Spaces:
Running
Running
Update app.py
Browse files
app.py
CHANGED
@@ -6,7 +6,7 @@ import string
|
|
6 |
# Set Streamlit to wide mode
|
7 |
st.set_page_config(layout="wide")
|
8 |
|
9 |
-
# Define the enhanced HTML content with Three.js game
|
10 |
game_html = """
|
11 |
<!DOCTYPE html>
|
12 |
<html lang="en">
|
@@ -57,6 +57,7 @@ game_html = """
|
|
57 |
scene.add(player);
|
58 |
|
59 |
spawnBuildings();
|
|
|
60 |
|
61 |
const ambientLight = new THREE.AmbientLight(0x404040, 0.5);
|
62 |
scene.add(ambientLight);
|
@@ -95,12 +96,35 @@ game_html = """
|
|
95 |
}
|
96 |
}
|
97 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
98 |
function spawnEnemyFromPosition(position) {
|
99 |
const enemyGeometry = new THREE.BoxGeometry(0.8, 0.8, 0.8);
|
100 |
const enemyMaterial = new THREE.MeshPhongMaterial({ color: 0xff0000, shininess: 50 });
|
101 |
const enemy = new THREE.Mesh(enemyGeometry, enemyMaterial);
|
102 |
enemy.position.copy(position);
|
103 |
enemy.velocity = new THREE.Vector3(Math.random() - 0.5, Math.random() - 0.5, 1).normalize();
|
|
|
104 |
enemies.push(enemy);
|
105 |
scene.add(enemy);
|
106 |
}
|
@@ -148,6 +172,20 @@ game_html = """
|
|
148 |
bullet.velocity = new THREE.Vector3(0, 0, -1);
|
149 |
bullet.bounces = 0;
|
150 |
bullet.timer = 5;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
151 |
bullets.push(bullet);
|
152 |
scene.add(bullet);
|
153 |
}
|
@@ -158,7 +196,7 @@ game_html = """
|
|
158 |
bullets[i].position.add(bullets[i].velocity.clone().multiplyScalar(bulletSpeed * delta));
|
159 |
bullets[i].timer -= delta;
|
160 |
|
161 |
-
if (bullets[i].position.z < -100 || bullets[i].timer <= 0) {
|
162 |
scene.remove(bullets[i]);
|
163 |
bullets.splice(i, 1);
|
164 |
continue;
|
@@ -178,13 +216,21 @@ game_html = """
|
|
178 |
continue;
|
179 |
}
|
180 |
|
181 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
182 |
}
|
183 |
}
|
184 |
|
185 |
-
function
|
186 |
for (let i = enemies.length - 1; i >= 0; i--) {
|
187 |
-
if (bullet.position.distanceTo(enemies[i].position) < 1) {
|
188 |
scene.remove(enemies[i]);
|
189 |
enemies.splice(i, 1);
|
190 |
scene.remove(bullet);
|
@@ -193,6 +239,23 @@ game_html = """
|
|
193 |
if (clock.getElapsedTime() - lastHitTime < 2) multiplier += 0.5;
|
194 |
lastHitTime = clock.getElapsedTime();
|
195 |
updateUI();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
196 |
break;
|
197 |
}
|
198 |
}
|
@@ -201,12 +264,27 @@ game_html = """
|
|
201 |
function updateFlockingEnemies(delta) {
|
202 |
const speed = 3;
|
203 |
enemies.forEach(enemy => {
|
204 |
-
|
205 |
-
|
206 |
-
|
207 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
208 |
}
|
209 |
});
|
|
|
|
|
210 |
}
|
211 |
|
212 |
function updateBuildings(delta) {
|
@@ -364,11 +442,18 @@ game_html = """
|
|
364 |
</html>
|
365 |
"""
|
366 |
|
367 |
-
# Streamlit app with
|
368 |
-
st.
|
369 |
-
st.
|
|
|
|
|
|
|
|
|
|
|
|
|
370 |
|
371 |
# Render the HTML game full-screen
|
372 |
-
html(game_html, height=1000, width=2000, scrolling=False)
|
|
|
|
|
373 |
|
374 |
-
st.write("Note: The game runs in your browser. Ensure you have an internet connection for Three.js to load.")
|
|
|
6 |
# Set Streamlit to wide mode
|
7 |
st.set_page_config(layout="wide")
|
8 |
|
9 |
+
# Define the enhanced HTML content with Three.js game
|
10 |
game_html = """
|
11 |
<!DOCTYPE html>
|
12 |
<html lang="en">
|
|
|
57 |
scene.add(player);
|
58 |
|
59 |
spawnBuildings();
|
60 |
+
spawnEnemyFormations();
|
61 |
|
62 |
const ambientLight = new THREE.AmbientLight(0x404040, 0.5);
|
63 |
scene.add(ambientLight);
|
|
|
96 |
}
|
97 |
}
|
98 |
|
99 |
+
function spawnEnemyFormations() {
|
100 |
+
const enemyGeometry = new THREE.BoxGeometry(0.8, 0.8, 0.8);
|
101 |
+
const enemyMaterial = new THREE.MeshPhongMaterial({ color: 0xff0000, shininess: 50 });
|
102 |
+
const formations = [
|
103 |
+
{ pattern: [[-2, 5], [0, 5], [2, 5], [-1, 6], [1, 6]], center: new THREE.Vector3(0, 5.5, -30) },
|
104 |
+
{ pattern: [[-3, 4], [-1, 4], [1, 4], [3, 4], [0, 5]], center: new THREE.Vector3(10, 4.5, -40) },
|
105 |
+
{ pattern: [[-2, 6], [0, 6], [2, 6], [-1, 7], [1, 7]], center: new THREE.Vector3(-10, 6.5, -35) }
|
106 |
+
];
|
107 |
+
|
108 |
+
formations.forEach(formation => {
|
109 |
+
formation.pattern.forEach(pos => {
|
110 |
+
const enemy = new THREE.Mesh(enemyGeometry, enemyMaterial);
|
111 |
+
enemy.position.set(formation.center.x + pos[0], formation.center.y + pos[1] - formation.center.y, formation.center.z);
|
112 |
+
enemy.velocity = new THREE.Vector3();
|
113 |
+
enemy.formationCenter = formation.center;
|
114 |
+
enemy.shootTimer = Math.random() * 5;
|
115 |
+
enemies.push(enemy);
|
116 |
+
scene.add(enemy);
|
117 |
+
});
|
118 |
+
});
|
119 |
+
}
|
120 |
+
|
121 |
function spawnEnemyFromPosition(position) {
|
122 |
const enemyGeometry = new THREE.BoxGeometry(0.8, 0.8, 0.8);
|
123 |
const enemyMaterial = new THREE.MeshPhongMaterial({ color: 0xff0000, shininess: 50 });
|
124 |
const enemy = new THREE.Mesh(enemyGeometry, enemyMaterial);
|
125 |
enemy.position.copy(position);
|
126 |
enemy.velocity = new THREE.Vector3(Math.random() - 0.5, Math.random() - 0.5, 1).normalize();
|
127 |
+
enemy.shootTimer = Math.random() * 5;
|
128 |
enemies.push(enemy);
|
129 |
scene.add(enemy);
|
130 |
}
|
|
|
172 |
bullet.velocity = new THREE.Vector3(0, 0, -1);
|
173 |
bullet.bounces = 0;
|
174 |
bullet.timer = 5;
|
175 |
+
bullet.isPlayerBullet = true;
|
176 |
+
bullets.push(bullet);
|
177 |
+
scene.add(bullet);
|
178 |
+
}
|
179 |
+
|
180 |
+
function shootEnemyBullet(enemy) {
|
181 |
+
const bulletGeometry = new THREE.SphereGeometry(0.2, 8, 8);
|
182 |
+
const bulletMaterial = new THREE.MeshPhongMaterial({ color: 0xff00ff, shininess: 100 });
|
183 |
+
const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
|
184 |
+
bullet.position.copy(enemy.position);
|
185 |
+
bullet.velocity = new THREE.Vector3(0, 0, 1);
|
186 |
+
bullet.bounces = 0;
|
187 |
+
bullet.timer = 5;
|
188 |
+
bullet.isPlayerBullet = false;
|
189 |
bullets.push(bullet);
|
190 |
scene.add(bullet);
|
191 |
}
|
|
|
196 |
bullets[i].position.add(bullets[i].velocity.clone().multiplyScalar(bulletSpeed * delta));
|
197 |
bullets[i].timer -= delta;
|
198 |
|
199 |
+
if (bullets[i].position.z < -100 || bullets[i].position.z > 10 || bullets[i].timer <= 0) {
|
200 |
scene.remove(bullets[i]);
|
201 |
bullets.splice(i, 1);
|
202 |
continue;
|
|
|
216 |
continue;
|
217 |
}
|
218 |
|
219 |
+
for (let j = buildings.length - 1; j >= 0; j--) {
|
220 |
+
if (buildings[j].children.some(child => child.visible && bullets[i].position.distanceTo(buildings[j].position) < 3)) {
|
221 |
+
bullets[i].velocity.z *= -1;
|
222 |
+
bullets[i].bounces++;
|
223 |
+
break;
|
224 |
+
}
|
225 |
+
}
|
226 |
+
|
227 |
+
checkBulletCollisions(bullets[i], i);
|
228 |
}
|
229 |
}
|
230 |
|
231 |
+
function checkBulletCollisions(bullet, bulletIndex) {
|
232 |
for (let i = enemies.length - 1; i >= 0; i--) {
|
233 |
+
if (bullet.position.distanceTo(enemies[i].position) < 1 && bullet.isPlayerBullet) {
|
234 |
scene.remove(enemies[i]);
|
235 |
enemies.splice(i, 1);
|
236 |
scene.remove(bullet);
|
|
|
239 |
if (clock.getElapsedTime() - lastHitTime < 2) multiplier += 0.5;
|
240 |
lastHitTime = clock.getElapsedTime();
|
241 |
updateUI();
|
242 |
+
return;
|
243 |
+
}
|
244 |
+
}
|
245 |
+
|
246 |
+
if (!bullet.isPlayerBullet && bullet.position.distanceTo(player.position) < 1 && !exploding) {
|
247 |
+
explodePlayer();
|
248 |
+
scene.remove(bullet);
|
249 |
+
bullets.splice(bulletIndex, 1);
|
250 |
+
return;
|
251 |
+
}
|
252 |
+
|
253 |
+
for (let j = bullets.length - 1; j >= 0; j--) {
|
254 |
+
if (j !== bulletIndex && bullet.position.distanceTo(bullets[j].position) < 0.4) {
|
255 |
+
scene.remove(bullet);
|
256 |
+
scene.remove(bullets[j]);
|
257 |
+
bullets.splice(Math.max(bulletIndex, j), 1);
|
258 |
+
bullets.splice(Math.min(bulletIndex, j), 1);
|
259 |
break;
|
260 |
}
|
261 |
}
|
|
|
264 |
function updateFlockingEnemies(delta) {
|
265 |
const speed = 3;
|
266 |
enemies.forEach(enemy => {
|
267 |
+
if (enemy.formationCenter) {
|
268 |
+
const centerDir = enemy.formationCenter.clone().sub(enemy.position).normalize();
|
269 |
+
enemy.velocity.lerp(centerDir, delta * 0.5);
|
270 |
+
enemy.position.add(enemy.velocity.clone().multiplyScalar(delta * speed));
|
271 |
+
} else {
|
272 |
+
enemy.position.add(enemy.velocity.clone().multiplyScalar(delta * speed));
|
273 |
+
if (enemy.position.z > 10) {
|
274 |
+
scene.remove(enemy);
|
275 |
+
enemies.splice(enemies.indexOf(enemy), 1);
|
276 |
+
return;
|
277 |
+
}
|
278 |
+
}
|
279 |
+
|
280 |
+
enemy.shootTimer -= delta;
|
281 |
+
if (enemy.shootTimer <= 0) {
|
282 |
+
shootEnemyBullet(enemy);
|
283 |
+
enemy.shootTimer = Math.random() * 5 + 2;
|
284 |
}
|
285 |
});
|
286 |
+
|
287 |
+
if (enemies.length < 10) spawnEnemyFormations();
|
288 |
}
|
289 |
|
290 |
function updateBuildings(delta) {
|
|
|
442 |
</html>
|
443 |
"""
|
444 |
|
445 |
+
# Streamlit app with sidebar for title and instructions
|
446 |
+
with st.sidebar:
|
447 |
+
st.title("Galaxxon - Enhanced Arcade Game")
|
448 |
+
st.write("**Controls:**")
|
449 |
+
st.write("- Use WASD or Arrow Keys to move")
|
450 |
+
st.write("- Spacebar to shoot")
|
451 |
+
st.write("**Objective:**")
|
452 |
+
st.write("- Crash into buildings for bonus points")
|
453 |
+
st.write("- Destroy enemies and avoid their bullets")
|
454 |
|
455 |
# Render the HTML game full-screen
|
456 |
+
html(game_html, height=1000, width=2000, scrolling=False)
|
457 |
+
|
458 |
+
st.write("Note: The game runs in your browser. Ensure you have an internet connection for Three.js to load.")
|
459 |
|
|