Spaces:
Sleeping
Sleeping
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 | |
""") |