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import gradio as gr
import numpy as np
import time
from PIL import Image, ImageDraw
import random
import json
import base64

class SpaceShooterGame:
    def __init__(self):
        # Canvas dimensions
        self.width = 480
        self.height = 640
        
        # Game state
        self.score = 0
        self.lives = 3
        self.game_over = False
        self.game_started = False
        self.last_update = time.time()
        
        # Player
        self.player = {
            'x': self.width / 2,
            'y': self.height - 60,
            'width': 40,
            'height': 40,
            'speed': 5,
            'color': '#3498db',
            'is_moving_left': False,
            'is_moving_right': False,
            'is_moving_up': False,
            'is_moving_down': False,
            'is_shooting': False,
            'last_shot': 0,
            'shoot_cooldown': 300  # milliseconds
        }
        
        # Game elements
        self.enemies = []
        self.bullets = []
        self.stars = []
        self.particles = []
        
        # Timers
        self.last_enemy_spawn = 0
        self.enemy_spawn_rate = 1500  # milliseconds
        self.last_star_spawn = 0
        self.star_spawn_rate = 200  # milliseconds
        
        # Initialize stars
        self.init_stars()
    
    def init_stars(self):
        for _ in range(50):
            self.stars.append({
                'x': random.random() * self.width,
                'y': random.random() * self.height,
                'size': random.random() * 2 + 1,
                'speed': random.random() * 2 + 1
            })
    
    def update_stars(self, timestamp):
        # Move existing stars
        for i in range(len(self.stars) - 1, -1, -1):
            self.stars[i]['y'] += self.stars[i]['speed']
            
            # Remove stars that go off screen
            if self.stars[i]['y'] > self.height:
                self.stars.pop(i)
        
        # Add new stars occasionally
        if timestamp - self.last_star_spawn > self.star_spawn_rate:
            self.stars.append({
                'x': random.random() * self.width,
                'y': 0,
                'size': random.random() * 2 + 1,
                'speed': random.random() * 2 + 1
            })
            self.last_star_spawn = timestamp
    
    def shoot(self, timestamp):
        if self.player['is_shooting'] and timestamp - self.player['last_shot'] > self.player['shoot_cooldown']:
            self.bullets.append({
                'x': self.player['x'],
                'y': self.player['y'] - self.player['height'] / 2,
                'width': 4,
                'height': 15,
                'speed': 10,
                'color': '#ffff00'
            })
            self.player['last_shot'] = timestamp
    
    def update_bullets(self):
        for i in range(len(self.bullets) - 1, -1, -1):
            self.bullets[i]['y'] -= self.bullets[i]['speed']
            
            # Remove bullets that go off screen
            if self.bullets[i]['y'] < 0:
                self.bullets.pop(i)
    
    def spawn_enemies(self, timestamp):
        if timestamp - self.last_enemy_spawn > self.enemy_spawn_rate:
            size = random.random() * 20 + 20
            self.enemies.append({
                'x': random.random() * (self.width - size) + size / 2,
                'y': 0,
                'width': size,
                'height': size,
                'speed': random.random() * 2 + 1,
                'color': f'hsl({random.random() * 360}, 100%, 50%)'
            })
            self.last_enemy_spawn = timestamp
            
            # Increase difficulty over time
            if self.enemy_spawn_rate > 500:
                self.enemy_spawn_rate -= 10
    
    def update_enemies(self):
        for i in range(len(self.enemies) - 1, -1, -1):
            self.enemies[i]['y'] += self.enemies[i]['speed']
            
            # Game over if enemy reaches bottom
            if self.enemies[i]['y'] > self.height:
                self.enemies.pop(i)
                self.lives -= 1
                
                if self.lives <= 0:
                    self.game_over = True
    
    def create_explosion(self, x, y, color):
        particle_count = 15
        for _ in range(particle_count):
            angle = random.random() * 3.14159 * 2
            speed = random.random() * 3 + 1
            self.particles.append({
                'x': x,
                'y': y,
                'vx': np.cos(angle) * speed,
                'vy': np.sin(angle) * speed,
                'radius': random.random() * 3 + 1,
                'color': color,
                'life': 30  # frames
            })
    
    def update_particles(self):
        for i in range(len(self.particles) - 1, -1, -1):
            self.particles[i]['x'] += self.particles[i]['vx']
            self.particles[i]['y'] += self.particles[i]['vy']
            self.particles[i]['life'] -= 1
            
            if self.particles[i]['life'] <= 0:
                self.particles.pop(i)
    
    def check_collisions(self):
        # Check bullet-enemy collisions
        for i in range(len(self.bullets) - 1, -1, -1):
            bullet_removed = False
            for j in range(len(self.enemies) - 1, -1, -1):
                if (
                    self.bullets[i]['x'] < self.enemies[j]['x'] + self.enemies[j]['width'] / 2 and
                    self.bullets[i]['x'] + self.bullets[i]['width'] > self.enemies[j]['x'] - self.enemies[j]['width'] / 2 and
                    self.bullets[i]['y'] < self.enemies[j]['y'] + self.enemies[j]['height'] / 2 and
                    self.bullets[i]['y'] + self.bullets[i]['height'] > self.enemies[j]['y'] - self.enemies[j]['height'] / 2
                ):
                    # Collision detected
                    self.create_explosion(self.enemies[j]['x'], self.enemies[j]['y'], self.enemies[j]['color'])
                    self.score += int(self.enemies[j]['width'])
                    
                    # Remove the bullet and enemy
                    if not bullet_removed:
                        self.bullets.pop(i)
                        bullet_removed = True
                    self.enemies.pop(j)
                    break
            
            if bullet_removed:
                break
        
        # Check player-enemy collisions
        for i in range(len(self.enemies) - 1, -1, -1):
            dx = self.player['x'] - self.enemies[i]['x']
            dy = self.player['y'] - self.enemies[i]['y']
            distance = np.sqrt(dx * dx + dy * dy)
            
            if distance < (self.player['width'] / 2 + self.enemies[i]['width'] / 2):
                # Collision detected
                self.create_explosion(self.player['x'], self.player['y'], self.player['color'])
                self.create_explosion(self.enemies[i]['x'], self.enemies[i]['y'], self.enemies[i]['color'])
                
                # Remove the enemy
                self.enemies.pop(i)
                
                # Decrease player lives
                self.lives -= 1
                
                if self.lives <= 0:
                    self.game_over = True
                break
    
    def update_player(self):
        # Update player position based on current movement flags
        if self.player['is_moving_left'] and self.player['x'] > self.player['width'] / 2:
            self.player['x'] -= self.player['speed']
        if self.player['is_moving_right'] and self.player['x'] < self.width - self.player['width'] / 2:
            self.player['x'] += self.player['speed']
        if self.player['is_moving_up'] and self.player['y'] > self.player['height']:
            self.player['y'] -= self.player['speed']
        if self.player['is_moving_down'] and self.player['y'] < self.height - self.player['height'] / 2:
            self.player['y'] += self.player['speed']
    
    def render_frame(self):
        # Create image
        img = Image.new('RGB', (self.width, self.height), (17, 17, 17))
        draw = ImageDraw.Draw(img)
        
        # Draw stars
        for star in self.stars:
            draw.ellipse(
                [star['x'] - star['size'], star['y'] - star['size'], 
                 star['x'] + star['size'], star['y'] + star['size']], 
                fill='white'
            )
        
        # Draw enemies
        for enemy in self.enemies:
            # Draw enemy as a circle
            draw.ellipse(
                [enemy['x'] - enemy['width'] / 2, enemy['y'] - enemy['height'] / 2,
                 enemy['x'] + enemy['width'] / 2, enemy['y'] + enemy['height'] / 2],
                fill=enemy['color']
            )
            
            # Add details to the enemy
            draw.ellipse(
                [enemy['x'] - enemy['width'] / 3, enemy['y'] - enemy['height'] / 3,
                 enemy['x'] + enemy['width'] / 3, enemy['y'] + enemy['height'] / 3],
                outline='white'
            )
        
        # Draw bullets
        for bullet in self.bullets:
            draw.rectangle(
                [bullet['x'] - bullet['width'] / 2, bullet['y'],
                 bullet['x'] + bullet['width'] / 2, bullet['y'] + bullet['height']],
                fill=bullet['color']
            )
        
        # Draw player ship
        if not self.game_over:
            # Ship body (triangle)
            draw.polygon(
                [
                    (self.player['x'], self.player['y'] - self.player['height'] / 2),
                    (self.player['x'] - self.player['width'] / 2, self.player['y'] + self.player['height'] / 2),
                    (self.player['x'] + self.player['width'] / 2, self.player['y'] + self.player['height'] / 2)
                ],
                fill=self.player['color']
            )
            
            # Engine glow
            draw.polygon(
                [
                    (self.player['x'] - self.player['width'] / 4, self.player['y'] + self.player['height'] / 2),
                    (self.player['x'], self.player['y'] + self.player['height'] / 2 + 10),
                    (self.player['x'] + self.player['width'] / 4, self.player['y'] + self.player['height'] / 2)
                ],
                fill='#ff9900'
            )
        
        # Draw particles
        for particle in self.particles:
            # Calculate alpha based on life
            alpha = int(255 * (particle['life'] / 30))
            color = self.hex_to_rgb(particle['color'])
            particle_color = (color[0], color[1], color[2], alpha)
            
            draw.ellipse(
                [particle['x'] - particle['radius'], particle['y'] - particle['radius'],
                 particle['x'] + particle['radius'], particle['y'] + particle['radius']],
                fill=particle['color']
            )
        
        # Draw UI
        draw.text((10, 10), f"Score: {self.score}", fill='white')
        draw.text((self.width - 70, 10), f"Lives: {self.lives}", fill='white')
        
        # Draw game over screen
        if self.game_over:
            # Semi-transparent background
            overlay = Image.new('RGBA', (self.width, self.height), (0, 0, 0, 180))
            img = Image.alpha_composite(img.convert('RGBA'), overlay)
            draw = ImageDraw.Draw(img)
            
            # Game over text
            draw.text((self.width // 2 - 40, self.height // 2 - 30), "GAME OVER", fill='red')
            draw.text((self.width // 2 - 50, self.height // 2), f"Final Score: {self.score}", fill='white')
            draw.text((self.width // 2 - 65, self.height // 2 + 30), "Click to play again", fill='white')
        
        # Draw start screen
        if not self.game_started and not self.game_over:
            # Semi-transparent background
            overlay = Image.new('RGBA', (self.width, self.height), (0, 0, 0, 180))
            img = Image.alpha_composite(img.convert('RGBA'), overlay)
            draw = ImageDraw.Draw(img)
            
            # Start game text
            draw.text((self.width // 2 - 60, self.height // 2 - 50), "SPACE SHOOTER", fill='#ff5555')
            draw.text((self.width // 2 - 90, self.height // 2 - 20), "Use arrow keys to move", fill='white')
            draw.text((self.width // 2 - 85, self.height // 2), "Click mouse to shoot", fill='white')
            draw.text((self.width // 2 - 55, self.height // 2 + 30), "Click to start", fill='white')
        
        return img
    
    def update(self):
        if not self.game_started or self.game_over:
            return self.render_frame()
        
        current_time = time.time() * 1000  # Convert to milliseconds
        
        # Calculate delta time
        delta_time = current_time - self.last_update
        self.last_update = current_time
        
        # Update game state
        self.update_stars(current_time)
        self.spawn_enemies(current_time)
        self.update_enemies()
        self.update_player()
        self.shoot(current_time)
        self.update_bullets()
        self.update_particles()
        self.check_collisions()
        
        return self.render_frame()
    
    def handle_click(self, evt: gr.SelectData):
        # Start game if not started
        if not self.game_started:
            self.game_started = True
            return self.update()
        
        # Restart game if game over
        if self.game_over:
            self.reset_game()
            return self.update()
        
        # Handle shooting on left click
        if evt.index == 1:  # Left click
            self.player['is_shooting'] = True
            self.shoot(time.time() * 1000)
            self.player['is_shooting'] = False
        
        return self.update()
    
    def handle_keypress(self, key):
        if not self.game_started or self.game_over:
            self.game_started = True
            if self.game_over:
                self.reset_game()
            return self.update()
        
        # Handle arrow key movement
        if key == "ArrowLeft":
            self.player['is_moving_left'] = True
        elif key == "ArrowRight":
            self.player['is_moving_right'] = True
        elif key == "ArrowUp":
            self.player['is_moving_up'] = True
        elif key == "ArrowDown":
            self.player['is_moving_down'] = True
        elif key == "a":
            self.player['is_moving_left'] = True
        elif key == "d":
            self.player['is_moving_right'] = True
        elif key == "w":
            self.player['is_moving_up'] = True
        elif key == "s":
            self.player['is_moving_down'] = True
        elif key == " ":
            self.player['is_shooting'] = True
        
        return self.update()
    
    def handle_keyrelease(self, key):
        if key == "ArrowLeft":
            self.player['is_moving_left'] = False
        elif key == "ArrowRight":
            self.player['is_moving_right'] = False
        elif key == "ArrowUp":
            self.player['is_moving_up'] = False
        elif key == "ArrowDown":
            self.player['is_moving_down'] = False
        elif key == "a":
            self.player['is_moving_left'] = False
        elif key == "d":
            self.player['is_moving_right'] = False
        elif key == "w":
            self.player['is_moving_up'] = False
        elif key == "s":
            self.player['is_moving_down'] = False
        elif key == " ":
            self.player['is_shooting'] = False
        
        return self.update()
    
    def handle_mouse_move(self, evt: gr.SelectData):
        # Update player position based on mouse position if game is running
        if self.game_started and not self.game_over:
            x_coordinates = evt.index[0] if isinstance(evt.index, tuple) else evt.index
            self.player['x'] = max(self.player['width'] / 2, min(x_coordinates, self.width - self.player['width'] / 2))
        
        return self.update()
    
    def reset_game(self):
        # Reset game state
        self.score = 0
        self.lives = 3
        self.game_over = False
        self.game_started = True
        self.enemies = []
        self.bullets = []
        self.particles = []
        self.last_enemy_spawn = 0
        self.enemy_spawn_rate = 1500
        
        # Reset player position
        self.player['x'] = self.width / 2
        self.player['y'] = self.height - 60
        
        self.last_update = time.time() * 1000
    
    def hex_to_rgb(self, hex_color):
        hex_color = hex_color.lstrip('#')
        if len(hex_color) == 6:
            return tuple(int(hex_color[i:i+2], 16) for i in (0, 2, 4))
        else:
            # Handle HSL colors by converting to a default color
            return (255, 0, 0)  # Return red by default

# Create game instance
game = SpaceShooterGame()

def update_frame():
    return game.update()

def handle_click(img, evt: gr.SelectData):
    return game.handle_click(evt)

def handle_keypress(key):
    return game.handle_keypress(key)

def handle_keyrelease(key):
    return game.handle_keyrelease(key)

def handle_mouse_move(img, evt: gr.SelectData):
    return game.handle_mouse_move(evt)

# Set up Gradio interface
with gr.Blocks() as demo:
    gr.Markdown("# Space Shooter Game")
    gr.Markdown("Use arrow keys (or WASD) to move. Left click to shoot.")
    
    with gr.Row():
        game_display = gr.Image(game.render_frame(), elem_id="game-canvas")
    
    with gr.Row():
        gr.Markdown("### Controls:")
        gr.Markdown("- **Arrow Keys or WASD**: Move ship")
        gr.Markdown("- **Left Click**: Shoot")
        gr.Markdown("- **Click on Game**: Start/Restart")
    
    # Handle events
    game_display.select(handle_click, [game_display], [game_display])
    
    # Game loop using Gradio's JavaScript event system
    demo.load(update_frame, [], [game_display], every=0.1)
    
    # Handle keyboard events
    demo.queue()
    
    # Handle keyboard inputs via JavaScript events
    js_keyboard = """
    function setupKeyboardHandlers() {
        const gameCanvas = document.getElementById('game-canvas');
        if (!gameCanvas) {
            setTimeout(setupKeyboardHandlers, 100);
            return;
        }
        
        document.addEventListener('keydown', function(e) {
            if (['ArrowLeft', 'ArrowRight', 'ArrowUp', 'ArrowDown', 'a', 'd', 'w', 's', ' '].includes(e.key)) {
                e.preventDefault();
                keyPressEvent(e.key);
            }
        });
        
        document.addEventListener('keyup', function(e) {
            if (['ArrowLeft', 'ArrowRight', 'ArrowUp', 'ArrowDown', 'a', 'd', 'w', 's', ' '].includes(e.key)) {
                e.preventDefault();
                keyReleaseEvent(e.key);
            }
        });
        
        // Add mousemove handler with debouncing for better performance
        let lastMove = 0;
        gameCanvas.addEventListener('mousemove', function(e) {
            const now = Date.now();
            if (now - lastMove < 50) return; // Only process every 50ms
            lastMove = now;
            
            const rect = gameCanvas.getBoundingClientRect();
            const x = e.clientX - rect.left;
            const y = e.clientY - rect.top;
            
            // Only update if mouse is over the canvas
            if (x >= 0 && x <= rect.width && y >= 0 && y <= rect.height) {
                // Scale coordinates to match game dimensions
                const scaleX = 480 / rect.width;
                const scaledX = x * scaleX;
                
                mouseMove([scaledX, 0]);
            }
        });
    }
    
    // Set up the event handlers once the page loads
    setTimeout(setupKeyboardHandlers, 100);
    """
    
    demo.load(None, [], [], _js=js_keyboard)

    # Add events for keyboard handling
    keypress_event = demo.input(fn=handle_keypress, inputs=[], outputs=[game_display])
    keyrelease_event = demo.input(fn=handle_keyrelease, inputs=[], outputs=[game_display])
    mousemove_event = demo.input(fn=handle_mouse_move, inputs=[game_display], outputs=[game_display])
    
    # Connect JavaScript events to Python functions
    demo.after_setup(_js=f"""
    function keyPressEvent(key) {{
        {keypress_event.name}(key);
    }}
    
    function keyReleaseEvent(key) {{
        {keyrelease_event.name}(key);
    }}
    
    function mouseMove(coords) {{
        {mousemove_event.name}(null, coords);
    }}
    """)

# Launch the app
if __name__ == "__main__":
    demo.launch()