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2024.3.2
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4
.github/ISSUE_TEMPLATE/bug-report.yml
vendored
@@ -11,7 +11,9 @@ body:
|
||||
|
||||
There will always be more issues than there is time to do them, and so we will need to selectively close issues that don't provide enough information, so we can focus our time on helping people like you who fill out the issue form completely. Thank you for your collaboration!
|
||||
|
||||
There are also already a lot of open issues, so please take 2 minutes and search through existing ones to see if what you are experiencing already exists
|
||||
There are also already a lot of open issues, so please take 2 minutes and search through existing ones to see if what you are experiencing already exists.
|
||||
|
||||
Finally, if you are opening **a bug report related to PyScript.com** please [use this repository instead](https://github.com/anaconda/pyscript-dot-com-issues/issues/new/choose).
|
||||
|
||||
Thanks for helping PyScript be amazing. We are nothing without people like you helping build a better community 💐!
|
||||
- type: checkboxes
|
||||
|
||||
13
.github/dependabot.yml
vendored
Normal file
@@ -0,0 +1,13 @@
|
||||
# Keep GitHub Actions up to date with GitHub's Dependabot...
|
||||
# https://docs.github.com/en/code-security/dependabot/working-with-dependabot/keeping-your-actions-up-to-date-with-dependabot
|
||||
# https://docs.github.com/en/code-security/dependabot/dependabot-version-updates/configuration-options-for-the-dependabot.yml-file#package-ecosystem
|
||||
version: 2
|
||||
updates:
|
||||
- package-ecosystem: github-actions
|
||||
directory: /
|
||||
groups:
|
||||
github-actions:
|
||||
patterns:
|
||||
- "*" # Group all Actions updates into a single larger pull request
|
||||
schedule:
|
||||
interval: weekly
|
||||
6
.github/workflows/prepare-release.yml
vendored
@@ -17,12 +17,12 @@ jobs:
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Install node
|
||||
uses: actions/setup-node@v3
|
||||
uses: actions/setup-node@v4
|
||||
with:
|
||||
node-version: 18.x
|
||||
|
||||
- name: Cache node modules
|
||||
uses: actions/cache@v3
|
||||
uses: actions/cache@v4
|
||||
env:
|
||||
cache-name: cache-node-modules
|
||||
with:
|
||||
@@ -48,7 +48,7 @@ jobs:
|
||||
run: zip -r -q ./build.zip ./dist
|
||||
|
||||
- name: Prepare Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
uses: softprops/action-gh-release@v2
|
||||
with:
|
||||
draft: true
|
||||
prerelease: true
|
||||
|
||||
4
.github/workflows/publish-release.yml
vendored
@@ -19,12 +19,12 @@ jobs:
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Install node
|
||||
uses: actions/setup-node@v3
|
||||
uses: actions/setup-node@v4
|
||||
with:
|
||||
node-version: 18.x
|
||||
|
||||
- name: Cache node modules
|
||||
uses: actions/cache@v3
|
||||
uses: actions/cache@v4
|
||||
env:
|
||||
cache-name: cache-node-modules
|
||||
with:
|
||||
|
||||
4
.github/workflows/publish-snapshot.yml
vendored
@@ -23,12 +23,12 @@ jobs:
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Install node
|
||||
uses: actions/setup-node@v3
|
||||
uses: actions/setup-node@v4
|
||||
with:
|
||||
node-version: 18.x
|
||||
|
||||
- name: Cache node modules
|
||||
uses: actions/cache@v3
|
||||
uses: actions/cache@v4
|
||||
env:
|
||||
cache-name: cache-node-modules
|
||||
with:
|
||||
|
||||
4
.github/workflows/publish-unstable.yml
vendored
@@ -24,12 +24,12 @@ jobs:
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Install node
|
||||
uses: actions/setup-node@v3
|
||||
uses: actions/setup-node@v4
|
||||
with:
|
||||
node-version: 18.x
|
||||
|
||||
- name: Cache node modules
|
||||
uses: actions/cache@v3
|
||||
uses: actions/cache@v4
|
||||
env:
|
||||
cache-name: cache-node-modules
|
||||
with:
|
||||
|
||||
10
.github/workflows/test.yml
vendored
@@ -37,12 +37,12 @@ jobs:
|
||||
run: git log --graph -3
|
||||
|
||||
- name: Install node
|
||||
uses: actions/setup-node@v3
|
||||
uses: actions/setup-node@v4
|
||||
with:
|
||||
node-version: 20.x
|
||||
|
||||
- name: Cache node modules
|
||||
uses: actions/cache@v3
|
||||
uses: actions/cache@v4
|
||||
env:
|
||||
cache-name: cache-node-modules
|
||||
with:
|
||||
@@ -55,7 +55,7 @@ jobs:
|
||||
${{ runner.os }}-
|
||||
|
||||
- name: setup Miniconda
|
||||
uses: conda-incubator/setup-miniconda@v2
|
||||
uses: conda-incubator/setup-miniconda@v3
|
||||
|
||||
- name: Create and activate virtual environment
|
||||
run: |
|
||||
@@ -76,7 +76,7 @@ jobs:
|
||||
run: |
|
||||
make test-integration
|
||||
|
||||
- uses: actions/upload-artifact@v3
|
||||
- uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: pyscript
|
||||
path: |
|
||||
@@ -84,7 +84,7 @@ jobs:
|
||||
if-no-files-found: error
|
||||
retention-days: 7
|
||||
|
||||
- uses: actions/upload-artifact@v3
|
||||
- uses: actions/upload-artifact@v4
|
||||
if: success() || failure()
|
||||
with:
|
||||
name: test_results
|
||||
|
||||
2
.github/workflows/test_report.yml
vendored
@@ -8,7 +8,7 @@ jobs:
|
||||
report:
|
||||
runs-on: ubuntu-latest-8core
|
||||
steps:
|
||||
- uses: dorny/test-reporter@v1.6.0
|
||||
- uses: dorny/test-reporter@v1.8.0
|
||||
with:
|
||||
artifact: test_results
|
||||
name: Test reports
|
||||
|
||||
@@ -7,7 +7,7 @@ ci:
|
||||
default_stages: [commit]
|
||||
repos:
|
||||
- repo: https://github.com/pre-commit/pre-commit-hooks
|
||||
rev: v4.4.0
|
||||
rev: v4.5.0
|
||||
hooks:
|
||||
- id: check-builtin-literals
|
||||
- id: check-case-conflict
|
||||
@@ -25,13 +25,13 @@ repos:
|
||||
- id: trailing-whitespace
|
||||
|
||||
- repo: https://github.com/psf/black
|
||||
rev: 23.1.0
|
||||
rev: 24.1.1
|
||||
hooks:
|
||||
- id: black
|
||||
exclude: pyscript\.core/src/stdlib/pyscript/__init__\.py
|
||||
|
||||
- repo: https://github.com/codespell-project/codespell
|
||||
rev: v2.2.4
|
||||
rev: v2.2.6
|
||||
hooks:
|
||||
- id: codespell # See 'pyproject.toml' for args
|
||||
exclude: \.js\.map$
|
||||
@@ -46,7 +46,7 @@ repos:
|
||||
args: [--tab-width, "4"]
|
||||
|
||||
- repo: https://github.com/pycqa/isort
|
||||
rev: 5.12.0
|
||||
rev: 5.13.2
|
||||
hooks:
|
||||
- id: isort
|
||||
name: isort (python)
|
||||
|
||||
104
CONTRIBUTING.md
@@ -59,9 +59,9 @@ If you would like to contribute to PyScript, but you aren't sure where to begin,
|
||||
|
||||
## Setting up your local environment and developing
|
||||
|
||||
If you would like to contribute to PyScript, you will need to set up a local development environment. The [following instructions](https://docs.pyscript.net/latest/development/setting-up-environment.html) will help you get started.
|
||||
If you would like to contribute to PyScript, you will need to set up a local development environment. The [following instructions](https://pyscript.github.io/docs/latest/development/setting-up-environment.html) will help you get started.
|
||||
|
||||
You can also read about PyScript's [development process](https://docs.pyscript.net/latest/development/developing.html) to learn how to contribute code to PyScript, how to run tests and what's the PR etiquette of the community!
|
||||
You can also read about PyScript's [development process](https://pyscript.github.io/docs/latest/development/developing.html) to learn how to contribute code to PyScript, how to run tests and what's the PR etiquette of the community!
|
||||
|
||||
## License terms for contributions
|
||||
|
||||
@@ -79,3 +79,103 @@ The Project abides by the Organization's [trademark policy](https://github.com/p
|
||||
|
||||
Part of MVG-0.1-beta.
|
||||
Made with love by GitHub. Licensed under the [CC-BY 4.0 License](https://creativecommons.org/licenses/by-sa/4.0/).
|
||||
|
||||
# Quick guide to pytest
|
||||
|
||||
We make heavy usage of pytest. Here is a quick guide and collection of useful options:
|
||||
|
||||
- To run all tests in the current directory and subdirectories: pytest
|
||||
|
||||
- To run tests in a specific directory or file: pytest path/to/dir/test_foo.py
|
||||
|
||||
- -s: disables output capturing
|
||||
|
||||
- --pdb: in case of exception, enter a (Pdb) prompt so that you can inspect what went wrong.
|
||||
|
||||
- -v: verbose mode
|
||||
|
||||
- -x: stop the execution as soon as one test fails
|
||||
|
||||
- -k foo: run only the tests whose full name contains foo
|
||||
|
||||
- -k 'foo and bar'
|
||||
|
||||
- -k 'foo and not bar'
|
||||
|
||||
## Running integration tests under pytest
|
||||
|
||||
make test is useful to run all the tests, but during the development is useful to have more control on how tests are run. The following guide assumes that you are in the directory pyscriptjs/tests/integration/.
|
||||
|
||||
### To run all the integration tests, single or multi core
|
||||
|
||||
$ pytest -xv
|
||||
...
|
||||
|
||||
test_00_support.py::TestSupport::test_basic[chromium] PASSED [ 0%]
|
||||
test_00_support.py::TestSupport::test_console[chromium] PASSED [ 1%]
|
||||
test_00_support.py::TestSupport::test_check_js_errors_simple[chromium] PASSED [ 2%]
|
||||
test_00_support.py::TestSupport::test_check_js_errors_expected[chromium] PASSED [ 3%]
|
||||
test_00_support.py::TestSupport::test_check_js_errors_expected_but_didnt_raise[chromium] PASSED [ 4%]
|
||||
test_00_support.py::TestSupport::test_check_js_errors_multiple[chromium] PASSED [ 5%]
|
||||
...
|
||||
|
||||
-x means "stop at the first failure". -v means "verbose", so that you can see all the test names one by one. We try to keep tests in a reasonable order, from most basic to most complex. This way, if you introduced some bug in very basic things, you will notice immediately.
|
||||
|
||||
If you have the pytest-xdist plugin installed, you can run all the integration tests on 4 cores in parallel:
|
||||
|
||||
$ pytest -n 4
|
||||
|
||||
### To run a single test, headless
|
||||
|
||||
$ pytest test_01_basic.py -k test_pyscript_hello -s
|
||||
...
|
||||
[ 0.00 page.goto ] pyscript_hello.html
|
||||
[ 0.01 request ] 200 - fake_server - http://fake_server/pyscript_hello.html
|
||||
...
|
||||
[ 0.17 console.info ] [py-loader] Downloading pyodide-x.y.z...
|
||||
[ 0.18 request ] 200 - CACHED - https://cdn.jsdelivr.net/pyodide/vx.y.z/full/pyodide.js
|
||||
...
|
||||
[ 3.59 console.info ] [pyscript/main] PyScript page fully initialized
|
||||
[ 3.60 console.log ] hello pyscript
|
||||
|
||||
-k selects tests by pattern matching as described above. -s instructs pytest to show the output to the terminal instead of capturing it. In the output you can see various useful things, including network requests and JS console messages.
|
||||
|
||||
### To run a single test, headed
|
||||
|
||||
$ pytest test_01_basic.py -k test_pyscript_hello -s --headed
|
||||
...
|
||||
|
||||
Same as above, but with --headed the browser is shown in a window, and you can interact with it. The browser uses a fake server, which means that HTTP requests are cached.
|
||||
|
||||
Unfortunately, in this mode source maps does not seem to work, and you cannot debug the original typescript source code. This seems to be a bug in playwright, for which we have a workaround:
|
||||
|
||||
$ pytest test_01_basic.py -k test_pyscript_hello -s --headed --no-fake-server
|
||||
...
|
||||
|
||||
As the name implies, -no-fake-server disables the fake server: HTTP requests are not cached, but source-level debugging works.
|
||||
|
||||
Finally:
|
||||
|
||||
$ pytest test_01_basic.py -k test_pyscript_hello -s --dev
|
||||
...
|
||||
|
||||
--dev implies --headed --no-fake-server. In addition, it also automatically open chrome dev tools.
|
||||
|
||||
### To run only main thread or worker tests
|
||||
|
||||
By default, we run each test twice: one with execution_thread = "main" and one with execution_thread = "worker". If you want to run only half of them, you can use -m:
|
||||
|
||||
$ pytest -m main # run only the tests in the main thread
|
||||
$ pytest -m worker # ron only the tests in the web worker
|
||||
|
||||
## Fake server, HTTP cache
|
||||
|
||||
By default, our test machinery uses a playwright router which intercepts and cache HTTP requests, so that for example you don't have to download pyodide again and again. This also enables the possibility of running tests in parallel on multiple cores.
|
||||
|
||||
The cache is stored using the pytest-cache plugin, which means that it survives across sessions.
|
||||
|
||||
If you want to temporarily disable the cache, the easiest thing is to use --no-fake-server, which bypasses it completely.
|
||||
|
||||
If you want to clear the cache, you can use the special option --clear-http-cache:
|
||||
|
||||
NOTE: this works only if you are inside tests/integration, or if you explicitly specify tests/integration from the command line. This is due to how pytest decides to search for and load the various conftest.py.
|
||||
|
||||
6
LICENSE
@@ -186,7 +186,11 @@
|
||||
same "printed page" as the copyright notice for easier
|
||||
identification within third-party archives.
|
||||
|
||||
Copyright [yyyy] [name of copyright owner]
|
||||
|
||||
Copyright (c) 2022-present, PyScript Development Team
|
||||
|
||||
Originated at Anaconda, Inc. in 2022
|
||||
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
|
||||
54
README.md
@@ -6,9 +6,25 @@
|
||||
|
||||
PyScript is a framework that allows users to create rich Python applications in the browser using HTML's interface and the power of [Pyodide](https://pyodide.org/en/stable/), [MicroPython](https://micropython.org/) and [WASM](https://webassembly.org/), and modern web technologies.
|
||||
|
||||
To get started see the [getting started tutorial](docs/tutorials/getting-started.md).
|
||||
To get started see the [Beginning PyScript tutorial](https://docs.pyscript.net/latest/beginning-pyscript/).
|
||||
|
||||
For examples see [here](examples).
|
||||
For examples see [here](https://pyscript.com/@examples).
|
||||
|
||||
Other useful resources:
|
||||
|
||||
- The [official technical docs](https://docs.pyscript.net/).
|
||||
- Our current [Home Page](https://pyscript.net/) on the web.
|
||||
- A free-to-use [online editor](https://pyscript.com/) for trying PyScript.
|
||||
- Our community [Discord Channel](https://discord.gg/BYB2kvyFwm), to keep in touch .
|
||||
|
||||
Every Tuesday at 15:30 UTC there is the _PyScript Community Call_ on zoom, where we can talk about PyScript development in the open. Most of the maintainers regularly participate in the call, and everybody is welcome to join.
|
||||
|
||||
Every other Thursday at 16:00 UTC there is the _PyScript FUN_ call: this is a call in which everybody is encouraged to show what they did with PyScript.
|
||||
|
||||
For more details on how to join the calls and up to date schedule, consult the official calendar:
|
||||
|
||||
- [Google calendar](https://calendar.google.com/calendar/u/0/embed?src=d3afdd81f9c132a8c8f3290f5cc5966adebdf61017fca784eef0f6be9fd519e0@group.calendar.google.com&ctz=UTC) in UTC time;
|
||||
- [iCal format](https://calendar.google.com/calendar/ical/d3afdd81f9c132a8c8f3290f5cc5966adebdf61017fca784eef0f6be9fd519e0%40group.calendar.google.com/public/basic.ics).
|
||||
|
||||
### Longer Version
|
||||
|
||||
@@ -22,11 +38,11 @@ To try PyScript, import the appropriate pyscript files into the `<head>` tag of
|
||||
<head>
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://pyscript.net/releases/2023.11.1/core.css"
|
||||
href="https://pyscript.net/releases/2023.11.2/core.css"
|
||||
/>
|
||||
<script
|
||||
type="module"
|
||||
src="https://pyscript.net/releases/2023.11.1/core.js"
|
||||
src="https://pyscript.net/releases/2023.11.2/core.js"
|
||||
></script>
|
||||
</head>
|
||||
<body>
|
||||
@@ -43,41 +59,17 @@ You can then use PyScript components in your html page. PyScript currently offer
|
||||
- `<script type="py">`: can be used to define python code that is executable within the web page.
|
||||
- `<script type="py" src="hello.py">`: same as above, but the python source is fetched from the given URL.
|
||||
- `<script type="py" terminal>`: same as above, but also creates a terminal where to display stdout and stderr (e.g., the output of `print()`); `input()` does not work.
|
||||
- `<script type="py" terminal worker>`: run Python inside a web worker: the terminal if fully functional and `input()` works.
|
||||
- `<script type="py" terminal worker>`: run Python inside a web worker: the terminal is fully functional and `input()` works.
|
||||
- `<py-script>`: same as `<script type="py">`, but it is not recommended because if the code contains HTML tags, they could be parsed wrongly.
|
||||
- `<script type="mpy">`: same as above but use MicroPython instead of Python.
|
||||
|
||||
Check out the [official docs](https://docs.pyscript.net) for more detailed documentation.
|
||||
Check out the [official docs](https://docs.pyscript.net/) for more detailed documentation.
|
||||
|
||||
## How to Contribute
|
||||
|
||||
Read the [contributing guide](CONTRIBUTING.md) to learn about our development process, reporting bugs and improvements, creating issues and asking questions.
|
||||
|
||||
Check out the [developing process](https://docs.pyscript.net/latest/contributing) documentation for more information on how to setup your development environment.
|
||||
|
||||
## Community calls and events
|
||||
|
||||
Every Tuesday at 15:30 UTC there is the _PyScript Community Call_ on zoom, where we can talk about PyScript development in the open. Most of the maintainers regularly participate in the call, and everybody is welcome to join.
|
||||
|
||||
Every other Thursday at 16:00 UTC there is the _PyScript FUN_ call: this is a call in which everybody is encouraged to show what they did with PyScript.
|
||||
|
||||
For more details on how to join the calls and up to date schedule, consult the official calendar:
|
||||
|
||||
- [Google calendar](https://calendar.google.com/calendar/u/0/embed?src=d3afdd81f9c132a8c8f3290f5cc5966adebdf61017fca784eef0f6be9fd519e0@group.calendar.google.com&ctz=UTC) in UTC time;
|
||||
- [iCal format](https://calendar.google.com/calendar/ical/d3afdd81f9c132a8c8f3290f5cc5966adebdf61017fca784eef0f6be9fd519e0%40group.calendar.google.com/public/basic.ics).
|
||||
|
||||
## Resources
|
||||
|
||||
- [Official docs](https://docs.pyscript.net)
|
||||
- [Discussion board](https://community.anaconda.cloud/c/tech-topics/pyscript)
|
||||
- [Home Page](https://pyscript.net/)
|
||||
- [Blog Post](https://engineering.anaconda.com/2022/04/welcome-pyscript.html)
|
||||
- [Discord Channel](https://discord.gg/BYB2kvyFwm)
|
||||
|
||||
## Notes
|
||||
|
||||
- This is an extremely experimental project, so expect things to break!
|
||||
- PyScript has been only tested on Chrome at the moment.
|
||||
Check out the [developing process](https://pyscript.github.io/docs/latest/contributing) documentation for more information on how to setup your development environment.
|
||||
|
||||
## Governance
|
||||
|
||||
|
||||
@@ -1,90 +0,0 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Altair</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"
|
||||
/>
|
||||
<link rel="stylesheet" href="./assets/css/examples.css" />
|
||||
<style>
|
||||
py-script {
|
||||
display: none;
|
||||
}
|
||||
</style>
|
||||
<script
|
||||
type="module"
|
||||
src="https://esm.sh/@pyscript/core@latest/core.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 = [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
</py-config>
|
||||
<py-script>
|
||||
from pyscript import display
|
||||
import altair as alt
|
||||
from vega_datasets import data
|
||||
|
||||
source = data.movies.url
|
||||
|
||||
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')
|
||||
)
|
||||
)
|
||||
|
||||
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)
|
||||
|
||||
display(alt.vconcat(
|
||||
rect + circ,
|
||||
bar
|
||||
).resolve_legend(
|
||||
color="independent",
|
||||
size="independent"
|
||||
), target="altair")
|
||||
</py-script>
|
||||
</py-tutor>
|
||||
</section>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,39 +0,0 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Antigravity</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"
|
||||
/>
|
||||
<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">Antigravity</a>
|
||||
</div>
|
||||
</nav>
|
||||
<py-tutor modules="antigravity.py">
|
||||
<section class="pyscript">
|
||||
<py-config>
|
||||
plugins = [
|
||||
"https://pyscript.net/latest/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>
|
||||
</html>
|
||||
@@ -1,44 +0,0 @@
|
||||
import random
|
||||
|
||||
from js import DOMParser, document, setInterval
|
||||
from pyodide.ffi import create_proxy
|
||||
from pyodide.http import open_url
|
||||
|
||||
|
||||
class Antigravity:
|
||||
url = "./antigravity.svg"
|
||||
|
||||
def __init__(self, target=None, interval=10, append=True, fly=False):
|
||||
self.target = (
|
||||
document.getElementById(target)
|
||||
if isinstance(target, str)
|
||||
else document.body
|
||||
)
|
||||
doc = DOMParser.new().parseFromString(
|
||||
open_url(self.url).read(), "image/svg+xml"
|
||||
)
|
||||
self.node = doc.documentElement
|
||||
if append:
|
||||
self.target.append(self.node)
|
||||
else:
|
||||
self.target.replaceChildren(self.node)
|
||||
self.xoffset, self.yoffset = 0, 0
|
||||
self.interval = interval
|
||||
if fly:
|
||||
self.fly()
|
||||
|
||||
def fly(self):
|
||||
setInterval(create_proxy(self.move), self.interval)
|
||||
|
||||
def move(self):
|
||||
char = self.node.getElementsByTagName("g")[1]
|
||||
char.setAttribute("transform", f"translate({self.xoffset}, {-self.yoffset})")
|
||||
self.xoffset += random.normalvariate(0, 1) / 20
|
||||
if self.yoffset < 50:
|
||||
self.yoffset += 0.1
|
||||
else:
|
||||
self.yoffset += random.normalvariate(0, 1) / 20
|
||||
|
||||
|
||||
_auto = Antigravity(append=True)
|
||||
fly = _auto.fly
|
||||
|
Before Width: | Height: | Size: 212 KiB |
@@ -1,91 +0,0 @@
|
||||
body {
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.pyscript {
|
||||
margin: 0.5rem;
|
||||
}
|
||||
|
||||
.code {
|
||||
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-section-hidden {
|
||||
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;
|
||||
}
|
||||
.code-section-visible p {
|
||||
margin: 0;
|
||||
font-style: italic;
|
||||
font-size: small;
|
||||
}
|
||||
|
||||
.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;
|
||||
}
|
||||
|
||||
nav {
|
||||
position: sticky;
|
||||
width: 100%;
|
||||
top: 0;
|
||||
left: 0;
|
||||
z-index: 9999;
|
||||
}
|
||||
|
||||
.logo {
|
||||
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;
|
||||
}
|
||||
|
||||
.app-header {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
padding: 0.5rem 1rem;
|
||||
}
|
||||
@@ -1,74 +0,0 @@
|
||||
.example {
|
||||
margin-bottom: 5rem;
|
||||
}
|
||||
|
||||
.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;
|
||||
}
|
||||
|
||||
.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;
|
||||
}
|
||||
|
||||
.card a p {
|
||||
color: var(--text-color);
|
||||
}
|
||||
|
||||
a .card {
|
||||
height: 100%;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
justify-content: space-between;
|
||||
}
|
||||
|
||||
.card-content {
|
||||
height: 100%;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
justify-content: space-between;
|
||||
}
|
||||
|
||||
.card-content a,
|
||||
.card-content a:visited {
|
||||
color: var(--color-primary);
|
||||
}
|
||||
|
||||
.container-card {
|
||||
max-width: 1500px;
|
||||
margin: 0 auto;
|
||||
display: grid;
|
||||
gap: 1rem;
|
||||
}
|
||||
|
||||
@media (min-width: 600px) {
|
||||
.container-card {
|
||||
grid-template-columns: repeat(2, 1fr);
|
||||
}
|
||||
}
|
||||
|
||||
@media (min-width: 900px) {
|
||||
.container-card {
|
||||
grid-template-columns: repeat(4, 1fr);
|
||||
}
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
@import url("https://fonts.googleapis.com/css2?family=Inconsolata:wght@400;700&display=swap");
|
||||
@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);
|
||||
}
|
||||
|
||||
.container {
|
||||
max-width: 1510px;
|
||||
margin: auto;
|
||||
padding: 0 2rem;
|
||||
}
|
||||
|
||||
.title-main {
|
||||
font-size: 4.25rem;
|
||||
font-family: "Inconsolata", monospace;
|
||||
text-align: center;
|
||||
margin: 2rem 0;
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
*,
|
||||
*:after,
|
||||
*:before {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
box-sizing: border-box;
|
||||
text-decoration: none;
|
||||
}
|
||||
|
||||
body {
|
||||
font-size: 100%;
|
||||
list-style-type: none;
|
||||
}
|
||||
|
||||
p {
|
||||
font-family: "Inconsolata", monospace;
|
||||
font-weight: 400;
|
||||
}
|
||||
|
||||
a {
|
||||
text-decoration: none;
|
||||
}
|
||||
@@ -1,6 +0,0 @@
|
||||
:root {
|
||||
--color-primary: #fda703;
|
||||
--color-secondary: #1d1d22;
|
||||
--text-color: white;
|
||||
--card-shadow: 0px 5px 11px 0px rgb(0 0 0 / 15%);
|
||||
}
|
||||
3
examples/assets/prism/prism.min.css
vendored
@@ -1,3 +0,0 @@
|
||||
/* PrismJS 1.29.0
|
||||
https://prismjs.com/download.html#themes=prism-okaidia&languages=markup+clike+javascript+python */
|
||||
code[class*=language-],pre[class*=language-]{color:#f8f8f2;background:0 0;text-shadow:0 1px rgba(0,0,0,.3);font-family:Consolas,Monaco,'Andale Mono','Ubuntu Mono',monospace;font-size:1em;text-align:left;white-space:pre;word-spacing:normal;word-break:normal;word-wrap:normal;line-height:1.5;-moz-tab-size:4;-o-tab-size:4;tab-size:4;-webkit-hyphens:none;-moz-hyphens:none;-ms-hyphens:none;hyphens:none}pre[class*=language-]{padding:1em;margin:.5em 0;overflow:auto;border-radius:.3em}:not(pre)>code[class*=language-],pre[class*=language-]{background:#272822}:not(pre)>code[class*=language-]{padding:.1em;border-radius:.3em;white-space:normal}.token.cdata,.token.comment,.token.doctype,.token.prolog{color:#8292a2}.token.punctuation{color:#f8f8f2}.token.namespace{opacity:.7}.token.constant,.token.deleted,.token.property,.token.symbol,.token.tag{color:#f92672}.token.boolean,.token.number{color:#ae81ff}.token.attr-name,.token.builtin,.token.char,.token.inserted,.token.selector,.token.string{color:#a6e22e}.language-css .token.string,.style .token.string,.token.entity,.token.operator,.token.url,.token.variable{color:#f8f8f2}.token.atrule,.token.attr-value,.token.class-name,.token.function{color:#e6db74}.token.keyword{color:#66d9ef}.token.important,.token.regex{color:#fd971f}.token.bold,.token.important{font-weight:700}.token.italic{font-style:italic}.token.entity{cursor:help}
|
||||
7
examples/assets/prism/prism.min.js
vendored
@@ -1,29 +0,0 @@
|
||||
<!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>
|
||||
<py-script>
|
||||
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)
|
||||
</py-script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,45 +0,0 @@
|
||||
<!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 INVOKED LOOP BLOCKING AWAIT AT SAME
|
||||
LEVEL AS LOOP Pyscript writing to console.log:
|
||||
<py-script>
|
||||
import js
|
||||
import asyncio
|
||||
|
||||
async def asyncCallLoop1():
|
||||
for i in range(3):
|
||||
js.console.log('A', i)
|
||||
await asyncio.sleep(2)
|
||||
|
||||
asyncCallLoop1()
|
||||
</py-script>
|
||||
</div>
|
||||
<div>
|
||||
Pyscript - SECOND ASYNC WITH INVOKED LOOP BLOCKING AWAIT AT SAME
|
||||
LEVEL AS LOOP Pyscript writing to console.log:
|
||||
<py-script>
|
||||
import js
|
||||
import asyncio
|
||||
|
||||
async def asyncCallLoop2():
|
||||
for i in range(3):
|
||||
js.console.log('B', i)
|
||||
await asyncio.sleep(2)
|
||||
|
||||
asyncCallLoop2()
|
||||
</py-script>
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,42 +0,0 @@
|
||||
<!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 INVOKED LOOP BLOCKING AWAIT AT SAME
|
||||
LEVEL AS LOOP Pyscript writing to console.log:
|
||||
<py-script>
|
||||
import js
|
||||
import asyncio
|
||||
|
||||
async def asyncCallLoop1():
|
||||
for i in range(3):
|
||||
js.console.log('A', i)
|
||||
await asyncio.sleep(2)
|
||||
|
||||
asyncCallLoop1()
|
||||
</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>
|
||||
</html>
|
||||
@@ -1,45 +0,0 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="viewport" content="width=device-width,initial-scale=1" />
|
||||
<title>Async Await NON-BLOCKING 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 NON-BLOCKING AWAIT AT ONE LEVEL LOWER
|
||||
THAN LOOP Pyscript writing to console.log:
|
||||
<py-script>
|
||||
import js
|
||||
import asyncio
|
||||
|
||||
async def asyncCall1():
|
||||
await asyncio.sleep(2)
|
||||
|
||||
for i in range(3):
|
||||
js.console.log('A', i)
|
||||
asyncCall1()
|
||||
</py-script>
|
||||
</div>
|
||||
<div>
|
||||
Pyscript - SECOND ASYNC WITH NON-BLOCKING AWAIT AT ONE LEVEL LOWER
|
||||
THAN LOOP Pyscript writing to console.log:
|
||||
<py-script>
|
||||
import js
|
||||
import asyncio
|
||||
|
||||
async def asyncCall2():
|
||||
await asyncio.sleep(2)
|
||||
|
||||
for i in range(3):
|
||||
js.console.log('B', i)
|
||||
asyncCall2()
|
||||
</py-script>
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,39 +0,0 @@
|
||||
<!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
|
||||
|
||||
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>
|
||||
</html>
|
||||
@@ -1,22 +0,0 @@
|
||||
<!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>
|
||||
<py-script>
|
||||
import asyncio
|
||||
from itertools import count
|
||||
for i in count():
|
||||
print(f"Count: {i}")
|
||||
await asyncio.sleep(1)
|
||||
</py-script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,94 +0,0 @@
|
||||
<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>
|
||||
|
||||
<script type="text/javascript">
|
||||
Bokeh.set_log_level("info");
|
||||
</script>
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://pyscript.net/latest/pyscript.css"
|
||||
/>
|
||||
|
||||
<link rel="stylesheet" href="./assets/css/examples.css" />
|
||||
<style>
|
||||
py-script {
|
||||
display: none;
|
||||
}
|
||||
</style>
|
||||
<script
|
||||
type="module"
|
||||
src="https://esm.sh/@pyscript/core@latest/core.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"
|
||||
>Bokeh Example</a
|
||||
>
|
||||
</div>
|
||||
</nav>
|
||||
<py-tutor>
|
||||
<section class="pyscript">
|
||||
<div id="myplot"></div>
|
||||
|
||||
<py-config>
|
||||
packages = [
|
||||
"pandas",
|
||||
"bokeh",
|
||||
"xyzservices"
|
||||
]
|
||||
plugins = [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
</py-config>
|
||||
|
||||
<py-script id="main">
|
||||
import json
|
||||
import pyodide
|
||||
|
||||
from js import Bokeh, console, JSON
|
||||
|
||||
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)
|
||||
|
||||
# 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))
|
||||
</py-script>
|
||||
</section>
|
||||
</py-tutor>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,136 +0,0 @@
|
||||
<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>
|
||||
<link rel="stylesheet" href="./assets/css/examples.css" />
|
||||
|
||||
<script type="text/javascript">
|
||||
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">
|
||||
<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">
|
||||
<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 = [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
</py-config>
|
||||
|
||||
<py-script id="main">
|
||||
import asyncio
|
||||
import json
|
||||
import pyodide
|
||||
|
||||
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
|
||||
|
||||
# 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}'
|
||||
|
||||
p.on_change('value', callback)
|
||||
|
||||
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
|
||||
)
|
||||
|
||||
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__,
|
||||
))
|
||||
|
||||
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))
|
||||
|
||||
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)
|
||||
|
||||
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>
|
||||
</section>
|
||||
</py-tutor>
|
||||
</body>
|
||||
</html>
|
||||
138
examples/d3.html
@@ -1,138 +0,0 @@
|
||||
<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" />
|
||||
|
||||
<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);
|
||||
}
|
||||
}
|
||||
</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"
|
||||
>Simple d3 visualization</a
|
||||
>
|
||||
</div>
|
||||
</nav>
|
||||
|
||||
<section class="pyscript">
|
||||
<py-tutor modules="d3.py">
|
||||
<py-config>
|
||||
plugins = [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
[[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>
|
||||
</div>
|
||||
</div>
|
||||
<py-script src="d3.py"></py-script>
|
||||
</section>
|
||||
|
||||
<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 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 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");
|
||||
|
||||
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");
|
||||
|
||||
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);
|
||||
}
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,64 +0,0 @@
|
||||
import js
|
||||
from pyodide.ffi import create_proxy, to_js
|
||||
|
||||
d3 = js.d3
|
||||
|
||||
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},
|
||||
]
|
||||
|
||||
fn = create_proxy(lambda d, *_: d["count"])
|
||||
data = d3.pie().value(fn)(to_js(fruits))
|
||||
|
||||
arc = (
|
||||
d3.arc()
|
||||
.innerRadius(210)
|
||||
.outerRadius(310)
|
||||
.padRadius(300)
|
||||
.padAngle(2 / 300)
|
||||
.cornerRadius(8)
|
||||
)
|
||||
|
||||
py = d3.select("#py")
|
||||
py.select(".loading").remove()
|
||||
|
||||
svg = (
|
||||
py.append("svg")
|
||||
.attr("viewBox", "-320 -320 640 640")
|
||||
.attr("width", "400")
|
||||
.attr("height", "400")
|
||||
)
|
||||
|
||||
for d in data:
|
||||
d_py = d.to_py()
|
||||
|
||||
(svg.append("path").style("fill", "steelblue").attr("d", arc(d)))
|
||||
|
||||
text = (
|
||||
svg.append("text")
|
||||
.style("fill", "white")
|
||||
.attr("transform", f"translate({arc.centroid(d).join(',')})")
|
||||
.attr("text-anchor", "middle")
|
||||
)
|
||||
|
||||
(
|
||||
text.append("tspan")
|
||||
.style("font-size", "24")
|
||||
.attr("x", "0")
|
||||
.text(d_py["data"]["name"])
|
||||
)
|
||||
|
||||
(
|
||||
text.append("tspan")
|
||||
.style("font-size", "18")
|
||||
.attr("x", "0")
|
||||
.attr("dy", "1.3em")
|
||||
.text(d_py["value"])
|
||||
)
|
||||
|
Before Width: | Height: | Size: 4.2 KiB |
@@ -1,81 +0,0 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Folium</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"
|
||||
/>
|
||||
<link rel="stylesheet" href="./assets/css/examples.css" />
|
||||
<style>
|
||||
py-script {
|
||||
display: none;
|
||||
}
|
||||
</style>
|
||||
<script
|
||||
type="module"
|
||||
src="https://esm.sh/@pyscript/core@latest/core.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">Folium</a>
|
||||
</div>
|
||||
</nav>
|
||||
<section class="pyscript">
|
||||
<div id="folium"></div>
|
||||
|
||||
<py-tutor>
|
||||
<py-config>
|
||||
packages = [
|
||||
"folium",
|
||||
"pandas"
|
||||
]
|
||||
plugins = [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
</py-config>
|
||||
|
||||
<py-script>
|
||||
from pyscript import display
|
||||
import folium
|
||||
import json
|
||||
import pandas as pd
|
||||
|
||||
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())
|
||||
|
||||
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.LayerControl().add_to(m)
|
||||
|
||||
display(m, target="folium")
|
||||
</py-script>
|
||||
</py-tutor>
|
||||
</section>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,139 +0,0 @@
|
||||
import numpy as np
|
||||
from numpy.polynomial import Polynomial
|
||||
|
||||
|
||||
def mandelbrot(
|
||||
width: int,
|
||||
height: int,
|
||||
*,
|
||||
x: float = -0.5,
|
||||
y: float = 0,
|
||||
zoom: int = 1,
|
||||
max_iterations: int = 100
|
||||
) -> np.array:
|
||||
"""
|
||||
https://www.learnpythonwithrune.org/numpy-compute-mandelbrot-set-by-vectorization
|
||||
"""
|
||||
# To make navigation easier we calculate these values
|
||||
x_width, y_height = 1.5, 1.5 * height / width
|
||||
x_from, x_to = x - x_width / zoom, x + x_width / zoom
|
||||
y_from, y_to = y - y_height / zoom, y + y_height / zoom
|
||||
|
||||
# Here the actual algorithm starts
|
||||
x = np.linspace(x_from, x_to, width).reshape((1, width))
|
||||
y = np.linspace(y_from, y_to, height).reshape((height, 1))
|
||||
c = x + 1j * y
|
||||
|
||||
# Initialize z to all zero
|
||||
z = np.zeros(c.shape, dtype=np.complex128)
|
||||
|
||||
# To keep track in which iteration the point diverged
|
||||
div_time = np.zeros(z.shape, dtype=int)
|
||||
|
||||
# To keep track on which points did not converge so far
|
||||
m = np.full(c.shape, True, dtype=bool)
|
||||
for i in range(max_iterations):
|
||||
z[m] = z[m] ** 2 + c[m]
|
||||
diverged = np.greater(
|
||||
np.abs(z), 2, out=np.full(c.shape, False), where=m
|
||||
) # Find diverging
|
||||
div_time[diverged] = i # set the value of the diverged iteration number
|
||||
m[np.abs(z) > 2] = False # to remember which have diverged
|
||||
|
||||
return div_time
|
||||
|
||||
|
||||
def julia(
|
||||
width: int,
|
||||
height: int,
|
||||
*,
|
||||
c: complex = -0.4 + 0.6j,
|
||||
x: float = 0,
|
||||
y: float = 0,
|
||||
zoom: int = 1,
|
||||
max_iterations: int = 100
|
||||
) -> np.array:
|
||||
"""
|
||||
https://www.learnpythonwithrune.org/numpy-calculate-the-julia-set-with-vectorization
|
||||
"""
|
||||
# To make navigation easier we calculate these values
|
||||
x_width, y_height = 1.5, 1.5 * height / width
|
||||
x_from, x_to = x - x_width / zoom, x + x_width / zoom
|
||||
y_from, y_to = y - y_height / zoom, y + y_height / zoom
|
||||
|
||||
# Here the actual algorithm starts
|
||||
x = np.linspace(x_from, x_to, width).reshape((1, width))
|
||||
y = np.linspace(y_from, y_to, height).reshape((height, 1))
|
||||
z = x + 1j * y
|
||||
|
||||
# Initialize z to all zero
|
||||
c = np.full(z.shape, c)
|
||||
|
||||
# To keep track in which iteration the point diverged
|
||||
div_time = np.zeros(z.shape, dtype=int)
|
||||
|
||||
# To keep track on which points did not converge so far
|
||||
m = np.full(c.shape, True, dtype=bool)
|
||||
for i in range(max_iterations):
|
||||
z[m] = z[m] ** 2 + c[m]
|
||||
m[np.abs(z) > 2] = False
|
||||
div_time[m] = i
|
||||
|
||||
return div_time
|
||||
|
||||
|
||||
Range = tuple[float, float]
|
||||
|
||||
|
||||
def newton(
|
||||
width: int,
|
||||
height: int,
|
||||
*,
|
||||
p: Polynomial,
|
||||
a: complex,
|
||||
xr: Range = (-2.5, 1),
|
||||
yr: Range = (-1, 1),
|
||||
max_iterations: int = 100
|
||||
) -> tuple[np.array, np.array]:
|
||||
""" """
|
||||
# To make navigation easier we calculate these values
|
||||
x_from, x_to = xr
|
||||
y_from, y_to = yr
|
||||
|
||||
# Here the actual algorithm starts
|
||||
x = np.linspace(x_from, x_to, width).reshape((1, width))
|
||||
y = np.linspace(y_from, y_to, height).reshape((height, 1))
|
||||
z = x + 1j * y
|
||||
|
||||
# Compute the derivative
|
||||
dp = p.deriv()
|
||||
|
||||
# Compute roots
|
||||
roots = p.roots()
|
||||
epsilon = 1e-5
|
||||
|
||||
# Set the initial conditions
|
||||
a = np.full(z.shape, a)
|
||||
|
||||
# To keep track in which iteration the point diverged
|
||||
div_time = np.zeros(z.shape, dtype=int)
|
||||
|
||||
# To keep track on which points did not converge so far
|
||||
m = np.full(a.shape, True, dtype=bool)
|
||||
|
||||
# To keep track which root each point converged to
|
||||
r = np.full(a.shape, 0, dtype=int)
|
||||
|
||||
for i in range(max_iterations):
|
||||
z[m] = z[m] - a[m] * p(z[m]) / dp(z[m])
|
||||
|
||||
for j, root in enumerate(roots):
|
||||
converged = (np.abs(z.real - root.real) < epsilon) & (
|
||||
np.abs(z.imag - root.imag) < epsilon
|
||||
)
|
||||
m[converged] = False
|
||||
r[converged] = j + 1
|
||||
|
||||
div_time[m] = i
|
||||
|
||||
return div_time, r
|
||||
2
examples/handtrack/lib/handtrack.min.js
vendored
@@ -1,137 +0,0 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="viewport" content="width=device-width,initial-scale=1" />
|
||||
|
||||
<title>Say Hello</title>
|
||||
|
||||
<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>
|
||||
|
||||
<body>
|
||||
<py-script>
|
||||
from js import handTrack, requestAnimationFrame, console
|
||||
from pyodide import create_once_callable
|
||||
import asyncio
|
||||
|
||||
update_note = Element("update-note")
|
||||
canvas = Element("canvas")
|
||||
video = Element("myvideo")
|
||||
context = canvas.element.getContext("2d")
|
||||
|
||||
isVideo = False
|
||||
model = None
|
||||
|
||||
modelParams = {
|
||||
"flipHorizontal": True, # flip e.g for video
|
||||
"maxNumBoxes": 20, # maximum number of boxes to detect
|
||||
"iouThreshold": 0.5, # ioU threshold for non-max suppression
|
||||
"scoreThreshold": 0.6, # confidence threshold for predictions.
|
||||
}
|
||||
|
||||
def toggle_video():
|
||||
global isVideo
|
||||
if (not isVideo):
|
||||
update_note.write("Starting video")
|
||||
pyscript.run_until_complete(start_video())
|
||||
else:
|
||||
update_note.write("Stopping video")
|
||||
handTrack.stopVideo(video.element)
|
||||
isVideo = False
|
||||
update_note.write("Video stopped")
|
||||
|
||||
async def start_video():
|
||||
global isVideo
|
||||
update_note.write("Inside sstart video")
|
||||
status = await handTrack.startVideo(video.element)
|
||||
console.log("video started", status)
|
||||
if status:
|
||||
update_note.write("Video started. Now tracking")
|
||||
isVideo = True
|
||||
console.log( "Calling RUN DETECTION")
|
||||
y = await run_detection()
|
||||
else:
|
||||
update_note.write( "Please enable video")
|
||||
|
||||
def sync_run_detection(evt):
|
||||
pyscript.run_until_complete(run_detection())
|
||||
|
||||
async def run_detection():
|
||||
console.log("in RUN DETECTION: ");
|
||||
global model
|
||||
global isVideo
|
||||
|
||||
console.log("...1")
|
||||
|
||||
predictions = await model.detect(video.element)
|
||||
console.log("done...1")
|
||||
console.log("Predictions: ", predictions);
|
||||
model.renderPredictions(predictions, canvas.element, context, video.element);
|
||||
console.log("is Video?", isVideo)
|
||||
if (isVideo):
|
||||
console.log("requestingAnimation!")
|
||||
await requestAnimationFrame(create_once_callable(sync_run_detection));
|
||||
console.log("...2")
|
||||
|
||||
def run_detection_image(img):
|
||||
console.log("in RUN DETECTION IMAGE", predictions);
|
||||
global model
|
||||
def detect(predition):
|
||||
console.log("Predictions: ", predictions);
|
||||
model.renderPredictions(predictions, canvas, context, img);
|
||||
console.log("...3")
|
||||
model.detect(img).then(detect)
|
||||
console.log("...4")
|
||||
|
||||
def handle_model(lmodel):
|
||||
global model
|
||||
model = lmodel
|
||||
update_note.write("Loaded Model!")
|
||||
|
||||
async def start():
|
||||
console.log("creating x")
|
||||
console.log("calling x")
|
||||
model = await handTrack.load(modelParams)#.then(handle_model)
|
||||
console.log("loaded model!")
|
||||
console.log(model)
|
||||
handle_model(model)
|
||||
print(dir(x))
|
||||
print(x)
|
||||
|
||||
pyscript.run_until_complete(start())
|
||||
|
||||
#});
|
||||
</py-script>
|
||||
|
||||
<div class="mb10">
|
||||
<button
|
||||
id="trackbutton"
|
||||
class="bx--btn bx--btn--secondary"
|
||||
type="button"
|
||||
py-click="toggle_video()"
|
||||
>
|
||||
Toggle Video
|
||||
</button>
|
||||
<button
|
||||
id="nextimagebutton"
|
||||
class="mt10 bx--btn bx--btn--secondary"
|
||||
type="button"
|
||||
disabled
|
||||
>
|
||||
Next Image
|
||||
</button>
|
||||
<div id="update-note" class="updatenote mt10">loading model ..</div>
|
||||
</div>
|
||||
<div>
|
||||
<video autoplay="autoplay" id="myvideo" py-mount="video"></video>
|
||||
<canvas id="canvas" class="border canvasbox"></canvas>
|
||||
</div>
|
||||
<script src="lib/handtrack.min.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,55 +0,0 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="viewport" content="width=device-width,initial-scale=1" />
|
||||
|
||||
<title>PyScript Hello World</title>
|
||||
|
||||
<link rel="icon" type="image/png" href="favicon.png" />
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://pyscript.net/latest/pyscript.css"
|
||||
/>
|
||||
<link rel="stylesheet" href="./assets/css/examples.css" />
|
||||
<style>
|
||||
py-script {
|
||||
display: none;
|
||||
}
|
||||
</style>
|
||||
<script
|
||||
type="module"
|
||||
src="https://esm.sh/@pyscript/core@latest/core.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">Hello World</a>
|
||||
</div>
|
||||
</nav>
|
||||
|
||||
<py-tutor>
|
||||
<py-config>
|
||||
plugins = [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
</py-config>
|
||||
|
||||
<section class="pyscript">
|
||||
Hello world! <br />
|
||||
This is the current date and time, as computed by Python:
|
||||
<py-script>
|
||||
from pyscript import display
|
||||
from datetime import datetime
|
||||
now = datetime.now()
|
||||
display(now.strftime("%m/%d/%Y, %H:%M:%S"))
|
||||
</py-script>
|
||||
</section>
|
||||
</py-tutor>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,315 +0,0 @@
|
||||
<!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>
|
||||
|
||||
<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><py-script></code> tag
|
||||
</p>
|
||||
</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><py-script></code> tag
|
||||
</p>
|
||||
</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>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<div class="card-content">
|
||||
<a href="./repl2.html" target="_blank">
|
||||
<h2>REPL2</h2>
|
||||
</a>
|
||||
<p>
|
||||
A Python REPL (Read Eval Print Loop) with slightly
|
||||
better formatting
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<div class="card-content">
|
||||
<a href="./todo.html" target="_blank">
|
||||
<h2>TODO App</h2>
|
||||
</a>
|
||||
<p>Simple TODO App</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<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><py-list></code>
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<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
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<div class="card-content">
|
||||
<a href="./altair.html" target="_blank">
|
||||
<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
|
||||
</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>
|
||||
|
||||
<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>
|
||||
</a>
|
||||
<p>
|
||||
Minimal
|
||||
<a href="https://d3js.org/" target="_blank">D3</a>
|
||||
demo demonstrating how to create a visualization
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<div class="card-content">
|
||||
<a href="./webgl/raycaster/index.html" target="_blank">
|
||||
<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
|
||||
>
|
||||
scene would work in the
|
||||
<code><py-script></code> tag
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<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>
|
||||
</a>
|
||||
<p>
|
||||
Minimal Bokeh demo demonstrating how to create a
|
||||
simple
|
||||
<a href="https://bokeh.org/" target="_blank"
|
||||
>Bokeh</a
|
||||
>
|
||||
plot from code
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<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
|
||||
</h2>
|
||||
</a>
|
||||
<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 :)
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<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
|
||||
</h2>
|
||||
</a>
|
||||
<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 :)
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<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
|
||||
</h2>
|
||||
</a>
|
||||
<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 :)
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<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
|
||||
</h2>
|
||||
</a>
|
||||
<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 :)
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<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
|
||||
</h2>
|
||||
</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 :)
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<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
|
||||
</h2>
|
||||
</a>
|
||||
<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"
|
||||
>
|
||||
HTML5 canvas
|
||||
</a>
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
</body>
|
||||
</html>
|
||||
|
Before Width: | Height: | Size: 7.3 KiB |
@@ -1,35 +0,0 @@
|
||||
html,
|
||||
body,
|
||||
ul,
|
||||
li {
|
||||
margin: 0;
|
||||
border: 0;
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
canvas {
|
||||
display: block;
|
||||
width: 762;
|
||||
margin: 0 auto;
|
||||
background-color: blue;
|
||||
}
|
||||
|
||||
p {
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
body {
|
||||
overflow: hidden;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
html {
|
||||
overflow: hidden;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
.info {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 0;
|
||||
}
|
||||
@@ -1,43 +0,0 @@
|
||||
(function () {
|
||||
if (typeof Mario === "undefined") window.Mario = {};
|
||||
|
||||
var Bcoin = (Mario.Bcoin = function (pos) {
|
||||
Mario.Entity.call(this, {
|
||||
pos: pos,
|
||||
sprite: level.bcoinSprite(),
|
||||
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 () {
|
||||
sounds.coin.currentTime = 0.05;
|
||||
sounds.coin.play();
|
||||
this.idx = level.items.length;
|
||||
level.items.push(this);
|
||||
this.active = true;
|
||||
this.vel = -12;
|
||||
this.targetpos = this.pos[1] - 32;
|
||||
};
|
||||
|
||||
Bcoin.prototype.update = function (dt) {
|
||||
if (!this.active) return;
|
||||
|
||||
if (this.vel > 0 && this.pos[1] >= this.targetpos) {
|
||||
player.coins += 1;
|
||||
//spawn a score thingy.
|
||||
delete level.items[this.idx];
|
||||
}
|
||||
|
||||
this.acc = 0.75;
|
||||
this.vel += this.acc;
|
||||
this.pos[1] += this.vel;
|
||||
this.sprite.update(dt);
|
||||
};
|
||||
|
||||
Bcoin.prototype.checkCollisions = function () {};
|
||||
})();
|
||||
@@ -1,84 +0,0 @@
|
||||
(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) {
|
||||
this.item = options.item;
|
||||
this.usedSprite = options.usedSprite;
|
||||
this.bounceSprite = options.bounceSprite;
|
||||
this.breakable = options.breakable;
|
||||
|
||||
Mario.Entity.call(this, {
|
||||
pos: options.pos,
|
||||
sprite: options.sprite,
|
||||
hitbox: [0, 0, 16, 16],
|
||||
});
|
||||
|
||||
this.standing = true;
|
||||
});
|
||||
|
||||
Mario.Util.inherits(Block, Mario.Floor);
|
||||
|
||||
Block.prototype.break = function () {
|
||||
sounds.breakBlock.play();
|
||||
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) {
|
||||
sounds.bump.play();
|
||||
if (power > 0 && this.breakable) {
|
||||
this.break();
|
||||
} else if (this.standing) {
|
||||
this.standing = false;
|
||||
if (this.item) {
|
||||
this.item.spawn();
|
||||
this.item = null;
|
||||
}
|
||||
this.opos = [];
|
||||
this.opos[0] = this.pos[0];
|
||||
this.opos[1] = this.pos[1];
|
||||
if (this.bounceSprite) {
|
||||
this.osprite = this.sprite;
|
||||
this.sprite = this.bounceSprite;
|
||||
} else {
|
||||
this.sprite = this.usedSprite;
|
||||
}
|
||||
|
||||
this.vel[1] = -2;
|
||||
}
|
||||
};
|
||||
|
||||
Block.prototype.update = function (dt, gameTime) {
|
||||
if (!this.standing) {
|
||||
if (this.pos[1] < this.opos[1] - 8) {
|
||||
this.vel[1] = 2;
|
||||
}
|
||||
if (this.pos[1] > this.opos[1]) {
|
||||
this.vel[1] = 0;
|
||||
this.pos = this.opos;
|
||||
if (this.osprite) {
|
||||
this.sprite = this.osprite;
|
||||
}
|
||||
this.standing = true;
|
||||
}
|
||||
} else {
|
||||
if (this.sprite === this.usedSprite) {
|
||||
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];
|
||||
}
|
||||
}
|
||||
|
||||
this.pos[1] += this.vel[1];
|
||||
this.sprite.update(dt, gameTime);
|
||||
};
|
||||
})();
|
||||
@@ -1,62 +0,0 @@
|
||||
(function () {
|
||||
if (typeof Mario === "undefined") window.Mario = {};
|
||||
|
||||
var Coin = (Mario.Coin = function (pos, sprite) {
|
||||
Mario.Entity.call(this, {
|
||||
pos: pos,
|
||||
sprite: sprite,
|
||||
hitbox: [0, 0, 16, 16],
|
||||
});
|
||||
this.idx = level.items.length;
|
||||
});
|
||||
|
||||
Mario.Util.inherits(Coin, Mario.Entity);
|
||||
|
||||
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],
|
||||
];
|
||||
|
||||
//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]
|
||||
)
|
||||
) {
|
||||
this.collect();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
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) {
|
||||
this.sprite.update(dt);
|
||||
};
|
||||
Coin.prototype.checkCollisions = function () {
|
||||
this.isPlayerCollided();
|
||||
};
|
||||
|
||||
Coin.prototype.collect = function () {
|
||||
sounds.coin.currentTime = 0.05;
|
||||
sounds.coin.play();
|
||||
player.coins += 1;
|
||||
delete level.items[this.idx];
|
||||
};
|
||||
})();
|
||||
@@ -1,34 +0,0 @@
|
||||
(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;
|
||||
});
|
||||
|
||||
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.bump = function () {};
|
||||
})();
|
||||
@@ -1,145 +0,0 @@
|
||||
(function () {
|
||||
if (typeof Mario === "undefined") window.Mario = {};
|
||||
|
||||
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],
|
||||
});
|
||||
});
|
||||
|
||||
Mario.Util.inherits(Fireball, Mario.Entity);
|
||||
|
||||
Fireball.prototype.spawn = function (left) {
|
||||
sounds.fireball.currentTime = 0;
|
||||
sounds.fireball.play();
|
||||
if (fireballs[0]) {
|
||||
this.idx = 1;
|
||||
fireballs[1] = this;
|
||||
} else {
|
||||
this.idx = 0;
|
||||
fireballs[0] = this;
|
||||
}
|
||||
this.vel[0] = left ? -5 : 5;
|
||||
this.standing = false;
|
||||
this.vel[1] = 0;
|
||||
};
|
||||
|
||||
Fireball.prototype.render = function (ctx, vX, vY) {
|
||||
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
|
||||
};
|
||||
|
||||
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.speed = 8;
|
||||
this.hit += 1;
|
||||
return;
|
||||
} else if (this.hit == 5) {
|
||||
delete fireballs[this.idx];
|
||||
player.fireballs -= 1;
|
||||
return;
|
||||
} else if (this.hit) {
|
||||
this.hit += 1;
|
||||
return;
|
||||
}
|
||||
|
||||
//In retrospect, the way collision is being handled is RIDICULOUS
|
||||
//but I don't have to use some horrible kludge for this.
|
||||
if (this.standing) {
|
||||
this.standing = false;
|
||||
this.vel[1] = -4;
|
||||
}
|
||||
|
||||
this.acc[1] = 0.5;
|
||||
|
||||
this.vel[1] += this.acc[1];
|
||||
this.pos[0] += this.vel[0];
|
||||
this.pos[1] += this.vel[1];
|
||||
if (this.pos[0] < vX || this.pos[0] > vX + 256) {
|
||||
this.hit = 1;
|
||||
}
|
||||
this.sprite.update(dt);
|
||||
};
|
||||
|
||||
Fireball.prototype.collideWall = function () {
|
||||
if (!this.hit) this.hit = 1;
|
||||
};
|
||||
|
||||
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;
|
||||
|
||||
var baseX = Math.floor(this.pos[0] / 16);
|
||||
var baseY = Math.floor(this.pos[1] / 16);
|
||||
|
||||
if (baseY + h > 15) {
|
||||
delete fireballs[this.idx];
|
||||
player.fireballs -= 1;
|
||||
return;
|
||||
}
|
||||
|
||||
for (var i = 0; i < h; i++) {
|
||||
for (var j = 0; j < w; j++) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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.
|
||||
return;
|
||||
} else {
|
||||
that.isCollideWith(enemy);
|
||||
}
|
||||
});
|
||||
};
|
||||
|
||||
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]
|
||||
)
|
||||
) {
|
||||
this.hit = 1;
|
||||
ent.bump();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
Fireball.prototype.bump = function () {};
|
||||
})();
|
||||
@@ -1,90 +0,0 @@
|
||||
(function () {
|
||||
if (typeof Mario === "undefined") window.Mario = {};
|
||||
|
||||
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],
|
||||
});
|
||||
});
|
||||
|
||||
Mario.Util.inherits(Fireflower, Mario.Entity);
|
||||
|
||||
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 () {
|
||||
sounds.itemAppear.play();
|
||||
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;
|
||||
};
|
||||
|
||||
Fireflower.prototype.update = function (dt) {
|
||||
if (this.spawning > 1) {
|
||||
this.spawning -= 1;
|
||||
if (this.spawning == 1) this.vel[1] = -0.5;
|
||||
return;
|
||||
}
|
||||
if (this.spawning) {
|
||||
if (this.pos[1] <= this.targetpos[1]) {
|
||||
this.pos[1] = this.targetpos[1];
|
||||
this.vel[1] = 0;
|
||||
this.spawning = 0;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
this.isPlayerCollided();
|
||||
};
|
||||
|
||||
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],
|
||||
];
|
||||
|
||||
//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]
|
||||
)
|
||||
) {
|
||||
player.powerUp(this.idx);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
//This should never be called, but just in case.
|
||||
Fireflower.prototype.bump = function () {};
|
||||
})();
|
||||
@@ -1,51 +0,0 @@
|
||||
(function () {
|
||||
if (typeof Mario === "undefined") window.Mario = {};
|
||||
|
||||
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];
|
||||
};
|
||||
|
||||
Flag.prototype.collideWall = function () {};
|
||||
|
||||
Flag.prototype.update = function (dt) {
|
||||
if (!this.done && this.pos[1] >= 170) {
|
||||
this.vel = [0, 0];
|
||||
this.pos[1] = 170;
|
||||
player.exit();
|
||||
this.done = true;
|
||||
}
|
||||
this.pos[1] += this.vel[1];
|
||||
};
|
||||
|
||||
Flag.prototype.checkCollisions = function () {
|
||||
this.isPlayerCollided();
|
||||
};
|
||||
|
||||
Flag.prototype.isPlayerCollided = function () {
|
||||
if (this.hit) return;
|
||||
if (player.pos[0] + 8 >= this.pos[0]) {
|
||||
music.overworld.pause();
|
||||
sounds.flagpole.play();
|
||||
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,
|
||||
);
|
||||
};
|
||||
})();
|
||||
@@ -1,83 +0,0 @@
|
||||
(function () {
|
||||
if (typeof Mario === "undefined") window.Mario = {};
|
||||
|
||||
var Floor = (Mario.Floor = function (pos, sprite) {
|
||||
Mario.Entity.call(this, {
|
||||
pos: pos,
|
||||
sprite: sprite,
|
||||
hitbox: [0, 0, 16, 16],
|
||||
});
|
||||
});
|
||||
|
||||
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]),
|
||||
];
|
||||
|
||||
//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 () {};
|
||||
})();
|
||||
@@ -1,253 +0,0 @@
|
||||
var requestAnimFrame = (function () {
|
||||
return (
|
||||
window.requestAnimationFrame ||
|
||||
window.webkitRequestAnimationFrame ||
|
||||
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 updateables = [];
|
||||
var fireballs = [];
|
||||
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.
|
||||
//Cool!
|
||||
//TODO: Automatically scale the game to work and look good on widescreen.
|
||||
//TODO: fiddling with scaled sprites looks BETTER, but not perfect. Hmm.
|
||||
canvas.width = 762;
|
||||
canvas.height = 720;
|
||||
ctx.scale(3, 3);
|
||||
document.body.appendChild(canvas);
|
||||
|
||||
//viewport
|
||||
var vX = 0,
|
||||
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",
|
||||
]);
|
||||
|
||||
resources.onReady(init);
|
||||
var level;
|
||||
var sounds;
|
||||
var music;
|
||||
|
||||
//initialize
|
||||
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"),
|
||||
};
|
||||
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"),
|
||||
};
|
||||
Mario.oneone();
|
||||
lastTime = Date.now();
|
||||
main();
|
||||
}
|
||||
|
||||
var gameTime = 0;
|
||||
|
||||
//set up the game loop
|
||||
function main() {
|
||||
var now = Date.now();
|
||||
var dt = (now - lastTime) / 1000.0;
|
||||
|
||||
update(dt);
|
||||
render();
|
||||
|
||||
lastTime = now;
|
||||
requestAnimFrame(main);
|
||||
}
|
||||
|
||||
function update(dt) {
|
||||
gameTime += dt;
|
||||
|
||||
handleInput(dt);
|
||||
updateEntities(dt, gameTime);
|
||||
|
||||
checkCollisions();
|
||||
}
|
||||
|
||||
function handleInput(dt) {
|
||||
if (player.piping || player.dying || player.noInput) return; //don't accept input
|
||||
|
||||
if (input.isDown("RUN")) {
|
||||
player.run();
|
||||
} else {
|
||||
player.noRun();
|
||||
}
|
||||
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")) {
|
||||
player.crouch();
|
||||
} else {
|
||||
player.noCrouch();
|
||||
}
|
||||
|
||||
if (input.isDown("LEFT")) {
|
||||
// 'd' or left arrow
|
||||
player.moveLeft();
|
||||
} else if (input.isDown("RIGHT")) {
|
||||
// 'k' or right arrow
|
||||
player.moveRight();
|
||||
} else {
|
||||
player.noWalk();
|
||||
}
|
||||
}
|
||||
|
||||
//update all the moving stuff
|
||||
function updateEntities(dt, gameTime) {
|
||||
player.update(dt, vX);
|
||||
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) {
|
||||
vX = player.pos[0] - 80;
|
||||
}
|
||||
|
||||
if (player.powering.length !== 0 || player.dying) {
|
||||
return;
|
||||
}
|
||||
level.items.forEach(function (ent) {
|
||||
ent.update(dt);
|
||||
});
|
||||
|
||||
level.enemies.forEach(function (ent) {
|
||||
ent.update(dt, vX);
|
||||
});
|
||||
|
||||
fireballs.forEach(function (fireball) {
|
||||
fireball.update(dt);
|
||||
});
|
||||
level.pipes.forEach(function (pipe) {
|
||||
pipe.update(dt);
|
||||
});
|
||||
}
|
||||
|
||||
//scan for collisions
|
||||
function checkCollisions() {
|
||||
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) {
|
||||
item.checkCollisions();
|
||||
});
|
||||
level.enemies.forEach(function (ent) {
|
||||
ent.checkCollisions();
|
||||
});
|
||||
fireballs.forEach(function (fireball) {
|
||||
fireball.checkCollisions();
|
||||
});
|
||||
level.pipes.forEach(function (pipe) {
|
||||
pipe.checkCollisions();
|
||||
});
|
||||
}
|
||||
|
||||
//draw the game!
|
||||
function render() {
|
||||
updateables = [];
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||
ctx.fillStyle = level.background;
|
||||
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++
|
||||
) {
|
||||
if (level.scenery[i][j]) {
|
||||
renderEntity(level.scenery[i][j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//then items
|
||||
level.items.forEach(function (item) {
|
||||
renderEntity(item);
|
||||
});
|
||||
|
||||
level.enemies.forEach(function (enemy) {
|
||||
renderEntity(enemy);
|
||||
});
|
||||
|
||||
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++
|
||||
) {
|
||||
if (level.statics[i][j]) {
|
||||
renderEntity(level.statics[i][j]);
|
||||
}
|
||||
if (level.blocks[i][j]) {
|
||||
renderEntity(level.blocks[i][j]);
|
||||
updateables.push(level.blocks[i][j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//then the player
|
||||
if (player.invincibility % 2 === 0) {
|
||||
renderEntity(player);
|
||||
}
|
||||
|
||||
//Mario goes INTO pipes, so naturally they go after.
|
||||
level.pipes.forEach(function (pipe) {
|
||||
renderEntity(pipe);
|
||||
});
|
||||
}
|
||||
|
||||
function renderEntity(entity) {
|
||||
entity.render(ctx, vX, vY);
|
||||
}
|
||||
@@ -1,147 +0,0 @@
|
||||
(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) {
|
||||
this.dying = false;
|
||||
Mario.Entity.call(this, {
|
||||
pos: pos,
|
||||
sprite: sprite,
|
||||
hitbox: [0, 0, 16, 16],
|
||||
});
|
||||
this.vel[0] = -0.5;
|
||||
this.idx = level.enemies.length;
|
||||
});
|
||||
|
||||
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.
|
||||
return;
|
||||
} else if (this.pos[0] - vX < -32) {
|
||||
delete level.enemies[this.idx];
|
||||
}
|
||||
|
||||
if (this.dying) {
|
||||
this.dying -= 1;
|
||||
if (!this.dying) {
|
||||
delete level.enemies[this.idx];
|
||||
}
|
||||
}
|
||||
this.acc[1] = 0.2;
|
||||
this.vel[1] += this.acc[1];
|
||||
this.pos[0] += this.vel[0];
|
||||
this.pos[1] += this.vel[1];
|
||||
this.sprite.update(dt);
|
||||
};
|
||||
|
||||
Goomba.prototype.collideWall = function () {
|
||||
this.vel[0] = -this.vel[0];
|
||||
};
|
||||
|
||||
Goomba.prototype.checkCollisions = function () {
|
||||
if (this.flipping) {
|
||||
return;
|
||||
}
|
||||
|
||||
var h = this.pos[1] % 16 === 0 ? 1 : 2;
|
||||
var w = this.pos[0] % 16 === 0 ? 1 : 2;
|
||||
|
||||
var baseX = Math.floor(this.pos[0] / 16);
|
||||
var baseY = Math.floor(this.pos[1] / 16);
|
||||
|
||||
if (baseY + h > 15) {
|
||||
delete level.enemies[this.idx];
|
||||
return;
|
||||
}
|
||||
|
||||
for (var i = 0; i < h; i++) {
|
||||
for (var j = 0; j < w; j++) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
var that = this;
|
||||
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.
|
||||
return;
|
||||
} else {
|
||||
that.isCollideWith(enemy);
|
||||
}
|
||||
});
|
||||
this.isCollideWith(player);
|
||||
};
|
||||
|
||||
Goomba.prototype.isCollideWith = function (ent) {
|
||||
if (ent instanceof Mario.Player && (this.dying || ent.invincibility)) {
|
||||
return;
|
||||
}
|
||||
|
||||
//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 (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
|
||||
ent.damage();
|
||||
}
|
||||
} else {
|
||||
this.collideWall();
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
Goomba.prototype.stomp = function () {
|
||||
sounds.stomp.play();
|
||||
player.bounce = true;
|
||||
this.sprite.pos[0] = 32;
|
||||
this.sprite.speed = 0;
|
||||
this.vel[0] = 0;
|
||||
this.dying = 10;
|
||||
};
|
||||
|
||||
Goomba.prototype.bump = function () {
|
||||
sounds.kick.play();
|
||||
this.sprite.img = "sprites/enemyr.png";
|
||||
this.flipping = true;
|
||||
this.pos[1] -= 1;
|
||||
this.vel[0] = 0;
|
||||
this.vel[1] = -2.5;
|
||||
};
|
||||
})();
|
||||
@@ -1,61 +0,0 @@
|
||||
(function () {
|
||||
var pressedKeys = {};
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
document.addEventListener("keydown", function (e) {
|
||||
setKey(e, true);
|
||||
});
|
||||
|
||||
document.addEventListener("keyup", function (e) {
|
||||
setKey(e, 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;
|
||||
},
|
||||
};
|
||||
})();
|
||||
@@ -1,228 +0,0 @@
|
||||
(function () {
|
||||
if (typeof Mario === "undefined") window.Mario = {};
|
||||
|
||||
var Koopa = (Mario.Koopa = function (pos, sprite, para) {
|
||||
this.dying = false;
|
||||
this.shell = false;
|
||||
|
||||
this.para = para; //para. As in, is it a paratroopa?
|
||||
|
||||
//So, funny story. The actual hitboxes don't reach all the way to the ground.
|
||||
//What that means is, as long as I use them to keep things on the floor
|
||||
//making the hitboxes accurate will make enemies sink into the ground.
|
||||
Mario.Entity.call(this, {
|
||||
pos: pos,
|
||||
sprite: sprite,
|
||||
hitbox: [2, 8, 12, 24],
|
||||
});
|
||||
this.vel[0] = -0.5;
|
||||
this.idx = level.enemies.length;
|
||||
});
|
||||
|
||||
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) {
|
||||
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;
|
||||
}
|
||||
|
||||
if (this.left) {
|
||||
this.sprite.img = "sprites/enemy.png";
|
||||
} else {
|
||||
this.sprite.img = "sprites/enemyr.png";
|
||||
}
|
||||
|
||||
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];
|
||||
}
|
||||
|
||||
if (this.dying) {
|
||||
this.dying -= 1;
|
||||
if (!this.dying) {
|
||||
delete level.enemies[this.idx];
|
||||
}
|
||||
}
|
||||
|
||||
if (this.shell) {
|
||||
if (this.vel[0] == 0) {
|
||||
this.shell -= 1;
|
||||
if (this.shell < 120) {
|
||||
this.sprite.speed = 5;
|
||||
}
|
||||
if (this.shell == 0) {
|
||||
this.sprite = level.koopaSprite();
|
||||
this.hitbox = [2, 8, 12, 24];
|
||||
if (this.left) {
|
||||
this.sprite.img = "sprites/enemyr.png";
|
||||
this.vel[0] = 0.5;
|
||||
this.left = false;
|
||||
} else {
|
||||
this.vel[0] = -0.5;
|
||||
this.left = true;
|
||||
}
|
||||
this.pos[1] -= 16;
|
||||
}
|
||||
} else {
|
||||
this.shell = 360;
|
||||
this.sprite.speed = 0;
|
||||
this.sprite.setFrame(0);
|
||||
}
|
||||
}
|
||||
this.acc[1] = 0.2;
|
||||
this.vel[1] += this.acc[1];
|
||||
this.pos[0] += this.vel[0];
|
||||
this.pos[1] += this.vel[1];
|
||||
this.sprite.update(dt);
|
||||
};
|
||||
|
||||
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 () {
|
||||
var h = this.shell ? 1 : 2;
|
||||
if (this.pos[1] % 16 !== 0) {
|
||||
h += 1;
|
||||
}
|
||||
var w = this.pos[0] % 16 === 0 ? 1 : 2;
|
||||
|
||||
var baseX = Math.floor(this.pos[0] / 16);
|
||||
var baseY = Math.floor(this.pos[1] / 16);
|
||||
|
||||
if (baseY + h > 15) {
|
||||
delete level.enemies[this.idx];
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.flipping) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (var i = 0; i < h; i++) {
|
||||
for (var j = 0; j < w; j++) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
var that = this;
|
||||
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.
|
||||
return;
|
||||
} else {
|
||||
that.isCollideWith(enemy);
|
||||
}
|
||||
});
|
||||
this.isCollideWith(player);
|
||||
};
|
||||
|
||||
Koopa.prototype.isCollideWith = function (ent) {
|
||||
if (ent instanceof Mario.Player && (this.dying || ent.invincibility)) {
|
||||
return;
|
||||
}
|
||||
|
||||
//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 (ent instanceof Mario.Player) {
|
||||
if (ent.vel[1] > 0) {
|
||||
player.bounce = true;
|
||||
}
|
||||
if (this.shell) {
|
||||
sounds.kick.play();
|
||||
if (this.vel[0] === 0) {
|
||||
if (ent.left) {
|
||||
//I'm pretty sure this isn't the real logic.
|
||||
this.vel[0] = -4;
|
||||
} else {
|
||||
this.vel[0] = 4;
|
||||
}
|
||||
} else {
|
||||
if (ent.bounce) {
|
||||
this.vel[0] = 0;
|
||||
} else ent.damage();
|
||||
}
|
||||
} else if (ent.vel[1] > 0) {
|
||||
//then we get BOPPED.
|
||||
this.stomp();
|
||||
} else {
|
||||
//or the player gets hit
|
||||
ent.damage();
|
||||
}
|
||||
} else {
|
||||
if (this.shell && ent instanceof Mario.Goomba) {
|
||||
ent.bump();
|
||||
} else this.collideWall();
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
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) {
|
||||
this.para = false;
|
||||
this.sprite.pos[0] -= 32;
|
||||
} else {
|
||||
sounds.stomp.play();
|
||||
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.speed = 0;
|
||||
this.frames = [0, 1];
|
||||
this.vel = [0, 0];
|
||||
this.pos[1] += 16;
|
||||
}
|
||||
};
|
||||
|
||||
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.hitbox = [2, 0, 12, 16];
|
||||
this.sprite.speed = 0;
|
||||
this.vel[0] = 0;
|
||||
this.vel[1] = -2.5;
|
||||
};
|
||||
})();
|
||||
@@ -1,341 +0,0 @@
|
||||
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],
|
||||
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,
|
||||
),
|
||||
rubbleSprite: function () {
|
||||
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,
|
||||
),
|
||||
|
||||
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),
|
||||
],
|
||||
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),
|
||||
],
|
||||
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],
|
||||
];
|
||||
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]);
|
||||
});
|
||||
|
||||
//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]);
|
||||
});
|
||||
|
||||
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]);
|
||||
});
|
||||
|
||||
bHills = [0, 48, 96, 144, 192];
|
||||
bHills.forEach(function (hill) {
|
||||
level.putBigHill(hill, 12);
|
||||
});
|
||||
|
||||
sHills = [16, 64, 111, 160];
|
||||
sHills.forEach(function (hill) {
|
||||
level.putSmallHill(hill, 12);
|
||||
});
|
||||
|
||||
bushes = [23, 71, 118, 167];
|
||||
bushes.forEach(function (bush) {
|
||||
level.putBush(bush, 12);
|
||||
});
|
||||
|
||||
twoBushes = [41, 89, 137];
|
||||
twoBushes.forEach(function (bush) {
|
||||
level.putTwoBush(bush, 12);
|
||||
});
|
||||
|
||||
threeBushes = [11, 59, 106];
|
||||
threeBushes.forEach(function (bush) {
|
||||
level.putThreeBush(bush, 12);
|
||||
});
|
||||
|
||||
//interactable terrain
|
||||
level.putQBlock(16, 9, new Mario.Bcoin([256, 144]));
|
||||
level.putBrick(20, 9, null);
|
||||
level.putQBlock(21, 9, new Mario.Mushroom([336, 144]));
|
||||
level.putBrick(22, 9, null);
|
||||
level.putQBlock(22, 5, new Mario.Bcoin([352, 80]));
|
||||
level.putQBlock(23, 9, new Mario.Bcoin([368, 144]));
|
||||
level.putBrick(24, 9, null);
|
||||
level.putPipe(28, 13, 2);
|
||||
level.putPipe(38, 13, 3);
|
||||
level.putPipe(46, 13, 4);
|
||||
level.putRealPipe(57, 9, 4, "DOWN", Mario.oneonetunnel);
|
||||
level.putBrick(77, 9, null);
|
||||
level.putQBlock(78, 9, new Mario.Mushroom([1248, 144]));
|
||||
level.putBrick(79, 9, null);
|
||||
level.putBrick(80, 5, null);
|
||||
level.putBrick(81, 5, null);
|
||||
level.putBrick(82, 5, null);
|
||||
level.putBrick(83, 5, null);
|
||||
level.putBrick(84, 5, null);
|
||||
level.putBrick(85, 5, null);
|
||||
level.putBrick(86, 5, null);
|
||||
level.putBrick(87, 5, null);
|
||||
level.putBrick(91, 5, null);
|
||||
level.putBrick(92, 5, null);
|
||||
level.putBrick(93, 5, null);
|
||||
level.putQBlock(94, 5, new Mario.Bcoin([1504, 80]));
|
||||
level.putBrick(94, 9, null);
|
||||
level.putBrick(100, 9, new Mario.Star([1600, 144]));
|
||||
level.putBrick(101, 9, null);
|
||||
level.putQBlock(105, 9, new Mario.Bcoin([1680, 144]));
|
||||
level.putQBlock(108, 9, new Mario.Bcoin([1728, 144]));
|
||||
level.putQBlock(108, 5, new Mario.Mushroom([1728, 80]));
|
||||
level.putQBlock(111, 9, new Mario.Bcoin([1776, 144]));
|
||||
level.putBrick(117, 9, null);
|
||||
level.putBrick(120, 5, null);
|
||||
level.putBrick(121, 5, null);
|
||||
level.putBrick(122, 5, null);
|
||||
level.putBrick(123, 5, null);
|
||||
level.putBrick(128, 5, null);
|
||||
level.putQBlock(129, 5, new Mario.Bcoin([2074, 80]));
|
||||
level.putBrick(129, 9, null);
|
||||
level.putQBlock(130, 5, new Mario.Bcoin([2080, 80]));
|
||||
level.putBrick(130, 9, null);
|
||||
level.putBrick(131, 5, null);
|
||||
level.putWall(134, 13, 1);
|
||||
level.putWall(135, 13, 2);
|
||||
level.putWall(136, 13, 3);
|
||||
level.putWall(137, 13, 4);
|
||||
level.putWall(140, 13, 4);
|
||||
level.putWall(141, 13, 3);
|
||||
level.putWall(142, 13, 2);
|
||||
level.putWall(143, 13, 1);
|
||||
level.putWall(148, 13, 1);
|
||||
level.putWall(149, 13, 2);
|
||||
level.putWall(150, 13, 3);
|
||||
level.putWall(151, 13, 4);
|
||||
level.putWall(152, 13, 4);
|
||||
level.putWall(155, 13, 4);
|
||||
level.putWall(156, 13, 3);
|
||||
level.putWall(157, 13, 2);
|
||||
level.putWall(158, 13, 1);
|
||||
level.putPipe(163, 13, 2);
|
||||
level.putBrick(168, 9, null);
|
||||
level.putBrick(169, 9, null);
|
||||
level.putQBlock(170, 9, new Mario.Bcoin([2720, 144]));
|
||||
level.putBrick(171, 9, null);
|
||||
level.putPipe(179, 13, 2);
|
||||
level.putWall(181, 13, 1);
|
||||
level.putWall(182, 13, 2);
|
||||
level.putWall(183, 13, 3);
|
||||
level.putWall(184, 13, 4);
|
||||
level.putWall(185, 13, 5);
|
||||
level.putWall(186, 13, 6);
|
||||
level.putWall(187, 13, 7);
|
||||
level.putWall(188, 13, 8);
|
||||
level.putWall(189, 13, 8);
|
||||
level.putFlagpole(198);
|
||||
|
||||
//and enemies
|
||||
level.putGoomba(22, 12);
|
||||
level.putGoomba(40, 12);
|
||||
level.putGoomba(50, 12);
|
||||
level.putGoomba(51, 12);
|
||||
level.putGoomba(82, 4);
|
||||
level.putGoomba(84, 4);
|
||||
level.putGoomba(100, 12);
|
||||
level.putGoomba(102, 12);
|
||||
level.putGoomba(114, 12);
|
||||
level.putGoomba(115, 12);
|
||||
level.putGoomba(122, 12);
|
||||
level.putGoomba(123, 12);
|
||||
level.putGoomba(125, 12);
|
||||
level.putGoomba(126, 12);
|
||||
level.putGoomba(170, 12);
|
||||
level.putGoomba(172, 12);
|
||||
level.putKoopa(35, 11);
|
||||
|
||||
music.underground.pause();
|
||||
// music.overworld.currentTime = 0;
|
||||
music.overworld.play();
|
||||
});
|
||||
@@ -1,138 +0,0 @@
|
||||
var oneonetunnel = (Mario.oneonetunnel = function () {
|
||||
level = new Mario.Level({
|
||||
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],
|
||||
);
|
||||
},
|
||||
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);
|
||||
});
|
||||
|
||||
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 () {
|
||||
Mario.oneone.call();
|
||||
player.pos = [2616, 177];
|
||||
player.pipe("UP", function () {});
|
||||
});
|
||||
|
||||
level.putPipe(15, 13, 13);
|
||||
|
||||
music.overworld.pause();
|
||||
music.underground.currentTime = 0;
|
||||
music.underground.play();
|
||||
});
|
||||
@@ -1,348 +0,0 @@
|
||||
(function () {
|
||||
var Level = (Mario.Level = function (options) {
|
||||
this.playerPos = options.playerPos;
|
||||
this.scrolling = options.scrolling;
|
||||
this.loader = options.loader;
|
||||
this.background = options.background;
|
||||
this.exit = options.exit;
|
||||
|
||||
this.floorSprite = options.floorSprite;
|
||||
this.cloudSprite = options.cloudSprite;
|
||||
this.wallSprite = options.wallSprite;
|
||||
this.brickSprite = options.brickSprite;
|
||||
this.rubbleSprite = options.rubbleSprite;
|
||||
this.brickBounceSprite = options.brickBounceSprite;
|
||||
this.ublockSprite = options.ublockSprite;
|
||||
this.superShroomSprite = options.superShroomSprite;
|
||||
this.fireFlowerSprite = options.fireFlowerSprite;
|
||||
this.starSprite = options.starSprite;
|
||||
this.coinSprite = options.coinSprite;
|
||||
this.bcoinSprite = options.bcoinSprite;
|
||||
this.goombaSprite = options.goombaSprite;
|
||||
this.koopaSprite = options.koopaSprite;
|
||||
|
||||
//prop pipe sprites, to be phased out
|
||||
this.pipeLEndSprite = options.pipeLEndSprite;
|
||||
this.pipeREndSprite = options.pipeREndSprite;
|
||||
this.pipeLMidSprite = options.pipeLMidSprite;
|
||||
this.pipeRMidSprite = options.pipeRMidSprite;
|
||||
|
||||
//real pipe sprites, use these.
|
||||
this.pipeUpMid = options.pipeUpMid;
|
||||
this.pipeSideMid = options.pipeSideMid;
|
||||
this.pipeLeft = options.pipeLeft;
|
||||
this.pipeTop = options.pipeTop;
|
||||
|
||||
this.flagpoleSprites = options.flagPoleSprites;
|
||||
|
||||
this.LPipeSprites = options.LPipeSprites;
|
||||
this.cloudSprites = options.cloudSprites;
|
||||
this.hillSprites = options.hillSprites;
|
||||
this.bushSprite = options.bushSprite;
|
||||
this.bushSprites = options.bushSprites;
|
||||
this.qblockSprite = options.qblockSprite;
|
||||
|
||||
this.invincibility = options.invincibility;
|
||||
this.statics = [];
|
||||
this.scenery = [];
|
||||
this.blocks = [];
|
||||
this.enemies = [];
|
||||
this.items = [];
|
||||
this.pipes = [];
|
||||
|
||||
for (var i = 0; i < 15; i++) {
|
||||
this.statics[i] = [];
|
||||
this.scenery[i] = [];
|
||||
this.blocks[i] = [];
|
||||
}
|
||||
});
|
||||
|
||||
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,
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
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.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,
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
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,
|
||||
);
|
||||
} 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,
|
||||
);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
//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.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.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,
|
||||
});
|
||||
};
|
||||
|
||||
Level.prototype.putBrick = function (x, y, item) {
|
||||
this.blocks[y][x] = new Mario.Block({
|
||||
pos: [x * 16, y * 16],
|
||||
item: item,
|
||||
sprite: this.brickSprite,
|
||||
bounceSprite: this.brickBounceSprite,
|
||||
usedSprite: this.ublockSprite,
|
||||
breakable: !item,
|
||||
});
|
||||
};
|
||||
|
||||
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],
|
||||
);
|
||||
};
|
||||
|
||||
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;
|
||||
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],
|
||||
);
|
||||
};
|
||||
|
||||
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],
|
||||
);
|
||||
};
|
||||
|
||||
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],
|
||||
);
|
||||
};
|
||||
|
||||
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],
|
||||
);
|
||||
};
|
||||
|
||||
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],
|
||||
);
|
||||
};
|
||||
|
||||
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],
|
||||
);
|
||||
}
|
||||
this.scenery[2][x] = new Mario.Prop(
|
||||
[16 * x, 32],
|
||||
this.flagpoleSprites[0],
|
||||
);
|
||||
this.items.push(new Mario.Flag(16 * x));
|
||||
};
|
||||
})();
|
||||
@@ -1,132 +0,0 @@
|
||||
(function () {
|
||||
if (typeof Mario === "undefined") window.Mario = {};
|
||||
|
||||
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],
|
||||
});
|
||||
});
|
||||
|
||||
Mario.Util.inherits(Mushroom, Mario.Entity);
|
||||
|
||||
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 () {
|
||||
if (player.power > 0) {
|
||||
//replace this with a fire flower
|
||||
var ff = new Mario.Fireflower(this.pos);
|
||||
ff.spawn();
|
||||
return;
|
||||
}
|
||||
sounds.itemAppear.play();
|
||||
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;
|
||||
};
|
||||
|
||||
Mushroom.prototype.update = function (dt) {
|
||||
if (this.spawning > 1) {
|
||||
this.spawning -= 1;
|
||||
if (this.spawning == 1) this.vel[1] = -0.5;
|
||||
return;
|
||||
}
|
||||
if (this.spawning) {
|
||||
if (this.pos[1] <= this.targetpos[1]) {
|
||||
this.pos[1] = this.targetpos[1];
|
||||
this.vel[1] = 0;
|
||||
this.waiting = 5;
|
||||
this.spawning = 0;
|
||||
this.vel[0] = 1;
|
||||
}
|
||||
} else {
|
||||
this.acc[1] = 0.2;
|
||||
}
|
||||
|
||||
if (this.waiting) {
|
||||
this.waiting -= 1;
|
||||
} else {
|
||||
this.vel[1] += this.acc[1];
|
||||
this.pos[0] += this.vel[0];
|
||||
this.pos[1] += this.vel[1];
|
||||
this.sprite.update(dt);
|
||||
}
|
||||
};
|
||||
|
||||
Mushroom.prototype.collideWall = function () {
|
||||
this.vel[0] = -this.vel[0];
|
||||
};
|
||||
|
||||
Mushroom.prototype.checkCollisions = function () {
|
||||
if (this.spawning) {
|
||||
return;
|
||||
}
|
||||
var h = this.pos[1] % 16 == 0 ? 1 : 2;
|
||||
var w = this.pos[0] % 16 == 0 ? 1 : 2;
|
||||
|
||||
var baseX = Math.floor(this.pos[0] / 16);
|
||||
var baseY = Math.floor(this.pos[1] / 16);
|
||||
|
||||
if (baseY + h > 15) {
|
||||
delete level.items[this.idx];
|
||||
return;
|
||||
}
|
||||
|
||||
for (var i = 0; i < h; i++) {
|
||||
for (var j = 0; j < w; j++) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.isPlayerCollided();
|
||||
};
|
||||
|
||||
//we have access to player everywhere, so let's just do this.
|
||||
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],
|
||||
];
|
||||
|
||||
//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]
|
||||
)
|
||||
) {
|
||||
player.powerUp(this.idx);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
Mushroom.prototype.bump = function () {
|
||||
this.vel[1] = -2;
|
||||
};
|
||||
})();
|
||||
@@ -1,45 +0,0 @@
|
||||
Enemy:
|
||||
#collideWith
|
||||
checks collision. Bounces off of walls and other enemies. Kills marios.
|
||||
gets killed by block bonk from below
|
||||
|
||||
Specific enemy behaviors:
|
||||
koopas get replaced with shells
|
||||
shells get kicked if touched from the side, instead of killing
|
||||
|
||||
Mario:
|
||||
#collideWith
|
||||
gets expelled from walls, bonks blocks, destroys blocks as big Mario
|
||||
note: collision with blocks is determined by which one is over the center
|
||||
if you're slightly to the side, you slip past it.
|
||||
Crazy-ass sprite shifting if you're in star mode!
|
||||
|
||||
|
||||
Item
|
||||
#collideWith
|
||||
item pickup logic
|
||||
|
||||
Mushroom
|
||||
#update
|
||||
movement logic for mushrooms
|
||||
get impulse from being block bonked
|
||||
this can be implemented by giving them the appropriate accel
|
||||
just if they overlap a block from the bottom.
|
||||
of course, only AFTER they finish sliding out of the block.
|
||||
|
||||
Water levels:
|
||||
make a separate class for water Marios
|
||||
less gravity
|
||||
swimming sprite
|
||||
fireballs are the same
|
||||
jump works when not on the ground
|
||||
different enemies
|
||||
|
||||
|
||||
TODO: Make level loader use hashes instead of arrays where possible.
|
||||
Should be a free performance gain.
|
||||
|
||||
Should also make item deletion less weird.
|
||||
|
||||
TODO: Make gravity exist higher up instead of having a magic number.
|
||||
Note from the future: Nope. Different objects have different gravity.
|
||||
@@ -1,228 +0,0 @@
|
||||
(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;
|
||||
|
||||
//NOTE: direction is the direction you move INTO the pipe.
|
||||
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.midsection = level.pipeUpMid;
|
||||
this.endsection = level.pipeTop;
|
||||
} else {
|
||||
this.hitbox = [0, 0, 16 * this.length, 32];
|
||||
this.midsection = level.pipeSideMid;
|
||||
this.endsection = level.pipeLeft;
|
||||
}
|
||||
};
|
||||
|
||||
Pipe.prototype.checkPipe = function () {
|
||||
if (this.destination === undefined || !input.isDown(this.direction))
|
||||
return;
|
||||
|
||||
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);
|
||||
}
|
||||
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);
|
||||
}
|
||||
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);
|
||||
}
|
||||
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);
|
||||
}
|
||||
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 () {
|
||||
var that = this;
|
||||
level.enemies.forEach(function (ent) {
|
||||
that.isCollideWith(ent);
|
||||
});
|
||||
|
||||
level.items.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]),
|
||||
];
|
||||
|
||||
//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 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]
|
||||
) {
|
||||
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) {
|
||||
ent.jumping = 0;
|
||||
}
|
||||
} else {
|
||||
//entity is hitting it from the side, we're a wall
|
||||
ent.collideWall(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
//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) {
|
||||
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) {
|
||||
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,
|
||||
);
|
||||
}
|
||||
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,
|
||||
);
|
||||
}
|
||||
break;
|
||||
case "RIGHT":
|
||||
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,
|
||||
);
|
||||
}
|
||||
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,
|
||||
);
|
||||
}
|
||||
break;
|
||||
}
|
||||
};
|
||||
})();
|
||||
@@ -1,505 +0,0 @@
|
||||
(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 = [];
|
||||
|
||||
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);
|
||||
|
||||
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.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);
|
||||
};
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
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.
|
||||
}
|
||||
};
|
||||
|
||||
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();
|
||||
|
||||
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];
|
||||
}
|
||||
};
|
||||
|
||||
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.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;
|
||||
};
|
||||
})();
|
||||
@@ -1,14 +0,0 @@
|
||||
(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) {
|
||||
this.pos = pos;
|
||||
this.sprite = sprite;
|
||||
});
|
||||
|
||||
//but we will be using the same Render, more or less.
|
||||
Prop.prototype.render = function (ctx, vX, vY) {
|
||||
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
|
||||
};
|
||||
})();
|
||||
@@ -1,61 +0,0 @@
|
||||
//simple resource loader
|
||||
(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);
|
||||
}
|
||||
}
|
||||
|
||||
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 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);
|
||||
}
|
||||
|
||||
window.resources = {
|
||||
load: load,
|
||||
get: get,
|
||||
onReady: onReady,
|
||||
isReady: isReady,
|
||||
};
|
||||
})();
|
||||
@@ -1,64 +0,0 @@
|
||||
(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 () {
|
||||
this.sprites = [];
|
||||
this.poss = [];
|
||||
this.vels = [];
|
||||
});
|
||||
|
||||
Rubble.prototype.spawn = function (pos) {
|
||||
this.idx = level.items.length;
|
||||
level.items.push(this);
|
||||
this.sprites[0] = level.rubbleSprite();
|
||||
this.sprites[1] = level.rubbleSprite();
|
||||
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.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] += 0.3;
|
||||
this.poss[i][0] += this.vels[i][0];
|
||||
this.poss[i][1] += this.vels[i][1];
|
||||
this.sprites[i].update(dt);
|
||||
if (this.poss[i][1] > 256) {
|
||||
delete this.sprites[i];
|
||||
}
|
||||
}
|
||||
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.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,
|
||||
);
|
||||
}
|
||||
};
|
||||
})();
|
||||
@@ -1,63 +0,0 @@
|
||||
(function () {
|
||||
if (typeof Mario === "undefined") window.Mario = {};
|
||||
|
||||
var Sprite = (Mario.Sprite = function (
|
||||
img,
|
||||
pos,
|
||||
size,
|
||||
speed,
|
||||
frames,
|
||||
once,
|
||||
) {
|
||||
this.pos = pos;
|
||||
this.size = size;
|
||||
this.speed = speed;
|
||||
this._index = 0;
|
||||
this.img = img;
|
||||
this.once = once;
|
||||
this.frames = frames;
|
||||
});
|
||||
|
||||
Sprite.prototype.update = function (dt, gameTime) {
|
||||
if (gameTime && gameTime == this.lastUpdated) return;
|
||||
this._index += this.speed * dt;
|
||||
if (gameTime) this.lastUpdated = gameTime;
|
||||
};
|
||||
|
||||
Sprite.prototype.setFrame = function (frame) {
|
||||
this._index = frame;
|
||||
};
|
||||
|
||||
Sprite.prototype.render = function (ctx, posx, posy, vX, vY) {
|
||||
var frame;
|
||||
|
||||
if (this.speed > 0) {
|
||||
var max = this.frames.length;
|
||||
var idx = Math.floor(this._index);
|
||||
frame = this.frames[idx % max];
|
||||
|
||||
if (this.once && idx >= max) {
|
||||
this.done = true;
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
frame = 0;
|
||||
}
|
||||
|
||||
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],
|
||||
);
|
||||
};
|
||||
})();
|
||||
@@ -1,130 +0,0 @@
|
||||
(function () {
|
||||
if (typeof Mario === "undefined") window.Mario = {};
|
||||
|
||||
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],
|
||||
});
|
||||
});
|
||||
|
||||
Mario.Util.inherits(Star, Mario.Entity);
|
||||
|
||||
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 () {
|
||||
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) {
|
||||
if (this.spawning > 1) {
|
||||
this.spawning -= 1;
|
||||
if (this.spawning == 1) this.vel[1] = -0.5;
|
||||
return;
|
||||
}
|
||||
if (this.spawning) {
|
||||
if (this.pos[1] <= this.targetpos[1]) {
|
||||
this.pos[1] = this.targetpos[1];
|
||||
this.vel[1] = 0;
|
||||
this.waiting = 5;
|
||||
this.spawning = 0;
|
||||
this.vel[0] = 1;
|
||||
}
|
||||
} else {
|
||||
this.acc[1] = 0.2;
|
||||
}
|
||||
|
||||
if (this.standing) {
|
||||
this.standing = false;
|
||||
this.vel[1] = -3;
|
||||
}
|
||||
|
||||
if (this.waiting) {
|
||||
this.waiting -= 1;
|
||||
} else {
|
||||
this.vel[1] += this.acc[1];
|
||||
this.pos[0] += this.vel[0];
|
||||
this.pos[1] += this.vel[1];
|
||||
this.sprite.update(dt);
|
||||
}
|
||||
};
|
||||
|
||||
Star.prototype.collideWall = function () {
|
||||
this.vel[0] = -this.vel[0];
|
||||
};
|
||||
|
||||
Star.prototype.checkCollisions = function () {
|
||||
if (this.spawning) {
|
||||
return;
|
||||
}
|
||||
var h = this.pos[1] % 16 == 0 ? 1 : 2;
|
||||
var w = this.pos[0] % 16 == 0 ? 1 : 2;
|
||||
|
||||
var baseX = Math.floor(this.pos[0] / 16);
|
||||
var baseY = Math.floor(this.pos[1] / 16);
|
||||
|
||||
if (baseY + h > 15) {
|
||||
delete level.items[this.idx];
|
||||
return;
|
||||
}
|
||||
|
||||
for (var i = 0; i < h; i++) {
|
||||
for (var j = 0; j < w; j++) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.isPlayerCollided();
|
||||
};
|
||||
|
||||
//we have access to player everywhere, so let's just do this.
|
||||
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],
|
||||
];
|
||||
|
||||
//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]
|
||||
)
|
||||
) {
|
||||
player.star(this.idx);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
Star.prototype.bump = function () {
|
||||
this.vel[1] = -2;
|
||||
};
|
||||
})();
|
||||
@@ -1,14 +0,0 @@
|
||||
(function () {
|
||||
if (typeof Mario === "undefined") {
|
||||
window.Mario = {};
|
||||
}
|
||||
|
||||
var Util = (Mario.Util = {});
|
||||
|
||||
Util.inherits = function (subclass, superclass) {
|
||||
function Surrogate() {}
|
||||
|
||||
Surrogate.prototype = superclass.prototype;
|
||||
subclass.prototype = new Surrogate();
|
||||
};
|
||||
})();
|
||||
@@ -1,160 +0,0 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="viewport" content="width=device-width,initial-scale=1" />
|
||||
|
||||
<title>Mario</title>
|
||||
|
||||
<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>
|
||||
|
||||
<body>
|
||||
<script type="text/javascript" src="js/util.js"></script>
|
||||
<script type="text/javascript" src="js/input.js"></script>
|
||||
<script type="text/javascript" src="js/resources.js"></script>
|
||||
<script type="text/javascript" src="js/sprite.js"></script>
|
||||
<script type="text/javascript" src="js/entity.js"></script>
|
||||
<script type="text/javascript" src="js/pipe.js"></script>
|
||||
<script type="text/javascript" src="js/mushroom.js"></script>
|
||||
<script type="text/javascript" src="js/fireflower.js"></script>
|
||||
<script type="text/javascript" src="js/star.js"></script>
|
||||
<script type="text/javascript" src="js/fireball.js"></script>
|
||||
<script type="text/javascript" src="js/coin.js"></script>
|
||||
<script type="text/javascript" src="js/bcoin.js"></script>
|
||||
<script type="text/javascript" src="js/goomba.js"></script>
|
||||
<script type="text/javascript" src="js/koopa.js"></script>
|
||||
<script type="text/javascript" src="js/floor.js"></script>
|
||||
<script type="text/javascript" src="js/block.js"></script>
|
||||
<script type="text/javascript" src="js/rubble.js"></script>
|
||||
<script type="text/javascript" src="js/prop.js"></script>
|
||||
<script type="text/javascript" src="js/player.js"></script>
|
||||
<script type="text/javascript" src="js/flag.js"></script>
|
||||
<script type="text/javascript" src="js/levels/level.js"></script>
|
||||
<script type="text/javascript" src="js/levels/11.js"></script>
|
||||
<script type="text/javascript" src="js/levels/11tunnel.js"></script>
|
||||
<script type="text/javascript" src="js/game.js"></script>
|
||||
|
||||
<py-script>
|
||||
from js import handTrack, setTimeout, requestAnimationFrame, player
|
||||
from pyodide import create_once_callable
|
||||
import asyncio
|
||||
|
||||
update_note = Element("update-note")
|
||||
canvas = Element("canvas")
|
||||
video = Element("myvideo")
|
||||
context = canvas.element.getContext("2d")
|
||||
|
||||
isVideo = False
|
||||
model = None
|
||||
last_position = 0
|
||||
direction = "stop"
|
||||
|
||||
modelParams = {
|
||||
"flipHorizontal": True, # flip e.g for video
|
||||
"maxNumBoxes": 20, # maximum number of boxes to detect
|
||||
"iouThreshold": 0.5, # ioU threshold for non-max suppression
|
||||
"scoreThreshold": 0.6, # confidence threshold for predictions.
|
||||
}
|
||||
|
||||
def toggle_video():
|
||||
global isVideo
|
||||
player.jump()
|
||||
|
||||
if (not isVideo):
|
||||
update_note.write("Starting video")
|
||||
pyscript.run_until_complete(start_video())
|
||||
else:
|
||||
update_note.write("Stopping video")
|
||||
handTrack.stopVideo(video.element)
|
||||
isVideo = False
|
||||
update_note.write("Video stopped")
|
||||
|
||||
async def start_video():
|
||||
global isVideo
|
||||
update_note.write("Inside start video")
|
||||
status = await handTrack.startVideo(video.element)
|
||||
console.log("video started", status)
|
||||
if status:
|
||||
update_note.write("Video started. Now tracking")
|
||||
isVideo = True
|
||||
console.log( "Calling RUN DETECTION")
|
||||
y = await run_detection()
|
||||
else:
|
||||
update_note.write( "Please enable video")
|
||||
|
||||
def sync_run_detection(evt):
|
||||
pyscript.run_until_complete(run_detection())
|
||||
|
||||
async def run_detection():
|
||||
global model
|
||||
global isVideo
|
||||
global last_position
|
||||
global direction
|
||||
|
||||
predictions = await model.detect(video.element)
|
||||
model.renderPredictions(predictions, canvas.element, context, video.element);
|
||||
|
||||
if predictions:
|
||||
curr_position = predictions[0].bbox[0] + (predictions[0].bbox[2] / 2)
|
||||
delta = last_position - curr_position
|
||||
last_position = curr_position
|
||||
#console.log(delta, curr_position, last_position)
|
||||
if abs(delta) < 2:
|
||||
direction = "stop"
|
||||
elif delta > 0:
|
||||
direction = "left"
|
||||
else:
|
||||
direction = "right"
|
||||
|
||||
for prediction in predictions:
|
||||
if prediction.label == 'open':
|
||||
player.jump()
|
||||
elif prediction.label == 'close':
|
||||
player.crouch()
|
||||
|
||||
if (isVideo):
|
||||
await requestAnimationFrame(create_once_callable(sync_run_detection));
|
||||
|
||||
def handle_model(lmodel):
|
||||
global model
|
||||
model = lmodel
|
||||
update_note.write("Loaded Model!")
|
||||
|
||||
async def start():
|
||||
model = await handTrack.load(modelParams)#.then(handle_model)
|
||||
handle_model(model)
|
||||
|
||||
pyscript.run_until_complete(start())
|
||||
</py-script>
|
||||
|
||||
<div class="mb10">
|
||||
<p>
|
||||
Use < > to move, ↓ to crouch and x to jump. If video is enabled,
|
||||
say hi to jump as well!
|
||||
</p>
|
||||
<button
|
||||
id="trackbutton"
|
||||
class="bx--btn bx--btn--secondary"
|
||||
type="button"
|
||||
py-click="toggle_video()"
|
||||
>
|
||||
Start Video
|
||||
</button>
|
||||
<div id="update-note" py-mount class="updatenote mt10">
|
||||
loading model ..
|
||||
</div>
|
||||
</div>
|
||||
<div>
|
||||
<video autoplay="autoplay" id="myvideo" py-mount="video"></video>
|
||||
<canvas id="canvas" py-mount class="border canvasbox"></canvas>
|
||||
</div>
|
||||
<script src="../handtrack/lib/handtrack.min.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
|
Before Width: | Height: | Size: 44 KiB |
|
Before Width: | Height: | Size: 13 KiB |
|
Before Width: | Height: | Size: 13 KiB |
|
Before Width: | Height: | Size: 50 KiB |
|
Before Width: | Height: | Size: 74 KiB |
|
Before Width: | Height: | Size: 74 KiB |
|
Before Width: | Height: | Size: 36 KiB |
@@ -1,33 +0,0 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
|
||||
<title>PyMarkdown</title>
|
||||
|
||||
<link rel="icon" type="image/png" 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>
|
||||
<py-tutor>
|
||||
<py-config>
|
||||
packages = [
|
||||
"markdown"
|
||||
]
|
||||
plugins = [
|
||||
"https://pyscript.net/latest/plugins/python/py_markdown.py",
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
</py-config>
|
||||
|
||||
<py-md>#Hello world!</py-md>
|
||||
</py-tutor>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,76 +0,0 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Matplotlib</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
|
||||
type="module"
|
||||
src="https://esm.sh/@pyscript/core@latest/core.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">Matplotlib</a>
|
||||
</div>
|
||||
</nav>
|
||||
<section class="pyscript">
|
||||
<div id="mpl"></div>
|
||||
|
||||
<py-tutor>
|
||||
<py-config>
|
||||
packages = [
|
||||
"matplotlib"
|
||||
]
|
||||
plugins = [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
</py-config>
|
||||
|
||||
<script type="py">
|
||||
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)
|
||||
|
||||
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()
|
||||
|
||||
# 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)
|
||||
|
||||
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")
|
||||
</script>
|
||||
</py-tutor>
|
||||
</section>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,69 +0,0 @@
|
||||
<html>
|
||||
<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>
|
||||
<py-tutor>
|
||||
<py-config>
|
||||
packages = [
|
||||
"numpy",
|
||||
"networkx",
|
||||
"matplotlib"
|
||||
]
|
||||
plugins = [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
</py-config>
|
||||
|
||||
<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>
|
||||
<py-script>
|
||||
G = nx.Graph()
|
||||
nodes = list(range(4))
|
||||
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>
|
||||
<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>
|
||||
<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>
|
||||
<py-repl id="my-repl" auto-generate="true"> </py-repl>
|
||||
</div>
|
||||
</py-tutor>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,196 +0,0 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<link rel="icon" type="image/x-icon" href="./favicon.png" />
|
||||
|
||||
<title>micrograd</title>
|
||||
|
||||
<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>
|
||||
|
||||
<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>
|
||||
|
||||
<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>></code> symbol is being imported
|
||||
incorrectly as <code>&gt;</code> into the REPL's. In this
|
||||
app the <code>></code> symbol has been replaced with
|
||||
<code>().__gt__()</code> so you can run the code without issue.
|
||||
Ex: instead of <code>a > 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-click="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 />
|
||||
|
||||
<div>
|
||||
Line 24 has been changed from: <br />
|
||||
<code
|
||||
>accuracy = [(yi > 0) == (scorei.data > 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 > 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 -->
|
||||
@@ -1,161 +0,0 @@
|
||||
# Credit: https://github.com/karpathy/micrograd/blob/master/demo.ipynb
|
||||
# cell
|
||||
import datetime
|
||||
import random
|
||||
|
||||
import matplotlib.pyplot as plt
|
||||
import numpy as np
|
||||
|
||||
# cell
|
||||
from micrograd.engine import Value
|
||||
from micrograd.nn import MLP
|
||||
|
||||
print_statements = []
|
||||
|
||||
|
||||
def run_all_micrograd_demo(*args, **kwargs):
|
||||
result = micrograd_demo()
|
||||
pyscript.write("micrograd-run-all-fig2-div", result)
|
||||
|
||||
|
||||
def print_div(o):
|
||||
o = str(o)
|
||||
print_statements.append(o + " \n<br>")
|
||||
pyscript.write("micrograd-run-all-print-div", "".join(print_statements))
|
||||
|
||||
|
||||
# All code is wrapped in this run_all function so it optionally executed (called)
|
||||
# from pyscript when a button is pressed.
|
||||
def micrograd_demo(*args, **kwargs):
|
||||
"""
|
||||
Runs the micrograd demo.
|
||||
|
||||
*args and **kwargs do nothing and are only there to capture any parameters passed
|
||||
from pyscript when this function is called when a button is clicked.
|
||||
"""
|
||||
|
||||
# cell
|
||||
start = datetime.datetime.now()
|
||||
print_div("Starting...")
|
||||
|
||||
# cell
|
||||
np.random.seed(1337)
|
||||
random.seed(1337)
|
||||
|
||||
# cell
|
||||
# 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)
|
||||
|
||||
# cell
|
||||
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
|
||||
pyscript.write("micrograd-run-all-fig1-div", plt)
|
||||
|
||||
# cell
|
||||
model = MLP(2, [16, 16, 1]) # 2-layer neural network
|
||||
print_div(model)
|
||||
print_div(("number of parameters", len(model.parameters())))
|
||||
|
||||
# cell
|
||||
# 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, strict=True)
|
||||
]
|
||||
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, strict=True)
|
||||
]
|
||||
return total_loss, sum(accuracy) / len(accuracy)
|
||||
|
||||
total_loss, acc = loss()
|
||||
print((total_loss, acc))
|
||||
|
||||
# cell
|
||||
# optimization
|
||||
for k in range(20): # was 100
|
||||
# forward
|
||||
total_loss, _ = 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}%")
|
||||
print_div(f"step {k} loss {total_loss.data}, accuracy {acc*100}%")
|
||||
|
||||
# cell
|
||||
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)
|
||||
|
||||
_ = 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())
|
||||
|
||||
finish = datetime.datetime.now()
|
||||
print_div(f"It took {(finish-start).seconds} seconds to run this code.")
|
||||
|
||||
plt
|
||||
return plt
|
||||
@@ -1,411 +0,0 @@
|
||||
<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" />
|
||||
<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" />
|
||||
<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;
|
||||
}
|
||||
|
||||
canvas {
|
||||
display: none;
|
||||
}
|
||||
|
||||
@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" />
|
||||
</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>
|
||||
<div class="loading"></div>
|
||||
<canvas></canvas>
|
||||
</div>
|
||||
</div>
|
||||
<div id="julia">
|
||||
<div style="text-align: center">Julia set</div>
|
||||
<div>
|
||||
<div class="loading"></div>
|
||||
<canvas></canvas>
|
||||
</div>
|
||||
</div>
|
||||
<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 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"
|
||||
/>
|
||||
<span style="white-space: pre">, </span>
|
||||
<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"
|
||||
/>
|
||||
<span style="white-space: pre">, </span>
|
||||
<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>
|
||||
</fieldset>
|
||||
<div>
|
||||
<div class="loading"></div>
|
||||
<canvas></canvas>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<py-tutor>
|
||||
<py-config type="json">
|
||||
{
|
||||
"packages": [
|
||||
"numpy",
|
||||
"sympy"
|
||||
],
|
||||
"fetch": [
|
||||
{
|
||||
"files": [
|
||||
"./palettes.py",
|
||||
"./fractals.py"
|
||||
]
|
||||
}
|
||||
],
|
||||
"plugins": [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
}
|
||||
</py-config>
|
||||
|
||||
<py-script>
|
||||
from pyodide.ffi import to_js, create_proxy
|
||||
|
||||
import numpy as np
|
||||
import sympy
|
||||
|
||||
from palettes import Magma256
|
||||
from fractals import mandelbrot, julia, newton
|
||||
|
||||
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")
|
||||
|
||||
canvas.style.width = f"{width}px"
|
||||
canvas.style.height = f"{height}px"
|
||||
|
||||
canvas.width = width
|
||||
canvas.height = height
|
||||
|
||||
ctx.clearRect(0, 0, width, height)
|
||||
|
||||
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")
|
||||
|
||||
width, height = array.shape
|
||||
image = np.full((width, height, 4), 0xff, dtype=np.uint8)
|
||||
image[:, :, :3] = palette[index]
|
||||
|
||||
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)
|
||||
|
||||
width, height = 600, 600
|
||||
|
||||
async def draw_mandelbrot() -> None:
|
||||
spinner = document.querySelector("#mandelbrot .loading")
|
||||
canvas = document.querySelector("#mandelbrot canvas")
|
||||
|
||||
spinner.style.display = ""
|
||||
canvas.style.display = "none"
|
||||
|
||||
ctx = prepare_canvas(width, height, canvas)
|
||||
|
||||
console.log("Computing Mandelbrot set ...")
|
||||
console.time("mandelbrot")
|
||||
iters = mandelbrot(width, height)
|
||||
console.timeEnd("mandelbrot")
|
||||
|
||||
image = color_map(iters, Magma256)
|
||||
draw_image(ctx, image)
|
||||
|
||||
spinner.style.display = "none"
|
||||
canvas.style.display = "block"
|
||||
|
||||
async def draw_julia() -> None:
|
||||
spinner = document.querySelector("#julia .loading")
|
||||
canvas = document.querySelector("#julia canvas")
|
||||
|
||||
spinner.style.display = ""
|
||||
canvas.style.display = "none"
|
||||
|
||||
ctx = prepare_canvas(width, height, canvas)
|
||||
|
||||
console.log("Computing Julia set ...")
|
||||
console.time("julia")
|
||||
iters = julia(width, height)
|
||||
console.timeEnd("julia")
|
||||
|
||||
image = color_map(iters, Magma256)
|
||||
draw_image(ctx, image)
|
||||
|
||||
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")
|
||||
|
||||
xr = (float(x0_in.value), float(x1_in.value))
|
||||
yr = (float(y0_in.value), float(y1_in.value))
|
||||
|
||||
return xr, yr
|
||||
|
||||
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"
|
||||
|
||||
ctx = prepare_canvas(width, height, canvas)
|
||||
|
||||
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")
|
||||
|
||||
xr, yr = ranges()
|
||||
|
||||
# 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)
|
||||
|
||||
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")
|
||||
|
||||
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
|
||||
|
||||
image = color_map(roots, colors)
|
||||
else:
|
||||
image = color_map(iters, Magma256)
|
||||
|
||||
global current_image
|
||||
current_image = image
|
||||
draw_image(ctx, image)
|
||||
|
||||
spinner.style.display = "none"
|
||||
canvas.style.display = "block"
|
||||
|
||||
handler = create_proxy(lambda _event: draw_newton())
|
||||
document.querySelector("#newton fieldset").addEventListener("change", handler)
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
ctx = canvas.getContext("2d")
|
||||
|
||||
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))
|
||||
|
||||
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
|
||||
|
||||
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))
|
||||
|
||||
import asyncio
|
||||
|
||||
async def main():
|
||||
_ = await asyncio.gather(
|
||||
draw_mandelbrot(),
|
||||
draw_julia(),
|
||||
draw_newton(),
|
||||
)
|
||||
|
||||
asyncio.ensure_future(main())
|
||||
</py-script>
|
||||
</py-tutor>
|
||||
</section>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,263 +0,0 @@
|
||||
import numpy as np
|
||||
|
||||
Magma256 = np.array(
|
||||
[
|
||||
[0x00, 0x00, 0x03],
|
||||
[0x00, 0x00, 0x04],
|
||||
[0x00, 0x00, 0x06],
|
||||
[0x01, 0x00, 0x07],
|
||||
[0x01, 0x01, 0x09],
|
||||
[0x01, 0x01, 0x0B],
|
||||
[0x02, 0x02, 0x0D],
|
||||
[0x02, 0x02, 0x0F],
|
||||
[0x03, 0x03, 0x11],
|
||||
[0x04, 0x03, 0x13],
|
||||
[0x04, 0x04, 0x15],
|
||||
[0x05, 0x04, 0x17],
|
||||
[0x06, 0x05, 0x19],
|
||||
[0x07, 0x05, 0x1B],
|
||||
[0x08, 0x06, 0x1D],
|
||||
[0x09, 0x07, 0x1F],
|
||||
[0x0A, 0x07, 0x22],
|
||||
[0x0B, 0x08, 0x24],
|
||||
[0x0C, 0x09, 0x26],
|
||||
[0x0D, 0x0A, 0x28],
|
||||
[0x0E, 0x0A, 0x2A],
|
||||
[0x0F, 0x0B, 0x2C],
|
||||
[0x10, 0x0C, 0x2F],
|
||||
[0x11, 0x0C, 0x31],
|
||||
[0x12, 0x0D, 0x33],
|
||||
[0x14, 0x0D, 0x35],
|
||||
[0x15, 0x0E, 0x38],
|
||||
[0x16, 0x0E, 0x3A],
|
||||
[0x17, 0x0F, 0x3C],
|
||||
[0x18, 0x0F, 0x3F],
|
||||
[0x1A, 0x10, 0x41],
|
||||
[0x1B, 0x10, 0x44],
|
||||
[0x1C, 0x10, 0x46],
|
||||
[0x1E, 0x10, 0x49],
|
||||
[0x1F, 0x11, 0x4B],
|
||||
[0x20, 0x11, 0x4D],
|
||||
[0x22, 0x11, 0x50],
|
||||
[0x23, 0x11, 0x52],
|
||||
[0x25, 0x11, 0x55],
|
||||
[0x26, 0x11, 0x57],
|
||||
[0x28, 0x11, 0x59],
|
||||
[0x2A, 0x11, 0x5C],
|
||||
[0x2B, 0x11, 0x5E],
|
||||
[0x2D, 0x10, 0x60],
|
||||
[0x2F, 0x10, 0x62],
|
||||
[0x30, 0x10, 0x65],
|
||||
[0x32, 0x10, 0x67],
|
||||
[0x34, 0x10, 0x68],
|
||||
[0x35, 0x0F, 0x6A],
|
||||
[0x37, 0x0F, 0x6C],
|
||||
[0x39, 0x0F, 0x6E],
|
||||
[0x3B, 0x0F, 0x6F],
|
||||
[0x3C, 0x0F, 0x71],
|
||||
[0x3E, 0x0F, 0x72],
|
||||
[0x40, 0x0F, 0x73],
|
||||
[0x42, 0x0F, 0x74],
|
||||
[0x43, 0x0F, 0x75],
|
||||
[0x45, 0x0F, 0x76],
|
||||
[0x47, 0x0F, 0x77],
|
||||
[0x48, 0x10, 0x78],
|
||||
[0x4A, 0x10, 0x79],
|
||||
[0x4B, 0x10, 0x79],
|
||||
[0x4D, 0x11, 0x7A],
|
||||
[0x4F, 0x11, 0x7B],
|
||||
[0x50, 0x12, 0x7B],
|
||||
[0x52, 0x12, 0x7C],
|
||||
[0x53, 0x13, 0x7C],
|
||||
[0x55, 0x13, 0x7D],
|
||||
[0x57, 0x14, 0x7D],
|
||||
[0x58, 0x15, 0x7E],
|
||||
[0x5A, 0x15, 0x7E],
|
||||
[0x5B, 0x16, 0x7E],
|
||||
[0x5D, 0x17, 0x7E],
|
||||
[0x5E, 0x17, 0x7F],
|
||||
[0x60, 0x18, 0x7F],
|
||||
[0x61, 0x18, 0x7F],
|
||||
[0x63, 0x19, 0x7F],
|
||||
[0x65, 0x1A, 0x80],
|
||||
[0x66, 0x1A, 0x80],
|
||||
[0x68, 0x1B, 0x80],
|
||||
[0x69, 0x1C, 0x80],
|
||||
[0x6B, 0x1C, 0x80],
|
||||
[0x6C, 0x1D, 0x80],
|
||||
[0x6E, 0x1E, 0x81],
|
||||
[0x6F, 0x1E, 0x81],
|
||||
[0x71, 0x1F, 0x81],
|
||||
[0x73, 0x1F, 0x81],
|
||||
[0x74, 0x20, 0x81],
|
||||
[0x76, 0x21, 0x81],
|
||||
[0x77, 0x21, 0x81],
|
||||
[0x79, 0x22, 0x81],
|
||||
[0x7A, 0x22, 0x81],
|
||||
[0x7C, 0x23, 0x81],
|
||||
[0x7E, 0x24, 0x81],
|
||||
[0x7F, 0x24, 0x81],
|
||||
[0x81, 0x25, 0x81],
|
||||
[0x82, 0x25, 0x81],
|
||||
[0x84, 0x26, 0x81],
|
||||
[0x85, 0x26, 0x81],
|
||||
[0x87, 0x27, 0x81],
|
||||
[0x89, 0x28, 0x81],
|
||||
[0x8A, 0x28, 0x81],
|
||||
[0x8C, 0x29, 0x80],
|
||||
[0x8D, 0x29, 0x80],
|
||||
[0x8F, 0x2A, 0x80],
|
||||
[0x91, 0x2A, 0x80],
|
||||
[0x92, 0x2B, 0x80],
|
||||
[0x94, 0x2B, 0x80],
|
||||
[0x95, 0x2C, 0x80],
|
||||
[0x97, 0x2C, 0x7F],
|
||||
[0x99, 0x2D, 0x7F],
|
||||
[0x9A, 0x2D, 0x7F],
|
||||
[0x9C, 0x2E, 0x7F],
|
||||
[0x9E, 0x2E, 0x7E],
|
||||
[0x9F, 0x2F, 0x7E],
|
||||
[0xA1, 0x2F, 0x7E],
|
||||
[0xA3, 0x30, 0x7E],
|
||||
[0xA4, 0x30, 0x7D],
|
||||
[0xA6, 0x31, 0x7D],
|
||||
[0xA7, 0x31, 0x7D],
|
||||
[0xA9, 0x32, 0x7C],
|
||||
[0xAB, 0x33, 0x7C],
|
||||
[0xAC, 0x33, 0x7B],
|
||||
[0xAE, 0x34, 0x7B],
|
||||
[0xB0, 0x34, 0x7B],
|
||||
[0xB1, 0x35, 0x7A],
|
||||
[0xB3, 0x35, 0x7A],
|
||||
[0xB5, 0x36, 0x79],
|
||||
[0xB6, 0x36, 0x79],
|
||||
[0xB8, 0x37, 0x78],
|
||||
[0xB9, 0x37, 0x78],
|
||||
[0xBB, 0x38, 0x77],
|
||||
[0xBD, 0x39, 0x77],
|
||||
[0xBE, 0x39, 0x76],
|
||||
[0xC0, 0x3A, 0x75],
|
||||
[0xC2, 0x3A, 0x75],
|
||||
[0xC3, 0x3B, 0x74],
|
||||
[0xC5, 0x3C, 0x74],
|
||||
[0xC6, 0x3C, 0x73],
|
||||
[0xC8, 0x3D, 0x72],
|
||||
[0xCA, 0x3E, 0x72],
|
||||
[0xCB, 0x3E, 0x71],
|
||||
[0xCD, 0x3F, 0x70],
|
||||
[0xCE, 0x40, 0x70],
|
||||
[0xD0, 0x41, 0x6F],
|
||||
[0xD1, 0x42, 0x6E],
|
||||
[0xD3, 0x42, 0x6D],
|
||||
[0xD4, 0x43, 0x6D],
|
||||
[0xD6, 0x44, 0x6C],
|
||||
[0xD7, 0x45, 0x6B],
|
||||
[0xD9, 0x46, 0x6A],
|
||||
[0xDA, 0x47, 0x69],
|
||||
[0xDC, 0x48, 0x69],
|
||||
[0xDD, 0x49, 0x68],
|
||||
[0xDE, 0x4A, 0x67],
|
||||
[0xE0, 0x4B, 0x66],
|
||||
[0xE1, 0x4C, 0x66],
|
||||
[0xE2, 0x4D, 0x65],
|
||||
[0xE4, 0x4E, 0x64],
|
||||
[0xE5, 0x50, 0x63],
|
||||
[0xE6, 0x51, 0x62],
|
||||
[0xE7, 0x52, 0x62],
|
||||
[0xE8, 0x54, 0x61],
|
||||
[0xEA, 0x55, 0x60],
|
||||
[0xEB, 0x56, 0x60],
|
||||
[0xEC, 0x58, 0x5F],
|
||||
[0xED, 0x59, 0x5F],
|
||||
[0xEE, 0x5B, 0x5E],
|
||||
[0xEE, 0x5D, 0x5D],
|
||||
[0xEF, 0x5E, 0x5D],
|
||||
[0xF0, 0x60, 0x5D],
|
||||
[0xF1, 0x61, 0x5C],
|
||||
[0xF2, 0x63, 0x5C],
|
||||
[0xF3, 0x65, 0x5C],
|
||||
[0xF3, 0x67, 0x5B],
|
||||
[0xF4, 0x68, 0x5B],
|
||||
[0xF5, 0x6A, 0x5B],
|
||||
[0xF5, 0x6C, 0x5B],
|
||||
[0xF6, 0x6E, 0x5B],
|
||||
[0xF6, 0x70, 0x5B],
|
||||
[0xF7, 0x71, 0x5B],
|
||||
[0xF7, 0x73, 0x5C],
|
||||
[0xF8, 0x75, 0x5C],
|
||||
[0xF8, 0x77, 0x5C],
|
||||
[0xF9, 0x79, 0x5C],
|
||||
[0xF9, 0x7B, 0x5D],
|
||||
[0xF9, 0x7D, 0x5D],
|
||||
[0xFA, 0x7F, 0x5E],
|
||||
[0xFA, 0x80, 0x5E],
|
||||
[0xFA, 0x82, 0x5F],
|
||||
[0xFB, 0x84, 0x60],
|
||||
[0xFB, 0x86, 0x60],
|
||||
[0xFB, 0x88, 0x61],
|
||||
[0xFB, 0x8A, 0x62],
|
||||
[0xFC, 0x8C, 0x63],
|
||||
[0xFC, 0x8E, 0x63],
|
||||
[0xFC, 0x90, 0x64],
|
||||
[0xFC, 0x92, 0x65],
|
||||
[0xFC, 0x93, 0x66],
|
||||
[0xFD, 0x95, 0x67],
|
||||
[0xFD, 0x97, 0x68],
|
||||
[0xFD, 0x99, 0x69],
|
||||
[0xFD, 0x9B, 0x6A],
|
||||
[0xFD, 0x9D, 0x6B],
|
||||
[0xFD, 0x9F, 0x6C],
|
||||
[0xFD, 0xA1, 0x6E],
|
||||
[0xFD, 0xA2, 0x6F],
|
||||
[0xFD, 0xA4, 0x70],
|
||||
[0xFE, 0xA6, 0x71],
|
||||
[0xFE, 0xA8, 0x73],
|
||||
[0xFE, 0xAA, 0x74],
|
||||
[0xFE, 0xAC, 0x75],
|
||||
[0xFE, 0xAE, 0x76],
|
||||
[0xFE, 0xAF, 0x78],
|
||||
[0xFE, 0xB1, 0x79],
|
||||
[0xFE, 0xB3, 0x7B],
|
||||
[0xFE, 0xB5, 0x7C],
|
||||
[0xFE, 0xB7, 0x7D],
|
||||
[0xFE, 0xB9, 0x7F],
|
||||
[0xFE, 0xBB, 0x80],
|
||||
[0xFE, 0xBC, 0x82],
|
||||
[0xFE, 0xBE, 0x83],
|
||||
[0xFE, 0xC0, 0x85],
|
||||
[0xFE, 0xC2, 0x86],
|
||||
[0xFE, 0xC4, 0x88],
|
||||
[0xFE, 0xC6, 0x89],
|
||||
[0xFE, 0xC7, 0x8B],
|
||||
[0xFE, 0xC9, 0x8D],
|
||||
[0xFE, 0xCB, 0x8E],
|
||||
[0xFD, 0xCD, 0x90],
|
||||
[0xFD, 0xCF, 0x92],
|
||||
[0xFD, 0xD1, 0x93],
|
||||
[0xFD, 0xD2, 0x95],
|
||||
[0xFD, 0xD4, 0x97],
|
||||
[0xFD, 0xD6, 0x98],
|
||||
[0xFD, 0xD8, 0x9A],
|
||||
[0xFD, 0xDA, 0x9C],
|
||||
[0xFD, 0xDC, 0x9D],
|
||||
[0xFD, 0xDD, 0x9F],
|
||||
[0xFD, 0xDF, 0xA1],
|
||||
[0xFD, 0xE1, 0xA3],
|
||||
[0xFC, 0xE3, 0xA5],
|
||||
[0xFC, 0xE5, 0xA6],
|
||||
[0xFC, 0xE6, 0xA8],
|
||||
[0xFC, 0xE8, 0xAA],
|
||||
[0xFC, 0xEA, 0xAC],
|
||||
[0xFC, 0xEC, 0xAE],
|
||||
[0xFC, 0xEE, 0xB0],
|
||||
[0xFC, 0xF0, 0xB1],
|
||||
[0xFC, 0xF1, 0xB3],
|
||||
[0xFC, 0xF3, 0xB5],
|
||||
[0xFC, 0xF5, 0xB7],
|
||||
[0xFB, 0xF7, 0xB9],
|
||||
[0xFB, 0xF9, 0xBB],
|
||||
[0xFB, 0xFA, 0xBD],
|
||||
[0xFB, 0xFC, 0xBF],
|
||||
],
|
||||
dtype="uint8",
|
||||
)
|
||||
@@ -1,132 +0,0 @@
|
||||
<!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>
|
||||
|
||||
<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>
|
||||
|
||||
<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-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>
|
||||
|
||||
<div id="pandas-output" hidden>
|
||||
<h3>Output</h3>
|
||||
<div id="pandas-output-inner"></div>
|
||||
</div>
|
||||
|
||||
<div id="pandas-dev-console" hidden>
|
||||
<h3>Dev Console</h3>
|
||||
<py-terminal auto></py-terminal>
|
||||
</div>
|
||||
|
||||
<py-tutor>
|
||||
<py-config>
|
||||
plugins = [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
packages = ["pandas"]
|
||||
</py-config>
|
||||
|
||||
<section class="pyscript">
|
||||
<py-script>
|
||||
import pandas as pd
|
||||
from pyodide.http import open_url
|
||||
import sys
|
||||
|
||||
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"
|
||||
|
||||
url = "https://raw.githubusercontent.com/datasets/airport-codes/master/data/airport-codes.csv"
|
||||
|
||||
Element("header-title").element.innerText = title
|
||||
Element("page-title").element.innerText = title
|
||||
Element("page-message").element.innerText = page_message
|
||||
|
||||
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()
|
||||
|
||||
|
||||
def loadFromURL(*args, **kws):
|
||||
global df
|
||||
|
||||
# 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)
|
||||
|
||||
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"
|
||||
|
||||
display (df, target="pandas-output-inner", append="False")
|
||||
|
||||
def log(message):
|
||||
# log to pyscript dev console
|
||||
print (message)
|
||||
|
||||
# log to JS console
|
||||
js.console.log (message)
|
||||
</py-script>
|
||||
</section>
|
||||
</py-tutor>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,57 +0,0 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Panel Example</title>
|
||||
<meta charset="iso-8859-1" />
|
||||
<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" />
|
||||
</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"
|
||||
>Panel Example</a
|
||||
>
|
||||
</div>
|
||||
</nav>
|
||||
<section class="pyscript">
|
||||
<div id="simple_app"></div>
|
||||
|
||||
<py-tutor>
|
||||
<script defer src="https://cdn.bokeh.org/bokeh/release/bokeh-2.4.3.js"></script>
|
||||
<script defer src="https://cdn.bokeh.org/bokeh/release/bokeh-widgets-2.4.3.min.js"></script>
|
||||
<script defer src="https://cdn.bokeh.org/bokeh/release/bokeh-tables-2.4.3.min.js"></script>
|
||||
<script defer src="https://cdn.jsdelivr.net/npm/@holoviz/panel@0.14.1/dist/panel.min.js"></script>
|
||||
<style>py-script{display:none}</style>
|
||||
<script type="module" src="https://esm.sh/@pyscript/core@latest/core.js"></script>
|
||||
<py-config>
|
||||
packages = [
|
||||
"https://cdn.holoviz.org/panel/0.14.3/dist/wheels/bokeh-2.4.3-py3-none-any.whl",
|
||||
"numpy",
|
||||
"panel==0.14.1"
|
||||
]
|
||||
plugins = [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
</py-config>
|
||||
|
||||
<py-script>
|
||||
import panel as pn
|
||||
|
||||
slider = pn.widgets.FloatSlider(start=0, end=10, name='Amplitude')
|
||||
|
||||
def callback(new):
|
||||
return f'Amplitude is: {new}'
|
||||
|
||||
pn.Row(slider, pn.bind(callback, slider)).servable(target='simple_app');
|
||||
</py-script>
|
||||
</py-tutor>
|
||||
</section>
|
||||
</body>
|
||||
</html>
|
||||