Update app.py
Browse files
app.py
CHANGED
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@@ -2,554 +2,164 @@ import gradio as gr
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import numpy as np
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import time
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from PIL import Image, ImageDraw
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import
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import json
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import base64
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def __init__(self):
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# Canvas dimensions
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self.width = 480
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self.height = 640
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# Game state
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self.score = 0
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self.lives = 3
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self.game_over = False
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self.game_started = False
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self.last_update = time.time()
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# Player
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self.player = {
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'color': '#3498db',
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'is_moving_left': False,
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'is_moving_right': False,
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'is_moving_up': False,
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'is_moving_down': False,
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'is_shooting': False,
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'last_shot': 0,
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'shoot_cooldown': 300 # milliseconds
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}
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# Game elements
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self.enemies = []
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self.bullets = []
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self.
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self.
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self.
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self.
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# Initialize stars
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self.init_stars()
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def init_stars(self):
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for _ in range(50):
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self.stars.append({
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'x': random.random() * self.width,
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'y': random.random() * self.height,
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'size': random.random() * 2 + 1,
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'speed': random.random() * 2 + 1
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})
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def update_stars(self, timestamp):
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# Move existing stars
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for i in range(len(self.stars) - 1, -1, -1):
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self.stars[i]['y'] += self.stars[i]['speed']
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# Remove stars that go off screen
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if self.stars[i]['y'] > self.height:
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self.stars.pop(i)
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# Add new stars occasionally
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if timestamp - self.last_star_spawn > self.star_spawn_rate:
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self.stars.append({
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'x': random.random() * self.width,
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'y': 0,
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'size': random.random() * 2 + 1,
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'speed': random.random() * 2 + 1
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})
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self.last_star_spawn = timestamp
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def shoot(self, timestamp):
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if self.player['is_shooting'] and timestamp - self.player['last_shot'] > self.player['shoot_cooldown']:
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self.bullets.append({
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'x': self.player['x'],
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'y': self.player['y'] - self.player['height'] / 2,
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'width': 4,
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'height': 15,
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'speed': 10,
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'color': '#ffff00'
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})
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self.player['last_shot'] = timestamp
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def update_bullets(self):
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for i in range(len(self.bullets) - 1, -1, -1):
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self.bullets[i]['y'] -= self.bullets[i]['speed']
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# Remove bullets that go off screen
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if self.bullets[i]['y'] < 0:
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self.bullets.pop(i)
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def spawn_enemies(self, timestamp):
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if timestamp - self.last_enemy_spawn > self.enemy_spawn_rate:
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size = random.random() * 20 + 20
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self.enemies.append({
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'color': f'hsl({random.random() * 360}, 100%, 50%)'
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})
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self.last_enemy_spawn =
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# Game over if enemy reaches bottom
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if self.enemies[i]['y'] > self.height:
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self.enemies.pop(i)
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self.lives -= 1
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if self.lives <= 0:
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self.game_over = True
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def create_explosion(self, x, y, color):
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particle_count = 15
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for _ in range(particle_count):
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angle = random.random() * 3.14159 * 2
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speed = random.random() * 3 + 1
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self.particles.append({
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'x': x,
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'y': y,
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'vx': np.cos(angle) * speed,
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'vy': np.sin(angle) * speed,
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'radius': random.random() * 3 + 1,
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'color': color,
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'life': 30 # frames
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})
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self.particles[i]['y'] += self.particles[i]['vy']
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self.particles[i]['life'] -= 1
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if self.particles[i]['life'] <= 0:
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self.particles.pop(i)
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def check_collisions(self):
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# Check bullet-enemy collisions
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for i in range(len(self.bullets) - 1, -1, -1):
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bullet_removed = False
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for j in range(len(self.enemies) - 1, -1, -1):
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if (
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self.bullets[i]['x'] < self.enemies[j]['x'] + self.enemies[j]['width'] / 2 and
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self.bullets[i]['x'] + self.bullets[i]['width'] > self.enemies[j]['x'] - self.enemies[j]['width'] / 2 and
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self.bullets[i]['y'] < self.enemies[j]['y'] + self.enemies[j]['height'] / 2 and
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self.bullets[i]['y'] + self.bullets[i]['height'] > self.enemies[j]['y'] - self.enemies[j]['height'] / 2
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):
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# Collision detected
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self.create_explosion(self.enemies[j]['x'], self.enemies[j]['y'], self.enemies[j]['color'])
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self.score += int(self.enemies[j]['width'])
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# Remove the bullet and enemy
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if not bullet_removed:
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self.bullets.pop(i)
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bullet_removed = True
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self.enemies.pop(j)
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break
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if bullet_removed:
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break
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#
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for
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# Remove the enemy
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self.enemies.pop(i)
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# Decrease player lives
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self.lives -= 1
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def
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# Create image
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img = Image.new('RGB', (self.width, self.height),
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draw = ImageDraw.Draw(img)
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# Draw
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# Draw enemies
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for enemy in self.enemies:
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# Draw enemy as a circle
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draw.ellipse(
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[enemy['x'] - enemy['width'] / 2, enemy['y'] - enemy['height'] / 2,
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enemy['x'] + enemy['width'] / 2, enemy['y'] + enemy['height'] / 2],
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fill=enemy['color']
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)
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# Add details to the enemy
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draw.ellipse(
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[enemy['x'] - enemy['width'] / 3, enemy['y'] - enemy['height'] / 3,
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enemy['x'] + enemy['width'] / 3, enemy['y'] + enemy['height'] / 3],
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outline='white'
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)
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# Draw bullets
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for bullet in self.bullets:
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draw.rectangle(
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)
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# Draw player ship
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if not self.game_over:
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# Ship body (triangle)
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draw.polygon(
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[
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(self.player['x'], self.player['y'] - self.player['height'] / 2),
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(self.player['x'] - self.player['width'] / 2, self.player['y'] + self.player['height'] / 2),
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(self.player['x'] + self.player['width'] / 2, self.player['y'] + self.player['height'] / 2)
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],
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fill=self.player['color']
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)
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# Engine glow
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draw.polygon(
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[
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(self.player['x'] - self.player['width'] / 4, self.player['y'] + self.player['height'] / 2),
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(self.player['x'], self.player['y'] + self.player['height'] / 2 + 10),
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(self.player['x'] + self.player['width'] / 4, self.player['y'] + self.player['height'] / 2)
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],
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fill='#ff9900'
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)
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# Draw particles
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for particle in self.particles:
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# Calculate alpha based on life
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alpha = int(255 * (particle['life'] / 30))
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color = self.hex_to_rgb(particle['color'])
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particle_color = (color[0], color[1], color[2], alpha)
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draw.ellipse(
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[particle['x'] - particle['radius'], particle['y'] - particle['radius'],
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particle['x'] + particle['radius'], particle['y'] + particle['radius']],
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fill=particle['color']
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)
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# Draw UI
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draw.text((10, 10), f"Score: {self.score}", fill='white')
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draw.text((self.width - 70, 10), f"Lives: {self.lives}", fill='white')
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# Draw game over screen
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if self.game_over:
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# Semi-transparent background
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overlay = Image.new('RGBA', (self.width, self.height), (0, 0, 0, 180))
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img = Image.alpha_composite(img.convert('RGBA'), overlay)
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draw = ImageDraw.Draw(img)
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# Game over text
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draw.text((self.width // 2 - 40, self.height // 2 - 30), "GAME OVER", fill='red')
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draw.text((self.width // 2 - 50, self.height // 2), f"Final Score: {self.score}", fill='white')
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draw.text((self.width // 2 - 65, self.height // 2 + 30), "Click to play again", fill='white')
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# Draw start screen
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if not self.game_started and not self.game_over:
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# Semi-transparent background
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overlay = Image.new('RGBA', (self.width, self.height), (0, 0, 0, 180))
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img = Image.alpha_composite(img.convert('RGBA'), overlay)
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draw = ImageDraw.Draw(img)
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# Start game text
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draw.text((self.width // 2 - 60, self.height // 2 - 50), "SPACE SHOOTER", fill='#ff5555')
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draw.text((self.width // 2 - 90, self.height // 2 - 20), "Use arrow keys to move", fill='white')
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draw.text((self.width // 2 - 85, self.height // 2), "Click mouse to shoot", fill='white')
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draw.text((self.width // 2 - 55, self.height // 2 + 30), "Click to start", fill='white')
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return img
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def update(self):
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if not self.game_started or self.game_over:
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return self.render_frame()
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current_time = time.time() * 1000 # Convert to milliseconds
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# Calculate delta time
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delta_time = current_time - self.last_update
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self.last_update = current_time
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# Update game state
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self.update_stars(current_time)
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self.spawn_enemies(current_time)
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self.update_enemies()
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self.update_player()
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self.shoot(current_time)
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self.update_bullets()
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self.update_particles()
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self.check_collisions()
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return self.render_frame()
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def handle_click(self, evt: gr.SelectData):
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# Start game if not started
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if not self.game_started:
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self.game_started = True
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return self.update()
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# Restart game if game over
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if self.game_over:
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self.reset_game()
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return self.update()
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# Handle shooting on left click
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if evt.index == 1: # Left click
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self.player['is_shooting'] = True
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self.shoot(time.time() * 1000)
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self.player['is_shooting'] = False
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return self.update()
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def handle_keypress(self, key):
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if not self.game_started or self.game_over:
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self.game_started = True
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if self.game_over:
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self.reset_game()
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return self.update()
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# Handle arrow key movement
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if key == "ArrowLeft":
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self.player['is_moving_left'] = True
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elif key == "ArrowRight":
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self.player['is_moving_right'] = True
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elif key == "ArrowUp":
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self.player['is_moving_up'] = True
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elif key == "ArrowDown":
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self.player['is_moving_down'] = True
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elif key == "a":
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self.player['is_moving_left'] = True
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elif key == "d":
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self.player['is_moving_right'] = True
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elif key == "w":
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self.player['is_moving_up'] = True
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elif key == "s":
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self.player['is_moving_down'] = True
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elif key == " ":
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self.player['is_shooting'] = True
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return self.update()
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def handle_keyrelease(self, key):
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if key == "ArrowLeft":
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self.player['is_moving_left'] = False
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elif key == "ArrowRight":
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self.player['is_moving_right'] = False
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elif key == "ArrowUp":
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self.player['is_moving_up'] = False
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elif key == "ArrowDown":
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self.player['is_moving_down'] = False
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elif key == "a":
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self.player['is_moving_left'] = False
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elif key == "d":
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self.player['is_moving_right'] = False
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elif key == "w":
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self.player['is_moving_up'] = False
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elif key == "s":
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self.player['is_moving_down'] = False
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elif key == " ":
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self.player['is_shooting'] = False
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return self.update()
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def handle_mouse_move(self, evt: gr.SelectData):
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# Update player position based on mouse position if game is running
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if self.game_started and not self.game_over:
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x_coordinates = evt.index[0] if isinstance(evt.index, tuple) else evt.index
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self.player['x'] = max(self.player['width'] / 2, min(x_coordinates, self.width - self.player['width'] / 2))
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return self.update()
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def reset_game(self):
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# Reset game state
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self.score = 0
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| 418 |
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self.lives = 3
|
| 419 |
-
self.game_over = False
|
| 420 |
-
self.game_started = True
|
| 421 |
-
self.enemies = []
|
| 422 |
-
self.bullets = []
|
| 423 |
-
self.particles = []
|
| 424 |
-
self.last_enemy_spawn = 0
|
| 425 |
-
self.enemy_spawn_rate = 1500
|
| 426 |
-
|
| 427 |
-
# Reset player position
|
| 428 |
-
self.player['x'] = self.width / 2
|
| 429 |
-
self.player['y'] = self.height - 60
|
| 430 |
-
|
| 431 |
-
self.last_update = time.time() * 1000
|
| 432 |
-
|
| 433 |
-
def hex_to_rgb(self, hex_color):
|
| 434 |
-
hex_color = hex_color.lstrip('#')
|
| 435 |
-
if len(hex_color) == 6:
|
| 436 |
-
return tuple(int(hex_color[i:i+2], 16) for i in (0, 2, 4))
|
| 437 |
-
else:
|
| 438 |
-
# Handle HSL colors by converting to a default color
|
| 439 |
-
return (255, 0, 0) # Return red by default
|
| 440 |
-
|
| 441 |
-
# Create game instance
|
| 442 |
-
game = SpaceShooterGame()
|
| 443 |
|
| 444 |
-
|
| 445 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 446 |
|
| 447 |
-
|
| 448 |
-
return game.handle_click(evt)
|
| 449 |
|
| 450 |
-
|
| 451 |
-
|
| 452 |
|
| 453 |
-
def
|
| 454 |
-
|
|
|
|
|
|
|
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|
| 455 |
|
| 456 |
-
def
|
| 457 |
-
|
|
|
|
|
|
|
| 458 |
|
| 459 |
-
#
|
| 460 |
-
with gr.Blocks() as demo:
|
| 461 |
-
gr.Markdown("# Space Shooter
|
| 462 |
-
gr.Markdown("Use
|
| 463 |
|
| 464 |
with gr.Row():
|
| 465 |
-
|
|
|
|
| 466 |
|
| 467 |
with gr.Row():
|
| 468 |
-
gr.
|
| 469 |
-
gr.
|
| 470 |
-
gr.
|
| 471 |
-
gr.
|
| 472 |
-
|
| 473 |
-
#
|
| 474 |
-
|
| 475 |
-
|
| 476 |
-
|
| 477 |
-
|
| 478 |
-
|
| 479 |
-
|
| 480 |
-
|
| 481 |
-
|
| 482 |
-
# Handle keyboard inputs via JavaScript events
|
| 483 |
-
js_keyboard = """
|
| 484 |
-
function setupKeyboardHandlers() {
|
| 485 |
-
const gameCanvas = document.getElementById('game-canvas');
|
| 486 |
-
if (!gameCanvas) {
|
| 487 |
-
setTimeout(setupKeyboardHandlers, 100);
|
| 488 |
-
return;
|
| 489 |
-
}
|
| 490 |
-
|
| 491 |
-
document.addEventListener('keydown', function(e) {
|
| 492 |
-
if (['ArrowLeft', 'ArrowRight', 'ArrowUp', 'ArrowDown', 'a', 'd', 'w', 's', ' '].includes(e.key)) {
|
| 493 |
-
e.preventDefault();
|
| 494 |
-
keyPressEvent(e.key);
|
| 495 |
-
}
|
| 496 |
-
});
|
| 497 |
-
|
| 498 |
-
document.addEventListener('keyup', function(e) {
|
| 499 |
-
if (['ArrowLeft', 'ArrowRight', 'ArrowUp', 'ArrowDown', 'a', 'd', 'w', 's', ' '].includes(e.key)) {
|
| 500 |
-
e.preventDefault();
|
| 501 |
-
keyReleaseEvent(e.key);
|
| 502 |
-
}
|
| 503 |
-
});
|
| 504 |
-
|
| 505 |
-
// Add mousemove handler with debouncing for better performance
|
| 506 |
-
let lastMove = 0;
|
| 507 |
-
gameCanvas.addEventListener('mousemove', function(e) {
|
| 508 |
-
const now = Date.now();
|
| 509 |
-
if (now - lastMove < 50) return; // Only process every 50ms
|
| 510 |
-
lastMove = now;
|
| 511 |
-
|
| 512 |
-
const rect = gameCanvas.getBoundingClientRect();
|
| 513 |
-
const x = e.clientX - rect.left;
|
| 514 |
-
const y = e.clientY - rect.top;
|
| 515 |
-
|
| 516 |
-
// Only update if mouse is over the canvas
|
| 517 |
-
if (x >= 0 && x <= rect.width && y >= 0 && y <= rect.height) {
|
| 518 |
-
// Scale coordinates to match game dimensions
|
| 519 |
-
const scaleX = 480 / rect.width;
|
| 520 |
-
const scaledX = x * scaleX;
|
| 521 |
-
|
| 522 |
-
mouseMove([scaledX, 0]);
|
| 523 |
-
}
|
| 524 |
-
});
|
| 525 |
-
}
|
| 526 |
-
|
| 527 |
-
// Set up the event handlers once the page loads
|
| 528 |
-
setTimeout(setupKeyboardHandlers, 100);
|
| 529 |
-
"""
|
| 530 |
-
|
| 531 |
-
demo.load(None, [], [], _js=js_keyboard)
|
| 532 |
-
|
| 533 |
-
# Add events for keyboard handling
|
| 534 |
-
keypress_event = demo.input(fn=handle_keypress, inputs=[], outputs=[game_display])
|
| 535 |
-
keyrelease_event = demo.input(fn=handle_keyrelease, inputs=[], outputs=[game_display])
|
| 536 |
-
mousemove_event = demo.input(fn=handle_mouse_move, inputs=[game_display], outputs=[game_display])
|
| 537 |
-
|
| 538 |
-
# Connect JavaScript events to Python functions
|
| 539 |
-
demo.after_setup(_js=f"""
|
| 540 |
-
function keyPressEvent(key) {{
|
| 541 |
-
{keypress_event.name}(key);
|
| 542 |
-
}}
|
| 543 |
-
|
| 544 |
-
function keyReleaseEvent(key) {{
|
| 545 |
-
{keyrelease_event.name}(key);
|
| 546 |
-
}}
|
| 547 |
-
|
| 548 |
-
function mouseMove(coords) {{
|
| 549 |
-
{mousemove_event.name}(null, coords);
|
| 550 |
-
}}
|
| 551 |
-
""")
|
| 552 |
|
| 553 |
-
|
| 554 |
-
if __name__ == "__main__":
|
| 555 |
-
demo.launch()
|
|
|
|
| 2 |
import numpy as np
|
| 3 |
import time
|
| 4 |
from PIL import Image, ImageDraw
|
| 5 |
+
import io
|
|
|
|
| 6 |
import base64
|
| 7 |
|
| 8 |
+
# Game state class
|
| 9 |
+
class SpaceShooter:
|
| 10 |
def __init__(self):
|
|
|
|
| 11 |
self.width = 480
|
| 12 |
self.height = 640
|
|
|
|
|
|
|
| 13 |
self.score = 0
|
| 14 |
self.lives = 3
|
|
|
|
|
|
|
|
|
|
| 15 |
|
| 16 |
# Player
|
| 17 |
self.player = {
|
| 18 |
+
"x": self.width / 2,
|
| 19 |
+
"y": self.height - 60,
|
| 20 |
+
"width": 40,
|
| 21 |
+
"height": 40,
|
| 22 |
+
"speed": 5
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 23 |
}
|
| 24 |
|
|
|
|
|
|
|
| 25 |
self.bullets = []
|
| 26 |
+
self.enemies = []
|
| 27 |
+
self.last_enemy_spawn = time.time()
|
| 28 |
+
self.enemy_spawn_rate = 1.5 # seconds
|
| 29 |
+
self.last_shot = 0
|
| 30 |
+
self.shoot_cooldown = 0.3 # seconds
|
| 31 |
+
|
| 32 |
+
def spawn_enemy(self, current_time):
|
| 33 |
+
if current_time - self.last_enemy_spawn > self.enemy_spawn_rate:
|
| 34 |
+
size = np.random.uniform(20, 40)
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
| 35 |
self.enemies.append({
|
| 36 |
+
"x": np.random.uniform(size/2, self.width - size/2),
|
| 37 |
+
"y": 0,
|
| 38 |
+
"width": size,
|
| 39 |
+
"height": size,
|
| 40 |
+
"speed": np.random.uniform(1, 3)
|
|
|
|
| 41 |
})
|
| 42 |
+
self.last_enemy_spawn = current_time
|
| 43 |
+
|
| 44 |
+
def shoot(self, current_time):
|
| 45 |
+
if current_time - self.last_shot > self.shoot_cooldown:
|
| 46 |
+
self.bullets.append({
|
| 47 |
+
"x": self.player["x"],
|
| 48 |
+
"y": self.player["y"] - self.player["height"]/2,
|
| 49 |
+
"width": 4,
|
| 50 |
+
"height": 15,
|
| 51 |
+
"speed": 10
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 52 |
})
|
| 53 |
+
self.last_shot = current_time
|
| 54 |
+
|
| 55 |
+
def update(self):
|
| 56 |
+
current_time = time.time()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
| 57 |
|
| 58 |
+
# Update bullets
|
| 59 |
+
for bullet in self.bullets[:]:
|
| 60 |
+
bullet["y"] -= bullet["speed"]
|
| 61 |
+
if bullet["y"] < 0:
|
| 62 |
+
self.bullets.remove(bullet)
|
| 63 |
+
|
| 64 |
+
# Update enemies
|
| 65 |
+
for enemy in self.enemies[:]:
|
| 66 |
+
enemy["y"] += enemy["speed"]
|
| 67 |
+
if enemy["y"] > self.height:
|
| 68 |
+
self.enemies.remove(enemy)
|
|
|
|
|
|
|
|
|
|
|
|
|
| 69 |
self.lives -= 1
|
| 70 |
+
|
| 71 |
+
# Check collisions
|
| 72 |
+
for bullet in self.bullets[:]:
|
| 73 |
+
for enemy in self.enemies[:]:
|
| 74 |
+
if (bullet["x"] < enemy["x"] + enemy["width"]/2 and
|
| 75 |
+
bullet["x"] + bullet["width"] > enemy["x"] - enemy["width"]/2 and
|
| 76 |
+
bullet["y"] < enemy["y"] + enemy["height"]/2 and
|
| 77 |
+
bullet["y"] + bullet["height"] > enemy["y"] - enemy["height"]/2):
|
| 78 |
+
self.bullets.remove(bullet)
|
| 79 |
+
self.enemies.remove(enemy)
|
| 80 |
+
self.score += int(enemy["width"])
|
| 81 |
+
break
|
| 82 |
+
|
| 83 |
+
# Spawn new enemies
|
| 84 |
+
self.spawn_enemy(current_time)
|
| 85 |
+
|
| 86 |
+
def draw(self):
|
| 87 |
# Create image
|
| 88 |
+
img = Image.new('RGB', (self.width, self.height), color='black')
|
| 89 |
draw = ImageDraw.Draw(img)
|
| 90 |
+
|
| 91 |
+
# Draw player
|
| 92 |
+
draw.polygon([
|
| 93 |
+
(self.player["x"], self.player["y"] - self.player["height"]/2),
|
| 94 |
+
(self.player["x"] - self.player["width"]/2, self.player["y"] + self.player["height"]/2),
|
| 95 |
+
(self.player["x"] + self.player["width"]/2, self.player["y"] + self.player["height"]/2)
|
| 96 |
+
], fill='#3498db')
|
| 97 |
+
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 98 |
# Draw bullets
|
| 99 |
for bullet in self.bullets:
|
| 100 |
+
draw.rectangle([
|
| 101 |
+
(bullet["x"] - bullet["width"]/2, bullet["y"]),
|
| 102 |
+
(bullet["x"] + bullet["width"]/2, bullet["y"] + bullet["height"])
|
| 103 |
+
], fill='#ff0')
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
| 104 |
|
| 105 |
+
# Draw enemies
|
| 106 |
+
for enemy in self.enemies:
|
| 107 |
+
draw.ellipse([
|
| 108 |
+
(enemy["x"] - enemy["width"]/2, enemy["y"] - enemy["height"]/2),
|
| 109 |
+
(enemy["x"] + enemy["width"]/2, enemy["y"] + enemy["height"]/2)
|
| 110 |
+
], fill='#ff5555')
|
| 111 |
|
| 112 |
+
return img
|
|
|
|
| 113 |
|
| 114 |
+
# Game instance
|
| 115 |
+
game = SpaceShooter()
|
| 116 |
|
| 117 |
+
def move_player(direction):
|
| 118 |
+
if game.lives <= 0:
|
| 119 |
+
return game.draw(), f"Game Over! Score: {game.score}"
|
| 120 |
+
|
| 121 |
+
if direction == "left" and game.player["x"] > game.player["width"]/2:
|
| 122 |
+
game.player["x"] -= game.player["speed"]
|
| 123 |
+
elif direction == "right" and game.player["x"] < game.width - game.player["width"]/2:
|
| 124 |
+
game.player["x"] += game.player["speed"]
|
| 125 |
+
elif direction == "shoot":
|
| 126 |
+
game.shoot(time.time())
|
| 127 |
+
|
| 128 |
+
game.update()
|
| 129 |
+
status = f"Score: {game.score} | Lives: {game.lives}"
|
| 130 |
+
if game.lives <= 0:
|
| 131 |
+
status = f"Game Over! Score: {game.score}"
|
| 132 |
+
|
| 133 |
+
return game.draw(), status
|
| 134 |
|
| 135 |
+
def reset_game():
|
| 136 |
+
global game
|
| 137 |
+
game = SpaceShooter()
|
| 138 |
+
return game.draw(), f"Score: {game.score} | Lives: {game.lives}"
|
| 139 |
|
| 140 |
+
# Gradio interface
|
| 141 |
+
with gr.Blocks(title="Space Shooter") as demo:
|
| 142 |
+
gr.Markdown("# Space Shooter")
|
| 143 |
+
gr.Markdown("Use the buttons to move left, right, and shoot. Game updates after each action.")
|
| 144 |
|
| 145 |
with gr.Row():
|
| 146 |
+
game_output = gr.Image(label="Game", width=480, height=640)
|
| 147 |
+
status_output = gr.Textbox(label="Status")
|
| 148 |
|
| 149 |
with gr.Row():
|
| 150 |
+
left_btn = gr.Button("Left")
|
| 151 |
+
right_btn = gr.Button("Right")
|
| 152 |
+
shoot_btn = gr.Button("Shoot")
|
| 153 |
+
reset_btn = gr.Button("Reset")
|
| 154 |
+
|
| 155 |
+
# Initial state
|
| 156 |
+
game_output.value = game.draw()
|
| 157 |
+
status_output.value = f"Score: {game.score} | Lives: {game.lives}"
|
| 158 |
+
|
| 159 |
+
# Event handlers
|
| 160 |
+
left_btn.click(move_player, inputs=gr.State(value="left"), outputs=[game_output, status_output])
|
| 161 |
+
right_btn.click(move_player, inputs=gr.State(value="right"), outputs=[game_output, status_output])
|
| 162 |
+
shoot_btn.click(move_player, inputs=gr.State(value="shoot"), outputs=[game_output, status_output])
|
| 163 |
+
reset_btn.click(reset_game, inputs=None, outputs=[game_output, status_output])
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|
| 164 |
|
| 165 |
+
demo.launch()
|
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