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
# Fantasy name generator
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)
# Initialize session state
if 'initialized' not in st.session_state:
st.session_state.initialized = False
st.session_state.game_state = {
'players': {},
'chat_messages': [],
'tile_map': [],
'last_sync': time.time()
}
st.session_state.player_name = None
st.session_state.character_stats = None
# Character Stats Generation
def roll_stats():
return {
'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()
}
def save_character_sheet(player_name, stats):
"""Save character sheet as markdown"""
filepath = f"characters/{player_name}.md"
os.makedirs('characters', exist_ok=True)
markdown = f"""# {player_name}'s Character Sheet
## Stats
- **STR**: {stats['STR']}
- **DEX**: {stats['DEX']}
- **CON**: {stats['CON']}
- **INT**: {stats['INT']}
- **WIS**: {stats['WIS']}
- **CHA**: {stats['CHA']}
## Health
HP: {stats['HP']}/{stats['MAX_HP']}
## Score
Current Score: {stats['score']}
## Session Info
Created: {datetime.fromtimestamp(stats['created_at']).strftime('%Y-%m-%d %H:%M:%S')}
Last Updated: {datetime.now().strftime('%Y-%m-%d %H:%M:%S')}
"""
with open(filepath, 'w') as f:
f.write(markdown)
def load_character_sheet(player_name):
"""Load character sheet if it exists"""
filepath = f"characters/{player_name}.md"
if os.path.exists(filepath):
with open(filepath, 'r') as f:
return f.read()
return None
def create_game_js():
"""Create JavaScript for real-time game updates"""
return """
<script>
const gameState = {
playerName: null,
position: { x: 0, y: 0 },
velocity: { x: 0, y: 0 },
lastUpdate: Date.now(),
needsSync: false
};
function updateClock() {
const now = new Date();
document.getElementById('game-clock').textContent =
now.toLocaleTimeString();
}
function handleMovement(e) {
const speed = 5;
switch(e.key.toLowerCase()) {
case 'w': case 'arrowup':
gameState.velocity.y = -speed;
break;
case 's': case 'arrowdown':
gameState.velocity.y = speed;
break;
case 'a': case 'arrowleft':
gameState.velocity.x = -speed;
break;
case 'd': case 'arrowright':
gameState.velocity.x = speed;
break;
case 'x':
gameState.velocity = { x: 0, y: 0 };
break;
}
gameState.needsSync = true;
}
function updatePosition() {
const now = Date.now();
const delta = (now - gameState.lastUpdate) / 1000;
gameState.position.x += gameState.velocity.x * delta;
gameState.position.y += gameState.velocity.y * delta;
// Boundary checks
gameState.position.x = Math.max(0, Math.min(gameState.position.x, 19));
gameState.position.y = Math.max(0, Math.min(gameState.position.y, 14));
gameState.lastUpdate = now;
// Update player marker position
const marker = document.querySelector('.player-marker');
if (marker) {
marker.style.left = `${gameState.position.x * 60 + 25}px`;
marker.style.top = `${gameState.position.y * 60 + 25}px`;
}
}
function syncWithServer() {
if (gameState.needsSync) {
// Send position to Streamlit
window.parent.postMessage({
type: 'streamlit:sync',
position: gameState.position
}, '*');
gameState.needsSync = false;
}
}
// Initialize game loop
setInterval(updatePosition, 16); // ~60 FPS
setInterval(syncWithServer, 5000); // Sync every 5 seconds
setInterval(updateClock, 1000); // Update clock every second
// Set up event listeners
document.addEventListener('keydown', handleMovement);
</script>
"""
def main():
# 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 = roll_stats()
save_character_sheet(player_name, st.session_state.character_stats)
st.rerun()
else:
# Show current name and allow changes
new_name = st.sidebar.text_input("Your name:",
value=st.session_state.player_name)
if new_name != st.session_state.player_name:
old_name = st.session_state.player_name
st.session_state.player_name = new_name
# Rename character sheet
os.rename(f"characters/{old_name}.md",
f"characters/{new_name}.md")
st.rerun()
# Display character sheet
character_sheet = load_character_sheet(st.session_state.player_name)
if character_sheet:
st.sidebar.markdown(character_sheet)
# Movement controls with emojis
st.sidebar.markdown("### Movement Controls")
move_cols = st.sidebar.columns(3)
move_cols[1].button("⬆️", key="up")
cols = st.sidebar.columns(3)
cols[0].button("⬅️", key="left")
cols[1].button("⬇️", key="down")
cols[2].button("➡️", key="right")
st.sidebar.button("🛑", key="stop")
# Main game area
st.title("Multiplayer Tile Game")
# Game clock
st.markdown('<div id="game-clock" style="font-size: 24px;"></div>',
unsafe_allow_html=True)
# Game board and JavaScript
if st.session_state.player_name:
st.components.v1.html(create_game_js(), height=600)
if __name__ == "__main__":
main()