Spaces:
Sleeping
Sleeping
File size: 12,841 Bytes
c0ad2f5 5175fa0 0a23ed1 c0ad2f5 0a23ed1 e9a5e98 c71868f 5175fa0 e9a5e98 0a23ed1 aeb2145 c71868f 0a23ed1 aeb2145 0a23ed1 aeb2145 0a23ed1 c71868f 5175fa0 c71868f 5175fa0 c71868f 5175fa0 0a23ed1 d812df4 c0ad2f5 d812df4 c0ad2f5 d812df4 e9a5e98 5175fa0 c71868f 0a23ed1 5175fa0 c71868f e9a5e98 0a23ed1 5175fa0 d812df4 0a23ed1 e9a5e98 5175fa0 0a23ed1 5175fa0 aeb2145 5175fa0 0a23ed1 5175fa0 e9a5e98 0a23ed1 e9a5e98 aeb2145 c71868f e9a5e98 5175fa0 c71868f 5175fa0 c71868f 5175fa0 e9a5e98 c71868f d812df4 0a23ed1 d812df4 0a23ed1 5175fa0 d812df4 0a23ed1 d812df4 c71868f 5175fa0 d812df4 5175fa0 0a23ed1 5175fa0 d812df4 e9a5e98 d812df4 e9a5e98 5175fa0 c71868f 0a23ed1 c71868f aeb2145 c71868f d812df4 e9a5e98 0a23ed1 c0ad2f5 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 |
import streamlit as st
import os
import random
import time
from PIL import Image
import json
from datetime import datetime
from pathlib import Path
import base64
from io import BytesIO
import numpy as np
import asyncio
import threading
from typing import Optional
import queue
import atexit
# ๐ฎ Game Constants
GRID_WIDTH = 16
GRID_HEIGHT = 9
REFRESH_RATE = 5
INTERACTION_RADIUS = 2
POINTS_PER_INTERACTION = 1
# ๐ Timer Management
class GameTimer:
def __init__(self):
self.running = True
self._loop: Optional[asyncio.AbstractEventLoop] = None
self.update_queue = queue.Queue()
self.thread = threading.Thread(target=self._run_timer, daemon=True)
self.thread.start()
def _run_timer(self):
self._loop = asyncio.new_event_loop()
asyncio.set_event_loop(self._loop)
self._loop.run_until_complete(self._timer_loop())
async def _timer_loop(self):
while self.running:
try:
current_time = time.time()
self.update_queue.put(('update', current_time))
await asyncio.sleep(REFRESH_RATE)
except Exception as e:
print(f"Timer error: {e}")
await asyncio.sleep(1)
def stop(self):
self.running = False
if self._loop:
self._loop.stop()
# Initialize timer in session state
if 'game_timer' not in st.session_state:
st.session_state.game_timer = GameTimer()
# ๐ Name Generation
def generate_fantasy_name():
prefixes = ['Aer', 'Bal', 'Cal', 'Dor', 'El', 'Fae', 'Gor', 'Hel', 'Il', 'Jor',
'Kal', 'Lyr', 'Mel', 'Nym', 'Oro', 'Pyr', 'Qar', 'Ryn', 'Syl', 'Tyr']
suffixes = ['ian', 'or', 'ion', 'us', 'ix', 'ar', 'en', 'yr', 'el', 'an',
'is', 'ax', 'on', 'ir', 'ex', 'az', 'er', 'eth', 'ys', 'ix']
return random.choice(prefixes) + random.choice(suffixes)
# ๐จ Resource Management
@st.cache_resource(show_spinner="Loading game resources...")
def get_game_images():
return {
'tile': Image.new('RGB', (50, 50), color='green'),
'player': Image.new('RGB', (50, 50), color='blue'),
'other_player': Image.new('RGB', (50, 50), color='red')
}
# ๐ Player Synchronization
@st.cache_data(ttl=2)
def load_all_players(timestamp):
players = {}
if os.path.exists('players'):
for filename in os.listdir('players'):
if filename.endswith('.json'):
with open(f"players/{filename}", 'r') as f:
try:
player_data = json.load(f)
if time.time() - player_data['last_update'] < 60:
players[player_data['name']] = player_data
except json.JSONDecodeError:
continue
return {'players': players, 'last_update': timestamp}
def clear_caches():
st.cache_resource.clear()
st.cache_data.clear()
# ๐ Auto-Refresh Implementation
def create_autorefresh():
refresh_html = """
<script>
let lastUpdate = Date.now();
let updateInterval = null;
function checkForUpdates() {
const now = Date.now();
if (now - lastUpdate >= 5000) {
lastUpdate = now;
window.parent.document.querySelector('.stApp').classList.add('refreshing');
window.location.reload();
}
}
function startAutoRefresh() {
if (!updateInterval) {
updateInterval = setInterval(checkForUpdates, 1000);
}
document.addEventListener('visibilitychange', function() {
if (!document.hidden) {
lastUpdate = Date.now() - 4900;
}
});
}
if (document.readyState === 'complete') {
startAutoRefresh();
} else {
window.addEventListener('load', startAutoRefresh);
}
// Cleanup on unload
window.addEventListener('unload', function() {
if (updateInterval) {
clearInterval(updateInterval);
}
});
</script>
"""
st.components.v1.html(refresh_html, height=0)
# ๐พ State Management
def save_game_state():
if st.session_state.player_name and st.session_state.character_stats:
params = {
'player_name': st.session_state.player_name,
'x': str(st.session_state.position['x']),
'y': str(st.session_state.position['y']),
**{k: str(v) for k, v in st.session_state.character_stats.items()},
'last_sync': str(time.time())
}
st.query_params.from_dict(params)
def load_game_state():
if 'player_name' in st.query_params:
st.session_state.player_name = st.query_params.player_name
st.session_state.position = {
'x': int(st.query_params.get('x', random.randint(0, GRID_WIDTH - 1))),
'y': int(st.query_params.get('y', random.randint(0, GRID_HEIGHT - 1)))
}
st.session_state.character_stats = {
'STR': int(st.query_params.get('STR', 10)),
'DEX': int(st.query_params.get('DEX', 10)),
'CON': int(st.query_params.get('CON', 10)),
'INT': int(st.query_params.get('INT', 10)),
'WIS': int(st.query_params.get('WIS', 10)),
'CHA': int(st.query_params.get('CHA', 10)),
'HP': int(st.query_params.get('HP', 20)),
'MAX_HP': int(st.query_params.get('MAX_HP', 40)),
'score': int(st.query_params.get('score', 0)),
'created_at': float(st.query_params.get('created_at', time.time()))
}
# ๐ฒ Game State Initialization
if 'initialized' not in st.session_state:
st.session_state.initialized = False
st.session_state.game_state = {
'players': {},
'chat_messages': [],
'last_sync': time.time()
}
st.session_state.player_name = None
st.session_state.character_stats = None
st.session_state.position = {
'x': random.randint(0, GRID_WIDTH - 1),
'y': random.randint(0, GRID_HEIGHT - 1)
}
st.session_state.last_move = time.time()
st.session_state.nearby_players = []
load_game_state()
# ๐ฎ Player State Management
def save_player_state():
if st.session_state.player_name:
player_data = {
'name': st.session_state.player_name,
'position': st.session_state.position,
'stats': st.session_state.character_stats,
'last_update': time.time()
}
os.makedirs('players', exist_ok=True)
with open(f"players/{st.session_state.player_name}.json", 'w') as f:
json.dump(player_data, f)
save_game_state()
# ๐ Distance Calculation
def calculate_distance(pos1, pos2):
dx = min(abs(pos1['x'] - pos2['x']), GRID_WIDTH - abs(pos1['x'] - pos2['x']))
dy = min(abs(pos1['y'] - pos2['y']), GRID_HEIGHT - abs(pos1['y'] - pos2['y']))
return dx + dy
# ๐โโ๏ธ Movement System
def update_position(direction):
if direction == "up":
st.session_state.position['y'] = (st.session_state.position['y'] - 1) % GRID_HEIGHT
elif direction == "down":
st.session_state.position['y'] = (st.session_state.position['y'] + 1) % GRID_HEIGHT
elif direction == "left":
st.session_state.position['x'] = (st.session_state.position['x'] - 1) % GRID_WIDTH
elif direction == "right":
st.session_state.position['x'] = (st.session_state.position['x'] + 1) % GRID_WIDTH
st.session_state.last_move = time.time()
save_player_state()
# ๐ฅ Nearby Players Update
def update_nearby_players():
current_time = time.time()
all_players = load_all_players(current_time)['players']
nearby = []
score_gain = 0
for player_name, player_data in all_players.items():
if player_name != st.session_state.player_name:
distance = calculate_distance(st.session_state.position, player_data['position'])
if distance <= INTERACTION_RADIUS:
nearby.append({
'name': player_name,
'distance': distance,
'score': player_data['stats']['score'],
'last_seen': current_time - player_data['last_update']
})
score_gain += POINTS_PER_INTERACTION
if score_gain > 0:
st.session_state.character_stats['score'] += score_gain
save_player_state()
st.session_state.nearby_players = nearby
# ๐จ Game Board Creation
def create_game_board():
current_time = time.time()
all_players = load_all_players(current_time)['players']
images = get_game_images()
for y in range(GRID_HEIGHT):
cols = st.columns(GRID_WIDTH)
for x in range(GRID_WIDTH):
player_here = None
for player_name, player_data in all_players.items():
if (player_data['position']['x'] == x and
player_data['position']['y'] == y):
player_here = player_name
if x == st.session_state.position['x'] and y == st.session_state.position['y']:
cols[x].image(images['player'], use_column_width=True)
cols[x].markdown(f"**You** ({st.session_state.character_stats['score']} pts)")
elif player_here:
cols[x].image(images['other_player'], use_column_width=True)
cols[x].markdown(f"**{player_here}** ({all_players[player_here]['stats']['score']} pts)")
else:
cols[x].image(images['tile'], use_column_width=True)
# ๐ฎ Main Game Loop
def main():
create_autorefresh()
# Process any queued updates
try:
while not st.session_state.game_timer.update_queue.empty():
update_type, timestamp = st.session_state.game_timer.update_queue.get_nowait()
if update_type == 'update':
update_nearby_players()
save_player_state()
except queue.Empty:
pass
st.sidebar.title("Player Info")
if st.session_state.player_name is None:
default_name = generate_fantasy_name()
player_name = st.sidebar.text_input("Enter your name or use generated name:", value=default_name)
if st.sidebar.button("Start Playing"):
st.session_state.player_name = player_name
if st.session_state.character_stats is None:
st.session_state.character_stats = {
'STR': sum(sorted([random.randint(1, 6) for _ in range(4)])[1:]),
'DEX': sum(sorted([random.randint(1, 6) for _ in range(4)])[1:]),
'CON': sum(sorted([random.randint(1, 6) for _ in range(4)])[1:]),
'INT': sum(sorted([random.randint(1, 6) for _ in range(4)])[1:]),
'WIS': sum(sorted([random.randint(1, 6) for _ in range(4)])[1:]),
'CHA': sum(sorted([random.randint(1, 6) for _ in range(4)])[1:]),
'HP': random.randint(1, 20) * 2 + random.randint(1, 20),
'MAX_HP': 40,
'score': 0,
'created_at': time.time()
}
save_player_state()
st.rerun()
else:
st.sidebar.markdown("### Nearby Players")
for player in st.session_state.nearby_players:
st.sidebar.markdown(
f"**{player['name']}** - {player['distance']} tiles away - {player['score']} pts\n"
f"Last seen: {player['last_seen']:.1f}s ago"
)
st.sidebar.markdown("### Movement Controls")
move_cols = st.sidebar.columns(3)
if move_cols[1].button("โฌ๏ธ", key="up"):
update_position("up")
st.rerun()
cols = st.sidebar.columns(3)
if cols[0].button("โฌ
๏ธ", key="left"):
update_position("left")
st.rerun()
if cols[1].button("โฌ๏ธ", key="down"):
update_position("down")
st.rerun()
if cols[2].button("โก๏ธ", key="right"):
update_position("right")
st.rerun()
if st.sidebar.button("Clear Game State"):
st.session_state.game_timer.stop()
st.query_params.clear()
clear_caches()
st.rerun()
st.title("Multiplayer Tile Game")
create_game_board()
# ๐งน Cleanup on exit
def cleanup():
if 'game_timer' in st.session_state:
st.session_state.game_timer.stop()
# Register cleanup
atexit.register(cleanup)
if __name__ == "__main__":
main() |