game / app.py
sagar007's picture
Update app.py
1135c55 verified
raw
history blame
20.6 kB
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()