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Create app.backup1.py

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  1. app.backup1.py +272 -0
app.backup1.py ADDED
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+ import streamlit as st
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+
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+ # Set wide layout
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+ st.set_page_config(layout="wide", page_title="Galaxian Snake Game", initial_sidebar_state="expanded")
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+
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+ # Sidebar instructions
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+ st.sidebar.markdown("## Galaxian Snake Game Controls")
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+ st.sidebar.markdown(
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+ """
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+ - **Controls:**
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+ - **Q:** Move Up–Left
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+ - **W:** Move Up
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+ - **E:** Move Up–Right
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+ - **A:** Move Left
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+ - **S:** (Center) Continue current direction
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+ - **D:** Move Right
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+ - **Z:** Move Down–Left
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+ - **X:** Move Down
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+ - **C:** Move Down–Right
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+
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+ - **Rules:**
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+ - The snake moves on a grid and grows when it eats the alien food (👾).
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+ - You must avoid colliding with the walls or yourself.
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+ - Press **R** to restart after a game over.
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+
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+ Have fun and enjoy the retro Galaxian vibe!
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+ """
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+ )
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+
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+ # p5.js snake game embedded as an HTML string
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+ html_code = r"""
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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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+ <title>Galaxian Snake Game</title>
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+ <!-- Include p5.js (with WEBGL disabled because we use 2D grid) -->
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+ <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.6.0/p5.min.js"></script>
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+ <style>
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+ body { margin: 0; padding: 0; overflow: hidden; background: black; }
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+ canvas { display: block; margin: 0 auto; }
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+ </style>
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+ </head>
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+ <body>
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+ <script>
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+ /*
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+ Galaxian Snake Game
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+ - The snake moves on a grid.
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+ - Controls: Q, W, E, A, S, D, Z, X, C (with S meaning “no turn”).
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+ - Food is represented as a retro alien (👾).
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+ - A starfield background evokes classic Galaxian style.
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+ */
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+
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+ // Game configuration
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+ let tileSize = 20;
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+ let cols, rows;
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+ let snake;
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+ let direction; // {x: dx, y: dy} in grid units
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+ let food;
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+ let score;
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+ let gameOver;
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+ let moveCounter = 0;
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+ let moveDelay = 8; // lower => faster snake
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+
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+ // Starfield for background
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+ let stars = [];
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+ const numStars = 150;
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+
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+ function setup() {
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+ createCanvas(windowWidth, windowHeight);
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+ frameRate(30);
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+ cols = floor(width / tileSize);
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+ rows = floor(height / tileSize);
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+ resetGame();
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+ // Create starfield
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+ for (let i = 0; i < numStars; i++) {
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+ stars.push({
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+ x: random(width),
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+ y: random(height),
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+ speed: random(0.5, 2),
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+ size: random(1, 3)
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+ });
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+ }
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+ }
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+
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+ function resetGame() {
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+ snake = [];
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+ // Start snake in the middle with length 3
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+ let startX = floor(cols / 2);
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+ let startY = floor(rows / 2);
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+ snake.push({x: startX, y: startY});
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+ snake.push({x: startX - 1, y: startY});
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+ snake.push({x: startX - 2, y: startY});
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+ // Initial direction: moving right
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+ direction = {x: 1, y: 0};
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+ placeFood();
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+ score = 0;
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+ gameOver = false;
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+ moveCounter = 0;
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+ }
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+
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+ // Place food (alien) at a random location not occupied by the snake
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+ function placeFood() {
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+ let valid = false;
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+ let newFood;
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+ while (!valid) {
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+ newFood = {
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+ x: floor(random(cols)),
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+ y: floor(random(rows))
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+ };
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+ valid = true;
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+ for (let seg of snake) {
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+ if (seg.x === newFood.x && seg.y === newFood.y) {
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+ valid = false;
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+ break;
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+ }
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+ }
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+ }
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+ food = newFood;
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+ }
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+
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+ function draw() {
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+ // Draw Galaxian–style starfield background
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+ background(0);
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+ noStroke();
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+ fill(255);
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+ for (let s of stars) {
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+ ellipse(s.x, s.y, s.size);
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+ s.y += s.speed;
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+ if (s.y > height) {
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+ s.y = 0;
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+ s.x = random(width);
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+ }
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+ }
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+
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+ // Draw grid boundaries (optional: for visual style)
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+ // stroke(40);
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+ // for (let i = 0; i < cols; i++) {
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+ // line(i * tileSize, 0, i * tileSize, height);
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+ // }
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+ // for (let j = 0; j < rows; j++) {
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+ // line(0, j * tileSize, width, j * tileSize);
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+ // }
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+
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+ // Game update if not over
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+ if (!gameOver) {
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+ moveCounter++;
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+ if (moveCounter >= moveDelay) {
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+ updateSnake();
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+ moveCounter = 0;
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+ }
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+ } else {
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+ // Display Game Over message
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+ textAlign(CENTER, CENTER);
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+ textSize(64);
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+ fill(255, 50, 50);
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+ text("GAME OVER", width/2, height/2);
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+ textSize(32);
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+ text("Score: " + score + " (Press R to Restart)", width/2, height/2 + 50);
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+ }
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+
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+ // Draw food as a retro alien emoji
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+ textSize(tileSize);
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+ textAlign(CENTER, CENTER);
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+ text("👾", food.x * tileSize + tileSize/2, food.y * tileSize + tileSize/2);
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+
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+ // Draw snake as neon blocks
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+ for (let i = 0; i < snake.length; i++) {
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+ let seg = snake[i];
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+ if (i == 0) {
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+ fill(0, 255, 0); // head bright green
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+ } else {
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+ fill(0, 180, 0);
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+ }
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+ rect(seg.x * tileSize, seg.y * tileSize, tileSize, tileSize);
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+ }
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+
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+ // Draw score in top-left corner
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+ fill(255);
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+ textSize(16);
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+ textAlign(LEFT, TOP);
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+ text("Score: " + score, 10, 10);
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+ }
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+
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+ // Update snake position and check collisions
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+ function updateSnake() {
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+ // Determine new head position
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+ let head = snake[0];
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+ let newHead = { x: head.x + direction.x, y: head.y + direction.y };
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+
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+ // Check wall collisions
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+ if (newHead.x < 0 || newHead.x >= cols || newHead.y < 0 || newHead.y >= rows) {
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+ gameOver = true;
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+ return;
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+ }
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+
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+ // Check self-collision
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+ for (let seg of snake) {
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+ if (seg.x === newHead.x && seg.y === newHead.y) {
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+ gameOver = true;
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+ return;
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+ }
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+ }
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+
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+ // Add new head
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+ snake.unshift(newHead);
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+
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+ // Check food collision
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+ if (newHead.x === food.x && newHead.y === food.y) {
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+ score += 10;
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+ placeFood();
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+ // (Do not remove tail: snake grows)
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+ } else {
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+ // Remove tail (snake moves forward)
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+ snake.pop();
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+ }
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+ }
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+
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+ // Map key presses to direction changes using the 3x3 layout:
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+ // Q: (-1,-1), W: (0,-1), E: (1,-1)
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+ // A: (-1, 0), S: (0,0) [no change], D: (1,0)
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+ // Z: (-1, 1), X: (0,1), C: (1,1)
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+ function keyPressed() {
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+ if (gameOver && key.toLowerCase() === 'r') {
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+ resetGame();
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+ return;
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+ }
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+
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+ // Only process if game is not over
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+ if (gameOver) return;
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+
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+ let newDir = null;
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+ let k = key.toLowerCase();
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+ if (k === 'q') newDir = {x: -1, y: -1};
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+ else if (k === 'w') newDir = {x: 0, y: -1};
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+ else if (k === 'e') newDir = {x: 1, y: -1};
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+ else if (k === 'a') newDir = {x: -1, y: 0};
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+ else if (k === 's') newDir = {x: 0, y: 0}; // center: no change
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+ else if (k === 'd') newDir = {x: 1, y: 0};
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+ else if (k === 'z') newDir = {x: -1, y: 1};
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+ else if (k === 'x') newDir = {x: 0, y: 1};
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+ else if (k === 'c') newDir = {x: 1, y: 1};
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+
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+ // If a valid key was pressed and newDir is not the "no-turn" (0,0) command,
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+ // update direction. Also disallow reversing (only if snake length > 1).
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+ if (newDir) {
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+ if (newDir.x === 0 && newDir.y === 0) {
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+ // "S" was pressed: no turn, so do nothing.
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+ return;
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+ }
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+ if (snake.length > 1) {
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+ // Prevent reversing (i.e., newDir should not be exactly opposite of current)
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+ if (newDir.x === -direction.x && newDir.y === -direction.y) {
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+ return;
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+ }
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+ }
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+ direction = newDir;
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+ }
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+ }
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+
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+ // Resize canvas on window resize
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+ function windowResized() {
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+ resizeCanvas(windowWidth, windowHeight);
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+ cols = floor(width / tileSize);
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+ rows = floor(height / tileSize);
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+ }
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+ </script>
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+ </body>
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+ </html>
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+ """
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+
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+ st.components.v1.html(html_code, height=700, scrolling=False)