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Create app.py
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app.py
ADDED
@@ -0,0 +1,371 @@
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1 |
+
import streamlit as st
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2 |
+
from streamlit.components.v1 import html
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3 |
+
import random
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4 |
+
import string
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5 |
+
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6 |
+
# Define the enhanced HTML content with Three.js game
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7 |
+
game_html = """
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8 |
+
<!DOCTYPE html>
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9 |
+
<html lang="en">
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10 |
+
<head>
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11 |
+
<meta charset="UTF-8">
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12 |
+
<title>Galaxxon - Enhanced Arcade Game</title>
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13 |
+
<style>
|
14 |
+
body { margin: 0; overflow: hidden; background: #000; font-family: Arial; }
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15 |
+
canvas { display: block; width: 100%; height: 100%; }
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16 |
+
#ui { position: absolute; top: 10px; left: 10px; color: white; }
|
17 |
+
#sidebar { position: absolute; top: 10px; right: 10px; color: white; width: 200px; background: rgba(0,0,0,0.7); padding: 10px; }
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18 |
+
#lives { position: absolute; top: 40px; left: 10px; color: white; }
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19 |
+
.bonus { position: absolute; color: yellow; font-size: 20px; }
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20 |
+
</style>
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21 |
+
</head>
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22 |
+
<body>
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23 |
+
<div id="ui">Score: <span id="score">0</span> | Multiplier: <span id="multiplier">1</span>x | Time: <span id="timer">0</span>s</div>
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24 |
+
<div id="lives">Lives: <span id="livesCount">5</span></div>
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25 |
+
<div id="sidebar">
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26 |
+
<h3>High Scores</h3>
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27 |
+
<div id="highScores"></div>
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28 |
+
<button onclick="saveScore()">Save Score</button>
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29 |
+
</div>
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30 |
+
<script type="module">
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31 |
+
import * as THREE from 'https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js';
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32 |
+
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33 |
+
let scene, camera, renderer, player, enemies = [], bullets = [], buildings = [];
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34 |
+
let clock = new THREE.Clock();
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35 |
+
let moveLeft = false, moveRight = false, moveUp = false, moveDown = false, shoot = false;
|
36 |
+
let score = 0, multiplier = 1, gameTime = 0, lastHitTime = 0, lives = 5, buildingStreak = 0;
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37 |
+
let highScores = JSON.parse(localStorage.getItem('highScores')) || [];
|
38 |
+
let exploding = false;
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39 |
+
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40 |
+
function init() {
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41 |
+
scene = new THREE.Scene();
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42 |
+
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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43 |
+
renderer = new THREE.WebGLRenderer({ antialias: true });
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44 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
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45 |
+
document.body.appendChild(renderer.domElement);
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46 |
+
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47 |
+
camera.position.set(0, 5, 15);
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48 |
+
camera.lookAt(0, 0, -50);
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49 |
+
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50 |
+
const playerGeometry = new THREE.BoxGeometry(1, 1, 1);
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51 |
+
const playerMaterial = new THREE.MeshPhongMaterial({ color: 0x00ff00, shininess: 100 });
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52 |
+
player = new THREE.Mesh(playerGeometry, playerMaterial);
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53 |
+
player.position.set(0, 0, 0);
|
54 |
+
scene.add(player);
|
55 |
+
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56 |
+
spawnBuildings();
|
57 |
+
|
58 |
+
const ambientLight = new THREE.AmbientLight(0x404040, 0.5);
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59 |
+
scene.add(ambientLight);
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60 |
+
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
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61 |
+
directionalLight.position.set(5, 10, 5);
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62 |
+
scene.add(directionalLight);
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63 |
+
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64 |
+
window.addEventListener('keydown', onKeyDown);
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65 |
+
window.addEventListener('keyup', onKeyUp);
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66 |
+
window.addEventListener('resize', onWindowResize);
|
67 |
+
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68 |
+
updateHighScoresUI();
|
69 |
+
animate();
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70 |
+
}
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71 |
+
|
72 |
+
function spawnBuildings() {
|
73 |
+
const primitives = [
|
74 |
+
new THREE.BoxGeometry(2, 2, 2),
|
75 |
+
new THREE.CylinderGeometry(1, 1, 3, 8),
|
76 |
+
new THREE.ConeGeometry(1.5, 2, 8)
|
77 |
+
];
|
78 |
+
const material = new THREE.MeshPhongMaterial({ color: 0x808080, shininess: 50 });
|
79 |
+
for (let i = 0; i < 10; i++) {
|
80 |
+
const building = new THREE.Group();
|
81 |
+
const height = Math.random() * 5 + 2;
|
82 |
+
for (let j = 0; j < height; j++) {
|
83 |
+
const primitive = primitives[Math.floor(Math.random() * primitives.length)].clone();
|
84 |
+
const segment = new THREE.Mesh(primitive, material);
|
85 |
+
segment.position.y = j * 2 - height;
|
86 |
+
building.add(segment);
|
87 |
+
}
|
88 |
+
building.position.set(Math.random() * 40 - 20, height / 2, -50 - Math.random() * 50);
|
89 |
+
building.spawnTimer = 0;
|
90 |
+
buildings.push(building);
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91 |
+
scene.add(building);
|
92 |
+
}
|
93 |
+
}
|
94 |
+
|
95 |
+
function spawnEnemyFromPosition(position) {
|
96 |
+
const enemyGeometry = new THREE.BoxGeometry(0.8, 0.8, 0.8);
|
97 |
+
const enemyMaterial = new THREE.MeshPhongMaterial({ color: 0xff0000, shininess: 50 });
|
98 |
+
const enemy = new THREE.Mesh(enemyGeometry, enemyMaterial);
|
99 |
+
enemy.position.copy(position);
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100 |
+
enemy.velocity = new THREE.Vector3(Math.random() - 0.5, Math.random() - 0.5, 1).normalize();
|
101 |
+
enemies.push(enemy);
|
102 |
+
scene.add(enemy);
|
103 |
+
}
|
104 |
+
|
105 |
+
function onKeyDown(event) {
|
106 |
+
switch (event.code) {
|
107 |
+
case 'ArrowLeft': case 'KeyA': moveLeft = true; break;
|
108 |
+
case 'ArrowRight': case 'KeyD': moveRight = true; break;
|
109 |
+
case 'ArrowUp': case 'KeyW': moveUp = true; break;
|
110 |
+
case 'ArrowDown': case 'KeyS': moveDown = true; break;
|
111 |
+
case 'Space': shoot = true; break;
|
112 |
+
}
|
113 |
+
}
|
114 |
+
|
115 |
+
function onKeyUp(event) {
|
116 |
+
switch (event.code) {
|
117 |
+
case 'ArrowLeft': case 'KeyA': moveLeft = false; break;
|
118 |
+
case 'ArrowRight': case 'KeyD': moveRight = false; break;
|
119 |
+
case 'ArrowUp': case 'KeyW': moveUp = false; break;
|
120 |
+
case 'ArrowDown': case 'KeyS': moveDown = false; break;
|
121 |
+
case 'Space': shoot = false; break;
|
122 |
+
}
|
123 |
+
}
|
124 |
+
|
125 |
+
function updatePlayer(delta) {
|
126 |
+
if (exploding) return;
|
127 |
+
const speed = 10;
|
128 |
+
if (moveLeft && player.position.x > -20) player.position.x -= speed * delta;
|
129 |
+
if (moveRight && player.position.x < 20) player.position.x += speed * delta;
|
130 |
+
if (moveUp && player.position.y < 10) player.position.y += speed * delta;
|
131 |
+
if (moveDown && player.position.y > -5) player.position.y -= speed * delta;
|
132 |
+
|
133 |
+
if (shoot && clock.getElapsedTime() > 0.2) {
|
134 |
+
shootBullet();
|
135 |
+
clock = new THREE.Clock();
|
136 |
+
}
|
137 |
+
}
|
138 |
+
|
139 |
+
function shootBullet() {
|
140 |
+
const bulletGeometry = new THREE.SphereGeometry(0.2, 8, 8);
|
141 |
+
const bulletMaterial = new THREE.MeshPhongMaterial({ color: 0xffff00, shininess: 100 });
|
142 |
+
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
143 |
+
bullet.position.copy(player.position);
|
144 |
+
bullet.position.z -= 1;
|
145 |
+
bullet.velocity = new THREE.Vector3(0, 0, -1);
|
146 |
+
bullet.bounces = 0;
|
147 |
+
bullet.timer = 5;
|
148 |
+
bullets.push(bullet);
|
149 |
+
scene.add(bullet);
|
150 |
+
}
|
151 |
+
|
152 |
+
function updateBullets(delta) {
|
153 |
+
const bulletSpeed = 20;
|
154 |
+
for (let i = bullets.length - 1; i >= 0; i--) {
|
155 |
+
bullets[i].position.add(bullets[i].velocity.clone().multiplyScalar(bulletSpeed * delta));
|
156 |
+
bullets[i].timer -= delta;
|
157 |
+
|
158 |
+
if (bullets[i].position.z < -100 || bullets[i].timer <= 0) {
|
159 |
+
scene.remove(bullets[i]);
|
160 |
+
bullets.splice(i, 1);
|
161 |
+
continue;
|
162 |
+
}
|
163 |
+
|
164 |
+
if (bullets[i].position.x < -20 || bullets[i].position.x > 20) {
|
165 |
+
bullets[i].velocity.x *= -1;
|
166 |
+
bullets[i].bounces++;
|
167 |
+
}
|
168 |
+
if (bullets[i].position.y < -5 || bullets[i].position.y > 10) {
|
169 |
+
bullets[i].velocity.y *= -1;
|
170 |
+
bullets[i].bounces++;
|
171 |
+
}
|
172 |
+
if (bullets[i].bounces > 3) {
|
173 |
+
scene.remove(bullets[i]);
|
174 |
+
bullets.splice(i, 1);
|
175 |
+
continue;
|
176 |
+
}
|
177 |
+
|
178 |
+
checkCollisions(bullets[i], i);
|
179 |
+
}
|
180 |
+
}
|
181 |
+
|
182 |
+
function checkCollisions(bullet, bulletIndex) {
|
183 |
+
for (let i = enemies.length - 1; i >= 0; i--) {
|
184 |
+
if (bullet.position.distanceTo(enemies[i].position) < 1) {
|
185 |
+
scene.remove(enemies[i]);
|
186 |
+
enemies.splice(i, 1);
|
187 |
+
scene.remove(bullet);
|
188 |
+
bullets.splice(bulletIndex, 1);
|
189 |
+
score += 10 * multiplier;
|
190 |
+
if (clock.getElapsedTime() - lastHitTime < 2) multiplier += 0.5;
|
191 |
+
lastHitTime = clock.getElapsedTime();
|
192 |
+
updateUI();
|
193 |
+
break;
|
194 |
+
}
|
195 |
+
}
|
196 |
+
}
|
197 |
+
|
198 |
+
function updateFlockingEnemies(delta) {
|
199 |
+
const speed = 3;
|
200 |
+
enemies.forEach(enemy => {
|
201 |
+
enemy.position.add(enemy.velocity.clone().multiplyScalar(delta * speed));
|
202 |
+
if (enemy.position.z > 10) {
|
203 |
+
scene.remove(enemy);
|
204 |
+
enemies.splice(enemies.indexOf(enemy), 1);
|
205 |
+
}
|
206 |
+
});
|
207 |
+
}
|
208 |
+
|
209 |
+
function updateBuildings(delta) {
|
210 |
+
const buildingSpeed = 5;
|
211 |
+
for (let i = buildings.length - 1; i >= 0; i--) {
|
212 |
+
const building = buildings[i];
|
213 |
+
building.position.z += buildingSpeed * delta;
|
214 |
+
if (building.position.z > 20) {
|
215 |
+
building.position.z = -50 - Math.random() * 50;
|
216 |
+
building.position.x = Math.random() * 40 - 20;
|
217 |
+
building.children.forEach(child => child.visible = true);
|
218 |
+
}
|
219 |
+
|
220 |
+
const distToPlayer = building.position.distanceTo(player.position);
|
221 |
+
if (distToPlayer < 10 && building.spawnTimer <= 0) {
|
222 |
+
spawnEnemyFromBuilding(building);
|
223 |
+
building.spawnTimer = 2;
|
224 |
+
}
|
225 |
+
building.spawnTimer -= delta;
|
226 |
+
|
227 |
+
if (!exploding && distToPlayer < 3 && building.children.some(child => child.visible)) {
|
228 |
+
explodePlayer();
|
229 |
+
destroyBuilding(building, i);
|
230 |
+
}
|
231 |
+
}
|
232 |
+
}
|
233 |
+
|
234 |
+
function spawnEnemyFromBuilding(building) {
|
235 |
+
const topPos = building.position.clone();
|
236 |
+
topPos.y += building.children.length * 2;
|
237 |
+
spawnEnemyFromPosition(topPos);
|
238 |
+
}
|
239 |
+
|
240 |
+
function explodePlayer() {
|
241 |
+
exploding = true;
|
242 |
+
lives--;
|
243 |
+
updateUI();
|
244 |
+
const particleGeometry = new THREE.SphereGeometry(0.1, 8, 8);
|
245 |
+
const particleMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 });
|
246 |
+
for (let i = 0; i < 30; i++) {
|
247 |
+
const particle = new THREE.Mesh(particleGeometry, particleMaterial);
|
248 |
+
particle.position.copy(player.position);
|
249 |
+
particle.velocity = new THREE.Vector3(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).multiplyScalar(5);
|
250 |
+
scene.add(particle);
|
251 |
+
setTimeout(() => scene.remove(particle), 1000);
|
252 |
+
}
|
253 |
+
player.visible = false;
|
254 |
+
setTimeout(() => {
|
255 |
+
player.visible = true;
|
256 |
+
exploding = false;
|
257 |
+
player.position.set(0, 0, 0);
|
258 |
+
if (lives === 1) alert("Last life remaining!");
|
259 |
+
if (lives <= 0) {
|
260 |
+
alert("Game Over! Final Score: " + score);
|
261 |
+
saveScore();
|
262 |
+
lives = 5;
|
263 |
+
score = 0;
|
264 |
+
multiplier = 1;
|
265 |
+
buildingStreak = 0;
|
266 |
+
updateUI();
|
267 |
+
}
|
268 |
+
}, 1000);
|
269 |
+
}
|
270 |
+
|
271 |
+
function destroyBuilding(building, index) {
|
272 |
+
const explosionPos = building.position.clone();
|
273 |
+
const particleGeometry = new THREE.SphereGeometry(0.2, 8, 8);
|
274 |
+
const particleMaterial = new THREE.MeshBasicMaterial({ color: 0xff8800 });
|
275 |
+
for (let i = 0; i < 20; i++) {
|
276 |
+
const particle = new THREE.Mesh(particleGeometry, particleMaterial);
|
277 |
+
particle.position.copy(explosionPos);
|
278 |
+
particle.velocity = new THREE.Vector3(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).multiplyScalar(3);
|
279 |
+
scene.add(particle);
|
280 |
+
setTimeout(() => scene.remove(particle), 1000);
|
281 |
+
}
|
282 |
+
|
283 |
+
building.children.forEach((segment, idx) => {
|
284 |
+
setTimeout(() => segment.visible = false, idx * 100);
|
285 |
+
});
|
286 |
+
|
287 |
+
buildingStreak++;
|
288 |
+
const bonus = 50 * buildingStreak;
|
289 |
+
score += bonus;
|
290 |
+
showBonus(explosionPos, bonus);
|
291 |
+
|
292 |
+
if (Math.random() < 0.5) {
|
293 |
+
for (let i = 0; i < 2; i++) {
|
294 |
+
setTimeout(() => spawnEnemyFromPosition(explosionPos), Math.random() * 500);
|
295 |
+
}
|
296 |
+
}
|
297 |
+
}
|
298 |
+
|
299 |
+
function showBonus(position, points) {
|
300 |
+
const bonusDiv = document.createElement('div');
|
301 |
+
bonusDiv.className = 'bonus';
|
302 |
+
bonusDiv.innerText = `+${points}`;
|
303 |
+
bonusDiv.style.left = `${(position.x + 20) * window.innerWidth / 40}px`;
|
304 |
+
bonusDiv.style.top = `${(10 - position.y) * window.innerHeight / 15}px`;
|
305 |
+
document.body.appendChild(bonusDiv);
|
306 |
+
setTimeout(() => document.body.removeChild(bonusDiv), 1000);
|
307 |
+
}
|
308 |
+
|
309 |
+
function updateUI() {
|
310 |
+
document.getElementById('score').innerText = score;
|
311 |
+
document.getElementById('multiplier').innerText = multiplier.toFixed(1);
|
312 |
+
document.getElementById('timer').innerText = Math.floor(gameTime);
|
313 |
+
document.getElementById('livesCount').innerText = lives;
|
314 |
+
if (clock.getElapsedTime() - lastHitTime > 5) multiplier = 1;
|
315 |
+
}
|
316 |
+
|
317 |
+
function updateHighScoresUI() {
|
318 |
+
const scoresDiv = document.getElementById('highScores');
|
319 |
+
scoresDiv.innerHTML = highScores.map(s => `${s.name}: ${s.score} (${s.time}s)`).join('<br>');
|
320 |
+
}
|
321 |
+
|
322 |
+
window.saveScore = function() {
|
323 |
+
const name = prompt("Enter 3-letter name:", generateRandomName());
|
324 |
+
if (name && name.length === 3) {
|
325 |
+
highScores.push({ name, score, time: Math.floor(gameTime) });
|
326 |
+
highScores.sort((a, b) => b.score - a.score);
|
327 |
+
highScores = highScores.slice(0, 5);
|
328 |
+
localStorage.setItem('highScores', JSON.stringify(highScores));
|
329 |
+
updateHighScoresUI();
|
330 |
+
}
|
331 |
+
}
|
332 |
+
|
333 |
+
function generateRandomName() {
|
334 |
+
const letters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ';
|
335 |
+
return Array(3).fill().map(() => letters[Math.floor(Math.random() * letters.length)]).join('');
|
336 |
+
}
|
337 |
+
|
338 |
+
function onWindowResize() {
|
339 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
340 |
+
camera.updateProjectionMatrix();
|
341 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
342 |
+
}
|
343 |
+
|
344 |
+
function animate() {
|
345 |
+
requestAnimationFrame(animate);
|
346 |
+
const delta = clock.getDelta();
|
347 |
+
gameTime += delta;
|
348 |
+
|
349 |
+
updatePlayer(delta);
|
350 |
+
updateBullets(delta);
|
351 |
+
updateFlockingEnemies(delta);
|
352 |
+
updateBuildings(delta);
|
353 |
+
updateUI();
|
354 |
+
|
355 |
+
renderer.render(scene, camera);
|
356 |
+
}
|
357 |
+
|
358 |
+
init();
|
359 |
+
</script>
|
360 |
+
</body>
|
361 |
+
</html>
|
362 |
+
"""
|
363 |
+
|
364 |
+
# Streamlit app
|
365 |
+
st.title("Galaxxon - Enhanced Arcade Game")
|
366 |
+
st.write("Use WASD or Arrow Keys to move, Spacebar to shoot. Crash into buildings for bonus points, avoid enemies!")
|
367 |
+
|
368 |
+
# Render the HTML game
|
369 |
+
html(game_html, height=600, scrolling=False)
|
370 |
+
|
371 |
+
st.write("Note: The game runs in your browser. Ensure you have an internet connection for Three.js to load.")
|