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import streamlit as st
import json
import random
import time
import os
from streamlit_javascript import st_javascript
from math import cos, sin, pi
# Constants
GRID_SIZE = 10
MAX_PLAYERS = 10
UPDATE_INTERVAL = 0.05 # Decreased for smoother animation
GAME_STATE_FILE = "game_state.json"
CELL_SIZE = 50
PLAYER_SIZE = 40
VELOCITY_FACTOR = 0.5
FRICTION = 0.98
BOUNCE_FACTOR = -0.8
# List of common names
COMMON_NAMES = ["Emma", "Liam", "Olivia", "Noah", "Ava", "Ethan", "Sophia", "Mason", "Isabella", "William"]
# Initialize session state
if "player_name" not in st.session_state:
st.session_state.player_name = random.choice(COMMON_NAMES)
if "selected_player" not in st.session_state:
st.session_state.selected_player = None
if "player_color" not in st.session_state:
st.session_state.player_color = f"#{random.randint(0, 0xFFFFFF):06x}"
# Function to load game state
def load_game_state():
if os.path.exists(GAME_STATE_FILE):
with open(GAME_STATE_FILE, "r") as f:
return json.load(f)
return {"players": {}, "obstacles": []}
# Function to save game state
def save_game_state(state):
with open(GAME_STATE_FILE, "w") as f:
json.dump(state, f)
# Function to update player position and velocity
def update_player_position(player_name, vx, vy):
state = load_game_state()
if player_name in state["players"]:
player = state["players"][player_name]
player["vx"] = player.get("vx", 0) + vx * VELOCITY_FACTOR
player["vy"] = player.get("vy", 0) + vy * VELOCITY_FACTOR
# Apply friction
player["vx"] *= FRICTION
player["vy"] *= FRICTION
# Update position
player["x"] += player["vx"]
player["y"] += player["vy"]
# Boundary check and bounce
if player["x"] < 0:
player["x"] = 0
player["vx"] *= BOUNCE_FACTOR
elif player["x"] > GRID_SIZE - 1:
player["x"] = GRID_SIZE - 1
player["vx"] *= BOUNCE_FACTOR
if player["y"] < 0:
player["y"] = 0
player["vy"] *= BOUNCE_FACTOR
elif player["y"] > GRID_SIZE - 1:
player["y"] = GRID_SIZE - 1
player["vy"] *= BOUNCE_FACTOR
else:
if len(state["players"]) < MAX_PLAYERS:
state["players"][player_name] = {
"x": GRID_SIZE // 2,
"y": GRID_SIZE // 2,
"vx": 0,
"vy": 0,
"color": st.session_state.player_color
}
save_game_state(state)
# Function to generate SVG for the game board
def generate_svg(game_state):
svg = f'<svg width="{GRID_SIZE * CELL_SIZE}" height="{GRID_SIZE * CELL_SIZE}" xmlns="http://www.w3.org/2000/svg">'
# Define gradients
svg += '''
<defs>
<linearGradient id="grid-gradient" x1="0%" y1="0%" x2="100%" y2="100%">
<stop offset="0%" style="stop-color:#f0f0f0;stop-opacity:1" />
<stop offset="100%" style="stop-color:#d0d0d0;stop-opacity:1" />
</linearGradient>
<radialGradient id="player-gradient" cx="50%" cy="50%" r="50%" fx="50%" fy="50%">
<stop offset="0%" style="stop-color:#ffffff;stop-opacity:0.8" />
<stop offset="100%" style="stop-color:#000000;stop-opacity:0.1" />
</radialGradient>
</defs>
'''
# Draw grid with gradient
svg += f'<rect width="{GRID_SIZE * CELL_SIZE}" height="{GRID_SIZE * CELL_SIZE}" fill="url(#grid-gradient)" />'
for i in range(GRID_SIZE):
for j in range(GRID_SIZE):
svg += f'<rect x="{i * CELL_SIZE}" y="{j * CELL_SIZE}" width="{CELL_SIZE}" height="{CELL_SIZE}" fill="none" stroke="#a0a0a0" stroke-width="1" />'
# Draw players with complex shapes and animations
for player, data in game_state["players"].items():
x, y = data["x"] * CELL_SIZE + CELL_SIZE // 2, data["y"] * CELL_SIZE + CELL_SIZE // 2
color = data.get("color", "#000000")
player_id = f"player-{player}"
# Create a group for the player
svg += f'<g id="{player_id}">'
# Player body (hexagon)
points = " ".join([f"{x + PLAYER_SIZE // 2 * cos(i * pi / 3)},{y + PLAYER_SIZE // 2 * sin(i * pi / 3)}" for i in range(6)])
svg += f'<polygon points="{points}" fill="{color}" stroke="black" stroke-width="2">'
svg += f'<animate attributeName="transform" attributeType="XML" type="rotate" from="0 {x} {y}" to="360 {x} {y}" dur="10s" repeatCount="indefinite" />'
svg += '</polygon>'
# Player eye (circle)
eye_x, eye_y = x + PLAYER_SIZE // 4, y - PLAYER_SIZE // 4
svg += f'<circle cx="{eye_x}" cy="{eye_y}" r="{PLAYER_SIZE // 8}" fill="white" stroke="black" stroke-width="1">'
svg += f'<animate attributeName="r" values="{PLAYER_SIZE // 8};{PLAYER_SIZE // 10};{PLAYER_SIZE // 8}" dur="3s" repeatCount="indefinite" />'
svg += '</circle>'
# Player name (full name)
svg += f'<text x="{x}" y="{y + PLAYER_SIZE // 2 + 15}" text-anchor="middle" fill="black" font-size="10" font-weight="bold">{player}</text>'
svg += '</g>'
# Draw obstacles
for obstacle in game_state.get("obstacles", []):
ox, oy = obstacle["x"] * CELL_SIZE, obstacle["y"] * CELL_SIZE
svg += f'<rect x="{ox}" y="{oy}" width="{CELL_SIZE}" height="{CELL_SIZE}" fill="url(#player-gradient)" stroke="black" stroke-width="2">'
svg += f'<animate attributeName="opacity" values="0.7;0.9;0.7" dur="{random.uniform(2,5)}s" repeatCount="indefinite" />'
svg += '</rect>'
svg += '</svg>'
return svg
# Streamlit app
st.set_page_config(layout="wide", page_title="Enhanced Multiplayer Grid Game")
st.title("Enhanced Multiplayer Grid Game")
# Controls section
st.markdown("### Game Controls")
col1, col2, col3, col4, col5 = st.columns([2, 1, 1, 1, 2])
with col1:
player_name = st.text_input("Your name", value=st.session_state.player_name)
if player_name != st.session_state.player_name:
st.session_state.player_name = player_name
update_player_position(player_name, 0, 0)
with col2:
st.color_picker("Choose color", value=st.session_state.player_color, key="player_color")
with col3:
if st.button("↑"):
update_player_position(st.session_state.player_name, 0, -1)
if st.button("↓"):
update_player_position(st.session_state.player_name, 0, 1)
with col4:
col4_1, col4_2, col4_3 = st.columns(3)
with col4_1:
if st.button("←"):
update_player_position(st.session_state.player_name, -1, 0)
with col4_3:
if st.button("→"):
update_player_position(st.session_state.player_name, 1, 0)
with col5:
st.markdown("Use WASD keys for movement")
# Create grid
grid = st.empty()
# JavaScript for smooth movement and player control
js_code = """
let keyState = {};
let lastUpdateTime = Date.now();
document.addEventListener('keydown', (e) => {
keyState[e.key.toLowerCase()] = true;
});
document.addEventListener('keyup', (e) => {
keyState[e.key.toLowerCase()] = false;
});
function updatePlayerPosition() {
const now = Date.now();
const dt = (now - lastUpdateTime) / 1000; // Time difference in seconds
lastUpdateTime = now;
let vx = 0, vy = 0;
if (keyState['w']) vy -= 1;
if (keyState['s']) vy += 1;
if (keyState['a']) vx -= 1;
if (keyState['d']) vx += 1;
if (vx !== 0 || vy !== 0) {
const magnitude = Math.sqrt(vx * vx + vy * vy);
vx /= magnitude;
vy /= magnitude;
window.Streamlit.setComponentValue({vx: vx * dt, vy: vy * dt});
}
}
setInterval(updatePlayerPosition, 50); // Update every 50ms for smooth movement
function movePlayer(playerId, x, y) {
const player = document.getElementById(playerId);
if (player) {
player.setAttribute('transform', `translate(${x * 50} ${y * 50})`);
}
}
"""
st.components.v1.html(f"<script>{js_code}</script>", height=0)
# Initialize obstacles if not present
game_state = load_game_state()
if "obstacles" not in game_state:
game_state["obstacles"] = [
{"x": random.randint(0, GRID_SIZE-1), "y": random.randint(0, GRID_SIZE-1)}
for _ in range(5)
]
save_game_state(game_state)
# Main game loop
def main():
while True:
# Load current game state
game_state = load_game_state()
# Generate and display SVG
svg = generate_svg(game_state)
grid.markdown(svg, unsafe_allow_html=True)
# Handle player movement from JavaScript
js_result = st.session_state.get('js_result', None)
if js_result:
vx, vy = js_result.get('vx', 0), js_result.get('vy', 0)
update_player_position(st.session_state.player_name, vx, vy)
# Update player positions on the client side
for player, data in game_state["players"].items():
st_javascript(f"movePlayer('player-{player}', {data['x']}, {data['y']})")
# Wait for update interval
time.sleep(UPDATE_INTERVAL)
st.rerun()
if __name__ == "__main__":
main() |