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import streamlit as st

# Set wide layout
st.set_page_config(layout="wide", page_title="Galaxian Snake Game", initial_sidebar_state="expanded")

# Sidebar instructions
st.sidebar.markdown("## Galaxian Snake Game Controls")
st.sidebar.markdown(
    """
- **Controls:**  
    - **Q:** Move Up–Left  
    - **W:** Move Up  
    - **E:** Move Up–Right  
    - **A:** Move Left  
    - **S:** (Center) Continue current direction  
    - **D:** Move Right  
    - **Z:** Move Down–Left  
    - **X:** Move Down  
    - **C:** Move Down–Right  

- **Rules:**  
    - The snake moves on a grid and grows when it eats the alien food (👾).  
    - You must avoid colliding with the walls or yourself.  
    - Press **R** to restart after a game over.
    
Have fun and enjoy the retro Galaxian vibe!
"""
)

# p5.js snake game embedded as an HTML string
html_code = r"""
<!DOCTYPE html>
<html>
  <head>
    <meta charset="UTF-8">
    <title>Galaxian Snake Game</title>
    <!-- Include p5.js (with WEBGL disabled because we use 2D grid) -->
    <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.6.0/p5.min.js"></script>
    <style>
      body { margin: 0; padding: 0; overflow: hidden; background: black; }
      canvas { display: block; margin: 0 auto; }
    </style>
  </head>
  <body>
    <script>
      /*  
         Galaxian Snake Game  
         - The snake moves on a grid.
         - Controls: Q, W, E, A, S, D, Z, X, C (with S meaning “no turn”).
         - Food is represented as a retro alien (👾).
         - A starfield background evokes classic Galaxian style.
      */
      
      // Game configuration
      let tileSize = 20;
      let cols, rows;
      let snake;
      let direction;  // {x: dx, y: dy} in grid units
      let food;
      let score;
      let gameOver;
      let moveCounter = 0;
      let moveDelay = 8;  // lower => faster snake
      
      // Starfield for background
      let stars = [];
      const numStars = 150;
      
      function setup() {
        createCanvas(windowWidth, windowHeight);
        frameRate(30);
        cols = floor(width / tileSize);
        rows = floor(height / tileSize);
        resetGame();
        // Create starfield
        for (let i = 0; i < numStars; i++) {
          stars.push({
            x: random(width),
            y: random(height),
            speed: random(0.5, 2),
            size: random(1, 3)
          });
        }
      }
      
      function resetGame() {
        snake = [];
        // Start snake in the middle with length 3
        let startX = floor(cols / 2);
        let startY = floor(rows / 2);
        snake.push({x: startX, y: startY});
        snake.push({x: startX - 1, y: startY});
        snake.push({x: startX - 2, y: startY});
        // Initial direction: moving right
        direction = {x: 1, y: 0};
        placeFood();
        score = 0;
        gameOver = false;
        moveCounter = 0;
      }
      
      // Place food (alien) at a random location not occupied by the snake
      function placeFood() {
        let valid = false;
        let newFood;
        while (!valid) {
          newFood = {
            x: floor(random(cols)),
            y: floor(random(rows))
          };
          valid = true;
          for (let seg of snake) {
            if (seg.x === newFood.x && seg.y === newFood.y) {
              valid = false;
              break;
            }
          }
        }
        food = newFood;
      }
      
      function draw() {
        // Draw Galaxian–style starfield background
        background(0);
        noStroke();
        fill(255);
        for (let s of stars) {
          ellipse(s.x, s.y, s.size);
          s.y += s.speed;
          if (s.y > height) {
            s.y = 0;
            s.x = random(width);
          }
        }
        
        // Draw grid boundaries (optional: for visual style)
        // stroke(40);
        // for (let i = 0; i < cols; i++) {
        //   line(i * tileSize, 0, i * tileSize, height);
        // }
        // for (let j = 0; j < rows; j++) {
        //   line(0, j * tileSize, width, j * tileSize);
        // }
        
        // Game update if not over
        if (!gameOver) {
          moveCounter++;
          if (moveCounter >= moveDelay) {
            updateSnake();
            moveCounter = 0;
          }
        } else {
          // Display Game Over message
          textAlign(CENTER, CENTER);
          textSize(64);
          fill(255, 50, 50);
          text("GAME OVER", width/2, height/2);
          textSize(32);
          text("Score: " + score + "  (Press R to Restart)", width/2, height/2 + 50);
        }
        
        // Draw food as a retro alien emoji
        textSize(tileSize);
        textAlign(CENTER, CENTER);
        text("👾", food.x * tileSize + tileSize/2, food.y * tileSize + tileSize/2);
        
        // Draw snake as neon blocks
        for (let i = 0; i < snake.length; i++) {
          let seg = snake[i];
          if (i == 0) {
            fill(0, 255, 0);  // head bright green
          } else {
            fill(0, 180, 0);
          }
          rect(seg.x * tileSize, seg.y * tileSize, tileSize, tileSize);
        }
        
        // Draw score in top-left corner
        fill(255);
        textSize(16);
        textAlign(LEFT, TOP);
        text("Score: " + score, 10, 10);
      }
      
      // Update snake position and check collisions
      function updateSnake() {
        // Determine new head position
        let head = snake[0];
        let newHead = { x: head.x + direction.x, y: head.y + direction.y };
        
        // Check wall collisions
        if (newHead.x < 0 || newHead.x >= cols || newHead.y < 0 || newHead.y >= rows) {
          gameOver = true;
          return;
        }
        
        // Check self-collision
        for (let seg of snake) {
          if (seg.x === newHead.x && seg.y === newHead.y) {
            gameOver = true;
            return;
          }
        }
        
        // Add new head
        snake.unshift(newHead);
        
        // Check food collision
        if (newHead.x === food.x && newHead.y === food.y) {
          score += 10;
          placeFood();
          // (Do not remove tail: snake grows)
        } else {
          // Remove tail (snake moves forward)
          snake.pop();
        }
      }
      
      // Map key presses to direction changes using the 3x3 layout:
      // Q: (-1,-1), W: (0,-1), E: (1,-1)
      // A: (-1, 0), S: (0,0) [no change], D: (1,0)
      // Z: (-1, 1), X: (0,1), C: (1,1)
      function keyPressed() {
        if (gameOver && key.toLowerCase() === 'r') {
          resetGame();
          return;
        }
        
        // Only process if game is not over
        if (gameOver) return;
        
        let newDir = null;
        let k = key.toLowerCase();
        if (k === 'q') newDir = {x: -1, y: -1};
        else if (k === 'w') newDir = {x: 0, y: -1};
        else if (k === 'e') newDir = {x: 1, y: -1};
        else if (k === 'a') newDir = {x: -1, y: 0};
        else if (k === 's') newDir = {x: 0, y: 0}; // center: no change
        else if (k === 'd') newDir = {x: 1, y: 0};
        else if (k === 'z') newDir = {x: -1, y: 1};
        else if (k === 'x') newDir = {x: 0, y: 1};
        else if (k === 'c') newDir = {x: 1, y: 1};
        
        // If a valid key was pressed and newDir is not the "no-turn" (0,0) command,
        // update direction. Also disallow reversing (only if snake length > 1).
        if (newDir) {
          if (newDir.x === 0 && newDir.y === 0) {
            // "S" was pressed: no turn, so do nothing.
            return;
          }
          if (snake.length > 1) {
            // Prevent reversing (i.e., newDir should not be exactly opposite of current)
            if (newDir.x === -direction.x && newDir.y === -direction.y) {
              return;
            }
          }
          direction = newDir;
        }
      }
      
      // Resize canvas on window resize
      function windowResized() {
        resizeCanvas(windowWidth, windowHeight);
        cols = floor(width / tileSize);
        rows = floor(height / tileSize);
      }
    </script>
  </body>
</html>
"""

st.components.v1.html(html_code, height=700, scrolling=False)