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import gradio as gr
import os
import pandas as pd
from PIL import Image, ImageSequence
import io

#######################################################
# Red Baron Game HTML
#######################################################
test_html = """

<!DOCTYPE html>

<html lang="en">

<head>

    <meta charset="UTF-8">

    <meta name="viewport" content="width=device-width, initial-scale=1.0">

    <title>Simple Test Page</title>

    <style>

        body {

            font-family: Arial, sans-serif;

            margin: 0;

            padding: 20px;

            background-color: #f0f8ff;

            color: #333;

        }

        .container {

            max-width: 800px;

            margin: 0 auto;

            padding: 20px;

            background-color: white;

            border-radius: 8px;

            box-shadow: 0 2px 4px rgba(0,0,0,0.1);

        }

        h1 {

            color: #4169e1;

            text-align: center;

        }

        button {

            background-color: #4169e1;

            color: white;

            border: none;

            padding: 10px 15px;

            border-radius: 4px;

            cursor: pointer;

            font-size: 16px;

            margin: 10px 0;

        }

        button:hover {

            background-color: #3158d3;

        }

        #canvas {

            border: 1px solid #ddd;

            display: block;

            margin: 20px auto;

        }

    </style>

</head>

<body>

    <div class="container">

        <h1>Gradio HTML Test</h1>

        <p>This is a simple HTML test page to verify that HTML rendering works in your Gradio application.</p>

        

        <h2>Interactive Elements</h2>

        <button id="testButton">Click Me!</button>

        <p id="result">Button not clicked yet.</p>

        

        <h2>Canvas Test</h2>

        <canvas id="canvas" width="300" height="200"></canvas>

        

        <h2>HTML Elements</h2>

        <ul>

            <li>List item 1</li>

            <li>List item 2</li>

            <li>List item 3</li>

        </ul>

    </div>



    <script>

        // Button click event

        document.getElementById('testButton').addEventListener('click', function() {

            document.getElementById('result').textContent = 'Button clicked at: ' + new Date().toLocaleTimeString();

        });

        

        // Canvas drawing

        const canvas = document.getElementById('canvas');

        const ctx = canvas.getContext('2d');

        

        // Draw a simple scene

        ctx.fillStyle = '#e0f0ff';

        ctx.fillRect(0, 0, canvas.width, canvas.height);

        

        // Draw a circle

        ctx.beginPath();

        ctx.arc(150, 100, 50, 0, Math.PI * 2);

        ctx.fillStyle = '#4169e1';

        ctx.fill();

        

        // Draw a rectangle

        ctx.fillStyle = '#ff6347';

        ctx.fillRect(50, 50, 40, 40);

    </script>

</body>

</html>

"""

game_html = """

<iframe id="gameFrame" style="width:660px; height:520px; border:none; display:block; margin:0 auto;" srcdoc='

<!DOCTYPE html>

<html>

<head>

  <style>

    body {

      margin: 0;

      padding: 0;

      overflow: hidden;

      font-family: sans-serif;

      background: #1e1e1e;

    }

    #gameCanvas {

      background: #70c5ce; /* sky-like */

      display: block;

      margin: 0 auto;

      border: 2px solid black;

    }

  </style>

</head>

<body>

  <canvas id="gameCanvas" width="640" height="480"></canvas>

  <script>

    // --- Simple "Red Baron"-style Game in Plain JS ---



    // Grab the canvas and its context

    const canvas = document.getElementById("gameCanvas");

    const ctx = canvas.getContext("2d");



    // Plane properties

    let planeX = 50;

    let planeY = canvas.height / 2;

    const planeWidth = 40;

    const planeHeight = 20;

    const planeSpeed = 4;



    // Bullet properties

    let bullets = [];

    const bulletSpeed = 6;

    const bulletWidth = 6;

    const bulletHeight = 2;



    // Enemy properties

    let enemies = [];

    const enemyWidth = 40;

    const enemyHeight = 20;

    const enemySpeed = 2;

    const spawnInterval = 100; // frames between spawns

    let spawnCounter = 0;



    // Key states

    let keys = {

      ArrowUp: false,

      ArrowDown: false,

      ArrowLeft: false,

      ArrowRight: false,

      Space: false

    };



    // Listen for keydown / keyup

    document.addEventListener("keydown", (e) => {

      if (keys.hasOwnProperty(e.code)) {

        keys[e.code] = true;

      }

    });

    document.addEventListener("keyup", (e) => {

      if (keys.hasOwnProperty(e.code)) {

        keys[e.code] = false;

      }

    });



    // Main update loop

    function update() {

      // Move plane

      if (keys["ArrowUp"] && planeY > 0) {

        planeY -= planeSpeed;

      }

      if (keys["ArrowDown"] && planeY + planeHeight < canvas.height) {

        planeY += planeSpeed;

      }

      if (keys["ArrowLeft"] && planeX > 0) {

        planeX -= planeSpeed;

      }

      if (keys["ArrowRight"] && planeX + planeWidth < canvas.width) {

        planeX += planeSpeed;

      }



      // Fire bullet (on every frame while space is held)

      if (keys["Space"]) {

        bullets.push({

          x: planeX + planeWidth,

          y: planeY + planeHeight / 2 - bulletHeight / 2,

          w: bulletWidth,

          h: bulletHeight

        });

      }



      // Update bullets

      for (let i = 0; i < bullets.length; i++) {

        bullets[i].x += bulletSpeed;

      }

      // Remove bullets offscreen

      bullets = bullets.filter((b) => b.x < canvas.width + 20);



      // Spawn enemies periodically

      spawnCounter++;

      if (spawnCounter > spawnInterval) {

        spawnCounter = 0;

        enemies.push({

          x: canvas.width,

          y: Math.random() * (canvas.height - enemyHeight),

          w: enemyWidth,

          h: enemyHeight

        });

      }



      // Update enemies

      for (let i = 0; i < enemies.length; i++) {

        enemies[i].x -= enemySpeed;

      }

      // Remove enemies offscreen

      enemies = enemies.filter((e) => e.x > -enemyWidth);



      // Check collisions bullets vs enemies

      for (let e = enemies.length - 1; e >= 0; e--) {

        let enemy = enemies[e];

        for (let b = bullets.length - 1; b >= 0; b--) {

          let bullet = bullets[b];

          if (

            bullet.x < enemy.x + enemy.w &&

            bullet.x + bullet.w > enemy.x &&

            bullet.y < enemy.y + enemy.h &&

            bullet.y + bullet.h > enemy.y

          ) {

            // collision

            enemies.splice(e, 1);

            bullets.splice(b, 1);

            break;

          }

        }

      }



      // Draw everything

      draw();

      requestAnimationFrame(update);

    }



    // Render the scene

    function draw() {

      // Clear

      ctx.clearRect(0, 0, canvas.width, canvas.height);



      // Draw plane (red rectangle for demonstration)

      ctx.fillStyle = "red";

      ctx.fillRect(planeX, planeY, planeWidth, planeHeight);



      // Draw bullets (small black rectangles)

      ctx.fillStyle = "black";

      bullets.forEach((b) => {

        ctx.fillRect(b.x, b.y, b.w, b.h);

      });



      // Draw enemies (simple gray rectangles)

      ctx.fillStyle = "gray";

      enemies.forEach((en) => {

        ctx.fillRect(en.x, en.y, en.w, en.h);

      });

    }



    // Start game loop

    window.onload = function() {

      // Make sure canvas is fully loaded

      update();

    };

  </script>

</body>

</html>

'></iframe>

<div style="text-align:center; margin-top:10px;">

  <p>Controls: Arrow keys to move, Space to shoot</p>

</div>

"""

#######################################################
# Dictionary of game -> directory paths
#######################################################
GAMES = {
    "Super Mario Bros": "assets/super_mario_bros",
    "Sokoban": "assets/sokoban",
    "Tetris": "assets/tetris",
    "2048": "assets/2048",
    "Candy Crash": "assets/candy"
}
# Ensure each directory exists
for path in GAMES.values():
    os.makedirs(path, exist_ok=True)

#######################################################
# Scoreboard data for each game
#######################################################

# TODO (lanxiang): read actual data here
mario_scores = [
    ["Alice", 9000, "3/5", "00:35"],
    ["Bob", 2500, "2/5", "00:12"],
    ["Carol", 500, "1/5", "00:05"]
]
sokoban_scores = [
    ["Alice", 100, 3],
    ["Bob", 350, 2],
    ["Carol", 500, 1]
]

tetris_scores = [
    ["Alice", 15000, 120],
    ["Bob", 8000, 60],
    ["Carol", 4000, 45]
]

candy_scores = [
    ["Alice", 12000, 10],
    ["Bob", 9500, 8],
    ["Carol", 3000, 5]
]

# 2048 columns: [Player, Scores, #Steps]
game_2048_scores = [
    ["Alice", 8192, 300],
    ["Bob", 4096, 200],
    ["Carol", 2048, 150]
]

#######################################################
# Functions to return the scoreboard as DataFrames
#######################################################
def get_mario_leaderboard():
    return pd.DataFrame(
        mario_scores, 
        columns=["Player", "Progress (current/total)", "Score", "Time"]
    )

def get_sokoban_leaderboard():
    return pd.DataFrame(
        sokoban_scores, 
        columns=["Player", "Levels Cracked", "Steps"]
    )

def get_tetris_leaderboard():
    return pd.DataFrame(
        tetris_scores, 
        columns=["Player", "Scores", "Steps"]
    )

def get_candy_leaderboard():
    return pd.DataFrame(
        candy_scores,
        columns=["Player", "Levels Cracked", "Scores"]
    )

def get_2048_leaderboard():
    return pd.DataFrame(
        game_2048_scores,
        columns=["Player", "Scores", "Steps"]
    )

#######################################################
# GIF Handling
#######################################################
def create_or_update_resized_gif(original_path, max_dim=600):
    base, ext = os.path.splitext(original_path)
    resized_path = f"{base}_resized{ext}"
    if os.path.exists(resized_path):
        return resized_path

    with Image.open(original_path) as im:
        w, h = im.size
        needs_resize = (w > max_dim or h > max_dim)

        frames = []
        for frame in ImageSequence.Iterator(im):
            frame_rgba = frame.convert("RGBA")
            if needs_resize:
                ratio = min(max_dim / w, max_dim / h)
                new_w, new_h = int(w * ratio), int(h * ratio)
                frame_rgba = frame_rgba.resize((new_w, new_h), Image.LANCZOS)
            frames.append(frame_rgba.convert("P"))

        output_bytes = io.BytesIO()
        frames[0].save(
            output_bytes,
            format="GIF",
            save_all=True,
            append_images=frames[1:],
            loop=0,
            disposal=2,
            optimize=False
        )
        output_bytes.seek(0)

    with open(resized_path, "wb") as f_out:
        f_out.write(output_bytes.read())
    return resized_path

def list_gifs(game_name):
    gif_dir = GAMES[game_name]
    all_gifs = [
        os.path.join(gif_dir, f)
        for f in os.listdir(gif_dir)
        if f.lower().endswith(".gif") and not f.lower().endswith("_resized.gif")
    ]
    resized_paths = []
    for gif_path in all_gifs:
        resized_gif_path = create_or_update_resized_gif(gif_path, max_dim=600)
        resized_paths.append(resized_gif_path)

    previously_resized = [
        os.path.join(gif_dir, f)
        for f in os.listdir(gif_dir)
        if f.lower().endswith("_resized.gif")
    ]
    all_resized = list(set(resized_paths + previously_resized))
    return sorted(all_resized)

#######################################################
# Custom CSS
#######################################################
fancy_css = """

body {

    font-family: 'Trebuchet MS', sans-serif;

    background: #f0f8ff;

    color: #333333;

}

h1 {

    color: #4b9cd3;

    text-align: center;

    margin-top: 20px;

}

.gradio-container {

    max-width: 800px;

    margin: 0 auto;

    padding: 20px;

}

"""

#######################################################
# Build the App
#######################################################
def build_app():
    with gr.Blocks(css=fancy_css) as demo:
        gr.Markdown("# Game Arena: Gaming Agent")

        with gr.Tabs():
            # tab: "Gallery"
            with gr.Tab("Gallery"):
                with gr.Tabs():
                    for game_name in GAMES:
                        with gr.Tab(game_name):
                            gr.Markdown(f"### {game_name} Gallery")
                            gr.Gallery(
                                label="GIFs",
                                value=list_gifs(game_name)
                            )

            # tab: "Leaderboard"
            with gr.Tab("Leaderboard"):
                gr.Markdown("## Game Leaderboards")

                # Sub-tabs for each game
                with gr.Tabs():
                    with gr.Tab("Mario"):
                        gr.Markdown("### Mario Leaderboard")
                        gr.DataFrame(value=get_mario_leaderboard(), interactive=False)

                    with gr.Tab("Sokoban"):
                        gr.Markdown("### Sokoban Leaderboard")
                        gr.DataFrame(value=get_sokoban_leaderboard(), interactive=False)

                    with gr.Tab("Tetris"):
                        gr.Markdown("### Tetris Leaderboard")
                        gr.DataFrame(value=get_tetris_leaderboard(), interactive=False)

                    with gr.Tab("2048"):
                        gr.Markdown("### 2048 Leaderboard")
                        gr.DataFrame(value=get_2048_leaderboard(), interactive=False)
                    
                    with gr.Tab("Candy Crash"):
                        gr.Markdown("### Candy Crash Leaderboard")
                        gr.DataFrame(value=get_candy_leaderboard(), interactive=False)

            # Top-level tab: "Red Baron" game demo
            with gr.Tab("Red Baron"):
                gr.Markdown("## Red Baron Game Demo")
                gr.HTML(game_html)

    return demo

if __name__ == "__main__":
    demo_app = build_app()
    # demo_app.launch(server_name="0.0.0.0", server_port=7860)
    demo_app.launch(server_name="127.0.0.1", server_port=7860, debug=True)