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import streamlit as st
import streamlit.components.v1 as components
st.set_page_config(page_title="Galaxian Snake 3D", layout="wide")
st.title("Galaxian Snake 3D")
st.write("Navigate a 3D city as a snake, eating food and avoiding obstacles!")
# Sliders for container size with initial 3:4 aspect ratio
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)
# Player name input
player_name = st.sidebar.text_input("Enter 3-letter name (e.g., ABC):", max_chars=3, value="XYZ").upper()
if len(player_name) != 3 or not player_name.isalpha():
st.warning("Please enter a valid 3-letter name using A-Z.")
player_name = "XYZ"
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</title>
<style>
body {{ margin: 0; overflow: hidden; font-family: Arial, sans-serif; }}
#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;
}}
</style>
</head>
<body>
<div id="gameContainer">
<div class="ui-container">
<h2>Galaxian Snake 3D</h2>
<div id="score">Score: 0</div>
<div id="time">Time: 0</div>
<div id="length">Length: 3</div>
<div id="lives">Lives: 3</div>
<div id="leaderboard"></div>
</div>
<div class="controls">
<p>Controls: W/A/S/D or Arrow Keys to move, R to reset</p>
<p>Eat yellow cubes to grow and score points!</p>
</div>
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script>
// Game variables
let score = 0, gameTime = 0, lives = 3, gameActive = true;
let snake = [], foodItems = [], lSysCreatures = [], quineAgents = [], buildings = [];
const maxGameTime = 300; // 5 minutes in seconds
let initialLength = 3, lastLength = 3, moveCounter = 0, moveInterval = 0.1;
let moveDir = new THREE.Vector3(1, 0, 0);
const highScores = JSON.parse(localStorage.getItem('highScores')) || [];
const playerName = "{player_name}";
// Scene setup
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, {container_width} / {container_height}, 0.1, 1000);
camera.position.set(0, 20, 30);
const renderer = new THREE.WebGLRenderer({{ antialias: true }});
renderer.setSize({container_width}, {container_height});
renderer.shadowMap.enabled = true;
document.getElementById('gameContainer').appendChild(renderer.domElement);
// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.2);
scene.add(ambientLight);
const sunLight = new THREE.DirectionalLight(0xffddaa, 0.8);
sunLight.castShadow = true;
sunLight.shadow.mapSize.width = 2048;
sunLight.shadow.mapSize.height = 2048;
sunLight.shadow.camera.near = 1;
sunLight.shadow.camera.far = 500;
sunLight.shadow.camera.left = -100;
sunLight.shadow.camera.right = 100;
sunLight.shadow.camera.top = 100;
sunLight.shadow.camera.bottom = -100;
scene.add(sunLight);
// Ground with bump mapping
const textureLoader = new THREE.TextureLoader();
const groundGeometry = new THREE.PlaneGeometry(200, 200);
const groundMaterial = new THREE.MeshStandardMaterial({{
color: 0x1a5e1a,
roughness: 0.8,
metalness: 0.2,
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;
scene.add(ground);
// Buildings and arrays
const buildingColors = [0x888888, 0x666666, 0x999999, 0xaaaaaa, 0x555555, 0x334455, 0x445566, 0x223344, 0x556677, 0x667788, 0x993333, 0x884422, 0x553333, 0x772222, 0x664433];
const buildingRules = [
{{name: "Colonial", axiom: "A", rules: {{"A": "B[+F][-F]", "B": "F[-C][+C]F", "C": "D[-E][+E]", "D": "F[+F][-F]F", "E": "F[-F][+F]"}}, iterations: 2, baseHeight: 10, baseWidth: 6, baseDepth: 6, angle: Math.PI/6, probability: 0.2}},
{{name: "Victorian", axiom: "A", rules: {{"A": "B[+C][-C][/D][\\\\D]", "B": "F[+F][-F][/F][\\\\F]", "C": "F[++F][--F]", "D": "F[+\\\\F][-\\\\F]"}}, iterations: 3, baseHeight: 15, baseWidth: 5, baseDepth: 5, angle: Math.PI/5, probability: 0.15}},
{{name: "Modern", axiom: "A", rules: {{"A": "B[+B][-B]", "B": "F[/C][\\\\C]", "C": "F"}}, iterations: 2, baseHeight: 20, baseWidth: 8, baseDepth: 8, angle: Math.PI/2, probability: 0.25}},
{{name: "Skyscraper", axiom: "A", rules: {{"A": "FB[+C][-C]", "B": "FB", "C": "F[+F][-F]"}}, iterations: 4, baseHeight: 30, baseWidth: 10, baseDepth: 10, angle: Math.PI/8, probability: 0.15}},
{{name: "Simple", axiom: "F", rules: {{"F": "F[+F][-F]"}}, iterations: 1, baseHeight: 8, baseWidth: 6, baseDepth: 6, angle: Math.PI/4, probability: 0.25}}
];
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, roughness: 0.7, metalness: 0.2}});
for (let i = 0; i < currentString.length; i++) {{
const char = currentString[i];
switch (char) {{
case 'F':
const width = rule.baseWidth * (0.5 + Math.random() * 0.5) * scale.x;
const height = rule.baseHeight * (0.5 + Math.random() * 0.5) * scale.y;
const depth = rule.baseDepth * (0.5 + Math.random() * 0.5) * 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 '/': currentRotation.x += rule.angle; break;
case '\\\\': currentRotation.x -= rule.angle; break;
case '^': currentRotation.z += rule.angle; break;
case '&': currentRotation.z -= 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;
case '>': scale.multiplyScalar(1.2); break;
case '<': scale.multiplyScalar(0.8); break;
}}
}}
return buildingGroup;
}}
function createCity() {{
const citySize = 5, spacing = 15;
for (let x = -citySize; x <= citySize; x++) {{
for (let z = -citySize; z <= citySize; z++) {{
if (Math.random() < 0.2) continue;
const position = new THREE.Vector3(x * spacing + (Math.random() * 2 - 1), 0, z * spacing + (Math.random() * 2 - 1));
let selectedRule, random = Math.random(), cumulativeProbability = 0;
for (const rule of buildingRules) {{
cumulativeProbability += rule.probability;
if (random <= cumulativeProbability) {{ selectedRule = rule; break; }}
}}
if (!selectedRule) selectedRule = buildingRules[0];
const building = interpretLSystem(selectedRule, position, new THREE.Euler());
scene.add(building);
buildings.push(building);
if (Math.random() > 0.7) spawnLSysCreature(building.position);
}}
}}
const roadWidth = 8, roadColor = 0x333333;
for (let x = -citySize; x <= citySize; x++) {{
const roadGeometry = new THREE.PlaneGeometry(roadWidth, citySize * 2 * spacing + roadWidth);
const roadMaterial = new THREE.MeshStandardMaterial({{color: roadColor, roughness: 0.9, metalness: 0.1}});
const road = new THREE.Mesh(roadGeometry, roadMaterial);
road.rotation.x = -Math.PI / 2;
road.position.set(x * spacing, 0.01, 0);
scene.add(road);
}}
for (let z = -citySize; z <= citySize; z++) {{
const roadGeometry = new THREE.PlaneGeometry(citySize * 2 * spacing + roadWidth, roadWidth);
const roadMaterial = new THREE.MeshStandardMaterial({{color: roadColor, roughness: 0.9, metalness: 0.1}});
const road = new THREE.Mesh(roadGeometry, roadMaterial);
road.rotation.x = -Math.PI / 2;
road.position.set(0, 0.01, z * spacing);
scene.add(road);
}}
}}
function spawnFood() {{
const citySize = 5, spacing = 15;
for (let i = 0; i < 10; i++) {{
const food = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshStandardMaterial({{color: 0xffff00, emissive: 0xffff00, emissiveIntensity: 0.5, transparent: true, opacity: 0.8}})
);
const x = (Math.random() * 2 - 1) * citySize * spacing;
const z = (Math.random() * 2 - 1) * citySize * spacing;
food.position.set(x, 0.5, z);
foodItems.push(food);
scene.add(food);
}}
}}
function spawnLSysCreature(position) {{
const lSys = {{
axiom: "F",
rules: {{"F": "F[+F]F[-F]F"}},
angle: 25 * Math.PI / 180,
length: 2,
iterations: 2
}};
let turtleString = lSys.axiom;
for (let j = 0; j < lSys.iterations; j++) {{
turtleString = turtleString.split('').map(c => lSys.rules[c] || c).join('');
}}
const creature = new THREE.Group();
let stack = [], pos = position.clone(), dir = new THREE.Vector3(0, lSys.length, 0);
const material = new THREE.MeshStandardMaterial({{color: 0x0000ff}});
for (let char of turtleString) {{
if (char === 'F') {{
const segment = new THREE.Mesh(new THREE.CylinderGeometry(0.1, 0.1, lSys.length, 8), material);
segment.position.copy(pos).add(dir.clone().multiplyScalar(0.5));
segment.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), dir.clone().normalize());
creature.add(segment);
pos.add(dir);
}} else if (char === '+') {{
dir.applyAxisAngle(new THREE.Vector3(0, 0, 1), lSys.angle);
}} else if (char === '-') {{
dir.applyAxisAngle(new THREE.Vector3(0, 0, 1), -lSys.angle);
}} else if (char === '[') {{
stack.push({{ pos: pos.clone(), dir: dir.clone() }});
}} else if (char === ']') {{
const state = stack.pop();
pos = state.pos;
dir = state.dir;
}}
}}
creature.position.copy(position);
lSysCreatures.push(creature);
scene.add(creature);
sendQuineAgent(creature);
}}
function sendQuineAgent(sender) {{
const agent = new THREE.Mesh(
new THREE.SphereGeometry(0.3, 16, 16),
new THREE.MeshStandardMaterial({{color: 0x00ffff, emissive: 0x00ffff, emissiveIntensity: 0.5}})
);
agent.position.copy(sender.position).add(new THREE.Vector3(0, 5, 0));
agent.userData = {{
origin: sender.position.clone(),
angle: Math.random() * Math.PI * 2,
speed: 0.5 + Math.random() * 0.5,
radius: 3 + Math.random() * 2,
ttl: 5
}};
quineAgents.push(agent);
scene.add(agent);
setTimeout(() => lSysCreatures.forEach(c => c !== sender && listenToAgent(c)), 1000);
}}
function listenToAgent(creature) {{
const response = new THREE.Mesh(
new THREE.SphereGeometry(0.3, 16, 16),
new THREE.MeshBasicMaterial({{ color: 0xff0000 }})
);
response.position.copy(creature.position).add(new THREE.Vector3(0, 5, 0));
scene.add(response);
setTimeout(() => scene.remove(response), 2000);
}}
function resetSnake() {{
snake.forEach(seg => scene.remove(seg));
snake = [];
const snakeMaterial = new THREE.MeshStandardMaterial({{color: 0x00ff00}});
for (let i = 0; i < initialLength; i++) {{
const segment = new THREE.Mesh(new THREE.SphereGeometry(0.5, 16, 16), snakeMaterial);
segment.position.set(-i * 1.2, 0.5, 0);
segment.castShadow = true;
snake.push(segment);
scene.add(segment);
}}
moveDir.set(1, 0, 0);
lastLength = initialLength;
}}
// Snake controls
const keys = {{w: false, a: false, s: false, d: false, r: false}};
document.addEventListener('keydown', (event) => {{
switch (event.key.toLowerCase()) {{
case 'w': case 'arrowup': keys.w = true; break;
case 'a': case 'arrowleft': keys.a = true; break;
case 's': case 'arrowdown': keys.s = true; break;
case 'd': case 'arrowright': keys.d = true; break;
case 'r': keys.r = true; break;
}}
}});
document.addEventListener('keyup', (event) => {{
switch (event.key.toLowerCase()) {{
case 'w': case 'arrowup': keys.w = false; break;
case 'a': case 'arrowleft': keys.a = false; break;
case 's': case 'arrowdown': keys.s = false; break;
case 'd': case 'arrowright': keys.d = false; break;
case 'r': if (!gameActive) resetGame(); break;
}}
}});
function updateSnake(delta) {{
if (!gameActive) return;
moveCounter += delta;
if (moveCounter < moveInterval) return;
moveCounter = 0;
if (keys.w && moveDir.z !== 1) moveDir.set(0, 0, -1);
else if (keys.s && moveDir.z !== -1) moveDir.set(0, 0, 1);
else if (keys.a && moveDir.x !== 1) moveDir.set(-1, 0, 0);
else if (keys.d && moveDir.x !== -1) moveDir.set(1, 0, 0);
const head = snake[0];
const newHead = new THREE.Mesh(head.geometry, head.material);
newHead.position.copy(head.position).add(moveDir.clone().multiplyScalar(1));
newHead.castShadow = true;
if (Math.abs(newHead.position.x) > 75 || Math.abs(newHead.position.z) > 75) {{
loseLife();
return;
}}
for (let i = 1; i < snake.length; i++) {{
if (newHead.position.distanceTo(snake[i].position) < 0.9) {{
loseLife();
return;
}}
}}
for (const building of buildings) {{
building.traverse((child) => {{
if (child.isMesh) {{
const buildingBox = new THREE.Box3().setFromObject(child);
const headPos = newHead.position.clone();
if (headPos.x + 0.5 > buildingBox.min.x && headPos.x - 0.5 < buildingBox.max.x &&
headPos.z + 0.5 > buildingBox.min.z && headPos.z - 0.5 < buildingBox.max.z) {{
loseLife();
return;
}}
}}
}});
}}
snake.unshift(newHead);
scene.add(newHead);
for (let i = foodItems.length - 1; i >= 0; i--) {{
if (newHead.position.distanceTo(foodItems[i].position) < 1) {{
scene.remove(foodItems[i]);
foodItems.splice(i, 1);
spawnFood();
if (Math.random() > 0.8) spawnLSysCreature(newHead.position.clone());
checkLengthBonus();
break;
}} else {{
const tail = snake.pop();
scene.remove(tail);
}}
}}
for (let creature of lSysCreatures) {{
if (newHead.position.distanceTo(creature.position) < 2) {{
loseLife();
return;
}}
}}
const headPos = newHead.position;
camera.position.set(headPos.x, headPos.y + 20, headPos.z + 30);
camera.lookAt(headPos);
}}
function checkLengthBonus() {{
const currentLength = snake.length;
if (currentLength >= 2 * lastLength) {{
score += 2;
lastLength = currentLength;
}}
if (currentLength > 10 && lastLength <= 10) {{
score += 10;
}}
}}
function updateScore(delta) {{
const currentLength = snake.length;
if (currentLength > 10) {{
score += 4 * delta;
}} else {{
score += 2 * delta;
}}
}}
function updateQuineAgents(delta) {{
for (let i = quineAgents.length - 1; i >= 0; i--) {{
const agent = quineAgents[i];
agent.userData.ttl -= delta;
if (agent.userData.ttl <= 0) {{
scene.remove(agent);
quineAgents.splice(i, 1);
continue;
}}
agent.userData.angle += agent.userData.speed * delta;
const offsetX = Math.cos(agent.userData.angle) * agent.userData.radius;
const offsetZ = Math.sin(agent.userData.angle) * agent.userData.radius;
agent.position.set(
agent.userData.origin.x + offsetX,
agent.userData.origin.y + 5 + Math.sin(gameTime * agent.userData.speed) * 0.5,
agent.userData.origin.z + offsetZ
);
}}
}}
function loseLife() {{
lives--;
updateUI();
if (lives <= 0) {{
endGame();
}} else {{
explodeSnake();
}}
}}
function explodeSnake() {{
const particleGeometry = new THREE.SphereGeometry(0.1, 8, 8);
const particleMaterial = new THREE.MeshBasicMaterial({{ color: 0xff0000 }});
for (let i = 0; i < 20; i++) {{
const particle = new THREE.Mesh(particleGeometry, particleMaterial);
particle.position.copy(snake[0].position);
particle.velocity = new THREE.Vector3(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).multiplyScalar(3);
scene.add(particle);
setTimeout(() => scene.remove(particle), 1000);
}}
resetSnake();
}}
// Sun cycle (simplified, no moon)
let cycleTime = 0;
function updateLighting(delta) {{
cycleTime += delta;
const cycleDuration = 120;
const angle = (cycleTime / cycleDuration) * Math.PI * 2;
sunLight.position.set(
Math.cos(angle) * 100,
Math.sin(angle) * 100,
Math.sin(angle) * 50
);
sunLight.intensity = Math.max(0, Math.sin(angle)) * 0.8;
const dayColor = new THREE.Color(0x87CEEB);
const nightColor = new THREE.Color(0x001133);
scene.background = dayColor.clone().lerp(nightColor, Math.max(0, -Math.sin(angle)));
}}
function updateUI() {{
document.getElementById('score').textContent = `Score: ${{Math.floor(score)}}`;
document.getElementById('time').textContent = `Time: ${{Math.floor(gameTime)}}`;
document.getElementById('length').textContent = `Length: ${{snake.length}}`;
document.getElementById('lives').textContent = `Lives: ${{lives}}`;
document.getElementById('leaderboard').innerHTML = highScores.map(s => `<p>${{s.name}}: ${{s.score}} (${{s.time}}s)</p>`).join('');
}}
function updateTimer() {{
if (gameActive && gameTime < maxGameTime) {{
gameTime++;
updateUI();
if (gameTime >= maxGameTime) {{
gameActive = false;
endGame();
}}
}}
}}
function endGame() {{
highScores.push({{ name: playerName, score: Math.floor(score), time: Math.floor(gameTime) }});
highScores.sort((a, b) => b.score - a.score);
highScores.splice(5); // Keep top 5
localStorage.setItem('highScores', JSON.stringify(highScores));
updateUI();
const endScreen = document.createElement('div');
endScreen.style.cssText = 'position:absolute;top:50%;left:50%;transform:translate(-50%,-50%);background:rgba(0,0,0,0.8);color:white;padding:20px;border-radius:10px;text-align:center;';
endScreen.innerHTML = `
<h2>Game Over!</h2>
<p>Your final score: ${{Math.floor(score)}}</p>
<button id="restart-btn" style="padding:10px 20px;background:#4CAF50;color:white;border:none;border-radius:5px;cursor:pointer;margin-top:10px;">Play Again</button>
`;
document.getElementById('gameContainer').appendChild(endScreen);
document.getElementById('restart-btn').addEventListener('click', () => {{
document.getElementById('gameContainer').removeChild(endScreen);
score = 0; gameTime = 0; lives = 3; gameActive = true;
updateUI();
resetGame();
}});
}}
function resetGame() {{
snake.forEach(seg => scene.remove(seg));
foodItems.forEach(f => scene.remove(f));
lSysCreatures.forEach(c => scene.remove(c));
quineAgents.forEach(a => scene.remove(a));
buildings.forEach(b => scene.remove(b));
snake = [];
foodItems = [];
lSysCreatures = [];
quineAgents = [];
buildings = [];
resetSnake();
createCity();
spawnFood();
}}
// Game loop
let lastTime = performance.now();
function animate() {{
requestAnimationFrame(animate);
const currentTime = performance.now();
const delta = (currentTime - lastTime) / 1000;
lastTime = currentTime;
if (gameActive) {{
updateSnake(delta);
updateScore(delta);
updateQuineAgents(delta);
updateLighting(delta);
}}
renderer.render(scene, camera);
}}
window.addEventListener('resize', () => {{
camera.aspect = {container_width} / {container_height};
camera.updateProjectionMatrix();
renderer.setSize({container_width}, {container_height});
}});
// Initialize
resetSnake();
createCity();
spawnFood();
setInterval(updateTimer, 1000);
animate();
</script>
</body>
</html>
"""
# Render the HTML component with dynamic size
components.html(html_code, width=container_width, height=container_height)
st.sidebar.title("Galaxian Snake 3D")
st.sidebar.write("""
## How to Play
Navigate a snake through a 3D city, eating food and avoiding obstacles.
### Controls:
- **W/A/S/D or Arrow Keys**: Move snake
- **R**: Reset after game over
- **Sliders**: Adjust play area size
### Features:
- 3:4 initial play area (768x1024)
- Dynamic leaderboard in-game
- City with buildings and roads
- Quine agents (cyan spheres) orbit creatures
- Scoring: 2 pts for doubling length, +2 pts/sec, +4 pts/sec after 10 units, 10 pt bonus at 10+
- 5-minute game duration
""")