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Sleeping
Sleeping
Create app.py
Browse files
app.py
ADDED
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1 |
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import streamlit as st
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from PIL import Image, ImageDraw
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# Streamlit setup
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st.set_page_config(page_title="Breakout Game", layout="centered")
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st.title("🎮 Breakout Game - Hugging Face Version")
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st.write("This is a simplified version of the Breakout game using Streamlit.")
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# Initialize game parameters
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WIDTH, HEIGHT = 800, 600
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PADDLE_WIDTH, PADDLE_HEIGHT = 100, 15
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BALL_RADIUS = 10
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BRICK_ROWS, BRICK_COLS = 5, 8
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BRICK_WIDTH = WIDTH // BRICK_COLS
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BRICK_HEIGHT = 30
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# Session state for game variables
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if "paddle_x" not in st.session_state:
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st.session_state.paddle_x = WIDTH // 2 - PADDLE_WIDTH // 2
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if "ball_pos" not in st.session_state:
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st.session_state.ball_pos = [WIDTH // 2, HEIGHT // 2]
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if "ball_speed" not in st.session_state:
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st.session_state.ball_speed = [4, -4]
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if "bricks" not in st.session_state:
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st.session_state.bricks = [
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[col * BRICK_WIDTH, row * BRICK_HEIGHT]
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for row in range(BRICK_ROWS)
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for col in range(BRICK_COLS)
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]
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if "score" not in st.session_state:
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st.session_state.score = 0
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if "lives" not in st.session_state:
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st.session_state.lives = 3
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# Draw the game screen
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def draw_game():
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# Create a blank canvas
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img = Image.new("RGB", (WIDTH, HEIGHT), "black")
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draw = ImageDraw.Draw(img)
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# Draw paddle
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paddle_y = HEIGHT - 40
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draw.rectangle(
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[
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(st.session_state.paddle_x, paddle_y),
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(st.session_state.paddle_x + PADDLE_WIDTH, paddle_y + PADDLE_HEIGHT),
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],
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fill="white",
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)
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# Draw ball
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ball_x, ball_y = st.session_state.ball_pos
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draw.ellipse(
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[
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(ball_x - BALL_RADIUS, ball_y - BALL_RADIUS),
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(ball_x + BALL_RADIUS, ball_y + BALL_RADIUS),
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],
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fill="red",
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)
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# Draw bricks
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for brick in st.session_state.bricks:
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brick_x, brick_y = brick
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draw.rectangle(
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[(brick_x, brick_y), (brick_x + BRICK_WIDTH - 2, brick_y + BRICK_HEIGHT - 2)],
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fill="blue",
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)
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return img
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# Update game state
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def update_game(action):
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# Move paddle
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if action == "left" and st.session_state.paddle_x > 0:
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st.session_state.paddle_x -= 20
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if action == "right" and st.session_state.paddle_x < WIDTH - PADDLE_WIDTH:
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st.session_state.paddle_x += 20
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# Move ball
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ball_x, ball_y = st.session_state.ball_pos
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speed_x, speed_y = st.session_state.ball_speed
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ball_x += speed_x
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ball_y += speed_y
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# Ball collision with walls
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if ball_x - BALL_RADIUS <= 0 or ball_x + BALL_RADIUS >= WIDTH:
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speed_x = -speed_x
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if ball_y - BALL_RADIUS <= 0:
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speed_y = -speed_y
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# Ball collision with paddle
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paddle_y = HEIGHT - 40
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if (
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paddle_y <= ball_y + BALL_RADIUS <= paddle_y + PADDLE_HEIGHT
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and st.session_state.paddle_x
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<= ball_x
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<= st.session_state.paddle_x + PADDLE_WIDTH
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):
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speed_y = -speed_y
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# Ball collision with bricks
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new_bricks = []
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for brick in st.session_state.bricks:
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brick_x, brick_y = brick
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if not (
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brick_x <= ball_x <= brick_x + BRICK_WIDTH
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and brick_y <= ball_y <= brick_y + BRICK_HEIGHT
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):
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new_bricks.append(brick)
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else:
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speed_y = -speed_y
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st.session_state.score += 10
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st.session_state.bricks = new_bricks
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# Ball out of bounds
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if ball_y + BALL_RADIUS >= HEIGHT:
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st.session_state.lives -= 1
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ball_x, ball_y = WIDTH // 2, HEIGHT // 2
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speed_x, speed_y = 4, -4
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# Update ball position and speed
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st.session_state.ball_pos = [ball_x, ball_y]
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st.session_state.ball_speed = [speed_x, speed_y]
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# Display the game
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st.image(draw_game(), use_column_width=True)
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# Display score and lives
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st.write(f"**Score**: {st.session_state.score}")
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st.write(f"**Lives**: {st.session_state.lives}")
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# Game over
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if st.session_state.lives <= 0:
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st.write("**Game Over! Refresh the page to restart.**")
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else:
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# Controls
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col1, col2, col3 = st.columns(3)
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with col1:
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if st.button("⬅️ Move Left"):
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update_game("left")
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with col2:
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if st.button("🔄 Stay"):
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update_game(None)
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with col3:
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if st.button("➡️ Move Right"):
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update_game("right")
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