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
GRID_WIDTH = 16
GRID_HEIGHT = 9
REFRESH_RATE = 5
INTERACTION_RADIUS = 2
POINTS_PER_INTERACTION = 1
@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')
}
@st.cache_data
def get_name_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)
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': time.time()}
def clear_caches():
st.cache_resource.clear()
st.cache_data.clear()
def generate_fantasy_name():
name_parts = get_name_components()
return random.choice(name_parts['prefixes']) + random.choice(name_parts['suffixes'])
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()))
}
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()}
}
st.query_params.from_dict(params)
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():
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):
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):
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():
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():
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)
def create_auto_refresh_timer():
refresh_js = """
<script>
function setupRefresh() {
const milliseconds = 5000;
function refreshPage() {
window.parent.document.querySelector('.stApp').classList.add('refreshing');
setTimeout(() => window.location.reload(), 100);
}
let refresh = setInterval(refreshPage, milliseconds);
document.addEventListener('visibilitychange', function() {
if (document.hidden) {
clearInterval(refresh);
} else {
refresh = setInterval(refreshPage, milliseconds);
}
});
}
if (document.readyState === 'complete') {
setupRefresh();
} else {
window.addEventListener('load', setupRefresh);
}
</script>
"""
st.components.v1.html(refresh_js, height=0)
def main():
create_auto_refresh_timer()
update_nearby_players()
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")
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()
if st.sidebar.button("Clear Game State"):
st.query_params.clear()
clear_caches()
st.rerun()
st.title("Multiplayer Tile Game")
create_game_board()
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()