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20 Commits
fpliger/ex
...
2023.12.1
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@@ -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
|
||||
|
||||
|
||||
62
README.md
@@ -4,11 +4,27 @@
|
||||
|
||||
### Summary
|
||||
|
||||
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/), [WASM](https://webassembly.org/), and modern web technologies.
|
||||
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
|
||||
|
||||
@@ -16,46 +32,44 @@ PyScript is a meta project that aims to combine multiple open technologies into
|
||||
|
||||
## Try PyScript
|
||||
|
||||
To try PyScript, import the appropriate pyscript files into the `<head>` tag of your html page with:
|
||||
To try PyScript, import the appropriate pyscript files into the `<head>` tag of your html page:
|
||||
|
||||
```html
|
||||
<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>
|
||||
<script type="py" terminal>
|
||||
from pyscript import display
|
||||
display("Hello World!") # this goes to the DOM
|
||||
print("Hello terminal") # this goes to the terminal
|
||||
</script>
|
||||
</body>
|
||||
```
|
||||
|
||||
You can then use PyScript components in your html page. PyScript currently implements the following elements:
|
||||
You can then use PyScript components in your html page. PyScript currently offers various ways of running Python code:
|
||||
|
||||
- `<py-script>`: can be used to define python code that is executable within the web page. The element itself is not rendered to the page and is only used to add logic
|
||||
- `<py-repl>`: creates a REPL component that is rendered to the page as a code editor and allows users to write executable code
|
||||
- `<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 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 [the examples directory](examples) folder for more examples on how to use it, all you need to do is open them in Chrome.
|
||||
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.
|
||||
|
||||
## 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>
|
||||
@@ -1,284 +0,0 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="apple-mobile-web-app-capable" content="yes" />
|
||||
<meta name="apple-mobile-web-app-status-bar-style" content="default" />
|
||||
<meta name="theme-color" content="#0072b5" />
|
||||
<meta name="name" content="PyScript/Panel DeckGL Demo" />
|
||||
|
||||
<title>PyScript/Panel DeckGL Demo</title>
|
||||
<link rel="icon" type="image/x-icon" href="./favicon.png" />
|
||||
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/5.15.3/css/all.min.css"
|
||||
type="text/css"
|
||||
/>
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/widgets.css"
|
||||
type="text/css"
|
||||
/>
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/markdown.css"
|
||||
type="text/css"
|
||||
/>
|
||||
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://unpkg.com/h3-js@3.7.2/dist/h3-js.umd.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.jsdelivr.net/npm/deck.gl@8.6.7/dist.min.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.jsdelivr.net/npm/@deck.gl/json@8.6.7/dist.min.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.jsdelivr.net/npm/@loaders.gl/csv@3.1.7/dist/dist.min.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.jsdelivr.net/npm/@loaders.gl/json@3.1.7/dist/dist.min.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.jsdelivr.net/npm/@loaders.gl/3d-tiles@3.1.7/dist/dist.min.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://api.mapbox.com/mapbox-gl-js/v2.6.1/mapbox-gl.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.bokeh.org/bokeh/release/bokeh-2.4.3.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.bokeh.org/bokeh/release/bokeh-widgets-2.4.3.min.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.bokeh.org/bokeh/release/bokeh-tables-2.4.3.min.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://unpkg.com/@holoviz/panel@0.13.1/dist/panel.js"
|
||||
></script>
|
||||
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://cdn.jsdelivr.net/npm/bootstrap@4.6.1/dist/css/bootstrap.min.css"
|
||||
/>
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/bootstraptemplate/bootstrap.css"
|
||||
/>
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/defaulttheme/default.css"
|
||||
/>
|
||||
|
||||
<script src="https://cdn.jsdelivr.net/npm/jquery@3.5.1/dist/jquery.slim.min.js"></script>
|
||||
<script src="https://cdn.jsdelivr.net/npm/bootstrap@4.6.1/dist/js/bootstrap.bundle.min.js"></script>
|
||||
<style>
|
||||
#sidebar {
|
||||
width: 400px;
|
||||
padding: 0;
|
||||
}
|
||||
</style>
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://pyscript.net/latest/pyscript.css"
|
||||
/>
|
||||
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
|
||||
<link rel="stylesheet" href="./assets/css/examples.css" />
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<nav class="navbar" style="background-color: #000000">
|
||||
<div class="app-header">
|
||||
<a href="/">
|
||||
<img src="./logo.png" class="logo" />
|
||||
</a>
|
||||
<a class="title" href="" style="color: #f0ab3c"
|
||||
>Panel DeckGL NYC Taxi Demo</a
|
||||
>
|
||||
</div>
|
||||
</nav>
|
||||
<section class="pyscript">
|
||||
<div class="d-flex flex-nowrap" id="content">
|
||||
<div class="sidenav" id="sidebar">
|
||||
<ul class="nav flex-column">
|
||||
<div class="bk-root" id="widgets"></div>
|
||||
<py-repl id="my-repl" auto-generate="true"> </py-repl>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="col mh-100" style="padding: 0">
|
||||
<div class="bk-root" id="plot"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<py-tutor>
|
||||
<py-config>
|
||||
packages = [
|
||||
"https://cdn.holoviz.org/panel/0.14.3/dist/wheels/bokeh-2.4.3-py3-none-any.whl",
|
||||
"numpy",
|
||||
"pandas",
|
||||
"panel==0.13.1"
|
||||
]
|
||||
plugins = [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
</py-config>
|
||||
|
||||
<py-script>
|
||||
import panel as pn
|
||||
import pandas as pd
|
||||
import param
|
||||
|
||||
from pyodide.http import open_url
|
||||
|
||||
MAPBOX_KEY = "pk.eyJ1IjoicGFuZWxvcmciLCJhIjoiY2s1enA3ejhyMWhmZjNobjM1NXhtbWRrMyJ9.B_frQsAVepGIe-HiOJeqvQ"
|
||||
|
||||
class App(param.Parameterized):
|
||||
|
||||
data = param.DataFrame(precedence=-1)
|
||||
|
||||
view = param.DataFrame(precedence=-1)
|
||||
|
||||
arc_view = param.DataFrame(precedence=-1)
|
||||
|
||||
radius = param.Integer(default=50, bounds=(20, 1000))
|
||||
|
||||
elevation = param.Integer(default=10, bounds=(0, 50))
|
||||
|
||||
hour = param.Integer(default=0, bounds=(0, 23))
|
||||
|
||||
speed = param.Integer(default=1, bounds=(0, 10), precedence=-1)
|
||||
|
||||
play = param.Event(label='▷')
|
||||
|
||||
def __init__(self, **params):
|
||||
self.deck_gl = None
|
||||
super().__init__(**params)
|
||||
self.deck_gl = pn.pane.DeckGL(
|
||||
dict(self.spec),
|
||||
mapbox_api_key=MAPBOX_KEY,
|
||||
throttle={'click': 10},
|
||||
sizing_mode='stretch_both',
|
||||
margin=0
|
||||
)
|
||||
self.deck_gl.param.watch(self._update_arc_view, 'click_state')
|
||||
self._playing = False
|
||||
self._cb = pn.state.add_periodic_callback(
|
||||
self._update_hour, 1000//self.speed, start=False
|
||||
)
|
||||
|
||||
@property
|
||||
def spec(self):
|
||||
return {
|
||||
"initialViewState": {
|
||||
"bearing": 0,
|
||||
"latitude": 40.7,
|
||||
"longitude": -73.9,
|
||||
"maxZoom": 15,
|
||||
"minZoom": 5,
|
||||
"pitch": 40.5,
|
||||
"zoom": 11
|
||||
},
|
||||
"layers": [self.hex_layer, self.arc_layer],
|
||||
"mapStyle": "mapbox://styles/mapbox/dark-v9",
|
||||
"views": [
|
||||
{"@@type": "MapView", "controller": True}
|
||||
]
|
||||
}
|
||||
|
||||
@property
|
||||
def hex_layer(self):
|
||||
return {
|
||||
"@@type": "HexagonLayer",
|
||||
"autoHighlight": True,
|
||||
"coverage": 1,
|
||||
"data": self.data if self.view is None else self.view,
|
||||
"elevationRange": [0, 100],
|
||||
"elevationScale": self.elevation,
|
||||
"radius": self.radius,
|
||||
"extruded": True,
|
||||
"getPosition": "@@=[pickup_x, pickup_y]",
|
||||
"id": "8a553b25-ef3a-489c-bbe2-e102d18a3211"
|
||||
}
|
||||
|
||||
@property
|
||||
def arc_layer(self):
|
||||
return {
|
||||
"@@type": "ArcLayer",
|
||||
"id": 'arc-layer',
|
||||
"data": self.arc_view,
|
||||
"pickable": True,
|
||||
"getWidth": 1,
|
||||
"getSourcePosition": "@@=[pickup_x, pickup_y]",
|
||||
"getTargetPosition": "@@=[dropoff_x, dropoff_y]",
|
||||
"getSourceColor": [0, 255, 0, 180],
|
||||
"getTargetColor": [240, 100, 0, 180]
|
||||
}
|
||||
|
||||
def _update_hour(self):
|
||||
self.hour = (self.hour+1) % 24
|
||||
|
||||
@param.depends('view', watch=True)
|
||||
def _update_arc_view(self, event=None):
|
||||
data = self.data if self.view is None else self.view
|
||||
if not self.deck_gl or not self.deck_gl.click_state:
|
||||
self.arc_view = data.iloc[:0]
|
||||
return
|
||||
lon, lat = self.deck_gl.click_state['coordinate']
|
||||
tol = 0.001
|
||||
self.arc_view = data[
|
||||
(df.pickup_x>=float(lon-tol)) &
|
||||
(df.pickup_x<=float(lon+tol)) &
|
||||
(df.pickup_y>=float(lat-tol)) &
|
||||
(df.pickup_y<=float(lat+tol))
|
||||
]
|
||||
|
||||
@param.depends('hour', watch=True, on_init=True)
|
||||
def _update_hourly_view(self):
|
||||
self.view = self.data[self.data.hour==self.hour]
|
||||
|
||||
@param.depends('speed', watch=True)
|
||||
def _update_speed(self):
|
||||
self._cb.period = 1000//self.speed
|
||||
|
||||
@param.depends('play', watch=True)
|
||||
def _play_pause(self):
|
||||
if self._playing:
|
||||
self._cb.stop()
|
||||
self.param.play.label = '▷'
|
||||
self.param.speed.precedence = -1
|
||||
else:
|
||||
self._cb.start()
|
||||
self.param.play.label = '❚❚'
|
||||
self.param.speed.precedence = 1
|
||||
self._playing = not self._playing
|
||||
|
||||
@param.depends('view', 'radius', 'elevation', 'arc_view', watch=True)
|
||||
def update_spec(self):
|
||||
self.deck_gl.object = dict(self.spec)
|
||||
|
||||
url = 'https://s3.eu-west-1.amazonaws.com/assets.holoviews.org/data/nyc_taxi_wide.csv'
|
||||
df = pd.read_csv(open_url(url))
|
||||
app = App(data=df)
|
||||
controls = pn.Param(app.param, sizing_mode='stretch_width', show_name=False)
|
||||
|
||||
app.deck_gl.servable(target='plot')
|
||||
controls.servable(target='widgets');
|
||||
</py-script>
|
||||
</py-tutor>
|
||||
</section>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,230 +0,0 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="apple-mobile-web-app-capable" content="yes" />
|
||||
<meta name="apple-mobile-web-app-status-bar-style" content="default" />
|
||||
<meta name="theme-color" content="#000000" />
|
||||
<meta name="name" content="PyScript/Panel KMeans Demo" />
|
||||
|
||||
<title>Pyscript/Panel KMeans Demo</title>
|
||||
<link rel="icon" type="image/x-icon" href="./favicon.png" />
|
||||
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/5.15.3/css/all.min.css"
|
||||
type="text/css"
|
||||
/>
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/widgets.css"
|
||||
type="text/css"
|
||||
/>
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/markdown.css"
|
||||
type="text/css"
|
||||
/>
|
||||
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.jsdelivr.net/npm/vega@5"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.jsdelivr.net/npm/vega-lite@5"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.jsdelivr.net/npm/vega-embed@6"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://unpkg.com/tabulator-tables@4.9.3/dist/js/tabulator.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.bokeh.org/bokeh/release/bokeh-2.4.3.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.bokeh.org/bokeh/release/bokeh-widgets-2.4.3.min.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.bokeh.org/bokeh/release/bokeh-tables-2.4.3.min.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://unpkg.com/@holoviz/panel@0.13.1/dist/panel.min.js"
|
||||
></script>
|
||||
<script type="text/javascript">
|
||||
Bokeh.set_log_level("info");
|
||||
</script>
|
||||
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://cdn.jsdelivr.net/npm/bootstrap@4.6.1/dist/css/bootstrap.min.css"
|
||||
/>
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/bootstraptemplate/bootstrap.css"
|
||||
/>
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/defaulttheme/default.css"
|
||||
/>
|
||||
|
||||
<style>
|
||||
#sidebar {
|
||||
width: 350px;
|
||||
}
|
||||
</style>
|
||||
|
||||
<script src="https://cdn.jsdelivr.net/npm/jquery@3.5.1/dist/jquery.slim.min.js"></script>
|
||||
<script src="https://cdn.jsdelivr.net/npm/bootstrap@4.6.1/dist/js/bootstrap.bundle.min.js"></script>
|
||||
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://pyscript.net/latest/pyscript.css"
|
||||
/>
|
||||
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
|
||||
<link rel="stylesheet" href="./assets/css/examples.css" />
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<nav class="navbar" style="background-color: #000000">
|
||||
<div class="app-header">
|
||||
<a href="/">
|
||||
<img src="./logo.png" class="logo" />
|
||||
</a>
|
||||
<a class="title" href="" style="color: #f0ab3c"
|
||||
>Panel KMeans Clustering Demo</a
|
||||
>
|
||||
</div>
|
||||
</nav>
|
||||
<section class="pyscript">
|
||||
<div class="row overflow-hidden" id="content">
|
||||
<div class="sidenav" id="sidebar">
|
||||
<ul class="nav flex-column">
|
||||
<div class="bk-root" id="x-widget"></div>
|
||||
<div class="bk-root" id="y-widget"></div>
|
||||
<div class="bk-root" id="n-widget"></div>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="col mh-100 float-left" id="main">
|
||||
<div class="bk-root" id="intro"></div>
|
||||
<div class="bk-root" id="cluster-plot"></div>
|
||||
<div class="bk-root" id="table"></div>
|
||||
</div>
|
||||
</div>
|
||||
<py-tutor>
|
||||
<py-config>
|
||||
packages = [
|
||||
"https://cdn.holoviz.org/panel/0.14.3/dist/wheels/bokeh-2.4.3-py3-none-any.whl",
|
||||
"altair",
|
||||
"numpy",
|
||||
"pandas",
|
||||
"scikit-learn",
|
||||
"panel==0.13.1"
|
||||
]
|
||||
plugins = [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
</py-config>
|
||||
|
||||
<py-script>
|
||||
import altair as alt
|
||||
import panel as pn
|
||||
import pandas as pd
|
||||
import param
|
||||
|
||||
from sklearn.cluster import KMeans
|
||||
from pyodide.http import open_url
|
||||
|
||||
pn.config.sizing_mode = 'stretch_width'
|
||||
|
||||
url = 'https://raw.githubusercontent.com/rfordatascience/tidytuesday/master/data/2020/2020-07-28/penguins.csv'
|
||||
penguins = pd.read_csv(open_url(url)).dropna()
|
||||
cols = list(penguins.columns)[2:6]
|
||||
|
||||
x = pn.widgets.Select(name='x', options=cols, value='bill_depth_mm').servable(target='x-widget')
|
||||
y = pn.widgets.Select(name='y', options=cols, value='bill_length_mm').servable(target='y-widget')
|
||||
n_clusters = pn.widgets.IntSlider(name='n_clusters', start=1, end=5, value=3).servable(target='n-widget')
|
||||
|
||||
brush = alt.selection_interval(name='brush') # selection of type "interval"
|
||||
|
||||
def get_clusters(n_clusters):
|
||||
kmeans = KMeans(n_clusters=n_clusters)
|
||||
est = kmeans.fit(penguins[cols].values)
|
||||
df = penguins.copy()
|
||||
df['labels'] = est.labels_.astype('str')
|
||||
return df
|
||||
|
||||
def get_chart(x, y, df):
|
||||
centers = df.groupby('labels').mean()
|
||||
return (
|
||||
alt.Chart(df)
|
||||
.mark_point(size=100)
|
||||
.encode(
|
||||
x=alt.X(x, scale=alt.Scale(zero=False)),
|
||||
y=alt.Y(y, scale=alt.Scale(zero=False)),
|
||||
shape='labels',
|
||||
color='species'
|
||||
).add_params(brush).properties(width=800) +
|
||||
alt.Chart(centers)
|
||||
.mark_point(size=250, shape='cross', color='black')
|
||||
.encode(x=x+':Q', y=y+':Q')
|
||||
)
|
||||
|
||||
intro = pn.pane.Markdown("""
|
||||
This app provides an example of **building a simple dashboard using
|
||||
Panel**.\n\nIt demonstrates how to take the output of **k-means
|
||||
clustering on the Penguins dataset** using scikit-learn,
|
||||
parameterizing the number of clusters and the variables to
|
||||
plot.\n\nThe plot and the table are linked, i.e. selecting on the plot
|
||||
will filter the data in the table.\n\n The **`x` marks the center** of
|
||||
the cluster.
|
||||
""").servable(target='intro')
|
||||
|
||||
chart = pn.pane.Vega().servable(target='cluster-plot')
|
||||
table = pn.widgets.Tabulator(pagination='remote', page_size=10).servable(target='table')
|
||||
|
||||
def update_table(event=None):
|
||||
table.value = get_clusters(n_clusters.value)
|
||||
|
||||
n_clusters.param.watch(update_table, 'value')
|
||||
|
||||
@pn.depends(x, y, n_clusters, watch=True)
|
||||
def update_chart(*events):
|
||||
chart.object = get_chart(x.value, y.value, table.value)
|
||||
|
||||
@param.depends('brush', watch=True)
|
||||
def update_filters(event=None):
|
||||
filters = []
|
||||
for k, v in (getattr(event, 'new') or {}).items():
|
||||
filters.append(dict(field=k, type='>=', value=v[0]))
|
||||
filters.append(dict(field=k, type='<=', value=v[1]))
|
||||
table.filters = filters
|
||||
|
||||
update_table()
|
||||
update_chart()
|
||||
</py-script>
|
||||
</py-tutor>
|
||||
</section>
|
||||
<script>
|
||||
$(document).ready(function () {
|
||||
$("#sidebarCollapse").on("click", function () {
|
||||
$("#sidebar").toggleClass("active");
|
||||
$(this).toggleClass("active");
|
||||
var interval = setInterval(function () {
|
||||
window.dispatchEvent(new Event("resize"));
|
||||
}, 10);
|
||||
setTimeout(function () {
|
||||
clearInterval(interval);
|
||||
}, 210);
|
||||
});
|
||||
});
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,162 +0,0 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="apple-mobile-web-app-capable" content="yes" />
|
||||
<meta name="apple-mobile-web-app-status-bar-style" content="default" />
|
||||
<meta name="theme-color" content="#000000" />
|
||||
<meta name="name" content="PyScript/Panel Streaming Demo" />
|
||||
|
||||
<title>PyScript/Panel Streaming Demo</title>
|
||||
<link rel="icon" type="image/x-icon" href="./favicon.ico" />
|
||||
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/5.15.3/css/all.min.css"
|
||||
type="text/css"
|
||||
/>
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/widgets.css"
|
||||
type="text/css"
|
||||
/>
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/css/markdown.css"
|
||||
type="text/css"
|
||||
/>
|
||||
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://unpkg.com/tabulator-tables@4.9.3/dist/js/tabulator.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.bokeh.org/bokeh/release/bokeh-2.4.3.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.bokeh.org/bokeh/release/bokeh-widgets-2.4.3.min.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://cdn.bokeh.org/bokeh/release/bokeh-tables-2.4.3.min.js"
|
||||
></script>
|
||||
<script
|
||||
type="text/javascript"
|
||||
src="https://unpkg.com/@holoviz/panel@0.13.1/dist/panel.min.js"
|
||||
></script>
|
||||
<script type="text/javascript">
|
||||
Bokeh.set_log_level("info");
|
||||
</script>
|
||||
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://cdn.jsdelivr.net/npm/bootstrap@4.6.1/dist/css/bootstrap.min.css"
|
||||
/>
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/bootstraptemplate/bootstrap.css"
|
||||
/>
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://unpkg.com/@holoviz/panel@0.13.1/dist/bundled/defaulttheme/default.css"
|
||||
/>
|
||||
|
||||
<script src="https://cdn.jsdelivr.net/npm/jquery@3.5.1/dist/jquery.slim.min.js"></script>
|
||||
<script src="https://cdn.jsdelivr.net/npm/bootstrap@4.6.1/dist/js/bootstrap.bundle.min.js"></script>
|
||||
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://pyscript.net/latest/pyscript.css"
|
||||
/>
|
||||
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
|
||||
<link rel="stylesheet" href="./assets/css/examples.css" />
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<nav class="navbar" style="background-color: #000000">
|
||||
<div class="app-header">
|
||||
<a href="/">
|
||||
<img src="./logo.png" class="logo" />
|
||||
</a>
|
||||
<a class="title" href="" style="color: #f0ab3c"
|
||||
>Panel Streaming Demo</a
|
||||
>
|
||||
</div>
|
||||
</nav>
|
||||
<section class="pyscript">
|
||||
<div class="row overflow-hidden" id="content">
|
||||
<div class="col mh-100 float-left" id="main">
|
||||
<div class="bk-root" id="controls"></div>
|
||||
<div class="row">
|
||||
<div class="bk-root" id="table"></div>
|
||||
<div class="bk-root" id="plot"></div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<py-tutor>
|
||||
<py-config>
|
||||
packages = [
|
||||
"https://cdn.holoviz.org/panel/0.14.3/dist/wheels/bokeh-2.4.3-py3-none-any.whl",
|
||||
"numpy",
|
||||
"pandas",
|
||||
"panel==0.13.1"
|
||||
]
|
||||
plugins = [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
</py-config>
|
||||
|
||||
<py-script>
|
||||
import panel as pn
|
||||
import numpy as np
|
||||
import pandas as pd
|
||||
|
||||
from bokeh.models import ColumnDataSource
|
||||
from bokeh.plotting import figure
|
||||
|
||||
df = pd.DataFrame(np.random.randn(10, 4), columns=list('ABCD')).cumsum()
|
||||
|
||||
rollover = pn.widgets.IntInput(name='Rollover', value=15)
|
||||
follow = pn.widgets.Checkbox(name='Follow', value=True, align='end')
|
||||
|
||||
tabulator = pn.widgets.Tabulator(df, height=450, width=400).servable(target='table')
|
||||
|
||||
def color_negative_red(val):
|
||||
"""
|
||||
Takes a scalar and returns a string with
|
||||
the css property `'color: red'` for negative
|
||||
strings, black otherwise.
|
||||
"""
|
||||
color = 'red' if val < 0 else 'green'
|
||||
return 'color: %s' % color
|
||||
|
||||
tabulator.style.applymap(color_negative_red)
|
||||
|
||||
p = figure(height=450, width=600)
|
||||
|
||||
cds = ColumnDataSource(data=ColumnDataSource.from_df(df))
|
||||
|
||||
p.line('index', 'A', source=cds, line_color='red')
|
||||
p.line('index', 'B', source=cds, line_color='green')
|
||||
p.line('index', 'C', source=cds, line_color='blue')
|
||||
p.line('index', 'D', source=cds, line_color='purple')
|
||||
|
||||
def stream():
|
||||
data = df.iloc[-1] + np.random.randn(4)
|
||||
tabulator.stream(data, rollover=rollover.value, follow=follow.value)
|
||||
value = {k: [v] for k, v in tabulator.value.iloc[-1].to_dict().items()}
|
||||
value['index'] = [tabulator.value.index[-1]]
|
||||
cds.stream(value)
|
||||
|
||||
cb = pn.state.add_periodic_callback(stream, 200)
|
||||
|
||||
pn.pane.Bokeh(p).servable(target='plot')
|
||||
pn.Row(cb.param.period, rollover, follow, width=400).servable(target='controls')
|
||||
</py-script>
|
||||
</py-tutor>
|
||||
</section>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,170 +0,0 @@
|
||||
import time
|
||||
from datetime import datetime as dt
|
||||
from textwrap import dedent
|
||||
|
||||
import js
|
||||
from pyscript import Element, Plugin, create
|
||||
|
||||
plugin = Plugin("PyList")
|
||||
|
||||
|
||||
class PyItemTemplate(Element):
|
||||
label_fields = None
|
||||
|
||||
def __init__(self, data, labels=None, state_key=None, parent=None):
|
||||
self.data = data
|
||||
|
||||
self.register_parent(parent)
|
||||
|
||||
if not labels:
|
||||
labels = list(self.data.keys())
|
||||
self.labels = labels
|
||||
|
||||
self.state_key = state_key
|
||||
|
||||
super().__init__(self._id)
|
||||
|
||||
def register_parent(self, parent):
|
||||
self._parent = parent
|
||||
if parent:
|
||||
self._id = f"{self._parent._id}-c-{len(self._parent._children)}"
|
||||
self.data["id"] = self._id
|
||||
else:
|
||||
self._id = None
|
||||
|
||||
def create(self):
|
||||
new_child = create("div", self._id, "py-li-element")
|
||||
new_child._element.innerHTML = dedent(
|
||||
f"""
|
||||
<label id="{self._id}" for="flex items-center p-2 ">
|
||||
<input class="mr-2" type="checkbox" class="task-check">
|
||||
<p>{self.render_content()}</p>
|
||||
</label>
|
||||
"""
|
||||
)
|
||||
return new_child
|
||||
|
||||
def on_click(self, evt):
|
||||
pass
|
||||
|
||||
def pre_append(self):
|
||||
pass
|
||||
|
||||
def post_append(self):
|
||||
self.element.click = self.on_click
|
||||
self.element.onclick = self.on_click
|
||||
self._post_append()
|
||||
|
||||
def _post_append(self):
|
||||
pass
|
||||
|
||||
def strike(self, value, extra=None):
|
||||
if value:
|
||||
self.add_class("line-through")
|
||||
else:
|
||||
self.remove_class("line-through")
|
||||
|
||||
def render_content(self):
|
||||
return " - ".join([self.data[f] for f in self.labels])
|
||||
|
||||
|
||||
class PyListTemplate:
|
||||
item_class = PyItemTemplate
|
||||
|
||||
def __init__(self, parent):
|
||||
self.parent = parent
|
||||
self._children = []
|
||||
self._id = self.parent.id
|
||||
self.main_style_classes = "py-li-element"
|
||||
|
||||
@property
|
||||
def children(self):
|
||||
return self._children
|
||||
|
||||
@property
|
||||
def data(self):
|
||||
return [c.data for c in self._children]
|
||||
|
||||
def render_children(self):
|
||||
binds = {}
|
||||
for i, c in enumerate(self._children):
|
||||
txt = c.element.innerHTML
|
||||
rnd = str(time.time()).replace(".", "")[-5:]
|
||||
new_id = f"{c.element.id}-{i}-{rnd}"
|
||||
binds[new_id] = c.element.id
|
||||
txt = txt.replace(">", f" id='{new_id}'>")
|
||||
print(txt)
|
||||
|
||||
def foo(evt):
|
||||
evtEl = evt.srcElement
|
||||
srcEl = Element(binds[evtEl.id])
|
||||
srcEl.element.onclick()
|
||||
evtEl.classList = srcEl.element.classList
|
||||
|
||||
for new_id in binds:
|
||||
Element(new_id).element.onclick = foo
|
||||
|
||||
def connect(self):
|
||||
self.md = main_div = js.document.createElement("div")
|
||||
main_div.id = self._id + "-list-tasks-container"
|
||||
|
||||
if self.main_style_classes:
|
||||
for klass in self.main_style_classes.split(" "):
|
||||
main_div.classList.add(klass)
|
||||
|
||||
self.parent.appendChild(main_div)
|
||||
|
||||
def add(self, *args, **kws):
|
||||
if not isinstance(args[0], self.item_class):
|
||||
child = self.item_class(*args, **kws)
|
||||
else:
|
||||
child = args[0]
|
||||
child.register_parent(self)
|
||||
return self._add(child)
|
||||
|
||||
def _add(self, child_elem):
|
||||
self.pre_child_append(child_elem)
|
||||
child_elem.pre_append()
|
||||
self._children.append(child_elem)
|
||||
self.md.appendChild(child_elem.create().element)
|
||||
child_elem.post_append()
|
||||
self.child_appended(child_elem)
|
||||
return child_elem
|
||||
|
||||
def pre_child_append(self, child):
|
||||
pass
|
||||
|
||||
def child_appended(self, child):
|
||||
"""Overwrite me to define logic"""
|
||||
pass
|
||||
|
||||
|
||||
class PyItem(PyItemTemplate):
|
||||
def on_click(self, evt=None):
|
||||
self.data["done"] = not self.data["done"]
|
||||
self.strike(self.data["done"])
|
||||
|
||||
self.select("input").element.checked = self.data["done"]
|
||||
|
||||
|
||||
class PyList(PyListTemplate):
|
||||
item_class = PyItem
|
||||
|
||||
def add(self, item):
|
||||
if isinstance(item, str):
|
||||
item = {"content": item, "done": False, "created_at": dt.now()}
|
||||
|
||||
super().add(item, labels=["content"], state_key="done")
|
||||
|
||||
|
||||
@plugin.register_custom_element("py-list")
|
||||
class PyListPlugin:
|
||||
def __init__(self, element):
|
||||
self.element = element
|
||||
self.py_list = PyList(self.element)
|
||||
|
||||
def add(self, item):
|
||||
self.py_list.add(item)
|
||||
|
||||
def connect(self):
|
||||
self.py_list.connect()
|
||||
@@ -1 +0,0 @@
|
||||
# [Pyscript Examples](https://pyscript.net/examples/)
|
||||
@@ -1,16 +0,0 @@
|
||||
#output > div {
|
||||
font-family: "monospace";
|
||||
background-color: #e5e5e5;
|
||||
border: 1px solid lightgray;
|
||||
border-top: 0;
|
||||
font-size: 0.875rem;
|
||||
padding: 0.5rem;
|
||||
}
|
||||
|
||||
#output > div:first-child {
|
||||
border-top: 1px solid lightgray;
|
||||
}
|
||||
|
||||
#output > div:nth-child(even) {
|
||||
border: 0;
|
||||
}
|
||||
@@ -1,47 +0,0 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="viewport" content="width=device-width,initial-scale=1" />
|
||||
|
||||
<title>REPL</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>
|
||||
<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"
|
||||
>PyScript REPL</a
|
||||
>
|
||||
</div>
|
||||
</nav>
|
||||
<section class="pyscript">
|
||||
<h1><b>PyScript REPL</b></h1>
|
||||
Tip: press Shift-ENTER to evaluate a cell
|
||||
<br />
|
||||
<py-tutor modules="antigravity.py">
|
||||
<py-config>
|
||||
plugins = [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
[[fetch]]
|
||||
files = ["./antigravity.py"]
|
||||
</py-config>
|
||||
<div style="margin-right: 3rem">
|
||||
<py-repl id="my-repl" auto-generate="true"> </py-repl>
|
||||
</div>
|
||||
</py-tutor>
|
||||
</section>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,50 +0,0 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="viewport" content="width=device-width,initial-scale=1" />
|
||||
|
||||
<title>Custom REPL Example</title>
|
||||
|
||||
<link rel="icon" type="image/png" href="favicon.png" />
|
||||
<link
|
||||
rel="stylesheet"
|
||||
href="https://pyscript.net/latest/pyscript.css"
|
||||
/>
|
||||
<link rel="stylesheet" href="repl.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">Custom REPL</a>
|
||||
</div>
|
||||
</nav>
|
||||
<section class="pyscript">
|
||||
<h1 class="font-semibold text-2xl ml-5">Custom REPL</h1>
|
||||
<py-tutor modules="utils.py;antigravity.py">
|
||||
<py-config>
|
||||
packages = [
|
||||
"bokeh",
|
||||
"numpy"
|
||||
]
|
||||
plugins = [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
|
||||
[[fetch]]
|
||||
files = ["./utils.py", "./antigravity.py"]
|
||||
</py-config>
|
||||
<div style="margin-right: 3rem">
|
||||
<py-repl id="my-repl" auto-generate="true"> </py-repl>
|
||||
<div id="output" class="p-4"></div>
|
||||
</div>
|
||||
</py-tutor>
|
||||
</section>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,179 +0,0 @@
|
||||
<!doctype html>
|
||||
<html>
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
|
||||
<title>PyScript — Simple Bioinformatics Example</title>
|
||||
<link rel="icon" type="image/x-icon" href="./favicon.png" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
||||
<link
|
||||
rel="stylesheet"
|
||||
type="text/css"
|
||||
media="screen"
|
||||
href="https://cdn.jsdelivr.net/npm/bulma@0.9.3/css/bulma.min.css"
|
||||
/>
|
||||
<link
|
||||
rel="icon"
|
||||
type="image/png"
|
||||
href="https://user-images.githubusercontent.com/49681382/166738771-d0c26557-426c-4688-9641-8db5e6b08348.png"
|
||||
/>
|
||||
<script defer src="https://pyscript.net/latest/pyscript.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
<!-- Header -->
|
||||
<section class="hero is-primary is-small">
|
||||
<div class="hero-body">
|
||||
<p class="title is-3">
|
||||
PyScript — Simple Bioinformatics Example
|
||||
<span class="tag is-white">v.1</span>
|
||||
</p>
|
||||
<p class="subtitle is-6">
|
||||
Demonstrates the simple use of
|
||||
<a href="https://pyscript.net/" target="_blank"
|
||||
><code>PyScript</code></a
|
||||
>
|
||||
in
|
||||
<strong>Bioinformatics/Computational Biology</strong>
|
||||
fields!
|
||||
</p>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<!-- Main Content -->
|
||||
<div class="container is-white is-fluid" style="margin-top: 45px">
|
||||
<p class="title is-3">🧬 DNA Sequence Tool</p>
|
||||
|
||||
<!--- DNA Sequence Input -->
|
||||
<div class="field">
|
||||
<label class="label">Input DNA Sequence</label>
|
||||
<div class="control">
|
||||
<textarea
|
||||
class="textarea"
|
||||
placeholder="GATTACA"
|
||||
id="dna_seq"
|
||||
></textarea>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Operation Selection -->
|
||||
<label class="label">Pick the operation to be applied</label>
|
||||
<div class="field has-addons">
|
||||
<div class="control is-expanded">
|
||||
<div class="select is-fullwidth">
|
||||
<select name="operation" id="operation">
|
||||
<option value="Reverse">
|
||||
Compute the reverse counterpart
|
||||
</option>
|
||||
<option value="Complement">
|
||||
Compute the complement counterpart
|
||||
</option>
|
||||
<option value="ReverseComplement">
|
||||
Compute the reverse complement counterpart
|
||||
</option>
|
||||
</select>
|
||||
</div>
|
||||
</div>
|
||||
<div class="control">
|
||||
<button
|
||||
id="run"
|
||||
type="button"
|
||||
class="button is-primary"
|
||||
py-click="run()"
|
||||
>
|
||||
Run!
|
||||
</button>
|
||||
<button
|
||||
id="clear"
|
||||
type="button"
|
||||
class="button is-danger"
|
||||
py-click="clear()"
|
||||
>
|
||||
Clear
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<hr />
|
||||
|
||||
<!--- DNA Sequence Output -->
|
||||
<label class="label"
|
||||
>Output for the
|
||||
<code id="operation_name_output">given operation</code></label
|
||||
>
|
||||
<div id="output"></div>
|
||||
</div>
|
||||
|
||||
<br /><br />
|
||||
<!-- Footer -->
|
||||
<footer class="footer">
|
||||
<div class="content has-text-centered">
|
||||
<p>
|
||||
Developed by
|
||||
<a href="mailto:furkanmtorun@gmail.com"
|
||||
><strong>Furkan M. Torun (@furkanmtorun)</strong></a
|
||||
>
|
||||
<br />
|
||||
<a href="https://github.com/furkanmtorun">GitHub</a>
|
||||
|
|
||||
<a
|
||||
href="https://scholar.google.com/citations?user=d5ZyOZ4AAAAJ"
|
||||
>Google Scholar</a
|
||||
>
|
||||
| <a href="https://twitter.com/furkanmtorun">Twitter</a> |
|
||||
<a href="https://www.linkedin.com/in/furkanmtorun/"
|
||||
>LinkedIn</a
|
||||
>
|
||||
</p>
|
||||
</div>
|
||||
</footer>
|
||||
|
||||
<py-script>
|
||||
# Define HTML elements and inputs
|
||||
dna_alphabet = "ATGC"
|
||||
output = Element("output")
|
||||
dna_seq_element = Element("dna_seq")
|
||||
operation_element = Element("operation")
|
||||
operation_name_output_element = Element("operation_name_output")
|
||||
|
||||
# DNA Sequene Operations
|
||||
def return_reverse(dna_seq):
|
||||
return dna_seq[::-1]
|
||||
def return_complement(dna_seq):
|
||||
return dna_seq.translate(str.maketrans("ATCG", "TAGC"))
|
||||
def return_reverse_complement(dna_seq):
|
||||
return dna_seq.translate(str.maketrans("ATCG", "TAGC"))[::-1]
|
||||
|
||||
# Check DNA seq is valid
|
||||
def check_dna_seq(dna_seq):
|
||||
return all(letter in dna_alphabet for letter in dna_seq.upper())
|
||||
|
||||
# Clear the form and output
|
||||
def clear(*args, **kwargs):
|
||||
dna_seq_element.clear()
|
||||
output.clear()
|
||||
|
||||
# Run
|
||||
def run(*args, **kwargs):
|
||||
dna_seq = dna_seq_element.value
|
||||
is_dna_seq_valid = check_dna_seq(dna_seq)
|
||||
if is_dna_seq_valid:
|
||||
operation_name = operation_element.value
|
||||
operation_name_output_element.write(operation_name)
|
||||
|
||||
# Compute the desired outputs
|
||||
if operation_name == "Reverse":
|
||||
output_dna_seq = return_reverse(dna_seq)
|
||||
elif operation_name == "Complement":
|
||||
output_dna_seq = return_complement(dna_seq)
|
||||
elif operation_name == "ReverseComplement":
|
||||
output_dna_seq = return_reverse_complement(dna_seq)
|
||||
|
||||
# Output the result
|
||||
output.write(output_dna_seq)
|
||||
elif (dna_seq.strip() == "") or (dna_seq is None):
|
||||
output.write("No DNA sequence provided")
|
||||
else:
|
||||
output.write("Invalid DNA sequence entered")
|
||||
</py-script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,78 +0,0 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="viewport" content="width=device-width,initial-scale=1" />
|
||||
|
||||
<title>Simple Clock Demo</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">Simple Clock</a>
|
||||
</div>
|
||||
</nav>
|
||||
<section class="pyscript">
|
||||
<div class="font-mono">
|
||||
start time: <label id="output1"></label>
|
||||
</div>
|
||||
<div id="output2" class="font-mono"></div>
|
||||
<div id="output3" class="font-mono"></div>
|
||||
|
||||
<py-tutor modules="utils.py">
|
||||
<py-config>
|
||||
plugins = [
|
||||
"https://pyscript.net/latest/plugins/python/py_tutor.py"
|
||||
]
|
||||
[[fetch]]
|
||||
files = ["./utils.py"]
|
||||
</py-config>
|
||||
<script type="py">
|
||||
import utils
|
||||
from pyscript import display
|
||||
display(utils.now(), target="output1")
|
||||
</script>
|
||||
|
||||
<py-script>
|
||||
from pyscript import display
|
||||
from utils import now
|
||||
import asyncio
|
||||
|
||||
async def foo():
|
||||
while True:
|
||||
await asyncio.sleep(1)
|
||||
output = now()
|
||||
display(output, target="output2")
|
||||
|
||||
if output[-1] in ["0", "4", "8"]:
|
||||
display("It's espresso time!", target="output3")
|
||||
else:
|
||||
display("", target="output3")
|
||||
|
||||
foo()
|
||||
</py-script>
|
||||
</py-tutor>
|
||||
</section>
|
||||
</body>
|
||||
</html>
|
||||