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import streamlit as st |
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import streamlit.components.v1 as components |
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import asyncio |
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import websockets |
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import uuid |
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import os |
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import random |
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import time |
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import hashlib |
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from datetime import datetime |
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import pytz |
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import nest_asyncio |
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import edge_tts |
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from audio_recorder_streamlit import audio_recorder |
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nest_asyncio.apply() |
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st.set_page_config(page_title="Galaxian Snake 3D Multiplayer", layout="wide") |
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st.title("Galaxian Snake 3D Multiplayer") |
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st.write("Navigate a 3D city, shoot buildings, pass gates, dodge enemies, and chat!") |
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max_width = min(1200, st.session_state.get('window_width', 1200)) |
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max_height = min(1600, st.session_state.get('window_height', 1600)) |
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col1, col2 = st.columns(2) |
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with col1: |
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container_width = st.slider("Container Width (px)", 300, max_width, 768, step=50) |
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with col2: |
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container_height = st.slider("Container Height (px)", 400, max_height, 1024, step=50) |
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def init_session_state(): |
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defaults = { |
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'server_running': False, 'active_connections': {}, |
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'chat_history': [], 'last_chat_update': 0, 'username': None, |
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'tts_voice': "en-US-AriaNeural", 'audio_cache': {} |
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} |
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for k, v in defaults.items(): |
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if k not in st.session_state: |
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st.session_state[k] = v |
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init_session_state() |
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FUN_USERNAMES = { |
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"CosmicJester π": "en-US-AriaNeural", |
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"PixelPanda πΌ": "en-US-JennyNeural", |
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"QuantumQuack π¦": "en-GB-SoniaNeural", |
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"StellarSquirrel πΏοΈ": "en-AU-NatashaNeural", |
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"GizmoGuru βοΈ": "en-CA-ClaraNeural", |
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"NebulaNinja π ": "en-US-GuyNeural", |
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} |
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if not st.session_state.username: |
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st.session_state.username = random.choice(list(FUN_USERNAMES.keys())) |
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st.session_state.tts_voice = FUN_USERNAMES[st.session_state.username] |
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CHAT_FILE = "chat_logs/global_chat.md" |
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os.makedirs("chat_logs", exist_ok=True) |
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if not os.path.exists(CHAT_FILE): |
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with open(CHAT_FILE, 'a') as f: |
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f.write("# Multiplayer Snake Chat\n\nWelcome to the cosmic city! π€\n") |
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async def async_edge_tts_generate(text, voice, username): |
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cache_key = f"{text[:100]}_{voice}" |
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if cache_key in st.session_state['audio_cache']: |
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return st.session_state['audio_cache'][cache_key] |
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filename = f"audio_logs/{datetime.now().strftime('%Y%m%d_%H%M%S')}-by-{username}-{hashlib.md5(text.encode()).hexdigest()[:8]}.mp3" |
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os.makedirs("audio_logs", exist_ok=True) |
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communicate = edge_tts.Communicate(text, voice) |
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await communicate.save(filename) |
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if os.path.exists(filename) and os.path.getsize(filename) > 0: |
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st.session_state['audio_cache'][cache_key] = filename |
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return filename |
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return None |
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def play_and_download_audio(file_path): |
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if file_path and os.path.exists(file_path): |
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with open(file_path, "rb") as f: |
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audio_bytes = f.read() |
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st.audio(audio_bytes, format="audio/mp3") |
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b64 = base64.b64encode(audio_bytes).decode() |
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st.markdown(f'<a href="data:audio/mpeg;base64,{b64}" download="{os.path.basename(file_path)}">π΅ Download {os.path.basename(file_path)}</a>', unsafe_allow_html=True) |
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async def websocket_handler(websocket, path): |
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client_id = str(uuid.uuid4()) |
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room_id = "snake_chat" |
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if room_id not in st.session_state.active_connections: |
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st.session_state.active_connections[room_id] = {} |
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st.session_state.active_connections[room_id][client_id] = websocket |
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username = st.session_state.username |
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await broadcast_message(f"System|{username} has joined the game!", room_id) |
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try: |
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async for message in websocket: |
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if '|' in message: |
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sender, content = message.split('|', 1) |
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await save_chat_entry(sender, content) |
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else: |
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await websocket.send("ERROR|Message format: username|content") |
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except websockets.ConnectionClosed: |
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await broadcast_message(f"System|{username} has left the game!", room_id) |
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finally: |
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if room_id in st.session_state.active_connections and client_id in st.session_state.active_connections[room_id]: |
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del st.session_state.active_connections[room_id][client_id] |
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async def broadcast_message(message, room_id): |
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if room_id in st.session_state.active_connections: |
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disconnected = [] |
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for client_id, ws in st.session_state.active_connections[room_id].items(): |
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try: |
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await ws.send(message) |
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except websockets.ConnectionClosed: |
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disconnected.append(client_id) |
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for client_id in disconnected: |
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if client_id in st.session_state.active_connections[room_id]: |
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del st.session_state.active_connections[room_id][client_id] |
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async def start_websocket_server(): |
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if not st.session_state.get('server_running', False): |
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server = await websockets.serve(websocket_handler, '0.0.0.0', 8765) |
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st.session_state['server_running'] = True |
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st.session_state['server'] = server |
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await asyncio.Future() |
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async def save_chat_entry(username, message): |
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central = pytz.timezone('US/Central') |
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timestamp = datetime.now(central).strftime("%Y-%m-%d %H:%M:%S") |
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entry = f"[{timestamp}] {username}: {message}" |
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with open(CHAT_FILE, 'a') as f: |
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f.write(f"{entry}\n") |
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audio_file = await async_edge_tts_generate(message, FUN_USERNAMES.get(username, "en-US-AriaNeural"), username) |
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if audio_file: |
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play_and_download_audio(audio_file) |
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await broadcast_message(f"{username}|{message}", "snake_chat") |
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st.session_state.chat_history.append(entry) |
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st.session_state.last_chat_update = time.time() |
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async def load_chat(): |
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with open(CHAT_FILE, 'r') as f: |
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content = f.read().strip() |
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return content.split('\n') |
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html_code = f""" |
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<!DOCTYPE html> |
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<html lang="en"> |
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<head> |
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<meta charset="UTF-8"> |
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<meta name="viewport" content="width=device-width, initial-scale=1.0"> |
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<title>Galaxian Snake 3D Multiplayer</title> |
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<style> |
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body {{ margin: 0; overflow: hidden; font-family: Arial, sans-serif; background: #000; }} |
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#gameContainer {{ width: {container_width}px; height: {container_height}px; position: relative; }} |
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canvas {{ width: 100%; height: 100%; display: block; }} |
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.ui-container {{ |
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position: absolute; top: 10px; left: 10px; color: white; |
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background-color: rgba(0, 0, 0, 0.5); padding: 10px; border-radius: 5px; |
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user-select: none; |
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}} |
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.controls {{ |
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position: absolute; bottom: 10px; left: 10px; color: white; |
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background-color: rgba(0, 0, 0, 0.5); padding: 10px; border-radius: 5px; |
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}} |
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#chatBox {{ |
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position: absolute; bottom: 60px; left: 10px; width: 300px; height: 200px; |
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background: rgba(0, 0, 0, 0.7); color: white; padding: 10px; |
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border-radius: 5px; overflow-y: auto; |
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}} |
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#debug {{ position: absolute; top: 10px; right: 10px; color: white; }} |
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</style> |
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</head> |
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<body> |
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<div id="gameContainer"> |
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<div class="ui-container"> |
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<h2>Galaxian Snake 3D</h2> |
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<div id="players">Players: 1</div> |
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<div id="score">Score: 0</div> |
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<div id="length">Length: 1</div> |
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<div id="survival">Survival: 0s</div> |
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<div id="shield">Shield: Off</div> |
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</div> |
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<div id="chatBox"></div> |
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<div class="controls"> |
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<p>Controls: W/A/S/D or Arrows to steer, Space to shoot, Shift for shield</p> |
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<p>Eat food, shoot buildings, pass gates, dodge enemies!</p> |
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</div> |
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<div id="debug"></div> |
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</div> |
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> |
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<script> |
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try {{ |
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console.log('Starting game initialization...'); |
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let score = 0, players = {{}}, foodItems = [], buildings = [], bullets = [], debris = [], gates = [], enemies = [], enemyBullets = []; |
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let snake, moveLeft = false, moveRight = false, moveUp = false, moveDown = false, shoot = false, shield = false; |
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const playerName = "{st.session_state.username}"; |
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let ws = new WebSocket('ws://localhost:8765'); |
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const debug = document.getElementById('debug'); |
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let survivalTime = 0, lastCollisionTime = performance.now(), shieldTimer = 0; |
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// Scene setup |
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const scene = new THREE.Scene(); |
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const camera = new THREE.PerspectiveCamera(75, {container_width} / {container_height}, 0.1, 1000); |
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camera.position.set(0, 15, 20); |
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console.log('Camera initialized at:', camera.position); |
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const renderer = new THREE.WebGLRenderer({{ antialias: true }}); |
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renderer.setSize({container_width}, {container_height}); |
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renderer.shadowMap.enabled = true; |
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document.getElementById('gameContainer').appendChild(renderer.domElement); |
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console.log('Renderer initialized'); |
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// Lighting |
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.5); |
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scene.add(ambientLight); |
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const sunLight = new THREE.DirectionalLight(0xffddaa, 1); |
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sunLight.position.set(50, 50, 50); |
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sunLight.castShadow = true; |
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scene.add(sunLight); |
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console.log('Lights added'); |
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// Ground |
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const textureLoader = new THREE.TextureLoader(); |
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const groundGeometry = new THREE.PlaneGeometry(200, 1000); |
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const groundMaterial = new THREE.MeshStandardMaterial({{ |
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color: 0x1a5e1a, |
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bumpMap: textureLoader.load('https://threejs.org/examples/textures/terrain/grasslight-big-nm.jpg'), |
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bumpScale: 0.1 |
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}}); |
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const ground = new THREE.Mesh(groundGeometry, groundMaterial); |
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ground.rotation.x = -Math.PI / 2; |
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ground.receiveShadow = true; |
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ground.position.z = -500; |
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scene.add(ground); |
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console.log('Ground added'); |
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// Player (Snake Head) |
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const snakeGeometry = new THREE.BoxGeometry(1, 1, 1); |
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const snakeMaterial = new THREE.MeshPhongMaterial({{ color: 0x00ff00 }}); |
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snake = new THREE.Mesh(snakeGeometry, snakeMaterial); |
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snake.position.set(0, 0.5, 0); |
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snake.castShadow = true; |
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scene.add(snake); |
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players[playerName] = {{ snake: snake, score: 0, length: 1 }}; |
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console.log('Snake initialized at:', snake.position); |
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// Building rules |
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const buildingColors = [0x888888, 0x666666, 0x999999]; |
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const buildingRules = [ |
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{{name: "Simple", axiom: "F", rules: {{"F": "F[+F][-F]"}}, iterations: 1, baseHeight: 10, baseWidth: 5, baseDepth: 5, angle: Math.PI/4, probability: 1}} |
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]; |
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function interpretLSystem(rule, position, rotation) {{ |
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let currentString = rule.axiom; |
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for (let i = 0; i < rule.iterations; i++) {{ |
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let newString = ""; |
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for (let j = 0; j < currentString.length; j++) {{ |
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newString += rule.rules[currentString[j]] || currentString[j]; |
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}} |
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currentString = newString; |
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}} |
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let buildingGroup = new THREE.Group(); |
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buildingGroup.position.copy(position); |
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const stack = []; |
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let currentPosition = new THREE.Vector3(0, 0, 0); |
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let currentRotation = rotation || new THREE.Euler(); |
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let scale = new THREE.Vector3(1, 1, 1); |
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const color = buildingColors[Math.floor(Math.random() * buildingColors.length)]; |
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const material = new THREE.MeshStandardMaterial({{color: color}}); |
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for (let i = 0; i < currentString.length; i++) {{ |
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const char = currentString[i]; |
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switch (char) {{ |
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case 'F': |
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const width = rule.baseWidth * scale.x; |
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const height = rule.baseHeight * scale.y; |
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const depth = rule.baseDepth * scale.z; |
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const geometry = new THREE.BoxGeometry(width, height, depth); |
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const buildingPart = new THREE.Mesh(geometry, material); |
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buildingPart.position.copy(currentPosition); |
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buildingPart.position.y += height / 2; |
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buildingPart.rotation.copy(currentRotation); |
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buildingPart.castShadow = true; |
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buildingPart.receiveShadow = true; |
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buildingGroup.add(buildingPart); |
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const direction = new THREE.Vector3(0, height, 0); |
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direction.applyEuler(currentRotation); |
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currentPosition.add(direction); |
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break; |
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case '+': currentRotation.y += rule.angle; break; |
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case '-': currentRotation.y -= rule.angle; break; |
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case '[': stack.push({{position: currentPosition.clone(), rotation: currentRotation.clone(), scale: scale.clone()}}); break; |
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case ']': if (stack.length > 0) {{ const state = stack.pop(); currentPosition = state.position; currentRotation = state.rotation; scale = state.scale; }} break; |
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}} |
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}} |
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return buildingGroup; |
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}} |
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function spawnBuildings() {{ |
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const cityWidth = 40, cityDepth = -1000; |
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for (let i = buildings.length; i < 20; i++) {{ |
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const position = new THREE.Vector3( |
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Math.random() * cityWidth - cityWidth / 2, |
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0, |
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cityDepth + Math.random() * 1000 |
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); |
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const building = interpretLSystem(buildingRules[0], position, new THREE.Euler()); |
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buildings.push(building); |
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scene.add(building); |
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console.log('Building at:', position); |
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}} |
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}} |
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function spawnFood() {{ |
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if (foodItems.length < 10) {{ |
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const food = new THREE.Mesh( |
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new THREE.BoxGeometry(1, 1, 1), |
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new THREE.MeshStandardMaterial({{color: 0xffff00}}) |
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); |
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food.position.set( |
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Math.random() * 40 - 20, |
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Math.random() * 10, |
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-1000 |
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); |
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foodItems.push(food); |
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scene.add(food); |
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console.log('Food at:', food.position); |
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}} |
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}} |
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function spawnGates() {{ |
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if (gates.length < 5) {{ |
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const gate = new THREE.Group(); |
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const postGeometry = new THREE.CylinderGeometry(0.5, 0.5, 10, 8); |
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const postMaterial = new THREE.MeshPhongMaterial({{ color: 0xaaaaaa }}); |
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const leftPost = new THREE.Mesh(postGeometry, postMaterial); |
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leftPost.position.set(-5, 5, 0); |
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const rightPost = new THREE.Mesh(postGeometry, postMaterial); |
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rightPost.position.set(5, 5, 0); |
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const fieldGeometry = new THREE.PlaneGeometry(10, 10); |
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const fieldMaterial = new THREE.MeshBasicMaterial({{ color: 0x00ffff, transparent: true, opacity: 0.5, side: THREE.DoubleSide }}); |
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const field = new THREE.Mesh(fieldGeometry, fieldMaterial); |
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field.position.set(0, 5, 0); |
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gate.add(leftPost); |
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gate.add(rightPost); |
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gate.add(field); |
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gate.position.set(Math.random() * 40 - 20, 0, -1000 + Math.random() * 1000); |
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gates.push(gate); |
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scene.add(gate); |
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console.log('Gate at:', gate.position); |
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}} |
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}} |
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function spawnEnemyCluster() {{ |
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const clusterCenter = new THREE.Vector3( |
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Math.random() * 40 - 20, |
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Math.random() * 10 + 5, |
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-1000 |
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); |
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const enemyGeometry = new THREE.BoxGeometry(0.8, 0.8, 0.8); |
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const enemyMaterial = new THREE.MeshPhongMaterial({{ color: 0xff0000 }}); |
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const pattern = [[-2, 1], [0, 1], [2, 1], [-1, 2], [1, 2]]; // Galaxian V-shape |
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pattern.forEach(pos => {{ |
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const enemy = new THREE.Mesh(enemyGeometry, enemyMaterial); |
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enemy.position.set( |
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clusterCenter.x + pos[0], |
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clusterCenter.y + pos[1], |
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clusterCenter.z |
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); |
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enemy.shootTimer = Math.random(); |
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enemies.push(enemy); |
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scene.add(enemy); |
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}}); |
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console.log('Enemy cluster at:', clusterCenter); |
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}} |
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function shootBullet() {{ |
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const bulletGeometry = new THREE.SphereGeometry(0.3, 8, 8); |
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const bulletMaterial = new THREE.MeshPhongMaterial({{ color: 0xff0000 }}); |
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const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial); |
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bullet.position.copy(snake.position); |
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bullet.velocity = new THREE.Vector3(0, 0, -20); |
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bullet.timer = 5; |
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bullets.push(bullet); |
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scene.add(bullet); |
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}} |
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function shootEnemyBullet(enemy) {{ |
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const bulletGeometry = new THREE.SphereGeometry(0.3, 8, 8); |
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const bulletMaterial = new THREE.MeshPhongMaterial({{ color: 0x00ff00 }}); |
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const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial); |
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bullet.position.copy(enemy.position); |
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const direction = snake.position.clone().sub(enemy.position).normalize(); |
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bullet.velocity = direction.multiplyScalar(15); |
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bullet.timer = 5; |
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enemyBullets.push(bullet); |
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scene.add(bullet); |
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}} |
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function destroyBuilding(building, index) {{ |
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building.children.forEach(child => {{ |
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const debrisPiece = new THREE.Mesh(child.geometry, child.material); |
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debrisPiece.position.copy(child.getWorldPosition(new THREE.Vector3())); |
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debrisPiece.velocity = new THREE.Vector3( |
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Math.random() - 0.5, |
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Math.random() * 2, |
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Math.random() - 0.5 |
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).multiplyScalar(5); |
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debrisPiece.timer = 3; |
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debris.push(debrisPiece); |
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scene.add(debrisPiece); |
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}}); |
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scene.remove(building); |
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buildings.splice(index, 1); |
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score += 100; |
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spawnBuildings(); |
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}} |
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// Controls |
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document.addEventListener('keydown', (event) => {{ |
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switch (event.code) {{ |
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case 'ArrowLeft': case 'KeyA': moveLeft = true; break; |
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case 'ArrowRight': case 'KeyD': moveRight = true; break; |
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case 'ArrowUp': case 'KeyW': moveUp = true; break; |
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case 'ArrowDown': case 'KeyS': moveDown = true; break; |
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case 'Space': shoot = true; break; |
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case 'ShiftLeft': case 'ShiftRight': shield = true; shieldTimer = 4; break; |
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}} |
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}}); |
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document.addEventListener('keyup', (event) => {{ |
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switch (event.code) {{ |
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case 'ArrowLeft': case 'KeyA': moveLeft = false; break; |
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case 'ArrowRight': case 'KeyD': moveRight = false; break; |
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case 'ArrowUp': case 'KeyW': moveUp = false; break; |
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case 'ArrowDown': case 'KeyS': moveDown = false; break; |
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case 'Space': shoot = false; break; |
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}} |
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}}); |
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|
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function updatePlayer(delta) {{ |
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const speed = 10; |
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if (moveLeft && snake.position.x > -20) snake.position.x -= speed * delta; |
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if (moveRight && snake.position.x < 20) snake.position.x += speed * delta; |
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if (moveUp && snake.position.y < 15) snake.position.y += speed * delta; |
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if (moveDown && snake.position.y > 0.5) snake.position.y -= speed * delta; |
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|
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if (shoot && !bullets.some(b => b.timer > 4.8)) shootBullet(); |
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if (shieldTimer > 0) {{ |
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shieldTimer -= delta; |
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snake.material.color.setHex(0x0000ff); // Blue when shielded |
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}} else {{ |
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snake.material.color.setHex(0x00ff00); // Green when not shielded |
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}} |
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|
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const forwardSpeed = 20; |
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buildings.forEach((building, i) => {{ |
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building.position.z += forwardSpeed * delta; |
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if (building.position.z > 20) {{ |
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building.position.z = -1000; |
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building.position.x = Math.random() * 40 - 20; |
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}} |
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if (snake.position.distanceTo(building.position) < 5) {{ |
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snake.position.set(0, 0.5, 0); |
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lastCollisionTime = performance.now(); |
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}} |
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}}); |
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foodItems.forEach((food, i) => {{ |
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food.position.z += forwardSpeed * delta; |
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if (food.position.z > 20) {{ |
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scene.remove(food); |
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foodItems.splice(i, 1); |
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spawnFood(); |
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}} |
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if (snake.position.distanceTo(food.position) < 1) {{ |
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scene.remove(food); |
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foodItems.splice(i, 1); |
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score += 10; |
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players[playerName].length += 1; |
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spawnFood(); |
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}} |
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}}); |
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gates.forEach((gate, i) => {{ |
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gate.position.z += forwardSpeed * delta; |
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if (gate.position.z > 20) {{ |
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scene.remove(gate); |
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gates.splice(i, 1); |
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spawnGates(); |
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}} |
|
const fieldPos = gate.children[2].getWorldPosition(new THREE.Vector3()); |
|
if (snake.position.distanceTo(fieldPos) < 5) {{ |
|
score += 100; |
|
scene.remove(gate); |
|
gates.splice(i, 1); |
|
spawnGates(); |
|
}} |
|
}}); |
|
|
|
camera.position.set(snake.position.x, snake.position.y + 15, snake.position.z + 20); |
|
camera.lookAt(snake.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; // Slower than world |
|
enemy.shootTimer -= delta; |
|
if (enemy.shootTimer <= 0) {{ |
|
shootEnemyBullet(enemy); |
|
enemy.shootTimer = 1; // Once per second |
|
}} |
|
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 = snake.position.clone().sub(bullet.position).normalize(); |
|
bullet.velocity.lerp(direction.multiplyScalar(15), delta * 2); // Heat-seeking |
|
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(snake.position) < 1 && shieldTimer <= 0) {{ |
|
snake.position.set(0, 0.5, 0); |
|
lastCollisionTime = performance.now(); |
|
scene.remove(bullet); |
|
enemyBullets.splice(i, 1); |
|
}} else if (bullet.position.distanceTo(snake.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: ${{players[playerName].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> |
|
""" |
|
|
|
|
|
components.html(html_code, width=container_width, height=container_height) |
|
|
|
|
|
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 π"): |
|
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)) |
|
|
|
|
|
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 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 |
|
- Survive longer for bonus points (1 per 10s) |
|
- Dodge heat-seeking enemy bullets |
|
- Chat with other players in real-time |
|
""") |