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import gradio as gr

demo = gr.Blocks()

with demo:
    gr.HTML("""<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Hugging Face Game with Sound</title>
    <style>
        body { margin: 0; overflow: hidden; }
        canvas { display: block; }
        #win-message {
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            font-size: 48px;
            color: white;
            background: rgba(0, 0, 0, 0.7);
            padding: 20px;
            display: none;
            font-family: Arial, sans-serif;
        }
        #gpu-counter {
            position: absolute;
            top: 10px;
            left: 10px;
            font-size: 24px;
            color: white;
            background: rgba(0, 0, 0, 0.7);
            padding: 10px;
            font-family: Arial, sans-serif;
        }
        #controls {
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            font-size: 20px;
            color: white;
            background: rgba(0, 0, 0, 0.8);
            padding: 20px;
            font-family: Arial, sans-serif;
            text-align: center;
            transition: opacity 1s;
        }
    </style>
</head>
<body>
    <div id="win-message">You Win!</div>
    <div id="gpu-counter">GPUs Collected: 0 / 10</div>
    <div id="controls">
        <p>Controls:</p>
        <p>W / Up Arrow: Forward</p>
        <p>S / Down Arrow: Backward</p>
        <p>A / Left Arrow: Left</p>
        <p>D / Right Arrow: Right</p>
        <p>Spacebar: Up</p>
        <p>Shift: Down</p>
        <p>Collect all GPUs to win!</p>
    </div>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r134/three.min.js"></script>
    <script>
        // Scene setup
        const scene = new THREE.Scene();
        const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
        const renderer = new THREE.WebGLRenderer();
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);

        // Morning lighting
        const directionalLight = new THREE.DirectionalLight(0xffe0b2, 1);
        directionalLight.position.set(1, 1, 0.5).normalize();
        scene.add(directionalLight);
        const ambientLight = new THREE.AmbientLight(0x87ceeb, 0.5);
        scene.add(ambientLight);

        // Morning background
        scene.background = new THREE.Color(0x87ceeb);
        scene.fog = new THREE.Fog(0x87ceeb, 10, 100);

        // Ground
        const groundGeometry = new THREE.PlaneGeometry(100, 100);
        const groundMaterial = new THREE.MeshLambertMaterial({ color: 0x8c8c8c });
        const ground = new THREE.Mesh(groundGeometry, groundMaterial);
        ground.rotation.x = -Math.PI / 2;
        scene.add(ground);

        // Realistic Buildings
        const buildings = [];
        const numBuildings = 50;
        for (let i = 0; i < numBuildings; i++) {
            const width = Math.random() * 5 + 2;
            const height = Math.random() * 20 + 10;
            const depth = Math.random() * 5 + 2;
            const buildingGeometry = new THREE.BoxGeometry(width, height, depth);
            const buildingMaterial = new THREE.MeshLambertMaterial({ color: 0xb0b0b0 });
            const building = new THREE.Mesh(buildingGeometry, buildingMaterial);
            building.position.x = Math.random() * 80 - 40;
            building.position.y = height / 2;
            building.position.z = Math.random() * 80 - 40;
            scene.add(building);
            buildings.push(building);
        }

        // Hugging Face Emoji
        const emojiCanvas = document.createElement('canvas');
        emojiCanvas.width = 256;
        emojiCanvas.height = 256;
        const emojiCtx = emojiCanvas.getContext('2d');
        emojiCtx.font = '128px Arial';
        emojiCtx.textAlign = 'center';
        emojiCtx.textBaseline = 'middle';
        emojiCtx.fillText('🤗', 128, 128);
        const emojiTexture = new THREE.CanvasTexture(emojiCanvas);
        const faceGeometry = new THREE.SphereGeometry(1, 32, 32);
        const faceMaterial = new THREE.MeshLambertMaterial({ map: emojiTexture });
        const face = new THREE.Mesh(faceGeometry, faceMaterial);
        face.position.set(0, 5, 0);
        scene.add(face);
        face.velocity = new THREE.Vector3(0, 0, 0);
        face.maxSpeed = 25;
        face.acceleration = new THREE.Vector3(0, 0, 0);
        face.friction = 0.95;

        // "GPU" Texts
        const canvas = document.createElement('canvas');
        canvas.width = 128;
        canvas.height = 128;
        const ctx = canvas.getContext('2d');
        ctx.font = '48px Arial';
        ctx.fillStyle = 'white';
        ctx.textAlign = 'center';
        ctx.textBaseline = 'middle';
        ctx.fillText('GPU', 64, 64);
        const texture = new THREE.CanvasTexture(canvas);
        const gpuSprites = [];
        const totalGPUs = 10;
        let collectedGPUs = 0;
        for (let i = 0; i < totalGPUs; i++) {
            const spriteMaterial = new THREE.SpriteMaterial({ map: texture });
            const sprite = new THREE.Sprite(spriteMaterial);
            sprite.scale.set(2, 2, 1);
            sprite.position.set(Math.random() * 80 - 40, Math.random() * 20 + 10, Math.random() * 80 - 40);
            scene.add(sprite);
            gpuSprites.push(sprite);
        }

        // Sound setup (Web Audio API)
        const audioCtx = new (window.AudioContext || window.webkitAudioContext)();

        // Background music (simple looping oscillator)
        const bgOscillator = audioCtx.createOscillator();
        const bgGain = audioCtx.createGain();
        bgOscillator.type = 'sine';
        bgOscillator.frequency.setValueAtTime(220, audioCtx.currentTime); // Low hum
        bgGain.gain.setValueAtTime(0.1, audioCtx.currentTime); // Quiet volume
        bgOscillator.connect(bgGain);
        bgGain.connect(audioCtx.destination);
        bgOscillator.start();

        // GPU collect sound
        function playCollectSound() {
            const oscillator = audioCtx.createOscillator();
            const gain = audioCtx.createGain();
            oscillator.type = 'square';
            oscillator.frequency.setValueAtTime(880, audioCtx.currentTime); // High pitch
            gain.gain.setValueAtTime(0.3, audioCtx.currentTime);
            gain.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + 0.2);
            oscillator.connect(gain);
            gain.connect(audioCtx.destination);
            oscillator.start();
            oscillator.stop(audioCtx.currentTime + 0.2);
        }

        // Clock for smooth animation
        const clock = new THREE.Clock();

        // Win condition and counter
        const winMessage = document.getElementById('win-message');
        const gpuCounter = document.getElementById('gpu-counter');
        let gameWon = false;

        // Controls instructions
        const controlsDiv = document.getElementById('controls');
        let controlsVisible = true;
        setTimeout(() => {
            if (controlsVisible) {
                controlsDiv.style.opacity = '0';
                setTimeout(() => controlsDiv.style.display = 'none', 1000);
                controlsVisible = false;
            }
        }, 5000); // Hide after 5 seconds

        // Keyboard controls
        const keys = {};
        window.addEventListener('keydown', (e) => {
            keys[e.key] = true;
            if (controlsVisible) {
                controlsDiv.style.opacity = '0';
                setTimeout(() => controlsDiv.style.display = 'none', 1000);
                controlsVisible = false;
            }
        });
        window.addEventListener('keyup', (e) => { keys[e.key] = false; });

        function handleControls(deltaTime) {
            const accel = 50;
            face.acceleration.set(0, 0, 0);

            if (keys['w'] || keys['ArrowUp']) face.acceleration.z = -accel;
            if (keys['s'] || keys['ArrowDown']) face.acceleration.z = accel;
            if (keys['a'] || keys['ArrowLeft']) face.acceleration.x = -accel;
            if (keys['d'] || keys['ArrowRight']) face.acceleration.x = accel;
            if (keys[' ']) face.acceleration.y = accel;
            if (keys['Shift']) face.acceleration.y = -accel;

            // Apply acceleration and friction
            face.velocity.add(face.acceleration.clone().multiplyScalar(deltaTime));
            face.velocity.multiplyScalar(face.friction);
            face.velocity.clampLength(0, face.maxSpeed);

            // Update position
            face.position.add(face.velocity.clone().multiplyScalar(deltaTime));

            // Face direction of movement
            if (face.velocity.length() > 0.1) {
                face.lookAt(face.position.clone().add(face.velocity));
            }

            // Keep within bounds
            face.position.x = Math.max(-50, Math.min(50, face.position.x));
            face.position.z = Math.max(-50, Math.min(50, face.position.z));
            face.position.y = Math.max(1, Math.min(50, face.position.y));
        }

        // Animation loop
        function animate() {
            requestAnimationFrame(animate);
            const deltaTime = clock.getDelta();

            if (!gameWon) {
                // Handle player controls
                handleControls(deltaTime);

                // Check for "GPU" collisions
                gpuSprites.forEach((gpu, index) => {
                    if (face.position.distanceTo(gpu.position) < 1) {
                        scene.remove(gpu);
                        gpuSprites.splice(index, 1);
                        collectedGPUs++;
                        gpuCounter.textContent = `GPUs Collected: ${collectedGPUs} / ${totalGPUs}`;
                        playCollectSound(); // Play sound on collection
                        if (collectedGPUs === totalGPUs) {
                            gameWon = true;
                            winMessage.style.display = 'block';
                            face.velocity.set(0, 0, 0);
                            bgOscillator.stop(); // Stop background music
                        }
                    }
                });
            }

            // Update camera
            camera.position.set(face.position.x, face.position.y + 5, face.position.z - 10);
            camera.lookAt(face.position);

            // Render
            renderer.render(scene, camera);
        }

        animate();

        // Handle window resize
        window.addEventListener('resize', () => {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        });
    </script>
</body>
</html>""")

demo.launch()