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5 Commits

Author SHA1 Message Date
Andrea Giammarchi
b13317d32f Updated interpreters (#2283) 2025-02-07 09:50:01 +01:00
Andrea Giammarchi
57b1440a10 Latest 2024 (#2270)
* Introducing <script type="py-game">

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

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

---------

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2025-02-05 14:36:45 +01:00
Andrea Giammarchi
fc53356a1d Introducing <script type="py-game"> (#2265)
* Introducing <script type="py-game">

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

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

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

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

---------

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2025-02-05 13:24:35 +01:00
pre-commit-ci[bot]
5be99456f0 [pre-commit.ci] pre-commit autoupdate (#2278)
updates:
- [github.com/psf/black: 24.10.0 → 25.1.0](https://github.com/psf/black/compare/24.10.0...25.1.0)
- [github.com/codespell-project/codespell: v2.3.0 → v2.4.1](https://github.com/codespell-project/codespell/compare/v2.3.0...v2.4.1)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2025-02-04 09:45:22 +01:00
Joshua Lowe
7adedcc704 Enable service-worker attribute for donkey worker (#2263)
* Enable service-worker attribute for Donkey worker

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

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

---------

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2024-12-19 17:08:38 +01:00
14 changed files with 895 additions and 303 deletions

View File

@@ -25,13 +25,13 @@ repos:
- id: trailing-whitespace
- repo: https://github.com/psf/black
rev: 24.10.0
rev: 25.1.0
hooks:
- id: black
args: ["-l", "88", "--skip-string-normalization"]
- repo: https://github.com/codespell-project/codespell
rev: v2.3.0
rev: v2.4.1
hooks:
- id: codespell # See 'pyproject.toml' for args
exclude: \.js\.map$

623
core/package-lock.json generated

File diff suppressed because it is too large Load Diff

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@@ -1,6 +1,6 @@
{
"name": "@pyscript/core",
"version": "0.6.22",
"version": "0.6.26",
"type": "module",
"description": "PyScript",
"module": "./index.js",
@@ -62,38 +62,38 @@
"@webreflection/idb-map": "^0.3.2",
"add-promise-listener": "^0.1.3",
"basic-devtools": "^0.1.6",
"polyscript": "^0.16.10",
"sabayon": "^0.6.1",
"polyscript": "^0.16.11",
"sabayon": "^0.6.6",
"sticky-module": "^0.1.1",
"to-json-callback": "^0.1.1",
"type-checked-collections": "^0.1.7"
},
"devDependencies": {
"@codemirror/commands": "^6.7.1",
"@codemirror/lang-python": "^6.1.6",
"@codemirror/language": "^6.10.6",
"@codemirror/state": "^6.4.1",
"@codemirror/view": "^6.35.0",
"@codemirror/commands": "^6.8.0",
"@codemirror/lang-python": "^6.1.7",
"@codemirror/language": "^6.10.8",
"@codemirror/state": "^6.5.2",
"@codemirror/view": "^6.36.2",
"@playwright/test": "1.45.3",
"@rollup/plugin-commonjs": "^28.0.1",
"@rollup/plugin-node-resolve": "^15.3.0",
"@rollup/plugin-commonjs": "^28.0.2",
"@rollup/plugin-node-resolve": "^16.0.0",
"@rollup/plugin-terser": "^0.4.4",
"@webreflection/toml-j0.4": "^1.1.3",
"@xterm/addon-fit": "^0.10.0",
"@xterm/addon-web-links": "^0.11.0",
"@xterm/xterm": "^5.5.0",
"bun": "^1.1.38",
"chokidar": "^4.0.1",
"bun": "^1.2.2",
"chokidar": "^4.0.3",
"codedent": "^0.1.2",
"codemirror": "^6.0.1",
"eslint": "^9.16.0",
"eslint": "^9.19.0",
"flatted": "^3.3.2",
"rollup": "^4.28.1",
"rollup": "^4.34.4",
"rollup-plugin-postcss": "^4.0.2",
"rollup-plugin-string": "^3.0.0",
"static-handler": "^0.5.3",
"string-width": "^7.2.0",
"typescript": "^5.7.2",
"typescript": "^5.7.3",
"xterm-readline": "^1.1.2"
},
"repository": {

View File

@@ -25,7 +25,7 @@ const badURL = (url, expected = "") => {
* @param {string?} type the optional type to enforce
* @returns {{json: boolean, toml: boolean, text: string}}
*/
const configDetails = async (config, type) => {
export const configDetails = async (config, type) => {
let text = config?.trim();
// we only support an object as root config
let url = "",

View File

@@ -25,6 +25,11 @@ export default {
/* webpackIgnore: true */
"./plugins/py-editor.js"
),
["py-game"]: () =>
import(
/* webpackIgnore: true */
"./plugins/py-game.js"
),
["py-terminal"]: () =>
import(
/* webpackIgnore: true */

View File

@@ -5,7 +5,13 @@ const { stringify } = JSON;
const invoke = (name, args) => `${name}(code, ${args.join(", ")})`;
const donkey = ({ type = "py", persistent, terminal, config }) => {
const donkey = ({
type = "py",
persistent,
terminal,
config,
serviceWorker,
}) => {
const globals = terminal ? '{"__terminal__":__terminal__}' : "{}";
const args = persistent ? ["globals()", "__locals__"] : [globals, "{}"];
@@ -46,6 +52,7 @@ const donkey = ({ type = "py", persistent, terminal, config }) => {
typeof config === "string" ? config : stringify(config),
);
}
if (serviceWorker) script.setAttribute("service-worker", serviceWorker);
return addPromiseListener(
document.body.appendChild(script),

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@@ -0,0 +1,68 @@
import { dedent, define } from "polyscript/exports";
import { stdlib } from "../core.js";
import { configDetails } from "../config.js";
import { getText } from "../fetch.js";
let toBeWarned = true;
const hooks = {
main: {
onReady: async (wrap, script) => {
if (toBeWarned) {
toBeWarned = false;
console.warn("⚠️ EXPERIMENTAL `py-game` FEATURE");
}
if (script.hasAttribute("config")) {
const value = script.getAttribute("config");
const { json, toml, text } = configDetails(value);
let config = {};
if (json) config = JSON.parse(text);
else if (toml) {
const { parse } = await import(
/* webpackIgnore: true */ "../3rd-party/toml.js"
);
config = parse(text);
}
if (config.packages) {
const micropip = wrap.interpreter.pyimport("micropip");
await micropip.install(config.packages, {
keep_going: true,
});
micropip.destroy();
}
}
wrap.interpreter.registerJsModule("_pyscript", {
PyWorker() {
throw new Error(
"Unable to use PyWorker in py-game scripts",
);
},
js_import: (...urls) =>
Promise.all(urls.map((url) => import(url))),
get target() {
return script.id;
},
});
await wrap.interpreter.runPythonAsync(stdlib);
let code = dedent(script.textContent);
if (script.src) code = await fetch(script.src).then(getText);
const target = script.getAttribute("target") || "canvas";
const canvas = document.getElementById(target);
wrap.interpreter.canvas.setCanvas2D(canvas);
await wrap.interpreter.runPythonAsync(code);
},
},
};
define("py-game", {
config: { packages: ["pygame-ce"] },
configURL: new URL("./config.txt", location.href).href,
interpreter: "pyodide",
env: "py-game",
hooks,
});

File diff suppressed because one or more lines are too long

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@@ -0,0 +1,30 @@
/* (c) https://github.com/ryanking13/pyodide-pygame-demo/blob/main/examples/aliens.html */
body {
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
margin: 0;
padding: 20px;
background-color: #f4f4f4;
color: #333;
}
.demo {
background-color: #fff;
margin: 20px auto;
max-width: 1000px;
box-shadow: 0 2px 4px rgba(0,0,0,0.1);
border-radius: 8px;
overflow: hidden;
}
.demo-header {
background-color: #007bff;
color: #fff;
padding: 15px 20px;
font-size: 20px;
}
.demo-content {
padding: 20px;
}
#canvas {
margin: 0 auto;
display: block;
}

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@@ -0,0 +1,399 @@
"""(c) https://github.com/ryanking13/pyodide-pygame-demo/blob/main/examples/aliens.html
pygame.examples.aliens
Shows a mini game where you have to defend against aliens.
What does it show you about pygame?
* pygame.sprite, the difference between Sprite and Group.
* dirty rectangle optimization for processing for speed.
* music with pygame.mixer.music, including fadeout
* sound effects with pygame.Sound
* event processing, keyboard handling, QUIT handling.
* a main loop frame limited with a game clock from the pygame.time module
* fullscreen switching.
Controls
--------
* Left and right arrows to move.
* Space bar to shoot.
* f key to toggle between fullscreen.
"""
import asyncio
import random
import os
import pathlib
import pyscript
# import basic pygame modules
import pygame
# see if we can load more than standard BMP
if not pygame.image.get_extended():
raise SystemExit("Sorry, extended image module required")
# game constants
MAX_SHOTS = 2 # most player bullets onscreen
ALIEN_ODDS = 22 # chances a new alien appears
BOMB_ODDS = 60 # chances a new bomb will drop
ALIEN_RELOAD = 12 # frames between new aliens
SCREENRECT = pygame.Rect(0, 0, 640, 480)
SCORE = 0
main_dir = str(pathlib.Path(pygame.__file__).parent / "examples")
def load_image(file):
"""loads an image, prepares it for play"""
file = os.path.join(main_dir, "data", file)
try:
surface = pygame.image.load(file)
except pygame.error:
raise SystemExit(f'Could not load image "{file}" {pygame.get_error()}')
return surface.convert()
def load_sound(file):
"""because pygame can be be compiled without mixer."""
if not pygame.mixer:
return None
file = os.path.join(main_dir, "data", file)
try:
sound = pygame.mixer.Sound(file)
return sound
except pygame.error:
print(f"Warning, unable to load, {file}")
return None
# Each type of game object gets an init and an update function.
# The update function is called once per frame, and it is when each object should
# change its current position and state.
#
# The Player object actually gets a "move" function instead of update,
# since it is passed extra information about the keyboard.
class Player(pygame.sprite.Sprite):
"""Representing the player as a moon buggy type car."""
speed = 10
bounce = 24
gun_offset = -11
images = []
def __init__(self):
pygame.sprite.Sprite.__init__(self, self.containers)
self.image = self.images[0]
self.rect = self.image.get_rect(midbottom=SCREENRECT.midbottom)
self.reloading = False
self.origtop = self.rect.top
self.facing = -1
def move(self, direction):
if direction:
self.facing = direction
self.rect.move_ip(direction * self.speed, 0)
self.rect = self.rect.clamp(SCREENRECT)
if direction < 0:
self.image = self.images[0]
elif direction > 0:
self.image = self.images[1]
self.rect.top = self.origtop - (self.rect.left // self.bounce % 2)
def gunpos(self):
pos = self.facing * self.gun_offset + self.rect.centerx
return pos, self.rect.top
class Alien(pygame.sprite.Sprite):
"""An alien space ship. That slowly moves down the screen."""
speed = 13
animcycle = 12
images = []
def __init__(self):
pygame.sprite.Sprite.__init__(self, self.containers)
self.image = self.images[0]
self.rect = self.image.get_rect()
self.facing = random.choice((-1, 1)) * Alien.speed
self.frame = 0
if self.facing < 0:
self.rect.right = SCREENRECT.right
def update(self):
self.rect.move_ip(self.facing, 0)
if not SCREENRECT.contains(self.rect):
self.facing = -self.facing
self.rect.top = self.rect.bottom + 1
self.rect = self.rect.clamp(SCREENRECT)
self.frame = self.frame + 1
self.image = self.images[self.frame // self.animcycle % 3]
class Explosion(pygame.sprite.Sprite):
"""An explosion. Hopefully the Alien and not the player!"""
defaultlife = 12
animcycle = 3
images = []
def __init__(self, actor):
pygame.sprite.Sprite.__init__(self, self.containers)
self.image = self.images[0]
self.rect = self.image.get_rect(center=actor.rect.center)
self.life = self.defaultlife
def update(self):
"""called every time around the game loop.
Show the explosion surface for 'defaultlife'.
Every game tick(update), we decrease the 'life'.
Also we animate the explosion.
"""
self.life = self.life - 1
self.image = self.images[self.life // self.animcycle % 2]
if self.life <= 0:
self.kill()
class Shot(pygame.sprite.Sprite):
"""a bullet the Player sprite fires."""
speed = -11
images = []
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self, self.containers)
self.image = self.images[0]
self.rect = self.image.get_rect(midbottom=pos)
def update(self):
"""called every time around the game loop.
Every tick we move the shot upwards.
"""
self.rect.move_ip(0, self.speed)
if self.rect.top <= 0:
self.kill()
class Bomb(pygame.sprite.Sprite):
"""A bomb the aliens drop."""
speed = 9
images = []
def __init__(self, alien):
pygame.sprite.Sprite.__init__(self, self.containers)
self.image = self.images[0]
self.rect = self.image.get_rect(midbottom=alien.rect.move(0, 5).midbottom)
def update(self):
"""called every time around the game loop.
Every frame we move the sprite 'rect' down.
When it reaches the bottom we:
- make an explosion.
- remove the Bomb.
"""
self.rect.move_ip(0, self.speed)
if self.rect.bottom >= 470:
Explosion(self)
self.kill()
class Score(pygame.sprite.Sprite):
"""to keep track of the score."""
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.font = pygame.Font(None, 20)
self.font.set_italic(1)
self.color = "white"
self.lastscore = -1
self.update()
self.rect = self.image.get_rect().move(10, 450)
def update(self):
"""We only update the score in update() when it has changed."""
if SCORE != self.lastscore:
self.lastscore = SCORE
msg = "Score: %d" % SCORE
self.image = self.font.render(msg, 0, self.color)
async def main(winstyle=0):
# Initialize pygame
pygame.mixer.pre_init(44100, 32, 2, 1024)
pygame.init()
if pygame.mixer and not pygame.mixer.get_init():
print("Warning, no sound")
pygame.mixer = None
fullscreen = False
# Set the display mode
winstyle = 0 # |FULLSCREEN
screen = pygame.display.set_mode(SCREENRECT.size, winstyle)
# Load images, assign to sprite classes
# (do this before the classes are used, after screen setup)
img = load_image("player1.gif")
Player.images = [img, pygame.transform.flip(img, 1, 0)]
img = load_image("explosion1.gif")
Explosion.images = [img, pygame.transform.flip(img, 1, 1)]
Alien.images = [load_image(im) for im in ("alien1.gif", "alien2.gif", "alien3.gif")]
Bomb.images = [load_image("bomb.gif")]
Shot.images = [load_image("shot.gif")]
# decorate the game window
icon = pygame.transform.scale(Alien.images[0], (32, 32))
pygame.display.set_icon(icon)
pygame.display.set_caption("Pygame Aliens")
pygame.mouse.set_visible(0)
# create the background, tile the bgd image
bgdtile = load_image("background.gif")
background = pygame.Surface(SCREENRECT.size)
for x in range(0, SCREENRECT.width, bgdtile.get_width()):
background.blit(bgdtile, (x, 0))
screen.blit(background, (0, 0))
pygame.display.flip()
# load the sound effects
boom_sound = load_sound("boom.wav")
shoot_sound = load_sound("car_door.wav")
if pygame.mixer:
music = os.path.join(main_dir, "data", "house_lo.wav")
pygame.mixer.music.load(music)
pygame.mixer.music.play(-1)
# Initialize Game Groups
aliens = pygame.sprite.Group()
shots = pygame.sprite.Group()
bombs = pygame.sprite.Group()
all = pygame.sprite.RenderUpdates()
lastalien = pygame.sprite.GroupSingle()
# assign default groups to each sprite class
Player.containers = all
Alien.containers = aliens, all, lastalien
Shot.containers = shots, all
Bomb.containers = bombs, all
Explosion.containers = all
Score.containers = all
# Create Some Starting Values
global score
alienreload = ALIEN_RELOAD
clock = pygame.Clock()
# initialize our starting sprites
global SCORE
player = Player()
Alien() # note, this 'lives' because it goes into a sprite group
if pygame.font:
all.add(Score())
# Run our main loop whilst the player is alive.
while player.alive():
# get input
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
return
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_f:
if not fullscreen:
print("Changing to FULLSCREEN")
screen_backup = screen.copy()
screen = pygame.display.set_mode(
SCREENRECT.size, winstyle | pygame.FULLSCREEN, bestdepth
)
screen.blit(screen_backup, (0, 0))
else:
print("Changing to windowed mode")
screen_backup = screen.copy()
screen = pygame.display.set_mode(
SCREENRECT.size, winstyle, bestdepth
)
screen.blit(screen_backup, (0, 0))
pygame.display.flip()
fullscreen = not fullscreen
keystate = pygame.key.get_pressed()
# clear/erase the last drawn sprites
all.clear(screen, background)
# update all the sprites
all.update()
# handle player input
direction = keystate[pygame.K_RIGHT] - keystate[pygame.K_LEFT]
player.move(direction)
firing = keystate[pygame.K_SPACE]
if not player.reloading and firing and len(shots) < MAX_SHOTS:
Shot(player.gunpos())
if pygame.mixer:
shoot_sound.play()
player.reloading = firing
# Create new alien
if alienreload:
alienreload = alienreload - 1
elif not int(random.random() * ALIEN_ODDS):
Alien()
alienreload = ALIEN_RELOAD
# Drop bombs
if lastalien and not int(random.random() * BOMB_ODDS):
Bomb(lastalien.sprite)
# Detect collisions between aliens and players.
for alien in pygame.sprite.spritecollide(player, aliens, 1):
if pygame.mixer:
boom_sound.play()
Explosion(alien)
Explosion(player)
SCORE = SCORE + 1
player.kill()
# See if shots hit the aliens.
for alien in pygame.sprite.groupcollide(aliens, shots, 1, 1).keys():
if pygame.mixer:
boom_sound.play()
Explosion(alien)
SCORE = SCORE + 1
# See if alien bombs hit the player.
for bomb in pygame.sprite.spritecollide(player, bombs, 1):
if pygame.mixer:
boom_sound.play()
Explosion(player)
Explosion(bomb)
player.kill()
# draw the scene
dirty = all.draw(screen)
pygame.display.update(dirty)
# cap the framerate at 40fps. Also called 40HZ or 40 times per second.
await asyncio.sleep(0.025)
if pygame.mixer:
pygame.mixer.music.fadeout(1000)
main()

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@@ -0,0 +1,19 @@
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<link rel="stylesheet" href="aliens.css" />
<link rel="stylesheet" href="../../../dist/core.css" />
<script type="module" src="../../../dist/core.js"></script>
</head>
<body>
<script type="py-game" src="aliens.py"></script>
<div class="demo">
<div class="demo-header">pygame.examples.aliens</div>
<div class="demo-content">
<canvas id="canvas"></canvas>
</div>
</div>
</body>
</html>

View File

@@ -1,2 +1,7 @@
export function configDetails(config: string, type: string | null): {
json: boolean;
toml: boolean;
text: string;
};
export const configs: Map<any, any>;
export function relative_url(url: any, base?: string): string;

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@@ -4,6 +4,7 @@ declare const _default: {
donkey: () => Promise<typeof import("./plugins/donkey.js")>;
error: () => Promise<typeof import("./plugins/error.js")>;
"py-editor": () => Promise<typeof import("./plugins/py-editor.js")>;
"py-game": () => Promise<typeof import("./plugins/py-game.js")>;
"py-terminal": () => Promise<typeof import("./plugins/py-terminal.js")>;
};
export default _default;

1
core/types/plugins/py-game.d.ts vendored Normal file
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@@ -0,0 +1 @@
export {};