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

# Define the HTML content with the Three.js game
game_html = """
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Galaxxon - Three.js Arcade Game</title>
    <style>
        body { margin: 0; overflow: hidden; background: #000; }
        canvas { display: block; width: 100%; height: 100%; }
    </style>
</head>
<body>
    <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 = [], obstacles = [];
        let clock = new THREE.Clock();
        let moveLeft = false, moveRight = false, moveUp = false, moveDown = false, shoot = false;

        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);

            spawnEnemies();
            spawnObstacles();

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

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

            animate();
        }

        function spawnEnemies() {
            const enemyGeometry = new THREE.BoxGeometry(0.8, 0.8, 0.8);
            const enemyMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 });
            for (let i = 0; i < 5; i++) {
                for (let j = 0; j < 3; j++) {
                    const enemy = new THREE.Mesh(enemyGeometry, enemyMaterial);
                    enemy.position.set(i * 2 - 4, j * 2 + 5, 0);
                    enemies.push(enemy);
                    scene.add(enemy);
                }
            }
        }

        function spawnObstacles() {
            const obstacleGeometry = new THREE.BoxGeometry(2, 2, 2);
            const obstacleMaterial = new THREE.MeshBasicMaterial({ color: 0x808080 });
            for (let i = 0; i < 3; i++) {
                const obstacle = new THREE.Mesh(obstacleGeometry, obstacleMaterial);
                obstacle.position.set(Math.random() * 20 - 10, Math.random() * 10, 0);
                obstacles.push(obstacle);
                scene.add(obstacle);
            }
        }

        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);
                    break;
                }
            }
        }

        function updateEnemies(delta) {
            const enemySpeed = 2;
            enemies.forEach(enemy => {
                enemy.position.y -= enemySpeed * delta;
                if (enemy.position.y < -15) enemy.position.y = 15;
            });
        }

        function updateObstacles(delta) {
            const obstacleSpeed = 1;
            obstacles.forEach(obstacle => {
                obstacle.position.y -= obstacleSpeed * delta;
                if (obstacle.position.y < -15) obstacle.position.y = 15;
            });
        }

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

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

            updatePlayer(delta);
            updateBullets(delta);
            updateEnemies(delta);
            updateObstacles(delta);

            renderer.render(scene, camera);
        }

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

# Streamlit app
st.title("Galaxxon - A Three.js Arcade Game")
st.write("Use WASD or Arrow Keys to move, Spacebar to shoot. Destroy red enemies and avoid gray obstacles!")

# 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.")