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Create app.py
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app.py
ADDED
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| 1 |
+
import streamlit as st
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from streamlit.components.v1 import html
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import random
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import string
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# Define the enhanced HTML content with Three.js game
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game_html = """
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| 8 |
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<!DOCTYPE html>
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| 9 |
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<html lang="en">
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| 10 |
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<head>
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| 11 |
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<meta charset="UTF-8">
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| 12 |
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<title>Galaxxon - Enhanced Arcade Game</title>
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| 13 |
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<style>
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| 14 |
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body { margin: 0; overflow: hidden; background: #000; font-family: Arial; }
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| 15 |
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canvas { display: block; width: 100%; height: 100%; }
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| 16 |
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#ui { position: absolute; top: 10px; left: 10px; color: white; }
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| 17 |
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#sidebar { position: absolute; top: 10px; right: 10px; color: white; width: 200px; background: rgba(0,0,0,0.7); padding: 10px; }
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| 18 |
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#lives { position: absolute; top: 40px; left: 10px; color: white; }
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| 19 |
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.bonus { position: absolute; color: yellow; font-size: 20px; }
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| 20 |
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</style>
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| 21 |
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</head>
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| 22 |
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<body>
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| 23 |
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<div id="ui">Score: <span id="score">0</span> | Multiplier: <span id="multiplier">1</span>x | Time: <span id="timer">0</span>s</div>
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| 24 |
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<div id="lives">Lives: <span id="livesCount">5</span></div>
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| 25 |
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<div id="sidebar">
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| 26 |
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<h3>High Scores</h3>
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| 27 |
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<div id="highScores"></div>
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| 28 |
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<button onclick="saveScore()">Save Score</button>
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| 29 |
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</div>
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| 30 |
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<script type="module">
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| 31 |
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import * as THREE from 'https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js';
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| 32 |
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| 33 |
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let scene, camera, renderer, player, enemies = [], bullets = [], buildings = [];
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| 34 |
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let clock = new THREE.Clock();
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| 35 |
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let moveLeft = false, moveRight = false, moveUp = false, moveDown = false, shoot = false;
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| 36 |
+
let score = 0, multiplier = 1, gameTime = 0, lastHitTime = 0, lives = 5, buildingStreak = 0;
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| 37 |
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let highScores = JSON.parse(localStorage.getItem('highScores')) || [];
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| 38 |
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let exploding = false;
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| 39 |
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| 40 |
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function init() {
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| 41 |
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scene = new THREE.Scene();
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| 42 |
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camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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| 43 |
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renderer = new THREE.WebGLRenderer({ antialias: true });
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| 44 |
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renderer.setSize(window.innerWidth, window.innerHeight);
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| 45 |
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document.body.appendChild(renderer.domElement);
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| 46 |
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| 47 |
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camera.position.set(0, 5, 15);
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| 48 |
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camera.lookAt(0, 0, -50);
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| 49 |
+
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| 50 |
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const playerGeometry = new THREE.BoxGeometry(1, 1, 1);
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| 51 |
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const playerMaterial = new THREE.MeshPhongMaterial({ color: 0x00ff00, shininess: 100 });
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| 52 |
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player = new THREE.Mesh(playerGeometry, playerMaterial);
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| 53 |
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player.position.set(0, 0, 0);
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| 54 |
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scene.add(player);
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| 55 |
+
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| 56 |
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spawnBuildings();
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| 57 |
+
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| 58 |
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const ambientLight = new THREE.AmbientLight(0x404040, 0.5);
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| 59 |
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scene.add(ambientLight);
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| 60 |
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const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
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| 61 |
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directionalLight.position.set(5, 10, 5);
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| 62 |
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scene.add(directionalLight);
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| 63 |
+
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| 64 |
+
window.addEventListener('keydown', onKeyDown);
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| 65 |
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window.addEventListener('keyup', onKeyUp);
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| 66 |
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window.addEventListener('resize', onWindowResize);
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| 67 |
+
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| 68 |
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updateHighScoresUI();
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| 69 |
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animate();
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| 70 |
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}
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| 71 |
+
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| 72 |
+
function spawnBuildings() {
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| 73 |
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const primitives = [
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| 74 |
+
new THREE.BoxGeometry(2, 2, 2),
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| 75 |
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new THREE.CylinderGeometry(1, 1, 3, 8),
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| 76 |
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new THREE.ConeGeometry(1.5, 2, 8)
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| 77 |
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];
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| 78 |
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const material = new THREE.MeshPhongMaterial({ color: 0x808080, shininess: 50 });
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| 79 |
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for (let i = 0; i < 10; i++) {
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| 80 |
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const building = new THREE.Group();
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| 81 |
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const height = Math.random() * 5 + 2;
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| 82 |
+
for (let j = 0; j < height; j++) {
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| 83 |
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const primitive = primitives[Math.floor(Math.random() * primitives.length)].clone();
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| 84 |
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const segment = new THREE.Mesh(primitive, material);
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| 85 |
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segment.position.y = j * 2 - height;
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| 86 |
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building.add(segment);
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| 87 |
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}
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| 88 |
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building.position.set(Math.random() * 40 - 20, height / 2, -50 - Math.random() * 50);
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| 89 |
+
building.spawnTimer = 0;
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| 90 |
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buildings.push(building);
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| 91 |
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scene.add(building);
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| 92 |
+
}
|
| 93 |
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}
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| 94 |
+
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| 95 |
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function spawnEnemyFromPosition(position) {
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| 96 |
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const enemyGeometry = new THREE.BoxGeometry(0.8, 0.8, 0.8);
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| 97 |
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const enemyMaterial = new THREE.MeshPhongMaterial({ color: 0xff0000, shininess: 50 });
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| 98 |
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const enemy = new THREE.Mesh(enemyGeometry, enemyMaterial);
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| 99 |
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enemy.position.copy(position);
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| 100 |
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enemy.velocity = new THREE.Vector3(Math.random() - 0.5, Math.random() - 0.5, 1).normalize();
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| 101 |
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enemies.push(enemy);
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| 102 |
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scene.add(enemy);
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| 103 |
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}
|
| 104 |
+
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| 105 |
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function onKeyDown(event) {
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| 106 |
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switch (event.code) {
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| 107 |
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case 'ArrowLeft': case 'KeyA': moveLeft = true; break;
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| 108 |
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case 'ArrowRight': case 'KeyD': moveRight = true; break;
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| 109 |
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case 'ArrowUp': case 'KeyW': moveUp = true; break;
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| 110 |
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case 'ArrowDown': case 'KeyS': moveDown = true; break;
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| 111 |
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case 'Space': shoot = true; break;
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| 112 |
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}
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| 113 |
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}
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| 114 |
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| 115 |
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function onKeyUp(event) {
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| 116 |
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switch (event.code) {
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| 117 |
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case 'ArrowLeft': case 'KeyA': moveLeft = false; break;
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| 118 |
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case 'ArrowRight': case 'KeyD': moveRight = false; break;
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| 119 |
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case 'ArrowUp': case 'KeyW': moveUp = false; break;
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| 120 |
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case 'ArrowDown': case 'KeyS': moveDown = false; break;
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| 121 |
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case 'Space': shoot = false; break;
|
| 122 |
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}
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| 123 |
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}
|
| 124 |
+
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| 125 |
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function updatePlayer(delta) {
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| 126 |
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if (exploding) return;
|
| 127 |
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const speed = 10;
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| 128 |
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if (moveLeft && player.position.x > -20) player.position.x -= speed * delta;
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| 129 |
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if (moveRight && player.position.x < 20) player.position.x += speed * delta;
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| 130 |
+
if (moveUp && player.position.y < 10) player.position.y += speed * delta;
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| 131 |
+
if (moveDown && player.position.y > -5) player.position.y -= speed * delta;
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| 132 |
+
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| 133 |
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if (shoot && clock.getElapsedTime() > 0.2) {
|
| 134 |
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shootBullet();
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| 135 |
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clock = new THREE.Clock();
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| 136 |
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}
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| 137 |
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}
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| 138 |
+
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| 139 |
+
function shootBullet() {
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| 140 |
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const bulletGeometry = new THREE.SphereGeometry(0.2, 8, 8);
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| 141 |
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const bulletMaterial = new THREE.MeshPhongMaterial({ color: 0xffff00, shininess: 100 });
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| 142 |
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const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
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| 143 |
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bullet.position.copy(player.position);
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| 144 |
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bullet.position.z -= 1;
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| 145 |
+
bullet.velocity = new THREE.Vector3(0, 0, -1);
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| 146 |
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bullet.bounces = 0;
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| 147 |
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bullet.timer = 5;
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| 148 |
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bullets.push(bullet);
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| 149 |
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scene.add(bullet);
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| 150 |
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}
|
| 151 |
+
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| 152 |
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function updateBullets(delta) {
|
| 153 |
+
const bulletSpeed = 20;
|
| 154 |
+
for (let i = bullets.length - 1; i >= 0; i--) {
|
| 155 |
+
bullets[i].position.add(bullets[i].velocity.clone().multiplyScalar(bulletSpeed * delta));
|
| 156 |
+
bullets[i].timer -= delta;
|
| 157 |
+
|
| 158 |
+
if (bullets[i].position.z < -100 || bullets[i].timer <= 0) {
|
| 159 |
+
scene.remove(bullets[i]);
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| 160 |
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bullets.splice(i, 1);
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| 161 |
+
continue;
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| 162 |
+
}
|
| 163 |
+
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| 164 |
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if (bullets[i].position.x < -20 || bullets[i].position.x > 20) {
|
| 165 |
+
bullets[i].velocity.x *= -1;
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| 166 |
+
bullets[i].bounces++;
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| 167 |
+
}
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| 168 |
+
if (bullets[i].position.y < -5 || bullets[i].position.y > 10) {
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| 169 |
+
bullets[i].velocity.y *= -1;
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| 170 |
+
bullets[i].bounces++;
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| 171 |
+
}
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| 172 |
+
if (bullets[i].bounces > 3) {
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| 173 |
+
scene.remove(bullets[i]);
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| 174 |
+
bullets.splice(i, 1);
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| 175 |
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continue;
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| 176 |
+
}
|
| 177 |
+
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| 178 |
+
checkCollisions(bullets[i], i);
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| 179 |
+
}
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| 180 |
+
}
|
| 181 |
+
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| 182 |
+
function checkCollisions(bullet, bulletIndex) {
|
| 183 |
+
for (let i = enemies.length - 1; i >= 0; i--) {
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| 184 |
+
if (bullet.position.distanceTo(enemies[i].position) < 1) {
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| 185 |
+
scene.remove(enemies[i]);
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| 186 |
+
enemies.splice(i, 1);
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| 187 |
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scene.remove(bullet);
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| 188 |
+
bullets.splice(bulletIndex, 1);
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| 189 |
+
score += 10 * multiplier;
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| 190 |
+
if (clock.getElapsedTime() - lastHitTime < 2) multiplier += 0.5;
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| 191 |
+
lastHitTime = clock.getElapsedTime();
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| 192 |
+
updateUI();
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| 193 |
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break;
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| 194 |
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}
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| 195 |
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}
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| 196 |
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}
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| 197 |
+
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| 198 |
+
function updateFlockingEnemies(delta) {
|
| 199 |
+
const speed = 3;
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| 200 |
+
enemies.forEach(enemy => {
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| 201 |
+
enemy.position.add(enemy.velocity.clone().multiplyScalar(delta * speed));
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| 202 |
+
if (enemy.position.z > 10) {
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| 203 |
+
scene.remove(enemy);
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| 204 |
+
enemies.splice(enemies.indexOf(enemy), 1);
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| 205 |
+
}
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| 206 |
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});
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| 207 |
+
}
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| 208 |
+
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| 209 |
+
function updateBuildings(delta) {
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| 210 |
+
const buildingSpeed = 5;
|
| 211 |
+
for (let i = buildings.length - 1; i >= 0; i--) {
|
| 212 |
+
const building = buildings[i];
|
| 213 |
+
building.position.z += buildingSpeed * delta;
|
| 214 |
+
if (building.position.z > 20) {
|
| 215 |
+
building.position.z = -50 - Math.random() * 50;
|
| 216 |
+
building.position.x = Math.random() * 40 - 20;
|
| 217 |
+
building.children.forEach(child => child.visible = true);
|
| 218 |
+
}
|
| 219 |
+
|
| 220 |
+
const distToPlayer = building.position.distanceTo(player.position);
|
| 221 |
+
if (distToPlayer < 10 && building.spawnTimer <= 0) {
|
| 222 |
+
spawnEnemyFromBuilding(building);
|
| 223 |
+
building.spawnTimer = 2;
|
| 224 |
+
}
|
| 225 |
+
building.spawnTimer -= delta;
|
| 226 |
+
|
| 227 |
+
if (!exploding && distToPlayer < 3 && building.children.some(child => child.visible)) {
|
| 228 |
+
explodePlayer();
|
| 229 |
+
destroyBuilding(building, i);
|
| 230 |
+
}
|
| 231 |
+
}
|
| 232 |
+
}
|
| 233 |
+
|
| 234 |
+
function spawnEnemyFromBuilding(building) {
|
| 235 |
+
const topPos = building.position.clone();
|
| 236 |
+
topPos.y += building.children.length * 2;
|
| 237 |
+
spawnEnemyFromPosition(topPos);
|
| 238 |
+
}
|
| 239 |
+
|
| 240 |
+
function explodePlayer() {
|
| 241 |
+
exploding = true;
|
| 242 |
+
lives--;
|
| 243 |
+
updateUI();
|
| 244 |
+
const particleGeometry = new THREE.SphereGeometry(0.1, 8, 8);
|
| 245 |
+
const particleMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 });
|
| 246 |
+
for (let i = 0; i < 30; i++) {
|
| 247 |
+
const particle = new THREE.Mesh(particleGeometry, particleMaterial);
|
| 248 |
+
particle.position.copy(player.position);
|
| 249 |
+
particle.velocity = new THREE.Vector3(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).multiplyScalar(5);
|
| 250 |
+
scene.add(particle);
|
| 251 |
+
setTimeout(() => scene.remove(particle), 1000);
|
| 252 |
+
}
|
| 253 |
+
player.visible = false;
|
| 254 |
+
setTimeout(() => {
|
| 255 |
+
player.visible = true;
|
| 256 |
+
exploding = false;
|
| 257 |
+
player.position.set(0, 0, 0);
|
| 258 |
+
if (lives === 1) alert("Last life remaining!");
|
| 259 |
+
if (lives <= 0) {
|
| 260 |
+
alert("Game Over! Final Score: " + score);
|
| 261 |
+
saveScore();
|
| 262 |
+
lives = 5;
|
| 263 |
+
score = 0;
|
| 264 |
+
multiplier = 1;
|
| 265 |
+
buildingStreak = 0;
|
| 266 |
+
updateUI();
|
| 267 |
+
}
|
| 268 |
+
}, 1000);
|
| 269 |
+
}
|
| 270 |
+
|
| 271 |
+
function destroyBuilding(building, index) {
|
| 272 |
+
const explosionPos = building.position.clone();
|
| 273 |
+
const particleGeometry = new THREE.SphereGeometry(0.2, 8, 8);
|
| 274 |
+
const particleMaterial = new THREE.MeshBasicMaterial({ color: 0xff8800 });
|
| 275 |
+
for (let i = 0; i < 20; i++) {
|
| 276 |
+
const particle = new THREE.Mesh(particleGeometry, particleMaterial);
|
| 277 |
+
particle.position.copy(explosionPos);
|
| 278 |
+
particle.velocity = new THREE.Vector3(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).multiplyScalar(3);
|
| 279 |
+
scene.add(particle);
|
| 280 |
+
setTimeout(() => scene.remove(particle), 1000);
|
| 281 |
+
}
|
| 282 |
+
|
| 283 |
+
building.children.forEach((segment, idx) => {
|
| 284 |
+
setTimeout(() => segment.visible = false, idx * 100);
|
| 285 |
+
});
|
| 286 |
+
|
| 287 |
+
buildingStreak++;
|
| 288 |
+
const bonus = 50 * buildingStreak;
|
| 289 |
+
score += bonus;
|
| 290 |
+
showBonus(explosionPos, bonus);
|
| 291 |
+
|
| 292 |
+
if (Math.random() < 0.5) {
|
| 293 |
+
for (let i = 0; i < 2; i++) {
|
| 294 |
+
setTimeout(() => spawnEnemyFromPosition(explosionPos), Math.random() * 500);
|
| 295 |
+
}
|
| 296 |
+
}
|
| 297 |
+
}
|
| 298 |
+
|
| 299 |
+
function showBonus(position, points) {
|
| 300 |
+
const bonusDiv = document.createElement('div');
|
| 301 |
+
bonusDiv.className = 'bonus';
|
| 302 |
+
bonusDiv.innerText = `+${points}`;
|
| 303 |
+
bonusDiv.style.left = `${(position.x + 20) * window.innerWidth / 40}px`;
|
| 304 |
+
bonusDiv.style.top = `${(10 - position.y) * window.innerHeight / 15}px`;
|
| 305 |
+
document.body.appendChild(bonusDiv);
|
| 306 |
+
setTimeout(() => document.body.removeChild(bonusDiv), 1000);
|
| 307 |
+
}
|
| 308 |
+
|
| 309 |
+
function updateUI() {
|
| 310 |
+
document.getElementById('score').innerText = score;
|
| 311 |
+
document.getElementById('multiplier').innerText = multiplier.toFixed(1);
|
| 312 |
+
document.getElementById('timer').innerText = Math.floor(gameTime);
|
| 313 |
+
document.getElementById('livesCount').innerText = lives;
|
| 314 |
+
if (clock.getElapsedTime() - lastHitTime > 5) multiplier = 1;
|
| 315 |
+
}
|
| 316 |
+
|
| 317 |
+
function updateHighScoresUI() {
|
| 318 |
+
const scoresDiv = document.getElementById('highScores');
|
| 319 |
+
scoresDiv.innerHTML = highScores.map(s => `${s.name}: ${s.score} (${s.time}s)`).join('<br>');
|
| 320 |
+
}
|
| 321 |
+
|
| 322 |
+
window.saveScore = function() {
|
| 323 |
+
const name = prompt("Enter 3-letter name:", generateRandomName());
|
| 324 |
+
if (name && name.length === 3) {
|
| 325 |
+
highScores.push({ name, score, time: Math.floor(gameTime) });
|
| 326 |
+
highScores.sort((a, b) => b.score - a.score);
|
| 327 |
+
highScores = highScores.slice(0, 5);
|
| 328 |
+
localStorage.setItem('highScores', JSON.stringify(highScores));
|
| 329 |
+
updateHighScoresUI();
|
| 330 |
+
}
|
| 331 |
+
}
|
| 332 |
+
|
| 333 |
+
function generateRandomName() {
|
| 334 |
+
const letters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ';
|
| 335 |
+
return Array(3).fill().map(() => letters[Math.floor(Math.random() * letters.length)]).join('');
|
| 336 |
+
}
|
| 337 |
+
|
| 338 |
+
function onWindowResize() {
|
| 339 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
| 340 |
+
camera.updateProjectionMatrix();
|
| 341 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
| 342 |
+
}
|
| 343 |
+
|
| 344 |
+
function animate() {
|
| 345 |
+
requestAnimationFrame(animate);
|
| 346 |
+
const delta = clock.getDelta();
|
| 347 |
+
gameTime += delta;
|
| 348 |
+
|
| 349 |
+
updatePlayer(delta);
|
| 350 |
+
updateBullets(delta);
|
| 351 |
+
updateFlockingEnemies(delta);
|
| 352 |
+
updateBuildings(delta);
|
| 353 |
+
updateUI();
|
| 354 |
+
|
| 355 |
+
renderer.render(scene, camera);
|
| 356 |
+
}
|
| 357 |
+
|
| 358 |
+
init();
|
| 359 |
+
</script>
|
| 360 |
+
</body>
|
| 361 |
+
</html>
|
| 362 |
+
"""
|
| 363 |
+
|
| 364 |
+
# Streamlit app
|
| 365 |
+
st.title("Galaxxon - Enhanced Arcade Game")
|
| 366 |
+
st.write("Use WASD or Arrow Keys to move, Spacebar to shoot. Crash into buildings for bonus points, avoid enemies!")
|
| 367 |
+
|
| 368 |
+
# Render the HTML game
|
| 369 |
+
html(game_html, height=600, scrolling=False)
|
| 370 |
+
|
| 371 |
+
st.write("Note: The game runs in your browser. Ensure you have an internet connection for Three.js to load.")
|