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Create app.py
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app.py
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| 1 |
+
import streamlit as st
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| 2 |
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from streamlit.components.v1 import html
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| 3 |
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| 4 |
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# Define the HTML content with the Three.js game
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game_html = """
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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| 10 |
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<title>Galaxxon - Three.js Arcade Game</title>
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| 11 |
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<style>
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| 12 |
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body { margin: 0; overflow: hidden; background: #000; }
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| 13 |
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canvas { display: block; width: 100%; height: 100%; }
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| 14 |
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</style>
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| 15 |
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</head>
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| 16 |
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<body>
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<script type="module">
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+
import * as THREE from 'https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js';
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| 19 |
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let scene, camera, renderer, player, enemies = [], bullets = [], obstacles = [];
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| 21 |
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let clock = new THREE.Clock();
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let moveLeft = false, moveRight = false, moveUp = false, moveDown = false, shoot = false;
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function init() {
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scene = new THREE.Scene();
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camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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| 27 |
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renderer = new THREE.WebGLRenderer();
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| 28 |
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renderer.setSize(window.innerWidth, window.innerHeight);
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| 29 |
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document.body.appendChild(renderer.domElement);
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| 30 |
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camera.position.set(0, 20, 30);
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camera.lookAt(0, 0, 0);
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const playerGeometry = new THREE.BoxGeometry(1, 1, 1);
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const playerMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
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player = new THREE.Mesh(playerGeometry, playerMaterial);
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| 37 |
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player.position.y = -10;
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| 38 |
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scene.add(player);
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| 39 |
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spawnEnemies();
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spawnObstacles();
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
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| 44 |
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scene.add(ambientLight);
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| 45 |
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window.addEventListener('keydown', onKeyDown);
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| 47 |
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window.addEventListener('keyup', onKeyUp);
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| 48 |
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window.addEventListener('resize', onWindowResize);
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| 49 |
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animate();
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| 51 |
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}
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function spawnEnemies() {
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const enemyGeometry = new THREE.BoxGeometry(0.8, 0.8, 0.8);
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const enemyMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000 });
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for (let i = 0; i < 5; i++) {
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for (let j = 0; j < 3; j++) {
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const enemy = new THREE.Mesh(enemyGeometry, enemyMaterial);
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enemy.position.set(i * 2 - 4, j * 2 + 5, 0);
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enemies.push(enemy);
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| 61 |
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scene.add(enemy);
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| 62 |
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}
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| 63 |
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}
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}
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function spawnObstacles() {
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const obstacleGeometry = new THREE.BoxGeometry(2, 2, 2);
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| 68 |
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const obstacleMaterial = new THREE.MeshBasicMaterial({ color: 0x808080 });
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for (let i = 0; i < 3; i++) {
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const obstacle = new THREE.Mesh(obstacleGeometry, obstacleMaterial);
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obstacle.position.set(Math.random() * 20 - 10, Math.random() * 10, 0);
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obstacles.push(obstacle);
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scene.add(obstacle);
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}
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}
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function onKeyDown(event) {
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switch (event.code) {
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case 'ArrowLeft': case 'KeyA': moveLeft = true; break;
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case 'ArrowRight': case 'KeyD': moveRight = true; break;
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| 81 |
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case 'ArrowUp': case 'KeyW': moveUp = true; break;
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case 'ArrowDown': case 'KeyS': moveDown = true; break;
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| 83 |
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case 'Space': shoot = true; break;
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}
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}
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function onKeyUp(event) {
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switch (event.code) {
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case 'ArrowLeft': case 'KeyA': moveLeft = false; break;
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case 'ArrowRight': case 'KeyD': moveRight = false; break;
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| 91 |
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case 'ArrowUp': case 'KeyW': moveUp = false; break;
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case 'ArrowDown': case 'KeyS': moveDown = false; break;
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case 'Space': shoot = false; break;
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}
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}
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function updatePlayer(delta) {
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const speed = 10;
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if (moveLeft && player.position.x > -15) player.position.x -= speed * delta;
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if (moveRight && player.position.x < 15) player.position.x += speed * delta;
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if (moveUp && player.position.y < 0) player.position.y += speed * delta;
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if (moveDown && player.position.y > -15) player.position.y -= speed * delta;
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if (shoot && clock.getElapsedTime() > 0.2) {
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shootBullet();
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clock = new THREE.Clock();
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}
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}
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function shootBullet() {
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const bulletGeometry = new THREE.SphereGeometry(0.2, 8, 8);
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| 112 |
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const bulletMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
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const bullet = new THREE.Mesh(bulletGeometry, bulletMaterial);
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bullet.position.copy(player.position);
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bullet.position.y += 1;
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bullets.push(bullet);
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scene.add(bullet);
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}
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| 119 |
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| 120 |
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function updateBullets(delta) {
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const bulletSpeed = 20;
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for (let i = bullets.length - 1; i >= 0; i--) {
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bullets[i].position.y += bulletSpeed * delta;
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| 124 |
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if (bullets[i].position.y > 20) {
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scene.remove(bullets[i]);
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bullets.splice(i, 1);
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| 127 |
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} else {
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checkCollisions(bullets[i], i);
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}
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}
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| 131 |
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}
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| 133 |
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function checkCollisions(bullet, bulletIndex) {
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| 134 |
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for (let i = enemies.length - 1; i >= 0; i--) {
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| 135 |
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if (bullet.position.distanceTo(enemies[i].position) < 1) {
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| 136 |
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scene.remove(enemies[i]);
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| 137 |
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enemies.splice(i, 1);
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| 138 |
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scene.remove(bullet);
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| 139 |
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bullets.splice(bulletIndex, 1);
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break;
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| 141 |
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}
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| 142 |
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}
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| 143 |
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}
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| 145 |
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function updateEnemies(delta) {
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| 146 |
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const enemySpeed = 2;
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| 147 |
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enemies.forEach(enemy => {
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| 148 |
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enemy.position.y -= enemySpeed * delta;
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| 149 |
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if (enemy.position.y < -15) enemy.position.y = 15;
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| 150 |
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});
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}
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| 152 |
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| 153 |
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function updateObstacles(delta) {
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const obstacleSpeed = 1;
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| 155 |
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obstacles.forEach(obstacle => {
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obstacle.position.y -= obstacleSpeed * delta;
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| 157 |
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if (obstacle.position.y < -15) obstacle.position.y = 15;
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});
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| 159 |
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}
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| 160 |
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| 161 |
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function onWindowResize() {
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| 162 |
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camera.aspect = window.innerWidth / window.innerHeight;
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| 163 |
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camera.updateProjectionMatrix();
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| 164 |
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renderer.setSize(window.innerWidth, window.innerHeight);
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| 165 |
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}
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| 166 |
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| 167 |
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function animate() {
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| 168 |
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requestAnimationFrame(animate);
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| 169 |
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const delta = clock.getDelta();
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| 170 |
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| 171 |
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updatePlayer(delta);
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| 172 |
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updateBullets(delta);
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| 173 |
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updateEnemies(delta);
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| 174 |
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updateObstacles(delta);
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| 175 |
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| 176 |
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renderer.render(scene, camera);
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| 177 |
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}
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| 178 |
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| 179 |
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init();
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| 180 |
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</script>
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| 181 |
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</body>
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| 182 |
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</html>
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| 183 |
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"""
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# Streamlit app
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st.title("Galaxxon - A Three.js Arcade Game")
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st.write("Use WASD or Arrow Keys to move, Spacebar to shoot. Destroy red enemies and avoid gray obstacles!")
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| 188 |
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# Render the HTML game
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| 190 |
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html(game_html, height=600, scrolling=False)
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| 191 |
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st.write("Note: The game runs in your browser. Ensure you have an internet connection for Three.js to load.")
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