| 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 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(""" | |
| <!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> | |
| </body> | |
| </html>""") | |
| app.load(None,None,None,_js=load_js) | |
| app.load(None,None,None,_js=game_js) | |
| app.launch() |