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Running
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/phaser@3.11.0/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; | |
const game = new Phaser.Game(config); | |
document.getElementById('demo').appendChild = game | |
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() |