import gradio as gr load_js=""" """ game_js=""" 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 preload () { this.load.image('sky', 'assets/sky.png'); this.load.image('ground', 'assets/platform.png'); this.load.image('star', 'assets/star.png'); this.load.image('bomb', 'assets/bomb.png'); this.load.spritesheet('dude', '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("""