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Update index.html

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  1. index.html +118 -19
index.html CHANGED
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- <!doctype html>
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- <html>
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- <head>
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- <meta charset="utf-8" />
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- <meta name="viewport" content="width=device-width" />
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- <title>My static Space</title>
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- <link rel="stylesheet" href="style.css" />
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- </head>
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- <body>
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- <div class="card">
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- <h1>Welcome to your static Space!</h1>
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- <p>You can modify this app directly by editing <i>index.html</i> in the Files and versions tab.</p>
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- <p>
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- Also don't forget to check the
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- <a href="https://huggingface.co/docs/hub/spaces" target="_blank">Spaces documentation</a>.
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- </p>
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- </div>
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- </body>
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- </html>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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+ <!DOCTYPE html>
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+ <html lang="en">
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+ <head>
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+ <meta charset="UTF-8">
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+ <meta name="viewport" content="width=device-width, initial-scale=1.0">
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+ <title>3D Sphere Snake Game</title>
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+ <style>
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+ body { margin: 0; overflow: hidden; }
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+ canvas { display: block; }
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+ </style>
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+ </head>
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+ <body>
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+ <canvas id="gameCanvas"></canvas>
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+ <script>
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+ // Setup the WebGL context
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+ const canvas = document.getElementById('gameCanvas');
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+ const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
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+ if (!gl) {
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+ alert('WebGL not supported in this browser');
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+ throw new Error('WebGL not supported');
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+ }
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+
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+ // Vertex shader
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+ const vsSource = `
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+ attribute vec4 aVertexPosition;
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+ uniform mat4 uModelViewMatrix;
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+ uniform mat4 uProjectionMatrix;
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+
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+ void main() {
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+ gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition;
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+ }
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+ `;
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+
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+ // Fragment shader
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+ const fsSource = `
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+ void main() {
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+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color for snake
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+ }
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+ `;
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+
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+ // Compile shader
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+ function loadShader(gl, type, source) {
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+ const shader = gl.createShader(type);
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+ gl.shaderSource(shader, source);
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+ gl.compileShader(shader);
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+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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+ alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader));
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+ gl.deleteShader(shader);
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+ return null;
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+ }
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+ return shader;
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+ }
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+
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+ // Create shader program
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+ const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
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+
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+ // Initialize shader program with given vertex and fragment shaders
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+ function initShaderProgram(gl, vsSource, fsSource) {
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+ const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
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+ const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
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+
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+ const shaderProgram = gl.createProgram();
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+ gl.attachShader(shaderProgram, vertexShader);
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+ gl.attachShader(shaderProgram, fragmentShader);
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+ gl.linkProgram(shaderProgram);
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+
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+ if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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+ alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram));
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+ return null;
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+ }
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+
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+ return shaderProgram;
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+ }
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+
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+ // Setup buffers, matrices, etc.
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+ let snakeSegments = [];
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+ let foodPosition = [0, 0, 0];
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+ let angle = 0;
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+
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+ function initBuffers() {
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+ // Set up initial snake and food
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+ // Here we would define positions on a 3D sphere for snake and food
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+ }
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+
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+ function drawScene() {
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+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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+
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+ // Move the sphere (rotation for interaction)
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+ angle += 0.1;
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+ const modelViewMatrix = mat4.create();
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+ mat4.rotate(modelViewMatrix, modelViewMatrix, angle * Math.PI / 180, [0, 1, 0]);
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+
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+ // Draw snake, food, etc. on the sphere
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+ }
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+
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+ // Game logic
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+ function update() {
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+ // Move snake, check for food collision, update food if eaten, etc.
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+ }
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+
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+ // Animation loop
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+ function render() {
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+ update();
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+ drawScene();
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+ requestAnimationFrame(render);
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+ }
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+
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+ // Start rendering loop
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+ render();
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+
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+ // Handle user interaction for rotating the sphere
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+ document.addEventListener('mousemove', onMouseMove);
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+ function onMouseMove(e) {
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+ // Implement rotation of the sphere based on mouse movement
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+ }
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+ </script>
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+ </body>
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+ </html>