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import gradio as gr |
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load_js=""" |
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async () => { |
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const script = document.createElement("script"); |
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script.onload = () => console.log("module loaded") ; |
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script.type="module"; |
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script.src = "https://cdn.jsdelivr.net/npm/phaser@3.11.0/dist/phaser.js"; |
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document.head.appendChild(script) |
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}""" |
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game_js=""" |
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async () => { |
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// set testFn() function on globalThis, so you html onlclick can access it |
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globalThis.testFn = () => { |
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var config = { |
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type: Phaser.AUTO, |
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width: 800, |
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height: 600, |
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physics: { |
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default: 'arcade', |
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arcade: { |
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gravity: { y: 300 }, |
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debug: false |
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} |
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}, |
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scene: { |
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preload: preload, |
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create: create, |
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update: update |
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} |
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}; |
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var player; |
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var stars; |
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var bombs; |
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var platforms; |
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var cursors; |
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var score = 0; |
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var gameOver = false; |
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var scoreText; |
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const game = new Phaser.Game(config); |
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//const menu = document.querySelector('#demo'); |
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//menu.appendChild = game |
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const test_div = document.createElement("div"); |
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test_div.innerHTML= game; |
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document.body.appendChild(test_div); |
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function preload () |
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{ |
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this.load.image('sky', 'https://huggingface.co/spaces/Omnibus/game-test/resolve/main/assets/sky.png'); |
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this.load.image('ground', 'https://huggingface.co/spaces/Omnibus/game-test/resolve/main/assets/platform.png'); |
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this.load.image('star', 'https://huggingface.co/spaces/Omnibus/game-test/resolve/main/assets/star.png'); |
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this.load.image('bomb', 'https://huggingface.co/spaces/Omnibus/game-test/resolve/main/assets/bomb.png'); |
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this.load.spritesheet('dude', 'https://huggingface.co/spaces/Omnibus/game-test/resolve/main/assets/dude.png', { frameWidth: 32, frameHeight: 48 }); |
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} |
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function create () |
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{ |
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// A simple background for our game |
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this.add.image(400, 300, 'sky'); |
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// The platforms group contains the ground and the 2 ledges we can jump on |
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platforms = this.physics.add.staticGroup(); |
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// Here we create the ground. |
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// Scale it to fit the width of the game (the original sprite is 400x32 in size) |
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platforms.create(400, 568, 'ground').setScale(2).refreshBody(); |
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// Now let's create some ledges |
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platforms.create(600, 400, 'ground'); |
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platforms.create(50, 250, 'ground'); |
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platforms.create(750, 220, 'ground'); |
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// The player and its settings |
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player = this.physics.add.sprite(100, 450, 'dude'); |
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// Player physics properties. Give the little guy a slight bounce. |
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player.setBounce(0.2); |
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player.setCollideWorldBounds(true); |
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// Our player animations, turning, walking left and walking right. |
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this.anims.create({ |
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key: 'left', |
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frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }), |
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frameRate: 10, |
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repeat: -1 |
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}); |
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this.anims.create({ |
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key: 'turn', |
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frames: [ { key: 'dude', frame: 4 } ], |
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frameRate: 20 |
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}); |
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this.anims.create({ |
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key: 'right', |
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frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }), |
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frameRate: 10, |
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repeat: -1 |
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}); |
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// Input Events |
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cursors = this.input.keyboard.createCursorKeys(); |
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// Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis |
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stars = this.physics.add.group({ |
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key: 'star', |
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repeat: 11, |
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setXY: { x: 12, y: 0, stepX: 70 } |
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}); |
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stars.children.iterate(function (child) { |
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// Give each star a slightly different bounce |
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child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8)); |
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}); |
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bombs = this.physics.add.group(); |
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// The score |
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scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' }); |
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// Collide the player and the stars with the platforms |
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this.physics.add.collider(player, platforms); |
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this.physics.add.collider(stars, platforms); |
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this.physics.add.collider(bombs, platforms); |
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// Checks to see if the player overlaps with any of the stars, if he does call the collectStar function |
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this.physics.add.overlap(player, stars, collectStar, null, this); |
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this.physics.add.collider(player, bombs, hitBomb, null, this); |
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} |
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function update () |
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{ |
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if (gameOver) |
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{ |
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return; |
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} |
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if (cursors.left.isDown) |
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{ |
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player.setVelocityX(-160); |
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player.anims.play('left', true); |
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} |
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else if (cursors.right.isDown) |
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{ |
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player.setVelocityX(160); |
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player.anims.play('right', true); |
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} |
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else |
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{ |
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player.setVelocityX(0); |
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player.anims.play('turn'); |
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} |
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if (cursors.up.isDown && player.body.touching.down) |
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{ |
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player.setVelocityY(-330); |
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} |
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} |
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function collectStar (player, star) |
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{ |
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star.disableBody(true, true); |
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// Add and update the score |
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score += 10; |
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scoreText.setText('Score: ' + score); |
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if (stars.countActive(true) === 0) |
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{ |
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// A new batch of stars to collect |
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stars.children.iterate(function (child) { |
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child.enableBody(true, child.x, 0, true, true); |
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}); |
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var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400); |
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var bomb = bombs.create(x, 16, 'bomb'); |
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bomb.setBounce(1); |
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bomb.setCollideWorldBounds(true); |
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bomb.setVelocity(Phaser.Math.Between(-200, 200), 20); |
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bomb.allowGravity = false; |
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} |
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} |
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function hitBomb (player, bomb) |
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{ |
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this.physics.pause(); |
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player.setTint(0xff0000); |
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player.anims.play('turn'); |
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gameOver = true; |
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} |
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} |
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} |
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""" |
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with gr.Blocks() as app: |
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gr.HTML(""" |
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<div id="demo"> |
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<button type="testButton" onclick="testFn()"> Start </button> |
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</div> |
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""") |
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app.load(None,None,None,_js=load_js) |
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app.load(None,None,None,_js=game_js) |
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app.launch() |