Create app.py
Browse files
app.py
ADDED
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| 1 |
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import gradio as gr
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| 2 |
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load_js=""" <script src="//cdn.jsdelivr.net/npm/[email protected]/dist/phaser.js"></script>
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"""
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game_js="""
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var config = {
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type: Phaser.AUTO,
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width: 800,
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| 11 |
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height: 600,
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physics: {
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default: 'arcade',
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arcade: {
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gravity: { y: 300 },
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debug: false
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}
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},
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scene: {
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preload: preload,
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create: create,
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update: update
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}
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};
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var player;
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var stars;
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var bombs;
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var platforms;
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var cursors;
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var score = 0;
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var gameOver = false;
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var scoreText;
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var game = new Phaser.Game(config);
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function preload ()
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{
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this.load.image('sky', 'assets/sky.png');
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this.load.image('ground', 'assets/platform.png');
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this.load.image('star', 'assets/star.png');
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| 42 |
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this.load.image('bomb', 'assets/bomb.png');
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this.load.spritesheet('dude', 'assets/dude.png', { frameWidth: 32, frameHeight: 48 });
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}
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function create ()
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{
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// A simple background for our game
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this.add.image(400, 300, 'sky');
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// The platforms group contains the ground and the 2 ledges we can jump on
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platforms = this.physics.add.staticGroup();
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// Here we create the ground.
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// Scale it to fit the width of the game (the original sprite is 400x32 in size)
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platforms.create(400, 568, 'ground').setScale(2).refreshBody();
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// Now let's create some ledges
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platforms.create(600, 400, 'ground');
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platforms.create(50, 250, 'ground');
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| 61 |
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platforms.create(750, 220, 'ground');
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| 62 |
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| 63 |
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// The player and its settings
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player = this.physics.add.sprite(100, 450, 'dude');
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| 65 |
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// Player physics properties. Give the little guy a slight bounce.
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player.setBounce(0.2);
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player.setCollideWorldBounds(true);
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| 69 |
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// Our player animations, turning, walking left and walking right.
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| 71 |
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this.anims.create({
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key: 'left',
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frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
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frameRate: 10,
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repeat: -1
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});
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this.anims.create({
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key: 'turn',
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frames: [ { key: 'dude', frame: 4 } ],
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frameRate: 20
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});
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this.anims.create({
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key: 'right',
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frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
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frameRate: 10,
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repeat: -1
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});
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// Input Events
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cursors = this.input.keyboard.createCursorKeys();
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// Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis
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stars = this.physics.add.group({
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key: 'star',
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repeat: 11,
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setXY: { x: 12, y: 0, stepX: 70 }
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});
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stars.children.iterate(function (child) {
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// Give each star a slightly different bounce
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child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));
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});
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bombs = this.physics.add.group();
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// The score
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scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
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// Collide the player and the stars with the platforms
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this.physics.add.collider(player, platforms);
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this.physics.add.collider(stars, platforms);
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this.physics.add.collider(bombs, platforms);
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| 118 |
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// Checks to see if the player overlaps with any of the stars, if he does call the collectStar function
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this.physics.add.overlap(player, stars, collectStar, null, this);
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this.physics.add.collider(player, bombs, hitBomb, null, this);
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| 122 |
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}
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function update ()
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| 125 |
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{
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| 126 |
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if (gameOver)
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{
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return;
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| 129 |
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}
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| 130 |
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| 131 |
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if (cursors.left.isDown)
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| 132 |
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{
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player.setVelocityX(-160);
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| 134 |
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player.anims.play('left', true);
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| 136 |
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}
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else if (cursors.right.isDown)
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{
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player.setVelocityX(160);
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| 140 |
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| 141 |
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player.anims.play('right', true);
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}
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| 143 |
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else
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{
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player.setVelocityX(0);
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| 146 |
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| 147 |
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player.anims.play('turn');
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| 148 |
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}
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| 149 |
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| 150 |
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if (cursors.up.isDown && player.body.touching.down)
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{
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player.setVelocityY(-330);
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| 153 |
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}
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| 154 |
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}
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| 156 |
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function collectStar (player, star)
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| 157 |
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{
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star.disableBody(true, true);
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| 159 |
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// Add and update the score
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score += 10;
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scoreText.setText('Score: ' + score);
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| 163 |
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| 164 |
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if (stars.countActive(true) === 0)
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{
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// A new batch of stars to collect
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stars.children.iterate(function (child) {
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child.enableBody(true, child.x, 0, true, true);
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| 170 |
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| 171 |
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});
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var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);
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| 174 |
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var bomb = bombs.create(x, 16, 'bomb');
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| 176 |
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bomb.setBounce(1);
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| 177 |
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bomb.setCollideWorldBounds(true);
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| 178 |
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bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);
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| 179 |
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bomb.allowGravity = false;
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| 180 |
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| 181 |
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}
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| 182 |
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}
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| 183 |
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| 184 |
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function hitBomb (player, bomb)
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| 185 |
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{
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| 186 |
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this.physics.pause();
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| 187 |
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| 188 |
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player.setTint(0xff0000);
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| 189 |
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| 190 |
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player.anims.play('turn');
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| 191 |
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| 192 |
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gameOver = true;
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| 193 |
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}
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| 194 |
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| 195 |
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"""
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| 196 |
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| 197 |
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with gr.Blocks() as app:
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| 198 |
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gr.HTML("""
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| 199 |
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<!doctype html>
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| 200 |
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<html lang="en">
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| 201 |
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<head>
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| 202 |
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<meta charset="UTF-8" />
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| 203 |
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<title>Game Test</title>
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| 204 |
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<style type="text/css">
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| 205 |
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body {
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| 206 |
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margin: 0;
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| 207 |
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}
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| 208 |
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</style>
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| 209 |
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</head>
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| 210 |
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<body>
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| 211 |
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</body>
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| 212 |
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</html>""")
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| 213 |
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| 214 |
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app.load(None,None,None,_js=load_js)
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| 215 |
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app.load(None,None,None,_js=game_js)
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| 216 |
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app.launch()
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