Spaces:
Sleeping
Sleeping
Update app.py
Browse files
app.py
CHANGED
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@@ -4,7 +4,7 @@ import streamlit.components.v1 as components
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st.set_page_config(page_title="City Evolution Simulator", layout="wide")
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st.title("City Evolution Simulator")
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st.write("Watch a city grow
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html_code = """
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<!DOCTYPE html>
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@@ -46,6 +46,7 @@ html_code = """
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<button id="reset">Reset View</button>
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<div id="stats">
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<p>Buildings: <span id="building-count">0</span></p>
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<p>Generation: <span id="generation">0</span></p>
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</div>
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</div>
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@@ -53,130 +54,170 @@ html_code = """
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r134/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/controls/OrbitControls.js"></script>
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<script>
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class
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constructor() {
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this.axiom = "F";
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this.rules = {
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"F": ["F[+F]
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"+": ["+"],
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"-": ["-"],
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"[": ["["],
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"]": ["]"]
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};
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this.
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this.angle = Math.PI / 4;
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this.currentString = this.axiom;
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}
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this.
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let
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newString += char;
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}
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}
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return this.currentString;
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}
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scene.remove(scene.children[2]);
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}
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const stack = [];
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let position =
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let direction = new THREE.Vector3(0, 1, 0);
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let buildingCount = 0;
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// Add ground plane
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const groundGeo = new THREE.PlaneGeometry(100, 100);
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const groundMat = new THREE.MeshPhongMaterial({ color: 0x4a7043 });
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const ground = new THREE.Mesh(groundGeo, groundMat);
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ground.rotation.x = -Math.PI / 2;
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ground.position.y = -0.1;
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scene.add(ground);
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switch(char) {
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case 'F':
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building.rotation.y = Math.random() * Math.PI;
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scene.add(building);
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position.add(direction.clone().multiplyScalar(height));
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buildingCount++;
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break;
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-
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case '+':
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direction.applyAxisAngle(new THREE.Vector3(0, 0, 1), this.angle);
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break;
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-
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case '-':
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direction.applyAxisAngle(new THREE.Vector3(0, 0, 1), -this.angle);
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break;
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case '[':
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stack.push(
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position: position.clone(),
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direction: direction.clone()
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});
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break;
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case ']':
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if (stack.length > 0)
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const state = stack.pop();
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position = state.position;
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direction = state.direction;
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}
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break;
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}
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}
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document.getElementById('generation').textContent = this.generation;
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}
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}
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// Three.js setup
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let scene, camera, renderer, controls;
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let city;
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function init() {
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const container = document.body;
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// Scene
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0x87CEEB);
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// Camera
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camera = new THREE.PerspectiveCamera(75,
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camera.position.set(0,
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// Renderer
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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container.appendChild(renderer.domElement);
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// Lights
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sun.position.set(50, 50, 50);
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scene.add(sun);
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// Controls
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controls = new THREE.OrbitControls(camera, renderer.domElement);
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controls.enableDamping = true;
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controls.target.set(0, 0, 0);
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// Initialize city
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city = new
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city.
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// Events
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window.addEventListener('resize', onWindowResize);
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document.getElementById('evolve').addEventListener('click',
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document.getElementById('reset').addEventListener('click', resetView);
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animate();
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}
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function evolveCity() {
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city.evolve();
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city.buildCity(scene);
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}
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function resetView() {
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camera.position.set(0,
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controls.target.set(0, 0, 0);
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controls.update();
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}
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function onWindowResize() {
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camera.updateProjectionMatrix();
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renderer.setSize(
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}
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function animate() {
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st.sidebar.write("""
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## How to Play
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Watch a city evolve
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### Controls:
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- **Evolve City**:
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- **Reset View**: Return to default view
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- **Left-click + drag**: Rotate
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- **Right-click + drag**: Pan
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- **Scroll**: Zoom
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###
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""")
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st.set_page_config(page_title="City Evolution Simulator", layout="wide")
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st.title("City Evolution Simulator")
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st.write("Watch a 3D city grow with lakes, hills, and evolving blocks")
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html_code = """
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<!DOCTYPE html>
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<button id="reset">Reset View</button>
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<div id="stats">
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<p>Buildings: <span id="building-count">0</span></p>
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<p>Blocks: <span id="block-count">0</span></p>
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<p>Generation: <span id="generation">0</span></p>
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</div>
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</div>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r134/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/controls/OrbitControls.js"></script>
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<script>
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class BuildingLSystem {
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constructor() {
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this.axiom = "F";
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this.rules = {
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"F": ["F[+F]", "F[-F]", "FF", "F"],
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"+": ["+"],
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"-": ["-"],
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"[": ["["],
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"]": ["]"]
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};
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this.angle = Math.PI / 6;
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}
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generate() {
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let result = this.axiom;
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for (let i = 0; i < 2; i++) {
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let newString = "";
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for (let char of result) {
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if (this.rules[char]) {
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const possible = this.rules[char];
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newString += possible[Math.floor(Math.random() * possible.length)];
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} else {
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newString += char;
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}
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}
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result = newString;
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}
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return result;
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}
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build(scene, basePos, maxHeight) {
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let height = 0;
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const stack = [];
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let position = basePos.clone();
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let direction = new THREE.Vector3(0, 1, 0);
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const structure = new THREE.Group();
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for (let char of this.generate()) {
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switch(char) {
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case 'F':
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if (height < maxHeight) {
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const width = 0.8 + Math.random() * 0.4;
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const floorHeight = 1 + Math.random() * 2;
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const geo = new THREE.BoxGeometry(width, floorHeight, width);
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const mat = new THREE.MeshPhongMaterial({
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color: new THREE.Color(0.5 + Math.random() * 0.5,
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0.5 + Math.random() * 0.5,
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0.5 + Math.random() * 0.5)
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});
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const floor = new THREE.Mesh(geo, mat);
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floor.position.copy(position).add(new THREE.Vector3(0, floorHeight/2, 0));
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structure.add(floor);
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position.y += floorHeight;
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height += floorHeight;
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}
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break;
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case '+':
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direction.applyAxisAngle(new THREE.Vector3(0, 0, 1), this.angle);
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break;
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case '-':
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direction.applyAxisAngle(new THREE.Vector3(0, 0, 1), -this.angle);
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break;
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case '[':
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stack.push(position.clone());
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break;
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case ']':
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if (stack.length > 0) position = stack.pop();
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break;
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}
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}
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return structure;
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}
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}
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class CitySimulator {
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constructor() {
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this.blocks = [];
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this.blockSize = 10; // 10x10 units per block
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this.maxBuildingsPerBlock = 5;
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this.generation = 0;
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this.lakeCenters = [
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new THREE.Vector2(20, 20),
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new THREE.Vector2(-30, 10)
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];
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}
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addBlock(scene, x, z) {
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const block = {
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position: new THREE.Vector2(x, z),
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buildings: [],
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maxHeight: this.isWaterfront(x, z) ? 15 : 8
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};
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this.blocks.push(block);
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this.evolveBlock(scene, block, true);
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}
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isWaterfront(x, z) {
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const pos = new THREE.Vector2(x, z);
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return this.lakeCenters.some(center =>
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pos.distanceTo(center) < 15 && pos.distanceTo(center) > 5);
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}
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evolveBlock(scene, block, initial = false) {
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if (block.buildings.length < this.maxBuildingsPerBlock) {
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const lsystem = new BuildingLSystem();
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const gridX = Math.floor(Math.random() * 3) - 1;
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const gridZ = Math.floor(Math.random() * 3) - 1;
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const basePos = new THREE.Vector3(
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block.position.x + gridX * 2,
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this.getTerrainHeight(block.position.x, block.position.y),
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block.position.y + gridZ * 2
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);
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const building = lsystem.build(scene, basePos, block.maxHeight);
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if (this.isWaterfront(block.position.x, block.position.y)) {
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building.scale.set(1.5, 2, 1.5); // Lavish waterfront buildings
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}
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scene.add(building);
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block.buildings.push(building);
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}
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}
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evolve() {
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this.generation++;
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if (this.blocks.length < 20) {
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const x = (Math.random() - 0.5) * 140;
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const z = (Math.random() - 0.5) * 80;
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if (!this.isInLake(x, z)) this.addBlock(scene, x, z);
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}
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this.blocks.forEach(block => this.evolveBlock(scene, block));
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this.updateStats();
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}
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getTerrainHeight(x, z) {
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return Math.sin(x * 0.05) * Math.cos(z * 0.05) * 5;
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}
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isInLake(x, z) {
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const pos = new THREE.Vector2(x, z);
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return this.lakeCenters.some(center => pos.distanceTo(center) < 10);
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}
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updateStats() {
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const totalBuildings = this.blocks.reduce((sum, block) => sum + block.buildings.length, 0);
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document.getElementById('building-count').textContent = totalBuildings;
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document.getElementById('block-count').textContent = this.blocks.length;
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document.getElementById('generation').textContent = this.generation;
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}
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}
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let scene, camera, renderer, controls;
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let city;
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function init() {
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const container = document.body;
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0x87CEEB);
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// Camera with 16:9 aspect ratio
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camera = new THREE.PerspectiveCamera(75, 16 / 9, 0.1, 1000);
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camera.position.set(0, 50, 80);
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renderer = new THREE.WebGLRenderer({ antialias: true });
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+
renderer.setSize(window.innerWidth, window.innerHeight * (9/16));
|
| 221 |
container.appendChild(renderer.domElement);
|
| 222 |
|
| 223 |
// Lights
|
|
|
|
| 226 |
sun.position.set(50, 50, 50);
|
| 227 |
scene.add(sun);
|
| 228 |
|
| 229 |
+
// Terrain and Lakes
|
| 230 |
+
const groundGeo = new THREE.PlaneGeometry(160, 90, 32, 32);
|
| 231 |
+
const groundMat = new THREE.MeshPhongMaterial({ color: 0x4a7043 });
|
| 232 |
+
const ground = new THREE.Mesh(groundGeo, groundMat);
|
| 233 |
+
ground.rotation.x = -Math.PI / 2;
|
| 234 |
+
ground.position.y = -0.1;
|
| 235 |
+
scene.add(ground);
|
| 236 |
+
|
| 237 |
+
// Add lakes
|
| 238 |
+
const lakeGeo = new THREE.CircleGeometry(10, 32);
|
| 239 |
+
const lakeMat = new THREE.MeshPhongMaterial({ color: 0x4682b4 });
|
| 240 |
+
city.lakeCenters.forEach(center => {
|
| 241 |
+
const lake = new THREE.Mesh(lakeGeo, lakeMat);
|
| 242 |
+
lake.rotation.x = -Math.PI / 2;
|
| 243 |
+
lake.position.set(center.x, 0, center.y);
|
| 244 |
+
scene.add(lake);
|
| 245 |
+
});
|
| 246 |
+
|
| 247 |
+
// Add bridges
|
| 248 |
+
const bridgeGeo = new THREE.BoxGeometry(5, 0.2, 15);
|
| 249 |
+
const bridgeMat = new THREE.MeshPhongMaterial({ color: 0x808080 });
|
| 250 |
+
const bridge1 = new THREE.Mesh(bridgeGeo, bridgeMat);
|
| 251 |
+
bridge1.position.set(15, 0.2, 20);
|
| 252 |
+
scene.add(bridge1);
|
| 253 |
+
|
| 254 |
// Controls
|
| 255 |
controls = new THREE.OrbitControls(camera, renderer.domElement);
|
| 256 |
controls.enableDamping = true;
|
| 257 |
controls.target.set(0, 0, 0);
|
| 258 |
|
| 259 |
// Initialize city
|
| 260 |
+
city = new CitySimulator();
|
| 261 |
+
city.addBlock(scene, 0, 0);
|
| 262 |
|
| 263 |
// Events
|
| 264 |
window.addEventListener('resize', onWindowResize);
|
| 265 |
+
document.getElementById('evolve').addEventListener('click', () => city.evolve());
|
| 266 |
document.getElementById('reset').addEventListener('click', resetView);
|
| 267 |
|
| 268 |
animate();
|
| 269 |
}
|
| 270 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 271 |
function resetView() {
|
| 272 |
+
camera.position.set(0, 50, 80);
|
| 273 |
controls.target.set(0, 0, 0);
|
| 274 |
controls.update();
|
| 275 |
}
|
| 276 |
|
| 277 |
function onWindowResize() {
|
| 278 |
+
const width = window.innerWidth;
|
| 279 |
+
const height = width * (9/16);
|
| 280 |
+
camera.aspect = 16 / 9;
|
| 281 |
camera.updateProjectionMatrix();
|
| 282 |
+
renderer.setSize(width, height);
|
| 283 |
}
|
| 284 |
|
| 285 |
function animate() {
|
|
|
|
| 301 |
st.sidebar.write("""
|
| 302 |
## How to Play
|
| 303 |
|
| 304 |
+
Watch a 3D city evolve with lakes, hills, and building blocks.
|
| 305 |
|
| 306 |
### Controls:
|
| 307 |
+
- **Evolve City**: Grow the city
|
| 308 |
- **Reset View**: Return to default view
|
| 309 |
+
- **Left-click + drag**: Rotate
|
| 310 |
+
- **Right-click + drag**: Pan
|
| 311 |
+
- **Scroll**: Zoom
|
| 312 |
+
|
| 313 |
+
### Features:
|
| 314 |
+
- 16:9 play area
|
| 315 |
+
- Blocks (10x10 units) with up to 5 buildings
|
| 316 |
+
- Buildings evolve floor-by-floor using L-systems
|
| 317 |
+
- Terrain with hills and lakes
|
| 318 |
+
- Waterfront properties grow larger
|
| 319 |
+
- Bridges connect land masses
|
| 320 |
""")
|