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import streamlit as st
from streamlit.components.v1 import html
import random
import string

# Define the enhanced HTML content with Three.js game
game_html = """
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Galaxxon - Enhanced Arcade Game</title>
    <style>
        body { margin: 0; overflow: hidden; background: #000; font-family: Arial; }
        canvas { display: block; width: 100%; height: 100%; }
        #ui { position: absolute; top: 10px; left: 10px; color: white; }
        #sidebar { position: absolute; top: 10px; right: 10px; color: white; width: 200px; background: rgba(0,0,0,0.7); padding: 10px; }
    </style>
</head>
<body>
    <div id="ui">Score: <span id="score">0</span> | Multiplier: <span id="multiplier">1</span>x | Time: <span id="timer">0</span>s</div>
    <div id="sidebar">
        <h3>High Scores</h3>
        <div id="highScores"></div>
        <button onclick="saveScore()">Save Score</button>
    </div>
    <script type="module">
        import * as THREE from 'https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js';

        let scene, camera, renderer, player, enemies = [], bullets = [], buildings = [];
        let clock = new THREE.Clock();
        let moveLeft = false, moveRight = false, moveUp = false, moveDown = false, shoot = false;
        let score = 0, multiplier = 1, gameTime = 0, lastHitTime = 0;
        let highScores = JSON.parse(localStorage.getItem('highScores')) || [];

        function init() {
            scene = new THREE.Scene();
            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
            renderer = new THREE.WebGLRenderer();
            renderer.setSize(window.innerWidth, window.innerHeight);
            document.body.appendChild(renderer.domElement);

            camera.position.set(0, 20, 30);
            camera.lookAt(0, 0, 0);

            const playerGeometry = new THREE.BoxGeometry(1, 1, 1);
            const playerMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
            player = new THREE.Mesh(playerGeometry, playerMaterial);
            player.position.y = -10;
            scene.add(player);

            spawnFlockingEnemies();
            spawnBuildings();

            const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
            scene.add(ambientLight);

            window.addEventListener('keydown', onKeyDown);
            window.addEventListener('keyup', onKeyUp);
            window.addEventListener('resize', onWindowResize);

            updateHighScoresUI();
            animate();
        }

        function spawnFlockingEnemies() {
            const enemyGeometry = new THREE.BoxGeometry(0.8, 0.8, 0.8);
            const enemyMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 });
            for (let i = 0; i < 10; i++) {
                const enemy = new THREE.Mesh(enemyGeometry, enemyMaterial);
                enemy.position.set(Math.random() * 20 - 10, Math.random() * 10 + 5, 0);
                enemy.velocity = new THREE.Vector3(Math.random() - 0.5, Math.random() - 0.5, 0);
                enemies.push(enemy);
                scene.add(enemy);
            }
        }

        function spawnBuildings() {
            const primitives = [
                new THREE.BoxGeometry(2, 2, 2),
                new THREE.CylinderGeometry(1, 1, 3, 8),
                new THREE.ConeGeometry(1.5, 2, 8)
            ];
            const material = new THREE.MeshBasicMaterial({ color: 0x808080 });
            for (let i = 0; i < 5; i++) {
                const building = new THREE.Group();
                const height = Math.random() * 3 + 1;
                for (let j = 0; j < height; j++) {
                    const primitive = primitives[Math.floor(Math.random() * primitives.length)].clone();
                    const segment = new THREE.Mesh(primitive, material);
                    segment.position.y = j * 2;
                    building.add(segment);
                }
                building.position.set(Math.random() * 30 - 15, -15 + height, 0);
                buildings.push(building);
                scene.add(building);
            }
        }

        function onKeyDown(event) {
            switch (event.code) {
                case 'ArrowLeft': case 'KeyA': moveLeft = true; break;
                case 'ArrowRight': case 'KeyD': moveRight = true; break;
                case 'ArrowUp': case 'KeyW': moveUp = true; break;
                case 'ArrowDown': case 'KeyS': moveDown = true; break;
                case 'Space': shoot = true; break;
            }
        }

        function onKeyUp(event) {
            switch (event.code) {
                case 'ArrowLeft': case 'KeyA': moveLeft = false; break;
                case 'ArrowRight': case 'KeyD': moveRight = false; break;
                case 'ArrowUp': case 'KeyW': moveUp = false; break;
                case 'ArrowDown': case 'KeyS': moveDown = false; break;
                case 'Space': shoot = false; break;
            }
        }

        function updatePlayer(delta) {
            const speed = 10;
            if (moveLeft && player.position.x > -15) player.position.x -= speed * delta;
            if (moveRight && player.position.x < 15) player.position.x += speed * delta;
            if (moveUp && player.position.y < 0) player.position.y += speed * delta;
            if (moveDown && player.position.y > -15) player.position.y -= speed * delta;

            if (shoot && clock.getElapsedTime() > 0.2) {
                shootBullet();
                clock = new THREE.Clock();
            }
        }

        function shootBullet() {
            const bulletGeometry = new THREE.SphereGeometry(0.2, 8, 8);
            const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
            const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
            bullet.position.copy(player.position);
            bullet.position.y += 1;
            bullets.push(bullet);
            scene.add(bullet);
        }

        function updateBullets(delta) {
            const bulletSpeed = 20;
            for (let i = bullets.length - 1; i >= 0; i--) {
                bullets[i].position.y += bulletSpeed * delta;
                if (bullets[i].position.y > 20) {
                    scene.remove(bullets[i]);
                    bullets.splice(i, 1);
                } else {
                    checkCollisions(bullets[i], i);
                }
            }
        }

        function checkCollisions(bullet, bulletIndex) {
            for (let i = enemies.length - 1; i >= 0; i--) {
                if (bullet.position.distanceTo(enemies[i].position) < 1) {
                    scene.remove(enemies[i]);
                    enemies.splice(i, 1);
                    scene.remove(bullet);
                    bullets.splice(bulletIndex, 1);
                    score += 10 * multiplier;
                    if (clock.getElapsedTime() - lastHitTime < 2) multiplier += 0.5;
                    lastHitTime = clock.getElapsedTime();
                    updateUI();
                    if (enemies.length < 5) spawnFlockingEnemies();
                    break;
                }
            }
        }

        function updateFlockingEnemies(delta) {
            const cohesion = 0.05, separation = 0.1, alignment = 0.05, speed = 2;
            enemies.forEach(enemy => {
                let avgPos = new THREE.Vector3(), avgVel = new THREE.Vector3(), separationForce = new THREE.Vector3();
                let neighbors = 0;

                enemies.forEach(other => {
                    if (enemy !== other) {
                        const dist = enemy.position.distanceTo(other.position);
                        if (dist < 5) {
                            avgPos.add(other.position);
                            avgVel.add(other.velocity);
                            if (dist < 2) separationForce.sub(other.position.clone().sub(enemy.position).normalize().divideScalar(dist));
                            neighbors++;
                        }
                    }
                });

                if (neighbors > 0) {
                    avgPos.divideScalar(neighbors).sub(enemy.position).multiplyScalar(cohesion);
                    avgVel.divideScalar(neighbors).sub(enemy.velocity).multiplyScalar(alignment);
                    separationForce.multiplyScalar(separation);
                    enemy.velocity.add(avgPos).add(avgVel).add(separationForce).clampLength(0, speed);
                }

                enemy.position.add(enemy.velocity.clone().multiplyScalar(delta));
                if (enemy.position.y < -15) enemy.position.y = 15;
                if (enemy.position.x < -15 || enemy.position.x > 15) enemy.velocity.x *= -1;
            });
        }

        function updateBuildings(delta) {
            const buildingSpeed = 1;
            buildings.forEach(building => {
                building.position.y += buildingSpeed * delta;
                if (building.position.y > 15) building.position.y = -15;
            });
        }

        function updateUI() {
            document.getElementById('score').innerText = score;
            document.getElementById('multiplier').innerText = multiplier.toFixed(1);
            document.getElementById('timer').innerText = Math.floor(gameTime);
            if (clock.getElapsedTime() - lastHitTime > 5) multiplier = 1;
        }

        function updateHighScoresUI() {
            const scoresDiv = document.getElementById('highScores');
            scoresDiv.innerHTML = highScores.map(s => `${s.name}: ${s.score} (${s.time}s)`).join('<br>');
        }

        window.saveScore = function() {
            const name = prompt("Enter 3-letter name:", generateRandomName());
            if (name && name.length === 3) {
                highScores.push({ name, score, time: Math.floor(gameTime) });
                highScores.sort((a, b) => b.score - a.score);
                highScores = highScores.slice(0, 5);
                localStorage.setItem('highScores', JSON.stringify(highScores));
                updateHighScoresUI();
            }
        }

        function generateRandomName() {
            const letters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ';
            return Array(3).fill().map(() => letters[Math.floor(Math.random() * letters.length)]).join('');
        }

        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        }

        function animate() {
            requestAnimationFrame(animate);
            const delta = clock.getDelta();
            gameTime += delta;

            updatePlayer(delta);
            updateBullets(delta);
            updateFlockingEnemies(delta);
            updateBuildings(delta);
            updateUI();

            renderer.render(scene, camera);
        }

        init();
    </script>
</body>
</html>
"""

# Streamlit app
st.title("Galaxxon - Enhanced Arcade Game")
st.write("Use WASD or Arrow Keys to move, Spacebar to shoot. Destroy red enemies for points! Chain hits for multiplier bonuses.")

# Render the HTML game
html(game_html, height=600, scrolling=False)

st.write("Note: The game runs in your browser. Ensure you have an internet connection for Three.js to load.")