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import gradio as gr
import numpy as np
import time
from PIL import Image, ImageDraw
import random
import json
import base64
class SpaceShooterGame:
def __init__(self):
# Canvas dimensions
self.width = 480
self.height = 640
# Game state
self.score = 0
self.lives = 3
self.game_over = False
self.game_started = False
self.last_update = time.time()
# Player
self.player = {
'x': self.width / 2,
'y': self.height - 60,
'width': 40,
'height': 40,
'speed': 5,
'color': '#3498db',
'is_moving_left': False,
'is_moving_right': False,
'is_moving_up': False,
'is_moving_down': False,
'is_shooting': False,
'last_shot': 0,
'shoot_cooldown': 300 # milliseconds
}
# Game elements
self.enemies = []
self.bullets = []
self.stars = []
self.particles = []
# Timers
self.last_enemy_spawn = 0
self.enemy_spawn_rate = 1500 # milliseconds
self.last_star_spawn = 0
self.star_spawn_rate = 200 # milliseconds
# Initialize stars
self.init_stars()
def init_stars(self):
for _ in range(50):
self.stars.append({
'x': random.random() * self.width,
'y': random.random() * self.height,
'size': random.random() * 2 + 1,
'speed': random.random() * 2 + 1
})
def update_stars(self, timestamp):
# Move existing stars
for i in range(len(self.stars) - 1, -1, -1):
self.stars[i]['y'] += self.stars[i]['speed']
# Remove stars that go off screen
if self.stars[i]['y'] > self.height:
self.stars.pop(i)
# Add new stars occasionally
if timestamp - self.last_star_spawn > self.star_spawn_rate:
self.stars.append({
'x': random.random() * self.width,
'y': 0,
'size': random.random() * 2 + 1,
'speed': random.random() * 2 + 1
})
self.last_star_spawn = timestamp
def shoot(self, timestamp):
if self.player['is_shooting'] and timestamp - self.player['last_shot'] > self.player['shoot_cooldown']:
self.bullets.append({
'x': self.player['x'],
'y': self.player['y'] - self.player['height'] / 2,
'width': 4,
'height': 15,
'speed': 10,
'color': '#ffff00'
})
self.player['last_shot'] = timestamp
def update_bullets(self):
for i in range(len(self.bullets) - 1, -1, -1):
self.bullets[i]['y'] -= self.bullets[i]['speed']
# Remove bullets that go off screen
if self.bullets[i]['y'] < 0:
self.bullets.pop(i)
def spawn_enemies(self, timestamp):
if timestamp - self.last_enemy_spawn > self.enemy_spawn_rate:
size = random.random() * 20 + 20
self.enemies.append({
'x': random.random() * (self.width - size) + size / 2,
'y': 0,
'width': size,
'height': size,
'speed': random.random() * 2 + 1,
'color': f'hsl({random.random() * 360}, 100%, 50%)'
})
self.last_enemy_spawn = timestamp
# Increase difficulty over time
if self.enemy_spawn_rate > 500:
self.enemy_spawn_rate -= 10
def update_enemies(self):
for i in range(len(self.enemies) - 1, -1, -1):
self.enemies[i]['y'] += self.enemies[i]['speed']
# Game over if enemy reaches bottom
if self.enemies[i]['y'] > self.height:
self.enemies.pop(i)
self.lives -= 1
if self.lives <= 0:
self.game_over = True
def create_explosion(self, x, y, color):
particle_count = 15
for _ in range(particle_count):
angle = random.random() * 3.14159 * 2
speed = random.random() * 3 + 1
self.particles.append({
'x': x,
'y': y,
'vx': np.cos(angle) * speed,
'vy': np.sin(angle) * speed,
'radius': random.random() * 3 + 1,
'color': color,
'life': 30 # frames
})
def update_particles(self):
for i in range(len(self.particles) - 1, -1, -1):
self.particles[i]['x'] += self.particles[i]['vx']
self.particles[i]['y'] += self.particles[i]['vy']
self.particles[i]['life'] -= 1
if self.particles[i]['life'] <= 0:
self.particles.pop(i)
def check_collisions(self):
# Check bullet-enemy collisions
for i in range(len(self.bullets) - 1, -1, -1):
bullet_removed = False
for j in range(len(self.enemies) - 1, -1, -1):
if (
self.bullets[i]['x'] < self.enemies[j]['x'] + self.enemies[j]['width'] / 2 and
self.bullets[i]['x'] + self.bullets[i]['width'] > self.enemies[j]['x'] - self.enemies[j]['width'] / 2 and
self.bullets[i]['y'] < self.enemies[j]['y'] + self.enemies[j]['height'] / 2 and
self.bullets[i]['y'] + self.bullets[i]['height'] > self.enemies[j]['y'] - self.enemies[j]['height'] / 2
):
# Collision detected
self.create_explosion(self.enemies[j]['x'], self.enemies[j]['y'], self.enemies[j]['color'])
self.score += int(self.enemies[j]['width'])
# Remove the bullet and enemy
if not bullet_removed:
self.bullets.pop(i)
bullet_removed = True
self.enemies.pop(j)
break
if bullet_removed:
break
# Check player-enemy collisions
for i in range(len(self.enemies) - 1, -1, -1):
dx = self.player['x'] - self.enemies[i]['x']
dy = self.player['y'] - self.enemies[i]['y']
distance = np.sqrt(dx * dx + dy * dy)
if distance < (self.player['width'] / 2 + self.enemies[i]['width'] / 2):
# Collision detected
self.create_explosion(self.player['x'], self.player['y'], self.player['color'])
self.create_explosion(self.enemies[i]['x'], self.enemies[i]['y'], self.enemies[i]['color'])
# Remove the enemy
self.enemies.pop(i)
# Decrease player lives
self.lives -= 1
if self.lives <= 0:
self.game_over = True
break
def update_player(self):
# Update player position based on current movement flags
if self.player['is_moving_left'] and self.player['x'] > self.player['width'] / 2:
self.player['x'] -= self.player['speed']
if self.player['is_moving_right'] and self.player['x'] < self.width - self.player['width'] / 2:
self.player['x'] += self.player['speed']
if self.player['is_moving_up'] and self.player['y'] > self.player['height']:
self.player['y'] -= self.player['speed']
if self.player['is_moving_down'] and self.player['y'] < self.height - self.player['height'] / 2:
self.player['y'] += self.player['speed']
def render_frame(self):
# Create image
img = Image.new('RGB', (self.width, self.height), (17, 17, 17))
draw = ImageDraw.Draw(img)
# Draw stars
for star in self.stars:
draw.ellipse(
[star['x'] - star['size'], star['y'] - star['size'],
star['x'] + star['size'], star['y'] + star['size']],
fill='white'
)
# Draw enemies
for enemy in self.enemies:
# Draw enemy as a circle
draw.ellipse(
[enemy['x'] - enemy['width'] / 2, enemy['y'] - enemy['height'] / 2,
enemy['x'] + enemy['width'] / 2, enemy['y'] + enemy['height'] / 2],
fill=enemy['color']
)
# Add details to the enemy
draw.ellipse(
[enemy['x'] - enemy['width'] / 3, enemy['y'] - enemy['height'] / 3,
enemy['x'] + enemy['width'] / 3, enemy['y'] + enemy['height'] / 3],
outline='white'
)
# Draw bullets
for bullet in self.bullets:
draw.rectangle(
[bullet['x'] - bullet['width'] / 2, bullet['y'],
bullet['x'] + bullet['width'] / 2, bullet['y'] + bullet['height']],
fill=bullet['color']
)
# Draw player ship
if not self.game_over:
# Ship body (triangle)
draw.polygon(
[
(self.player['x'], self.player['y'] - self.player['height'] / 2),
(self.player['x'] - self.player['width'] / 2, self.player['y'] + self.player['height'] / 2),
(self.player['x'] + self.player['width'] / 2, self.player['y'] + self.player['height'] / 2)
],
fill=self.player['color']
)
# Engine glow
draw.polygon(
[
(self.player['x'] - self.player['width'] / 4, self.player['y'] + self.player['height'] / 2),
(self.player['x'], self.player['y'] + self.player['height'] / 2 + 10),
(self.player['x'] + self.player['width'] / 4, self.player['y'] + self.player['height'] / 2)
],
fill='#ff9900'
)
# Draw particles
for particle in self.particles:
# Calculate alpha based on life
alpha = int(255 * (particle['life'] / 30))
color = self.hex_to_rgb(particle['color'])
particle_color = (color[0], color[1], color[2], alpha)
draw.ellipse(
[particle['x'] - particle['radius'], particle['y'] - particle['radius'],
particle['x'] + particle['radius'], particle['y'] + particle['radius']],
fill=particle['color']
)
# Draw UI
draw.text((10, 10), f"Score: {self.score}", fill='white')
draw.text((self.width - 70, 10), f"Lives: {self.lives}", fill='white')
# Draw game over screen
if self.game_over:
# Semi-transparent background
overlay = Image.new('RGBA', (self.width, self.height), (0, 0, 0, 180))
img = Image.alpha_composite(img.convert('RGBA'), overlay)
draw = ImageDraw.Draw(img)
# Game over text
draw.text((self.width // 2 - 40, self.height // 2 - 30), "GAME OVER", fill='red')
draw.text((self.width // 2 - 50, self.height // 2), f"Final Score: {self.score}", fill='white')
draw.text((self.width // 2 - 65, self.height // 2 + 30), "Click to play again", fill='white')
# Draw start screen
if not self.game_started and not self.game_over:
# Semi-transparent background
overlay = Image.new('RGBA', (self.width, self.height), (0, 0, 0, 180))
img = Image.alpha_composite(img.convert('RGBA'), overlay)
draw = ImageDraw.Draw(img)
# Start game text
draw.text((self.width // 2 - 60, self.height // 2 - 50), "SPACE SHOOTER", fill='#ff5555')
draw.text((self.width // 2 - 90, self.height // 2 - 20), "Use arrow keys to move", fill='white')
draw.text((self.width // 2 - 85, self.height // 2), "Click mouse to shoot", fill='white')
draw.text((self.width // 2 - 55, self.height // 2 + 30), "Click to start", fill='white')
return img
def update(self):
if not self.game_started or self.game_over:
return self.render_frame()
current_time = time.time() * 1000 # Convert to milliseconds
# Calculate delta time
delta_time = current_time - self.last_update
self.last_update = current_time
# Update game state
self.update_stars(current_time)
self.spawn_enemies(current_time)
self.update_enemies()
self.update_player()
self.shoot(current_time)
self.update_bullets()
self.update_particles()
self.check_collisions()
return self.render_frame()
def handle_click(self, evt: gr.SelectData):
# Start game if not started
if not self.game_started:
self.game_started = True
return self.update()
# Restart game if game over
if self.game_over:
self.reset_game()
return self.update()
# Handle shooting on left click
if evt.index == 1: # Left click
self.player['is_shooting'] = True
self.shoot(time.time() * 1000)
self.player['is_shooting'] = False
return self.update()
def handle_keypress(self, key):
if not self.game_started or self.game_over:
self.game_started = True
if self.game_over:
self.reset_game()
return self.update()
# Handle arrow key movement
if key == "ArrowLeft":
self.player['is_moving_left'] = True
elif key == "ArrowRight":
self.player['is_moving_right'] = True
elif key == "ArrowUp":
self.player['is_moving_up'] = True
elif key == "ArrowDown":
self.player['is_moving_down'] = True
elif key == "a":
self.player['is_moving_left'] = True
elif key == "d":
self.player['is_moving_right'] = True
elif key == "w":
self.player['is_moving_up'] = True
elif key == "s":
self.player['is_moving_down'] = True
elif key == " ":
self.player['is_shooting'] = True
return self.update()
def handle_keyrelease(self, key):
if key == "ArrowLeft":
self.player['is_moving_left'] = False
elif key == "ArrowRight":
self.player['is_moving_right'] = False
elif key == "ArrowUp":
self.player['is_moving_up'] = False
elif key == "ArrowDown":
self.player['is_moving_down'] = False
elif key == "a":
self.player['is_moving_left'] = False
elif key == "d":
self.player['is_moving_right'] = False
elif key == "w":
self.player['is_moving_up'] = False
elif key == "s":
self.player['is_moving_down'] = False
elif key == " ":
self.player['is_shooting'] = False
return self.update()
def handle_mouse_move(self, evt: gr.SelectData):
# Update player position based on mouse position if game is running
if self.game_started and not self.game_over:
x_coordinates = evt.index[0] if isinstance(evt.index, tuple) else evt.index
self.player['x'] = max(self.player['width'] / 2, min(x_coordinates, self.width - self.player['width'] / 2))
return self.update()
def reset_game(self):
# Reset game state
self.score = 0
self.lives = 3
self.game_over = False
self.game_started = True
self.enemies = []
self.bullets = []
self.particles = []
self.last_enemy_spawn = 0
self.enemy_spawn_rate = 1500
# Reset player position
self.player['x'] = self.width / 2
self.player['y'] = self.height - 60
self.last_update = time.time() * 1000
def hex_to_rgb(self, hex_color):
hex_color = hex_color.lstrip('#')
if len(hex_color) == 6:
return tuple(int(hex_color[i:i+2], 16) for i in (0, 2, 4))
else:
# Handle HSL colors by converting to a default color
return (255, 0, 0) # Return red by default
# Create game instance
game = SpaceShooterGame()
def update_frame():
return game.update()
def handle_click(img, evt: gr.SelectData):
return game.handle_click(evt)
def handle_keypress(key):
return game.handle_keypress(key)
def handle_keyrelease(key):
return game.handle_keyrelease(key)
def handle_mouse_move(img, evt: gr.SelectData):
return game.handle_mouse_move(evt)
# Set up Gradio interface
with gr.Blocks() as demo:
gr.Markdown("# Space Shooter Game")
gr.Markdown("Use arrow keys (or WASD) to move. Left click to shoot.")
with gr.Row():
game_display = gr.Image(game.render_frame(), elem_id="game-canvas")
with gr.Row():
gr.Markdown("### Controls:")
gr.Markdown("- **Arrow Keys or WASD**: Move ship")
gr.Markdown("- **Left Click**: Shoot")
gr.Markdown("- **Click on Game**: Start/Restart")
# Handle events
game_display.select(handle_click, [game_display], [game_display])
# Game loop using Gradio's JavaScript event system
demo.load(update_frame, [], [game_display], every=0.1)
# Handle keyboard events
demo.queue()
# Handle keyboard inputs via JavaScript events
js_keyboard = """
function setupKeyboardHandlers() {
const gameCanvas = document.getElementById('game-canvas');
if (!gameCanvas) {
setTimeout(setupKeyboardHandlers, 100);
return;
}
document.addEventListener('keydown', function(e) {
if (['ArrowLeft', 'ArrowRight', 'ArrowUp', 'ArrowDown', 'a', 'd', 'w', 's', ' '].includes(e.key)) {
e.preventDefault();
keyPressEvent(e.key);
}
});
document.addEventListener('keyup', function(e) {
if (['ArrowLeft', 'ArrowRight', 'ArrowUp', 'ArrowDown', 'a', 'd', 'w', 's', ' '].includes(e.key)) {
e.preventDefault();
keyReleaseEvent(e.key);
}
});
// Add mousemove handler with debouncing for better performance
let lastMove = 0;
gameCanvas.addEventListener('mousemove', function(e) {
const now = Date.now();
if (now - lastMove < 50) return; // Only process every 50ms
lastMove = now;
const rect = gameCanvas.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
// Only update if mouse is over the canvas
if (x >= 0 && x <= rect.width && y >= 0 && y <= rect.height) {
// Scale coordinates to match game dimensions
const scaleX = 480 / rect.width;
const scaledX = x * scaleX;
mouseMove([scaledX, 0]);
}
});
}
// Set up the event handlers once the page loads
setTimeout(setupKeyboardHandlers, 100);
"""
demo.load(None, [], [], _js=js_keyboard)
# Add events for keyboard handling
keypress_event = demo.input(fn=handle_keypress, inputs=[], outputs=[game_display])
keyrelease_event = demo.input(fn=handle_keyrelease, inputs=[], outputs=[game_display])
mousemove_event = demo.input(fn=handle_mouse_move, inputs=[game_display], outputs=[game_display])
# Connect JavaScript events to Python functions
demo.after_setup(_js=f"""
function keyPressEvent(key) {{
{keypress_event.name}(key);
}}
function keyReleaseEvent(key) {{
{keyrelease_event.name}(key);
}}
function mouseMove(coords) {{
{mousemove_event.name}(null, coords);
}}
""")
# Launch the app
if __name__ == "__main__":
demo.launch() |