Initial commit

This commit is contained in:
2024-01-13 18:20:27 +01:00
commit 4265d64e57
57 changed files with 1623 additions and 0 deletions

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.idea/.gitignore generated vendored Normal file
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# Default ignored files
/shelf/
/workspace.xml

405
.idea/dbnavigator.xml generated Normal file
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.idea/misc.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
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.idea/modules.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
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<module fileurl="file://$PROJECT_DIR$/Docker-404-games.iml" filepath="$PROJECT_DIR$/Docker-404-games.iml" />
</modules>
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.idea/vcs.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
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</project>

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404_games/index.html Normal file
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<HTML>
<HEAD>
<TITLE>ups.. Page not Found !!! 404-Alarm!!!!</TITLE>
</HEAD>
<body>
<center>
<H1><b><FONT COLOR="#FF0000"><big><big>404 - Alert</big></big></FONT></b></H1>
<H2>... page not found ...</H2>
<iframe id='404-game' width="520" height="520" scrolling="none" frameborder="0"></iframe>
<script>
var randomBetween = function(f, to){
return Math.floor(Math.random() * to) + f;
}
var randomGame = function(){
var games = ["pacman", "space-invaders", "snake"];
var randomGame = randomBetween(0,games.length);
return games[randomGame];
}
var src = "" + randomGame();
document.getElementById('404-game').src = src;
</script>
</center>
</body>
</html>

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>404 Pacman</title>
</head>
<body>
<canvas id='canvas' height="480" width="512"></canvas>
<script src="js/utils.js"></script>
<script src="js/collision.js"></script>
<script src="js/assets.js"></script>
<script src="js/draw.js"></script>
<script src="js/update.js"></script>
<script src="js/controls.js"></script>
<script src="js/objects.js"></script>
<script src="js/objectsLoad.js"></script>
<script src="js/ai.js"></script>
<script src="js/game.js"></script>
</body>
</html>

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404_games/pacman/js/ai.js Normal file
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var updateEnemies = function(modifier){
for (var i= 0; i < enemies.length; i++){
var enemy = enemies[i];
if (isCollidingBlocks(enemy,enemy.direction)){
changeDirection(enemy);
} else {
move(enemy, modifier);
}
}
}
var changeDirection = function(enemy){
var tol = p(-5,0);
var randomDirection = randomBetween(0, 3);
switch(randomDirection){
case 0: if (!isCollidingBlocks(enemy, LEFT, tol)) enemy.direction = LEFT;break;
case 1: if (!isCollidingBlocks(enemy, RIGHT, tol)) enemy.direction = RIGHT;break;
case 2: if (!isCollidingBlocks(enemy, UP, tol)) enemy.direction = UP;break;
default: if (!isCollidingBlocks(enemy, DOWN, tol)) enemy.direction = DOWN;break;
}
}

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var setImage = function(img){
var i = new Image();
i.src = img;
return i;
};
// Hero image
var playerImageClose = setImage("images/32_player_close.png");
var playerImageOpen = setImage("images/32_player_open.png");
var monsterImage = setImage("images/enemy_red.png");
var dotImage = setImage("images/32_dot.png");
var backgroundImage = {};
backgroundImage.center = setImage("images/bg_center.png");
backgroundImage.left = setImage("images/bg_left.png");
backgroundImage.right = setImage("images/bg_right.png");
backgroundImage.down = setImage("images/bg_down.png");
backgroundImage.up = setImage("images/bg_up.png");

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//http://gamedev.stackexchange.com/questions/13774/how-do-i-detect-the-direction-of-2d-rectangular-object-collisions
var collision = new Collision();
var RIGHT = { x: 1, y: 0};
var LEFT = { x: -1, y: 0};
var UP = { x: 0, y: -1};
var DOWN = { x: 0, y: 1};
function Collision(){
this.onCollisionChange = function(ojb1, obj2, size, callback) {
var isColliding = false;
setInterval(
function(){
var beforeStatus = isColliding;
isColliding = collision(obj1, obj2, size);
if (beforeStatus != isColliding) callback();
}, 100);
}
this.isCollidingDirection = function(obj1, obj2, direction, offset){
switch(direction){
case LEFT: return collision.containsLeft(obj1, obj2, SIZE, offset); break;
case RIGHT: return collision.containsRight(obj1, obj2, SIZE, offset); break;
case UP: return collision.containsUp(obj1, obj2, SIZE, offset); break;
case DOWN: return collision.containsDown(obj1, obj2, SIZE, offset); break;
default: console.log("Undefined direction");
}
}
this.contains = function(obj, p, size){
var contains = p.x > obj.x && p.x < (obj.x + size) &&
p.y > obj.y && p.y < (obj.y + size);
return contains;
}
this.collision = function(obj1, obj2, size){
return obj1.x <= (obj2.x + size)
&& obj2.x <= (obj1.x + size)
&& obj1.y <= (obj2.y + size)
&& obj2.y <= (obj1.y + size)
}
this.containsLeft = function(obj1, obj2, size, offset){
return this.contains(obj1, addCoords(middlePoints(obj2, size).left, offset) , size);
}
this.containsRight = function(obj1, obj2, size, offset){
return this.contains(obj1, addCoords(middlePoints(obj2, size).right, offset), size);
}
this.containsUp = function(obj1, obj2, size, offset){
return this.contains(obj1, addCoords(middlePoints(obj2, size).top, offset), size);
}
this.containsDown = function(obj1, obj2, size, offset){
return this.contains(obj1, addCoords( middlePoints(obj2, size).bottom, offset), size);
}
var addCoords = function(point, offset) {
return p(point.x + offset.x, point.y + offset.y);
}
var middlePoints = function(obj, size){
var middleX = (obj.x + obj.x + size) / 2; //(obj.x *2 + size) / 2; ?
var middleY = (obj.y + obj.y + size) / 2;
return {
left: p(obj.x, middleY),
right: p(obj.x + size , middleY),
top: p(middleX, obj.y),
bottom: p(middleX, obj.y + size),
}
}
}

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404_games/pacman/js/controls.js vendored Normal file
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// Handle keyboard controls
var keysDown = {};
var KEY_UP =38, KEY_DOWN =40, KEY_LEFT =37, KEY_RIGHT =39;
addEventListener("keydown", function (e) {
keysDown[e.keyCode] = true;
}, false);
addEventListener("keyup", function (e) {
delete keysDown[e.keyCode];
}, false);
//Called from update.js
var controls = function(modifier){
if (KEY_LEFT in keysDown && !isCollidingBlocks(player, LEFT, p(-5,0))) player.direction = LEFT;
if (KEY_RIGHT in keysDown && !isCollidingBlocks(player,RIGHT, p(5,0))) player.direction = RIGHT;
if (KEY_UP in keysDown && !isCollidingBlocks(player,UP, p(0,-5))) player.direction = UP;
if (KEY_DOWN in keysDown && !isCollidingBlocks(player,DOWN, p(0,5))) player.direction = DOWN;
}

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// Create the canvas
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var SIZE = 32;
var directionToRotation = function(direction){
switch(direction){
case RIGHT : return 0;
case LEFT: return 180;
case DOWN: return 90;
case UP: return 270;
}
}
// Draw everything
var render = function () {
// ctx.clearRect(0,0,canvas.width,canvas.height);
/*
if (bgReady) {
ctx.drawImage(bgImage,0 , 0);
}*/
ctx.fillStyle="black";
ctx.fillRect(0,0,canvas.width,canvas.height);
drawBackground();
if (!player.dead) {
var image;
if(player.sprite == 0) image = playerImageClose;
else image = playerImageOpen;
//TODO rotate with direction
// ctx.drawImage(image, player.x, player.y, SIZE, SIZE);
var rotation = directionToRotation(player.direction);
drawRotated(image, player.x, player.y, rotation);
}
for (var i=0; i < dots.length; i++){
var dot = dots[i];
ctx.drawImage(dotImage, dot.x, dot.y ,SIZE, SIZE);
}
for (var i=0; i < enemies.length; i++){
var enemy = enemies[i];
ctx.drawImage(monsterImage, enemy.x, enemy.y,SIZE, SIZE);
}
if (false) //DEBUG
for (var i=0; i < blocks.length; i++){
var block = blocks[i];
ctx.drawImage(monsterImage, block.x, block.y ,SIZE, SIZE);
}
if (player.dead){
ctx.fillStyle = "red";
ctx.font = "48px Helvetica";
ctx.textAlign = "center";
ctx.textBaseline = "top";
ctx.fillText("Game Over", canvas.width / 2, canvas.height/ 2);
}
};
function drawBackground(){
for (var i= 0; i < background.length; i++){
var b = background[i];
//ctx.drawImage(backgroundImage.center, b.x, b.y ,SIZE, SIZE);
for (var j= 0; j < b.directions.length; j++){
var d = b.directions[j];
ctx.drawImage(backgroundImage[d], b.x, b.y ,SIZE, SIZE);
}
}
}
var TO_RADIANS = Math.PI/180;
//http://creativejs.com/2012/01/day-10-drawing-rotated-images-into-canvas/
function drawRotated(image, x, y, angle) {
var halfWidth = image.width/2;
var halfHeight = image.height/2;
ctx.save();
ctx.translate(x +halfWidth, y + halfHeight);
ctx.rotate(angle * TO_RADIANS);
ctx.drawImage(image, -halfWidth, -halfHeight);
ctx.restore();
}

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// The main game loop
var main = function () {
var now = Date.now();
var delta = now - then;
update(delta / 1000);
render();
then = now;
// Request to do this again ASAP
requestAnimationFrame(main);
};
// Cross-browser support for requestAnimationFrame
var w = window;
requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame;
// Let's play this game!
var then = Date.now();
main();

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// Game objects
var player = {
direction: LEFT,
speed: 100,
sprite: 0
}
var enemies = [];
var dots = [];
var blocks = [];
var background = [];

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var BLACK = {r: 0, g: 0, b: 0};
var WHITE = {r: 255, g: 255, b: 255};
var YELLOW = {r: 255, g: 255, b: 0};
var GREEN = {r: 0, g: 255, b: 0};
var ORANGE = {r: 255, g: 127, b: 0};
var CYAN = {r: 0, g: 255, b: 255};
var RED = {r: 255, g: 0, b: 0};
var PINK = {r: 255, g: 0, b: 255};
var addEnemy = function(x, y){
var enemy = {
direction: DOWN,
speed: 100,
x: x,
y: y
};
enemies.push(enemy);
}
var bg = function(x, y , dirs) {
return {
x: x * SIZE,
y: y * SIZE,
directions: dirs
}
}
loadImagePixels("data/map.png", function(pixels){
pixelBackground(pixels);
for(i=0;i<pixels.length;i++){
for(j=0;j<pixels[i].length;j++){
var pixel = pixels[i][j];
if (isColor(pixel,WHITE)) {} //White
else if (isColor(pixel,BLACK)) blocks.push(p(i*SIZE,j*SIZE));
else if (isColor(pixel,YELLOW)) dots.push(p(i*SIZE,j*SIZE));
else if (isColor(pixel,GREEN)) { player.x =i*SIZE ; player.y =j*SIZE; }
else if (isColor(pixel,RED) || isColor(pixel,CYAN) || isColor(pixel,PINK) || isColor(pixel,ORANGE)) { addEnemy(i* SIZE, j*SIZE) }
else console.log("Unrecognized color in position "+i+"x"+j,pixel);
}
}
});
var pixelBackground = function(pixels, x, y){
var type = "undefined";
for(i=0;i<pixels.length;i++){
for(j=0;j<pixels[i].length;j++){
var pixel = pixels[i][j];
if (isColor(pixel,BLACK)) {
var dirs = [];
if (pixelIsBlock(pixels, i -1, j) ) dirs.push("left");
if (pixelIsBlock(pixels,i +1, j)) dirs.push("right");
if (pixelIsBlock(pixels,i, j-1)) dirs.push("up");
if (pixelIsBlock(pixels,i, j +1)) dirs.push("down");
//console.log("Adding bg item " , i, j , dirs);
background.push(bg(i,j,dirs));
}
}
}
}
var pixelIsBlock = function(pixels, x, y){
try{
return isColor(pixels[x][y], BLACK);
} catch (e){return false; }
}
var isColor = function(rgb, color) {
return rgb.r == color.r && rgb.g == color.g && rgb.b == color.b;
}

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var playerSpriteTimeout ;
// Update game objects
var update = function (modifier) {
controls(modifier);
if (player.dead || isCollidingBlocks(player,player.direction)){
clearTimeout(playerSpriteTimeout);
player.isMoving = false;
} else {
if (!player.isMoving) {
player.isMoving = true;
playerSpriteTimeout = setInterval(function(){
player.sprite = (player.sprite +1) %2;
}, 250);
}
move(player, modifier);
}
updateEnemies(modifier); //AI
//Enemy collision
for (var i= 0; i < enemies.length; i++){
var enemy = enemies[i];
if (collision.collision(enemy, player, SIZE)) player.dead = true;
}
//Eating dots
for (var i= 0; i < dots.length; i++){
var dot = dots[i];
if (collision.collision(dot, player, SIZE / 2)) dots.splice(i, 1);
}
};
var move = function(obj, modifier){
obj.x = obj.x + obj.direction.x * obj.speed * modifier;
obj.y = obj.y + obj.direction.y * obj.speed * modifier;
if (obj.y < 0 ) obj.y = canvas.height;
else if (obj.y > canvas.height ) obj.y = 0 ;
}
var isCollidingBlocks = function(obj, direction, offset){
if (!offset) offset = p(0,0);
for (var i=0; i < blocks.length; i++){
var block = blocks[i];
var isColliding = collision.isCollidingDirection(block, obj, direction, offset);
if (isColliding) return true;
}
return false;
}

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var loadJSON = function (path, success, error)
{
var oReq = new XMLHttpRequest();
oReq.onload = function reqListener () {
jsonData = JSON.parse(this.responseText);
//console.log("Loading JSON data", jsonData);
success(jsonData);
};;
oReq.open("get", path, true);
oReq.send();
}
var p = function(x,y){ return {x: x, y: y}; }
var loadImagePixels = function(image, callback){
var img = new Image();
img.src = image;
img.onload = function() {
console.log("Image " + image + " loaded " + img.width + "x" +img.height);
var canvas = document.createElement('canvas');
document.body.appendChild(canvas);
var ctx = canvas.getContext('2d');
canvas.width = img.width;
canvas.height = img.height;
ctx.drawImage(img, 0, 0);
img.style.display = 'none';
var imgData = ctx.getImageData(0,0,canvas.width, canvas.height);
var pixels = [];
for(i=0;i<img.width;i++){
pixels[i] = [];
for(j=0;j<img.height;j++){
var pixel = ctx.getImageData(i, j, 1, 1).data;
pixels[i][j] = {r: pixel[0], g: pixel[1], b: pixel[2], a: pixel[3]};
//console.log("Pixel ", pixel);
}
}
canvas.remove();
callback(pixels);
};
}
var randomBetween = function(f, to){
return Math.floor(Math.random() * (to + 1)) + f;
}

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>404 snake</title>
</head>
<body>
<canvas id='canvas' height="480" width="512" border=1></canvas>
<script src="js/logic.js"></script>
<script src="js/controls.js"></script>
<script src="js/utils.js"></script>
<script src="js/draw.js"></script>
<script src="js/framework.js"></script>
</body>
</html>

20
404_games/snake/js/controls.js vendored Normal file
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// Handle keyboard controls
var keysDown = {};
var KEY_UP =38, KEY_DOWN =40, KEY_LEFT =37, KEY_RIGHT =39;
addEventListener("keydown", function (e) {
keysDown[e.keyCode] = true;
}, false);
addEventListener("keyup", function (e) {
delete keysDown[e.keyCode];
}, false);
//Called from update.js
var controls = function(){
if (KEY_LEFT in keysDown) GAME_STATE.snake.move('l');
if (KEY_RIGHT in keysDown) GAME_STATE.snake.move('r');
if (KEY_UP in keysDown) GAME_STATE.snake.move('u');
if (KEY_DOWN in keysDown) GAME_STATE.snake.move('d');
}

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// Create the canvas
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var SIZE = 32;
Cell.prototype.draw = function(){
switch(this.content){
case 'SNAKE':
ctx.fillStyle="gray";
break;
case 'BLOCK':
ctx.fillStyle="black";
break;
case 'FOOD':
ctx.fillStyle="silver";
break;
}
if (this.content && this.content != 'INVALID'){
ctx.fillRect(this.x*BLOCK_SIZE, this.y*BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE)
}
}
// Draw everything
var render = function () {
if (GAME_STATE.game_over) {
ctx.fillStyle = "rgb(250, 0, 0)";
ctx.font = "48px Helvetica";
ctx.textAlign = "center";
ctx.textBaseline = "top";
ctx.fillText("Game Over", canvas.width / 2, canvas.height * 2 / 3);
}
else {
// draw the background
ctx.fillStyle="white";
ctx.fillRect(0,0,canvas.width,canvas.height);
// draw game state
Object.keys(GAME_STATE.grid).forEach(function(key){
GAME_STATE.grid[key].draw();
});
}
};

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// The main game loop
var main = function () {
var now = Date.now();
var delta = now - then;
controls();
render();
then = now;
// Request to do this again ASAP
requestAnimationFrame(main);
};
//var canvas = document.createElement('canvas');
//document.body.appendChild(canvas);
setInterval(function(){update()}, 300);
// Cross-browser support for requestAnimationFrame
var w = window;
requestAnimationFrame =
(
w.requestAnimationFrame ||
w.webkitRequestAnimationFrame ||
w.msRequestAnimationFrame ||
w.mozRequestAnimationFrame
);
// Let's play this game!
var then = Date.now();
initGameState(main);

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404_games/snake/js/logic.js Normal file
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var BLOCK_SIZE = 16;
function update(){
if (GAME_STATE.complete) GAME_STATE.snake.update();
}
function initGameState(callback){
GAME_STATE.grid = {};
loadImagePixels("data/map.png", function(rows){
rows.forEach(function(row, i){
row.forEach(function(pixel, j){
var cell = new Cell(i,j);
if (isColor(pixel, BLACK))
cell.content = 'BLOCK';
else if (isColor(pixel, GREEN))
cell.content = 'INVALID';
else if (isColor(pixel, RED)){
cell.content = 'SNAKE';
GAME_STATE.snake = new Snake(cell);
}
GAME_STATE.grid[[i,j]] = cell;
GAME_STATE.gameHeight = i;
GAME_STATE.gameWidth = j;
});
});
Grid.newFood();
GAME_STATE.complete = true;
callback();
});
}
var GAME_STATE = {
snake: null,
grid: null,
gameOver: false,
gameHeight: 0,
gameWidth: 0,
}
function Grid(){}
Grid.get = function(x,y){
return GAME_STATE.grid[[x,y]];
}
Grid.set = function(x, y, content){
var cell = GAME_STATE.grid[[x,y]];
cell.content = content;
return cell;
}
Grid.unset = function(x, y){
var cell = GAME_STATE.grid[[x,y]];
cell.content = null;
return cell;
}
Grid.randomFree = function(){
do{
var row = Math.floor(Math.random() * GAME_STATE.gameHeight);
var col = Math.floor(Math.random() * GAME_STATE.gameWidth);
var cell = this.get(row,col);
} while (cell.content);
return cell;
}
Grid.newFood = function (){
var freeCell = this.randomFree();
freeCell.content = 'FOOD';
}
function Cell(x,y){
this.x = x;
this.y = y;
this.content = null;
}
function Snake(initCell){
this.body = [initCell];
this.dir = {x: -1, y: 0}; // start moving to the left
}
Snake.prototype.head = function(){
return this.body[0];
}
Snake.prototype.tail = function(){
return this.body[-1];
}
Snake.prototype.move = function(dir){
switch(dir){
case 'l':
this.dir = {x: -1, y: 0};
break;
case 'r':
this.dir = {x: 1, y: 0};
break;
case 'u':
this.dir = {x: 0, y: -1};
break;
case 'd':
this.dir = {x: 0, y: 1};
break;
}
}
Snake.prototype.update = function(dir){
// compute new position of the head
var head = this.head();
var dir = this.dir;
var newX = head.x + dir.x;
var newY = head.y + dir.y;
var newHead = Grid.get(newX, newY);
// check collisions
// if food, grow (on the head)
if (newHead.content == 'FOOD') {
newHead.content = 'SNAKE';
this.body.unshift(newHead);
Grid.newFood();
}
// if block, die
else if (newHead.content != null){
GAME_STATE.game_over = true;
}
// else, move
else {
oldTail = this.body.pop();
oldTail.content = null;
newHead.content = 'SNAKE';
this.body.unshift(newHead);
}
}

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var loadImagePixels = function(image, callback){
var img = new Image();
img.src = image;
img.onload = function() {
console.log("Image " + image + " loaded " + img.width + "x" +img.height);
var canvas = document.createElement('canvas');
document.body.appendChild(canvas);
var ctx = canvas.getContext('2d');
canvas.width = img.width;
canvas.height = img.height;
ctx.drawImage(img, 0, 0);
img.style.display = 'none';
var imgData = ctx.getImageData(0,0,canvas.width, canvas.height);
var pixels = [];
for(i=0;i<img.width;i++){
pixels[i] = [];
for(j=0;j<img.height;j++){
var pixel = ctx.getImageData(i, j, 1, 1).data;
pixels[i][j] = {r: pixel[0], g: pixel[1], b: pixel[2], a: pixel[3]};
}
}
canvas.remove();
callback(pixels);
};
}
var BLACK = {r: 0, g: 0, b: 0};
var WHITE = {r: 255, g: 255, b: 255};
var YELLOW = {r: 255, g: 255, b: 0};
var GREEN = {r: 0, g: 255, b: 0};
var ORANGE = {r: 255, g: 127, b: 0};
var CYAN = {r: 0, g: 255, b: 255};
var RED = {r: 255, g: 0, b: 0};
var PINK = {r: 255, g: 0, b: 255};
var pixelIsColor = function(pixels, x, y, color){
try{
return isColor(pixels[x][y], color);
} catch (e){return false; }
}
var isColor = function(rgb, color) {
return rgb.r == color.r && rgb.g == color.g && rgb.b == color.b;
}

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{ "four": [
{"x": 0, "y": 0},
{"x": 0, "y": 1},
{"x": 1, "y": 1},
{"x": 2, "y": 2},
{"x": 2, "y": 3},
{"x": 2, "y": 2},
{"x": 2, "y": 0},
{"x": 2, "y": 1}
],
"zero": [
{"x": 0, "y": 0},
{"x": 0, "y": 1},
{"x": 0, "y": 2},
{"x": 0, "y": 3},
{"x": 1, "y": 0},
{"x": 2, "y": 2},
{"x": 2, "y": 3},
{"x": 2, "y": 2},
{"x": 2, "y": 0},
{"x": 2, "y": 1},
{"x": 1, "y": 3}
]
}

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>404 Space Invaders</title>
</head>
<body>
<canvas id='canvas' height="480" width="512"></canvas>
<script src="js/utils.js"></script>
<script src="js/assets.js"></script>
<script src="js/draw.js"></script>
<script src="js/update.js"></script>
<script src="js/controls.js"></script>
<script src="js/objects.js"></script>
<script src="js/ai.js"></script>
<script src="js/game.js"></script>
</body>
</html>

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var updateEnemies = function(){
if (hasReachedEnd()) {
changeEnemyDirection();
return;
}
var enemyMovement;
if (enemyDirection == LEFT) enemyMovement = -10;
else enemyMovement = 10;
for (var i = 0 ; i < enemies.length; i++){
var enemy = enemies[i];
enemy.x = enemy.x + enemyMovement ;
}
}
var hasReachedEnd = function(){
var threshold = 32;
for (var i = 0 ; i < enemies.length; i++){
var enemy = enemies[i];
if (enemyDirection == RIGHT && enemy.x > canvas.width - threshold - 32) return true;
else if (enemyDirection == LEFT && enemy.x < threshold) return true;
}
return false;
}
var changeEnemyDirection = function(){
if (enemyDirection == LEFT) enemyDirection = RIGHT;
else enemyDirection = LEFT;
for (var i = 0 ; i < enemies.length; i++){
var enemy = enemies[i];
enemy.y = enemy.y + 30 ;
}
}
var enemyShot = function(){
var enemy = enemies[Math.floor(Math.random()*enemies.length)];
enemyShots.push({x:enemy.x, y: enemy.y});
}

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/**
Ship and laser assets by Cpt_Flash
Available at: http://opengameart.org/content/space-ships-2-units
License: GPL 3.0
**/
// Background image
var bgReady = false;
var bgImage = new Image();
bgImage.onload = function () {
bgReady = true;
};
bgImage.src = "images/background.png";
// Hero image
var heroReady = false;
var heroImage = new Image();
heroImage.onload = function () {
heroReady = true;
};
heroImage.src = "images/32_player.png";
// Monster image
var monsterReady = false;
var monsterImage = new Image();
monsterImage.onload = function () {
monsterReady = true;
};
monsterImage.src = "images/32_enemy.png";
// Hero image
var shotReady = false;
var shotImage = new Image();
shotImage.onload = function () {
shotReady = true;
};
shotImage.src = "images/32_laser_blue.png";
var shotRedReady = false;
var shotRedImage = new Image();
shotRedImage.onload = function () {
shotRedReady = true;
};
shotRedImage.src = "images/32_laser_red.png";

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404_games/space-invaders/js/controls.js vendored Normal file
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// Handle keyboard controls
var keysDown = {};
var KEY_UP =38, KEY_DOWN =40, KEY_LEFT =37, KEY_RIGHT =39;
addEventListener("keydown", function (e) {
keysDown[e.keyCode] = true;
}, false);
addEventListener("keyup", function (e) {
delete keysDown[e.keyCode];
}, false);
addEventListener("mousemove", function(evt) {
hero.x = evt.pageX - 24 ;
}, false);
var lastShot = 0;
var SHOT_DELAY = 1000;
addEventListener("click", function(evt) {
if (!hero.dead) {
var now = new Date().getTime();
if (lastShot +SHOT_DELAY < now ) {
lastShot = now;
playerShots.push({x:evt.pageX, y: hero.y});
}
}
}, false);
//Called from update.js
var controls = function(modifier){
if (KEY_LEFT in keysDown) { // Player holding left
hero.x -= hero.speed * modifier;
}
if (KEY_RIGHT in keysDown) { // Player holding right
hero.x += hero.speed * modifier;
}
}

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// Create the canvas
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var SIZE = 32;
var vy = 0;
// Draw everything
var render = function () {
if (bgReady) {
ctx.drawImage(bgImage, 0, vy);
ctx.drawImage(bgImage, 0, bgImage.height-Math.abs(vy));
if (Math.abs(vy) > bgImage.height) vy = 0;
vy -= 2;
}
if (heroReady && !hero.dead) {
ctx.drawImage(heroImage, hero.x, hero.y,SIZE, SIZE);
}
for (var i=0; i < enemies.length; i++){
var enemy = enemies[i];
ctx.drawImage(monsterImage, enemy.x, enemy.y,SIZE, SIZE);
}
for (var i=0; i < enemyShots.length; i++){
var shot = enemyShots[i];
ctx.drawImage(shotRedImage, shot.x, shot.y ,SIZE, SIZE);
}
for (var i=0; i < playerShots.length; i++){
var shot = playerShots[i];
ctx.drawImage(shotImage, shot.x, shot.y ,SIZE, SIZE);
}
if (hero.dead){
ctx.fillStyle = "rgb(250, 0, 0)";
ctx.font = "48px Helvetica";
ctx.textAlign = "center";
ctx.textBaseline = "top";
ctx.fillText("Game Over", canvas.width / 2, canvas.height/ 2);
}
};

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// Reset the game when the player catches a monster
var reset = function () {
hero.x = canvas.width / 2;
hero.y = canvas.height - 64;
};
// The main game loop
var main = function () {
var now = Date.now();
var delta = now - then;
update(delta / 1000);
render();
then = now;
// Request to do this again ASAP
requestAnimationFrame(main);
};
// Cross-browser support for requestAnimationFrame
var w = window;
requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame;
// Let's play this game!
var then = Date.now();
reset();
main();

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// Game objects
var hero = {};
var playerShots = [];
var enemyShots = [];
var shotSpeed = 200;
var RIGHT = 1, LEFT = 0;
var enemies = [];
var enemyDirection = RIGHT;
var loadEnemy = function(offset, json){
var size = 32;
for (var i = 0; i< json.length; i++){
var pos = json[i];
var enemy = {x: offset.x + pos.x * size, y: offset.y + pos.y * size} ;
enemies.push(enemy);
}
}
loadJSON('enemies.json',
function(data) {
loadEnemy({ x: 50, y: 50 }, data.four);
loadEnemy({ x: 180, y: 50 }, data.zero);
loadEnemy({ x: 300, y: 50 }, data.four);
},
function(xhr) { console.error(xhr); }
);

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// Update game objects
var update = function (modifier) {
controls(modifier);
for (var i = 0; i< playerShots.length; i++){
var shot = playerShots[i];
shot.y = shot.y - modifier * shotSpeed;
for (var e= 0; e < enemies.length; e++){
var enemy = enemies[e];
if (collision(shot, enemy)) {
console.log("Collision with enemy ", shot, enemy);
playerShots.splice(i, 1);
enemies.splice(e, 1);
break;
}
}
}
for (var i = 0; i< enemyShots.length; i++){
var shot = enemyShots[i];
shot.y = shot.y + modifier * shotSpeed;
if (collision(shot, hero)) {
console.log("Collision with hero ", shot, hero);
enemyShots.splice(i, 1);
hero.dead = true;
}
}
//updateEnemies();
// Are they touching?
};
var collision = function(shot, enemy){
return shot.x <= (enemy.x + 32)
&& enemy.x <= (shot.x + 32)
&& shot.y <= (enemy.y + 32)
&& enemy.y <= (shot.y + 32)
}
//AI METHODS
setInterval(function(){updateEnemies()}, 500);
setInterval(function(){enemyShot()}, 1000);

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var loadJSON = function (path, success, error)
{
var oReq = new XMLHttpRequest();
oReq.onload = function reqListener () {
jsonData = JSON.parse(this.responseText);
console.log("Loading JSON data", jsonData);
success(jsonData);
};;
oReq.open("get", path, true);
oReq.send();
}

8
Docker-404-games.iml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<module type="GENERAL_MODULE" version="4">
<component name="NewModuleRootManager" inherit-compiler-output="true">
<exclude-output />
<content url="file://$MODULE_DIR$" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

17
Dockerfile Normal file
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FROM python:slim
LABEL authors="tebarius"
LABEL version="1.2.1"
LABEL description="QR-Code-Generator-Server with Flask-App"
WORKDIR /app
COPY ./app /app/
RUN pip install --upgrade pip
RUN pip install --trusted-host pypi.python.org -r requirements.txt
EXPOSE 8002
ENV HTTP_METHOD POST
CMD ["sh", "-c", "python ${HTTP_METHOD}-Flask-QR.py"]

49
readme.md Normal file
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# Flask QR-Code-Generator
Sorry folks, because this project startet as experiment for Flask and Docker only german description and manual.
HTTP-Server auf Port 8002 mit QR-Code-Generator zur Generierung verschiedener Arten von QR-Codes (Text, URL, Mail, Tel., WIFI, Kalender-Event, vCard, MeCard).
Eigentlich ist das Projekt für mich ein Experimentierfeld gewesen um mal Flask ein bisschen auszuprobieren
## ohne Docker
Um lokal das ganze zu testen werden nur die Dateien aus dem app-Verzeichnis benötigt.
Voraussetzung ist eine funktionierende Python Installation (ich habe nur mit Python 3.11 und 3.12 getestet) und das Flask-Framework inclusive Flask-QRcode welches sich recht einfach über die Konsole mit ...
pip install Flask-QRcode
... installieren lässt.
Zum Starten dann eine der beiden .py Dateien benutzen, je nachdem welcher
HTTP-Modus gewollt ist. Im Zweifelsfall POST ... nehmen und wenn ein Doppelklick nicht geht dann halt über die Konsole: `python POST-Flask-QR.py`
Der Server ist dann via http://localhost:8002 zu erreichen
## Docker
Es gibt 2 unterschiedliche Dockerfile's, da obwohl bei beiden python:slim als Basis genutzt wird,
noch die Installation von ein paar packages zusätzlich notwendig ist, damit flask auch auf
dem RaspberryPi 3 via pip install integriert werden kann.
In der Standardeinstellung werden die Formulare mit HTTP-POST-Anfragen gesendet/verarbeitet.
Sollte es Gründe geben, warum gewünscht wird, dass dies der HTTP-GET-Variante zu machen, lässt sich das über die Enviroment Variable HTTP_METHOD ändern.
## Enviroment-Variablen
- `HTTP_METHOD` GET oder POST (default: POST)
## Docker Installation/Start
https://hub.docker.com/r/tebarius/flask-qrcode-generator
### Linux/AMD64
- einfacher Start:
`docker run -d -p 8002:8002 ghcr.io/tebarius/flask-qrcode-generator:latest`
erreichbar dann z.B. via http://localhost:8002
- mit HTTP-Methode GET auf Port 80:
`docker run -d -p 80:8002 -e HTTP_METHOD=GET ghcr.io/tebarius/flask-qrcode-generator:latest`
erreichbar dann z.B. via http://localhost
### Linux/ARMv7 (getestet mit RaspberryPi 3)
- einfacher Start:
`docker run -d -p 8002:8002 ghcr.io/tebarius/flask-qrcode-generator:armv7-latest`
erreichbar dann z.B. via http://localhost:8002
- mit HTTP-Methode GET auf Port80:
`docker run -d -p 80:8002 -e HTTP_METHOD=GET ghcr.io/tebarius/flask-qrcode-generator:armv7-latest`
erreichbar dann z.B. via http://localhost