tuple[int, int]],
pills: Set[Tuple[int, int]]) -> Tuple[int, int]:
"""Move one step. Returns (score_delta, scared_bonus)."""
self.frame += self._fanim
if self.frame >= 2:
self._fanim = -1
elif self.frame <= 0:
self._fanim = 1
nmr, nmc, ok = try_move(self.mr, self.mc, self.dir)
if ok:
self.mr, self.mc = nmr, nmc
if not ok or random.random() < 0.05:
vd = valid_dirs(self.mr, self.mc)
if vd:
self.dir = random.choice(vd)
score, scared = 0, 0
pos = (self.mr, self.mc)
if pos in dots:
dots.discard(pos)
score = 10
if pos in pills:
pills.discard(pos)
score = 50
scared = 150
return score, scared
# ── Game ──────────────────────────────────────────────────────────────────────
class PacmanGame:
def __init__(self):
rows, cols = term_size()
self.rows, self.cols = rows, cols
self.canvas = Canvas(rows, cols)
self.score = 0
self.level = 1
self._scale()
self._init_level()
def _scale(self):
rows, cols = self.rows, self.cols
self.sw = max(2, min(8, (cols - 4) // MAZE_W))
self.sh = max(1, min(4, (rows - 4) // MAZE_H))
self.mleft = (cols - MAZE_W * self.sw) // 2
self.mtop = (rows - MAZE_H * self.sh) // 2 + 1 # +1 for status line
def _init_level(self):
self.dots: Set[Tuple[int, int]] = set()
self.pills: Set[Tuple[int, int]] = set()
for mr in range(MAZE_H):
for mc in range(MAZE_W):
ch = MAZE[mr][mc]
if ch == '.':
self.dots.add((mr, mc))
elif ch == '*':
self.pills.add((mr, mc))
open_cells = [(mr, mc) for mr in range(MAZE_H)
for mc in range(MAZE_W) if MAZE[mr][mc] != '#']
# Pac-Man near center
cr, cc = MAZE_H // 2, MAZE_W // 2
start = min(open_cells, key=lambda p: abs(p[0] - cr) + abs(p[1] - cc))
self.pac = Pacman(start[0], start[1])
# Ghosts spread out
spots = random.sample(open_cells, min(4, len(open_cells)))
self.ghosts = [Ghost(mr, mc, GHOST_COLORS[i % 4])
for i, (mr, mc) in enumerate(spots)]
self.scared_ticks = 0
self._ptick = 0
self._gtick = 0
def resize(self, rows: int, cols: int):
self.rows, self.cols = rows, cols
self.canvas.resize(rows, cols)
self._scale()
self._init_level()
def step(self):
self._ptick += 1
if self._ptick >= 2:
self._ptick = 0
sd, sb = self.pac.step(self.dots, self.pills)
self.score += sd
if sb:
self.scared_ticks = sb
for g in self.ghosts:
g.scared_ticks = sb
if self.scared_ticks > 0:
self.scared_ticks -= 1
self._gtick += 1
if self._gtick >= 3:
self._gtick = 0
for g in self.ghosts:
g.step()
if not self.dots and not self.pills:
self.level += 1
self._init_level()
def _tpos(self, mr: int, mc: int) -> Tuple[int, int]:
return self.mtop + mr * self.sh, self.mleft + mc * self.sw
def render(self) -> str:
sw, sh = self.sw, self.sh
canvas = self.canvas
canvas.clear()
# Status line
status = f" SCORE: {self.score:>6} LEVEL: {self.level} dots: {len(self.dots)+len(self.pills)} "
canvas.put_str(0, 0, status, C_SCORE)
# Maze: walls, dots, pills
for mr in range(MAZE_H):
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()