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import streamlit as st
from streamlit.components.v1 import html
import random
import json
import math
# Initialize game state
if 'game_state' not in st.session_state:
st.session_state.game_state = {
'hex_grid': [[{'type': 'empty', 'emoji': ''} for _ in range(12)] for _ in range(16)], # Smaller 16x12 grid for better visibility
'buildings': [],
'players': {},
'train': {'x': 0, 'y': 5, 'dir': 1}, # Using grid coordinates
'monster_mode': False,
'current_monster': 'Godzilla',
'monster_x': 8,
'monster_y': 6,
'last_update': None
}
# Constants and assets
HEX_SIZE = 40
random_names = ["SkyWalker", "ForestRanger", "CityBuilder", "MonsterTamer", "RailMaster"]
plants = ["π±", "π²", "π³", "π΄", "π΅"]
buildings = ["π ", "π‘", "π’", "π₯", "π¦"]
creatures = ["πΎ", "π±", "πΆ", "π", "π°"]
# Updated p5.js code
p5js_code = """
const HEX_SIZE = 40;
const SQRT_3 = Math.sqrt(3);
let hexGrid = [];
let buildings = [];
let train = {};
let monsterMode = false;
let currentMonster = '';
let monsterX, monsterY;
let playerId;
function setup() {
createCanvas(640, 480); // Adjusted canvas size for 16x12 grid
updateFromState();
}
function updateFromState() {
hexGrid = JSON.parse(document.getElementById('game_state').innerHTML);
buildings = JSON.parse(document.getElementById('buildings').innerHTML);
train = JSON.parse(document.getElementById('train').innerHTML);
monsterMode = JSON.parse(document.getElementById('monster_mode').innerHTML);
currentMonster = document.getElementById('current_monster').innerHTML;
monsterX = parseInt(document.getElementById('monster_x').innerHTML);
monsterY = parseInt(document.getElementById('monster_y').innerHTML);
playerId = document.getElementById('player_id').innerHTML;
}
function draw() {
background(220);
drawHexGrid();
drawBuildings();
drawTrain();
if (monsterMode) drawMonster();
// Train movement
train.x += train.dir * 0.05;
if (train.x >= hexGrid.length || train.x < 0) train.dir *= -1;
}
function drawHexGrid() {
for (let i = 0; i < hexGrid.length; i++) {
for (let j = 0; j < hexGrid[i].length; j++) {
let x = i * HEX_SIZE * 1.5;
let y = j * HEX_SIZE * SQRT_3 + (i % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
fill(hexGrid[i][j].type === 'track' ? '#808080' : '#90EE90');
stroke(0);
drawHex(x, y);
if (hexGrid[i][j].emoji) {
textSize(20);
text(hexGrid[i][j].emoji, x - 10, y + 5);
}
}
}
}
function drawHex(x, y) {
beginShape();
for (let a = 0; a < 6; a++) {
let angle = TWO_PI / 6 * a;
vertex(x + HEX_SIZE * cos(angle), y + HEX_SIZE * sin(angle));
}
endShape(CLOSE);
}
function drawBuildings() {
buildings.forEach(b => {
let x = b.x * HEX_SIZE * 1.5;
let y = b.y * HEX_SIZE * SQRT_3 + (b.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
fill(b.color[0], b.color[1], b.color[2]);
noStroke();
ellipse(x, y, HEX_SIZE * 0.8);
textSize(20);
text(b.emoji, x - 10, y + 5);
});
}
function drawTrain() {
let x = train.x * HEX_SIZE * 1.5;
let y = train.y * HEX_SIZE * SQRT_3;
fill(150, 50, 50);
rect(x - 15, y - 10, 30, 20);
text('π', x - 10, y + 5);
}
function drawMonster() {
let x = monsterX * HEX_SIZE * 1.5;
let y = monsterY * HEX_SIZE * SQRT_3 + (monsterX % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
fill(255, 0, 0);
ellipse(x, y, HEX_SIZE * 1.2);
text(currentMonster === 'Godzilla' ? 'π¦' : 'π€', x - 10, y + 5);
}
function mousePressed() {
let i = Math.floor(mouseX / (HEX_SIZE * 1.5));
let j = Math.floor((mouseY - (i % 2 ? HEX_SIZE * SQRT_3 / 2 : 0)) / (HEX_SIZE * SQRT_3));
if (i >= 0 && i < hexGrid.length && j >= 0 && j < hexGrid[0].length && hexGrid[i][j].type === 'empty') {
let emoji = document.getElementById('selected_emoji').innerHTML;
if (!monsterMode) {
if (emoji.startsWith('π ') || emoji.startsWith('π‘') || emoji.startsWith('π’') ||
emoji.startsWith('π₯') || emoji.startsWith('π¦')) {
buildings.push({
x: i,
y: j,
emoji: emoji,
color: [random(100, 255), random(100, 255), random(100, 255)],
player: playerId
});
hexGrid[i][j].type = 'building';
} else {
hexGrid[i][j].type = 'placed';
hexGrid[i][j].emoji = emoji;
}
updateState();
}
}
}
function keyPressed() {
if (key === 'm' || key === 'M') monsterMode = !monsterMode;
if (key === 'g' || key === 'G') currentMonster = 'Godzilla';
if (key === 'r' || key === 'R') currentMonster = 'GiantRobot';
if (key === 't' || key === 'T') train.dir *= -1;
updateState();
}
function updateState() {
fetch('/update_state', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
hex_grid: hexGrid,
buildings: buildings,
train: train,
monster_mode: monsterMode,
current_monster: currentMonster,
monster_x: monsterX,
monster_y: monsterY,
player_id: playerId
})
});
}
"""
# UI Components
if 'player_id' not in st.session_state:
st.session_state.player_id = random.choice(random_names)
player_id = st.sidebar.selectbox("Choose Player", random_names, index=random_names.index(st.session_state.player_id))
st.session_state.player_id = player_id
# Emoji palette
st.sidebar.subheader("π¨ Palette")
cols = st.sidebar.columns(5)
selected_emoji = st.session_state.get('selected_emoji', plants[0])
for i, emoji in enumerate(plants + buildings + creatures):
if cols[i % 5].button(emoji, key=f"emoji_{i}"):
st.session_state.selected_emoji = emoji
selected_emoji = emoji
# Scoreboard
if player_id not in st.session_state.game_state['players']:
st.session_state.game_state['players'][player_id] = 0
st.sidebar.subheader("π Scores")
for p, s in st.session_state.game_state['players'].items():
st.sidebar.write(f"{p}: {s}")
# Game HTML
game_html = f"""
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.2/p5.min.js"></script>
<div id="game_state" style="display:none">{json.dumps(st.session_state.game_state['hex_grid'])}</div>
<div id="buildings" style="display:none">{json.dumps(st.session_state.game_state['buildings'])}</div>
<div id="train" style="display:none">{json.dumps(st.session_state.game_state['train'])}</div>
<div id="monster_mode" style="display:none">{json.dumps(st.session_state.game_state['monster_mode'])}</div>
<div id="current_monster" style="display:none">{st.session_state.game_state['current_monster']}</div>
<div id="monster_x" style="display:none">{st.session_state.game_state['monster_x']}</div>
<div id="monster_y" style="display:none">{st.session_state.game_state['monster_y']}</div>
<div id="player_id" style="display:none">{player_id}</div>
<div id="selected_emoji" style="display:none">{selected_emoji}</div>
<script>{p5js_code}</script>
"""
# Main layout
st.title("HexCity Adventure")
st.write(f"Player: {player_id}. Click to place {selected_emoji}. Keys: M (monster), G/R (monster type), T (train)")
html(game_html, height=500)
# State update handler
def update_state(data):
st.session_state.game_state.update({
'hex_grid': data['hex_grid'],
'buildings': data['buildings'],
'train': data['train'],
'monster_mode': data['monster_mode'],
'current_monster': data['current_monster'],
'monster_x': data['monster_x'],
'monster_y': data['monster_y'],
'last_update': data
})
if data['player_id'] not in st.session_state.game_state['players']:
st.session_state.game_state['players'][data['player_id']] = 0
st.session_state.game_state['players'][data['player_id']] += 1
st.rerun()
# Initialize tracks
for i in range(len(st.session_state.game_state['hex_grid'])):
st.session_state.game_state['hex_grid'][i][5]['type'] = 'track' |