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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() |