Apply prettier to css, html, js, md, ts, and yml (#1249)

* Apply prettier to css, js, html, md, ts, and yml

As a followup I will add prettier to the .pre-commit config.
This patch is 100% generated by prettier.
I used a forked version of prettier that understands the
py-script tag.
See https://github.com/hoodmane/pyscript-prettier-precommit
for more info.

* Apply old pre-commit

* Revert some problems

* [pre-commit.ci] auto fixes from pre-commit.com hooks

for more information, see https://pre-commit.ci

* Revert some changes

* More changes

* Fix pre-commit

* [pre-commit.ci] auto fixes from pre-commit.com hooks

for more information, see https://pre-commit.ci

---------

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
This commit is contained in:
Hood Chatham
2023-03-06 15:20:21 +01:00
committed by GitHub
parent 7ffe6a598e
commit 08f34f748b
108 changed files with 4571 additions and 3802 deletions

View File

@@ -1,78 +1,78 @@
<html>
<head>
<title>Altair</title>
<meta charset="utf-8">
<link rel="icon" type="image/x-icon" href="./favicon.png">
<meta charset="utf-8" />
<link rel="icon" type="image/x-icon" href="./favicon.png" />
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<link rel="stylesheet" href="./assets/css/examples.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
</a>
<a class="title" href="" style="color: #f0ab3c;">Altair</a>
</div>
</nav>
<section class="pyscript">
<div id="altair"></div>
<py-tutor>
<py-config>
packages = [
"altair",
"pandas",
"vega_datasets"
]
plugins = [
"../build/plugins/python/py_tutor.py"
]
</py-config>
<py-script>
import altair as alt
from vega_datasets import data
</head>
<body>
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c">Altair</a>
</div>
</nav>
<section class="pyscript">
<div id="altair"></div>
<py-tutor>
<py-config>
packages = [
"altair",
"pandas",
"vega_datasets"
]
plugins = [
"../build/plugins/python/py_tutor.py"
]
</py-config>
<py-script>
import altair as alt
from vega_datasets import data
source = data.movies.url
source = data.movies.url
pts = alt.selection(type="single", encodings=['x'])
pts = alt.selection(type="single", encodings=['x'])
rect = alt.Chart(data.movies.url).mark_rect().encode(
alt.X('IMDB_Rating:Q', bin=True),
alt.Y('Rotten_Tomatoes_Rating:Q', bin=True),
alt.Color('count()',
scale=alt.Scale(scheme='greenblue'),
legend=alt.Legend(title='Total Records')
)
)
rect = alt.Chart(data.movies.url).mark_rect().encode(
alt.X('IMDB_Rating:Q', bin=True),
alt.Y('Rotten_Tomatoes_Rating:Q', bin=True),
alt.Color('count()',
scale=alt.Scale(scheme='greenblue'),
legend=alt.Legend(title='Total Records')
)
)
circ = rect.mark_point().encode(
alt.ColorValue('grey'),
alt.Size('count()',
legend=alt.Legend(title='Records in Selection')
)
).transform_filter(
pts
)
circ = rect.mark_point().encode(
alt.ColorValue('grey'),
alt.Size('count()',
legend=alt.Legend(title='Records in Selection')
)
).transform_filter(
pts
)
bar = alt.Chart(source).mark_bar().encode(
x='Major_Genre:N',
y='count()',
color=alt.condition(pts, alt.ColorValue("steelblue"), alt.ColorValue("grey"))
).properties(
width=550,
height=200
).add_selection(pts)
bar = alt.Chart(source).mark_bar().encode(
x='Major_Genre:N',
y='count()',
color=alt.condition(pts, alt.ColorValue("steelblue"), alt.ColorValue("grey"))
).properties(
width=550,
height=200
).add_selection(pts)
display(alt.vconcat(
rect + circ,
bar
).resolve_legend(
color="independent",
size="independent"
), target="altair")
</py-script>
</py-tutor>
</section>
display(alt.vconcat(
rect + circ,
bar
).resolve_legend(
color="independent",
size="independent"
), target="altair")
</py-script>
</py-tutor>
</section>
</body>
</html>

View File

@@ -1,35 +1,35 @@
<html>
<head>
<title>Antigravity</title>
<meta charset="utf-8">
<link rel="icon" type="image/x-icon" href="./favicon.png">
<meta charset="utf-8" />
<link rel="icon" type="image/x-icon" href="./favicon.png" />
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<link rel="stylesheet" href="./assets/css/examples.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c;">Antigravity</a>
<a class="title" href="" style="color: #f0ab3c">Antigravity</a>
</div>
</nav>
<py-tutor modules="antigravity.py">
<section class="pyscript">
<py-config>
plugins = [
"../build/plugins/python/py_tutor.py"
]
[[fetch]]
files = ["./antigravity.py"]
</py-config>
<b>Based on xkcd: antigravity https://xkcd.com/353/.</b>
<py-script>
import antigravity
antigravity.fly()
</py-script>
<py-config>
plugins = [
"../build/plugins/python/py_tutor.py"
]
[[fetch]]
files = ["./antigravity.py"]
</py-config>
<b>Based on xkcd: antigravity https://xkcd.com/353/.</b>
<py-script>
import antigravity
antigravity.fly()
</py-script>
</section>
</py-tutor>
</body>

View File

@@ -1,90 +1,91 @@
body {
margin: 0;
margin: 0;
}
.pyscript {
margin: 0.5rem;
margin: 0.5rem;
}
.code {
display: flex;
position: absolute;
right: 0px;
z-index: 9998;
top: 7rem;
display: flex;
position: absolute;
right: 0px;
z-index: 9998;
top: 7rem;
}
@media (max-width: 1300px) {
.code:has(> .code-section-visible) {
width: 90%;
/* Absolute position is messing up the layout on small screens */
right: 70px;
}
.code:has(> .code-section-visible) {
width: 90%;
/* Absolute position is messing up the layout on small screens */
right: 70px;
}
}
.code-section-hidden {
width: 0px;
display: none;
width: 0px;
display: none;
}
.code-section-visible {
display: flex;
flex-direction: column;
width: 100%;
background-color: rgb(45 46 53 / 90%);
padding: 1rem;
border-radius: 10px 0px 0px 10px;
color: #c6c6c8;
display: flex;
flex-direction: column;
width: 100%;
background-color: rgb(45 46 53 / 90%);
padding: 1rem;
border-radius: 10px 0px 0px 10px;
color: #c6c6c8;
}
.code-section-visible p{
margin: 0;
font-style: italic;
font-size: small;
.code-section-visible p {
margin: 0;
font-style: italic;
font-size: small;
}
.language-html, .language-python {
float: left;
.language-html,
.language-python {
float: left;
}
#view-code-button {
writing-mode: tb-rl;
text-orientation: sideways-right;
background-color: #1D1D22;
color: white;
padding: 0.5rem;
border-radius: 5px;
cursor: pointer;
height: 81px;
writing-mode: tb-rl;
text-orientation: sideways-right;
background-color: #1d1d22;
color: white;
padding: 0.5rem;
border-radius: 5px;
cursor: pointer;
height: 81px;
}
nav {
position: sticky;
width: 100%;
top: 0;
left: 0;
z-index: 9999;
position: sticky;
width: 100%;
top: 0;
left: 0;
z-index: 9999;
}
.logo {
padding-right: 10px;
font-size: 28px;
height: 30px;
max-width: inherit;
padding-right: 10px;
font-size: 28px;
height: 30px;
max-width: inherit;
}
.title {
text-decoration: none;
text-decoration-line: none;
text-decoration-style: initial;
text-decoration-color: initial;
font-weight: 400;
font-size: 1.5em;
line-height: 2em;
white-space: nowrap;
text-decoration: none;
text-decoration-line: none;
text-decoration-style: initial;
text-decoration-color: initial;
font-weight: 400;
font-size: 1.5em;
line-height: 2em;
white-space: nowrap;
}
.app-header {
display: flex;
align-items: center;
padding: 0.5rem 1rem;
display: flex;
align-items: center;
padding: 0.5rem 1rem;
}

View File

@@ -1,70 +1,74 @@
.example {
margin-bottom: 5rem;
margin-bottom: 5rem;
}
.example h2{
/* color: #000000; */
font-family: "Inconsolata", monospace;
font-size: 2.25rem;
margin-bottom: 1rem;
.example h2 {
/* color: #000000; */
font-family: "Inconsolata", monospace;
font-size: 2.25rem;
margin-bottom: 1rem;
}
.card {
height: 15rem;
background-color: var(--color-secondary);
padding: 1rem;
border-radius: 10px;
height: 15rem;
background-color: var(--color-secondary);
padding: 1rem;
border-radius: 10px;
}
.card:hover, .card:hover a, .card:hover a:visited, .card:hover h2 {
background-color: var(--color-primary);
color: #1D1D22
.card:hover,
.card:hover a,
.card:hover a:visited,
.card:hover h2 {
background-color: var(--color-primary);
color: #1d1d22;
}
.card a h2 {
color: var(--color-primary);
margin: 0;
font-family: "Inconsolata", monospace;
font-size: 2.25rem;
color: var(--color-primary);
margin: 0;
font-family: "Inconsolata", monospace;
font-size: 2.25rem;
}
.card a p {
color: var(--text-color);
color: var(--text-color);
}
a .card {
height: 100%;
display: flex;
flex-direction: column;
justify-content: space-between;
height: 100%;
display: flex;
flex-direction: column;
justify-content: space-between;
}
.card-content {
height: 100%;
display: flex;
flex-direction: column;
justify-content: space-between;
height: 100%;
display: flex;
flex-direction: column;
justify-content: space-between;
}
.card-content a, .card-content a:visited {
color: var(--color-primary);
.card-content a,
.card-content a:visited {
color: var(--color-primary);
}
.container-card {
max-width: 1500px;
margin: 0 auto;
display: grid;
gap: 1rem;
max-width: 1500px;
margin: 0 auto;
display: grid;
gap: 1rem;
}
@media (min-width: 600px) {
.container-card {
grid-template-columns: repeat(2, 1fr);
}
.container-card {
grid-template-columns: repeat(2, 1fr);
}
}
@media (min-width: 900px) {
.container-card {
grid-template-columns: repeat(4, 1fr);
}
.container-card {
grid-template-columns: repeat(4, 1fr);
}
}

View File

@@ -2,23 +2,24 @@
@import "./variables.css";
@import "./reset.css";
body {
background: #2D2E35 url('https://assets.anaconda.com/production/Content/1650828148240.png?w=3240&auto=compress%2Cformat&fit=crop&dm=1650828161&s=c558dc55e0ed1f8419a892e842a5728f') repeat-x center bottom / 250px;
background-attachment: fixed;
overflow-x: hidden;
color: var(--text-color)
background: #2d2e35
url("https://assets.anaconda.com/production/Content/1650828148240.png?w=3240&auto=compress%2Cformat&fit=crop&dm=1650828161&s=c558dc55e0ed1f8419a892e842a5728f")
repeat-x center bottom / 250px;
background-attachment: fixed;
overflow-x: hidden;
color: var(--text-color);
}
.container {
max-width: 1510px;
margin: auto;
padding: 0 2rem;
max-width: 1510px;
margin: auto;
padding: 0 2rem;
}
.title-main {
font-size: 4.25rem;
font-family: "Inconsolata", monospace;
text-align: center;
margin: 2rem 0;
font-size: 4.25rem;
font-family: "Inconsolata", monospace;
text-align: center;
margin: 2rem 0;
}

View File

@@ -1,22 +1,22 @@
*,
*:after,
*:before {
margin: 0;
padding: 0;
box-sizing: border-box;
text-decoration: none;
margin: 0;
padding: 0;
box-sizing: border-box;
text-decoration: none;
}
body {
font-size: 100%;
list-style-type: none;
font-size: 100%;
list-style-type: none;
}
p {
font-family: "Inconsolata", monospace;
font-weight: 400;
font-family: "Inconsolata", monospace;
font-weight: 400;
}
a {
text-decoration: none;
text-decoration: none;
}

View File

@@ -1,6 +1,6 @@
:root {
--color-primary: #FDA703;
--color-secondary: #1D1D22;
--text-color: white;
--card-shadow: 0px 5px 11px 0px rgb(0 0 0 / 15%);
--color-primary: #fda703;
--color-secondary: #1d1d22;
--text-color: white;
--card-shadow: 0px 5px 11px 0px rgb(0 0 0 / 15%);
}

View File

@@ -1,4 +1,4 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
@@ -9,18 +9,18 @@
</head>
<body>
<py-script>
import js
import asyncio
for i in range(3):
js.console.log('A', i)
await asyncio.sleep(0.1)
import js
import asyncio
for i in range(3):
js.console.log('A', i)
await asyncio.sleep(0.1)
</py-script>
<py-script>
import js
import asyncio
for i in range(3):
js.console.log('B', i)
await asyncio.sleep(0.1)
import js
import asyncio
for i in range(3):
js.console.log('B', i)
await asyncio.sleep(0.1)
</py-script>
</body>
</html>

View File

@@ -1,4 +1,4 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
@@ -9,7 +9,8 @@
</head>
<body>
<div>
Pyscript - FIRST ASYNC WITH INVOKED LOOP BLOCKING AWAIT AT SAME LEVEL AS LOOP Pyscript writing to console.log:
Pyscript - FIRST ASYNC WITH INVOKED LOOP BLOCKING AWAIT AT SAME LEVEL AS
LOOP Pyscript writing to console.log:
<py-script>
import js
import asyncio
@@ -23,7 +24,8 @@
</py-script>
</div>
<div>
Pyscript - SECOND ASYNC WITH INVOKED LOOP BLOCKING AWAIT AT SAME LEVEL AS LOOP Pyscript writing to console.log:
Pyscript - SECOND ASYNC WITH INVOKED LOOP BLOCKING AWAIT AT SAME LEVEL AS
LOOP Pyscript writing to console.log:
<py-script>
import js
import asyncio

View File

@@ -1,4 +1,4 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
@@ -9,7 +9,8 @@
</head>
<body>
<div>
Pyscript - FIRST ASYNC WITH INVOKED LOOP BLOCKING AWAIT AT SAME LEVEL AS LOOP Pyscript writing to console.log:
Pyscript - FIRST ASYNC WITH INVOKED LOOP BLOCKING AWAIT AT SAME LEVEL AS
LOOP Pyscript writing to console.log:
<py-script>
import js
import asyncio
@@ -23,7 +24,8 @@
</py-script>
</div>
<div>
Pyscript - SECOND ASYNC WITH TOP-LEVEL LOOP BLOCKING AWAIT AT SAME LEVEL AS LOOP Pyscript writing to console.log:
Pyscript - SECOND ASYNC WITH TOP-LEVEL LOOP BLOCKING AWAIT AT SAME LEVEL
AS LOOP Pyscript writing to console.log:
<py-script>
import js
import asyncio

View File

@@ -1,4 +1,4 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
@@ -9,7 +9,8 @@
</head>
<body>
<div>
Pyscript - FIRST ASYNC WITH NON-BLOCKING AWAIT AT ONE LEVEL LOWER THAN LOOP Pyscript writing to console.log:
Pyscript - FIRST ASYNC WITH NON-BLOCKING AWAIT AT ONE LEVEL LOWER THAN
LOOP Pyscript writing to console.log:
<py-script>
import js
import asyncio
@@ -23,7 +24,8 @@
</py-script>
</div>
<div>
Pyscript - SECOND ASYNC WITH NON-BLOCKING AWAIT AT ONE LEVEL LOWER THAN LOOP Pyscript writing to console.log:
Pyscript - SECOND ASYNC WITH NON-BLOCKING AWAIT AT ONE LEVEL LOWER THAN
LOOP Pyscript writing to console.log:
<py-script>
import js
import asyncio

View File

@@ -1,34 +1,36 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width,initial-scale=1" />
<title>Async Await BLOCKING LOOP Pyscript Twice</title>
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
</head>
<body>
<div>
Pyscript - FIRST ASYNC WITH TOP-LEVEL LOOP BLOCKING AWAIT AT SAME LEVEL AS LOOP Pyscript writing to console.log:
<py-script>
import js
import asyncio
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width,initial-scale=1" />
<title>Async Await BLOCKING LOOP Pyscript Twice</title>
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
</head>
<body>
<div>
Pyscript - FIRST ASYNC WITH TOP-LEVEL LOOP BLOCKING AWAIT AT SAME LEVEL AS
LOOP Pyscript writing to console.log:
<py-script>
import js
import asyncio
for i in range(3):
js.console.log('A', i)
await asyncio.sleep(2)
</py-script>
</div>
<div>
Pyscript - SECOND ASYNC WITH TOP-LEVEL LOOP BLOCKING AWAIT AT SAME LEVEL AS LOOP Pyscript writing to console.log:
<py-script>
import js
import asyncio
for i in range(3):
js.console.log('A', i)
await asyncio.sleep(2)
</py-script>
</div>
<div>
Pyscript - SECOND ASYNC WITH TOP-LEVEL LOOP BLOCKING AWAIT AT SAME LEVEL
AS LOOP Pyscript writing to console.log:
<py-script>
import js
import asyncio
for i in range(3):
js.console.log('B', i)
await asyncio.sleep(2)
</py-script>
</div>
</body>
for i in range(3):
js.console.log('B', i)
await asyncio.sleep(2)
</py-script>
</div>
</body>
</html>

View File

@@ -1,19 +1,19 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width,initial-scale=1" />
<title>Async Await BLOCKING LOOP Pyscript Twice</title>
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
</head>
<body>
</head>
<body>
<py-script>
import asyncio
from itertools import count
for i in count():
print(f"Count: {i}")
await asyncio.sleep(1)
import asyncio
from itertools import count
for i in count():
print(f"Count: {i}")
await asyncio.sleep(1)
</py-script>
</body>
</body>
</html>

View File

@@ -1,63 +1,79 @@
<html><head>
<html>
<head>
<title>Bokeh Example</title>
<meta charset="iso-8859-1">
<link rel="icon" type="image/x-icon" href="./favicon.png">
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-3.0.3.min.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-gl-3.0.3.min.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-widgets-3.0.3.min.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-tables-3.0.3.min.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-mathjax-3.0.3.min.js"></script>
<meta charset="iso-8859-1" />
<link rel="icon" type="image/x-icon" href="./favicon.png" />
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-3.0.3.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-gl-3.0.3.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-widgets-3.0.3.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-tables-3.0.3.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-mathjax-3.0.3.min.js"
></script>
<script type="text/javascript">
Bokeh.set_log_level("info");
Bokeh.set_log_level("info");
</script>
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
<link rel="stylesheet" href="./assets/css/examples.css" />
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
</a>
<a class="title" href="" style="color: #f0ab3c;">Bokeh Example</a>
</div>
</nav>
<py-tutor>
<section class="pyscript">
<div id="myplot"></div>
</head>
<body>
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c">Bokeh Example</a>
</div>
</nav>
<py-tutor>
<section class="pyscript">
<div id="myplot"></div>
<py-config>
packages = [
"pandas",
"bokeh",
"xyzservices"
]
plugins = [
"../build/plugins/python/py_tutor.py"
]
</py-config>
<py-config>
packages = [
"pandas",
"bokeh",
"xyzservices"
]
plugins = [
"../build/plugins/python/py_tutor.py"
]
</py-config>
<py-script id="main">
import json
import pyodide
import json
import pyodide
from js import Bokeh, console, JSON
from js import Bokeh, console, JSON
from bokeh.embed import json_item
from bokeh.plotting import figure
from bokeh.resources import CDN
from bokeh.embed import json_item
from bokeh.plotting import figure
from bokeh.resources import CDN
# create a new plot with default tools, using figure
p = figure(width=400, height=400)
# create a new plot with default tools, using figure
p = figure(width=400, height=400)
# add a circle renderer with x and y coordinates, size, color, and alpha
p.circle([1, 2, 3, 4, 5], [6, 7, 2, 4, 5], size=15, line_color="navy", fill_color="orange", fill_alpha=0.5)
p_json = json.dumps(json_item(p, "myplot"))
# add a circle renderer with x and y coordinates, size, color, and alpha
p.circle([1, 2, 3, 4, 5], [6, 7, 2, 4, 5], size=15, line_color="navy", fill_color="orange", fill_alpha=0.5)
p_json = json.dumps(json_item(p, "myplot"))
Bokeh.embed.embed_item(JSON.parse(p_json))
Bokeh.embed.embed_item(JSON.parse(p_json))
</py-script>
</section>
</py-tutor>

View File

@@ -1,114 +1,130 @@
<html><head>
<html>
<head>
<title>Bokeh Example</title>
<meta charset="iso-8859-1">
<link rel="icon" type="image/x-icon" href="./favicon.png">
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-2.4.3.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-gl-2.4.3.min.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-widgets-2.4.3.min.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-tables-2.4.3.min.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-mathjax-2.4.3.min.js"></script>
<meta charset="iso-8859-1" />
<link rel="icon" type="image/x-icon" href="./favicon.png" />
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-2.4.3.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-gl-2.4.3.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-widgets-2.4.3.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-tables-2.4.3.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-mathjax-2.4.3.min.js"
></script>
<link rel="stylesheet" href="./assets/css/examples.css" />
<script type="text/javascript">
Bokeh.set_log_level("info");
Bokeh.set_log_level("info");
</script>
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
</head>
<body>
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c;">Bokeh Example</a>
<a class="title" href="" style="color: #f0ab3c">Bokeh Example</a>
</div>
</nav>
<py-tutor>
<section class="pyscript">
<h1>Bokeh Example</h1>
<div id="myplot"></div>
<h1>Bokeh Example</h1>
<div id="myplot"></div>
<py-config>
packages = [
"https://cdn.holoviz.org/panel/0.14.3/dist/wheels/bokeh-2.4.3-py3-none-any.whl",
"numpy",
]
plugins = [
"../build/plugins/python/py_tutor.py"
]
</py-config>
<py-config>
packages = [
"https://cdn.holoviz.org/panel/0.14.3/dist/wheels/bokeh-2.4.3-py3-none-any.whl",
"numpy",
]
plugins = [
"../build/plugins/python/py_tutor.py"
]
</py-config>
<py-script id="main">
import asyncio
import json
import pyodide
<py-script id="main">
import asyncio
import json
import pyodide
from js import Bokeh, console, JSON
from js import Bokeh, console, JSON
from bokeh import __version__
from bokeh.document import Document
from bokeh.embed.util import OutputDocumentFor, standalone_docs_json_and_render_items
from bokeh.models import Slider, Div
from bokeh.layouts import Row
from bokeh.protocol.messages.patch_doc import process_document_events
from bokeh import __version__
from bokeh.document import Document
from bokeh.embed.util import OutputDocumentFor, standalone_docs_json_and_render_items
from bokeh.models import Slider, Div
from bokeh.layouts import Row
from bokeh.protocol.messages.patch_doc import process_document_events
# create a new plot with default tools, using figure
p = Slider(start=0.1, end=10, value=1, step=.1, title="Amplitude")
div = Div(text=f'Amplitude is: {p.value}')
# create a new plot with default tools, using figure
p = Slider(start=0.1, end=10, value=1, step=.1, title="Amplitude")
div = Div(text=f'Amplitude is: {p.value}')
def callback(attr, old, new):
div.text = f'Amplitude is: {new}'
def callback(attr, old, new):
div.text = f'Amplitude is: {new}'
p.on_change('value', callback)
p.on_change('value', callback)
row = Row(children=[p, div])
row = Row(children=[p, div])
def doc_json(model, target):
with OutputDocumentFor([model]) as doc:
doc.title = ""
docs_json, _ = standalone_docs_json_and_render_items(
[model], suppress_callback_warning=True
)
def doc_json(model, target):
with OutputDocumentFor([model]) as doc:
doc.title = ""
docs_json, _ = standalone_docs_json_and_render_items(
[model], suppress_callback_warning=True
)
doc_json = list(docs_json.values())[0]
root_id = doc_json['roots']['root_ids'][0]
doc_json = list(docs_json.values())[0]
root_id = doc_json['roots']['root_ids'][0]
return doc, json.dumps(dict(
target_id = target,
root_id = root_id,
doc = doc_json,
version = __version__,
))
return doc, json.dumps(dict(
target_id = target,
root_id = root_id,
doc = doc_json,
version = __version__,
))
def _link_docs(pydoc, jsdoc):
def jssync(event):
if getattr(event, 'setter_id', None) is not None:
return
events = [event]
json_patch = jsdoc.create_json_patch_string(pyodide.ffi.to_js(events))
pydoc.apply_json_patch(json.loads(json_patch))
def _link_docs(pydoc, jsdoc):
def jssync(event):
if getattr(event, 'setter_id', None) is not None:
return
events = [event]
json_patch = jsdoc.create_json_patch_string(pyodide.ffi.to_js(events))
pydoc.apply_json_patch(json.loads(json_patch))
jsdoc.on_change(pyodide.ffi.create_proxy(jssync), pyodide.ffi.to_js(False))
jsdoc.on_change(pyodide.ffi.create_proxy(jssync), pyodide.ffi.to_js(False))
def pysync(event):
json_patch, buffers = process_document_events([event], use_buffers=True)
buffer_map = {}
for (ref, buffer) in buffers:
buffer_map[ref['id']] = buffer
jsdoc.apply_json_patch(JSON.parse(json_patch), pyodide.ffi.to_js(buffer_map), setter_id='js')
def pysync(event):
json_patch, buffers = process_document_events([event], use_buffers=True)
buffer_map = {}
for (ref, buffer) in buffers:
buffer_map[ref['id']] = buffer
jsdoc.apply_json_patch(JSON.parse(json_patch), pyodide.ffi.to_js(buffer_map), setter_id='js')
pydoc.on_change(pysync)
pydoc.on_change(pysync)
async def show(plot, target):
pydoc, model_json = doc_json(plot, target)
views = await Bokeh.embed.embed_item(JSON.parse(model_json))
jsdoc = views[0].model.document
_link_docs(pydoc, jsdoc)
async def show(plot, target):
pydoc, model_json = doc_json(plot, target)
views = await Bokeh.embed.embed_item(JSON.parse(model_json))
jsdoc = views[0].model.document
_link_docs(pydoc, jsdoc)
asyncio.ensure_future(show(row, 'myplot'))
</py-script>
asyncio.ensure_future(show(row, 'myplot'))
</py-script>
</section>
</py-tutor>
</body>

View File

@@ -1,44 +1,45 @@
<html>
<head>
<title>d3: JavaScript & PyScript visualizations side-by-side</title>
<meta charset="utf-8">
<link rel="icon" type="image/x-icon" href="./favicon.png">
<meta charset="utf-8" />
<link rel="icon" type="image/x-icon" href="./favicon.png" />
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
<link rel="stylesheet" href="./assets/css/examples.css" />
<script src="https://d3js.org/d3.v7.min.js"></script>
<style>
.loading {
display: inline-block;
width: 50px;
height: 50px;
border: 3px solid rgba(255, 255, 255, 0.3);
border-radius: 50%;
border-top-color: black;
animation: spin 1s ease-in-out infinite;
}
@keyframes spin {
to {
transform: rotate(360deg);
.loading {
display: inline-block;
width: 50px;
height: 50px;
border: 3px solid rgba(255, 255, 255, 0.3);
border-radius: 50%;
border-top-color: black;
animation: spin 1s ease-in-out infinite;
}
}
</style>
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
@keyframes spin {
to {
transform: rotate(360deg);
}
}
</style>
</head>
<body>
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c;">Simple d3 visualization</a>
<a class="title" href="" style="color: #f0ab3c"
>Simple d3 visualization</a
>
</div>
</nav>
<section class="pyscript">
<py-tutor modules="d3.py">
<section class="pyscript">
<py-tutor modules="d3.py">
<py-config>
plugins = [
"../build/plugins/python/py_tutor.py"
@@ -46,79 +47,88 @@
[[fetch]]
files = ["./d3.py"]
</py-config>
</py-tutor>
<b>
Based on <i><a href="https://observablehq.com/@d3/learn-d3-shapes?collection=@d3/learn-d3>">Learn D3: Shapes</a></i> tutorial.
</b>
<div style="display: flex; flex-direction: row">
<div>
<div style="text-align: center">JavaScript version</div>
<div id="js" style="width: 400px; height: 400px">
<div class="loading"></div>
</div>
</div>
<div>
<div style="text-align: center">PyScript version</div>
<div id="py" style="width: 400px; height: 400px">
<div class="loading"></div>
</div>
</py-tutor>
<b>
Based on
<i
><a
href="https://observablehq.com/@d3/learn-d3-shapes?collection=@d3/learn-d3>"
>Learn D3: Shapes</a
></i
>
tutorial.
</b>
<div style="display: flex; flex-direction: row">
<div>
<div style="text-align: center">JavaScript version</div>
<div id="js" style="width: 400px; height: 400px">
<div class="loading"></div>
</div>
</div>
<py-script src="d3.py"></py-script>
</section>
<div>
<div style="text-align: center">PyScript version</div>
<div id="py" style="width: 400px; height: 400px">
<div class="loading"></div>
</div>
</div>
</div>
<py-script src="d3.py"></py-script>
</section>
<script type="module">
<script type="module">
const fruits = [
{ name: "🍊", count: 21 },
{ name: "🍇", count: 13 },
{ name: "🍏", count: 8 },
{ name: "🍌", count: 5 },
{ name: "🍐", count: 3 },
{ name: "🍋", count: 2 },
{ name: "🍎", count: 1 },
{ name: "🍉", count: 1 },
];
const fruits = [
{name: "🍊", count: 21},
{name: "🍇", count: 13},
{name: "🍏", count: 8},
{name: "🍌", count: 5},
{name: "🍐", count: 3},
{name: "🍋", count: 2},
{name: "🍎", count: 1},
{name: "🍉", count: 1},
]
const fn = (d) => d.count;
const data = d3.pie().value(fn)(fruits);
const fn = (d) => d.count
const data = d3.pie().value(fn)(fruits)
const arc = d3
.arc()
.innerRadius(210)
.outerRadius(310)
.padRadius(300)
.padAngle(2 / 300)
.cornerRadius(8);
const arc = d3.arc()
.innerRadius(210)
.outerRadius(310)
.padRadius(300)
.padAngle(2 / 300)
.cornerRadius(8)
const js = d3.select("#js");
js.select(".loading").remove();
const js = d3.select("#js")
js.select(".loading").remove()
const svg = js
.append("svg")
.attr("viewBox", "-320 -320 640 640")
.attr("width", "400")
.attr("height", "400");
const svg = js
.append("svg")
.attr("viewBox", "-320 -320 640 640")
.attr("width", "400")
.attr("height", "400")
for (const d of data) {
svg.append("path").style("fill", "steelblue").attr("d", arc(d));
for (const d of data) {
svg.append("path")
.style("fill", "steelblue")
.attr("d", arc(d))
const text = svg
.append("text")
.style("fill", "white")
.attr("transform", `translate(${arc.centroid(d).join(",")})`)
.attr("text-anchor", "middle");
const text = svg.append("text")
.style("fill", "white")
.attr("transform", `translate(${arc.centroid(d).join(",")})`)
.attr("text-anchor", "middle")
text
.append("tspan")
.style("font-size", "24")
.attr("x", "0")
.text(d.data.name);
text.append("tspan")
.style("font-size", "24")
.attr("x", "0").text(d.data.name)
text.append("tspan")
.style("font-size", "18")
.attr("x", "0")
.attr("dy", "1.3em")
.text(d.value)
}
text
.append("tspan")
.style("font-size", "18")
.attr("x", "0")
.attr("dy", "1.3em")
.text(d.value);
}
</script>
</body>
</html>

View File

@@ -1,19 +1,19 @@
<html>
<head>
<title>Folium</title>
<meta charset="utf-8">
<link rel="icon" type="image/x-icon" href="./favicon.png">
<meta charset="utf-8" />
<link rel="icon" type="image/x-icon" href="./favicon.png" />
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
<link rel="stylesheet" href="./assets/css/examples.css" />
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
</head>
<body>
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c;">Folium</a>
<a class="title" href="" style="color: #f0ab3c">Folium</a>
</div>
</nav>
<section class="pyscript">
@@ -31,40 +31,39 @@
</py-config>
<py-script>
import folium
import json
import pandas as pd
import folium
import json
import pandas as pd
from pyodide.http import open_url
from pyodide.http import open_url
url = (
"https://raw.githubusercontent.com/python-visualization/folium/master/examples/data"
)
state_geo = f"{url}/us-states.json"
state_unemployment = f"{url}/US_Unemployment_Oct2012.csv"
state_data = pd.read_csv(open_url(state_unemployment))
geo_json = json.loads(open_url(state_geo).read())
url = (
"https://raw.githubusercontent.com/python-visualization/folium/master/examples/data"
)
state_geo = f"{url}/us-states.json"
state_unemployment = f"{url}/US_Unemployment_Oct2012.csv"
state_data = pd.read_csv(open_url(state_unemployment))
geo_json = json.loads(open_url(state_geo).read())
m = folium.Map(location=[48, -102], zoom_start=3)
m = folium.Map(location=[48, -102], zoom_start=3)
folium.Choropleth(
geo_data=geo_json,
name="choropleth",
data=state_data,
columns=["State", "Unemployment"],
key_on="feature.id",
fill_color="YlGn",
fill_opacity=0.7,
line_opacity=0.2,
legend_name="Unemployment Rate (%)",
).add_to(m)
folium.Choropleth(
geo_data=geo_json,
name="choropleth",
data=state_data,
columns=["State", "Unemployment"],
key_on="feature.id",
fill_color="YlGn",
fill_opacity=0.7,
line_opacity=0.2,
legend_name="Unemployment Rate (%)",
).add_to(m)
folium.LayerControl().add_to(m)
folium.LayerControl().add_to(m)
display(m, target="folium")
display(m, target="folium")
</py-script>
</py-tutor>
</section>
</section>
</body>
</html>

View File

@@ -1,4 +1,4 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
@@ -13,12 +13,12 @@
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c;">Hello World</a>
<a class="title" href="" style="color: #f0ab3c">Hello World</a>
</div>
</nav>
@@ -30,7 +30,7 @@
</py-config>
<section class="pyscript">
Hello world! <br>
Hello world! <br />
This is the current date and time, as computed by Python:
<py-script>
from datetime import datetime

View File

@@ -1,173 +1,167 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width,initial-scale=1" />
<title>PyScript demo</title>
<link rel="icon" type="image/png" href="favicon.png" />
<link rel="stylesheet" href="./assets/css/main.css" />
<link rel="stylesheet" href="./assets/css/index.css" />
</head>
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width,initial-scale=1" />
<title>PyScript demo</title>
<link rel="icon" type="image/png" href="favicon.png" />
<link rel="stylesheet" href="./assets/css/main.css" />
<link rel="stylesheet" href="./assets/css/index.css" />
</head>
<body class="container">
<h1 class="title-main">PyScript demos</h1>
<section class="example">
<h2>Basic examples</h2>
<div class="container-card">
<div class="card">
<div class="card-content">
<a href="./hello_world.html" target="_blank">
<h2>Hello world</h2>
</a>
<p>
A static demo of the <code>&lt;py-script&gt;</code> tag
</p>
<body class="container">
<h1 class="title-main">PyScript demos</h1>
<section class="example">
<h2>Basic examples</h2>
<div class="container-card">
<div class="card">
<div class="card-content">
<a href="./hello_world.html" target="_blank">
<h2>Hello world</h2>
</a>
<p>A static demo of the <code>&lt;py-script&gt;</code> tag</p>
</div>
</div>
</div>
<div class="card">
<div class="card-content">
<a href="./simple_clock.html" target="_blank">
<h2>Simple clock</h2>
</a>
<p>
A dynamic demo of the <code>&lt;py-script&gt;</code> tag
</p>
<div class="card">
<div class="card-content">
<a href="./simple_clock.html" target="_blank">
<h2>Simple clock</h2>
</a>
<p>A dynamic demo of the <code>&lt;py-script&gt;</code> tag</p>
</div>
</div>
</div>
<div class="card">
<div class="card-content">
<a href="./repl.html" target="_blank">
<h2>REPL</h2>
</a>
<p>
A Python REPL (Read Eval Print Loop)
</p>
<div class="card">
<div class="card-content">
<a href="./repl.html" target="_blank">
<h2>REPL</h2>
</a>
<p>A Python REPL (Read Eval Print Loop)</p>
</div>
</div>
</div>
<div class="card">
<div class="card-content">
<div class="card">
<div class="card-content">
<a href="./repl2.html" target="_blank">
<h2>REPL2</h2>
</a>
</a>
<p>
A Python REPL (Read Eval Print Loop) with slightly better formatting
A Python REPL (Read Eval Print Loop) with slightly better
formatting
</p>
</div>
</div>
</div>
<div class="card">
<div class="card-content">
<div class="card">
<div class="card-content">
<a href="./todo.html" target="_blank">
<h2>TODO App</h2>
</a>
<p>
Simple TODO App
</p>
<p>Simple TODO App</p>
</div>
</div>
</div>
<div class="card">
<div class="card-content">
<div class="card">
<div class="card-content">
<a href="./todo-pylist.html" target="_blank">
<h2>PyScript Native TODO App</h2>
</a>
<p>
Simple TODO App using <code>&lt;py-list&gt;</code>
</p>
<p>Simple TODO App using <code>&lt;py-list&gt;</code></p>
</div>
</div>
</div>
</div>
</section>
</section>
<section class="example">
<h2>MIME Rendering</h2>
<div class="container-card">
<div class="card">
<div class="card-content">
<section class="example">
<h2>MIME Rendering</h2>
<div class="container-card">
<div class="card">
<div class="card-content">
<a href="./matplotlib.html" target="_blank">
<h2>Matplotlib</h2>
</a>
<p>
Demonstrates rendering a <a href="https://matplotlib.org/" target="_blank">Matplotlib</a> figure as output of the py-script tag
Demonstrates rendering a
<a href="https://matplotlib.org/" target="_blank">Matplotlib</a>
figure as output of the py-script tag
</p>
</div>
</div>
</div>
<div class="card">
<div class="card-content">
<div class="card">
<div class="card-content">
<a href="./altair.html" target="_blank">
<h2>
Altair
</h2>
<h2>Altair</h2>
</a>
<p>
Demonstrates rendering a <a href="https://altair-viz.github.io/" target="_blank">Altair</a> plot as output of the py-script tag
Demonstrates rendering a
<a href="https://altair-viz.github.io/" target="_blank">Altair</a>
plot as output of the py-script tag
</p>
</div>
</div>
<div class="card">
<div class="card-content">
<a href="./folium.html" target="_blank">
<h2>Folium</h2>
</a>
<p>
Demonstrates rendering a
<a
href="https://python-visualization.github.io/folium/"
target="_blank"
>Folium</a
>
map as output of the py-script tag
</p>
</div>
</div>
</div>
</section>
<div class="card">
<div class="card-content">
<a href="./folium.html" target="_blank">
<h2>
Folium
</h2>
</a>
<p>
Demonstrates rendering a
<a href="https://python-visualization.github.io/folium/" target="_blank">Folium</a>
map as output of the py-script tag
</p>
</div>
</div>
</div>
</section>
<section class="example">
<h2>JS Interaction</h2>
<div class="container-card">
<div class="card">
<div class="card-content">
<section class="example">
<h2>JS Interaction</h2>
<div class="container-card">
<div class="card">
<div class="card-content">
<a href="./d3.html" target="_blank">
<h2>
Simple d3 visualization
</h2>
<h2>Simple d3 visualization</h2>
</a>
<p>
Minimal <a href="https://d3js.org/" target="_blank">D3</a>
demo demonstrating how to create a visualization
</p>
</div>
</div>
</div>
<div class="card">
<div class="card-content">
<div class="card">
<div class="card-content">
<a href="./webgl/raycaster/index.html" target="_blank">
<h2>
Webgl Icosahedron Example
</h2>
<h2>Webgl Icosahedron Example</h2>
</a>
<p>
Demo showing how a Simple <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API" target="_blank">WebGL</a>
Demo showing how a Simple
<a
href="https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API"
target="_blank"
>WebGL</a
>
scene would work in the <code>&lt;py-script&gt;</code> tag
</p>
</div>
</div>
</div>
</div>
</section>
</section>
<section class="example">
<h2>Visualizations & Dashboards</h2>
<div class="container-card">
<div class="card">
<div class="card-content">
<section class="example">
<h2>Visualizations & Dashboards</h2>
<div class="container-card">
<div class="card">
<div class="card-content">
<a href="./bokeh.html" target="_blank">
<h2>
Simple Static Bokeh Plot
</h2>
<h2>Simple Static Bokeh Plot</h2>
</a>
<p>
Minimal Bokeh demo demonstrating how to create a simple
@@ -175,10 +169,10 @@
plot from code
</p>
</div>
</div>
</div>
<div class="card">
<div class="card-content">
<div class="card">
<div class="card-content">
<a href="./bokeh_interactive.html" target="_blank">
<h2 class="text-2xl font-bold text-blue-600">
Bokeh Interactive
@@ -187,14 +181,14 @@
<p>
Interactive demo using a
<a href="https://bokeh.org/" target="_blank">Bokeh</a>
slider widget to dynamically change a value in the page
WARNING: This examples takes a little longer to load. So be patient :)
slider widget to dynamically change a value in the page WARNING:
This examples takes a little longer to load. So be patient :)
</p>
</div>
</div>
</div>
<div class="card">
<div class="card-content">
<div class="card">
<div class="card-content">
<a href="./panel_kmeans.html" target="_blank">
<h2 class="text-2xl font-bold text-blue-600">
KMeans Demo in Panel
@@ -203,13 +197,14 @@
<p>
Interactive KMeans Chart using
<a href="https://panel.holoviz.org/" target="_blank">Panel</a>
WARNING: This examples takes a little longer to load. So be patient :)
WARNING: This examples takes a little longer to load. So be
patient :)
</p>
</div>
</div>
</div>
<div class="card">
<div class="card-content">
<div class="card">
<div class="card-content">
<a href="./panel_stream.html" target="_blank">
<h2 class="text-2xl font-bold text-blue-600">
Streaming Demo in Panel
@@ -218,13 +213,14 @@
<p>
Interactive Streaming Table and Bokeh plot using
<a href="https://panel.holoviz.org/" target="_blank">Panel</a>
WARNING: This examples takes a little longer to load. So be patient :)
WARNING: This examples takes a little longer to load. So be
patient :)
</p>
</div>
</div>
</div>
<div class="card">
<div class="card-content">
<div class="card">
<div class="card-content">
<a href="./panel.html" target="_blank">
<h2 class="text-3xl font-bold text-blue-600">
Simple Panel Demo
@@ -233,14 +229,14 @@
<p>
Simple demo showing
<a href="https://panel.holoviz.org/" target="_blank">Panel</a>
widgets interacting with parts of the page
WARNING: This examples takes a little longer to load. So be patient :)
widgets interacting with parts of the page WARNING: This examples
takes a little longer to load. So be patient :)
</p>
</div>
</div>
</div>
<div class="card">
<div class="card-content">
<div class="card">
<div class="card-content">
<a href="./panel_deckgl.html" target="_blank">
<h2 class="text-2xl font-bold text-blue-600">
NYC Taxi Data Panel DeckGL Demo
@@ -248,14 +244,16 @@
</a>
<p>
Interactive application exploring the NYC Taxi dataset using
<a href="https://panel.holoviz.org/" target="_blank">Panel</a> and <a href="https://deck.gl/" target="_blank">DeckGL</a>
WARNING: This examples takes a little longer to load. So be patient :)
<a href="https://panel.holoviz.org/" target="_blank">Panel</a> and
<a href="https://deck.gl/" target="_blank">DeckGL</a>
WARNING: This examples takes a little longer to load. So be
patient :)
</p>
</div>
</div>
</div>
<div class="card">
<div class="card-content">
<div class="card">
<div class="card-content">
<a href="./numpy_canvas_fractals.html" target="_blank">
<h2 class="text-2xl font-bold text-blue-600">
Fractals with NumPy and canvas
@@ -264,13 +262,16 @@
<p>
Visualization of Mandelbrot and Julia sets with
<a href="https://numpy.org/" target="_blank">Numpy</a> and
<a href="https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API" target="_blank">
<a
href="https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API"
target="_blank"
>
HTML5 canvas
</a>
</p>
</div>
</div>
</div>
</div>
</section>
</body>
</section>
</body>
</html>

View File

@@ -1,4 +1,7 @@
html, body, ul, li {
html,
body,
ul,
li {
margin: 0;
border: 0;
padding: 0;

View File

@@ -1,21 +1,20 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Bcoin = Mario.Bcoin = function(pos) {
var Bcoin = (Mario.Bcoin = function (pos) {
Mario.Entity.call(this, {
pos: pos,
sprite: level.bcoinSprite(),
hitbox: [0,0,16,16]
hitbox: [0, 0, 16, 16],
});
}
});
Mario.Util.inherits(Bcoin, Mario.Entity);
//I'm not sure whether it makes sense to use an array for vel and acc here
//in order to keep with convention, or to just use a single value, since
//it's literally impossible for these to move left or right.
Bcoin.prototype.spawn = function() {
Bcoin.prototype.spawn = function () {
sounds.coin.currentTime = 0.05;
sounds.coin.play();
this.idx = level.items.length;
@@ -23,9 +22,9 @@
this.active = true;
this.vel = -12;
this.targetpos = this.pos[1] - 32;
}
};
Bcoin.prototype.update = function(dt) {
Bcoin.prototype.update = function (dt) {
if (!this.active) return;
if (this.vel > 0 && this.pos[1] >= this.targetpos) {
@@ -38,8 +37,7 @@
this.vel += this.acc;
this.pos[1] += this.vel;
this.sprite.update(dt);
}
Bcoin.prototype.checkCollisions = function() {;}
};
Bcoin.prototype.checkCollisions = function () {};
})();

View File

@@ -1,11 +1,10 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
//TODO: clean up the logic for sprite switching.
//TODO: There's a weird bug with the collision logic. Look into it.
var Block = Mario.Block = function(options) {
var Block = (Mario.Block = function (options) {
this.item = options.item;
this.usedSprite = options.usedSprite;
this.bounceSprite = options.bounceSprite;
@@ -14,26 +13,27 @@
Mario.Entity.call(this, {
pos: options.pos,
sprite: options.sprite,
hitbox: [0,0,16,16]
hitbox: [0, 0, 16, 16],
});
this.standing = true;
}
});
Mario.Util.inherits(Block, Mario.Floor);
Block.prototype.break = function() {
Block.prototype.break = function () {
sounds.breakBlock.play();
(new Mario.Rubble()).spawn(this.pos);
var x = this.pos[0] / 16, y = this.pos[1] / 16;
new Mario.Rubble().spawn(this.pos);
var x = this.pos[0] / 16,
y = this.pos[1] / 16;
delete level.blocks[y][x];
}
};
Block.prototype.bonk = function(power) {
Block.prototype.bonk = function (power) {
sounds.bump.play();
if (power > 0 && this.breakable) {
this.break();
} else if (this.standing){
} else if (this.standing) {
this.standing = false;
if (this.item) {
this.item.spawn();
@@ -51,9 +51,9 @@
this.vel[1] = -2;
}
}
};
Block.prototype.update = function(dt, gameTime) {
Block.prototype.update = function (dt, gameTime) {
if (!this.standing) {
if (this.pos[1] < this.opos[1] - 8) {
this.vel[1] = 2;
@@ -68,7 +68,8 @@
}
} else {
if (this.sprite === this.usedSprite) {
var x = this.pos[0] / 16, y = this.pos[1] / 16;
var x = this.pos[0] / 16,
y = this.pos[1] / 16;
level.statics[y][x] = new Mario.Floor(this.pos, this.usedSprite);
delete level.blocks[y][x];
}
@@ -76,6 +77,5 @@
this.pos[1] += this.vel[1];
this.sprite.update(dt, gameTime);
}
};
})();

View File

@@ -1,47 +1,59 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Coin = Mario.Coin = function(pos, sprite) {
var Coin = (Mario.Coin = function (pos, sprite) {
Mario.Entity.call(this, {
pos: pos,
sprite: sprite,
hitbox: [0,0,16,16]
hitbox: [0, 0, 16, 16],
});
this.idx = level.items.length
}
this.idx = level.items.length;
});
Mario.Util.inherits(Coin, Mario.Entity);
Coin.prototype.isPlayerCollided = function() {
Coin.prototype.isPlayerCollided = function () {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [player.pos[0] + player.hitbox[0], player.pos[1] + player.hitbox[1]];
var hpos2 = [
player.pos[0] + player.hitbox[0],
player.pos[1] + player.hitbox[1],
];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+player.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+player.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (
!(
hpos1[0] > hpos2[0] + player.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + player.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
this.collect();
}
}
}
};
Coin.prototype.render = function(ctx, vX, vY) {
Coin.prototype.render = function (ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
};
//money is not affected by gravity, you see.
Coin.prototype.update = function(dt) {
Coin.prototype.update = function (dt) {
this.sprite.update(dt);
}
Coin.prototype.checkCollisions = function() {
};
Coin.prototype.checkCollisions = function () {
this.isPlayerCollided();
}
};
Coin.prototype.collect = function() {
Coin.prototype.collect = function () {
sounds.coin.currentTime = 0.05;
sounds.coin.play();
player.coins += 1;
delete level.items[this.idx]
}
delete level.items[this.idx];
};
})();

View File

@@ -1,34 +1,34 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Entity = Mario.Entity = function(options) {
this.vel = [0,0];
this.acc = [0,0];
this.standing = true;
this.pos = options.pos;
this.sprite = options.sprite;
this.hitbox = options.hitbox;
this.left = false;
}
var Entity = (Mario.Entity = function (options) {
this.vel = [0, 0];
this.acc = [0, 0];
this.standing = true;
this.pos = options.pos;
this.sprite = options.sprite;
this.hitbox = options.hitbox;
this.left = false;
});
Entity.prototype.render = function(ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY)
}
Entity.prototype.render = function (ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
};
Entity.prototype.collideWall = function(wall) {
//the wall will always be a 16x16 block with hitbox = [0,0,16,16].
if (this.pos[0] > wall.pos[0]) {
//from the right
this.pos[0] = wall.pos[0] + wall.hitbox[2] - this.hitbox[0];
this.vel[0] = Math.max(0, this.vel[0]);
this.acc[0] = Math.max(0, this.acc[0]);
} else {
this.pos[0] = wall.pos[0] + wall.hitbox[0] - this.hitbox[2] - this.hitbox[0];
this.vel[0] = Math.min(0, this.vel[0]);
this.acc[0] = Math.min(0, this.acc[0]);
}
}
Entity.prototype.collideWall = function (wall) {
//the wall will always be a 16x16 block with hitbox = [0,0,16,16].
if (this.pos[0] > wall.pos[0]) {
//from the right
this.pos[0] = wall.pos[0] + wall.hitbox[2] - this.hitbox[0];
this.vel[0] = Math.max(0, this.vel[0]);
this.acc[0] = Math.max(0, this.acc[0]);
} else {
this.pos[0] =
wall.pos[0] + wall.hitbox[0] - this.hitbox[2] - this.hitbox[0];
this.vel[0] = Math.min(0, this.vel[0]);
this.acc[0] = Math.min(0, this.acc[0]);
}
};
Entity.prototype.bump = function() {;}
Entity.prototype.bump = function () {};
})();

View File

@@ -1,21 +1,26 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Fireball = Mario.Fireball = function(pos) {
var Fireball = (Mario.Fireball = function (pos) {
this.hit = 0;
this.standing = false;
Mario.Entity.call(this, {
pos: pos,
sprite: new Mario.Sprite('sprites/items.png', [96, 144], [8,8], 5, [0,1,2,3]),
hitbox: [0,0,8,8]
sprite: new Mario.Sprite(
"sprites/items.png",
[96, 144],
[8, 8],
5,
[0, 1, 2, 3],
),
hitbox: [0, 0, 8, 8],
});
}
});
Mario.Util.inherits(Fireball, Mario.Entity);
Fireball.prototype.spawn = function(left) {
Fireball.prototype.spawn = function (left) {
sounds.fireball.currentTime = 0;
sounds.fireball.play();
if (fireballs[0]) {
@@ -25,20 +30,20 @@
this.idx = 0;
fireballs[0] = this;
}
this.vel[0] = (left ? -5 : 5);
this.vel[0] = left ? -5 : 5;
this.standing = false;
this.vel[1] = 0;
}
};
Fireball.prototype.render = function(ctx, vX, vY) {
Fireball.prototype.render = function (ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
};
Fireball.prototype.update = function(dt) {
Fireball.prototype.update = function (dt) {
if (this.hit == 1) {
this.sprite.pos = [96, 160];
this.sprite.size = [16,16];
this.sprite.frames = [0,1,2];
this.sprite.size = [16, 16];
this.sprite.frames = [0, 1, 2];
this.sprite.speed = 8;
this.hit += 1;
return;
@@ -67,13 +72,13 @@
this.hit = 1;
}
this.sprite.update(dt);
}
};
Fireball.prototype.collideWall = function() {
Fireball.prototype.collideWall = function () {
if (!this.hit) this.hit = 1;
}
};
Fireball.prototype.checkCollisions = function() {
Fireball.prototype.checkCollisions = function () {
if (this.hit) return;
var h = this.pos[1] % 16 < 8 ? 1 : 2;
var w = this.pos[0] % 16 < 8 ? 1 : 2;
@@ -99,28 +104,39 @@
}
var that = this;
level.enemies.forEach(function(enemy){
if (enemy.flipping || enemy.pos[0] - vX > 336){ //stop checking once we get to far away dudes.
level.enemies.forEach(function (enemy) {
if (enemy.flipping || enemy.pos[0] - vX > 336) {
//stop checking once we get to far away dudes.
return;
} else {
that.isCollideWith(enemy);
}
});
}
};
Fireball.prototype.isCollideWith = function(ent) {
Fireball.prototype.isCollideWith = function (ent) {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [ent.pos[0] + ent.hitbox[0], ent.pos[1] + ent.hitbox[1]];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (
!(
hpos1[0] > hpos2[0] + ent.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + ent.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
this.hit = 1;
ent.bump();
}
}
};
Fireball.prototype.bump = function() {;}
Fireball.prototype.bump = function () {};
})();

View File

@@ -1,26 +1,25 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Fireflower = Mario.Fireflower = function(pos) {
var Fireflower = (Mario.Fireflower = function (pos) {
this.spawning = false;
this.waiting = 0;
Mario.Entity.call(this, {
pos: pos,
sprite: level.fireFlowerSprite,
hitbox: [0,0,16,16]
hitbox: [0, 0, 16, 16],
});
}
});
Mario.Util.inherits(Fireflower, Mario.Entity);
Fireflower.prototype.render = function(ctx, vX, vY) {
Fireflower.prototype.render = function (ctx, vX, vY) {
if (this.spawning > 1) return;
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
};
Fireflower.prototype.spawn = function() {
Fireflower.prototype.spawn = function () {
sounds.itemAppear.play();
this.idx = level.items.length;
level.items.push(this);
@@ -28,12 +27,12 @@
this.targetpos = [];
this.targetpos[0] = this.pos[0];
this.targetpos[1] = this.pos[1] - 16;
}
};
Fireflower.prototype.update = function(dt) {
Fireflower.prototype.update = function (dt) {
if (this.spawning > 1) {
this.spawning -= 1;
if (this.spawning == 1) this.vel[1] = -.5;
if (this.spawning == 1) this.vel[1] = -0.5;
return;
}
if (this.spawning) {
@@ -44,31 +43,45 @@
}
}
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
this.sprite.update(dt);
}
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
this.sprite.update(dt);
};
Fireflower.prototype.checkCollisions = function() {
if (this.spawning) {return;}
Fireflower.prototype.checkCollisions = function () {
if (this.spawning) {
return;
}
this.isPlayerCollided();
}
};
Fireflower.prototype.isPlayerCollided = function() {
Fireflower.prototype.isPlayerCollided = function () {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [player.pos[0] + player.hitbox[0], player.pos[1] + player.hitbox[1]];
var hpos2 = [
player.pos[0] + player.hitbox[0],
player.pos[1] + player.hitbox[1],
];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+player.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+player.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (
!(
hpos1[0] > hpos2[0] + player.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + player.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
player.powerUp(this.idx);
}
}
}
};
//This should never be called, but just in case.
Fireflower.prototype.bump = function() {;}
Fireflower.prototype.bump = function () {};
})();

View File

@@ -1,47 +1,45 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
Flag = Mario.Flag = function(pos) {
Flag = Mario.Flag = function (pos) {
//afaik flags always have the same height and Y-position
this.pos = [pos, 49];
this.hitbox = [0,0,0,0];
this.vel = [0,0];
this.acc = [0,0];
}
this.hitbox = [0, 0, 0, 0];
this.vel = [0, 0];
this.acc = [0, 0];
};
Flag.prototype.collideWall = function() {;
}
Flag.prototype.collideWall = function () {};
Flag.prototype.update = function(dt){
Flag.prototype.update = function (dt) {
if (!this.done && this.pos[1] >= 170) {
this.vel = [0,0];
this.vel = [0, 0];
this.pos[1] = 170;
player.exit();
this.done = true;
}
this.pos[1] += this.vel[1];
}
};
Flag.prototype.checkCollisions = function() {
Flag.prototype.checkCollisions = function () {
this.isPlayerCollided();
}
};
Flag.prototype.isPlayerCollided = function() {
Flag.prototype.isPlayerCollided = function () {
if (this.hit) return;
if (player.pos[0] + 8 >= this.pos[0]) {
music.overworld.pause();
sounds.flagpole.play();
setTimeout(function() {
setTimeout(function () {
music.clear.play();
}, 2000);
this.hit = true;
player.flag();
this.vel = [0, 2];
}
}
};
Flag.prototype.render = function() {
level.flagpoleSprites[2].render(ctx, this.pos[0]-8, this.pos[1], vX, vY);
}
Flag.prototype.render = function () {
level.flagpoleSprites[2].render(ctx, this.pos[0] - 8, this.pos[1], vX, vY);
};
})();

View File

@@ -1,56 +1,75 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Floor = Mario.Floor = function(pos, sprite) {
var Floor = (Mario.Floor = function (pos, sprite) {
Mario.Entity.call(this, {
pos: pos,
sprite: sprite,
hitbox: [0, 0, 16, 16],
});
});
Mario.Entity.call(this, {
pos: pos,
sprite: sprite,
hitbox: [0,0,16,16]
});
}
Mario.Util.inherits(Floor, Mario.Entity);
Mario.Util.inherits(Floor, Mario.Entity);
Floor.prototype.isCollideWith = function (ent) {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [
Math.floor(this.pos[0] + this.hitbox[0]),
Math.floor(this.pos[1] + this.hitbox[1]),
];
var hpos2 = [
Math.floor(ent.pos[0] + ent.hitbox[0]),
Math.floor(ent.pos[1] + ent.hitbox[1]),
];
Floor.prototype.isCollideWith = function (ent) {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [Math.floor(this.pos[0] + this.hitbox[0]), Math.floor(this.pos[1] + this.hitbox[1])];
var hpos2 = [Math.floor(ent.pos[0] + ent.hitbox[0]), Math.floor(ent.pos[1] + ent.hitbox[1])];
//if the hitboxes actually overlap
if (
!(
hpos1[0] > hpos2[0] + ent.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + ent.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
if (!this.standing) {
ent.bump();
} else {
//if the entity is over the block, it's basically floor
var center = hpos2[0] + ent.hitbox[2] / 2;
if (Math.abs(hpos2[1] + ent.hitbox[3] - hpos1[1]) <= ent.vel[1]) {
if (level.statics[this.pos[1] / 16 - 1][this.pos[0] / 16]) {
return;
}
ent.vel[1] = 0;
ent.pos[1] = hpos1[1] - ent.hitbox[3] - ent.hitbox[1];
ent.standing = true;
if (ent instanceof Mario.Player) {
ent.jumping = 0;
}
} else if (
Math.abs(hpos2[1] - hpos1[1] - this.hitbox[3]) > ent.vel[1] &&
center + 2 >= hpos1[0] &&
center - 2 <= hpos1[0] + this.hitbox[2]
) {
//ent is under the block.
ent.vel[1] = 0;
ent.pos[1] = hpos1[1] + this.hitbox[3];
if (ent instanceof Mario.Player) {
this.bonk(ent.power);
ent.jumping = 0;
}
} else {
//entity is hitting it from the side, we're a wall
ent.collideWall(this);
}
}
}
}
};
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (!this.standing) {
ent.bump();
} else {
//if the entity is over the block, it's basically floor
var center = hpos2[0] + ent.hitbox[2] / 2;
if (Math.abs(hpos2[1] + ent.hitbox[3] - hpos1[1]) <= ent.vel[1]) {
if (level.statics[(this.pos[1] / 16) - 1][this.pos[0] / 16]) {return};
ent.vel[1] = 0;
ent.pos[1] = hpos1[1] - ent.hitbox[3] - ent.hitbox[1];
ent.standing = true;
if (ent instanceof Mario.Player) {
ent.jumping = 0;
}
} else if (Math.abs(hpos2[1] - hpos1[1] - this.hitbox[3]) > ent.vel[1] &&
center + 2 >= hpos1[0] && center - 2 <= hpos1[0] + this.hitbox[2]) {
//ent is under the block.
ent.vel[1] = 0;
ent.pos[1] = hpos1[1] + this.hitbox[3];
if (ent instanceof Mario.Player) {
this.bonk(ent.power);
ent.jumping = 0;
}
} else {
//entity is hitting it from the side, we're a wall
ent.collideWall(this);
}
}
}
}
}
Floor.prototype.bonk = function() {;}
Floor.prototype.bonk = function () {};
})();

View File

@@ -1,20 +1,22 @@
var requestAnimFrame = (function(){
return window.requestAnimationFrame ||
var requestAnimFrame = (function () {
return (
window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback){
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function (callback) {
window.setTimeout(callback, 1000 / 60);
};
}
);
})();
//create the canvas
var canvas = document.createElement("canvas");
var ctx = canvas.getContext('2d');
var ctx = canvas.getContext("2d");
var updateables = [];
var fireballs = [];
var player = new Mario.Player([0,0]);
var player = new Mario.Player([0, 0]);
//we might have to get the size and calculate the scaling
//but this method should let us make it however big.
@@ -23,23 +25,23 @@ var player = new Mario.Player([0,0]);
//TODO: fiddling with scaled sprites looks BETTER, but not perfect. Hmm.
canvas.width = 762;
canvas.height = 720;
ctx.scale(3,3);
ctx.scale(3, 3);
document.body.appendChild(canvas);
//viewport
var vX = 0,
vY = 0,
vWidth = 256,
vHeight = 240;
vY = 0,
vWidth = 256,
vHeight = 240;
//load our images
resources.load([
'sprites/player.png',
'sprites/enemy.png',
'sprites/tiles.png',
'sprites/playerl.png',
'sprites/items.png',
'sprites/enemyr.png',
"sprites/player.png",
"sprites/enemy.png",
"sprites/tiles.png",
"sprites/playerl.png",
"sprites/items.png",
"sprites/enemyr.png",
]);
resources.onReady(init);
@@ -51,24 +53,24 @@ var music;
var lastTime;
function init() {
music = {
overworld: new Audio('sounds/aboveground_bgm.ogg'),
underground: new Audio('sounds/underground_bgm.ogg'),
clear: new Audio('sounds/stage_clear.wav'),
death: new Audio('sounds/mariodie.wav')
overworld: new Audio("sounds/aboveground_bgm.ogg"),
underground: new Audio("sounds/underground_bgm.ogg"),
clear: new Audio("sounds/stage_clear.wav"),
death: new Audio("sounds/mariodie.wav"),
};
sounds = {
smallJump: new Audio('sounds/jump-small.wav'),
bigJump: new Audio('sounds/jump-super.wav'),
breakBlock: new Audio('sounds/breakblock.wav'),
bump: new Audio('sounds/bump.wav'),
coin: new Audio('sounds/coin.wav'),
fireball: new Audio('sounds/fireball.wav'),
flagpole: new Audio('sounds/flagpole.wav'),
kick: new Audio('sounds/kick.wav'),
pipe: new Audio('sounds/pipe.wav'),
itemAppear: new Audio('sounds/itemAppear.wav'),
powerup: new Audio('sounds/powerup.wav'),
stomp: new Audio('sounds/stomp.wav')
smallJump: new Audio("sounds/jump-small.wav"),
bigJump: new Audio("sounds/jump-super.wav"),
breakBlock: new Audio("sounds/breakblock.wav"),
bump: new Audio("sounds/bump.wav"),
coin: new Audio("sounds/coin.wav"),
fireball: new Audio("sounds/fireball.wav"),
flagpole: new Audio("sounds/flagpole.wav"),
kick: new Audio("sounds/kick.wav"),
pipe: new Audio("sounds/pipe.wav"),
itemAppear: new Audio("sounds/itemAppear.wav"),
powerup: new Audio("sounds/powerup.wav"),
stomp: new Audio("sounds/stomp.wav"),
};
Mario.oneone();
lastTime = Date.now();
@@ -101,28 +103,29 @@ function update(dt) {
function handleInput(dt) {
if (player.piping || player.dying || player.noInput) return; //don't accept input
if (input.isDown('RUN')){
if (input.isDown("RUN")) {
player.run();
} else {
player.noRun();
}
if (input.isDown('JUMP')) {
if (input.isDown("JUMP")) {
player.jump();
} else {
//we need this to handle the timing for how long you hold it
player.noJump();
}
if (input.isDown('DOWN')) {
if (input.isDown("DOWN")) {
player.crouch();
} else {
player.noCrouch();
}
if (input.isDown('LEFT')) { // 'd' or left arrow
if (input.isDown("LEFT")) {
// 'd' or left arrow
player.moveLeft();
}
else if (input.isDown('RIGHT')) { // 'k' or right arrow
} else if (input.isDown("RIGHT")) {
// 'k' or right arrow
player.moveRight();
} else {
player.noWalk();
@@ -132,51 +135,54 @@ function handleInput(dt) {
//update all the moving stuff
function updateEntities(dt, gameTime) {
player.update(dt, vX);
updateables.forEach (function(ent) {
updateables.forEach(function (ent) {
ent.update(dt, gameTime);
});
//This should stop the jump when he switches sides on the flag.
if (player.exiting) {
if (player.pos[0] > vX + 96)
vX = player.pos[0] - 96
}else if (level.scrolling && player.pos[0] > vX + 80) {
if (player.pos[0] > vX + 96) vX = player.pos[0] - 96;
} else if (level.scrolling && player.pos[0] > vX + 80) {
vX = player.pos[0] - 80;
}
if (player.powering.length !== 0 || player.dying) { return; }
level.items.forEach (function(ent) {
if (player.powering.length !== 0 || player.dying) {
return;
}
level.items.forEach(function (ent) {
ent.update(dt);
});
level.enemies.forEach (function(ent) {
level.enemies.forEach(function (ent) {
ent.update(dt, vX);
});
fireballs.forEach(function(fireball) {
fireballs.forEach(function (fireball) {
fireball.update(dt);
});
level.pipes.forEach (function(pipe) {
level.pipes.forEach(function (pipe) {
pipe.update(dt);
});
}
//scan for collisions
function checkCollisions() {
if (player.powering.length !== 0 || player.dying) { return; }
if (player.powering.length !== 0 || player.dying) {
return;
}
player.checkCollisions();
//Apparently for each will just skip indices where things were deleted.
level.items.forEach(function(item) {
level.items.forEach(function (item) {
item.checkCollisions();
});
level.enemies.forEach (function(ent) {
level.enemies.forEach(function (ent) {
ent.checkCollisions();
});
fireballs.forEach(function(fireball){
fireballs.forEach(function (fireball) {
fireball.checkCollisions();
});
level.pipes.forEach (function(pipe) {
level.pipes.forEach(function (pipe) {
pipe.checkCollisions();
});
}
@@ -189,8 +195,8 @@ function render() {
ctx.fillRect(0, 0, canvas.width, canvas.height);
//scenery gets drawn first to get layering right.
for(var i = 0; i < 15; i++) {
for (var j = Math.floor(vX / 16) - 1; j < Math.floor(vX / 16) + 20; j++){
for (var i = 0; i < 15; i++) {
for (var j = Math.floor(vX / 16) - 1; j < Math.floor(vX / 16) + 20; j++) {
if (level.scenery[i][j]) {
renderEntity(level.scenery[i][j]);
}
@@ -198,23 +204,21 @@ function render() {
}
//then items
level.items.forEach (function (item) {
level.items.forEach(function (item) {
renderEntity(item);
});
level.enemies.forEach (function(enemy) {
level.enemies.forEach(function (enemy) {
renderEntity(enemy);
});
fireballs.forEach(function(fireball) {
fireballs.forEach(function (fireball) {
renderEntity(fireball);
})
});
//then we draw every static object.
for(var i = 0; i < 15; i++) {
for (var j = Math.floor(vX / 16) - 1; j < Math.floor(vX / 16) + 20; j++){
for (var i = 0; i < 15; i++) {
for (var j = Math.floor(vX / 16) - 1; j < Math.floor(vX / 16) + 20; j++) {
if (level.statics[i][j]) {
renderEntity(level.statics[i][j]);
}
@@ -231,7 +235,7 @@ function render() {
}
//Mario goes INTO pipes, so naturally they go after.
level.pipes.forEach (function(pipe) {
level.pipes.forEach(function (pipe) {
renderEntity(pipe);
});
}

View File

@@ -1,26 +1,26 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
//TODO: On console the hitbox is smaller. Measure it and edit this.
var Goomba = Mario.Goomba = function(pos, sprite) {
var Goomba = (Mario.Goomba = function (pos, sprite) {
this.dying = false;
Mario.Entity.call(this, {
pos: pos,
sprite: sprite,
hitbox: [0,0,16,16]
hitbox: [0, 0, 16, 16],
});
this.vel[0] = -0.5;
this.idx = level.enemies.length;
};
});
Goomba.prototype.render = function(ctx, vX, vY) {
Goomba.prototype.render = function (ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
};
Goomba.prototype.update = function(dt, vX) {
if (this.pos[0] - vX > 336) { //if we're too far away, do nothing.
Goomba.prototype.update = function (dt, vX) {
if (this.pos[0] - vX > 336) {
//if we're too far away, do nothing.
return;
} else if (this.pos[0] - vX < -32) {
delete level.enemies[this.idx];
@@ -39,11 +39,11 @@
this.sprite.update(dt);
};
Goomba.prototype.collideWall = function() {
Goomba.prototype.collideWall = function () {
this.vel[0] = -this.vel[0];
};
Goomba.prototype.checkCollisions = function() {
Goomba.prototype.checkCollisions = function () {
if (this.flipping) {
return;
}
@@ -70,10 +70,12 @@
}
}
var that = this;
level.enemies.forEach(function(enemy){
if (enemy === that) { //don't check collisions with ourselves.
level.enemies.forEach(function (enemy) {
if (enemy === that) {
//don't check collisions with ourselves.
return;
} else if (enemy.pos[0] - vX > 336){ //stop checking once we get to far away dudes.
} else if (enemy.pos[0] - vX > 336) {
//stop checking once we get to far away dudes.
return;
} else {
that.isCollideWith(enemy);
@@ -82,7 +84,7 @@
this.isCollideWith(player);
};
Goomba.prototype.isCollideWith = function(ent) {
Goomba.prototype.isCollideWith = function (ent) {
if (ent instanceof Mario.Player && (this.dying || ent.invincibility)) {
return;
}
@@ -92,14 +94,27 @@
var hpos2 = [ent.pos[0] + ent.hitbox[0], ent.pos[1] + ent.hitbox[1]];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (ent instanceof Mario.Player) { //if we hit the player
if (ent.vel[1] > 0) { //then the goomba dies
if (
!(
hpos1[0] > hpos2[0] + ent.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + ent.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
if (ent instanceof Mario.Player) {
//if we hit the player
if (ent.vel[1] > 0) {
//then the goomba dies
this.stomp();
} else if (ent.starTime) {
this.bump();
} else { //or the player gets hit
} else {
//or the player gets hit
ent.damage();
}
} else {
@@ -109,7 +124,7 @@
}
};
Goomba.prototype.stomp = function() {
Goomba.prototype.stomp = function () {
sounds.stomp.play();
player.bounce = true;
this.sprite.pos[0] = 32;
@@ -118,9 +133,9 @@
this.dying = 10;
};
Goomba.prototype.bump = function() {
Goomba.prototype.bump = function () {
sounds.kick.play();
this.sprite.img = 'sprites/enemyr.png';
this.sprite.img = "sprites/enemyr.png";
this.flipping = true;
this.pos[1] -= 1;
this.vel[0] = 0;

View File

@@ -1,54 +1,61 @@
(function() {
var pressedKeys = {};
(function () {
var pressedKeys = {};
function setKey(event, status) {
var code = event.keyCode;
var key;
function setKey(event, status) {
var code = event.keyCode;
var key;
switch(code) {
case 32:
key = 'SPACE'; break;
case 37:
key = 'LEFT'; break;
case 38:
key = 'UP'; break;
case 39:
key = 'RIGHT'; break;
case 40:
key = 'DOWN'; break;
case 88:
key = 'JUMP'; break;
case 90:
key = 'RUN'; break;
default:
key = String.fromCharCode(code);
}
pressedKeys[key] = status;
switch (code) {
case 32:
key = "SPACE";
break;
case 37:
key = "LEFT";
break;
case 38:
key = "UP";
break;
case 39:
key = "RIGHT";
break;
case 40:
key = "DOWN";
break;
case 88:
key = "JUMP";
break;
case 90:
key = "RUN";
break;
default:
key = String.fromCharCode(code);
}
document.addEventListener('keydown', function(e) {
setKey(e, true);
});
pressedKeys[key] = status;
}
document.addEventListener('keyup', function(e) {
setKey(e, false);
});
document.addEventListener("keydown", function (e) {
setKey(e, true);
});
window.addEventListener('blur', function() {
pressedKeys = {};
});
document.addEventListener("keyup", function (e) {
setKey(e, false);
});
window.input = {
isDown: function(key) {
return pressedKeys[key.toUpperCase()];
},
reset: function() {
pressedKeys['RUN'] = false;
pressedKeys['LEFT'] = false;
pressedKeys['RIGHT'] = false;
pressedKeys['DOWN'] = false;
pressedKeys['JUMP'] = false;
}
};
window.addEventListener("blur", function () {
pressedKeys = {};
});
window.input = {
isDown: function (key) {
return pressedKeys[key.toUpperCase()];
},
reset: function () {
pressedKeys["RUN"] = false;
pressedKeys["LEFT"] = false;
pressedKeys["RIGHT"] = false;
pressedKeys["DOWN"] = false;
pressedKeys["JUMP"] = false;
},
};
})();

View File

@@ -1,8 +1,7 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Koopa = Mario.Koopa = function(pos, sprite, para) {
var Koopa = (Mario.Koopa = function (pos, sprite, para) {
this.dying = false;
this.shell = false;
@@ -14,33 +13,34 @@
Mario.Entity.call(this, {
pos: pos,
sprite: sprite,
hitbox: [2,8,12,24]
hitbox: [2, 8, 12, 24],
});
this.vel[0] = -0.5;
this.idx = level.enemies.length;
};
});
Koopa.prototype.render = function(ctx, vX, vY) {
Koopa.prototype.render = function (ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
};
Koopa.prototype.update = function(dt, vX) {
Koopa.prototype.update = function (dt, vX) {
if (this.turn) {
this.vel[0] = -this.vel[0];
if (this.shell) sounds.bump.play();
this.turn = false;
}
if (this.vel[0] != 0) {
this.left = (this.vel[0] < 0);
this.left = this.vel[0] < 0;
}
if (this.left) {
this.sprite.img = 'sprites/enemy.png';
this.sprite.img = "sprites/enemy.png";
} else {
this.sprite.img = 'sprites/enemyr.png';
this.sprite.img = "sprites/enemyr.png";
}
if (this.pos[0] - vX > 336) { //if we're too far away, do nothing.
if (this.pos[0] - vX > 336) {
//if we're too far away, do nothing.
return;
} else if (this.pos[0] - vX < -32) {
delete level.enemies[this.idx];
@@ -61,9 +61,9 @@
}
if (this.shell == 0) {
this.sprite = level.koopaSprite();
this.hitbox = [2,8,12,24]
this.hitbox = [2, 8, 12, 24];
if (this.left) {
this.sprite.img = 'sprites/enemyr.png';
this.sprite.img = "sprites/enemyr.png";
this.vel[0] = 0.5;
this.left = false;
} else {
@@ -85,13 +85,13 @@
this.sprite.update(dt);
};
Koopa.prototype.collideWall = function() {
Koopa.prototype.collideWall = function () {
//This stops us from flipping twice on the same frame if we collide
//with multiple wall tiles simultaneously.
this.turn = true;
};
Koopa.prototype.checkCollisions = function() {
Koopa.prototype.checkCollisions = function () {
var h = this.shell ? 1 : 2;
if (this.pos[1] % 16 !== 0) {
h += 1;
@@ -121,10 +121,12 @@
}
}
var that = this;
level.enemies.forEach(function(enemy){
if (enemy === that) { //don't check collisions with ourselves.
level.enemies.forEach(function (enemy) {
if (enemy === that) {
//don't check collisions with ourselves.
return;
} else if (enemy.pos[0] - vX > 336){ //stop checking once we get to far away dudes.
} else if (enemy.pos[0] - vX > 336) {
//stop checking once we get to far away dudes.
return;
} else {
that.isCollideWith(enemy);
@@ -133,7 +135,7 @@
this.isCollideWith(player);
};
Koopa.prototype.isCollideWith = function(ent) {
Koopa.prototype.isCollideWith = function (ent) {
if (ent instanceof Mario.Player && (this.dying || ent.invincibility)) {
return;
}
@@ -143,8 +145,18 @@
var hpos2 = [ent.pos[0] + ent.hitbox[0], ent.pos[1] + ent.hitbox[1]];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (
!(
hpos1[0] > hpos2[0] + ent.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + ent.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
if (ent instanceof Mario.Player) {
if (ent.vel[1] > 0) {
player.bounce = true;
@@ -152,7 +164,8 @@
if (this.shell) {
sounds.kick.play();
if (this.vel[0] === 0) {
if (ent.left) { //I'm pretty sure this isn't the real logic.
if (ent.left) {
//I'm pretty sure this isn't the real logic.
this.vel[0] = -4;
} else {
this.vel[0] = 4;
@@ -162,13 +175,15 @@
this.vel[0] = 0;
} else ent.damage();
}
} else if (ent.vel[1] > 0) { //then we get BOPPED.
} else if (ent.vel[1] > 0) {
//then we get BOPPED.
this.stomp();
} else { //or the player gets hit
} else {
//or the player gets hit
ent.damage();
}
} else {
if (this.shell && (ent instanceof Mario.Goomba)) {
if (this.shell && ent instanceof Mario.Goomba) {
ent.bump();
} else this.collideWall();
}
@@ -176,7 +191,7 @@
}
};
Koopa.prototype.stomp = function() {
Koopa.prototype.stomp = function () {
//Turn this thing into a shell if it isn't already. Kick it if it is.
player.bounce = true;
if (this.para) {
@@ -187,22 +202,21 @@
this.shell = 360;
this.sprite.pos[0] += 64;
this.sprite.pos[1] += 16;
this.sprite.size = [16,16];
this.hitbox = [2,0,12,16];
this.sprite.size = [16, 16];
this.hitbox = [2, 0, 12, 16];
this.sprite.speed = 0;
this.frames = [0,1];
this.vel = [0,0];
this.frames = [0, 1];
this.vel = [0, 0];
this.pos[1] += 16;
}
};
Koopa.prototype.bump = function() {
Koopa.prototype.bump = function () {
sounds.kick.play();
if (this.flipping) return;
this.flipping = true;
this.sprite.pos = [160, 0];
this.sprite.size = [16,16];
this.sprite.size = [16, 16];
this.hitbox = [2, 0, 12, 16];
this.sprite.speed = 0;
this.vel[0] = 0;

View File

@@ -1,117 +1,208 @@
var oneone = Mario.oneone = function() {
var oneone = (Mario.oneone = function () {
//The things that need to be passed in are basically just dependent on what
//tileset we're in, so it makes more sense to just make one variable for that, so
//TODO: put as much of this in the Level object definition as possible.
level = new Mario.Level({
playerPos: [56,192],
playerPos: [56, 192],
loader: Mario.oneone,
background: "#7974FF",
scrolling: true,
invincibility: [144, 192, 240],
exit: 204,
floorSprite: new Mario.Sprite('sprites/tiles.png', [0,0],[16,16],0),
cloudSprite: new Mario.Sprite('sprites/tiles.png', [0,320],[48,32],0),
wallSprite: new Mario.Sprite('sprites/tiles.png', [0, 16],[16,16],0),
brickSprite: new Mario.Sprite('sprites/tiles.png', [16, 0], [16,16], 0),
brickBounceSprite: new Mario.Sprite('sprites/tiles.png',[32,0],[16,16],0),
floorSprite: new Mario.Sprite("sprites/tiles.png", [0, 0], [16, 16], 0),
cloudSprite: new Mario.Sprite("sprites/tiles.png", [0, 320], [48, 32], 0),
wallSprite: new Mario.Sprite("sprites/tiles.png", [0, 16], [16, 16], 0),
brickSprite: new Mario.Sprite("sprites/tiles.png", [16, 0], [16, 16], 0),
brickBounceSprite: new Mario.Sprite(
"sprites/tiles.png",
[32, 0],
[16, 16],
0,
),
rubbleSprite: function () {
return new Mario.Sprite('sprites/items.png', [64,0], [8,8], 3, [0,1])
return new Mario.Sprite("sprites/items.png", [64, 0], [8, 8], 3, [0, 1]);
},
ublockSprite: new Mario.Sprite('sprites/tiles.png', [48, 0], [16,16],0),
superShroomSprite: new Mario.Sprite('sprites/items.png', [0,0], [16,16], 0),
fireFlowerSprite: new Mario.Sprite('sprites/items.png', [0,32], [16,16], 20, [0,1,2,3]),
starSprite: new Mario.Sprite('sprites/items.png', [0,48], [16,16], 20, [0,1,2,3]),
pipeLEndSprite: new Mario.Sprite('sprites/tiles.png', [0, 128], [16,16], 0),
pipeREndSprite: new Mario.Sprite('sprites/tiles.png', [16, 128], [16,16], 0),
pipeLMidSprite: new Mario.Sprite('sprites/tiles.png', [0, 144], [16,16], 0),
pipeRMidSprite: new Mario.Sprite('sprites/tiles.png', [16, 144], [16,16], 0),
ublockSprite: new Mario.Sprite("sprites/tiles.png", [48, 0], [16, 16], 0),
superShroomSprite: new Mario.Sprite(
"sprites/items.png",
[0, 0],
[16, 16],
0,
),
fireFlowerSprite: new Mario.Sprite(
"sprites/items.png",
[0, 32],
[16, 16],
20,
[0, 1, 2, 3],
),
starSprite: new Mario.Sprite(
"sprites/items.png",
[0, 48],
[16, 16],
20,
[0, 1, 2, 3],
),
pipeLEndSprite: new Mario.Sprite(
"sprites/tiles.png",
[0, 128],
[16, 16],
0,
),
pipeREndSprite: new Mario.Sprite(
"sprites/tiles.png",
[16, 128],
[16, 16],
0,
),
pipeLMidSprite: new Mario.Sprite(
"sprites/tiles.png",
[0, 144],
[16, 16],
0,
),
pipeRMidSprite: new Mario.Sprite(
"sprites/tiles.png",
[16, 144],
[16, 16],
0,
),
pipeUpMid: new Mario.Sprite('sprites/tiles.png', [0, 144], [32,16], 0),
pipeSideMid: new Mario.Sprite('sprites/tiles.png', [48, 128], [16,32], 0),
pipeLeft: new Mario.Sprite('sprites/tiles.png', [32, 128], [16,32], 0),
pipeTop: new Mario.Sprite('sprites/tiles.png', [0, 128], [32,16], 0),
qblockSprite: new Mario.Sprite('sprites/tiles.png', [384, 0], [16,16], 8, [0,0,0,0,1,2,1]),
bcoinSprite: function() {
return new Mario.Sprite('sprites/items.png', [0,112],[16,16], 20,[0,1,2,3]);
pipeUpMid: new Mario.Sprite("sprites/tiles.png", [0, 144], [32, 16], 0),
pipeSideMid: new Mario.Sprite("sprites/tiles.png", [48, 128], [16, 32], 0),
pipeLeft: new Mario.Sprite("sprites/tiles.png", [32, 128], [16, 32], 0),
pipeTop: new Mario.Sprite("sprites/tiles.png", [0, 128], [32, 16], 0),
qblockSprite: new Mario.Sprite(
"sprites/tiles.png",
[384, 0],
[16, 16],
8,
[0, 0, 0, 0, 1, 2, 1],
),
bcoinSprite: function () {
return new Mario.Sprite(
"sprites/items.png",
[0, 112],
[16, 16],
20,
[0, 1, 2, 3],
);
},
cloudSprites:[
new Mario.Sprite('sprites/tiles.png', [0,320],[16,32],0),
new Mario.Sprite('sprites/tiles.png', [16,320],[16,32],0),
new Mario.Sprite('sprites/tiles.png', [32,320],[16,32],0)
cloudSprites: [
new Mario.Sprite("sprites/tiles.png", [0, 320], [16, 32], 0),
new Mario.Sprite("sprites/tiles.png", [16, 320], [16, 32], 0),
new Mario.Sprite("sprites/tiles.png", [32, 320], [16, 32], 0),
],
hillSprites: [
new Mario.Sprite('sprites/tiles.png', [128,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [144,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [160,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [128,144],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [144,144],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [160,144],[16,16],0)
new Mario.Sprite("sprites/tiles.png", [128, 128], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [144, 128], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [160, 128], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [128, 144], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [144, 144], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [160, 144], [16, 16], 0),
],
bushSprite: new Mario.Sprite('sprites/tiles.png', [176, 144], [48, 16], 0),
bushSprite: new Mario.Sprite("sprites/tiles.png", [176, 144], [48, 16], 0),
bushSprites: [
new Mario.Sprite('sprites/tiles.png', [176,144], [16,16],0),
new Mario.Sprite('sprites/tiles.png', [192,144], [16,16],0),
new Mario.Sprite('sprites/tiles.png', [208,144], [16,16],0)],
goombaSprite: function() {
return new Mario.Sprite('sprites/enemy.png', [0, 16], [16,16], 3, [0,1]);
},
koopaSprite: function() {
return new Mario.Sprite('sprites/enemy.png', [96,0], [16,32], 2, [0,1]);
},
flagPoleSprites: [
new Mario.Sprite('sprites/tiles.png', [256, 128], [16,16], 0),
new Mario.Sprite('sprites/tiles.png', [256, 144], [16,16], 0),
new Mario.Sprite('sprites/items.png', [128, 32], [16,16], 0)
]
});
ground = [[0,69],[71,86],[89,153],[155,212]];
new Mario.Sprite("sprites/tiles.png", [176, 144], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [192, 144], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [208, 144], [16, 16], 0),
],
goombaSprite: function () {
return new Mario.Sprite(
"sprites/enemy.png",
[0, 16],
[16, 16],
3,
[0, 1],
);
},
koopaSprite: function () {
return new Mario.Sprite(
"sprites/enemy.png",
[96, 0],
[16, 32],
2,
[0, 1],
);
},
flagPoleSprites: [
new Mario.Sprite("sprites/tiles.png", [256, 128], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [256, 144], [16, 16], 0),
new Mario.Sprite("sprites/items.png", [128, 32], [16, 16], 0),
],
});
ground = [
[0, 69],
[71, 86],
[89, 153],
[155, 212],
];
player.pos[0] = level.playerPos[0];
player.pos[1] = level.playerPos[1];
vX = 0;
//build THE GROUND
ground.forEach(function(loc) {
level.putFloor(loc[0],loc[1]);
ground.forEach(function (loc) {
level.putFloor(loc[0], loc[1]);
});
//build scenery
clouds = [[7,3],[19, 2],[56, 3],[67, 2],[87, 2],[103, 2],[152, 3],[163, 2],[200, 3]];
clouds.forEach(function(cloud){
level.putCloud(cloud[0],cloud[1]);
clouds = [
[7, 3],
[19, 2],
[56, 3],
[67, 2],
[87, 2],
[103, 2],
[152, 3],
[163, 2],
[200, 3],
];
clouds.forEach(function (cloud) {
level.putCloud(cloud[0], cloud[1]);
});
twoClouds = [[36,2],[132,2],[180,2]];
twoClouds.forEach(function(cloud){
level.putTwoCloud(cloud[0],cloud[1]);
twoClouds = [
[36, 2],
[132, 2],
[180, 2],
];
twoClouds.forEach(function (cloud) {
level.putTwoCloud(cloud[0], cloud[1]);
});
threeClouds = [[27,3],[75,3],[123,3],[171,3]];
threeClouds.forEach(function(cloud){
level.putThreeCloud(cloud[0],cloud[1]);
threeClouds = [
[27, 3],
[75, 3],
[123, 3],
[171, 3],
];
threeClouds.forEach(function (cloud) {
level.putThreeCloud(cloud[0], cloud[1]);
});
bHills = [0,48,96,144,192]
bHills.forEach(function(hill) {
bHills = [0, 48, 96, 144, 192];
bHills.forEach(function (hill) {
level.putBigHill(hill, 12);
});
sHills = [16,64,111,160];
sHills.forEach(function(hill) {
sHills = [16, 64, 111, 160];
sHills.forEach(function (hill) {
level.putSmallHill(hill, 12);
});
bushes = [23,71,118,167];
bushes.forEach(function(bush) {
bushes = [23, 71, 118, 167];
bushes.forEach(function (bush) {
level.putBush(bush, 12);
});
twoBushes = [41,89,137];
twoBushes.forEach(function(bush) {
twoBushes = [41, 89, 137];
twoBushes.forEach(function (bush) {
level.putTwoBush(bush, 12);
});
threeBushes = [11,59,106];
threeBushes.forEach(function(bush) {
threeBushes = [11, 59, 106];
threeBushes.forEach(function (bush) {
level.putThreeBush(bush, 12);
});
@@ -216,4 +307,4 @@ var oneone = Mario.oneone = function() {
music.underground.pause();
// music.overworld.currentTime = 0;
music.overworld.play();
};
});

View File

@@ -1,65 +1,113 @@
var oneonetunnel = Mario.oneonetunnel = function() {
var oneonetunnel = (Mario.oneonetunnel = function () {
level = new Mario.Level({
playerPos: [40,16],
playerPos: [40, 16],
loader: Mario.oneonetunnel,
background: "#000000",
scrolling: false,
coinSprite: function() {
return new Mario.Sprite('sprites/items.png', [0,96],[16,16], 6,[0,0,0,0,1,2,1]);
coinSprite: function () {
return new Mario.Sprite(
"sprites/items.png",
[0, 96],
[16, 16],
6,
[0, 0, 0, 0, 1, 2, 1],
);
},
floorSprite: new Mario.Sprite('sprites/tiles.png', [0,32],[16,16],0),
wallSprite: new Mario.Sprite('sprites/tiles.png', [32, 32],[16,16],0),
brickSprite: new Mario.Sprite('sprites/tiles.png', [16, 0], [16,16], 0),
brickBounceSprite: new Mario.Sprite('sprites/tiles.png',[32,0],[16,16],0),
ublockSprite: new Mario.Sprite('sprites/tiles.png', [48, 0], [16,16],0),
pipeLMidSprite: new Mario.Sprite('sprites/tiles.png', [0, 144], [16,16], 0),
pipeRMidSprite: new Mario.Sprite('sprites/tiles.png', [16, 144], [16,16], 0),
pipeLEndSprite: new Mario.Sprite('sprites/tiles.png', [0, 128], [16,16], 0),
pipeREndSprite: new Mario.Sprite('sprites/tiles.png', [16, 128], [16,16], 0),
pipeUpMid: new Mario.Sprite('sprites/tiles.png', [0, 144], [32,16], 0),
pipeSideMid: new Mario.Sprite('sprites/tiles.png', [48, 128], [16,32], 0),
pipeLeft: new Mario.Sprite('sprites/tiles.png', [32, 128], [16,32], 0),
pipeTop: new Mario.Sprite('sprites/tiles.png', [0, 128], [32,16], 0),
LPipeSprites:[
new Mario.Sprite('sprites/tiles.png', [32,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [32,144],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [48,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [48,144],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [64,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [64,144],[16,16],0),
]
floorSprite: new Mario.Sprite("sprites/tiles.png", [0, 32], [16, 16], 0),
wallSprite: new Mario.Sprite("sprites/tiles.png", [32, 32], [16, 16], 0),
brickSprite: new Mario.Sprite("sprites/tiles.png", [16, 0], [16, 16], 0),
brickBounceSprite: new Mario.Sprite(
"sprites/tiles.png",
[32, 0],
[16, 16],
0,
),
ublockSprite: new Mario.Sprite("sprites/tiles.png", [48, 0], [16, 16], 0),
pipeLMidSprite: new Mario.Sprite(
"sprites/tiles.png",
[0, 144],
[16, 16],
0,
),
pipeRMidSprite: new Mario.Sprite(
"sprites/tiles.png",
[16, 144],
[16, 16],
0,
),
pipeLEndSprite: new Mario.Sprite(
"sprites/tiles.png",
[0, 128],
[16, 16],
0,
),
pipeREndSprite: new Mario.Sprite(
"sprites/tiles.png",
[16, 128],
[16, 16],
0,
),
pipeUpMid: new Mario.Sprite("sprites/tiles.png", [0, 144], [32, 16], 0),
pipeSideMid: new Mario.Sprite("sprites/tiles.png", [48, 128], [16, 32], 0),
pipeLeft: new Mario.Sprite("sprites/tiles.png", [32, 128], [16, 32], 0),
pipeTop: new Mario.Sprite("sprites/tiles.png", [0, 128], [32, 16], 0),
LPipeSprites: [
new Mario.Sprite("sprites/tiles.png", [32, 128], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [32, 144], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [48, 128], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [48, 144], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [64, 128], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [64, 144], [16, 16], 0),
],
});
player.pos[0] = level.playerPos[0];
player.pos[1] = level.playerPos[1];
vX = 0;
level.putFloor(0,16);
level.putWall(0,13,11);
walls = [4,5,6,7,8,9,10];
walls.forEach(function(loc){
level.putWall(loc,13,3);
level.putWall(loc,3,1);
level.putFloor(0, 16);
level.putWall(0, 13, 11);
walls = [4, 5, 6, 7, 8, 9, 10];
walls.forEach(function (loc) {
level.putWall(loc, 13, 3);
level.putWall(loc, 3, 1);
});
coins = [[5,5], [6,5], [7,5], [8,5], [9,5],
[4,7], [5,7], [6,7], [7,7], [8,7], [9,7], [10,7],
[4,9], [5,9], [6,9], [7,9], [8,9], [9,9], [10,9]];
coins.forEach(function(pos){
level.putCoin(pos[0],pos[1]);
coins = [
[5, 5],
[6, 5],
[7, 5],
[8, 5],
[9, 5],
[4, 7],
[5, 7],
[6, 7],
[7, 7],
[8, 7],
[9, 7],
[10, 7],
[4, 9],
[5, 9],
[6, 9],
[7, 9],
[8, 9],
[9, 9],
[10, 9],
];
coins.forEach(function (pos) {
level.putCoin(pos[0], pos[1]);
});
//level.putLeftPipe(13,11);
level.putRealPipe(13,11,3,"RIGHT", function() {
level.putRealPipe(13, 11, 3, "RIGHT", function () {
Mario.oneone.call();
player.pos = [2616, 177]
player.pipe("UP", function() {;});
player.pos = [2616, 177];
player.pipe("UP", function () {});
});
level.putPipe(15,13,13);
level.putPipe(15, 13, 13);
music.overworld.pause();
music.underground.currentTime = 0;
music.underground.play();
};
});

View File

@@ -1,5 +1,5 @@
(function() {
var Level = Mario.Level = function(options) {
(function () {
var Level = (Mario.Level = function (options) {
this.playerPos = options.playerPos;
this.scrolling = options.scrolling;
this.loader = options.loader;
@@ -55,164 +55,241 @@
this.scenery[i] = [];
this.blocks[i] = [];
}
});
};
Level.prototype.putFloor = function(start, end) {
Level.prototype.putFloor = function (start, end) {
for (var i = start; i < end; i++) {
this.statics[13][i] = new Mario.Floor([16*i,208], this.floorSprite);
this.statics[14][i] = new Mario.Floor([16*i,224], this.floorSprite);
this.statics[13][i] = new Mario.Floor([16 * i, 208], this.floorSprite);
this.statics[14][i] = new Mario.Floor([16 * i, 224], this.floorSprite);
}
};
Level.prototype.putGoomba = function(x, y) {
this.enemies.push(new Mario.Goomba([16*x, 16*y], this.goombaSprite() ));
Level.prototype.putGoomba = function (x, y) {
this.enemies.push(new Mario.Goomba([16 * x, 16 * y], this.goombaSprite()));
};
Level.prototype.putKoopa = function(x, y) {
this.enemies.push(new Mario.Koopa([16*x, 16*y], this.koopaSprite(), false));
Level.prototype.putKoopa = function (x, y) {
this.enemies.push(
new Mario.Koopa([16 * x, 16 * y], this.koopaSprite(), false),
);
};
Level.prototype.putWall = function(x, y, height) {
Level.prototype.putWall = function (x, y, height) {
//y is the bottom of the wall in this case.
for (var i = y-height; i < y; i++) {
this.statics[i][x] = new Mario.Floor([16*x, 16*i], this.wallSprite);
for (var i = y - height; i < y; i++) {
this.statics[i][x] = new Mario.Floor([16 * x, 16 * i], this.wallSprite);
}
};
Level.prototype.putPipe = function(x, y, height) {
Level.prototype.putPipe = function (x, y, height) {
for (var i = y - height; i < y; i++) {
if (i === y - height) {
this.statics[i][x] = new Mario.Floor([16*x, 16*i], this.pipeLEndSprite);
this.statics[i][x+1] = new Mario.Floor([16*x+16, 16*i], this.pipeREndSprite);
this.statics[i][x] = new Mario.Floor(
[16 * x, 16 * i],
this.pipeLEndSprite,
);
this.statics[i][x + 1] = new Mario.Floor(
[16 * x + 16, 16 * i],
this.pipeREndSprite,
);
} else {
this.statics[i][x] = new Mario.Floor([16*x, 16*i], this.pipeLMidSprite);
this.statics[i][x+1] = new Mario.Floor([16*x+16, 16*i], this.pipeRMidSprite);
this.statics[i][x] = new Mario.Floor(
[16 * x, 16 * i],
this.pipeLMidSprite,
);
this.statics[i][x + 1] = new Mario.Floor(
[16 * x + 16, 16 * i],
this.pipeRMidSprite,
);
}
}
};
//sometimes, pipes don't go straight up and down.
Level.prototype.putLeftPipe = function(x,y) {
this.statics[y][x] = new Mario.Floor([16*x, 16*y], this.LPipeSprites[0]);
this.statics[y+1][x] = new Mario.Floor([16*x,16*(y+1)], this.LPipeSprites[1]);
this.statics[y][x+1] = new Mario.Floor([16*(x+1),16*y], this.LPipeSprites[2]);
this.statics[y+1][x+1] = new Mario.Floor([16*(x+1),16*(y+1)], this.LPipeSprites[3]);
this.statics[y][x+2] = new Mario.Floor([16*(x+2),16*y], this.LPipeSprites[4]);
this.statics[y+1][x+2] = new Mario.Floor([16*(x+2),16*(y+1)], this.LPipeSprites[5]);
Level.prototype.putLeftPipe = function (x, y) {
this.statics[y][x] = new Mario.Floor(
[16 * x, 16 * y],
this.LPipeSprites[0],
);
this.statics[y + 1][x] = new Mario.Floor(
[16 * x, 16 * (y + 1)],
this.LPipeSprites[1],
);
this.statics[y][x + 1] = new Mario.Floor(
[16 * (x + 1), 16 * y],
this.LPipeSprites[2],
);
this.statics[y + 1][x + 1] = new Mario.Floor(
[16 * (x + 1), 16 * (y + 1)],
this.LPipeSprites[3],
);
this.statics[y][x + 2] = new Mario.Floor(
[16 * (x + 2), 16 * y],
this.LPipeSprites[4],
);
this.statics[y + 1][x + 2] = new Mario.Floor(
[16 * (x + 2), 16 * (y + 1)],
this.LPipeSprites[5],
);
};
Level.prototype.putCoin = function(x, y) {
this.items.push(new Mario.Coin(
[x*16, y*16],
this.coinSprite()
));
Level.prototype.putCoin = function (x, y) {
this.items.push(new Mario.Coin([x * 16, y * 16], this.coinSprite()));
};
Level.prototype.putCloud = function(x, y) {
this.scenery[y][x] = new Mario.Prop([x*16, y*16], this.cloudSprite);
Level.prototype.putCloud = function (x, y) {
this.scenery[y][x] = new Mario.Prop([x * 16, y * 16], this.cloudSprite);
};
Level.prototype.putQBlock = function(x, y, item) {
this.blocks[y][x] = new Mario.Block( {
pos: [x*16, y*16],
Level.prototype.putQBlock = function (x, y, item) {
this.blocks[y][x] = new Mario.Block({
pos: [x * 16, y * 16],
item: item,
sprite: this.qblockSprite,
usedSprite: this.ublockSprite
usedSprite: this.ublockSprite,
});
};
Level.prototype.putBrick = function(x,y,item) {
Level.prototype.putBrick = function (x, y, item) {
this.blocks[y][x] = new Mario.Block({
pos: [x*16, y*16],
pos: [x * 16, y * 16],
item: item,
sprite: this.brickSprite,
bounceSprite: this.brickBounceSprite,
usedSprite: this.ublockSprite,
breakable: !item
breakable: !item,
});
};
Level.prototype.putBigHill = function(x, y) {
var px = x*16, py = y*16;
Level.prototype.putBigHill = function (x, y) {
var px = x * 16,
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.hillSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.hillSprites[3]);
this.scenery[y-1][x+1] = new Mario.Prop([px+16, py-16], this.hillSprites[0]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.hillSprites[4]);
this.scenery[y-1][x+2] = new Mario.Prop([px+32, py-16], this.hillSprites[3]);
this.scenery[y-2][x+2] = new Mario.Prop([px+32, py-32], this.hillSprites[1]);
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.hillSprites[5]);
this.scenery[y-1][x+3] = new Mario.Prop([px+48, py-16], this.hillSprites[2]);
this.scenery[y][x+4] = new Mario.Prop([px+64, py], this.hillSprites[2]);
this.scenery[y][x + 1] = new Mario.Prop([px + 16, py], this.hillSprites[3]);
this.scenery[y - 1][x + 1] = new Mario.Prop(
[px + 16, py - 16],
this.hillSprites[0],
);
this.scenery[y][x + 2] = new Mario.Prop([px + 32, py], this.hillSprites[4]);
this.scenery[y - 1][x + 2] = new Mario.Prop(
[px + 32, py - 16],
this.hillSprites[3],
);
this.scenery[y - 2][x + 2] = new Mario.Prop(
[px + 32, py - 32],
this.hillSprites[1],
);
this.scenery[y][x + 3] = new Mario.Prop([px + 48, py], this.hillSprites[5]);
this.scenery[y - 1][x + 3] = new Mario.Prop(
[px + 48, py - 16],
this.hillSprites[2],
);
this.scenery[y][x + 4] = new Mario.Prop([px + 64, py], this.hillSprites[2]);
};
Level.prototype.putBush = function(x, y) {
this.scenery[y][x] = new Mario.Prop([x*16, y*16], this.bushSprite);
Level.prototype.putBush = function (x, y) {
this.scenery[y][x] = new Mario.Prop([x * 16, y * 16], this.bushSprite);
};
Level.prototype.putThreeBush = function(x,y) {
px = x*16;
py = y*16;
Level.prototype.putThreeBush = function (x, y) {
px = x * 16;
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.bushSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.bushSprites[1]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.bushSprites[1]);
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.bushSprites[1]);
this.scenery[y][x+4] = new Mario.Prop([px+64, py], this.bushSprites[2]);
this.scenery[y][x + 1] = new Mario.Prop([px + 16, py], this.bushSprites[1]);
this.scenery[y][x + 2] = new Mario.Prop([px + 32, py], this.bushSprites[1]);
this.scenery[y][x + 3] = new Mario.Prop([px + 48, py], this.bushSprites[1]);
this.scenery[y][x + 4] = new Mario.Prop([px + 64, py], this.bushSprites[2]);
};
Level.prototype.putTwoBush = function(x,y) {
px = x*16;
py = y*16;
Level.prototype.putTwoBush = function (x, y) {
px = x * 16;
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.bushSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.bushSprites[1]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.bushSprites[1]);
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.bushSprites[2]);
this.scenery[y][x + 1] = new Mario.Prop([px + 16, py], this.bushSprites[1]);
this.scenery[y][x + 2] = new Mario.Prop([px + 32, py], this.bushSprites[1]);
this.scenery[y][x + 3] = new Mario.Prop([px + 48, py], this.bushSprites[2]);
};
Level.prototype.putSmallHill = function(x, y) {
var px = x*16, py = y*16;
Level.prototype.putSmallHill = function (x, y) {
var px = x * 16,
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.hillSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.hillSprites[3]);
this.scenery[y-1][x+1] = new Mario.Prop([px+16, py-16], this.hillSprites[1]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.hillSprites[2]);
this.scenery[y][x + 1] = new Mario.Prop([px + 16, py], this.hillSprites[3]);
this.scenery[y - 1][x + 1] = new Mario.Prop(
[px + 16, py - 16],
this.hillSprites[1],
);
this.scenery[y][x + 2] = new Mario.Prop([px + 32, py], this.hillSprites[2]);
};
Level.prototype.putTwoCloud = function(x,y) {
px = x*16;
py = y*16;
Level.prototype.putTwoCloud = function (x, y) {
px = x * 16;
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.cloudSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.cloudSprites[1]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.cloudSprites[1]);
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.cloudSprites[2]);
this.scenery[y][x + 1] = new Mario.Prop(
[px + 16, py],
this.cloudSprites[1],
);
this.scenery[y][x + 2] = new Mario.Prop(
[px + 32, py],
this.cloudSprites[1],
);
this.scenery[y][x + 3] = new Mario.Prop(
[px + 48, py],
this.cloudSprites[2],
);
};
Level.prototype.putThreeCloud = function(x,y) {
px = x*16;
py = y*16;
Level.prototype.putThreeCloud = function (x, y) {
px = x * 16;
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.cloudSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.cloudSprites[1]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.cloudSprites[1]);
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.cloudSprites[1]);
this.scenery[y][x+4] = new Mario.Prop([px+64, py], this.cloudSprites[2]);
this.scenery[y][x + 1] = new Mario.Prop(
[px + 16, py],
this.cloudSprites[1],
);
this.scenery[y][x + 2] = new Mario.Prop(
[px + 32, py],
this.cloudSprites[1],
);
this.scenery[y][x + 3] = new Mario.Prop(
[px + 48, py],
this.cloudSprites[1],
);
this.scenery[y][x + 4] = new Mario.Prop(
[px + 64, py],
this.cloudSprites[2],
);
};
Level.prototype.putRealPipe = function(x, y, length, direction, destination) {
px = x*16;
py = y*16;
this.pipes.push(new Mario.Pipe({
pos: [px, py],
length: length,
direction: direction,
destination: destination
}));
}
Level.prototype.putRealPipe = function (
x,
y,
length,
direction,
destination,
) {
px = x * 16;
py = y * 16;
this.pipes.push(
new Mario.Pipe({
pos: [px, py],
length: length,
direction: direction,
destination: destination,
}),
);
};
Level.prototype.putFlagpole = function(x) {
this.statics[12][x] = new Mario.Floor([16*x, 192], this.wallSprite);
for (i=3; i < 12; i++) {
this.scenery[i][x] = new Mario.Prop([16*x, 16*i], this.flagpoleSprites[1])
Level.prototype.putFlagpole = function (x) {
this.statics[12][x] = new Mario.Floor([16 * x, 192], this.wallSprite);
for (i = 3; i < 12; i++) {
this.scenery[i][x] = new Mario.Prop(
[16 * x, 16 * i],
this.flagpoleSprites[1],
);
}
this.scenery[2][x] = new Mario.Prop([16*x, 32], this.flagpoleSprites[0]);
this.items.push(new Mario.Flag(16*x));
}
this.scenery[2][x] = new Mario.Prop([16 * x, 32], this.flagpoleSprites[0]);
this.items.push(new Mario.Flag(16 * x));
};
})();

View File

@@ -1,29 +1,28 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Mushroom = Mario.Mushroom = function(pos) {
var Mushroom = (Mario.Mushroom = function (pos) {
this.spawning = false;
this.waiting = 0;
Mario.Entity.call(this, {
pos: pos,
sprite: level.superShroomSprite,
hitbox: [0,0,16,16]
hitbox: [0, 0, 16, 16],
});
}
});
Mario.Util.inherits(Mushroom, Mario.Entity);
Mushroom.prototype.render = function(ctx, vX, vY) {
Mushroom.prototype.render = function (ctx, vX, vY) {
if (this.spawning > 1) return;
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
};
Mushroom.prototype.spawn = function() {
Mushroom.prototype.spawn = function () {
if (player.power > 0) {
//replace this with a fire flower
var ff = new Mario.Fireflower(this.pos)
var ff = new Mario.Fireflower(this.pos);
ff.spawn();
return;
}
@@ -34,12 +33,12 @@
this.targetpos = [];
this.targetpos[0] = this.pos[0];
this.targetpos[1] = this.pos[1] - 16;
}
};
Mushroom.prototype.update = function(dt) {
Mushroom.prototype.update = function (dt) {
if (this.spawning > 1) {
this.spawning -= 1;
if (this.spawning == 1) this.vel[1] = -.5;
if (this.spawning == 1) this.vel[1] = -0.5;
return;
}
if (this.spawning) {
@@ -62,14 +61,14 @@
this.pos[1] += this.vel[1];
this.sprite.update(dt);
}
}
};
Mushroom.prototype.collideWall = function() {
Mushroom.prototype.collideWall = function () {
this.vel[0] = -this.vel[0];
}
};
Mushroom.prototype.checkCollisions = function() {
if(this.spawning) {
Mushroom.prototype.checkCollisions = function () {
if (this.spawning) {
return;
}
var h = this.pos[1] % 16 == 0 ? 1 : 2;
@@ -95,24 +94,36 @@
}
this.isPlayerCollided();
}
};
//we have access to player everywhere, so let's just do this.
Mushroom.prototype.isPlayerCollided = function() {
Mushroom.prototype.isPlayerCollided = function () {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [player.pos[0] + player.hitbox[0], player.pos[1] + player.hitbox[1]];
var hpos2 = [
player.pos[0] + player.hitbox[0],
player.pos[1] + player.hitbox[1],
];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+player.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+player.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (
!(
hpos1[0] > hpos2[0] + player.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + player.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
player.powerUp(this.idx);
}
}
}
};
Mushroom.prototype.bump = function() {
Mushroom.prototype.bump = function () {
this.vel[1] = -2;
}
};
})();

View File

@@ -1,97 +1,122 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
//there are too many possible configurations of pipe to capture in a reasonable
//set of simple variables. Joints, etc. are just too much.
//To that end, the pipe class handles simple pipes, and we'll put together
//anything more complex with individual props. OK? OK.
Pipe = Mario.Pipe = function(options) {
this.pos = options.pos
Pipe = Mario.Pipe = function (options) {
this.pos = options.pos;
//NOTE: direction is the direction you move INTO the pipe.
this.direction = options.direction
this.destination = options.destination
this.direction = options.direction;
this.destination = options.destination;
this.length = options.length;
if (this.direction === "UP" || this.direction === "DOWN") {
this.hitbox = [0,0, 32, this.length * 16];
this.hitbox = [0, 0, 32, this.length * 16];
this.midsection = level.pipeUpMid;
this.endsection = level.pipeTop;
} else {
this.hitbox = [0,0, 16*this.length, 32];
this.hitbox = [0, 0, 16 * this.length, 32];
this.midsection = level.pipeSideMid;
this.endsection = level.pipeLeft;
}
}
};
Pipe.prototype.checkPipe = function() {
Pipe.prototype.checkPipe = function () {
if (this.destination === undefined || !input.isDown(this.direction)) return;
var h = player.power===0 ? 16 : 32;
var h = player.power === 0 ? 16 : 32;
var x = Math.floor(player.pos[0]);
var y = Math.floor(player.pos[1]);
switch (this.direction) {
case 'RIGHT': if (x === this.pos[0]-16 &&
y >= this.pos[1] &&
y+h <= this.pos[1]+32) {
player.pipe(this.direction, this.destination)
}
case "RIGHT":
if (
x === this.pos[0] - 16 &&
y >= this.pos[1] &&
y + h <= this.pos[1] + 32
) {
player.pipe(this.direction, this.destination);
}
break;
case 'LEFT': if (x === this.pos[0]+16*this.length &&
y >= this.pos[1] &&
y+h <= this.pos[1]+32) {
player.pipe(this.direction, this.destination)
}
case "LEFT":
if (
x === this.pos[0] + 16 * this.length &&
y >= this.pos[1] &&
y + h <= this.pos[1] + 32
) {
player.pipe(this.direction, this.destination);
}
break;
case 'UP': if (y === this.pos[1] + 16*this.length &&
x >= this.pos[0] &&
x+16 <= this.pos[0]+32) {
player.pipe(this.direction, this.destination)
}
case "UP":
if (
y === this.pos[1] + 16 * this.length &&
x >= this.pos[0] &&
x + 16 <= this.pos[0] + 32
) {
player.pipe(this.direction, this.destination);
}
break;
case 'DOWN': if (y+h === this.pos[1] &&
x >= this.pos[0] &&
x+16 <= this.pos[0]+32) {
player.pipe(this.direction, this.destination);
}
case "DOWN":
if (
y + h === this.pos[1] &&
x >= this.pos[0] &&
x + 16 <= this.pos[0] + 32
) {
player.pipe(this.direction, this.destination);
}
break;
}
}
};
//Note to self: next time, decide on a convention for which thing checks for collisions
//and stick to it. This is a pain.
Pipe.prototype.checkCollisions = function() {
Pipe.prototype.checkCollisions = function () {
var that = this;
level.enemies.forEach (function(ent) {
level.enemies.forEach(function (ent) {
that.isCollideWith(ent);
});
level.items.forEach (function(ent) {
level.items.forEach(function (ent) {
that.isCollideWith(ent);
});
fireballs.forEach(function(ent){
that.isCollideWith(ent)
fireballs.forEach(function (ent) {
that.isCollideWith(ent);
});
if (!player.piping) this.isCollideWith(player);
}
};
Pipe.prototype.isCollideWith = function (ent) {
//long story short: because we scan every item, and and one 'rubble' item is four things with separate positions
//we'll crash without this line as soon as we destroy a block. OOPS.
if (ent.pos === undefined) return;
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [Math.floor(this.pos[0] + this.hitbox[0]), Math.floor(this.pos[1] + this.hitbox[1])];
var hpos2 = [Math.floor(ent.pos[0] + ent.hitbox[0]), Math.floor(ent.pos[1] + ent.hitbox[1])];
var hpos1 = [
Math.floor(this.pos[0] + this.hitbox[0]),
Math.floor(this.pos[1] + this.hitbox[1]),
];
var hpos2 = [
Math.floor(ent.pos[0] + ent.hitbox[0]),
Math.floor(ent.pos[1] + ent.hitbox[1]),
];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (
!(
hpos1[0] > hpos2[0] + ent.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + ent.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
//if the entity is over the block, it's basically floor
var center = hpos2[0] + ent.hitbox[2] / 2;
if (Math.abs(hpos2[1] + ent.hitbox[3] - hpos1[1]) <= ent.vel[1]) {
@@ -101,8 +126,11 @@
if (ent instanceof Mario.Player) {
ent.jumping = 0;
}
} else if (Math.abs(hpos2[1] - hpos1[1] - this.hitbox[3]) > ent.vel[1] &&
center + 2 >= hpos1[0] && center - 2 <= hpos1[0] + this.hitbox[2]) {
} else if (
Math.abs(hpos2[1] - hpos1[1] - this.hitbox[3]) > ent.vel[1] &&
center + 2 >= hpos1[0] &&
center - 2 <= hpos1[0] + this.hitbox[2]
) {
//ent is under the block.
ent.vel[1] = 0;
ent.pos[1] = hpos1[1] + this.hitbox[3];
@@ -115,46 +143,82 @@
}
}
}
}
};
//we COULD try to write some shenanigans so that the check gets put into the
//collision code, but there won't ever be more than a handful of pipes in a level
//so the performance hit of scanning all of them is miniscule.
Pipe.prototype.update = function(dt) {
Pipe.prototype.update = function (dt) {
if (this.destination) this.checkPipe();
}
};
//http://stackoverflow.com/questions/11227809/why-is-processing-a-sorted-array-faster-than-an-unsorted-array
//I honestly have no idea if javascript does this, but I feel like it makes sense
//stylistically to prefer branching outside of loops when possible as convention
//TODO: edit the spritesheet so UP and LEFT pipes aren't backwards.
Pipe.prototype.render = function(ctx, vX, vY) {
Pipe.prototype.render = function (ctx, vX, vY) {
switch (this.direction) {
case "DOWN":
this.endsection.render(ctx, this.pos[0], this.pos[1], vX, vY);
for (var i = 1; i < this.length; i++) {
this.midsection.render(ctx, this.pos[0], this.pos[1]+i*16, vX, vY)
this.midsection.render(
ctx,
this.pos[0],
this.pos[1] + i * 16,
vX,
vY,
);
}
break;
case "UP":
this.endsection.render(ctx, this.pos[0], this.pos[1]+16*(this.length-1), vX, vY)
for (var i=0; i < this.length - 1; i++) {
this.midsection.render(ctx, this.pos[0], this.pos[1]+i*16, vX, vY)
this.endsection.render(
ctx,
this.pos[0],
this.pos[1] + 16 * (this.length - 1),
vX,
vY,
);
for (var i = 0; i < this.length - 1; i++) {
this.midsection.render(
ctx,
this.pos[0],
this.pos[1] + i * 16,
vX,
vY,
);
}
break;
case "RIGHT":
this.endsection.render(ctx, this.pos[0], this.pos[1], vX, vY)
this.endsection.render(ctx, this.pos[0], this.pos[1], vX, vY);
for (var i = 1; i < this.length; i++) {
this.midsection.render(ctx, this.pos[0]+16*i, this.pos[1], vX, vY)
this.midsection.render(
ctx,
this.pos[0] + 16 * i,
this.pos[1],
vX,
vY,
);
}
break;
case "LEFT":
this.endsection.render(ctx, this.pos[0]+16*(this.length-1), this.pos[1], vX, vY)
for (var i = 0; i < this.legth-1; i++) {
this.midsection.render(ctx, this.pos[0], this.pos[1]+i*16, vX, vY)
this.endsection.render(
ctx,
this.pos[0] + 16 * (this.length - 1),
this.pos[1],
vX,
vY,
);
for (var i = 0; i < this.legth - 1; i++) {
this.midsection.render(
ctx,
this.pos[0],
this.pos[1] + i * 16,
vX,
vY,
);
}
break;
}
}
};
})();

View File

@@ -1,446 +1,498 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Player = Mario.Player = function(pos) {
//I know, I know, there are a lot of variables tracking Mario's state.
//Maybe these can be consolidated some way? We'll see once they're all in.
this.power = 0;
this.coins = 0;
this.powering = [];
this.bounce = false;
this.jumping = 0;
this.canJump = true;
this.invincibility = 0;
this.crouching = false;
this.fireballs = 0;
this.runheld = false;
this.noInput = false;
this.targetPos = [];
var Player = (Mario.Player = function (pos) {
//I know, I know, there are a lot of variables tracking Mario's state.
//Maybe these can be consolidated some way? We'll see once they're all in.
this.power = 0;
this.coins = 0;
this.powering = [];
this.bounce = false;
this.jumping = 0;
this.canJump = true;
this.invincibility = 0;
this.crouching = false;
this.fireballs = 0;
this.runheld = false;
this.noInput = false;
this.targetPos = [];
Mario.Entity.call(this, {
pos: pos,
sprite: new Mario.Sprite('sprites/player.png', [80,32],[16,16],0),
hitbox: [0,0,16,16]
});
};
Mario.Entity.call(this, {
pos: pos,
sprite: new Mario.Sprite("sprites/player.png", [80, 32], [16, 16], 0),
hitbox: [0, 0, 16, 16],
});
});
Mario.Util.inherits(Player, Mario.Entity);
Mario.Util.inherits(Player, Mario.Entity);
Player.prototype.run = function() {
this.maxSpeed = 2.5;
if (this.power == 2 && !this.runheld) {
this.shoot();
}
this.runheld = true;
}
Player.prototype.shoot = function() {
if (this.fireballs >= 2) return; //Projectile limit!
this.fireballs += 1;
var fb = new Mario.Fireball([this.pos[0]+8,this.pos[1]]); //I hate you, Javascript.
fb.spawn(this.left);
this.shooting = 2;
}
Player.prototype.noRun = function() {
this.maxSpeed = 1.5;
this.moveAcc = 0.07;
this.runheld = false;
}
Player.prototype.moveRight = function() {
//we're on the ground
if (this.vel[1] === 0 && this.standing) {
if (this.crouching) {
this.noWalk();
return;
}
this.acc[0] = this.moveAcc;
this.left = false;
} else {
this.acc[0] = this.moveAcc;
}
};
Player.prototype.moveLeft = function() {
if (this.vel[1] === 0 && this.standing) {
if (this.crouching) {
this.noWalk();
return;
}
this.acc[0] = -this.moveAcc;
this.left = true;
} else {
this.acc[0] = -this.moveAcc;
}
};
Player.prototype.noWalk = function() {
this.maxSpeed = 0;
if (this.vel[0] === 0) return;
if (Math.abs(this.vel[0]) <= 0.1) {
this.vel[0] = 0;
this.acc[0] = 0;
}
};
Player.prototype.crouch = function() {
if (this.power === 0) {
this.crouching = false;
return;
}
if (this.standing) this.crouching = true;
}
Player.prototype.noCrouch = function() {
this.crouching = false;
}
Player.prototype.jump = function() {
if (this.vel[1] > 0) {
return;
}
if (this.jumping) {
this.jumping -= 1;
} else if (this.standing && this.canJump) {
this.jumping = 20;
this.canJump = false;
this.standing = false;
this.vel[1] = -6;
if (this.power === 0) {
sounds.smallJump.currentTime = 0;
sounds.smallJump.play();
} else {
sounds.bigJump.currentTime = 0;
sounds.bigJump.play();
}
}
};
Player.prototype.noJump = function() {
this.canJump = true;
if (this.jumping) {
if (this.jumping <= 16) {
this.vel[1] = 0;
this.jumping = 0;
} else this.jumping -= 1;
}
};
Player.prototype.setAnimation = function() {
if (this.dying) return;
if (this.starTime) {
var index;
if (this.starTime > 60)
index = Math.floor(this.starTime / 2) % 3;
else index = Math.floor(this.starTime / 8) % 3;
this.sprite.pos[1] = level.invincibility[index];
if (this.power == 0) {
this.sprite.pos[1] += 32;
}
this.starTime -= 1;
if (this.starTime == 0) {
switch(this.power) {
case 0: this.sprite.pos[1] = 32; break;
case 1: this.sprite.pos[1] = 0; break;
case 2: this.sprite.pos[1] = 96; break;
}
}
}
//okay cool, now set the sprite
if (this.crouching) {
this.sprite.pos[0] = 176;
this.sprite.speed = 0;
return;
}
if (this.jumping) {
this.sprite.pos[0] = 160;
this.sprite.speed = 0;
} else if (this.standing) {
if (Math.abs(this.vel[0]) > 0) {
if (this.vel[0] * this.acc[0] >= 0) {
this.sprite.pos[0] = 96;
this.sprite.frames = [0,1,2];
if (this.vel[0] < 0.2) {
this.sprite.speed = 5;
} else {
this.sprite.speed = Math.abs(this.vel[0]) * 8;
}
} else if ((this.vel[0] > 0 && this.left) || (this.vel[0] < 0 && !this.left)){
this.sprite.pos[0] = 144;
this.sprite.speed = 0;
}
} else {
this.sprite.pos[0] = 80;
this.sprite.speed = 0;
}
if (this.shooting) {
this.sprite.pos[0] += 160;
this.shooting -= 1;
}
}
if (this.flagging) {
this.sprite.pos[0] = 192;
this.sprite.frames = [0,1];
this.sprite.speed = 10;
if (this.vel[1] === 0) this.sprite.frames = [0];
}
//which way are we facing?
if (this.left) {
this.sprite.img = 'sprites/playerl.png';
} else {
this.sprite.img = 'sprites/player.png';
}
Player.prototype.run = function () {
this.maxSpeed = 2.5;
if (this.power == 2 && !this.runheld) {
this.shoot();
}
this.runheld = true;
};
Player.prototype.update = function(dt, vX) {
if (this.powering.length !== 0) {
var next = this.powering.shift();
if (next == 5) return;
this.sprite.pos = this.powerSprites[next];
this.sprite.size = this.powerSizes[next];
this.pos[1] += this.shift[next];
if (this.powering.length === 0) {
delete level.items[this.touchedItem];
}
return;
}
Player.prototype.shoot = function () {
if (this.fireballs >= 2) return; //Projectile limit!
this.fireballs += 1;
var fb = new Mario.Fireball([this.pos[0] + 8, this.pos[1]]); //I hate you, Javascript.
fb.spawn(this.left);
this.shooting = 2;
};
if (this.invincibility) {
this.invincibility -= Math.round(dt * 60);
}
Player.prototype.noRun = function () {
this.maxSpeed = 1.5;
this.moveAcc = 0.07;
this.runheld = false;
};
if (this.waiting) {
this.waiting -= dt;
if (this.waiting <= 0) {
this.waiting = 0;
} else return;
}
Player.prototype.moveRight = function () {
//we're on the ground
if (this.vel[1] === 0 && this.standing) {
if (this.crouching) {
this.noWalk();
return;
}
this.acc[0] = this.moveAcc;
this.left = false;
} else {
this.acc[0] = this.moveAcc;
}
};
if (this.bounce) {
this.bounce = false;
this.standing = false;
this.vel[1] = -3;
}
Player.prototype.moveLeft = function () {
if (this.vel[1] === 0 && this.standing) {
if (this.crouching) {
this.noWalk();
return;
}
this.acc[0] = -this.moveAcc;
this.left = true;
} else {
this.acc[0] = -this.moveAcc;
}
};
if (this.pos[0] <= vX) {
this.pos[0] = vX;
this.vel[0] = Math.max(this.vel[0], 0);
}
Player.prototype.noWalk = function () {
this.maxSpeed = 0;
if (this.vel[0] === 0) return;
if (Math.abs(this.vel[0]) > this.maxSpeed) {
this.vel[0] -= 0.05 * this.vel[0] / Math.abs(this.vel[0]);
this.acc[0] = 0;
}
if (Math.abs(this.vel[0]) <= 0.1) {
this.vel[0] = 0;
this.acc[0] = 0;
}
};
if (this.dying){
if (this.pos[1] < this.targetPos[1]) {
this.vel[1] = 1;
}
this.dying -= 1 * dt;
if (this.dying <= 0) {
player = new Mario.Player(level.playerPos);
level.loader.call();
input.reset();
}
}
else {
this.acc[1] = 0.25
if (this.pos[1] > 240) {
this.die();
}
}
Player.prototype.crouch = function () {
if (this.power === 0) {
this.crouching = false;
return;
}
if (this.piping) {
this.acc = [0,0];
var pos = [Math.round(this.pos[0]), Math.round(this.pos[1])]
if (pos[0] === this.targetPos[0] && pos[1] === this.targetPos[1]) {
this.piping = false;
this.pipeLoc.call();
}
}
if (this.standing) this.crouching = true;
};
if (this.flagging) {
this.acc = [0,0];
}
Player.prototype.noCrouch = function () {
this.crouching = false;
};
if (this.exiting) {
this.left = false;
this.flagging = false;
this.vel[0] = 1.5;
if (this.pos[0] >= this.targetPos[0]) {
this.sprite.size = [0,0];
this.vel = [0,0];
window.setTimeout(function() {
player.sprite.size = player.power===0 ? [16,16] : [16,32];
player.exiting = false;
player.noInput = false;
level.loader();
if (player.power !== 0) player.pos[1] -= 16;
music.overworld.currentTime = 0;
}, 5000);
}
}
Player.prototype.jump = function () {
if (this.vel[1] > 0) {
return;
}
if (this.jumping) {
this.jumping -= 1;
} else if (this.standing && this.canJump) {
this.jumping = 20;
this.canJump = false;
this.standing = false;
this.vel[1] = -6;
if (this.power === 0) {
sounds.smallJump.currentTime = 0;
sounds.smallJump.play();
} else {
sounds.bigJump.currentTime = 0;
sounds.bigJump.play();
}
}
};
//approximate acceleration
this.vel[0] += this.acc[0];
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
Player.prototype.noJump = function () {
this.canJump = true;
if (this.jumping) {
if (this.jumping <= 16) {
this.vel[1] = 0;
this.jumping = 0;
} else this.jumping -= 1;
}
};
Player.prototype.setAnimation = function () {
if (this.dying) return;
if (this.starTime) {
var index;
if (this.starTime > 60) index = Math.floor(this.starTime / 2) % 3;
else index = Math.floor(this.starTime / 8) % 3;
this.sprite.pos[1] = level.invincibility[index];
if (this.power == 0) {
this.sprite.pos[1] += 32;
}
this.starTime -= 1;
if (this.starTime == 0) {
switch (this.power) {
case 0:
this.sprite.pos[1] = 32;
break;
case 1:
this.sprite.pos[1] = 0;
break;
case 2:
this.sprite.pos[1] = 96;
break;
}
}
}
//okay cool, now set the sprite
if (this.crouching) {
this.sprite.pos[0] = 176;
this.sprite.speed = 0;
return;
}
if (this.jumping) {
this.sprite.pos[0] = 160;
this.sprite.speed = 0;
} else if (this.standing) {
if (Math.abs(this.vel[0]) > 0) {
if (this.vel[0] * this.acc[0] >= 0) {
this.sprite.pos[0] = 96;
this.sprite.frames = [0, 1, 2];
if (this.vel[0] < 0.2) {
this.sprite.speed = 5;
} else {
this.sprite.speed = Math.abs(this.vel[0]) * 8;
}
} else if (
(this.vel[0] > 0 && this.left) ||
(this.vel[0] < 0 && !this.left)
) {
this.sprite.pos[0] = 144;
this.sprite.speed = 0;
}
} else {
this.sprite.pos[0] = 80;
this.sprite.speed = 0;
}
if (this.shooting) {
this.sprite.pos[0] += 160;
this.shooting -= 1;
}
}
if (this.flagging) {
this.sprite.pos[0] = 192;
this.sprite.frames = [0, 1];
this.sprite.speed = 10;
if (this.vel[1] === 0) this.sprite.frames = [0];
}
//which way are we facing?
if (this.left) {
this.sprite.img = "sprites/playerl.png";
} else {
this.sprite.img = "sprites/player.png";
}
};
Player.prototype.update = function (dt, vX) {
if (this.powering.length !== 0) {
var next = this.powering.shift();
if (next == 5) return;
this.sprite.pos = this.powerSprites[next];
this.sprite.size = this.powerSizes[next];
this.pos[1] += this.shift[next];
if (this.powering.length === 0) {
delete level.items[this.touchedItem];
}
return;
}
if (this.invincibility) {
this.invincibility -= Math.round(dt * 60);
}
if (this.waiting) {
this.waiting -= dt;
if (this.waiting <= 0) {
this.waiting = 0;
} else return;
}
if (this.bounce) {
this.bounce = false;
this.standing = false;
this.vel[1] = -3;
}
if (this.pos[0] <= vX) {
this.pos[0] = vX;
this.vel[0] = Math.max(this.vel[0], 0);
}
if (Math.abs(this.vel[0]) > this.maxSpeed) {
this.vel[0] -= (0.05 * this.vel[0]) / Math.abs(this.vel[0]);
this.acc[0] = 0;
}
if (this.dying) {
if (this.pos[1] < this.targetPos[1]) {
this.vel[1] = 1;
}
this.dying -= 1 * dt;
if (this.dying <= 0) {
player = new Mario.Player(level.playerPos);
level.loader.call();
input.reset();
}
} else {
this.acc[1] = 0.25;
if (this.pos[1] > 240) {
this.die();
}
}
if (this.piping) {
this.acc = [0, 0];
var pos = [Math.round(this.pos[0]), Math.round(this.pos[1])];
if (pos[0] === this.targetPos[0] && pos[1] === this.targetPos[1]) {
this.piping = false;
this.pipeLoc.call();
}
}
if (this.flagging) {
this.acc = [0, 0];
}
if (this.exiting) {
this.left = false;
this.flagging = false;
this.vel[0] = 1.5;
if (this.pos[0] >= this.targetPos[0]) {
this.sprite.size = [0, 0];
this.vel = [0, 0];
window.setTimeout(function () {
player.sprite.size = player.power === 0 ? [16, 16] : [16, 32];
player.exiting = false;
player.noInput = false;
level.loader();
if (player.power !== 0) player.pos[1] -= 16;
music.overworld.currentTime = 0;
}, 5000);
}
}
//approximate acceleration
this.vel[0] += this.acc[0];
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
this.setAnimation();
this.sprite.update(dt);
};
this.sprite.update(dt);
};
Player.prototype.checkCollisions = function() {
if (this.piping || this.dying) return;
//x-axis first!
var h = this.power > 0 ? 2 : 1;
var w = 1;
if (this.pos[1] % 16 !== 0) {
h += 1;
}
if (this.pos[0] % 16 !== 0) {
w += 1;
}
var baseX = Math.floor(this.pos[0] / 16);
var baseY = Math.floor(this.pos[1] / 16);
Player.prototype.checkCollisions = function () {
if (this.piping || this.dying) return;
//x-axis first!
var h = this.power > 0 ? 2 : 1;
var w = 1;
if (this.pos[1] % 16 !== 0) {
h += 1;
}
if (this.pos[0] % 16 !== 0) {
w += 1;
}
var baseX = Math.floor(this.pos[0] / 16);
var baseY = Math.floor(this.pos[1] / 16);
for (var i = 0; i < h; i++) {
if (baseY + i < 0 || baseY + i >= 15) continue;
for (var j = 0; j < w; j++) {
if (baseY < 0) { i++;}
if (level.statics[baseY + i][baseX + j]) {
level.statics[baseY + i][baseX + j].isCollideWith(this);
}
if (level.blocks[baseY + i][baseX + j]) {
level.blocks[baseY + i][baseX + j].isCollideWith(this);
}
}
}
};
for (var i = 0; i < h; i++) {
if (baseY + i < 0 || baseY + i >= 15) continue;
for (var j = 0; j < w; j++) {
if (baseY < 0) {
i++;
}
if (level.statics[baseY + i][baseX + j]) {
level.statics[baseY + i][baseX + j].isCollideWith(this);
}
if (level.blocks[baseY + i][baseX + j]) {
level.blocks[baseY + i][baseX + j].isCollideWith(this);
}
}
}
};
Player.prototype.powerUp = function(idx) {
sounds.powerup.play();
this.powering = [0,5,2,5,1,5,2,5,1,5,2,5,3,5,1,5,2,5,3,5,1,5,4];
this.touchedItem = idx;
Player.prototype.powerUp = function (idx) {
sounds.powerup.play();
this.powering = [
0, 5, 2, 5, 1, 5, 2, 5, 1, 5, 2, 5, 3, 5, 1, 5, 2, 5, 3, 5, 1, 5, 4,
];
this.touchedItem = idx;
if (this.power === 0) {
this.sprite.pos[0] = 80;
var newy = this.sprite.pos[1] - 32;
this.powerSprites = [[80, newy+32], [80, newy+32], [320, newy], [80, newy], [128, newy]];
this.powerSizes = [[16,16],[16,16],[16,32],[16,32],[16,32]];
this.shift = [0,16,-16,0,-16];
this.power = 1;
this.hitbox = [0,0,16,32];
} else if (this.power == 1) {
var curx = this.sprite.pos[0];
this.powerSprites = [[curx, 96], [curx, level.invincibility[0]],
[curx, level.invincibility[1]], [curx, level.invincibility[2]],
[curx, 96]];
this.powerSizes[[16,32],[16,32],[16,32],[16,32],[16,32]];
this.shift = [0,0,0,0,0];
this.power = 2;
} else {
this.powering = [];
delete level.items[idx];
//no animation, but we play the sound and you get 5000 points.
}
};
if (this.power === 0) {
this.sprite.pos[0] = 80;
var newy = this.sprite.pos[1] - 32;
this.powerSprites = [
[80, newy + 32],
[80, newy + 32],
[320, newy],
[80, newy],
[128, newy],
];
this.powerSizes = [
[16, 16],
[16, 16],
[16, 32],
[16, 32],
[16, 32],
];
this.shift = [0, 16, -16, 0, -16];
this.power = 1;
this.hitbox = [0, 0, 16, 32];
} else if (this.power == 1) {
var curx = this.sprite.pos[0];
this.powerSprites = [
[curx, 96],
[curx, level.invincibility[0]],
[curx, level.invincibility[1]],
[curx, level.invincibility[2]],
[curx, 96],
];
this.powerSizes[([16, 32], [16, 32], [16, 32], [16, 32], [16, 32])];
this.shift = [0, 0, 0, 0, 0];
this.power = 2;
} else {
this.powering = [];
delete level.items[idx];
//no animation, but we play the sound and you get 5000 points.
}
};
Player.prototype.damage = function() {
if (this.power === 0) { //if you're already small, you dead!
this.die();
} else { //otherwise, you get turned into small mario
sounds.pipe.play();
this.powering = [0,5,1,5,2,5,1,5,2,5,1,5,2,5,1,5,2,5,1,5,2,5,3];
this.shift = [0,16,-16,16];
this.sprite.pos = [160, 0];
this.powerSprites = [[160,0], [240, 32], [240, 0], [160, 32]];
this.powerSizes = [[16, 32], [16,16], [16,32], [16,16]];
this.invincibility = 120;
this.power = 0;
this.hitbox = [0,0,16,16];
}
};
Player.prototype.damage = function () {
if (this.power === 0) {
//if you're already small, you dead!
this.die();
} else {
//otherwise, you get turned into small mario
sounds.pipe.play();
this.powering = [
0, 5, 1, 5, 2, 5, 1, 5, 2, 5, 1, 5, 2, 5, 1, 5, 2, 5, 1, 5, 2, 5, 3,
];
this.shift = [0, 16, -16, 16];
this.sprite.pos = [160, 0];
this.powerSprites = [
[160, 0],
[240, 32],
[240, 0],
[160, 32],
];
this.powerSizes = [
[16, 32],
[16, 16],
[16, 32],
[16, 16],
];
this.invincibility = 120;
this.power = 0;
this.hitbox = [0, 0, 16, 16];
}
};
Player.prototype.die = function () {
//TODO: rewrite the way sounds work to emulate the channels of an NES.
music.overworld.pause();
music.underground.pause();
music.overworld.currentTime = 0;
music.death.play();
this.noWalk();
this.noRun();
this.noJump();
Player.prototype.die = function () {
//TODO: rewrite the way sounds work to emulate the channels of an NES.
music.overworld.pause();
music.underground.pause();
music.overworld.currentTime = 0;
music.death.play();
this.noWalk();
this.noRun();
this.noJump();
this.acc[0] = 0;
this.sprite.pos = [176, 32];
this.sprite.speed = 0;
this.power = 0;
this.waiting = 0.5;
this.dying = 2;
this.acc[0] = 0;
this.sprite.pos = [176, 32];
this.sprite.speed = 0;
this.power = 0;
this.waiting = 0.5;
this.dying = 2;
if (this.pos[1] < 240) { //falling into a pit doesn't do the animation.
this.targetPos = [this.pos[0], this.pos[1]-128];
this.vel = [0,-5];
} else {
this.vel = [0,0];
this.targetPos = [this.pos[0], this.pos[1] - 16];
}
};
if (this.pos[1] < 240) {
//falling into a pit doesn't do the animation.
this.targetPos = [this.pos[0], this.pos[1] - 128];
this.vel = [0, -5];
} else {
this.vel = [0, 0];
this.targetPos = [this.pos[0], this.pos[1] - 16];
}
};
Player.prototype.star = function(idx) {
delete level.items[idx];
this.starTime = 660;
}
Player.prototype.star = function (idx) {
delete level.items[idx];
this.starTime = 660;
};
Player.prototype.pipe = function(direction, destination) {
sounds.pipe.play();
this.piping = true;
this.pipeLoc = destination;
switch(direction) {
case "LEFT":
this.vel = [-1,0];
this.targetPos = [Math.round(this.pos[0]-16), Math.round(this.pos[1])]
break;
case "RIGHT":
this.vel = [1,0];
this.targetPos = [Math.round(this.pos[0]+16), Math.round(this.pos[1])]
break;
case "DOWN":
this.vel = [0,1];
this.targetPos = [Math.round(this.pos[0]), Math.round(this.pos[1]+this.hitbox[3])]
break;
case "UP":
this.vel = [0,-1];
this.targetPos = [Math.round(this.pos[0]), Math.round(this.pos[1]-this.hitbox[3])]
break;
}
}
Player.prototype.pipe = function (direction, destination) {
sounds.pipe.play();
this.piping = true;
this.pipeLoc = destination;
switch (direction) {
case "LEFT":
this.vel = [-1, 0];
this.targetPos = [
Math.round(this.pos[0] - 16),
Math.round(this.pos[1]),
];
break;
case "RIGHT":
this.vel = [1, 0];
this.targetPos = [
Math.round(this.pos[0] + 16),
Math.round(this.pos[1]),
];
break;
case "DOWN":
this.vel = [0, 1];
this.targetPos = [
Math.round(this.pos[0]),
Math.round(this.pos[1] + this.hitbox[3]),
];
break;
case "UP":
this.vel = [0, -1];
this.targetPos = [
Math.round(this.pos[0]),
Math.round(this.pos[1] - this.hitbox[3]),
];
break;
}
};
Player.prototype.flag = function() {
this.noInput = true;
this.flagging = true;
this.vel = [0, 2];
this.acc = [0, 0];
}
Player.prototype.flag = function () {
this.noInput = true;
this.flagging = true;
this.vel = [0, 2];
this.acc = [0, 0];
};
Player.prototype.exit = function() {
this.pos[0] += 16;
this.targetPos[0] = level.exit * 16;
this.left = true;
this.setAnimation();
this.waiting = 1;
this.exiting = true;
}
Player.prototype.exit = function () {
this.pos[0] += 16;
this.targetPos[0] = level.exit * 16;
this.left = true;
this.setAnimation();
this.waiting = 1;
this.exiting = true;
};
})();

View File

@@ -1,15 +1,14 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
//props do even less than entities, so they don't need to inherit really
var Prop = Mario.Prop = function(pos, sprite) {
var Prop = (Mario.Prop = function (pos, sprite) {
this.pos = pos;
this.sprite = sprite;
}
});
//but we will be using the same Render, more or less.
Prop.prototype.render = function(ctx, vX, vY) {
Prop.prototype.render = function (ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
};
})();

View File

@@ -1,62 +1,61 @@
//simple resource loader
(function() {
var resourceCache = {};
var loading = [];
var readyCallbacks = [];
(function () {
var resourceCache = {};
var loading = [];
var readyCallbacks = [];
// Load an image url or an array of image urls
function load(urlOrArr) {
if(urlOrArr instanceof Array) {
urlOrArr.forEach(function(url) {
_load(url);
});
}
else {
_load(urlOrArr);
}
// Load an image url or an array of image urls
function load(urlOrArr) {
if (urlOrArr instanceof Array) {
urlOrArr.forEach(function (url) {
_load(url);
});
} else {
_load(urlOrArr);
}
}
function _load(url) {
if(resourceCache[url]) {
return resourceCache[url];
}
else {
var img = new Image();
img.onload = function() {
resourceCache[url] = img;
if(isReady()) {
readyCallbacks.forEach(function(func) { func(); });
}
};
resourceCache[url] = false;
img.src = url;
function _load(url) {
if (resourceCache[url]) {
return resourceCache[url];
} else {
var img = new Image();
img.onload = function () {
resourceCache[url] = img;
if (isReady()) {
readyCallbacks.forEach(function (func) {
func();
});
}
};
resourceCache[url] = false;
img.src = url;
}
}
function get(url) {
return resourceCache[url];
function get(url) {
return resourceCache[url];
}
function isReady() {
var ready = true;
for (var k in resourceCache) {
if (resourceCache.hasOwnProperty(k) && !resourceCache[k]) {
ready = false;
}
}
return ready;
}
function isReady() {
var ready = true;
for(var k in resourceCache) {
if(resourceCache.hasOwnProperty(k) &&
!resourceCache[k]) {
ready = false;
}
}
return ready;
}
function onReady(func) {
readyCallbacks.push(func);
}
function onReady(func) {
readyCallbacks.push(func);
}
window.resources = {
load: load,
get: get,
onReady: onReady,
isReady: isReady
};
window.resources = {
load: load,
get: get,
onReady: onReady,
isReady: isReady,
};
})();

View File

@@ -1,15 +1,14 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
//TODO: make each rubble an entity, use that render and write in Entity.update
var Rubble = Mario.Rubble = function() {
var Rubble = (Mario.Rubble = function () {
this.sprites = [];
this.poss = [];
this.vels = [];
}
});
Rubble.prototype.spawn = function(pos) {
Rubble.prototype.spawn = function (pos) {
this.idx = level.items.length;
level.items.push(this);
this.sprites[0] = level.rubbleSprite();
@@ -17,19 +16,19 @@
this.sprites[2] = level.rubbleSprite();
this.sprites[3] = level.rubbleSprite();
this.poss[0] = pos;
this.poss[1] = [ pos[0] + 8, pos[1] ];
this.poss[2] = [ pos[0], pos[1] + 8 ];
this.poss[3] = [ pos[0] + 8, pos[1] + 8 ];
this.poss[1] = [pos[0] + 8, pos[1]];
this.poss[2] = [pos[0], pos[1] + 8];
this.poss[3] = [pos[0] + 8, pos[1] + 8];
this.vels[0] = [-1.25, -5];
this.vels[1] = [1.25, -5];
this.vels[2] = [-1.25, -3];
this.vels[3] = [1.25, -3];
}
};
Rubble.prototype.update = function(dt) {
for(var i = 0; i < 4; i++) {
if (this.sprites[i]===undefined) continue;
this.vels[i][1] += .3;
Rubble.prototype.update = function (dt) {
for (var i = 0; i < 4; i++) {
if (this.sprites[i] === undefined) continue;
this.vels[i][1] += 0.3;
this.poss[i][0] += this.vels[i][0];
this.poss[i][1] += this.vels[i][1];
this.sprites[i].update(dt);
@@ -37,19 +36,23 @@
delete this.sprites[i];
}
}
if (this.sprites.every(function (el) {return !el})) {
if (
this.sprites.every(function (el) {
return !el;
})
) {
delete level.items[this.idx];
}
}
};
//You might argue that things that can't collide are more like scenery
//but these move and need to be deleted, and i'd rather deal with the 1d array.
Rubble.prototype.checkCollisions = function() {;}
Rubble.prototype.checkCollisions = function () {};
Rubble.prototype.render = function() {
for(var i = 0; i < 4; i++) {
Rubble.prototype.render = function () {
for (var i = 0; i < 4; i++) {
if (this.sprites[i] === undefined) continue;
this.sprites[i].render(ctx, this.poss[i][0], this.poss[i][1], vX, vY);
}
}
};
})();

View File

@@ -1,8 +1,7 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Sprite = Mario.Sprite = function(img, pos, size, speed, frames, once) {
var Sprite = (Mario.Sprite = function (img, pos, size, speed, frames, once) {
this.pos = pos;
this.size = size;
this.speed = speed;
@@ -10,19 +9,19 @@
this.img = img;
this.once = once;
this.frames = frames;
}
});
Sprite.prototype.update = function(dt, gameTime) {
Sprite.prototype.update = function (dt, gameTime) {
if (gameTime && gameTime == this.lastUpdated) return;
this._index += this.speed*dt;
this._index += this.speed * dt;
if (gameTime) this.lastUpdated = gameTime;
}
};
Sprite.prototype.setFrame = function(frame) {
Sprite.prototype.setFrame = function (frame) {
this._index = frame;
}
};
Sprite.prototype.render = function(ctx, posx, posy, vX, vY) {
Sprite.prototype.render = function (ctx, posx, posy, vX, vY) {
var frame;
if (this.speed > 0) {
@@ -41,7 +40,17 @@
var x = this.pos[0];
var y = this.pos[1];
x += frame*this.size[0];
ctx.drawImage(resources.get(this.img), x + (1/3),y + (1/3), this.size[0] - (2/3), this.size[1] - (2/3), Math.round(posx - vX), Math.round(posy - vY), this.size[0],this.size[1]);
}
x += frame * this.size[0];
ctx.drawImage(
resources.get(this.img),
x + 1 / 3,
y + 1 / 3,
this.size[0] - 2 / 3,
this.size[1] - 2 / 3,
Math.round(posx - vX),
Math.round(posy - vY),
this.size[0],
this.size[1],
);
};
})();

View File

@@ -1,38 +1,37 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Star = Mario.Star = function(pos) {
var Star = (Mario.Star = function (pos) {
this.spawning = false;
this.waiting = 0;
Mario.Entity.call(this, {
pos: pos,
sprite: level.starSprite,
hitbox: [0,0,16,16]
hitbox: [0, 0, 16, 16],
});
}
});
Mario.Util.inherits(Star, Mario.Entity);
Star.prototype.render = function(ctx, vX, vY) {
Star.prototype.render = function (ctx, vX, vY) {
if (this.spawning > 1) return;
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
};
Star.prototype.spawn = function() {
Star.prototype.spawn = function () {
this.idx = level.items.length;
level.items.push(this);
this.spawning = 12;
this.targetpos = [];
this.targetpos[0] = this.pos[0];
this.targetpos[1] = this.pos[1] - 16;
}
};
Star.prototype.update = function(dt) {
Star.prototype.update = function (dt) {
if (this.spawning > 1) {
this.spawning -= 1;
if (this.spawning == 1) this.vel[1] = -.5;
if (this.spawning == 1) this.vel[1] = -0.5;
return;
}
if (this.spawning) {
@@ -60,14 +59,14 @@
this.pos[1] += this.vel[1];
this.sprite.update(dt);
}
}
};
Star.prototype.collideWall = function() {
Star.prototype.collideWall = function () {
this.vel[0] = -this.vel[0];
}
};
Star.prototype.checkCollisions = function() {
if(this.spawning) {
Star.prototype.checkCollisions = function () {
if (this.spawning) {
return;
}
var h = this.pos[1] % 16 == 0 ? 1 : 2;
@@ -93,24 +92,36 @@
}
this.isPlayerCollided();
}
};
//we have access to player everywhere, so let's just do this.
Star.prototype.isPlayerCollided = function() {
Star.prototype.isPlayerCollided = function () {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [player.pos[0] + player.hitbox[0], player.pos[1] + player.hitbox[1]];
var hpos2 = [
player.pos[0] + player.hitbox[0],
player.pos[1] + player.hitbox[1],
];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+player.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+player.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (
!(
hpos1[0] > hpos2[0] + player.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + player.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
player.star(this.idx);
}
}
}
};
Star.prototype.bump = function() {
Star.prototype.bump = function () {
this.vel[1] = -2;
}
};
})();

View File

@@ -1,14 +1,14 @@
(function() {
if (typeof Mario === 'undefined') {
window.Mario = {};
}
(function () {
if (typeof Mario === "undefined") {
window.Mario = {};
}
var Util = Mario.Util = {};
var Util = (Mario.Util = {});
Util.inherits = function(subclass, superclass) {
function Surrogate() {};
Util.inherits = function (subclass, superclass) {
function Surrogate() {}
Surrogate.prototype = superclass.prototype;
subclass.prototype = new Surrogate();
}
})()
Surrogate.prototype = superclass.prototype;
subclass.prototype = new Surrogate();
};
})();

View File

@@ -1,4 +1,4 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />

View File

@@ -1,19 +1,19 @@
<html>
<head>
<title>Matplotlib</title>
<meta charset="utf-8">
<link rel="icon" type="image/x-icon" href="./favicon.png">
<meta charset="utf-8" />
<link rel="icon" type="image/x-icon" href="./favicon.png" />
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
<link rel="stylesheet" href="./assets/css/examples.css" />
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
</head>
<body>
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c;">Matplotlib</a>
<a class="title" href="" style="color: #f0ab3c">Matplotlib</a>
</div>
</nav>
<section class="pyscript">
@@ -30,39 +30,39 @@
</py-config>
<py-script>
import matplotlib.pyplot as plt
import matplotlib.tri as tri
import numpy as np
import matplotlib.pyplot as plt
import matplotlib.tri as tri
import numpy as np
# First create the x and y coordinates of the points.
n_angles = 36
n_radii = 8
min_radius = 0.25
radii = np.linspace(min_radius, 0.95, n_radii)
# First create the x and y coordinates of the points.
n_angles = 36
n_radii = 8
min_radius = 0.25
radii = np.linspace(min_radius, 0.95, n_radii)
angles = np.linspace(0, 2 * np.pi, n_angles, endpoint=False)
angles = np.repeat(angles[..., np.newaxis], n_radii, axis=1)
angles[:, 1::2] += np.pi / n_angles
angles = np.linspace(0, 2 * np.pi, n_angles, endpoint=False)
angles = np.repeat(angles[..., np.newaxis], n_radii, axis=1)
angles[:, 1::2] += np.pi / n_angles
x = (radii * np.cos(angles)).flatten()
y = (radii * np.sin(angles)).flatten()
z = (np.cos(radii) * np.cos(3 * angles)).flatten()
x = (radii * np.cos(angles)).flatten()
y = (radii * np.sin(angles)).flatten()
z = (np.cos(radii) * np.cos(3 * angles)).flatten()
# Create the Triangulation; no triangles so Delaunay triangulation created.
triang = tri.Triangulation(x, y)
# Create the Triangulation; no triangles so Delaunay triangulation created.
triang = tri.Triangulation(x, y)
# Mask off unwanted triangles.
triang.set_mask(np.hypot(x[triang.triangles].mean(axis=1),
y[triang.triangles].mean(axis=1))
< min_radius)
# Mask off unwanted triangles.
triang.set_mask(np.hypot(x[triang.triangles].mean(axis=1),
y[triang.triangles].mean(axis=1))
< min_radius)
fig1, ax1 = plt.subplots()
ax1.set_aspect('equal')
tpc = ax1.tripcolor(triang, z, shading='flat')
fig1.colorbar(tpc)
ax1.set_title('tripcolor of Delaunay triangulation, flat shading')
fig1, ax1 = plt.subplots()
ax1.set_aspect('equal')
tpc = ax1.tripcolor(triang, z, shading='flat')
fig1.colorbar(tpc)
ax1.set_title('tripcolor of Delaunay triangulation, flat shading')
display(fig1, target="mpl")
display(fig1, target="mpl")
</py-script>
</py-tutor>
</section>

View File

@@ -1,37 +1,35 @@
<html>
<head>
<link rel="icon" type="image/x-icon" href="./favicon.png">
<head>
<link rel="icon" type="image/x-icon" href="./favicon.png" />
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
<link rel="stylesheet" href="./assets/css/examples.css" />
</head>
<body>
</head>
<body>
<py-tutor>
<py-config>
packages = [
"numpy",
"networkx",
"matplotlib"
]
plugins = [
"../build/plugins/python/py_tutor.py"
]
</py-config>
<py-config>
packages = [
"numpy",
"networkx",
"matplotlib"
]
plugins = [
"../build/plugins/python/py_tutor.py"
]
</py-config>
<py-script>
import numpy as np
import networkx as nx
</py-script>
<py-script>
import numpy as np
import networkx as nx
</py-script>
<p>Message passing with linear algebra: a demo.</p>
<p>Imagine we have a chain graph that looks like this:</p>
<pre><code>O --> 1 --> 2 --> 3</code></pre>
<p>In NetworkX this graph would look like the following:</p>
<pre>
<p>Message passing with linear algebra: a demo.</p>
<p>Imagine we have a chain graph that looks like this:</p>
<pre><code>O --> 1 --> 2 --> 3</code></pre>
<p>In NetworkX this graph would look like the following:</p>
<pre>
<py-script>
G = nx.Graph()
nodes = list(range(4))
@@ -39,28 +37,29 @@ G.add_edges_from(zip(nodes[0:-1], nodes[1:]))
print(G.edges())
</py-script>
</pre>
<p>This chain graph has the following adjacency matrix:</p>
<pre>
<p>This chain graph has the following adjacency matrix:</p>
<pre>
<py-script>
adj_mat = np.eye(4, k=1)
print(f"A: {adj_mat}")
</py-script>
</pre>
<p>And imagine that we have a message that lives on the graph:</p>
<pre>
<p>And imagine that we have a message that lives on the graph:</p>
<pre>
<py-script>
message = np.array([1.0, 0.0, 0.0, 0.0])
print(f"message: {message}")
</py-script>
</pre>
<p>Try out message passing below by doing any one of the following steps:</p>
<pre><code>message @ adj_mat</code></pre>
<pre><code>message @ adj_mat @ adj_mat</code></pre>
<pre><code>message @ adj_mat @ adj_mat @ adj_mat</code></pre>
<div>
<p>
Try out message passing below by doing any one of the following steps:
</p>
<pre><code>message @ adj_mat</code></pre>
<pre><code>message @ adj_mat @ adj_mat</code></pre>
<pre><code>message @ adj_mat @ adj_mat @ adj_mat</code></pre>
<div>
<py-repl id="my-repl" auto-generate="true"> </py-repl>
</div>
</div>
</py-tutor>
</body>
</body>
</html>

View File

@@ -1,191 +1,186 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<link rel="icon" type="image/x-icon" href="./favicon.png">
<head>
<meta charset="utf-8" />
<link rel="icon" type="image/x-icon" href="./favicon.png" />
<title>micrograd</title>
<title>micrograd</title>
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
<link href="https://cdn.jsdelivr.net/npm/bootstrap@5.1.3/dist/css/bootstrap.min.css" rel="stylesheet" crossorigin="anonymous">
</head>
<link
href="https://cdn.jsdelivr.net/npm/bootstrap@5.1.3/dist/css/bootstrap.min.css"
rel="stylesheet"
crossorigin="anonymous"
/>
</head>
<body style="padding-top: 20px; padding-right: 20px; padding-bottom: 20px; padding-left: 20px">
<h1>Micrograd - A tiny Autograd engine (with a bite! :))</h1><br>
<body
style="
padding-top: 20px;
padding-right: 20px;
padding-bottom: 20px;
padding-left: 20px;
"
>
<h1>Micrograd - A tiny Autograd engine (with a bite! :))</h1>
<br />
<py-config>
packages = [
"micrograd",
"numpy",
"matplotlib"
]
</py-config>
<py-config>
packages = [
"micrograd",
"numpy",
"matplotlib"
]
</py-config>
<div>
<p>
<a href="https://github.com/karpathy/micrograd">Micrograd</a> is a tiny Autograd engine created
by <a href="https://twitter.com/karpathy">Andrej Karpathy</a>. This app recreates the
<a href="https://github.com/karpathy/micrograd/blob/master/demo.ipynb">demo</a>
he prepared for this package using pyscript to train a basic model, written in Python, natively in
the browser. <br>
</p>
</div>
<div>
<p>
You may run each Python REPL cell interactively by pressing (Shift + Enter) or (Ctrl + Enter).
You can also modify the code directly as you wish. If you want to run all the code at once,
not each cell individually, you may instead click the 'Run All' button. Training the model
takes between 1-2 min if you decide to 'Run All' at once. 'Run All' is your only option if
you are running this on a mobile device where you cannot press (Shift + Enter). After the
model is trained, a plot image should be displayed depicting the model's ability to
classify the data. <br>
</p>
<p>
Currently the <code>&gt;</code> symbol is being imported incorrectly as <code>&amp;gt;</code> into the REPL's.
In this app the <code>&gt;</code> symbol has been replaced with <code>().__gt__()</code> so you can run the code
without issue. Ex: instead of <code>a &gt; b</code>, you will see <code>(a).__gt__(b)</code> instead. <br>
</p>
<py-script>import js; js.document.getElementById('python-status').innerHTML = 'Python is now ready. You may proceed.'</py-script>
<div id="python-status">Python is currently starting. Please wait...</div>
<button id="run-all-button" class="btn btn-primary" type="submit" py-onClick="run_all_micrograd_demo()">Run All</button><br>
<py-script src="/micrograd_ai.py"></py-script>
<div id="micrograd-run-all-print-div"></div><br>
<div id="micrograd-run-all-fig1-div"></div>
<div id="micrograd-run-all-fig2-div"></div><br>
</div>
<py-repl auto-generate="false">
import random
import numpy as np
import matplotlib.pyplot as plt
</py-repl><br>
<py-repl auto-generate="false">
from micrograd.engine import Value
from micrograd.nn import Neuron, Layer, MLP
</py-repl><br>
<py-repl auto-generate="true">
np.random.seed(1337)
random.seed(1337)
</py-repl><br>
<py-repl auto-generate="true">
#An adaptation of sklearn's make_moons function https://scikit-learn.org/stable/modules/generated/sklearn.datasets.make_moons.html
def make_moons(n_samples=100, noise=None):
n_samples_out, n_samples_in = n_samples, n_samples
<div>
<p>
<a href="https://github.com/karpathy/micrograd">Micrograd</a> is a tiny
Autograd engine created by
<a href="https://twitter.com/karpathy">Andrej Karpathy</a>. This app
recreates the
<a href="https://github.com/karpathy/micrograd/blob/master/demo.ipynb"
>demo</a
>
he prepared for this package using pyscript to train a basic model,
written in Python, natively in the browser. <br />
</p>
</div>
<div>
<p>
You may run each Python REPL cell interactively by pressing (Shift +
Enter) or (Ctrl + Enter). You can also modify the code directly as you
wish. If you want to run all the code at once, not each cell
individually, you may instead click the 'Run All' button. Training the
model takes between 1-2 min if you decide to 'Run All' at once. 'Run
All' is your only option if you are running this on a mobile device
where you cannot press (Shift + Enter). After the model is trained, a
plot image should be displayed depicting the model's ability to classify
the data. <br />
</p>
<p>
Currently the <code>&gt;</code> symbol is being imported incorrectly as
<code>&amp;gt;</code> into the REPL's. In this app the
<code>&gt;</code> symbol has been replaced with
<code>().__gt__()</code> so you can run the code without issue. Ex:
instead of <code>a &gt; b</code>, you will see
<code>(a).__gt__(b)</code> instead. <br />
</p>
<py-script>
import js; js.document.getElementById('python-status').innerHTML = 'Python is now ready. You may proceed.'
</py-script>
<div id="python-status">Python is currently starting. Please wait...</div>
<button
id="run-all-button"
class="btn btn-primary"
type="submit"
py-onClick="run_all_micrograd_demo()"
>
Run All</button
><br />
<py-script src="/micrograd_ai.py"></py-script>
<div id="micrograd-run-all-print-div"></div>
<br />
<div id="micrograd-run-all-fig1-div"></div>
<div id="micrograd-run-all-fig2-div"></div>
<br />
</div>
<py-repl auto-generate="false">
import random import numpy as np import matplotlib.pyplot as plt </py-repl
><br />
<py-repl auto-generate="false">
from micrograd.engine import Value from micrograd.nn import Neuron, Layer,
MLP </py-repl
><br />
<py-repl auto-generate="true">
np.random.seed(1337) random.seed(1337) </py-repl
><br />
<py-repl auto-generate="true">
#An adaptation of sklearn's make_moons function
https://scikit-learn.org/stable/modules/generated/sklearn.datasets.make_moons.html
def make_moons(n_samples=100, noise=None): n_samples_out, n_samples_in =
n_samples, n_samples outer_circ_x = np.cos(np.linspace(0, np.pi,
n_samples_out)) outer_circ_y = np.sin(np.linspace(0, np.pi,
n_samples_out)) inner_circ_x = 1 - np.cos(np.linspace(0, np.pi,
n_samples_in)) inner_circ_y = 1 - np.sin(np.linspace(0, np.pi,
n_samples_in)) - 0.5 X = np.vstack([np.append(outer_circ_x, inner_circ_x),
np.append(outer_circ_y, inner_circ_y)]).T y =
np.hstack([np.zeros(n_samples_out, dtype=np.intp), np.ones(n_samples_in,
dtype=np.intp)]) if noise is not None: X += np.random.normal(loc=0.0,
scale=noise, size=X.shape) return X, y X, y = make_moons(n_samples=100,
noise=0.1) </py-repl
><br />
<py-repl auto-generate="true">
y = y*2 - 1 # make y be -1 or 1 # visualize in 2D
plt.figure(figsize=(5,5)) plt.scatter(X[:,0], X[:,1], c=y, s=20,
cmap='jet') plt </py-repl
><br />
<py-repl auto-generate="true">
model = MLP(2, [16, 16, 1]) # 2-layer neural network print(model)
print("number of parameters", len(model.parameters())) </py-repl
><br />
outer_circ_x = np.cos(np.linspace(0, np.pi, n_samples_out))
outer_circ_y = np.sin(np.linspace(0, np.pi, n_samples_out))
inner_circ_x = 1 - np.cos(np.linspace(0, np.pi, n_samples_in))
inner_circ_y = 1 - np.sin(np.linspace(0, np.pi, n_samples_in)) - 0.5
<div>
Line 24 has been changed from: <br />
<code
>accuracy = [(yi &gt; 0) == (scorei.data &gt; 0) for yi, scorei in
zip(yb, scores)]</code
><br />
to: <br />
<code
>accuracy = [((yi).__gt__(0)) == ((scorei.data).__gt__(0)) for yi,
scorei in zip(yb, scores)]</code
><br />
</div>
X = np.vstack([np.append(outer_circ_x, inner_circ_x), np.append(outer_circ_y, inner_circ_y)]).T
y = np.hstack([np.zeros(n_samples_out, dtype=np.intp), np.ones(n_samples_in, dtype=np.intp)])
if noise is not None: X += np.random.normal(loc=0.0, scale=noise, size=X.shape)
return X, y
X, y = make_moons(n_samples=100, noise=0.1)
</py-repl><br>
<py-repl auto-generate="true">
y = y*2 - 1 # make y be -1 or 1
# visualize in 2D
plt.figure(figsize=(5,5))
plt.scatter(X[:,0], X[:,1], c=y, s=20, cmap='jet')
plt
</py-repl><br>
<py-repl auto-generate="true">
model = MLP(2, [16, 16, 1]) # 2-layer neural network
print(model)
print("number of parameters", len(model.parameters()))
</py-repl><br>
<py-repl auto-generate="true">
# loss function def loss(batch_size=None): # inline DataLoader :) if
batch_size is None: Xb, yb = X, y else: ri =
np.random.permutation(X.shape[0])[:batch_size] Xb, yb = X[ri], y[ri]
inputs = [list(map(Value, xrow)) for xrow in Xb] # forward the model to
get scores scores = list(map(model, inputs)) # svm "max-margin" loss
losses = [(1 + -yi*scorei).relu() for yi, scorei in zip(yb, scores)]
data_loss = sum(losses) * (1.0 / len(losses)) # L2 regularization alpha =
1e-4 reg_loss = alpha * sum((p*p for p in model.parameters())) total_loss
= data_loss + reg_loss # also get accuracy accuracy = [((yi).__gt__(0)) ==
((scorei.data).__gt__(0)) for yi, scorei in zip(yb, scores)] return
total_loss, sum(accuracy) / len(accuracy) total_loss, acc = loss()
print(total_loss, acc) </py-repl
><br />
<py-repl auto-generate="true">
# optimization for k in range(20): #was 100. Accuracy can be further
improved w/ more epochs (to 100%). # forward total_loss, acc = loss() #
backward model.zero_grad() total_loss.backward() # update (sgd)
learning_rate = 1.0 - 0.9*k/100 for p in model.parameters(): p.data -=
learning_rate * p.grad if k % 1 == 0: print(f"step {k} loss
{total_loss.data}, accuracy {acc*100}%") </py-repl
><br />
<div>
<p>
Please wait for the training loop above to complete. It will not print
out stats until it has completely finished. This typically takes 1-2
min. <br /><br />
<div>
Line 24 has been changed from: <br>
<code>accuracy = [(yi &gt; 0) == (scorei.data &gt; 0) for yi, scorei in zip(yb, scores)]</code><br>
to: <br>
<code>accuracy = [((yi).__gt__(0)) == ((scorei.data).__gt__(0)) for yi, scorei in zip(yb, scores)]</code><br>
</div>
<py-repl auto-generate="true">
# loss function
def loss(batch_size=None):
# inline DataLoader :)
if batch_size is None:
Xb, yb = X, y
else:
ri = np.random.permutation(X.shape[0])[:batch_size]
Xb, yb = X[ri], y[ri]
inputs = [list(map(Value, xrow)) for xrow in Xb]
# forward the model to get scores
scores = list(map(model, inputs))
# svm "max-margin" loss
losses = [(1 + -yi*scorei).relu() for yi, scorei in zip(yb, scores)]
data_loss = sum(losses) * (1.0 / len(losses))
# L2 regularization
alpha = 1e-4
reg_loss = alpha * sum((p*p for p in model.parameters()))
total_loss = data_loss + reg_loss
# also get accuracy
accuracy = [((yi).__gt__(0)) == ((scorei.data).__gt__(0)) for yi, scorei in zip(yb, scores)]
return total_loss, sum(accuracy) / len(accuracy)
total_loss, acc = loss()
print(total_loss, acc)
</py-repl><br>
<py-repl auto-generate="true">
# optimization
for k in range(20): #was 100. Accuracy can be further improved w/ more epochs (to 100%).
# forward
total_loss, acc = loss()
# backward
model.zero_grad()
total_loss.backward()
# update (sgd)
learning_rate = 1.0 - 0.9*k/100
for p in model.parameters():
p.data -= learning_rate * p.grad
if k % 1 == 0:
print(f"step {k} loss {total_loss.data}, accuracy {acc*100}%")
</py-repl><br>
<div>
<p>
Please wait for the training loop above to complete. It will not print out stats until it
has completely finished. This typically takes 1-2 min. <br><br>
Line 9 has been changed from: <br>
<code>Z = np.array([s.data &gt; 0 for s in scores])</code><br>
to: <br>
<code>Z = np.array([(s.data).__gt__(0) for s in scores])</code><br>
</p>
</div>
<py-repl auto-generate="true">
h = 0.25
x_min, x_max = X[:, 0].min() - 1, X[:, 0].max() + 1
y_min, y_max = X[:, 1].min() - 1, X[:, 1].max() + 1
xx, yy = np.meshgrid(np.arange(x_min, x_max, h),
np.arange(y_min, y_max, h))
Xmesh = np.c_[xx.ravel(), yy.ravel()]
inputs = [list(map(Value, xrow)) for xrow in Xmesh]
scores = list(map(model, inputs))
Z = np.array([(s.data).__gt__(0) for s in scores])
Z = Z.reshape(xx.shape)
fig = plt.figure()
plt.contourf(xx, yy, Z, cmap=plt.cm.Spectral, alpha=0.8)
plt.scatter(X[:, 0], X[:, 1], c=y, s=40, cmap=plt.cm.Spectral)
plt.xlim(xx.min(), xx.max())
plt.ylim(yy.min(), yy.max())
plt
</py-repl><br>
<py-repl auto-generate="true">
1+1
</py-repl><br>
</body>
Line 9 has been changed from: <br />
<code>Z = np.array([s.data &gt; 0 for s in scores])</code><br />
to: <br />
<code>Z = np.array([(s.data).__gt__(0) for s in scores])</code><br />
</p>
</div>
<py-repl auto-generate="true">
h = 0.25 x_min, x_max = X[:, 0].min() - 1, X[:, 0].max() + 1 y_min, y_max
= X[:, 1].min() - 1, X[:, 1].max() + 1 xx, yy =
np.meshgrid(np.arange(x_min, x_max, h), np.arange(y_min, y_max, h)) Xmesh
= np.c_[xx.ravel(), yy.ravel()] inputs = [list(map(Value, xrow)) for xrow
in Xmesh] scores = list(map(model, inputs)) Z =
np.array([(s.data).__gt__(0) for s in scores]) Z = Z.reshape(xx.shape) fig
= plt.figure() plt.contourf(xx, yy, Z, cmap=plt.cm.Spectral, alpha=0.8)
plt.scatter(X[:, 0], X[:, 1], c=y, s=40, cmap=plt.cm.Spectral)
plt.xlim(xx.min(), xx.max()) plt.ylim(yy.min(), yy.max()) plt </py-repl
><br />
<py-repl auto-generate="true"> 1+1 </py-repl><br />
</body>
</html>
<!-- Adapted by Mat Miller -->

View File

@@ -1,8 +1,11 @@
<html>
<head>
<title>Visualization of Mandelbrot, Julia and Newton sets with NumPy and HTML5 canvas</title>
<meta charset="utf-8">
<link rel="icon" type="image/x-icon" href="./favicon.png">
<title>
Visualization of Mandelbrot, Julia and Newton sets with NumPy and HTML5
canvas
</title>
<meta charset="utf-8" />
<link rel="icon" type="image/x-icon" href="./favicon.png" />
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
<link rel="stylesheet" href="./assets/css/examples.css" />
@@ -27,19 +30,22 @@
}
}
</style>
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
</a>
<a class="title" href="" style="color: #f0ab3c;">Fractals with NumPy and canvas</a>
</div>
</nav>
<section class="pyscript">
<div style="display: flex; flex-direction: column; gap: 1em; width: 600px">
</head>
<body>
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c"
>Fractals with NumPy and canvas</a
>
</div>
</nav>
<section class="pyscript">
<div
style="display: flex; flex-direction: column; gap: 1em; width: 600px"
>
<div id="mandelbrot">
<div style="text-align: center">Mandelbrot set</div>
<div>
@@ -57,25 +63,63 @@
<div id="newton">
<div style="text-align: center">Newton set</div>
<fieldset style="display: flex; flex-direction: row; gap: 1em">
<div><span style="white-space: pre">p(z) = </span><input id="poly" type="text" value="z**3 - 2*z + 2"></div>
<div><span style="white-space: pre">a = </span><input id="coef" type="text" value="1" style="width: 40px"></div>
<div>
<span style="white-space: pre">p(z) = </span
><input id="poly" type="text" value="z**3 - 2*z + 2" />
</div>
<div>
<span style="white-space: pre">a = </span
><input id="coef" type="text" value="1" style="width: 40px" />
</div>
<div style="display: flex; flex-direction: row">
<span style="white-space: pre">x = [</span>
<input id="x0" type="text" value="-2.5" style="width: 80px; text-align: right">
<input
id="x0"
type="text"
value="-2.5"
style="width: 80px; text-align: right"
/>
<span style="white-space: pre">, </span>
<input id="x1" type="text" value="2.5" style="width: 80px; text-align: right">
<input
id="x1"
type="text"
value="2.5"
style="width: 80px; text-align: right"
/>
<span style="white-space: pre">]</span>
</div>
<div style="display: flex; flex-direction: row">
<span style="white-space: pre">y = [</span>
<input id="y0" type="text" value="-5.0" style="width: 80px; text-align: right">
<input
id="y0"
type="text"
value="-5.0"
style="width: 80px; text-align: right"
/>
<span style="white-space: pre">, </span>
<input id="y1" type="text" value="5.0" style="width: 80px; text-align: right">
<input
id="y1"
type="text"
value="5.0"
style="width: 80px; text-align: right"
/>
<span style="white-space: pre">]</span>
</div>
<div style="display: flex; flex-direction: row; gap: 1em">
<div style="white-space: pre"><input type="radio" id="conv" name="type" value="convergence" checked> convergence</div>
<div style="white-space: pre"><input type="radio" id="iter" name="type" value="iterations"> iterations</div>
<div style="white-space: pre">
<input
type="radio"
id="conv"
name="type"
value="convergence"
checked
/>
convergence
</div>
<div style="white-space: pre">
<input type="radio" id="iter" name="type" value="iterations" />
iterations
</div>
</div>
</fieldset>
<div>
@@ -106,236 +150,236 @@
</py-config>
<py-script>
from pyodide.ffi import to_js, create_proxy
from pyodide.ffi import to_js, create_proxy
import numpy as np
import sympy
import numpy as np
import sympy
from palettes import Magma256
from fractals import mandelbrot, julia, newton
from palettes import Magma256
from fractals import mandelbrot, julia, newton
from js import (
console,
document,
devicePixelRatio,
ImageData,
Uint8ClampedArray,
CanvasRenderingContext2D as Context2d,
requestAnimationFrame,
)
from js import (
console,
document,
devicePixelRatio,
ImageData,
Uint8ClampedArray,
CanvasRenderingContext2D as Context2d,
requestAnimationFrame,
)
def prepare_canvas(width: int, height: int, canvas: Element) -> Context2d:
ctx = canvas.getContext("2d")
def prepare_canvas(width: int, height: int, canvas: Element) -> Context2d:
ctx = canvas.getContext("2d")
canvas.style.width = f"{width}px"
canvas.style.height = f"{height}px"
canvas.style.width = f"{width}px"
canvas.style.height = f"{height}px"
canvas.width = width
canvas.height = height
canvas.width = width
canvas.height = height
ctx.clearRect(0, 0, width, height)
ctx.clearRect(0, 0, width, height)
return ctx
return ctx
def color_map(array: np.array, palette: np.array) -> np.array:
size, _ = palette.shape
index = (array/array.max()*(size - 1)).round().astype("uint8")
def color_map(array: np.array, palette: np.array) -> np.array:
size, _ = palette.shape
index = (array/array.max()*(size - 1)).round().astype("uint8")
width, height = array.shape
image = np.full((width, height, 4), 0xff, dtype=np.uint8)
image[:, :, :3] = palette[index]
width, height = array.shape
image = np.full((width, height, 4), 0xff, dtype=np.uint8)
image[:, :, :3] = palette[index]
return image
return image
def draw_image(ctx: Context2d, image: np.array) -> None:
data = Uint8ClampedArray.new(to_js(image.tobytes()))
width, height, _ = image.shape
image_data = ImageData.new(data, width, height)
ctx.putImageData(image_data, 0, 0)
def draw_image(ctx: Context2d, image: np.array) -> None:
data = Uint8ClampedArray.new(to_js(image.tobytes()))
width, height, _ = image.shape
image_data = ImageData.new(data, width, height)
ctx.putImageData(image_data, 0, 0)
width, height = 600, 600
width, height = 600, 600
async def draw_mandelbrot() -> None:
spinner = document.querySelector("#mandelbrot .loading")
canvas = document.querySelector("#mandelbrot canvas")
async def draw_mandelbrot() -> None:
spinner = document.querySelector("#mandelbrot .loading")
canvas = document.querySelector("#mandelbrot canvas")
spinner.style.display = ""
canvas.style.display = "none"
spinner.style.display = ""
canvas.style.display = "none"
ctx = prepare_canvas(width, height, canvas)
ctx = prepare_canvas(width, height, canvas)
console.log("Computing Mandelbrot set ...")
console.time("mandelbrot")
iters = mandelbrot(width, height)
console.timeEnd("mandelbrot")
console.log("Computing Mandelbrot set ...")
console.time("mandelbrot")
iters = mandelbrot(width, height)
console.timeEnd("mandelbrot")
image = color_map(iters, Magma256)
draw_image(ctx, image)
image = color_map(iters, Magma256)
draw_image(ctx, image)
spinner.style.display = "none"
canvas.style.display = "block"
spinner.style.display = "none"
canvas.style.display = "block"
async def draw_julia() -> None:
spinner = document.querySelector("#julia .loading")
canvas = document.querySelector("#julia canvas")
async def draw_julia() -> None:
spinner = document.querySelector("#julia .loading")
canvas = document.querySelector("#julia canvas")
spinner.style.display = ""
canvas.style.display = "none"
spinner.style.display = ""
canvas.style.display = "none"
ctx = prepare_canvas(width, height, canvas)
ctx = prepare_canvas(width, height, canvas)
console.log("Computing Julia set ...")
console.time("julia")
iters = julia(width, height)
console.timeEnd("julia")
console.log("Computing Julia set ...")
console.time("julia")
iters = julia(width, height)
console.timeEnd("julia")
image = color_map(iters, Magma256)
draw_image(ctx, image)
image = color_map(iters, Magma256)
draw_image(ctx, image)
spinner.style.display = "none"
canvas.style.display = "block"
spinner.style.display = "none"
canvas.style.display = "block"
def ranges():
x0_in = document.querySelector("#x0")
x1_in = document.querySelector("#x1")
y0_in = document.querySelector("#y0")
y1_in = document.querySelector("#y1")
def ranges():
x0_in = document.querySelector("#x0")
x1_in = document.querySelector("#x1")
y0_in = document.querySelector("#y0")
y1_in = document.querySelector("#y1")
xr = (float(x0_in.value), float(x1_in.value))
yr = (float(y0_in.value), float(y1_in.value))
xr = (float(x0_in.value), float(x1_in.value))
yr = (float(y0_in.value), float(y1_in.value))
return xr, yr
return xr, yr
current_image = None
async def draw_newton() -> None:
spinner = document.querySelector("#newton .loading")
canvas = document.querySelector("#newton canvas")
current_image = None
async def draw_newton() -> None:
spinner = document.querySelector("#newton .loading")
canvas = document.querySelector("#newton canvas")
spinner.style.display = ""
canvas.style.display = "none"
spinner.style.display = ""
canvas.style.display = "none"
ctx = prepare_canvas(width, height, canvas)
ctx = prepare_canvas(width, height, canvas)
console.log("Computing Newton set ...")
console.log("Computing Newton set ...")
poly_in = document.querySelector("#poly")
coef_in = document.querySelector("#coef")
conv_in = document.querySelector("#conv")
iter_in = document.querySelector("#iter")
poly_in = document.querySelector("#poly")
coef_in = document.querySelector("#coef")
conv_in = document.querySelector("#conv")
iter_in = document.querySelector("#iter")
xr, yr = ranges()
xr, yr = ranges()
# z**3 - 1
# z**8 + 15*z**4 - 16
# z**3 - 2*z + 2
# z**3 - 1
# z**8 + 15*z**4 - 16
# z**3 - 2*z + 2
expr = sympy.parse_expr(poly_in.value)
coeffs = [ complex(c) for c in reversed(sympy.Poly(expr, sympy.Symbol("z")).all_coeffs()) ]
poly = np.polynomial.Polynomial(coeffs)
expr = sympy.parse_expr(poly_in.value)
coeffs = [ complex(c) for c in reversed(sympy.Poly(expr, sympy.Symbol("z")).all_coeffs()) ]
poly = np.polynomial.Polynomial(coeffs)
coef = complex(sympy.parse_expr(coef_in.value))
coef = complex(sympy.parse_expr(coef_in.value))
console.time("newton")
iters, roots = newton(width, height, p=poly, a=coef, xr=xr, yr=yr)
console.timeEnd("newton")
console.time("newton")
iters, roots = newton(width, height, p=poly, a=coef, xr=xr, yr=yr)
console.timeEnd("newton")
if conv_in.checked:
n = poly.degree() + 1
k = int(len(Magma256)/n)
if conv_in.checked:
n = poly.degree() + 1
k = int(len(Magma256)/n)
colors = Magma256[::k, :][:n]
colors[0, :] = [255, 0, 0] # red: no convergence
colors = Magma256[::k, :][:n]
colors[0, :] = [255, 0, 0] # red: no convergence
image = color_map(roots, colors)
else:
image = color_map(iters, Magma256)
image = color_map(roots, colors)
else:
image = color_map(iters, Magma256)
global current_image
current_image = image
draw_image(ctx, image)
global current_image
current_image = image
draw_image(ctx, image)
spinner.style.display = "none"
canvas.style.display = "block"
spinner.style.display = "none"
canvas.style.display = "block"
handler = create_proxy(lambda _event: draw_newton())
document.querySelector("#newton fieldset").addEventListener("change", handler)
handler = create_proxy(lambda _event: draw_newton())
document.querySelector("#newton fieldset").addEventListener("change", handler)
canvas = document.querySelector("#newton canvas")
canvas = document.querySelector("#newton canvas")
is_selecting = False
init_sx, init_sy = None, None
sx, sy = None, None
async def mousemove(event):
global is_selecting
global init_sx
global init_sy
global sx
global sy
is_selecting = False
init_sx, init_sy = None, None
sx, sy = None, None
async def mousemove(event):
global is_selecting
global init_sx
global init_sy
global sx
global sy
def invert(sx, source_range, target_range):
source_start, source_end = source_range
target_start, target_end = target_range
factor = (target_end - target_start)/(source_end - source_start)
offset = -(factor * source_start) + target_start
return (sx - offset) / factor
def invert(sx, source_range, target_range):
source_start, source_end = source_range
target_start, target_end = target_range
factor = (target_end - target_start)/(source_end - source_start)
offset = -(factor * source_start) + target_start
return (sx - offset) / factor
bds = canvas.getBoundingClientRect()
event_sx, event_sy = event.clientX - bds.x, event.clientY - bds.y
bds = canvas.getBoundingClientRect()
event_sx, event_sy = event.clientX - bds.x, event.clientY - bds.y
ctx = canvas.getContext("2d")
ctx = canvas.getContext("2d")
pressed = event.buttons == 1
if is_selecting:
if not pressed:
xr, yr = ranges()
pressed = event.buttons == 1
if is_selecting:
if not pressed:
xr, yr = ranges()
x0 = invert(init_sx, xr, (0, width))
x1 = invert(sx, xr, (0, width))
y0 = invert(init_sy, yr, (0, height))
y1 = invert(sy, yr, (0, height))
x0 = invert(init_sx, xr, (0, width))
x1 = invert(sx, xr, (0, width))
y0 = invert(init_sy, yr, (0, height))
y1 = invert(sy, yr, (0, height))
document.querySelector("#x0").value = x0
document.querySelector("#x1").value = x1
document.querySelector("#y0").value = y0
document.querySelector("#y1").value = y1
document.querySelector("#x0").value = x0
document.querySelector("#x1").value = x1
document.querySelector("#y0").value = y0
document.querySelector("#y1").value = y1
is_selecting = False
init_sx, init_sy = None, None
sx, sy = init_sx, init_sy
is_selecting = False
init_sx, init_sy = None, None
sx, sy = init_sx, init_sy
await draw_newton()
else:
ctx.save()
ctx.clearRect(0, 0, width, height)
draw_image(ctx, current_image)
sx, sy = event_sx, event_sy
ctx.beginPath()
ctx.rect(init_sx, init_sy, sx - init_sx, sy - init_sy)
ctx.fillStyle = "rgba(255, 255, 255, 0.4)"
ctx.strokeStyle = "rgba(255, 255, 255, 1.0)"
ctx.fill()
ctx.stroke()
ctx.restore()
else:
if pressed:
is_selecting = True
init_sx, init_sy = event_sx, event_sy
sx, sy = init_sx, init_sy
await draw_newton()
else:
ctx.save()
ctx.clearRect(0, 0, width, height)
draw_image(ctx, current_image)
sx, sy = event_sx, event_sy
ctx.beginPath()
ctx.rect(init_sx, init_sy, sx - init_sx, sy - init_sy)
ctx.fillStyle = "rgba(255, 255, 255, 0.4)"
ctx.strokeStyle = "rgba(255, 255, 255, 1.0)"
ctx.fill()
ctx.stroke()
ctx.restore()
else:
if pressed:
is_selecting = True
init_sx, init_sy = event_sx, event_sy
sx, sy = init_sx, init_sy
canvas.addEventListener("mousemove", create_proxy(mousemove))
canvas.addEventListener("mousemove", create_proxy(mousemove))
import asyncio
import asyncio
async def main():
_ = await asyncio.gather(
draw_mandelbrot(),
draw_julia(),
draw_newton(),
)
async def main():
_ = await asyncio.gather(
draw_mandelbrot(),
draw_julia(),
draw_newton(),
)
asyncio.ensure_future(main())
asyncio.ensure_future(main())
</py-script>
</py-tutor>
</section>
</section>
</body>
</html>

View File

@@ -1,120 +1,124 @@
<!DOCTYPE html>
<!doctype html>
<html>
<head>
<title id="header-title"></title>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width,initial-scale=1" />
<link rel="icon" type="image/png" href="./favicon.png" />
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
<head>
<title id="header-title"></title>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width,initial-scale=1" />
<link rel="icon" type="image/png" href="./favicon.png" />
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
<link rel="stylesheet" href="./assets/css/examples.css" />
</head>
<link rel="stylesheet" href="./assets/css/examples.css" />
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
</a>
<a class="title" id="page-title" href="" style="color: #f0ab3c;"></a>
</div>
</nav>
<body>
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo" />
</a>
<a class="title" id="page-title" href="" style="color: #f0ab3c"></a>
</div>
</nav>
<br />
<div id="page-message"></div>
<br />
<div id="page-message"></div>
<div id="pandas-source">
<h3>Data Source</h3>
<input type="text" id="txt-url" class="py-input" size="70">
<button type="submit" id="btn-load" class="py-button" py-click="loadFromURL()">Load CSV</button>
</div>
<div id="pandas-source">
<h3>Data Source</h3>
<input type="text" id="txt-url" class="py-input" size="70" />
<button
type="submit"
id="btn-load"
class="py-button"
py-click="loadFromURL()"
>
Load CSV
</button>
</div>
<div id="pandas-repl" hidden>
<h3>Python REPL</h3>
<py-repl id ="pandas-repl-inner" output="pandas-output-inner">
# Hit SHIFT + ENTER to execute example code
<div id="pandas-repl" hidden>
<h3>Python REPL</h3>
<py-repl id="pandas-repl-inner" output="pandas-output-inner">
# Hit SHIFT + ENTER to execute example code # Get all closed airports in
Great Britain df2 = df.query("type == 'closed' & iso_country == 'GB'")
df2
</py-repl>
</div>
# Get all closed airports in Great Britain
df2 = df.query("type == 'closed' & iso_country == 'GB'")
df2
</py-repl>
<div id="pandas-output" hidden>
<h3>Output</h3>
<div id="pandas-output-inner"></div>
</div>
</div>
<div id="pandas-dev-console" hidden>
<h3>Dev Console</h3>
<py-terminal auto></py-terminal>
</div>
<div id ="pandas-output" hidden>
<h3>Output</h3>
<div id="pandas-output-inner"></div>
</div>
<py-tutor>
<py-config>
plugins = [
"../build/plugins/python/py_tutor.py"
]
packages = ["pandas"]
</py-config>
<div id="pandas-dev-console" hidden>
<h3>Dev Console</h3>
<py-terminal auto></py-terminal>
</div>
<section class="pyscript">
<py-script>
import pandas as pd
from pyodide.http import open_url
import sys
<py-tutor>
<py-config>
plugins = [
"../build/plugins/python/py_tutor.py"
]
packages = ["pandas"]
</py-config>
title = "Pandas (and basic DOM manipulation)"
page_message = "This example loads a remote CSV file into a Pandas dataframe, displays it and lets you manipulate it through a Python REPL"
<section class="pyscript">
<py-script>
import pandas as pd
from pyodide.http import open_url
import sys
url = "https://raw.githubusercontent.com/datasets/airport-codes/master/data/airport-codes.csv"
title = "Pandas (and basic DOM manipulation)"
page_message = "This example loads a remote CSV file into a Pandas dataframe, displays it and lets you manipulate it through a Python REPL"
Element("header-title").element.innerText = title
Element("page-title").element.innerText = title
Element("page-message").element.innerText = page_message
url = "https://raw.githubusercontent.com/datasets/airport-codes/master/data/airport-codes.csv"
Element("txt-url").element.value = url
Element("header-title").element.innerText = title
Element("page-title").element.innerText = title
Element("page-message").element.innerText = page_message
# Depending on the type of DOM element, there are several alternative methods to write to it
# Element("id-of-dom-element").write("example")
# Element("id-of-dom-element").innerText = "example"
# Element("id-of-dom-element").value = "example"
# Element("id-of-dom-element").element.innerText = "example"
# Element("id-of-dom-element").element.value = "example"
# js.document.getElementById("id-of-dom-element").innerText = "example"
# js.document.getElementById("id-of-dom-element").value = "example"
Element("txt-url").element.value = url
# Depending on the type of DOM element, there are several alternative methods to write to it
# Element("id-of-dom-element").write("example")
# Element("id-of-dom-element").innerText = "example"
# Element("id-of-dom-element").value = "example"
# Element("id-of-dom-element").element.innerText = "example"
# Element("id-of-dom-element").element.value = "example"
# js.document.getElementById("id-of-dom-element").innerText = "example"
# js.document.getElementById("id-of-dom-element").value = "example"
df = pd.DataFrame()
df = pd.DataFrame()
def loadFromURL(*ags, **kws):
global df
def loadFromURL(*ags, **kws):
global df
# clear dataframe & output
df = pd.DataFrame()
Element("pandas-output-inner").element.innerHTML = ""
# clear dataframe & output
df = pd.DataFrame()
Element("pandas-output-inner").element.innerHTML = ""
url = Element("txt-url").element.value
log ("Trying to fetch CSV from " + url)
url = Element("txt-url").element.value
log ("Trying to fetch CSV from " + url)
df = pd.read_csv(open_url(url))
df = pd.read_csv(open_url(url))
Element("pandas-repl").element.style.display = "block"
Element("pandas-output").element.style.display = "block"
Element("pandas-dev-console").element.style.display = "block"
Element("pandas-repl").element.style.display = "block"
Element("pandas-output").element.style.display = "block"
Element("pandas-dev-console").element.style.display = "block"
display (df, target="pandas-output-inner", append="False")
display (df, target="pandas-output-inner", append="False")
def log(message):
# log to pyscript dev console
print (message)
def log(message):
# log to pyscript dev console
print (message)
# log to JS console
js.console.log (message)
</py-script>
</section>
</py-tutor>
</body>
# log to JS console
js.console.log (message)
</py-script>
</section>
</py-tutor>
</body>
</html>

View File

@@ -1,23 +1,35 @@
<html>
<head>
<title>Panel Example</title>
<meta charset="iso-8859-1">
<link rel="icon" type="image/x-icon" href="./favicon.png">
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-2.4.3.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-widgets-2.4.3.min.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-tables-2.4.3.min.js"></script>
<script type="text/javascript" src="https://cdn.jsdelivr.net/npm/@holoviz/panel@0.14.1/dist/panel.min.js"></script>
<meta charset="iso-8859-1" />
<link rel="icon" type="image/x-icon" href="./favicon.png" />
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-2.4.3.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-widgets-2.4.3.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-tables-2.4.3.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.jsdelivr.net/npm/@holoviz/panel@0.14.1/dist/panel.min.js"
></script>
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
<link rel="stylesheet" href="./assets/css/examples.css" />
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c;">Panel Example</a>
<a class="title" href="" style="color: #f0ab3c">Panel Example</a>
</div>
</nav>
<section class="pyscript">

View File

@@ -1,34 +1,88 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-status-bar-style" content="default">
<meta name="theme-color" content="#0072b5">
<meta name="name" content="PyScript/Panel DeckGL Demo">
<meta charset="utf-8" />
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-status-bar-style" content="default" />
<meta name="theme-color" content="#0072b5" />
<meta name="name" content="PyScript/Panel DeckGL Demo" />
<title>PyScript/Panel DeckGL Demo</title>
<link rel="icon" type="image/x-icon" href="./favicon.png">
<link rel="icon" type="image/x-icon" href="./favicon.png" />
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/5.15.3/css/all.min.css" type="text/css" />
<link rel="stylesheet" href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/widgets.css" type="text/css" />
<link rel="stylesheet" href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/markdown.css" type="text/css" />
<link
rel="stylesheet"
href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/5.15.3/css/all.min.css"
type="text/css"
/>
<link
rel="stylesheet"
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/widgets.css"
type="text/css"
/>
<link
rel="stylesheet"
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/markdown.css"
type="text/css"
/>
<script type="text/javascript" src="https://unpkg.com/h3-js@3.7.2/dist/h3-js.umd.js"></script>
<script type="text/javascript" src="https://cdn.jsdelivr.net/npm/deck.gl@8.6.7/dist.min.js"></script>
<script type="text/javascript" src="https://cdn.jsdelivr.net/npm/@deck.gl/json@8.6.7/dist.min.js"></script>
<script type="text/javascript" src="https://cdn.jsdelivr.net/npm/@loaders.gl/csv@3.1.7/dist/dist.min.js"></script>
<script type="text/javascript" src="https://cdn.jsdelivr.net/npm/@loaders.gl/json@3.1.7/dist/dist.min.js"></script>
<script type="text/javascript" src="https://cdn.jsdelivr.net/npm/@loaders.gl/3d-tiles@3.1.7/dist/dist.min.js"></script>
<script type="text/javascript" src="https://api.mapbox.com/mapbox-gl-js/v2.6.1/mapbox-gl.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-2.4.3.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-widgets-2.4.3.min.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-tables-2.4.3.min.js"></script>
<script type="text/javascript" src="https://unpkg.com/@holoviz/panel@0.13.1/dist/panel.js"></script>
<script
type="text/javascript"
src="https://unpkg.com/h3-js@3.7.2/dist/h3-js.umd.js"
></script>
<script
type="text/javascript"
src="https://cdn.jsdelivr.net/npm/deck.gl@8.6.7/dist.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.jsdelivr.net/npm/@deck.gl/json@8.6.7/dist.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.jsdelivr.net/npm/@loaders.gl/csv@3.1.7/dist/dist.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.jsdelivr.net/npm/@loaders.gl/json@3.1.7/dist/dist.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.jsdelivr.net/npm/@loaders.gl/3d-tiles@3.1.7/dist/dist.min.js"
></script>
<script
type="text/javascript"
src="https://api.mapbox.com/mapbox-gl-js/v2.6.1/mapbox-gl.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-2.4.3.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-widgets-2.4.3.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-tables-2.4.3.min.js"
></script>
<script
type="text/javascript"
src="https://unpkg.com/@holoviz/panel@0.13.1/dist/panel.js"
></script>
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/bootstrap@4.6.1/dist/css/bootstrap.min.css">
<link rel="stylesheet" href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/bootstraptemplate/bootstrap.css">
<link rel="stylesheet" href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/defaulttheme/default.css">
<link
rel="stylesheet"
href="https://cdn.jsdelivr.net/npm/bootstrap@4.6.1/dist/css/bootstrap.min.css"
/>
<link
rel="stylesheet"
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/bootstraptemplate/bootstrap.css"
/>
<link
rel="stylesheet"
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/defaulttheme/default.css"
/>
<script src="https://cdn.jsdelivr.net/npm/jquery@3.5.1/dist/jquery.slim.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/bootstrap@4.6.1/dist/js/bootstrap.bundle.min.js"></script>
@@ -44,20 +98,22 @@
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c;">Panel DeckGL NYC Taxi Demo</a>
<a class="title" href="" style="color: #f0ab3c"
>Panel DeckGL NYC Taxi Demo</a
>
</div>
</nav>
<section class="pyscript">
<div class="d-flex flex-nowrap" id="content">
<div class="sidenav" id="sidebar">
<ul class="nav flex-column" >
<div class="bk-root" id="widgets"></div>
<py-repl id="my-repl" auto-generate="true"> </py-repl>
<ul class="nav flex-column">
<div class="bk-root" id="widgets"></div>
<py-repl id="my-repl" auto-generate="true"> </py-repl>
</ul>
</div>
<div class="col mh-100" style="padding: 0">
@@ -79,148 +135,147 @@
</py-config>
<py-script>
import panel as pn
import pandas as pd
import param
import panel as pn
import pandas as pd
import param
from pyodide.http import open_url
from pyodide.http import open_url
MAPBOX_KEY = "pk.eyJ1IjoicGFuZWxvcmciLCJhIjoiY2s1enA3ejhyMWhmZjNobjM1NXhtbWRrMyJ9.B_frQsAVepGIe-HiOJeqvQ"
MAPBOX_KEY = "pk.eyJ1IjoicGFuZWxvcmciLCJhIjoiY2s1enA3ejhyMWhmZjNobjM1NXhtbWRrMyJ9.B_frQsAVepGIe-HiOJeqvQ"
class App(param.Parameterized):
class App(param.Parameterized):
data = param.DataFrame(precedence=-1)
data = param.DataFrame(precedence=-1)
view = param.DataFrame(precedence=-1)
view = param.DataFrame(precedence=-1)
arc_view = param.DataFrame(precedence=-1)
arc_view = param.DataFrame(precedence=-1)
radius = param.Integer(default=50, bounds=(20, 1000))
radius = param.Integer(default=50, bounds=(20, 1000))
elevation = param.Integer(default=10, bounds=(0, 50))
elevation = param.Integer(default=10, bounds=(0, 50))
hour = param.Integer(default=0, bounds=(0, 23))
hour = param.Integer(default=0, bounds=(0, 23))
speed = param.Integer(default=1, bounds=(0, 10), precedence=-1)
speed = param.Integer(default=1, bounds=(0, 10), precedence=-1)
play = param.Event(label='▷')
play = param.Event(label='▷')
def __init__(self, **params):
self.deck_gl = None
super().__init__(**params)
self.deck_gl = pn.pane.DeckGL(
dict(self.spec),
mapbox_api_key=MAPBOX_KEY,
throttle={'click': 10},
sizing_mode='stretch_both',
margin=0
)
self.deck_gl.param.watch(self._update_arc_view, 'click_state')
self._playing = False
self._cb = pn.state.add_periodic_callback(
self._update_hour, 1000//self.speed, start=False
)
def __init__(self, **params):
self.deck_gl = None
super().__init__(**params)
self.deck_gl = pn.pane.DeckGL(
dict(self.spec),
mapbox_api_key=MAPBOX_KEY,
throttle={'click': 10},
sizing_mode='stretch_both',
margin=0
)
self.deck_gl.param.watch(self._update_arc_view, 'click_state')
self._playing = False
self._cb = pn.state.add_periodic_callback(
self._update_hour, 1000//self.speed, start=False
)
@property
def spec(self):
return {
"initialViewState": {
"bearing": 0,
"latitude": 40.7,
"longitude": -73.9,
"maxZoom": 15,
"minZoom": 5,
"pitch": 40.5,
"zoom": 11
},
"layers": [self.hex_layer, self.arc_layer],
"mapStyle": "mapbox://styles/mapbox/dark-v9",
"views": [
{"@@type": "MapView", "controller": True}
]
}
@property
def spec(self):
return {
"initialViewState": {
"bearing": 0,
"latitude": 40.7,
"longitude": -73.9,
"maxZoom": 15,
"minZoom": 5,
"pitch": 40.5,
"zoom": 11
},
"layers": [self.hex_layer, self.arc_layer],
"mapStyle": "mapbox://styles/mapbox/dark-v9",
"views": [
{"@@type": "MapView", "controller": True}
]
}
@property
def hex_layer(self):
return {
"@@type": "HexagonLayer",
"autoHighlight": True,
"coverage": 1,
"data": self.data if self.view is None else self.view,
"elevationRange": [0, 100],
"elevationScale": self.elevation,
"radius": self.radius,
"extruded": True,
"getPosition": "@@=[pickup_x, pickup_y]",
"id": "8a553b25-ef3a-489c-bbe2-e102d18a3211"
}
@property
def hex_layer(self):
return {
"@@type": "HexagonLayer",
"autoHighlight": True,
"coverage": 1,
"data": self.data if self.view is None else self.view,
"elevationRange": [0, 100],
"elevationScale": self.elevation,
"radius": self.radius,
"extruded": True,
"getPosition": "@@=[pickup_x, pickup_y]",
"id": "8a553b25-ef3a-489c-bbe2-e102d18a3211"
}
@property
def arc_layer(self):
return {
"@@type": "ArcLayer",
"id": 'arc-layer',
"data": self.arc_view,
"pickable": True,
"getWidth": 1,
"getSourcePosition": "@@=[pickup_x, pickup_y]",
"getTargetPosition": "@@=[dropoff_x, dropoff_y]",
"getSourceColor": [0, 255, 0, 180],
"getTargetColor": [240, 100, 0, 180]
}
@property
def arc_layer(self):
return {
"@@type": "ArcLayer",
"id": 'arc-layer',
"data": self.arc_view,
"pickable": True,
"getWidth": 1,
"getSourcePosition": "@@=[pickup_x, pickup_y]",
"getTargetPosition": "@@=[dropoff_x, dropoff_y]",
"getSourceColor": [0, 255, 0, 180],
"getTargetColor": [240, 100, 0, 180]
}
def _update_hour(self):
self.hour = (self.hour+1) % 24
def _update_hour(self):
self.hour = (self.hour+1) % 24
@param.depends('view', watch=True)
def _update_arc_view(self, event=None):
data = self.data if self.view is None else self.view
if not self.deck_gl or not self.deck_gl.click_state:
self.arc_view = data.iloc[:0]
return
lon, lat = self.deck_gl.click_state['coordinate']
tol = 0.001
self.arc_view = data[
(df.pickup_x>=float(lon-tol)) &
(df.pickup_x<=float(lon+tol)) &
(df.pickup_y>=float(lat-tol)) &
(df.pickup_y<=float(lat+tol))
]
@param.depends('view', watch=True)
def _update_arc_view(self, event=None):
data = self.data if self.view is None else self.view
if not self.deck_gl or not self.deck_gl.click_state:
self.arc_view = data.iloc[:0]
return
lon, lat = self.deck_gl.click_state['coordinate']
tol = 0.001
self.arc_view = data[
(df.pickup_x>=float(lon-tol)) &
(df.pickup_x<=float(lon+tol)) &
(df.pickup_y>=float(lat-tol)) &
(df.pickup_y<=float(lat+tol))
]
@param.depends('hour', watch=True, on_init=True)
def _update_hourly_view(self):
self.view = self.data[self.data.hour==self.hour]
@param.depends('hour', watch=True, on_init=True)
def _update_hourly_view(self):
self.view = self.data[self.data.hour==self.hour]
@param.depends('speed', watch=True)
def _update_speed(self):
self._cb.period = 1000//self.speed
@param.depends('speed', watch=True)
def _update_speed(self):
self._cb.period = 1000//self.speed
@param.depends('play', watch=True)
def _play_pause(self):
if self._playing:
self._cb.stop()
self.param.play.label = '▷'
self.param.speed.precedence = -1
else:
self._cb.start()
self.param.play.label = '❚❚'
self.param.speed.precedence = 1
self._playing = not self._playing
@param.depends('play', watch=True)
def _play_pause(self):
if self._playing:
self._cb.stop()
self.param.play.label = '▷'
self.param.speed.precedence = -1
else:
self._cb.start()
self.param.play.label = '❚❚'
self.param.speed.precedence = 1
self._playing = not self._playing
@param.depends('view', 'radius', 'elevation', 'arc_view', watch=True)
def update_spec(self):
self.deck_gl.object = dict(self.spec)
@param.depends('view', 'radius', 'elevation', 'arc_view', watch=True)
def update_spec(self):
self.deck_gl.object = dict(self.spec)
url = 'https://s3.eu-west-1.amazonaws.com/assets.holoviews.org/data/nyc_taxi_wide.csv'
df = pd.read_csv(open_url(url))
app = App(data=df)
controls = pn.Param(app.param, sizing_mode='stretch_width', show_name=False)
url = 'https://s3.eu-west-1.amazonaws.com/assets.holoviews.org/data/nyc_taxi_wide.csv'
df = pd.read_csv(open_url(url))
app = App(data=df)
controls = pn.Param(app.param, sizing_mode='stretch_width', show_name=False)
app.deck_gl.servable(target='plot')
controls.servable(target='widgets');
app.deck_gl.servable(target='plot')
controls.servable(target='widgets');
</py-script>
</py-tutor>
</section>
</body>
</html>

View File

@@ -1,38 +1,83 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-status-bar-style" content="default">
<meta name="theme-color" content="#000000">
<meta name="name" content="PyScript/Panel KMeans Demo">
<meta charset="utf-8" />
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-status-bar-style" content="default" />
<meta name="theme-color" content="#000000" />
<meta name="name" content="PyScript/Panel KMeans Demo" />
<title>Pyscript/Panel KMeans Demo</title>
<link rel="icon" type="image/x-icon" href="./favicon.png">
<link rel="icon" type="image/x-icon" href="./favicon.png" />
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/5.15.3/css/all.min.css" type="text/css" />
<link rel="stylesheet" href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/widgets.css" type="text/css" />
<link rel="stylesheet" href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/markdown.css" type="text/css" />
<link
rel="stylesheet"
href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/5.15.3/css/all.min.css"
type="text/css"
/>
<link
rel="stylesheet"
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/widgets.css"
type="text/css"
/>
<link
rel="stylesheet"
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/markdown.css"
type="text/css"
/>
<script type="text/javascript" src="https://cdn.jsdelivr.net/npm/vega@5"></script>
<script type="text/javascript" src="https://cdn.jsdelivr.net/npm/vega-lite@5"></script>
<script type="text/javascript" src="https://cdn.jsdelivr.net/npm/vega-embed@6"></script>
<script type="text/javascript" src="https://unpkg.com/tabulator-tables@4.9.3/dist/js/tabulator.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-2.4.3.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-widgets-2.4.3.min.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-tables-2.4.3.min.js"></script>
<script type="text/javascript" src="https://unpkg.com/@holoviz/panel@0.13.1/dist/panel.min.js"></script>
<script
type="text/javascript"
src="https://cdn.jsdelivr.net/npm/vega@5"
></script>
<script
type="text/javascript"
src="https://cdn.jsdelivr.net/npm/vega-lite@5"
></script>
<script
type="text/javascript"
src="https://cdn.jsdelivr.net/npm/vega-embed@6"
></script>
<script
type="text/javascript"
src="https://unpkg.com/tabulator-tables@4.9.3/dist/js/tabulator.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-2.4.3.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-widgets-2.4.3.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-tables-2.4.3.min.js"
></script>
<script
type="text/javascript"
src="https://unpkg.com/@holoviz/panel@0.13.1/dist/panel.min.js"
></script>
<script type="text/javascript">
Bokeh.set_log_level("info");
</script>
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/bootstrap@4.6.1/dist/css/bootstrap.min.css">
<link rel="stylesheet" href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/bootstraptemplate/bootstrap.css">
<link rel="stylesheet" href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/defaulttheme/default.css">
<link
rel="stylesheet"
href="https://cdn.jsdelivr.net/npm/bootstrap@4.6.1/dist/css/bootstrap.min.css"
/>
<link
rel="stylesheet"
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/bootstraptemplate/bootstrap.css"
/>
<link
rel="stylesheet"
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/defaulttheme/default.css"
/>
<style>
#sidebar {
width: 350px;
width: 350px;
}
</style>
@@ -45,21 +90,23 @@
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c;">Panel KMeans Clustering Demo</a>
<a class="title" href="" style="color: #f0ab3c"
>Panel KMeans Clustering Demo</a
>
</div>
</nav>
<section class="pyscript">
<div class="row overflow-hidden" id="content">
<div class="sidenav" id="sidebar">
<div class="sidenav" id="sidebar">
<ul class="nav flex-column">
<div class="bk-root" id="x-widget"></div>
<div class="bk-root" id="y-widget"></div>
<div class="bk-root" id="n-widget"></div>
<div class="bk-root" id="x-widget"></div>
<div class="bk-root" id="y-widget"></div>
<div class="bk-root" id="n-widget"></div>
</ul>
</div>
<div class="col mh-100 float-left" id="main">
@@ -159,15 +206,19 @@
update_table()
update_chart()
</py-script>
</py-tutor>
</py-tutor>
</section>
<script>
$(document).ready(function () {
$('#sidebarCollapse').on('click', function () {
$('#sidebar').toggleClass('active')
$(this).toggleClass('active')
var interval = setInterval(function () { window.dispatchEvent(new Event('resize')); }, 10);
setTimeout(function () { clearInterval(interval) }, 210)
$("#sidebarCollapse").on("click", function () {
$("#sidebar").toggleClass("active");
$(this).toggleClass("active");
var interval = setInterval(function () {
window.dispatchEvent(new Event("resize"));
}, 10);
setTimeout(function () {
clearInterval(interval);
}, 210);
});
});
</script>

View File

@@ -1,31 +1,67 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-status-bar-style" content="default">
<meta name="theme-color" content="#000000">
<meta name="name" content="PyScript/Panel Streaming Demo">
<meta charset="utf-8" />
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-status-bar-style" content="default" />
<meta name="theme-color" content="#000000" />
<meta name="name" content="PyScript/Panel Streaming Demo" />
<title>PyScript/Panel Streaming Demo</title>
<link rel="icon" type="image/x-icon" href="./favicon.ico">
<link rel="icon" type="image/x-icon" href="./favicon.ico" />
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/5.15.3/css/all.min.css" type="text/css" />
<link rel="stylesheet" href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/widgets.css" type="text/css" />
<link rel="stylesheet" href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/markdown.css" type="text/css" />
<link
rel="stylesheet"
href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/5.15.3/css/all.min.css"
type="text/css"
/>
<link
rel="stylesheet"
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/widgets.css"
type="text/css"
/>
<link
rel="stylesheet"
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/markdown.css"
type="text/css"
/>
<script type="text/javascript" src="https://unpkg.com/tabulator-tables@4.9.3/dist/js/tabulator.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-2.4.3.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-widgets-2.4.3.min.js"></script>
<script type="text/javascript" src="https://cdn.bokeh.org/bokeh/release/bokeh-tables-2.4.3.min.js"></script>
<script type="text/javascript" src="https://unpkg.com/@holoviz/panel@0.13.1/dist/panel.min.js"></script>
<script
type="text/javascript"
src="https://unpkg.com/tabulator-tables@4.9.3/dist/js/tabulator.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-2.4.3.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-widgets-2.4.3.min.js"
></script>
<script
type="text/javascript"
src="https://cdn.bokeh.org/bokeh/release/bokeh-tables-2.4.3.min.js"
></script>
<script
type="text/javascript"
src="https://unpkg.com/@holoviz/panel@0.13.1/dist/panel.min.js"
></script>
<script type="text/javascript">
Bokeh.set_log_level("info");
</script>
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/bootstrap@4.6.1/dist/css/bootstrap.min.css">
<link rel="stylesheet" href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/bootstraptemplate/bootstrap.css">
<link rel="stylesheet" href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/defaulttheme/default.css">
<link
rel="stylesheet"
href="https://cdn.jsdelivr.net/npm/bootstrap@4.6.1/dist/css/bootstrap.min.css"
/>
<link
rel="stylesheet"
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/bootstraptemplate/bootstrap.css"
/>
<link
rel="stylesheet"
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/defaulttheme/default.css"
/>
<script src="https://cdn.jsdelivr.net/npm/jquery@3.5.1/dist/jquery.slim.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/bootstrap@4.6.1/dist/js/bootstrap.bundle.min.js"></script>
@@ -36,12 +72,12 @@
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c;">Panel Streaming Demo</a>
<a class="title" href="" style="color: #f0ab3c">Panel Streaming Demo</a>
</div>
</nav>
<section class="pyscript">

View File

@@ -1,16 +1,16 @@
#output > div {
font-family: 'monospace';
background-color: #e5e5e5;
border: 1px solid lightgray;
border-top: 0;
font-size: 0.875rem;
padding: 0.5rem;
}
font-family: "monospace";
background-color: #e5e5e5;
border: 1px solid lightgray;
border-top: 0;
font-size: 0.875rem;
padding: 0.5rem;
}
#output > div:first-child {
border-top: 1px solid lightgray;
}
#output > div:first-child {
border-top: 1px solid lightgray;
}
#output > div:nth-child(even) {
border: 0;
}
#output > div:nth-child(even) {
border: 0;
}

View File

@@ -1,4 +1,4 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
@@ -13,18 +13,18 @@
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c;">PyScript REPL</a>
<a class="title" href="" style="color: #f0ab3c">PyScript REPL</a>
</div>
</nav>
<section class="pyscript">
<h1><b>PyScript REPL</b></h1>
Tip: press Shift-ENTER to evaluate a cell
<br>
<br />
<py-tutor modules="antigravity.py">
<py-config>
plugins = [
@@ -33,10 +33,10 @@
[[fetch]]
files = ["./antigravity.py"]
</py-config>
<div style="margin-right: 3rem;">
<div style="margin-right: 3rem">
<py-repl id="my-repl" auto-generate="true"> </py-repl>
</div>
</py-tutor>
</section>
</section>
</body>
</html>

View File

@@ -1,4 +1,4 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
@@ -14,12 +14,12 @@
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c;">Custom REPL</a>
<a class="title" href="" style="color: #f0ab3c">Custom REPL</a>
</div>
</nav>
<section class="pyscript">
@@ -37,11 +37,11 @@
[[fetch]]
files = ["./utils.py", "./antigravity.py"]
</py-config>
<div style="margin-right: 3rem;">
<div style="margin-right: 3rem">
<py-repl id="my-repl" auto-generate="true"> </py-repl>
<div id="output" class="p-4"></div>
</div>
</py-tutor>
</section>
</section>
</body>
</html>

View File

@@ -1,129 +1,172 @@
<!DOCTYPE html>
<!doctype html>
<html>
<head>
<meta charset='utf-8'>
<meta http-equiv='X-UA-Compatible' content='IE=edge'>
<head>
<meta charset="utf-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<title>PyScript — Simple Bioinformatics Example</title>
<link rel="icon" type="image/x-icon" href="./favicon.png">
<meta name='viewport' content='width=device-width, initial-scale=1'>
<link rel='stylesheet' type='text/css' media='screen' href='https://cdn.jsdelivr.net/npm/bulma@0.9.3/css/bulma.min.css'>
<link rel="icon" type="image/png" href="https://user-images.githubusercontent.com/49681382/166738771-d0c26557-426c-4688-9641-8db5e6b08348.png" />
<link rel="icon" type="image/x-icon" href="./favicon.png" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<link
rel="stylesheet"
type="text/css"
media="screen"
href="https://cdn.jsdelivr.net/npm/bulma@0.9.3/css/bulma.min.css"
/>
<link
rel="icon"
type="image/png"
href="https://user-images.githubusercontent.com/49681382/166738771-d0c26557-426c-4688-9641-8db5e6b08348.png"
/>
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
</head>
<body>
<!-- Header -->
<section class="hero is-primary is-small">
<div class="hero-body">
<p class="title is-3">PyScript — Simple Bioinformatics Example <span class="tag is-white">v.1</span></p>
<p class="subtitle is-6">
Demonstrates the simple use of <a href="https://pyscript.net/" target="_blank"><code>PyScript</code></a>
in <strong>Bioinformatics/Computational Biology</strong> fields!
</head>
<body>
<!-- Header -->
<section class="hero is-primary is-small">
<div class="hero-body">
<p class="title is-3">
PyScript — Simple Bioinformatics Example
<span class="tag is-white">v.1</span>
</p>
</div>
</section>
<p class="subtitle is-6">
Demonstrates the simple use of
<a href="https://pyscript.net/" target="_blank"
><code>PyScript</code></a
>
in <strong>Bioinformatics/Computational Biology</strong> fields!
</p>
</div>
</section>
<!-- Main Content -->
<div class="container is-white is-fluid" style="margin-top: 45px">
<p class="title is-3">🧬 DNA Sequence Tool</p>
<!-- Main Content -->
<div class="container is-white is-fluid" style="margin-top:45px">
<p class="title is-3">🧬 DNA Sequence Tool</p>
<!--- DNA Sequence Input -->
<div class="field">
<!--- DNA Sequence Input -->
<div class="field">
<label class="label">Input DNA Sequence</label>
<div class="control">
<textarea class="textarea" placeholder="GATTACA" id="dna_seq"></textarea>
<textarea
class="textarea"
placeholder="GATTACA"
id="dna_seq"
></textarea>
</div>
</div>
</div>
<!-- Operation Selection -->
<label class="label">Pick the operation to be applied</label>
<div class="field has-addons">
<!-- Operation Selection -->
<label class="label">Pick the operation to be applied</label>
<div class="field has-addons">
<div class="control is-expanded">
<div class="select is-fullwidth">
<div class="select is-fullwidth">
<select name="operation" id="operation">
<option value="Reverse">Compute the reverse counterpart</option>
<option value="Complement">Compute the complement counterpart</option>
<option value="ReverseComplement">Compute the reverse complement counterpart</option>
<option value="Reverse">Compute the reverse counterpart</option>
<option value="Complement">
Compute the complement counterpart
</option>
<option value="ReverseComplement">
Compute the reverse complement counterpart
</option>
</select>
</div>
</div>
</div>
<div class="control">
<button id="run" type="button" class="button is-primary" py-onClick="run()">Run!</button>
<button id="clear" type="button" class="button is-danger" py-onClick="clear()">Clear</button>
</div>
<button
id="run"
type="button"
class="button is-primary"
py-onClick="run()"
>
Run!
</button>
<button
id="clear"
type="button"
class="button is-danger"
py-onClick="clear()"
>
Clear
</button>
</div>
</div>
<hr>
<hr />
<!--- DNA Sequence Output -->
<label class="label">Output for the <code id="operation_name_output">given operation</code></label>
<div id="output"></div>
</div>
<br><br>
<!-- Footer -->
<footer class="footer">
<div class="content has-text-centered">
<p>
Developed by <a href="mailto:furkanmtorun@gmail.com"><strong>Furkan M. Torun (@furkanmtorun)</strong></a>
<br>
<a href="https://github.com/furkanmtorun">GitHub</a>
| <a href="https://scholar.google.com/citations?user=d5ZyOZ4AAAAJ">Google Scholar</a>
| <a href="https://twitter.com/furkanmtorun">Twitter</a>
| <a href="https://www.linkedin.com/in/furkanmtorun/">LinkedIn</a>
</p>
<!--- DNA Sequence Output -->
<label class="label"
>Output for the
<code id="operation_name_output">given operation</code></label
>
<div id="output"></div>
</div>
</footer>
<py-script>
# Define HTML elements and inputs
dna_alphabet = "ATGC"
output = Element("output")
dna_seq_element = Element("dna_seq")
operation_element = Element("operation")
operation_name_output_element = Element("operation_name_output")
<br /><br />
<!-- Footer -->
<footer class="footer">
<div class="content has-text-centered">
<p>
Developed by
<a href="mailto:furkanmtorun@gmail.com"
><strong>Furkan M. Torun (@furkanmtorun)</strong></a
>
<br />
<a href="https://github.com/furkanmtorun">GitHub</a>
|
<a href="https://scholar.google.com/citations?user=d5ZyOZ4AAAAJ"
>Google Scholar</a
>
| <a href="https://twitter.com/furkanmtorun">Twitter</a> |
<a href="https://www.linkedin.com/in/furkanmtorun/">LinkedIn</a>
</p>
</div>
</footer>
# DNA Sequene Operations
def return_reverse(dna_seq):
return dna_seq[::-1]
def return_complement(dna_seq):
return dna_seq.translate(str.maketrans("ATCG", "TAGC"))
def return_reverse_complement(dna_seq):
return dna_seq.translate(str.maketrans("ATCG", "TAGC"))[::-1]
<py-script>
# Define HTML elements and inputs
dna_alphabet = "ATGC"
output = Element("output")
dna_seq_element = Element("dna_seq")
operation_element = Element("operation")
operation_name_output_element = Element("operation_name_output")
# Check DNA seq is valid
def check_dna_seq(dna_seq):
return all(letter in dna_alphabet for letter in dna_seq.upper())
# DNA Sequene Operations
def return_reverse(dna_seq):
return dna_seq[::-1]
def return_complement(dna_seq):
return dna_seq.translate(str.maketrans("ATCG", "TAGC"))
def return_reverse_complement(dna_seq):
return dna_seq.translate(str.maketrans("ATCG", "TAGC"))[::-1]
# Clear the form and output
def clear(*args, **kwargs):
dna_seq_element.clear()
output.clear()
# Check DNA seq is valid
def check_dna_seq(dna_seq):
return all(letter in dna_alphabet for letter in dna_seq.upper())
# Run
def run(*args, **kwargs):
dna_seq = dna_seq_element.value
is_dna_seq_valid = check_dna_seq(dna_seq)
if is_dna_seq_valid:
operation_name = operation_element.value
operation_name_output_element.write(operation_name)
# Clear the form and output
def clear(*args, **kwargs):
dna_seq_element.clear()
output.clear()
# Compute the desired outputs
if operation_name == "Reverse":
output_dna_seq = return_reverse(dna_seq)
elif operation_name == "Complement":
output_dna_seq = return_complement(dna_seq)
elif operation_name == "ReverseComplement":
output_dna_seq = return_reverse_complement(dna_seq)
# Run
def run(*args, **kwargs):
dna_seq = dna_seq_element.value
is_dna_seq_valid = check_dna_seq(dna_seq)
if is_dna_seq_valid:
operation_name = operation_element.value
operation_name_output_element.write(operation_name)
# Output the result
output.write(output_dna_seq)
elif (dna_seq.strip() == "") or (dna_seq is None):
output.write("No DNA sequence provided")
else:
output.write("Invalid DNA sequence entered")
</py-script>
# Compute the desired outputs
if operation_name == "Reverse":
output_dna_seq = return_reverse(dna_seq)
elif operation_name == "Complement":
output_dna_seq = return_complement(dna_seq)
elif operation_name == "ReverseComplement":
output_dna_seq = return_reverse_complement(dna_seq)
</body>
# Output the result
output.write(output_dna_seq)
elif (dna_seq.strip() == "") or (dna_seq is None):
output.write("No DNA sequence provided")
else:
output.write("Invalid DNA sequence entered")
</py-script>
</body>
</html>

View File

@@ -1,4 +1,4 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
@@ -14,12 +14,12 @@
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c;">Simple Clock</a>
<a class="title" href="" style="color: #f0ab3c">Simple Clock</a>
</div>
</nav>
<section class="pyscript">
@@ -36,29 +36,29 @@
files = ["./utils.py"]
</py-config>
<py-script>
import utils
display(utils.now())
import utils
display(utils.now())
</py-script>
<py-script>
from utils import now
import asyncio
from utils import now
import asyncio
async def foo():
while True:
await asyncio.sleep(1)
output = now()
Element("outputDiv2").write(output)
async def foo():
while True:
await asyncio.sleep(1)
output = now()
Element("outputDiv2").write(output)
out3 = Element("outputDiv3")
if output[-1] in ["0", "4", "8"]:
out3.write("It's espresso time!")
else:
out3.clear()
out3 = Element("outputDiv3")
if output[-1] in ["0", "4", "8"]:
out3.write("It's espresso time!")
else:
out3.clear()
pyscript.run_until_complete(foo())
pyscript.run_until_complete(foo())
</py-script>
</py-tutor>
</section>
</section>
</body>
</html>

View File

@@ -1,4 +1,4 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
@@ -13,18 +13,24 @@
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c;">Pyscript Native TODO App</a>
<a class="title" href="" style="color: #f0ab3c"
>Pyscript Native TODO App</a
>
</div>
</nav>
<section class="pyscript">
<h1>To Do List</h1>
<py-tutor modules="utils.py;pylist.py">
<py-register-widget src="./pylist.py" name="py-list" klass="PyList"></py-register-widget>
<py-register-widget
src="./pylist.py"
name="py-list"
klass="PyList"
></py-register-widget>
<py-config>
plugins = [
@@ -62,11 +68,12 @@
"keypress",
handle_keypress
)
</py-script>
<div class="py-box">
<input id="new-task-content" />
<button py-click="add_task()" id="new-task-btn" class="py-button">Add Task!</button>
<button py-click="add_task()" id="new-task-btn" class="py-button">
Add Task!
</button>
</div>
<py-list id="myList"></py-list>

View File

@@ -1,4 +1,4 @@
<!DOCTYPE html>
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
@@ -14,12 +14,12 @@
</head>
<body>
<nav class="navbar" style="background-color: #000000;">
<nav class="navbar" style="background-color: #000000">
<div class="app-header">
<a href="/">
<img src="./logo.png" class="logo">
<img src="./logo.png" class="logo" />
</a>
<a class="title" href="" style="color: #f0ab3c;">Todo App</a>
<a class="title" href="" style="color: #f0ab3c">Todo App</a>
</div>
</nav>
<section class="pyscript">
@@ -32,34 +32,45 @@
files = ["./utils.py", "./todo.py"]
</py-config>
<py-script src="./todo.py"> </py-script>
</py-tutor>
<py-script src="./todo.py"></py-script>
</py-tutor>
<main>
<section>
<div class="text-center w-full mb-8">
<h1 class="text-3xl font-bold text-gray-800 uppercase tracking-tight">To Do List</h1>
<h1
class="text-3xl font-bold text-gray-800 uppercase tracking-tight"
>
To Do List
</h1>
</div>
<div>
<input id="new-task-content" class="py-input" type="text">
<button id="new-task-btn" class="py-button" type="submit" py-click="add_task()">
<input id="new-task-content" class="py-input" type="text" />
<button
id="new-task-btn"
class="py-button"
type="submit"
py-click="add_task()"
>
Add task
</button>
</div>
<py-list id="myList"></py-list>
<div id="list-tasks-container" class="flex flex-col-reverse mt-4"></div>
<div
id="list-tasks-container"
class="flex flex-col-reverse mt-4"
></div>
<template id="task-template">
<section class="task py-li-element">
<label for="flex items-center p-2 ">
<input class="mr-2" type="checkbox">
<p class="m-0 inline"></p>
</label>
<label for="flex items-center p-2 ">
<input class="mr-2" type="checkbox" />
<p class="m-0 inline"></p>
</label>
</section>
</template>
</section>
</main>
</section>
</body>
</section>
</body>
</html>

View File

@@ -9,13 +9,13 @@ It can be served as a Single Page App from a static web server.
1. Create and activate a virtual environment, and move into the `freedom`
project directory:
$ python -m venv venv
$ . ./venv/bin/activate
$ cd freedom
$ python -m venv venv
$ . ./venv/bin/activate
$ cd freedom
2. Install Briefcase:
$ pip install briefcase
$ pip install briefcase
## Web app

View File

@@ -1,51 +1,59 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no">
<title>Freedom Units</title>
<head>
<meta charset="utf-8" />
<meta
name="viewport"
content="width=device-width, initial-scale=1, shrink-to-fit=no"
/>
<title>Freedom Units</title>
<link rel="icon" type="image/png" href="/static/logo-32.png"/>
<link rel="icon" type="image/png" href="/static/logo-32.png" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<link
rel="stylesheet"
href="https://cdn.jsdelivr.net/npm/bootstrap@4.6.2/dist/css/bootstrap.min.css"
integrity="sha384-xOolHFLEh07PJGoPkLv1IbcEPTNtaed2xpHsD9ESMhqIYd0nLMwNLD69Npy4HI+N"
crossorigin="anonymous"
/>
<link rel="stylesheet"
href="https://cdn.jsdelivr.net/npm/bootstrap@4.6.2/dist/css/bootstrap.min.css"
integrity="sha384-xOolHFLEh07PJGoPkLv1IbcEPTNtaed2xpHsD9ESMhqIYd0nLMwNLD69Npy4HI+N"
crossorigin="anonymous">
<link rel="stylesheet" href="/static/css/briefcase.css" />
</head>
<body>
<div id="app-placeholder"></div>
<link rel="stylesheet" href="/static/css/briefcase.css">
</head>
<body>
<div id="app-placeholder"></div>
<script
src="https://cdn.jsdelivr.net/npm/jquery@3.5.1/dist/jquery.slim.min.js"
integrity="sha384-DfXdz2htPH0lsSSs5nCTpuj/zy4C+OGpamoFVy38MVBnE+IbbVYUew+OrCXaRkfj"
crossorigin="anonymous"
></script>
<script
src="https://cdn.jsdelivr.net/npm/bootstrap@4.6.2/dist/js/bootstrap.bundle.min.js"
integrity="sha384-Fy6S3B9q64WdZWQUiU+q4/2Lc9npb8tCaSX9FK7E8HnRr0Jz8D6OP9dO5Vg3Q9ct"
crossorigin="anonymous"
></script>
<script src="https://cdn.jsdelivr.net/npm/jquery@3.5.1/dist/jquery.slim.min.js"
integrity="sha384-DfXdz2htPH0lsSSs5nCTpuj/zy4C+OGpamoFVy38MVBnE+IbbVYUew+OrCXaRkfj"
crossorigin="anonymous"></script>
<script src="https://cdn.jsdelivr.net/npm/bootstrap@4.6.2/dist/js/bootstrap.bundle.min.js"
integrity="sha384-Fy6S3B9q64WdZWQUiU+q4/2Lc9npb8tCaSX9FK7E8HnRr0Jz8D6OP9dO5Vg3Q9ct"
crossorigin="anonymous"></script>
<py-config>
name = "Freedom Units"
description = "A testing app"
version = "0.0.1"
terminal = false
packages = [
"./static/wheels/freedom-0.0.1-py3-none-any.whl",
"toga_core==0.3.0",
"toga_web==0.3.0",
"travertino==0.1.3",
]
<py-config>
name = "Freedom Units"
description = "A testing app"
version = "0.0.1"
terminal = false
packages = [
"./static/wheels/freedom-0.0.1-py3-none-any.whl",
"toga_core==0.3.0",
"toga_web==0.3.0",
"travertino==0.1.3",
]
[splashscreen]
autoclose = true
</py-config>
<py-script>
import runpy
result = runpy.run_module("freedom", run_name="__main__", alter_sys=True)
</py-script>
</body>
[splashscreen]
autoclose = true
</py-config>
<py-script>
import runpy
result = runpy.run_module("freedom", run_name="__main__", alter_sys=True)
</py-script>
</body>
</html>

View File

@@ -1,15 +1,13 @@
/* Unset the overly generic pyscript .label style */
#app-placeholder .label {
margin-top: inherit;
color: inherit;
text-align: inherit;
width: inherit;
display: inherit;
color: inherit;
font-size: inherit;
margin-top: inherit;
margin-top: inherit;
color: inherit;
text-align: inherit;
width: inherit;
display: inherit;
color: inherit;
font-size: inherit;
margin-top: inherit;
}
/*******************************************************************
@@ -23,15 +21,15 @@
*******************************************************/
main.toga.window {
margin-top: 5em;
display: flex;
flex-direction: column;
margin-top: 5em;
display: flex;
flex-direction: column;
}
div.toga.box {
display: flex;
display: flex;
}
span.toga.label {
white-space: nowrap;
white-space: nowrap;
}

View File

@@ -1,194 +1,192 @@
<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<title>Raycaster</title>
<link rel="icon" type="image/png" href="../favicon.png" />
<meta name="viewport" content="width=device-width, initial-scale=1">
<link rel="stylesheet" href="./style.css">
</head>
<body>
<div class="container-fluid fixed-top header disable-selection">
<div class="row">
<div class="col"></div>
<div class="col-md-6">
<div class="row">
<div class="col">
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Raycaster</title>
<link rel="icon" type="image/png" href="../favicon.png" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<link rel="stylesheet" href="./style.css" />
</head>
<body>
<div class="container-fluid fixed-top header disable-selection">
<div class="row">
<div class="col"></div>
<div class="col-md-6">
<div class="row">
<div class="col"></div>
</div>
</div>
<div class="col"></div>
</div>
<div class="col"></div>
</div>
</div>
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/0.147.0/three.min.js'></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/0.147.0/three.min.js"></script>
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<py-script>
from pyodide.ffi import create_proxy, to_js
from js import window
from js import Math
from js import THREE
from js import performance
from js import Object
from js import document
import asyncio
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
<link rel="stylesheet" href="https://pyscript.net/latest/pyscript.css" />
<py-script>
from pyodide.ffi import create_proxy, to_js
from js import window
from js import Math
from js import THREE
from js import performance
from js import Object
from js import document
import asyncio
mouse = THREE.Vector2.new();
mouse = THREE.Vector2.new();
renderer = THREE.WebGLRenderer.new({"antialias":True})
renderer.setSize(1000, 1000)
renderer.shadowMap.enabled = False
renderer.shadowMap.type = THREE.PCFSoftShadowMap
renderer.shadowMap.needsUpdate = True
renderer = THREE.WebGLRenderer.new({"antialias":True})
renderer.setSize(1000, 1000)
renderer.shadowMap.enabled = False
renderer.shadowMap.type = THREE.PCFSoftShadowMap
renderer.shadowMap.needsUpdate = True
document.body.appendChild( renderer.domElement )
document.body.appendChild( renderer.domElement )
import js, pyodide
def onMouseMove(event):
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
js.document.addEventListener('mousemove', pyodide.ffi.create_proxy(onMouseMove))
import js, pyodide
def onMouseMove(event):
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
js.document.addEventListener('mousemove', pyodide.ffi.create_proxy(onMouseMove))
camera = THREE.PerspectiveCamera.new( 35, window.innerWidth / window.innerHeight, 1, 500 )
scene = THREE.Scene.new()
cameraRange = 3
camera = THREE.PerspectiveCamera.new( 35, window.innerWidth / window.innerHeight, 1, 500 )
scene = THREE.Scene.new()
cameraRange = 3
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize( window.innerWidth, window.innerHeight )
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize( window.innerWidth, window.innerHeight )
setcolor = "#000000"
setcolor = "#000000"
scene.background = THREE.Color.new(setcolor)
scene.fog = THREE.Fog.new(setcolor, 2.5, 3.5);
scene.background = THREE.Color.new(setcolor)
scene.fog = THREE.Fog.new(setcolor, 2.5, 3.5);
sceneGroup = THREE.Object3D.new();
particularGroup = THREE.Object3D.new();
sceneGroup = THREE.Object3D.new();
particularGroup = THREE.Object3D.new();
def mathRandom(num = 1):
setNumber = - Math.random() * num + Math.random() * num
return setNumber
def mathRandom(num = 1):
setNumber = - Math.random() * num + Math.random() * num
return setNumber
particularGroup = THREE.Object3D.new();
modularGroup = THREE.Object3D.new();
particularGroup = THREE.Object3D.new();
modularGroup = THREE.Object3D.new();
perms = {"flatShading":True, "color":"#111111", "transparent":False, "opacity":1, "wireframe":False}
perms = Object.fromEntries(to_js(perms))
perms = {"flatShading":True, "color":"#111111", "transparent":False, "opacity":1, "wireframe":False}
perms = Object.fromEntries(to_js(perms))
particle_perms = {"color":"#FFFFFF", "side":THREE.DoubleSide}
particle_perms = Object.fromEntries(to_js(particle_perms))
particle_perms = {"color":"#FFFFFF", "side":THREE.DoubleSide}
particle_perms = Object.fromEntries(to_js(particle_perms))
def create_cubes(mathRandom, modularGroup):
i = 0
while i < 30:
geometry = THREE.IcosahedronGeometry.new();
material = THREE.MeshStandardMaterial.new(perms);
cube = THREE.Mesh.new(geometry, material);
cube.speedRotation = Math.random() * 0.1;
cube.positionX = mathRandom();
cube.positionY = mathRandom();
cube.positionZ = mathRandom();
cube.castShadow = True;
cube.receiveShadow = True;
newScaleValue = mathRandom(0.3);
cube.scale.set(newScaleValue,newScaleValue,newScaleValue);
cube.rotation.x = mathRandom(180 * Math.PI / 180);
cube.rotation.y = mathRandom(180 * Math.PI / 180);
cube.rotation.z = mathRandom(180 * Math.PI / 180);
cube.position.set(cube.positionX, cube.positionY, cube.positionZ);
modularGroup.add(cube);
i += 1
def create_cubes(mathRandom, modularGroup):
i = 0
while i < 30:
geometry = THREE.IcosahedronGeometry.new();
material = THREE.MeshStandardMaterial.new(perms);
cube = THREE.Mesh.new(geometry, material);
cube.speedRotation = Math.random() * 0.1;
cube.positionX = mathRandom();
cube.positionY = mathRandom();
cube.positionZ = mathRandom();
cube.castShadow = True;
cube.receiveShadow = True;
newScaleValue = mathRandom(0.3);
cube.scale.set(newScaleValue,newScaleValue,newScaleValue);
cube.rotation.x = mathRandom(180 * Math.PI / 180);
cube.rotation.y = mathRandom(180 * Math.PI / 180);
cube.rotation.z = mathRandom(180 * Math.PI / 180);
cube.position.set(cube.positionX, cube.positionY, cube.positionZ);
modularGroup.add(cube);
i += 1
create_cubes(mathRandom, modularGroup)
create_cubes(mathRandom, modularGroup)
def generateParticle(mathRandom, particularGroup, num, amp = 2):
gmaterial = THREE.MeshPhysicalMaterial.new(particle_perms);
gparticular = THREE.CircleGeometry.new(0.2,5);
i = 0
while i < num:
pscale = 0.001+Math.abs(mathRandom(0.03));
particular = THREE.Mesh.new(gparticular, gmaterial);
particular.position.set(mathRandom(amp),mathRandom(amp),mathRandom(amp));
particular.rotation.set(mathRandom(),mathRandom(),mathRandom());
particular.scale.set(pscale,pscale,pscale);
particular.speedValue = mathRandom(1);
particularGroup.add(particular);
i += 1
def generateParticle(mathRandom, particularGroup, num, amp = 2):
gmaterial = THREE.MeshPhysicalMaterial.new(particle_perms);
gparticular = THREE.CircleGeometry.new(0.2,5);
i = 0
while i < num:
pscale = 0.001+Math.abs(mathRandom(0.03));
particular = THREE.Mesh.new(gparticular, gmaterial);
particular.position.set(mathRandom(amp),mathRandom(amp),mathRandom(amp));
particular.rotation.set(mathRandom(),mathRandom(),mathRandom());
particular.scale.set(pscale,pscale,pscale);
particular.speedValue = mathRandom(1);
particularGroup.add(particular);
i += 1
generateParticle(mathRandom, particularGroup, 200, 2)
generateParticle(mathRandom, particularGroup, 200, 2)
sceneGroup.add(particularGroup);
scene.add(modularGroup);
scene.add(sceneGroup);
sceneGroup.add(particularGroup);
scene.add(modularGroup);
scene.add(sceneGroup);
camera.position.set(0, 0, cameraRange);
cameraValue = False;
camera.position.set(0, 0, cameraRange);
cameraValue = False;
ambientLight = THREE.AmbientLight.new(0xFFFFFF, 0.1);
ambientLight = THREE.AmbientLight.new(0xFFFFFF, 0.1);
light = THREE.SpotLight.new(0xFFFFFF, 3);
light.position.set(5, 5, 2);
light.castShadow = True;
light.shadow.mapSize.width = 10000;
light.shadow.mapSize.height = light.shadow.mapSize.width;
light.penumbra = 0.5;
light = THREE.SpotLight.new(0xFFFFFF, 3);
light.position.set(5, 5, 2);
light.castShadow = True;
light.shadow.mapSize.width = 10000;
light.shadow.mapSize.height = light.shadow.mapSize.width;
light.penumbra = 0.5;
lightBack = THREE.PointLight.new(0x0FFFFF, 1);
lightBack.position.set(0, -3, -1);
lightBack = THREE.PointLight.new(0x0FFFFF, 1);
lightBack.position.set(0, -3, -1);
scene.add(sceneGroup);
scene.add(light);
scene.add(lightBack);
scene.add(sceneGroup);
scene.add(light);
scene.add(lightBack);
rectSize = 2
intensity = 14
rectLight = THREE.RectAreaLight.new( 0x0FFFFF, intensity, rectSize, rectSize )
rectLight.position.set( 0, 0, 1 )
rectLight.lookAt( 0, 0, 0 )
scene.add( rectLight )
rectSize = 2
intensity = 14
rectLight = THREE.RectAreaLight.new( 0x0FFFFF, intensity, rectSize, rectSize )
rectLight.position.set( 0, 0, 1 )
rectLight.lookAt( 0, 0, 0 )
scene.add( rectLight )
raycaster = THREE.Raycaster.new();
uSpeed = 0.1
raycaster = THREE.Raycaster.new();
uSpeed = 0.1
time = 0.0003;
camera.lookAt(scene.position)
time = 0.0003;
camera.lookAt(scene.position)
async def main():
while True:
time = performance.now() * 0.0003;
i = 0
while i < particularGroup.children.length:
newObject = particularGroup.children[i];
newObject.rotation.x += newObject.speedValue/10;
newObject.rotation.y += newObject.speedValue/10;
newObject.rotation.z += newObject.speedValue/10;
i += 1
async def main():
while True:
time = performance.now() * 0.0003;
i = 0
while i < particularGroup.children.length:
newObject = particularGroup.children[i];
newObject.rotation.x += newObject.speedValue/10;
newObject.rotation.y += newObject.speedValue/10;
newObject.rotation.z += newObject.speedValue/10;
i += 1
i = 0
while i < modularGroup.children.length:
newCubes = modularGroup.children[i];
newCubes.rotation.x += 0.008;
newCubes.rotation.y += 0.005;
newCubes.rotation.z += 0.003;
i = 0
while i < modularGroup.children.length:
newCubes = modularGroup.children[i];
newCubes.rotation.x += 0.008;
newCubes.rotation.y += 0.005;
newCubes.rotation.z += 0.003;
newCubes.position.x = Math.sin(time * newCubes.positionZ) * newCubes.positionY;
newCubes.position.y = Math.cos(time * newCubes.positionX) * newCubes.positionZ;
newCubes.position.z = Math.sin(time * newCubes.positionY) * newCubes.positionX;
i += 1
newCubes.position.x = Math.sin(time * newCubes.positionZ) * newCubes.positionY;
newCubes.position.y = Math.cos(time * newCubes.positionX) * newCubes.positionZ;
newCubes.position.z = Math.sin(time * newCubes.positionY) * newCubes.positionX;
i += 1
particularGroup.rotation.y += 0.005;
particularGroup.rotation.y += 0.005;
modularGroup.rotation.y -= ((mouse.x * 4) + modularGroup.rotation.y) * uSpeed;
modularGroup.rotation.x -= ((-mouse.y * 4) + modularGroup.rotation.x) * uSpeed;
modularGroup.rotation.y -= ((mouse.x * 4) + modularGroup.rotation.y) * uSpeed;
modularGroup.rotation.x -= ((-mouse.y * 4) + modularGroup.rotation.x) * uSpeed;
renderer.render( scene, camera )
await asyncio.sleep(0.02)
renderer.render( scene, camera )
await asyncio.sleep(0.02)
asyncio.ensure_future(main())
</py-script>
</body>
asyncio.ensure_future(main())
</py-script>
</body>
</html>

View File

@@ -12,10 +12,10 @@ canvas {
.header {
/*top:45%;*/
top: 45%;
color: #DDDDDD;
color: #dddddd;
}
.footer {
bottom:3%;
bottom: 3%;
}
.description {
color: gray;
@@ -25,29 +25,31 @@ canvas {
border-radius: 30px;
padding: 10px 30px;
}
a, a:hover, a:visited {
a,
a:hover,
a:visited {
color: red;
text-decoration: none;
}
.disable-selection {
-moz-user-select: none; /* Firefox */
-ms-user-select: none; /* Internet Explorer */
-khtml-user-select: none; /* KHTML browsers (e.g. Konqueror) */
-moz-user-select: none; /* Firefox */
-ms-user-select: none; /* Internet Explorer */
-khtml-user-select: none; /* KHTML browsers (e.g. Konqueror) */
-webkit-user-select: none; /* Chrome, Safari, and Opera */
-webkit-touch-callout: none; /* Disable Android and iOS callouts*/
}
h1::after {
content: ' V 2.0';
content: " V 2.0";
font-size: 12px;
position:absolute;
position: absolute;
top: 3px;
padding-left: 5px;
font-weight: 400;
}
h2::after {
content: '2';
content: "2";
font-size: 12px;
position:absolute;
position: absolute;
top: 14px;
padding-left: 5px;
}