Time: 2 weeks
Team: 1
Language: Python
Pathfinding is an extremely common problem in video game programming. It’s why we are asking you to create one for the ghosts in Pacman, with the help of the Dijkstra algorithm. You will illustrate the algorithm and note its distance from the ghost in each visited square.
If the shortest path isn’t the only one, we will execute searches and study the adjacencies in the following order: North, East, South, West.
Unlike the original game, the maps aren’t circular.
>> ./304pacman [-h | --help]
USAGE
./304pacman file c1 c2file
DESCRIPTION
file describing the board, using the following characters:
‘0’ for an empty square
‘1’ for a wall
‘F’ for the ghost’s position
‘P’ for Pacman’s position
c1 character to display for a wall
c2 character to display for an empty space.
Author Corentin COUTRET-ROZET