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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 2D Multiplayer", layout="wide")
st.title("Galaxian Snake 2D Multiplayer")
st.write("Navigate a top-down city with others, eat food, and chat in real-time!")
# 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 πŸ¦†": "en-GB-SoniaNeural",
"StellarSquirrel 🐿️": "en-AU-NatashaNeural",
"GizmoGuru βš™οΈ": "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 # Store server reference
await asyncio.Future() # Run forever until cancelled
# 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 2D Multiplayer</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;
}}
#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;
}}
</style>
</head>
<body>
<div id="gameContainer">
<div class="ui-container">
<h2>Galaxian Snake 2D</h2>
<div id="players">Players: 1</div>
<div id="score">Score: 0</div>
<div id="length">Length: 3</div>
<div id="leaderboard"></div>
</div>
<div id="chatBox"></div>
<div class="controls">
<p>Controls: W/A/S/D or Arrow Keys to move</p>
<p>Eat yellow cubes to grow and score!</p>
</div>
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script>
// Game variables
let score = 0, players = {{}}, foodItems = [], lSysCreatures = [], quineAgents = [], buildings = [], lights = [];
let snake = [], moveDir = new THREE.Vector3(1, 0, 0), moveCounter = 0, moveInterval = 0.1;
const initialLength = 3, playerName = "{st.session_state.username}";
const highScores = JSON.parse(localStorage.getItem('highScores')) || [];
let ws = new WebSocket('ws://localhost:8765');
// Scene setup
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, {container_width} / {container_height}, 0.1, 1000);
camera.position.set(0, 100, 0); // Top-down view
camera.lookAt(0, 0, 0); // Looking straight down
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, 0.1);
scene.add(ambientLight);
// Ground
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);
// Building rules
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 road = new THREE.Mesh(
new THREE.PlaneGeometry(roadWidth, citySize * 2 * spacing + roadWidth),
new THREE.MeshStandardMaterial({{color: roadColor, roughness: 0.9, metalness: 0.1}})
);
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 road = new THREE.Mesh(
new THREE.PlaneGeometry(citySize * 2 * spacing + roadWidth, roadWidth),
new THREE.MeshStandardMaterial({{color: roadColor, roughness: 0.9, metalness: 0.1}})
);
road.rotation.x = -Math.PI / 2;
road.position.set(0, 0.01, z * spacing);
scene.add(road);
}}
// Add city lights at intersections
for (let x = -citySize; x <= citySize; x++) {{
for (let z = -citySize; z <= citySize; z++) {{
const light = new THREE.PointLight(0xffff99, 1, 20);
light.position.set(x * spacing, 5, z * spacing);
light.castShadow = true;
scene.add(light);
lights.push(light);
}}
}}
}}
function evolveCity() {{
if (Math.random() < 0.1) {{
const citySize = 5, spacing = 15;
const x = (Math.random() * 2 - 1) * citySize * spacing;
const z = (Math.random() * 2 - 1) * citySize * spacing;
const position = new THREE.Vector3(x, 0, z);
let selectedRule = buildingRules[Math.floor(Math.random() * buildingRules.length)];
const building = interpretLSystem(selectedRule, position, new THREE.Euler());
scene.add(building);
buildings.push(building);
}}
}}
function spawnFood() {{
const citySize = 5, spacing = 15;
if (foodItems.length < 10) {{
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);
}}
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);
players[playerName] = {{ snake: snake, score: 0, length: initialLength }};
}}
// Controls
const keys = {{w: false, a: false, s: false, d: 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;
}}
}});
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;
}}
}});
function updateSnake(delta) {{
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) {{
resetSnake();
return;
}}
for (let i = 1; i < snake.length; i++) {{
if (newHead.position.distanceTo(snake[i].position) < 0.9) {{
resetSnake();
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) {{
resetSnake();
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());
score += 2;
players[playerName].score = score;
players[playerName].length = snake.length;
updateUI();
break;
}} else {{
const tail = snake.pop();
scene.remove(tail);
}}
}}
for (let creature of lSysCreatures) {{
if (newHead.position.distanceTo(creature.position) < 2) {{
resetSnake();
return;
}}
}}
}}
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(Date.now() * 0.001 * agent.userData.speed) * 0.5,
agent.userData.origin.z + offsetZ
);
}}
}}
// Lighting cycle
let cycleTime = 0;
function updateLighting(delta) {{
cycleTime += delta;
const cycleDuration = 120;
const angle = (cycleTime / cycleDuration) * Math.PI * 2;
const intensity = Math.max(0, Math.sin(angle)) * 0.5 + 0.5;
lights.forEach(light => light.intensity = intensity);
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('players').textContent = `Players: ${{Object.keys(players).length}}`;
document.getElementById('score').textContent = `Score: ${{score}}`;
document.getElementById('length').textContent = `Length: ${{snake.length}}`;
document.getElementById('leaderboard').innerHTML = highScores.map(s => `<p>${{s.name}}: ${{s.score}}</p>`).join('');
}}
// WebSocket chat
ws.onmessage = function(event) {{
const [sender, message] = event.data.split('|');
const chatBox = document.getElementById('chatBox');
chatBox.innerHTML += `<p>${{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;
updateSnake(delta);
updateQuineAgents(delta);
updateLighting(delta);
evolveCity();
spawnFood();
updateUI();
renderer.render(scene, camera);
}}
// Initialize
resetSnake();
createCity();
spawnFood();
animate();
</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 πŸš€"):
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()
# Run the WebSocket server in the main event loop
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**: Move your snake
- Eat yellow cubes to grow and score
- City evolves with new buildings and lights at intersections
- Chat with other players in real-time
""")