File size: 6,047 Bytes
a553ce2 7f73e70 ae57237 a442568 8629dfb 82953ea 8629dfb 7f73e70 8629dfb a553ce2 f3f58a5 a553ce2 f1e0269 a553ce2 a442568 a553ce2 a442568 234b8a1 a553ce2 7f73e70 a553ce2 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 |
import gradio as gr
load_js="""
async () => {
const script = document.createElement("script");
script.onload = () => console.log("module loaded") ;
script.type="module";
script.src = "https://cdn.jsdelivr.net/npm/[email protected]/dist/phaser.js";
document.head.appendChild(script)
}"""
game_js="""
async () => {
// set testFn() function on globalThis, so you html onlclick can access it
globalThis.testFn = () => {
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var player;
var stars;
var bombs;
var platforms;
var cursors;
var score = 0;
var gameOver = false;
var scoreText;
var game = new Phaser.Game(config);
function addNewElement() {
// creating new element
const newElement = document.createElement('div')
newElement.innerHTML = game
// adding a new element at the end of the body
document.body.appendChild(newElement)
}
function preload ()
{
this.load.image('sky', 'https://huggingface.co/spaces/Omnibus/game-test/resolve/main/assets/sky.png');
this.load.image('ground', 'https://huggingface.co/spaces/Omnibus/game-test/resolve/main/assets/platform.png');
this.load.image('star', 'https://huggingface.co/spaces/Omnibus/game-test/resolve/main/assets/star.png');
this.load.image('bomb', 'https://huggingface.co/spaces/Omnibus/game-test/resolve/main/assets/bomb.png');
this.load.spritesheet('dude', 'https://huggingface.co/spaces/Omnibus/game-test/resolve/main/assets/dude.png', { frameWidth: 32, frameHeight: 48 });
}
function create ()
{
// A simple background for our game
this.add.image(400, 300, 'sky');
// The platforms group contains the ground and the 2 ledges we can jump on
platforms = this.physics.add.staticGroup();
// Here we create the ground.
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
platforms.create(400, 568, 'ground').setScale(2).refreshBody();
// Now let's create some ledges
platforms.create(600, 400, 'ground');
platforms.create(50, 250, 'ground');
platforms.create(750, 220, 'ground');
// The player and its settings
player = this.physics.add.sprite(100, 450, 'dude');
// Player physics properties. Give the little guy a slight bounce.
player.setBounce(0.2);
player.setCollideWorldBounds(true);
// Our player animations, turning, walking left and walking right.
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'turn',
frames: [ { key: 'dude', frame: 4 } ],
frameRate: 20
});
this.anims.create({
key: 'right',
frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
frameRate: 10,
repeat: -1
});
// Input Events
cursors = this.input.keyboard.createCursorKeys();
// Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis
stars = this.physics.add.group({
key: 'star',
repeat: 11,
setXY: { x: 12, y: 0, stepX: 70 }
});
stars.children.iterate(function (child) {
// Give each star a slightly different bounce
child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
});
bombs = this.physics.add.group();
// The score
scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
// Collide the player and the stars with the platforms
this.physics.add.collider(player, platforms);
this.physics.add.collider(stars, platforms);
this.physics.add.collider(bombs, platforms);
// Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
this.physics.add.overlap(player, stars, collectStar, null, this);
this.physics.add.collider(player, bombs, hitBomb, null, this);
}
function update ()
{
if (gameOver)
{
return;
}
if (cursors.left.isDown)
{
player.setVelocityX(-160);
player.anims.play('left', true);
}
else if (cursors.right.isDown)
{
player.setVelocityX(160);
player.anims.play('right', true);
}
else
{
player.setVelocityX(0);
player.anims.play('turn');
}
if (cursors.up.isDown && player.body.touching.down)
{
player.setVelocityY(-330);
}
}
function collectStar (player, star)
{
star.disableBody(true, true);
// Add and update the score
score += 10;
scoreText.setText('Score: ' + score);
if (stars.countActive(true) === 0)
{
// A new batch of stars to collect
stars.children.iterate(function (child) {
child.enableBody(true, child.x, 0, true, true);
});
var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
var bomb = bombs.create(x, 16, 'bomb');
bomb.setBounce(1);
bomb.setCollideWorldBounds(true);
bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
bomb.allowGravity = false;
}
}
function hitBomb (player, bomb)
{
this.physics.pause();
player.setTint(0xff0000);
player.anims.play('turn');
gameOver = true;
}
}
}
"""
with gr.Blocks() as app:
gr.HTML("""
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Game Test</title>
<style type="text/css">
body {
margin: 0;
}
</style>
</head>
<body>
<button type="testButton" onclick="testFn()"> Start </button>
<div id="demo"></div>
</body>
</html>""")
app.load(None,None,None,_js=load_js)
app.load(None,None,None,_js=game_js)
app.launch() |