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import streamlit as st
import streamlit.components.v1 as components
import asyncio
import websockets
import uuid
import os
import random
import time
import hashlib
from datetime import datetime
import pytz
import nest_asyncio
import edge_tts
from audio_recorder_streamlit import audio_recorder
# Patch asyncio for nesting
nest_asyncio.apply()
# Page Config
st.set_page_config(page_title="Galaxian Snake 3D Multiplayer", layout="wide")
st.title("Galaxian Snake 3D Multiplayer")
st.write("Navigate a 3D city, grow your snake, shoot enemies, and chat!")
# Sliders for container size
max_width = min(1200, st.session_state.get('window_width', 1200))
max_height = min(1600, st.session_state.get('window_height', 1600))
col1, col2 = st.columns(2)
with col1:
container_width = st.slider("Container Width (px)", 300, max_width, 768, step=50)
with col2:
container_height = st.slider("Container Height (px)", 400, max_height, 1024, step=50)
# Session State Initialization
def init_session_state():
defaults = {
'server_running': False, 'active_connections': {},
'chat_history': [], 'last_chat_update': 0, 'username': None,
'tts_voice': "en-US-AriaNeural", 'audio_cache': {}
}
for k, v in defaults.items():
if k not in st.session_state:
st.session_state[k] = v
init_session_state()
# Usernames and Voices
FUN_USERNAMES = {
"CosmicJester 🌌": "en-US-AriaNeural",
"PixelPanda 🐼": "en-US-JennyNeural",
"QuantumQuack 🦆": "en-GB-SoniaNeural",
"StellarSquirrel 🐿️": "en-AU-NatashaNeural",
"GizmoGuru ⚙️": "en-CA-ClaraNeural",
"NebulaNinja 🌠": "en-US-GuyNeural",
}
if not st.session_state.username:
st.session_state.username = random.choice(list(FUN_USERNAMES.keys()))
st.session_state.tts_voice = FUN_USERNAMES[st.session_state.username]
# Chat File
CHAT_FILE = "chat_logs/global_chat.md"
os.makedirs("chat_logs", exist_ok=True)
if not os.path.exists(CHAT_FILE):
with open(CHAT_FILE, 'a') as f:
f.write("# Multiplayer Snake Chat\n\nWelcome to the cosmic city! 🎤\n")
# Audio Processing
async def async_edge_tts_generate(text, voice, username):
cache_key = f"{text[:100]}_{voice}"
if cache_key in st.session_state['audio_cache']:
return st.session_state['audio_cache'][cache_key]
filename = f"audio_logs/{datetime.now().strftime('%Y%m%d_%H%M%S')}-by-{username}-{hashlib.md5(text.encode()).hexdigest()[:8]}.mp3"
os.makedirs("audio_logs", exist_ok=True)
communicate = edge_tts.Communicate(text, voice)
await communicate.save(filename)
if os.path.exists(filename) and os.path.getsize(filename) > 0:
st.session_state['audio_cache'][cache_key] = filename
return filename
return None
def play_and_download_audio(file_path):
if file_path and os.path.exists(file_path):
with open(file_path, "rb") as f:
audio_bytes = f.read()
st.audio(audio_bytes, format="audio/mp3")
b64 = base64.b64encode(audio_bytes).decode()
st.markdown(f'<a href="data:audio/mpeg;base64,{b64}" download="{os.path.basename(file_path)}">🎵 Download {os.path.basename(file_path)}</a>', unsafe_allow_html=True)
# WebSocket Handling
async def websocket_handler(websocket, path):
client_id = str(uuid.uuid4())
room_id = "snake_chat"
if room_id not in st.session_state.active_connections:
st.session_state.active_connections[room_id] = {}
st.session_state.active_connections[room_id][client_id] = websocket
username = st.session_state.username
await broadcast_message(f"System|{username} has joined the game!", room_id)
try:
async for message in websocket:
if '|' in message:
sender, content = message.split('|', 1)
await save_chat_entry(sender, content)
else:
await websocket.send("ERROR|Message format: username|content")
except websockets.ConnectionClosed:
await broadcast_message(f"System|{username} has left the game!", room_id)
finally:
if room_id in st.session_state.active_connections and client_id in st.session_state.active_connections[room_id]:
del st.session_state.active_connections[room_id][client_id]
async def broadcast_message(message, room_id):
if room_id in st.session_state.active_connections:
disconnected = []
for client_id, ws in st.session_state.active_connections[room_id].items():
try:
await ws.send(message)
except websockets.ConnectionClosed:
disconnected.append(client_id)
for client_id in disconnected:
if client_id in st.session_state.active_connections[room_id]:
del st.session_state.active_connections[room_id][client_id]
async def start_websocket_server():
if not st.session_state.get('server_running', False):
server = await websockets.serve(websocket_handler, '0.0.0.0', 8765)
st.session_state['server_running'] = True
st.session_state['server'] = server
await asyncio.Future()
# Chat Functions
async def save_chat_entry(username, message):
central = pytz.timezone('US/Central')
timestamp = datetime.now(central).strftime("%Y-%m-%d %H:%M:%S")
entry = f"[{timestamp}] {username}: {message}"
with open(CHAT_FILE, 'a') as f:
f.write(f"{entry}\n")
audio_file = await async_edge_tts_generate(message, FUN_USERNAMES.get(username, "en-US-AriaNeural"), username)
if audio_file:
play_and_download_audio(audio_file)
await broadcast_message(f"{username}|{message}", "snake_chat")
st.session_state.chat_history.append(entry)
st.session_state.last_chat_update = time.time()
async def load_chat():
with open(CHAT_FILE, 'r') as f:
content = f.read().strip()
return content.split('\n')
# Game HTML
html_code = f"""
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Galaxian Snake 3D Multiplayer</title>
<style>
body {{ margin: 0; overflow: hidden; font-family: Arial, sans-serif; background: #000; }}
#gameContainer {{ width: {container_width}px; height: {container_height}px; position: relative; }}
canvas {{ width: 100%; height: 100%; display: block; }}
.ui-container {{
position: absolute; top: 10px; left: 10px; color: white;
background-color: rgba(0, 0, 0, 0.5); padding: 10px; border-radius: 5px;
user-select: none;
}}
.controls {{
position: absolute; bottom: 10px; left: 10px; color: white;
background-color: rgba(0, 0, 0, 0.5); padding: 10px; border-radius: 5px;
}}
#chatBox {{
position: absolute; bottom: 60px; left: 10px; width: 300px; height: 200px;
background: rgba(0, 0, 0, 0.7); color: white; padding: 10px;
border-radius: 5px; overflow-y: auto;
}}
#debug {{ position: absolute; top: 10px; right: 10px; color: white; }}
</style>
</head>
<body>
<div id="gameContainer">
<div class="ui-container">
<h2>Galaxian Snake 3D</h2>
<div id="players">Players: 1</div>
<div id="score">Score: 0</div>
<div id="length">Length: 1</div>
<div id="survival">Survival: 0s</div>
<div id="shield">Shield: Off</div>
</div>
<div id="chatBox"></div>
<div class="controls">
<p>Controls: W/A/S/D or Arrows to steer, Space to shoot, Shift for shield</p>
<p>Eat food, shoot buildings, pass gates, dodge enemies!</p>
</div>
<div id="debug"></div>
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script>
try {{
console.log('Starting game initialization...');
let score = 0, players = {{}}, foodItems = [], buildings = [], bullets = [], debris = [], gates = [], enemies = [], enemyBullets = [];
let snakeSegments = [], moveLeft = false, moveRight = false, moveUp = false, moveDown = false, shoot = false, shield = false;
const playerName = "{st.session_state.username}";
let ws = new WebSocket('ws://localhost:8765');
const debug = document.getElementById('debug');
let survivalTime = 0, lastCollisionTime = performance.now(), shieldTimer = 0;
// Scene setup
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, {container_width} / {container_height}, 0.1, 1000);
camera.position.set(0, 15, 20);
console.log('Camera initialized at:', camera.position);
const renderer = new THREE.WebGLRenderer({{ antialias: true }});
renderer.setSize({container_width}, {container_height});
renderer.shadowMap.enabled = true;
document.getElementById('gameContainer').appendChild(renderer.domElement);
console.log('Renderer initialized');
// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const sunLight = new THREE.DirectionalLight(0xffddaa, 1);
sunLight.position.set(50, 50, 50);
sunLight.castShadow = true;
scene.add(sunLight);
console.log('Lights added');
// Ground
const textureLoader = new THREE.TextureLoader();
const groundGeometry = new THREE.PlaneGeometry(200, 1000);
const groundMaterial = new THREE.MeshStandardMaterial({{
color: 0x1a5e1a,
bumpMap: textureLoader.load('https://threejs.org/examples/textures/terrain/grasslight-big-nm.jpg'),
bumpScale: 0.1
}});
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
ground.position.z = -500;
scene.add(ground);
console.log('Ground added');
// Player (Snake Head and Segments)
const snakeGeometry = new THREE.BoxGeometry(1, 1, 1);
const snakeMaterial = new THREE.MeshPhongMaterial({{ color: 0x00ff00 }});
const head = new THREE.Mesh(snakeGeometry, snakeMaterial);
head.position.set(0, 0.5, 0);
head.castShadow = true;
snakeSegments.push({{ mesh: head, timer: -1, permanent: true }}); // Head is permanent
scene.add(head);
players[playerName] = {{ snake: snakeSegments, score: 0, length: 1 }};
console.log('Snake head initialized at:', head.position);
// Building rules
const buildingColors = [0x888888, 0x666666, 0x999999];
const buildingRules = [
{{name: "Simple", axiom: "F", rules: {{"F": "F[+F][-F]"}}, iterations: 1, baseHeight: 10, baseWidth: 5, baseDepth: 5, angle: Math.PI/4, probability: 1}}
];
function interpretLSystem(rule, position, rotation) {{
let currentString = rule.axiom;
for (let i = 0; i < rule.iterations; i++) {{
let newString = "";
for (let j = 0; j < currentString.length; j++) {{
newString += rule.rules[currentString[j]] || currentString[j];
}}
currentString = newString;
}}
let buildingGroup = new THREE.Group();
buildingGroup.position.copy(position);
const stack = [];
let currentPosition = new THREE.Vector3(0, 0, 0);
let currentRotation = rotation || new THREE.Euler();
let scale = new THREE.Vector3(1, 1, 1);
const color = buildingColors[Math.floor(Math.random() * buildingColors.length)];
const material = new THREE.MeshStandardMaterial({{color: color}});
for (let i = 0; i < currentString.length; i++) {{
const char = currentString[i];
switch (char) {{
case 'F':
const width = rule.baseWidth * scale.x;
const height = rule.baseHeight * scale.y;
const depth = rule.baseDepth * scale.z;
const geometry = new THREE.BoxGeometry(width, height, depth);
const buildingPart = new THREE.Mesh(geometry, material);
buildingPart.position.copy(currentPosition);
buildingPart.position.y += height / 2;
buildingPart.rotation.copy(currentRotation);
buildingPart.castShadow = true;
buildingPart.receiveShadow = true;
buildingGroup.add(buildingPart);
const direction = new THREE.Vector3(0, height, 0);
direction.applyEuler(currentRotation);
currentPosition.add(direction);
break;
case '+': currentRotation.y += rule.angle; break;
case '-': currentRotation.y -= rule.angle; break;
case '[': stack.push({{position: currentPosition.clone(), rotation: currentRotation.clone(), scale: scale.clone()}}); break;
case ']': if (stack.length > 0) {{ const state = stack.pop(); currentPosition = state.position; currentRotation = state.rotation; scale = state.scale; }} break;
}}
}}
return buildingGroup;
}}
function spawnBuildings() {{
const cityWidth = 40, cityDepth = -1000;
for (let i = buildings.length; i < 20; i++) {{
const position = new THREE.Vector3(
Math.random() * cityWidth - cityWidth / 2,
0,
cityDepth + Math.random() * 1000
);
const building = interpretLSystem(buildingRules[0], position, new THREE.Euler());
buildings.push(building);
scene.add(building);
console.log('Building at:', position);
}}
}}
function spawnFood() {{
if (foodItems.length < 10) {{
const food = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshStandardMaterial({{color: 0xffff00}})
);
food.position.set(
Math.random() * 40 - 20,
Math.random() * 10,
-1000
);
foodItems.push(food);
scene.add(food);
console.log('Food at:', food.position);
}}
}}
function spawnGates() {{
if (gates.length < 5) {{
const gate = new THREE.Group();
const postGeometry = new THREE.CylinderGeometry(0.5, 0.5, 10, 8);
const postMaterial = new THREE.MeshPhongMaterial({{ color: 0xaaaaaa }});
const leftPost = new THREE.Mesh(postGeometry, postMaterial);
leftPost.position.set(-5, 5, 0);
const rightPost = new THREE.Mesh(postGeometry, postMaterial);
rightPost.position.set(5, 5, 0);
const fieldGeometry = new THREE.PlaneGeometry(10, 10);
const fieldMaterial = new THREE.MeshBasicMaterial({{ color: 0x00ffff, transparent: true, opacity: 0.5, side: THREE.DoubleSide }});
const field = new THREE.Mesh(fieldGeometry, fieldMaterial);
field.position.set(0, 5, 0);
gate.add(leftPost);
gate.add(rightPost);
gate.add(field);
gate.position.set(Math.random() * 40 - 20, 0, -1000 + Math.random() * 1000);
gates.push(gate);
scene.add(gate);
console.log('Gate at:', gate.position);
}}
}}
function spawnEnemyCluster() {{
const clusterCenter = new THREE.Vector3(
Math.random() * 40 - 20,
Math.random() * 10 + 5,
-1000
);
const enemyGeometry = new THREE.BoxGeometry(0.8, 0.8, 0.8);
const enemyMaterial = new THREE.MeshPhongMaterial({{ color: 0xff0000 }});
const pattern = [[-2, 1], [0, 1], [2, 1], [-1, 2], [1, 2]];
pattern.forEach(pos => {{
const enemy = new THREE.Mesh(enemyGeometry, enemyMaterial);
enemy.position.set(
clusterCenter.x + pos[0],
clusterCenter.y + pos[1],
clusterCenter.z
);
enemy.shootTimer = Math.random();
enemies.push(enemy);
scene.add(enemy);
}});
console.log('Enemy cluster at:', clusterCenter);
}}
function addTailSegment() {{
if (snakeSegments.length < 5) {{
const segment = new THREE.Mesh(snakeGeometry, snakeMaterial.clone());
const lastSegment = snakeSegments[snakeSegments.length - 1].mesh;
segment.position.copy(lastSegment.position);
segment.castShadow = true;
snakeSegments.push({{ mesh: segment, timer: 5, permanent: false }});
scene.add(segment);
players[playerName].length = snakeSegments.length;
console.log('Tail segment added, length:', snakeSegments.length);
}}
}}
function shootBullet(segment) {{
const bulletGeometry = new THREE.SphereGeometry(0.3, 8, 8);
const bulletMaterial = new THREE.MeshPhongMaterial({{ color: 0xff0000 }});
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
bullet.position.copy(segment.position);
bullet.velocity = new THREE.Vector3(0, 0, -20);
bullet.timer = 5;
bullets.push(bullet);
scene.add(bullet);
}}
function spawnExplosionParticles(position) {{
const particleGeometry = new THREE.SphereGeometry(0.2, 8, 8);
const particleMaterial = new THREE.MeshBasicMaterial({{ color: 0xffff00 }});
for (let i = 0; i < 20; i++) {{
const particle = new THREE.Mesh(particleGeometry, particleMaterial);
particle.position.copy(position);
particle.velocity = new THREE.Vector3(
Math.random() - 0.5,
Math.random() - 0.5,
Math.random() - 0.5
).multiplyScalar(5);
particle.timer = 1;
debris.push(particle);
scene.add(particle);
}}
}}
function destroyBuilding(building, index) {{
building.children.forEach(child => {{
const debrisPiece = new THREE.Mesh(child.geometry, child.material);
debrisPiece.position.copy(child.getWorldPosition(new THREE.Vector3()));
debrisPiece.velocity = new THREE.Vector3(
Math.random() - 0.5,
Math.random() * 2,
Math.random() - 0.5
).multiplyScalar(5);
debrisPiece.timer = 3;
debris.push(debrisPiece);
scene.add(debrisPiece);
}});
scene.remove(building);
buildings.splice(index, 1);
score += 100;
spawnBuildings();
}}
function shootEnemyBullet(enemy) {{
const bulletGeometry = new THREE.SphereGeometry(0.3, 8, 8);
const bulletMaterial = new THREE.MeshPhongMaterial({{ color: 0x00ff00 }});
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
bullet.position.copy(enemy.position);
const direction = snakeSegments[0].mesh.position.clone().sub(enemy.position).normalize();
bullet.velocity = direction.multiplyScalar(15);
bullet.timer = 5;
enemyBullets.push(bullet);
scene.add(bullet);
}}
// Controls
document.addEventListener('keydown', (event) => {{
switch (event.code) {{
case 'ArrowLeft': case 'KeyA': moveLeft = true; break;
case 'ArrowRight': case 'KeyD': moveRight = true; break;
case 'ArrowUp': case 'KeyW': moveUp = true; break;
case 'ArrowDown': case 'KeyS': moveDown = true; break;
case 'Space': shoot = true; break;
case 'ShiftLeft': case 'ShiftRight': shield = true; shieldTimer = 4; break;
}}
}});
document.addEventListener('keyup', (event) => {{
switch (event.code) {{
case 'ArrowLeft': case 'KeyA': moveLeft = false; break;
case 'ArrowRight': case 'KeyD': moveRight = false; break;
case 'ArrowUp': case 'KeyW': moveUp = false; break;
case 'ArrowDown': case 'KeyS': moveDown = false; break;
case 'Space': shoot = false; break;
}}
}});
function updatePlayer(delta) {{
const speed = 10;
const head = snakeSegments[0].mesh;
if (moveLeft && head.position.x > -20) head.position.x -= speed * delta;
if (moveRight && head.position.x < 20) head.position.x += speed * delta;
if (moveUp && head.position.y < 15) head.position.y += speed * delta;
if (moveDown && head.position.y > 0.5) head.position.y -= speed * delta;
if (shoot && !bullets.some(b => b.timer > 4.8)) {{
snakeSegments.forEach(segment => shootBullet(segment.mesh));
}}
if (shieldTimer > 0) {{
shieldTimer -= delta;
snakeSegments.forEach(s => s.mesh.material.color.setHex(0x0000ff));
}} else {{
snakeSegments.forEach(s => s.mesh.material.color.setHex(0x00ff00));
}}
// Update tail positions
for (let i = snakeSegments.length - 1; i > 0; i--) {{
const current = snakeSegments[i].mesh;
const previous = snakeSegments[i - 1].mesh;
current.position.lerp(previous.position, 0.5);
if (!snakeSegments[i].permanent) {{
snakeSegments[i].timer -= delta;
if (snakeSegments[i].timer <= 0) {{
scene.remove(current);
snakeSegments.splice(i, 1);
players[playerName].length = snakeSegments.length;
}}
}}
}}
const forwardSpeed = 20;
buildings.forEach((building, i) => {{
building.position.z += forwardSpeed * delta;
if (building.position.z > 20) {{
building.position.z = -1000;
building.position.x = Math.random() * 40 - 20;
}}
if (head.position.distanceTo(building.position) < 5) {{
head.position.set(0, 0.5, 0);
lastCollisionTime = performance.now();
}}
}});
foodItems.forEach((food, i) => {{
food.position.z += forwardSpeed * delta;
if (food.position.z > 20) {{
scene.remove(food);
foodItems.splice(i, 1);
spawnFood();
}}
if (head.position.distanceTo(food.position) < 1) {{
scene.remove(food);
foodItems.splice(i, 1);
score += 10;
players[playerName].length = snakeSegments.length;
spawnFood();
}}
}});
gates.forEach((gate, i) => {{
gate.position.z += forwardSpeed * delta;
if (gate.position.z > 20) {{
scene.remove(gate);
gates.splice(i, 1);
spawnGates();
}}
const fieldPos = gate.children[2].getWorldPosition(new THREE.Vector3());
if (head.position.distanceTo(fieldPos) < 5) {{
score += 100;
addTailSegment();
for (let j = 0; j < snakeSegments.length; j++) {{
if (!snakeSegments[j].permanent && snakeSegments[j].timer > 0) {{
snakeSegments[j].permanent = true;
snakeSegments[j].timer = -1;
score += 20;
spawnExplosionParticles(fieldPos);
break;
}}
}}
scene.remove(gate);
gates.splice(i, 1);
spawnGates();
}}
}});
camera.position.set(head.position.x, head.position.y + 15, head.position.z + 20);
camera.lookAt(head.position);
}}
function updateBullets(delta) {{
for (let i = bullets.length - 1; i >= 0; i--) {{
const bullet = bullets[i];
bullet.position.add(bullet.velocity.clone().multiplyScalar(delta));
bullet.timer -= delta;
if (bullet.timer <= 0) {{
scene.remove(bullet);
bullets.splice(i, 1);
continue;
}}
for (let j = buildings.length - 1; j >= 0; j--) {{
if (bullet.position.distanceTo(buildings[j].position) < 5) {{
destroyBuilding(buildings[j], j);
scene.remove(bullet);
bullets.splice(i, 1);
break;
}}
}}
}}
}}
function updateDebris(delta) {{
for (let i = debris.length - 1; i >= 0; i--) {{
const piece = debris[i];
piece.position.add(piece.velocity.clone().multiplyScalar(delta));
piece.velocity.y -= 9.8 * delta;
piece.timer -= delta;
if (piece.position.y <= 0) {{
piece.velocity.y *= -0.7;
piece.position.y = 0;
}}
if (piece.timer <= 0) {{
scene.remove(piece);
debris.splice(i, 1);
}}
}}
}}
function updateEnemies(delta) {{
enemies.forEach((enemy, i) => {{
enemy.position.z += 10 * delta;
enemy.shootTimer -= delta;
if (enemy.shootTimer <= 0) {{
shootEnemyBullet(enemy);
enemy.shootTimer = 1;
}}
if (enemy.position.z > 20) {{
scene.remove(enemy);
enemies.splice(i, 1);
}}
}});
if (enemies.length < 10) spawnEnemyCluster();
}}
function updateEnemyBullets(delta) {{
for (let i = enemyBullets.length - 1; i >= 0; i--) {{
const bullet = enemyBullets[i];
const direction = snakeSegments[0].mesh.position.clone().sub(bullet.position).normalize();
bullet.velocity.lerp(direction.multiplyScalar(15), delta * 2);
bullet.position.add(bullet.velocity.clone().multiplyScalar(delta));
bullet.timer -= delta;
if (bullet.timer <= 0 || bullet.position.z > 20) {{
scene.remove(bullet);
enemyBullets.splice(i, 1);
continue;
}}
if (bullet.position.distanceTo(snakeSegments[0].mesh.position) < 1 && shieldTimer <= 0) {{
snakeSegments[0].mesh.position.set(0, 0.5, 0);
lastCollisionTime = performance.now();
scene.remove(bullet);
enemyBullets.splice(i, 1);
}} else if (bullet.position.distanceTo(snakeSegments[0].mesh.position) < 1 && shieldTimer > 0) {{
scene.remove(bullet);
enemyBullets.splice(i, 1);
}}
}}
}}
function updateUI() {{
survivalTime = (performance.now() - lastCollisionTime) / 1000;
score += Math.floor(survivalTime / 10);
document.getElementById('players').textContent = `Players: ${{Object.keys(players).length}}`;
document.getElementById('score').textContent = `Score: ${{score}}`;
document.getElementById('length').textContent = `Length: ${{snakeSegments.length}}`;
document.getElementById('survival').textContent = `Survival: ${{survivalTime.toFixed(1)}}s`;
document.getElementById('shield').textContent = `Shield: ${{shieldTimer > 0 ? 'On' : 'Off'}}`;
debug.innerHTML = `Scene: ${{scene.children.length}}<br>Buildings: ${{buildings.length}}<br>Food: ${{foodItems.length}}<br>Bullets: ${{bullets.length}}<br>Gates: ${{gates.length}}<br>Enemies: ${{enemies.length}}`;
}}
// WebSocket chat
ws.onmessage = function(event) {{
const [sender, message] = event.data.split('|');
const chatBox = document.getElementById('chatBox');
chatBox.innerHTML += `<p>${{sender}}: ${{message}}</p>`;
chatBox.scrollTop = chatBox.scrollHeight;
}};
ws.onopen = function() {{ console.log('Connected to WebSocket server'); }};
ws.onerror = function(error) {{ console.error('WebSocket error:', error); }};
ws.onclose = function() {{ console.log('Disconnected from WebSocket server'); }};
// Game loop
let lastTime = performance.now();
function animate() {{
requestAnimationFrame(animate);
const currentTime = performance.now();
const delta = (currentTime - lastTime) / 1000;
lastTime = currentTime;
updatePlayer(delta);
updateBullets(delta);
updateDebris(delta);
updateEnemies(delta);
updateEnemyBullets(delta);
spawnFood();
spawnGates();
updateUI();
renderer.render(scene, camera);
}}
// Initialize
spawnBuildings();
spawnFood();
spawnGates();
spawnEnemyCluster();
animate();
console.log('Game initialized');
}} catch (e) {{
console.error('Error in game initialization:', e);
document.getElementById('debug').innerHTML = 'Error: ' + e.message;
}}
</script>
</body>
</html>
"""
# Render the HTML component
components.html(html_code, width=container_width, height=container_height)
# Chat Interface
st.sidebar.title(f"Chat as {st.session_state.username}")
chat_content = asyncio.run(load_chat())
chat_container = st.sidebar.container()
with chat_container:
st.code("\n".join(chat_content), language="python")
message = st.sidebar.text_input("Message", key="chat_input")
if message and st.sidebar.button("Send 🚀"):
asyncio.run(save_chat_entry(st.session_state.username, message))
audio_bytes = audio_recorder()
if audio_bytes:
with open("temp_audio.wav", "wb") as f:
f.write(audio_bytes)
message = "Voice message received"
asyncio.run(save_chat_entry(st.session_state.username, message))
# Start WebSocket Server in Main Event Loop
async def main_async():
if not st.session_state.get('server_running', False):
await start_websocket_server()
loop = asyncio.get_event_loop()
if not st.session_state.get('server_running', False):
loop.run_until_complete(main_async())
st.sidebar.write("""
### How to Play
- **W/A/S/D or Arrow Keys**: Steer the snake (up/down/left/right)
- **Space**: Shoot bullets from all segments to destroy buildings
- **Shift**: Activate 4s shield to block enemy bullets
- Eat yellow cubes for 10 points
- Destroy buildings for 100 points each
- Pass through gates for 100 points + tail segment (up to 5)
- Cross gate again within 5s for permanent segment + 20 points + explosion
- Survive longer for bonus points (1 per 10s)
- Dodge heat-seeking enemy bullets
- Chat with other players in real-time
""") |