LetsMakeGames2 / app.py
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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
# Constants
GRID_WIDTH = 16
GRID_HEIGHT = 9
REFRESH_RATE = 5
INTERACTION_RADIUS = 2
POINTS_PER_INTERACTION = 1
# Resource cache for game resources - using cache_resource for mutable objects
@st.cache_resource(show_spinner="Loading game resources...")
def get_game_images():
"""Cache game images to improve performance"""
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')
}
# Data cache for immutable data
@st.cache_data
def get_name_components():
"""Cache name generation components"""
return {
'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']
}
@st.cache_data(ttl=5) # Cache for 5 seconds to match refresh rate
def load_all_players(timestamp):
"""Cache and load all player states with TTL"""
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': time.time()}
def clear_caches():
"""Clear all caches properly"""
st.cache_resource.clear()
st.cache_data.clear()
def generate_fantasy_name():
"""Generate random fantasy name using cached components"""
name_parts = get_name_components()
return random.choice(name_parts['prefixes']) + random.choice(name_parts['suffixes'])
def load_game_state():
"""Load game state from query parameters"""
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()))
}
def save_game_state():
"""Save game state to query parameters"""
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()}
}
st.query_params.from_dict(params)
# Initialize session state
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()
def save_player_state():
"""Save player state to JSON file"""
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()
def calculate_distance(pos1, pos2):
"""Calculate Manhattan distance between two positions with wrapping"""
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
def update_position(direction):
"""Update player position with wrapping"""
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()
def update_nearby_players():
"""Update list of nearby players and calculate score gains"""
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']
})
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
def create_game_board():
"""Create and display the game board"""
current_time = time.time()
all_players = load_all_players(current_time)['players']
images = get_game_images()
# Create columns for each row
for y in range(GRID_HEIGHT):
cols = st.columns(GRID_WIDTH)
for x in range(GRID_WIDTH):
current_pos = {'x': x, 'y': y}
# Check if any player is on this tile
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
# Display appropriate image and tooltip
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)
def main():
# Update nearby players on refresh
update_nearby_players()
# Sidebar for player info and controls
st.sidebar.title("Player Info")
# Player name handling
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:
# Display nearby players
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"
)
# Movement controls
st.sidebar.markdown("### Movement Controls")
move_cols = st.sidebar.columns(3)
if move_cols[1].button("⬆️", key="up"):
update_position("up")
st.rerun()
cols = st.sidebar.columns(3)
if cols[0].button("⬅️", key="left"):
update_position("left")
st.rerun()
if cols[1].button("⬇️", key="down"):
update_position("down")
st.rerun()
if cols[2].button("➡️", key="right"):
update_position("right")
st.rerun()
# Clear game state button
if st.sidebar.button("Clear Game State"):
st.query_params.clear()
clear_caches()
st.rerun()
# Main game area
st.title("Multiplayer Tile Game")
# Display game board
create_game_board()
# Auto-refresh logic
if (time.time() - st.session_state.last_move) > REFRESH_RATE:
st.session_state.last_move = time.time()
save_player_state()
st.rerun()
if __name__ == "__main__":
main()