AntDX316
commited on
Commit
·
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Parent(s):
23b1b4e
updated
Browse files- .dockerignore +0 -23
- Dockerfile +3 -8
- README.md +1 -102
- app.py +550 -605
- docker-compose.yml +9 -10
- healthcheck.html +0 -23
- index.html +0 -27
- interface.py +0 -46
- nginx.conf +0 -40
- requirements.txt +4 -1
- script.js +0 -412
- styles.css +0 -95
.dockerignore
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# Git
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.git
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.gitignore
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.gitattributes
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# Docker
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Dockerfile
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docker-compose.yml
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.dockerignore
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# Node.js (if you later add npm packages)
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node_modules
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npm-debug.log
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# IDE files
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.idea
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.vscode
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*.swp
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*.swo
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# OS files
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.DS_Store
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Thumbs.db
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Dockerfile
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COPY requirements.txt /app/
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RUN pip install --no-cache-dir -r requirements.txt
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# Copy application files
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COPY index.html /app/
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COPY styles.css /app/
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COPY script.js /app/
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COPY app.py /app/
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# Set proper permissions
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RUN chmod -R 755 /app
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ENV STREAMLIT_SERVER_ENABLE_CORS=false
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ENV STREAMLIT_BROWSER_GATHER_USAGE_STATS=false
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# Print environment for debugging
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RUN echo "Files in container:" && ls -la /app/
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# Run the Streamlit app
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CMD ["streamlit", "run", "app.py", "--server.port=8501", "--server.address=0.0.0.0"]
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COPY requirements.txt /app/
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RUN pip install --no-cache-dir -r requirements.txt
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# Copy all application files
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COPY app.py /app/
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COPY README.md /app/
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# Set proper permissions
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RUN chmod -R 755 /app
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ENV STREAMLIT_SERVER_ENABLE_CORS=false
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ENV STREAMLIT_BROWSER_GATHER_USAGE_STATS=false
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# Run the Streamlit app
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CMD ["streamlit", "run", "app.py", "--server.port=8501", "--server.address=0.0.0.0"]
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README.md
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emoji: 💻
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colorFrom: purple
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colorTo: green
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sdk:
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pinned: false
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---
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# Battle Simulator
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An interactive battle simulation where red and blue forces fight on a dynamic battlefield. The application features different unit types, automatic combat AI, and an interactive interface that lets you inspect units during battle.
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## Features
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- **Multiple Unit Types**: Infantry, Tank, and Artillery units with unique stats and abilities
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- **Dynamic Combat**: Units automatically seek targets, attack, and respond to battlefield conditions
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- **Interactive UI**: Click on any unit to see its detailed stats and status
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- **Auto-respawn**: Units respawn after being defeated, maintaining continuous battle
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- **Visual Effects**: Attack lines, health bars, and status indicators provide visual feedback
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## Running the Application
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### Standard Method
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Simply open the `index.html` file in any modern web browser:
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```
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# Windows
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start index.html
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# macOS
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open index.html
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# Linux
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xdg-open index.html
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```
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### Using Docker
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This application can also be run using Docker, which ensures consistent behavior across different environments.
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#### Prerequisites
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- Docker
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- Docker Compose (optional, for easier management)
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#### Using Docker Directly
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1. Build the Docker image:
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```
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docker build -t battle-simulator .
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```
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2. Run the container:
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```
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docker run -p 8080:8080 battle-simulator
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```
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3. Open your browser and navigate to:
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```
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http://localhost:8080
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```
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#### Using Docker Compose
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1. Start the application:
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```
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docker-compose up
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```
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2. Open your browser and navigate to:
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```
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http://localhost:8080
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```
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3. To stop the application:
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```
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docker-compose down
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```
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### Deploying to Hugging Face Spaces
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This application is fully compatible with Hugging Face Spaces and uses Streamlit for the deployment:
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1. **Streamlit Integration**: Uses Streamlit to host the battle simulation in a web-friendly interface
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2. **Embedded HTML/JS Application**: The original HTML/CSS/JS application is embedded directly in the Streamlit interface
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3. **Port 8501**: The application runs on Streamlit's default port (8501)
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4. **Simplified Deployment**: No need for complex web server configurations
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5. **Hugging Face Spaces Optimized**: The Docker configuration is specifically designed to work seamlessly in the Hugging Face Spaces environment
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To deploy to Hugging Face Spaces:
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1. Push your code to a GitHub repository
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2. Create a new Space on Hugging Face with Docker SDK
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3. Connect your GitHub repository to the Space
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4. The Space will automatically build and deploy your application
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## How to Use
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- **View Unit Info**: Click on any unit to see its details in the info panel
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- **Close Info Panel**: Click the "Close" button to dismiss the unit info panel
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- **Watch the Battle**: Observe as units automatically engage in combat across the map
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## Technical Details
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- Built with pure JavaScript, HTML5, and CSS3
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- Uses HTML5 Canvas for rendering
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- No external dependencies required
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emoji: 💻
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colorFrom: purple
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colorTo: green
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sdk: streamlit
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pinned: false
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---
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app.py
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import streamlit as st
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import
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# Set page
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st.set_page_config(
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page_title="Battle Simulator",
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page_icon="🎮",
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layout="wide"
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)
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#
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Battle Simulator</title>
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<style>
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* {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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}
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body {
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font-family: Arial, sans-serif;
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background-color: transparent;
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padding: 0;
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}
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}
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}
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background-color: rgba(255, 255, 255, 0.95);
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padding: 20px;
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border-radius: 8px;
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border: 2px solid #4a6ea9;
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box-shadow: 0 4px 15px rgba(0, 0, 0, 0.3);
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width: 300px;
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z-index: 10;
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transition: all 0.3s ease;
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animation: fadeIn 0.3s ease-out;
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}
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opacity: 0;
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transform: translateY(-10px);
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}
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to {
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opacity: 1;
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transform: translateY(0);
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}
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}
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margin-bottom: 10px;
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display: flex;
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justify-content: space-between;
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}
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border-radius: 4px;
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cursor: pointer;
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}
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#
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class Unit {
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constructor(id, team, type, x, y) {
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this.id = id;
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this.team = team; // 'red' or 'blue'
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this.type = type; // 'infantry', 'tank', or 'artillery'
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this.x = x;
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this.y = y;
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this.targetX = x;
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this.targetY = y;
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this.speed = 1;
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this.health = 100;
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this.maxHealth = 100;
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this.attackRange = 50;
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this.attackPower = 10;
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this.defense = 5;
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this.attackCooldown = 0;
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this.attackCooldownMax = 60;
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this.target = null;
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this.attackLine = null;
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this.isMoving = false;
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this.state = 'idle'; // 'idle', 'moving', 'attacking', 'dead'
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this.respawnTime = 0;
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this.respawnTimeMax = 180;
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// Set unit-specific properties
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this.setupUnitType();
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}
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setupUnitType() {
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switch (this.type) {
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case 'infantry':
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this.speed = 1.5;
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this.health = 80;
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this.maxHealth = 80;
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this.attackRange = 40;
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this.attackPower = Ω;
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this.defense = 3;
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this.attackCooldownMax = 45;
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this.respawnTimeMax = 120;
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break;
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case 'tank':
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this.speed = 0.8;
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this.health = 150;
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this.maxHealth = 150;
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this.attackRange = 60;
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this.attackPower = 15;
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this.defense = 10;
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this.attackCooldownMax = 75;
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this.respawnTimeMax = 240;
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break;
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case 'artillery':
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this.speed = 0.5;
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this.health = 60;
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this.maxHealth = 60;
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this.attackRange = 120;
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this.attackPower = 25;
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this.defense = 2;
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this.attackCooldownMax = 90;
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this.respawnTimeMax = 180;
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break;
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}
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}
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update(units) {
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if (this.state === 'dead') {
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this.respawnTime++;
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if (this.respawnTime >= this.respawnTimeMax) {
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this.respawn();
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}
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return;
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}
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if
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this.state = 'idle';
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}
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// If we have a target, pursue it
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if (this.target) {
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const distance = Math.sqrt(
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Math.pow(this.target.x - this.x, 2) +
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Math.pow(this.target.y - this.y, 2)
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);
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// Handle movement
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this.move();
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// Update attack cooldown
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if (this.attackCooldown > 0) {
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this.attackCooldown--;
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}
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}
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findTarget(units) {
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this.target = null;
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}
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}
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}
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attack() {
|
269 |
-
if (this.attackCooldown === 0 && this.target && this.target.state !== 'dead') {
|
270 |
-
// Calculate damage with some randomness
|
271 |
-
const baseDamage = this.attackPower * (0.8 + Math.random() * 0.4);
|
272 |
-
const damage = Math.max(1, baseDamage - this.target.defense / 2);
|
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this.die();
|
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}
|
297 |
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}
|
298 |
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|
299 |
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die() {
|
300 |
-
this.state = 'dead';
|
301 |
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this.health = 0;
|
302 |
-
this.respawnTime = 0;
|
303 |
-
this.attackLine = null;
|
304 |
-
}
|
305 |
-
|
306 |
-
respawn() {
|
307 |
-
// Respawn in a random position based on team
|
308 |
-
const margin = 50;
|
309 |
-
this.x = this.team === 'red'
|
310 |
-
? margin + Math.random() * 100
|
311 |
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: 800 - margin - Math.random() * 100;
|
312 |
-
this.y = 100 + Math.random() * 400;
|
313 |
-
|
314 |
-
this.health = this.maxHealth;
|
315 |
-
this.state = 'idle';
|
316 |
-
this.target = null;
|
317 |
-
this.attackLine = null;
|
318 |
-
this.respawnTime = 0;
|
319 |
-
this.attackCooldown = 0;
|
320 |
-
}
|
321 |
-
|
322 |
-
moveTowardTarget() {
|
323 |
-
if (!this.target) return;
|
324 |
-
|
325 |
-
this.targetX = this.target.x;
|
326 |
-
this.targetY = this.target.y;
|
327 |
-
|
328 |
-
// Keep some distance based on unit type
|
329 |
-
const angle = Math.atan2(this.targetY - this.y, this.targetX - this.x);
|
330 |
-
let preferredDistance = this.attackRange * 0.8;
|
331 |
-
|
332 |
-
if (this.type === 'artillery') {
|
333 |
-
preferredDistance = this.attackRange * 0.9;
|
334 |
-
} else if (this.type === 'infantry') {
|
335 |
-
preferredDistance = this.attackRange * 0.6;
|
336 |
-
}
|
337 |
-
|
338 |
-
const distance = Math.sqrt(
|
339 |
-
Math.pow(this.target.x - this.x, 2) +
|
340 |
-
Math.pow(this.target.y - this.y, 2)
|
341 |
-
);
|
342 |
-
|
343 |
-
if (distance > preferredDistance) {
|
344 |
-
this.targetX = this.target.x - Math.cos(angle) * preferredDistance;
|
345 |
-
this.targetY = this.target.y - Math.sin(angle) * preferredDistance;
|
346 |
-
} else {
|
347 |
-
this.targetX = this.x;
|
348 |
-
this.targetY = this.y;
|
349 |
-
}
|
350 |
-
|
351 |
-
this.isMoving = true;
|
352 |
-
}
|
353 |
-
|
354 |
-
wander() {
|
355 |
-
// Only set a new random destination occasionally
|
356 |
-
if (Math.random() < 0.01 || !this.isMoving) {
|
357 |
-
const margin = 50;
|
358 |
-
const teamZone = this.team === 'red' ? 300 : 500;
|
359 |
-
const centerX = this.team === 'red' ? 200 : 600;
|
360 |
|
361 |
-
|
362 |
-
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363 |
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366 |
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369 |
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370 |
-
|
371 |
-
|
372 |
-
|
373 |
-
|
374 |
-
const dy = this.targetY - this.y;
|
375 |
-
const distance = Math.sqrt(dx * dx + dy * dy);
|
376 |
-
|
377 |
-
if (distance > 5) {
|
378 |
-
this.x += (dx / distance) * this.speed;
|
379 |
-
this.y += (dy / distance) * this.speed;
|
380 |
-
} else {
|
381 |
-
this.isMoving = false;
|
382 |
-
}
|
383 |
-
|
384 |
-
// Keep units within bounds
|
385 |
-
this.x = Math.max(10, Math.min(790, this.x));
|
386 |
-
this.y = Math.max(10, Math.min(590, this.y));
|
387 |
-
}
|
388 |
-
|
389 |
-
draw(ctx) {
|
390 |
-
if (this.state === 'dead') return;
|
391 |
-
|
392 |
-
// Draw unit shape based on type
|
393 |
-
ctx.fillStyle = this.team === 'red' ? '#e74c3c' : '#3498db';
|
394 |
-
|
395 |
-
// Different shape for different unit types
|
396 |
-
if (this.type === 'infantry') {
|
397 |
-
// Circle for infantry
|
398 |
-
ctx.beginPath();
|
399 |
-
ctx.arc(this.x, this.y, 10, 0, Math.PI * 2);
|
400 |
-
ctx.fill();
|
401 |
-
} else if (this.type === 'tank') {
|
402 |
-
// Square for tanks
|
403 |
-
ctx.fillRect(this.x - 12, this.y - 12, 24, 24);
|
404 |
-
} else if (this.type === 'artillery') {
|
405 |
-
// Triangle for artillery
|
406 |
-
ctx.beginPath();
|
407 |
-
ctx.moveTo(this.x, this.y - 15);
|
408 |
-
ctx.lineTo(this.x - 13, this.y + 10);
|
409 |
-
ctx.lineTo(this.x + 13, this.y + 10);
|
410 |
-
ctx.closePath();
|
411 |
-
ctx.fill();
|
412 |
-
}
|
413 |
-
|
414 |
-
// Draw health bar
|
415 |
-
const healthPercentage = this.health / this.maxHealth;
|
416 |
-
const healthBarWidth = 20;
|
417 |
-
const healthBarHeight = 3;
|
418 |
-
|
419 |
-
// Health bar background
|
420 |
-
ctx.fillStyle = '#e74c3c'; // Red for all health bars background
|
421 |
-
ctx.fillRect(
|
422 |
-
this.x - healthBarWidth / 2,
|
423 |
-
this.y - 20,
|
424 |
-
healthBarWidth,
|
425 |
-
healthBarHeight
|
426 |
-
);
|
427 |
-
|
428 |
-
// Current health
|
429 |
-
ctx.fillStyle = '#2ecc71'; // Green for health
|
430 |
-
ctx.fillRect(
|
431 |
-
this.x - healthBarWidth / 2,
|
432 |
-
this.y - 20,
|
433 |
-
healthBarWidth * healthPercentage,
|
434 |
-
healthBarHeight
|
435 |
-
);
|
436 |
-
|
437 |
-
// Draw attack lines
|
438 |
-
if (this.attackLine && this.attackLine.current < this.attackLine.duration) {
|
439 |
-
ctx.strokeStyle = this.team === 'red' ? 'rgba(231, 76, 60, 0.7)' : 'rgba(52, 152, 219, 0.7)';
|
440 |
-
ctx.lineWidth = 2;
|
441 |
-
ctx.beginPath();
|
442 |
-
ctx.moveTo(this.attackLine.fromX, this.attackLine.fromY);
|
443 |
-
ctx.lineTo(this.attackLine.toX, this.attackLine.toY);
|
444 |
-
ctx.stroke();
|
445 |
|
446 |
-
|
447 |
-
|
448 |
-
|
449 |
-
|
450 |
-
|
451 |
-
|
452 |
-
|
453 |
-
|
454 |
-
}
|
455 |
-
|
456 |
-
getStateColor() {
|
457 |
-
switch (this.state) {
|
458 |
-
case 'idle':
|
459 |
-
return '#95a5a6'; // Gray
|
460 |
-
case 'moving':
|
461 |
-
return '#3498db'; // Blue
|
462 |
-
case 'attacking':
|
463 |
-
return '#e74c3c'; // Red
|
464 |
-
default:
|
465 |
-
return '#95a5a6';
|
466 |
-
}
|
467 |
-
}
|
468 |
-
|
469 |
-
isPointInside(pointX, pointY) {
|
470 |
-
if (this.state === 'dead') return false;
|
471 |
-
|
472 |
-
const size = this.type === 'tank' ? 12 :
|
473 |
-
this.type === 'artillery' ? 13 : 10;
|
474 |
-
|
475 |
-
return Math.sqrt(
|
476 |
-
Math.pow(this.x - pointX, 2) +
|
477 |
-
Math.pow(this.y - pointY, 2)
|
478 |
-
) <= size;
|
479 |
-
}
|
480 |
|
481 |
-
|
482 |
-
|
483 |
-
|
484 |
-
|
485 |
-
|
486 |
-
|
487 |
-
|
488 |
-
|
489 |
-
|
490 |
-
|
491 |
-
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|
492 |
|
493 |
-
|
494 |
-
|
495 |
-
|
496 |
-
|
497 |
-
|
498 |
-
|
|
|
|
|
|
|
|
|
499 |
|
500 |
-
|
501 |
-
let selectedUnit = null;
|
502 |
|
503 |
-
|
504 |
-
|
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|
505 |
|
506 |
-
|
507 |
-
|
|
|
508 |
|
509 |
-
|
510 |
-
|
511 |
-
closeInfoBtn.addEventListener('click', closeInfoPanel);
|
512 |
|
513 |
-
|
514 |
-
|
515 |
-
|
|
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|
516 |
|
517 |
-
|
518 |
-
|
519 |
-
units.push(new Unit(i, 'red', 'infantry',
|
520 |
-
50 + Math.random() * 100, 100 + i * 100));
|
521 |
-
}
|
522 |
-
for (let i = 0; i < 3; i++) {
|
523 |
-
units.push(new Unit(i + 5, 'red', 'tank',
|
524 |
-
100 + Math.random() * 100, 150 + i * 150));
|
525 |
-
}
|
526 |
-
for (let i = 0; i < 2; i++) {
|
527 |
-
units.push(new Unit(i + 8, 'red', 'artillery',
|
528 |
-
50 + Math.random() * 80, 200 + i * 200));
|
529 |
-
}
|
530 |
|
531 |
-
|
532 |
-
|
533 |
-
|
534 |
-
650 + Math.random() * 100, 100 + i * 100));
|
535 |
-
}
|
536 |
-
for (let i = 0; i < 3; i++) {
|
537 |
-
units.push(new Unit(i + 15, 'blue', 'tank',
|
538 |
-
600 + Math.random() * 100, 150 + i * 150));
|
539 |
-
}
|
540 |
-
for (let i = 0; i < 2; i++) {
|
541 |
-
units.push(new Unit(i + 18, 'blue', 'artillery',
|
542 |
-
670 + Math.random() * 80, 200 + i * 200));
|
543 |
-
}
|
544 |
-
}
|
545 |
-
|
546 |
-
function updateGame() {
|
547 |
-
// Update units
|
548 |
-
for (const unit of units) {
|
549 |
-
unit.update(units);
|
550 |
-
}
|
551 |
|
552 |
-
|
553 |
-
|
554 |
-
|
|
|
|
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|
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|
555 |
|
556 |
-
|
557 |
-
|
558 |
-
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
559 |
-
|
560 |
-
// Draw background elements - territory markers
|
561 |
-
drawTerritories();
|
562 |
-
|
563 |
-
// Draw units
|
564 |
-
for (const unit of units) {
|
565 |
-
unit.draw(ctx);
|
566 |
-
}
|
567 |
-
}
|
568 |
|
569 |
-
|
570 |
-
|
571 |
-
|
572 |
-
|
573 |
-
|
574 |
-
|
575 |
-
|
576 |
-
|
577 |
-
|
578 |
-
|
579 |
-
|
580 |
-
|
581 |
-
|
582 |
-
|
583 |
-
|
|
|
584 |
|
585 |
-
|
586 |
-
|
587 |
-
|
588 |
-
|
589 |
-
|
590 |
-
|
591 |
-
|
592 |
-
|
593 |
-
|
594 |
-
selectedUnit = unit;
|
595 |
-
break;
|
596 |
}
|
597 |
-
}
|
598 |
-
|
599 |
-
if (selectedUnit) {
|
600 |
-
showUnitInfo(selectedUnit);
|
601 |
-
} else {
|
602 |
-
closeInfoPanel();
|
603 |
-
}
|
604 |
-
}
|
605 |
-
|
606 |
-
function showUnitInfo(unit) {
|
607 |
-
const info = unit.getInfoText();
|
608 |
|
609 |
-
|
610 |
-
|
611 |
-
|
612 |
-
|
613 |
-
|
614 |
-
|
615 |
-
|
616 |
-
infoPanel.classList.remove('hidden');
|
617 |
-
}
|
618 |
-
|
619 |
-
function closeInfoPanel() {
|
620 |
-
infoPanel.classList.add('hidden');
|
621 |
-
selectedUnit = null;
|
622 |
-
}
|
623 |
-
});
|
624 |
-
|
625 |
-
// Quick fix for the undefined variable in the code
|
626 |
-
const Ω = 8; // Infantry attack power
|
627 |
</script>
|
628 |
-
|
629 |
-
</html>
|
630 |
-
"""
|
631 |
|
632 |
-
|
633 |
-
|
634 |
-
|
635 |
-
# Add some additional info in sidebar
|
636 |
-
with st.sidebar:
|
637 |
-
st.header("Battle Simulator")
|
638 |
-
st.markdown("""
|
639 |
-
This simulation shows red and blue forces battling on a map.
|
640 |
-
|
641 |
-
**Unit Types:**
|
642 |
-
- ⭕ Infantry (Circles): Fast but weaker units
|
643 |
-
- ⬛ Tanks (Squares): Strong with high defense
|
644 |
-
- △ Artillery (Triangles): Powerful long-range attacks
|
645 |
-
|
646 |
-
**Instructions:**
|
647 |
-
- Click on any unit to see its stats
|
648 |
-
- Watch as units automatically engage in combat
|
649 |
-
""")
|
650 |
-
|
651 |
-
# Debug information
|
652 |
-
if st.checkbox("Show Debug Info"):
|
653 |
-
st.write(f"Working directory: {os.getcwd()}")
|
654 |
-
st.write(f"Files available: {', '.join(os.listdir('.'))}")
|
|
|
1 |
import streamlit as st
|
2 |
+
import numpy as np
|
3 |
+
import pandas as pd
|
4 |
+
import time
|
5 |
+
import random
|
6 |
+
from PIL import Image, ImageDraw
|
7 |
+
import math
|
8 |
+
import uuid
|
9 |
+
import base64
|
10 |
+
from io import BytesIO
|
11 |
|
12 |
+
# Set page config
|
13 |
st.set_page_config(
|
14 |
page_title="Battle Simulator",
|
15 |
page_icon="🎮",
|
16 |
+
layout="wide",
|
17 |
+
initial_sidebar_state="expanded"
|
18 |
)
|
19 |
|
20 |
+
# Constants
|
21 |
+
MAP_WIDTH = 800
|
22 |
+
MAP_HEIGHT = 600
|
23 |
+
TEAM_RED = "red"
|
24 |
+
TEAM_BLUE = "blue"
|
25 |
+
UNIT_TYPES = ["infantry", "tank", "artillery"]
|
26 |
+
TEAM_COLORS = {
|
27 |
+
TEAM_RED: "#e74c3c",
|
28 |
+
TEAM_BLUE: "#3498db"
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|
29 |
}
|
30 |
+
UNIT_STATS = {
|
31 |
+
"infantry": {
|
32 |
+
"max_health": 80,
|
33 |
+
"attack": 8,
|
34 |
+
"defense": 3,
|
35 |
+
"range": 40,
|
36 |
+
"speed": 1.5,
|
37 |
+
"size": 10,
|
38 |
+
"shape": "circle",
|
39 |
+
"respawn_time": 120
|
40 |
+
},
|
41 |
+
"tank": {
|
42 |
+
"max_health": 150,
|
43 |
+
"attack": 15,
|
44 |
+
"defense": 10,
|
45 |
+
"range": 60,
|
46 |
+
"speed": 0.8,
|
47 |
+
"size": 12,
|
48 |
+
"shape": "square",
|
49 |
+
"respawn_time": 240
|
50 |
+
},
|
51 |
+
"artillery": {
|
52 |
+
"max_health": 60,
|
53 |
+
"attack": 25,
|
54 |
+
"defense": 2,
|
55 |
+
"range": 120,
|
56 |
+
"speed": 0.5,
|
57 |
+
"size": 13,
|
58 |
+
"shape": "triangle",
|
59 |
+
"respawn_time": 180
|
60 |
+
}
|
61 |
}
|
62 |
|
63 |
+
# Utility functions
|
64 |
+
def calculate_distance(x1, y1, x2, y2):
|
65 |
+
"""Calculate Euclidean distance between two points"""
|
66 |
+
return math.sqrt((x2 - x1)**2 + (y2 - y1)**2)
|
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|
67 |
|
68 |
+
def angle_between(x1, y1, x2, y2):
|
69 |
+
"""Calculate angle between two points in radians"""
|
70 |
+
return math.atan2(y2 - y1, x2 - x1)
|
71 |
|
72 |
+
class Unit:
|
73 |
+
def __init__(self, id, team, unit_type, x, y):
|
74 |
+
self.id = id
|
75 |
+
self.team = team
|
76 |
+
self.type = unit_type
|
77 |
+
self.x = x
|
78 |
+
self.y = y
|
79 |
+
self.target_x = x
|
80 |
+
self.target_y = y
|
81 |
+
|
82 |
+
# Get stats from the unit type
|
83 |
+
stats = UNIT_STATS[unit_type]
|
84 |
+
self.max_health = stats["max_health"]
|
85 |
+
self.health = self.max_health
|
86 |
+
self.attack = stats["attack"]
|
87 |
+
self.defense = stats["defense"]
|
88 |
+
self.range = stats["range"]
|
89 |
+
self.speed = stats["speed"]
|
90 |
+
self.size = stats["size"]
|
91 |
+
self.shape = stats["shape"]
|
92 |
+
self.respawn_time = stats["respawn_time"]
|
93 |
+
|
94 |
+
# Battle state
|
95 |
+
self.state = "idle" # idle, moving, attacking, dead
|
96 |
+
self.target = None
|
97 |
+
self.dead_timer = 0
|
98 |
+
self.attack_cooldown = 0
|
99 |
+
self.attack_cooldown_max = 60
|
100 |
+
self.attack_line = None
|
101 |
|
102 |
+
def find_target(self, units):
|
103 |
+
"""Find nearest enemy unit"""
|
104 |
+
if self.state == "dead":
|
105 |
+
return
|
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|
106 |
|
107 |
+
nearest_dist = float("inf")
|
108 |
+
nearest_enemy = None
|
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|
109 |
|
110 |
+
for unit in units:
|
111 |
+
if unit.team != self.team and unit.state != "dead":
|
112 |
+
dist = calculate_distance(self.x, self.y, unit.x, unit.y)
|
113 |
+
if dist < nearest_dist:
|
114 |
+
nearest_dist = dist
|
115 |
+
nearest_enemy = unit
|
116 |
|
117 |
+
self.target = nearest_enemy
|
|
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|
118 |
|
119 |
+
def update(self, units):
|
120 |
+
"""Update unit state and position"""
|
121 |
+
if self.state == "dead":
|
122 |
+
self.dead_timer += 1
|
123 |
+
if self.dead_timer >= self.respawn_time:
|
124 |
+
self.respawn()
|
125 |
+
return
|
|
|
|
|
|
|
126 |
|
127 |
+
# Find target if no current target or target is dead
|
128 |
+
if not self.target or self.target.state == "dead":
|
129 |
+
self.find_target(units)
|
130 |
+
self.state = "idle"
|
131 |
|
132 |
+
# If we have a target, pursue it
|
133 |
+
if self.target:
|
134 |
+
dist_to_target = calculate_distance(self.x, self.y, self.target.x, self.target.y)
|
135 |
+
|
136 |
+
# If in attack range, attack
|
137 |
+
if dist_to_target <= self.range:
|
138 |
+
self.attack_target()
|
139 |
+
self.state = "attacking"
|
140 |
+
else:
|
141 |
+
# Move toward target
|
142 |
+
self.target_x = self.target.x
|
143 |
+
self.target_y = self.target.y
|
144 |
+
self.state = "moving"
|
145 |
+
else:
|
146 |
+
# Wander if no target
|
147 |
+
if random.random() < 0.02:
|
148 |
+
team_zone = 300 if self.team == TEAM_RED else 500
|
149 |
+
center_x = 200 if self.team == TEAM_RED else 600
|
150 |
+
|
151 |
+
self.target_x = max(50, min(MAP_WIDTH - 50,
|
152 |
+
center_x + (random.random() - 0.5) * team_zone))
|
153 |
+
self.target_y = max(50, min(MAP_HEIGHT - 50,
|
154 |
+
300 + (random.random() - 0.5) * 400))
|
155 |
|
156 |
+
# Move toward target position
|
157 |
+
self.move()
|
|
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|
|
|
|
|
|
158 |
|
159 |
+
# Update attack cooldown
|
160 |
+
if self.attack_cooldown > 0:
|
161 |
+
self.attack_cooldown -= 1
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
162 |
|
163 |
+
# Update attack line
|
164 |
+
if self.attack_line:
|
165 |
+
self.attack_line["duration"] -= 1
|
166 |
+
if self.attack_line["duration"] <= 0:
|
167 |
+
self.attack_line = None
|
168 |
+
|
169 |
+
def move(self):
|
170 |
+
"""Move unit toward target position"""
|
171 |
+
if self.state == "dead":
|
172 |
+
return
|
173 |
+
|
174 |
+
dx = self.target_x - self.x
|
175 |
+
dy = self.target_y - self.y
|
176 |
+
dist = math.sqrt(dx*dx + dy*dy)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
177 |
|
178 |
+
if dist > 5:
|
179 |
+
self.x += (dx / dist) * self.speed
|
180 |
+
self.y += (dy / dist) * self.speed
|
181 |
|
182 |
+
# Keep units within map bounds
|
183 |
+
self.x = max(self.size, min(MAP_WIDTH - self.size, self.x))
|
184 |
+
self.y = max(self.size, min(MAP_HEIGHT - self.size, self.y))
|
185 |
+
|
186 |
+
def attack_target(self):
|
187 |
+
"""Attack the current target"""
|
188 |
+
if self.attack_cooldown == 0 and self.target and self.target.state != "dead":
|
189 |
+
# Apply random variance to attack damage
|
190 |
+
damage_multiplier = 0.8 + random.random() * 0.4
|
191 |
+
base_damage = self.attack * damage_multiplier
|
192 |
+
final_damage = max(1, base_damage - self.target.defense / 2)
|
193 |
+
|
194 |
+
# Apply damage to target
|
195 |
+
self.target.take_damage(final_damage)
|
196 |
|
197 |
+
# Create attack line for visualization
|
198 |
+
self.attack_line = {
|
199 |
+
"from_x": self.x,
|
200 |
+
"from_y": self.y,
|
201 |
+
"to_x": self.target.x,
|
202 |
+
"to_y": self.target.y,
|
203 |
+
"duration": 10
|
204 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
205 |
|
206 |
+
# Reset cooldown
|
207 |
+
self.attack_cooldown = self.attack_cooldown_max
|
208 |
+
|
209 |
+
def take_damage(self, amount):
|
210 |
+
"""Take damage from an attack"""
|
211 |
+
self.health -= amount
|
212 |
+
if self.health <= 0:
|
213 |
+
self.die()
|
214 |
+
|
215 |
+
def die(self):
|
216 |
+
"""Unit death"""
|
217 |
+
self.state = "dead"
|
218 |
+
self.health = 0
|
219 |
+
self.dead_timer = 0
|
220 |
+
self.attack_line = None
|
221 |
+
|
222 |
+
def respawn(self):
|
223 |
+
"""Respawn the unit"""
|
224 |
+
margin = 50
|
225 |
+
if self.team == TEAM_RED:
|
226 |
+
self.x = margin + random.random() * 100
|
227 |
+
else:
|
228 |
+
self.x = MAP_WIDTH - margin - random.random() * 100
|
229 |
+
|
230 |
+
self.y = 100 + random.random() * 400
|
231 |
+
self.health = self.max_health
|
232 |
+
self.state = "idle"
|
233 |
+
self.target = None
|
234 |
+
self.attack_line = None
|
235 |
+
self.dead_timer = 0
|
236 |
+
self.attack_cooldown = 0
|
237 |
+
|
238 |
+
def is_point_inside(self, point_x, point_y):
|
239 |
+
"""Check if a point is inside the unit"""
|
240 |
+
if self.state == "dead":
|
241 |
+
return False
|
242 |
|
243 |
+
return calculate_distance(self.x, self.y, point_x, point_y) <= self.size
|
244 |
+
|
245 |
+
class BattleSimulation:
|
246 |
+
def __init__(self):
|
247 |
+
self.units = []
|
248 |
+
self.selected_unit = None
|
249 |
+
self.frame_count = 0
|
250 |
+
|
251 |
+
# Create initial units
|
252 |
+
self.create_units()
|
253 |
+
|
254 |
+
def create_units(self):
|
255 |
+
"""Create initial units for both teams"""
|
256 |
+
# Create red team (left side)
|
257 |
+
for i in range(5):
|
258 |
+
self.units.append(Unit(
|
259 |
+
id=f"red-infantry-{i}",
|
260 |
+
team=TEAM_RED,
|
261 |
+
unit_type="infantry",
|
262 |
+
x=50 + random.random() * 100,
|
263 |
+
y=100 + i * 100
|
264 |
+
))
|
265 |
|
266 |
+
for i in range(3):
|
267 |
+
self.units.append(Unit(
|
268 |
+
id=f"red-tank-{i}",
|
269 |
+
team=TEAM_RED,
|
270 |
+
unit_type="tank",
|
271 |
+
x=100 + random.random() * 100,
|
272 |
+
y=150 + i * 150
|
273 |
+
))
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
|
|
|
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|
|
|
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|
|
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|
|
|
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|
|
|
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|
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|
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|
|
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|
|
|
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|
|
|
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|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
274 |
|
275 |
+
for i in range(2):
|
276 |
+
self.units.append(Unit(
|
277 |
+
id=f"red-artillery-{i}",
|
278 |
+
team=TEAM_RED,
|
279 |
+
unit_type="artillery",
|
280 |
+
x=50 + random.random() * 80,
|
281 |
+
y=200 + i * 200
|
282 |
+
))
|
283 |
+
|
284 |
+
# Create blue team (right side)
|
285 |
+
for i in range(5):
|
286 |
+
self.units.append(Unit(
|
287 |
+
id=f"blue-infantry-{i}",
|
288 |
+
team=TEAM_BLUE,
|
289 |
+
unit_type="infantry",
|
290 |
+
x=650 + random.random() * 100,
|
291 |
+
y=100 + i * 100
|
292 |
+
))
|
293 |
|
294 |
+
for i in range(3):
|
295 |
+
self.units.append(Unit(
|
296 |
+
id=f"blue-tank-{i}",
|
297 |
+
team=TEAM_BLUE,
|
298 |
+
unit_type="tank",
|
299 |
+
x=600 + random.random() * 100,
|
300 |
+
y=150 + i * 150
|
301 |
+
))
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
302 |
|
303 |
+
for i in range(2):
|
304 |
+
self.units.append(Unit(
|
305 |
+
id=f"blue-artillery-{i}",
|
306 |
+
team=TEAM_BLUE,
|
307 |
+
unit_type="artillery",
|
308 |
+
x=670 + random.random() * 80,
|
309 |
+
y=200 + i * 200
|
310 |
+
))
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
311 |
|
312 |
+
def update(self):
|
313 |
+
"""Update all units in the simulation"""
|
314 |
+
for unit in self.units:
|
315 |
+
unit.update(self.units)
|
316 |
+
|
317 |
+
self.frame_count += 1
|
318 |
+
|
319 |
+
def render(self):
|
320 |
+
"""Render the current state of the battle"""
|
321 |
+
# Create a new image
|
322 |
+
img = Image.new('RGBA', (MAP_WIDTH, MAP_HEIGHT), (232, 244, 229, 255))
|
323 |
+
draw = ImageDraw.Draw(img)
|
324 |
+
|
325 |
+
# Draw territory gradients
|
326 |
+
# (This is approximate as PIL doesn't have easy gradients)
|
327 |
+
# Red territory
|
328 |
+
for x in range(250):
|
329 |
+
alpha = int(50 * (1 - x / 250))
|
330 |
+
draw.line([(x, 0), (x, MAP_HEIGHT)], fill=(231, 76, 60, alpha), width=1)
|
331 |
+
|
332 |
+
# Blue territory
|
333 |
+
for x in range(MAP_WIDTH - 250, MAP_WIDTH):
|
334 |
+
alpha = int(50 * (x - (MAP_WIDTH - 250)) / 250)
|
335 |
+
draw.line([(x, 0), (x, MAP_HEIGHT)], fill=(52, 152, 219, alpha), width=1)
|
336 |
+
|
337 |
+
# Draw attack lines first (so they appear behind units)
|
338 |
+
for unit in self.units:
|
339 |
+
if unit.attack_line:
|
340 |
+
line_color = TEAM_COLORS[unit.team]
|
341 |
+
draw.line(
|
342 |
+
[(unit.attack_line["from_x"], unit.attack_line["from_y"]),
|
343 |
+
(unit.attack_line["to_x"], unit.attack_line["to_y"])],
|
344 |
+
fill=line_color,
|
345 |
+
width=2
|
346 |
+
)
|
347 |
+
|
348 |
+
# Draw units
|
349 |
+
for unit in self.units:
|
350 |
+
if unit.state == "dead":
|
351 |
+
continue
|
352 |
+
|
353 |
+
# Draw the unit shape
|
354 |
+
fill_color = TEAM_COLORS[unit.team]
|
355 |
+
|
356 |
+
if unit.shape == "circle": # Infantry
|
357 |
+
draw.ellipse(
|
358 |
+
[(unit.x - unit.size, unit.y - unit.size),
|
359 |
+
(unit.x + unit.size, unit.y + unit.size)],
|
360 |
+
fill=fill_color
|
361 |
+
)
|
362 |
+
elif unit.shape == "square": # Tank
|
363 |
+
draw.rectangle(
|
364 |
+
[(unit.x - unit.size, unit.y - unit.size),
|
365 |
+
(unit.x + unit.size, unit.y + unit.size)],
|
366 |
+
fill=fill_color
|
367 |
+
)
|
368 |
+
elif unit.shape == "triangle": # Artillery
|
369 |
+
draw.polygon(
|
370 |
+
[(unit.x, unit.y - unit.size),
|
371 |
+
(unit.x - unit.size, unit.y + unit.size),
|
372 |
+
(unit.x + unit.size, unit.y + unit.size)],
|
373 |
+
fill=fill_color
|
374 |
+
)
|
375 |
+
|
376 |
+
# Draw health bar
|
377 |
+
health_ratio = unit.health / unit.max_health
|
378 |
+
health_bar_width = 20
|
379 |
+
health_bar_height = 3
|
380 |
+
|
381 |
+
# Health bar background (red)
|
382 |
+
draw.rectangle(
|
383 |
+
[(unit.x - health_bar_width/2, unit.y - 20),
|
384 |
+
(unit.x + health_bar_width/2, unit.y - 20 + health_bar_height)],
|
385 |
+
fill="#e74c3c"
|
386 |
+
)
|
387 |
+
|
388 |
+
# Health bar foreground (green)
|
389 |
+
draw.rectangle(
|
390 |
+
[(unit.x - health_bar_width/2, unit.y - 20),
|
391 |
+
(unit.x - health_bar_width/2 + health_bar_width * health_ratio, unit.y - 20 + health_bar_height)],
|
392 |
+
fill="#2ecc71"
|
393 |
+
)
|
394 |
+
|
395 |
+
# Draw state indicator
|
396 |
+
state_colors = {
|
397 |
+
"idle": "#95a5a6", # Gray
|
398 |
+
"moving": "#3498db", # Blue
|
399 |
+
"attacking": "#e74c3c" # Red
|
400 |
+
}
|
401 |
+
|
402 |
+
draw.ellipse(
|
403 |
+
[(unit.x - 3, unit.y - 25 - 3),
|
404 |
+
(unit.x + 3, unit.y - 25 + 3)],
|
405 |
+
fill=state_colors.get(unit.state, "#95a5a6")
|
406 |
+
)
|
407 |
+
|
408 |
+
# Highlight selected unit
|
409 |
+
if self.selected_unit and unit.id == self.selected_unit.id:
|
410 |
+
draw.ellipse(
|
411 |
+
[(unit.x - unit.size - 5, unit.y - unit.size - 5),
|
412 |
+
(unit.x + unit.size + 5, unit.y + unit.size + 5)],
|
413 |
+
outline="#f1c40f",
|
414 |
+
width=2
|
415 |
+
)
|
416 |
+
|
417 |
+
# Convert the image to base64 for displaying in Streamlit
|
418 |
+
buffered = BytesIO()
|
419 |
+
img.save(buffered, format="PNG")
|
420 |
+
img_str = base64.b64encode(buffered.getvalue()).decode()
|
421 |
+
|
422 |
+
return img_str
|
423 |
+
|
424 |
+
def handle_click(self, x, y):
|
425 |
+
"""Handle click on the battle map"""
|
426 |
+
self.selected_unit = None
|
427 |
+
for unit in self.units:
|
428 |
+
if unit.is_point_inside(x, y) and unit.state != "dead":
|
429 |
+
self.selected_unit = unit
|
430 |
+
break
|
431 |
+
|
432 |
+
return self.selected_unit
|
433 |
|
434 |
+
def get_unit_info_html(unit):
|
435 |
+
"""Generate HTML for unit info panel"""
|
436 |
+
if not unit:
|
437 |
+
return ""
|
438 |
+
|
439 |
+
type_icon = {
|
440 |
+
"infantry": "⭕",
|
441 |
+
"tank": "⬛",
|
442 |
+
"artillery": "△"
|
443 |
+
}.get(unit.type, "")
|
444 |
|
445 |
+
team_color = TEAM_COLORS[unit.team]
|
|
|
446 |
|
447 |
+
html = f"""
|
448 |
+
<div style="background-color: rgba(255, 255, 255, 0.95); padding: 20px;
|
449 |
+
border-radius: 8px; border: 2px solid {team_color}; box-shadow: 0 4px 15px rgba(0, 0, 0, 0.3);">
|
450 |
+
<h3 style="margin-bottom: 15px; color: #333; border-bottom: 1px solid #ddd; padding-bottom: 10px;">
|
451 |
+
{unit.team.capitalize()} {unit.type.capitalize()} {type_icon}
|
452 |
+
</h3>
|
453 |
+
<p style="margin-bottom: 10px; display: flex; justify-content: space-between;">
|
454 |
+
<span>Health:</span> <span>{int(unit.health)}/{unit.max_health}</span>
|
455 |
+
</p>
|
456 |
+
<p style="margin-bottom: 10px; display: flex; justify-content: space-between;">
|
457 |
+
<span>Attack:</span> <span>{unit.attack}</span>
|
458 |
+
</p>
|
459 |
+
<p style="margin-bottom: 10px; display: flex; justify-content: space-between;">
|
460 |
+
<span>Defense:</span> <span>{unit.defense}</span>
|
461 |
+
</p>
|
462 |
+
<p style="margin-bottom: 10px; display: flex; justify-content: space-between;">
|
463 |
+
<span>Range:</span> <span>{unit.range}</span>
|
464 |
+
</p>
|
465 |
+
<p style="margin-bottom: 10px; display: flex; justify-content: space-between;">
|
466 |
+
<span>Speed:</span> <span>{unit.speed}</span>
|
467 |
+
</p>
|
468 |
+
<p style="margin-bottom: 10px; display: flex; justify-content: space-between;">
|
469 |
+
<span>Status:</span> <span>{unit.state.capitalize()}</span>
|
470 |
+
</p>
|
471 |
+
</div>
|
472 |
+
"""
|
473 |
+
return html
|
474 |
+
|
475 |
+
def main():
|
476 |
+
# Initialize session state
|
477 |
+
if 'battle_sim' not in st.session_state:
|
478 |
+
st.session_state.battle_sim = BattleSimulation()
|
479 |
+
st.session_state.last_click = None
|
480 |
|
481 |
+
# Title and description
|
482 |
+
st.title("Battle Simulator")
|
483 |
+
st.markdown("An interactive battle simulation where red and blue forces fight on a dynamic battlefield.")
|
484 |
|
485 |
+
# Create a layout with columns
|
486 |
+
col1, col2 = st.columns([3, 1])
|
|
|
487 |
|
488 |
+
with col1:
|
489 |
+
# Display battle map with click handler
|
490 |
+
battle_sim = st.session_state.battle_sim
|
491 |
+
battle_sim.update() # Update simulation
|
492 |
+
img_str = battle_sim.render() # Render the current state
|
493 |
+
|
494 |
+
# Display the battle map with click handling
|
495 |
+
st.markdown(f"""
|
496 |
+
<div style="position: relative; width: {MAP_WIDTH}px; margin: 0 auto;">
|
497 |
+
<img src="data:image/png;base64,{img_str}" width="{MAP_WIDTH}" id="battlemap"
|
498 |
+
style="border: 1px solid #ccc; cursor: pointer;" onclick="handleMapClick(event)">
|
499 |
+
</div>
|
500 |
+
<script>
|
501 |
+
function handleMapClick(e) {
|
502 |
+
const rect = e.target.getBoundingClientRect();
|
503 |
+
const x = e.clientX - rect.left;
|
504 |
+
const y = e.clientY - rect.top;
|
505 |
+
// Pass click coordinates to Streamlit
|
506 |
+
window.parent.postMessage({{
|
507 |
+
type: "streamlit:setComponentValue",
|
508 |
+
value: [x, y]
|
509 |
+
}}, "*");
|
510 |
+
}
|
511 |
+
</script>
|
512 |
+
""", unsafe_allow_html=True)
|
513 |
|
514 |
+
# Use a streamlit empty element to trigger rerun on map click
|
515 |
+
map_click = st.empty()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
516 |
|
517 |
+
with col2:
|
518 |
+
# Show information about selected unit
|
519 |
+
st.markdown("### Unit Information")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
520 |
|
521 |
+
unit_info = st.empty()
|
522 |
+
if battle_sim.selected_unit:
|
523 |
+
unit_info.markdown(get_unit_info_html(battle_sim.selected_unit), unsafe_allow_html=True)
|
524 |
+
else:
|
525 |
+
unit_info.markdown("Click on a unit to see its details")
|
526 |
+
|
527 |
+
# Unit legend
|
528 |
+
st.markdown("### Unit Types")
|
529 |
+
st.markdown("""
|
530 |
+
- ⭕ **Infantry**: Fast but weaker units
|
531 |
+
- ⬛ **Tank**: Slow but powerful with strong defense
|
532 |
+
- △ **Artillery**: Long-range attacks but vulnerable
|
533 |
+
""")
|
534 |
+
|
535 |
+
# Battle statistics
|
536 |
+
st.markdown("### Battle Statistics")
|
537 |
+
|
538 |
+
# Count units by team and status
|
539 |
+
red_active = sum(1 for unit in battle_sim.units if unit.team == TEAM_RED and unit.state != "dead")
|
540 |
+
blue_active = sum(1 for unit in battle_sim.units if unit.team == TEAM_BLUE and unit.state != "dead")
|
541 |
+
|
542 |
+
# Display counters
|
543 |
+
st.markdown(f"""
|
544 |
+
<div style="display: flex; justify-content: space-between; margin-bottom: 10px;">
|
545 |
+
<div style="text-align: center; padding: 10px; background-color: rgba(231, 76, 60, 0.2); border-radius: 5px; width: 45%;">
|
546 |
+
<div style="font-size: 24px; font-weight: bold;">{red_active}</div>
|
547 |
+
<div>Red Forces</div>
|
548 |
+
</div>
|
549 |
+
<div style="text-align: center; padding: 10px; background-color: rgba(52, 152, 219, 0.2); border-radius: 5px; width: 45%;">
|
550 |
+
<div style="font-size: 24px; font-weight: bold;">{blue_active}</div>
|
551 |
+
<div>Blue Forces</div>
|
552 |
+
</div>
|
553 |
+
</div>
|
554 |
+
""", unsafe_allow_html=True)
|
555 |
|
556 |
+
# Handle map clicks
|
557 |
+
clicked = st.button('Refresh Battle State', key='refresh_battle')
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
558 |
|
559 |
+
# Create a container for receiving click data and auto-refreshing
|
560 |
+
click_container = st.container()
|
561 |
+
with click_container:
|
562 |
+
click_data = st.text_input("Click coordinates",
|
563 |
+
value="",
|
564 |
+
label_visibility="collapsed",
|
565 |
+
key="click_data")
|
566 |
+
|
567 |
+
if click_data:
|
568 |
+
try:
|
569 |
+
x, y = map(float, click_data.strip('[]').split(','))
|
570 |
+
selected = battle_sim.handle_click(x, y)
|
571 |
+
st.session_state.last_click = (x, y)
|
572 |
+
st.experimental_rerun()
|
573 |
+
except:
|
574 |
+
pass
|
575 |
|
576 |
+
# Auto-refresh the page
|
577 |
+
st.markdown("""
|
578 |
+
<script>
|
579 |
+
// Set up to receive messages from the iframe
|
580 |
+
window.addEventListener('message', function(e) {
|
581 |
+
if (e.data.type === 'streamlit:setComponentValue') {
|
582 |
+
const coordinates = e.data.value;
|
583 |
+
document.querySelector('input[key="click_data"]').value = coordinates;
|
584 |
+
document.querySelector('input[key="click_data"]').dispatchEvent(new Event('input'));
|
|
|
|
|
585 |
}
|
586 |
+
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
587 |
|
588 |
+
// Auto-refresh the simulation every 1 second
|
589 |
+
const refreshInterval = setInterval(function() {
|
590 |
+
const refreshButton = document.querySelector('button[key="refresh_battle"]');
|
591 |
+
if (refreshButton) {
|
592 |
+
refreshButton.click();
|
593 |
+
}
|
594 |
+
}, 1000);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
595 |
</script>
|
596 |
+
""", unsafe_allow_html=True)
|
|
|
|
|
597 |
|
598 |
+
if __name__ == "__main__":
|
599 |
+
main()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
docker-compose.yml
CHANGED
@@ -4,15 +4,14 @@ services:
|
|
4 |
battle-simulator:
|
5 |
build: .
|
6 |
ports:
|
7 |
-
- "
|
8 |
volumes:
|
9 |
-
- ./
|
10 |
-
- ./
|
11 |
-
- ./script.js:/usr/share/nginx/html/script.js
|
12 |
-
- ./nginx.conf:/etc/nginx/nginx.conf
|
13 |
-
# Add read-only flag to prevent write attempts to read-only filesystem in HF Spaces
|
14 |
-
read_only: false
|
15 |
-
# Specific settings for Hugging Face Spaces or similar restricted environments
|
16 |
environment:
|
17 |
-
-
|
18 |
-
-
|
|
|
|
|
|
|
|
|
|
4 |
battle-simulator:
|
5 |
build: .
|
6 |
ports:
|
7 |
+
- "8501:8501"
|
8 |
volumes:
|
9 |
+
- ./app.py:/app/app.py
|
10 |
+
- ./requirements.txt:/app/requirements.txt
|
|
|
|
|
|
|
|
|
|
|
11 |
environment:
|
12 |
+
- STREAMLIT_SERVER_PORT=8501
|
13 |
+
- STREAMLIT_SERVER_HEADLESS=true
|
14 |
+
- STREAMLIT_SERVER_ENABLE_CORS=false
|
15 |
+
- PYTHONUNBUFFERED=1
|
16 |
+
# Restart policy
|
17 |
+
restart: unless-stopped
|
healthcheck.html
DELETED
@@ -1,23 +0,0 @@
|
|
1 |
-
<!DOCTYPE html>
|
2 |
-
<html>
|
3 |
-
<head>
|
4 |
-
<title>Battle Simulator Health Check</title>
|
5 |
-
<meta charset="UTF-8">
|
6 |
-
<meta http-equiv="X-UA-Compatible" content="IE=edge">
|
7 |
-
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
8 |
-
<!-- Special meta tags for Hugging Face Spaces -->
|
9 |
-
<meta property="og:title" content="Battle Simulator">
|
10 |
-
<meta property="og:description" content="Interactive battle simulation with units on a map">
|
11 |
-
</head>
|
12 |
-
<body>
|
13 |
-
<h1>Battle Simulator is running!</h1>
|
14 |
-
<p>Status: OK</p>
|
15 |
-
<p>If you're seeing this page directly, please click on the "App" tab to view the simulation.</p>
|
16 |
-
<script>
|
17 |
-
// Redirect to index.html if accessed directly
|
18 |
-
if (window.location.pathname === '/healthcheck.html') {
|
19 |
-
window.location.href = '/';
|
20 |
-
}
|
21 |
-
</script>
|
22 |
-
</body>
|
23 |
-
</html>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
index.html
DELETED
@@ -1,27 +0,0 @@
|
|
1 |
-
<!DOCTYPE html>
|
2 |
-
<html lang="en">
|
3 |
-
<head>
|
4 |
-
<meta charset="UTF-8">
|
5 |
-
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
6 |
-
<title>Battle Simulator</title>
|
7 |
-
<link rel="stylesheet" href="styles.css">
|
8 |
-
</head>
|
9 |
-
<body>
|
10 |
-
<div class="container">
|
11 |
-
<h1>Battle Simulator</h1>
|
12 |
-
<div class="battlefield">
|
13 |
-
<canvas id="map" width="800" height="600"></canvas>
|
14 |
-
<div id="info-panel" class="hidden">
|
15 |
-
<h3 id="unit-name">Unit Name</h3>
|
16 |
-
<p id="unit-type">Type: <span></span></p>
|
17 |
-
<p id="unit-health">Health: <span></span></p>
|
18 |
-
<p id="unit-attack">Attack: <span></span></p>
|
19 |
-
<p id="unit-defense">Defense: <span></span></p>
|
20 |
-
<p id="unit-status">Status: <span></span></p>
|
21 |
-
<button id="close-info">Close</button>
|
22 |
-
</div>
|
23 |
-
</div>
|
24 |
-
</div>
|
25 |
-
<script src="script.js"></script>
|
26 |
-
</body>
|
27 |
-
</html>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
interface.py
DELETED
@@ -1,46 +0,0 @@
|
|
1 |
-
import gradio as gr
|
2 |
-
import os
|
3 |
-
import http.server
|
4 |
-
import socketserver
|
5 |
-
import threading
|
6 |
-
import webbrowser
|
7 |
-
|
8 |
-
# Define constants
|
9 |
-
PORT = int(os.environ.get("PORT", 8080))
|
10 |
-
HOST = "0.0.0.0" # Listen on all interfaces
|
11 |
-
DIRECTORY = os.path.dirname(os.path.abspath(__file__))
|
12 |
-
|
13 |
-
# Start HTTP server in a separate thread
|
14 |
-
def start_http_server():
|
15 |
-
os.chdir(DIRECTORY)
|
16 |
-
handler = http.server.SimpleHTTPRequestHandler
|
17 |
-
httpd = socketserver.TCPServer((HOST, PORT), handler)
|
18 |
-
print(f"Server started at http://{HOST}:{PORT}")
|
19 |
-
print(f"Current directory: {DIRECTORY}")
|
20 |
-
httpd.serve_forever()
|
21 |
-
|
22 |
-
# Start server in a background thread
|
23 |
-
server_thread = threading.Thread(target=start_http_server, daemon=True)
|
24 |
-
server_thread.start()
|
25 |
-
|
26 |
-
# Create a simple Gradio interface for Hugging Face
|
27 |
-
with gr.Blocks() as demo:
|
28 |
-
gr.HTML(f"""
|
29 |
-
<iframe
|
30 |
-
src="http://{HOST}:{PORT}"
|
31 |
-
width="100%"
|
32 |
-
height="800px"
|
33 |
-
frameborder="0"
|
34 |
-
style="border: 1px solid #ddd; border-radius: 8px;"
|
35 |
-
></iframe>
|
36 |
-
<div style="text-align: center; margin-top: 10px; padding: 10px; background-color: #f8f8f8; border-radius: 5px;">
|
37 |
-
<h3>Battle Simulator</h3>
|
38 |
-
<p>If the simulation doesn't appear above, you can access it directly at:
|
39 |
-
<a href="http://{HOST}:{PORT}" target="_blank">Battle Simulator</a>
|
40 |
-
</p>
|
41 |
-
</div>
|
42 |
-
""")
|
43 |
-
|
44 |
-
# Launch the interface
|
45 |
-
if __name__ == "__main__":
|
46 |
-
demo.launch(server_name=HOST, server_port=7860)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
nginx.conf
DELETED
@@ -1,40 +0,0 @@
|
|
1 |
-
worker_processes auto;
|
2 |
-
|
3 |
-
error_log /dev/stderr warn;
|
4 |
-
pid /tmp/nginx.pid;
|
5 |
-
|
6 |
-
events {
|
7 |
-
worker_connections 1024;
|
8 |
-
}
|
9 |
-
|
10 |
-
http {
|
11 |
-
include /etc/nginx/mime.types;
|
12 |
-
default_type application/octet-stream;
|
13 |
-
|
14 |
-
# Use /tmp for all temp files (it's writable in Spaces)
|
15 |
-
client_body_temp_path /tmp/client_temp;
|
16 |
-
proxy_temp_path /tmp/proxy_temp;
|
17 |
-
fastcgi_temp_path /tmp/fastcgi_temp;
|
18 |
-
scgi_temp_path /tmp/scgi_temp;
|
19 |
-
uwsgi_temp_path /tmp/uwsgi_temp;
|
20 |
-
|
21 |
-
log_format main '$remote_addr - $remote_user [$time_local] "$request" '
|
22 |
-
'$status $body_bytes_sent "$http_referer" '
|
23 |
-
'"$http_user_agent" "$http_x_forwarded_for"';
|
24 |
-
|
25 |
-
access_log /dev/stdout main;
|
26 |
-
|
27 |
-
sendfile on;
|
28 |
-
keepalive_timeout 65;
|
29 |
-
|
30 |
-
# Basic server block on port 8080
|
31 |
-
server {
|
32 |
-
listen 8080;
|
33 |
-
server_name localhost;
|
34 |
-
|
35 |
-
location / {
|
36 |
-
root /usr/share/nginx/html;
|
37 |
-
index index.html;
|
38 |
-
}
|
39 |
-
}
|
40 |
-
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
requirements.txt
CHANGED
@@ -1 +1,4 @@
|
|
1 |
-
streamlit>=1.22.0
|
|
|
|
|
|
|
|
1 |
+
streamlit>=1.22.0
|
2 |
+
numpy>=1.20.0
|
3 |
+
pandas>=1.3.0
|
4 |
+
pillow>=8.0.0
|
script.js
DELETED
@@ -1,412 +0,0 @@
|
|
1 |
-
// Initialize elements when the page loads
|
2 |
-
let canvas, ctx;
|
3 |
-
window.addEventListener('DOMContentLoaded', () => {
|
4 |
-
canvas = document.getElementById('map');
|
5 |
-
ctx = canvas.getContext('2d');
|
6 |
-
initializeGame();
|
7 |
-
});
|
8 |
-
|
9 |
-
// Constants for unit types and teams
|
10 |
-
const UNIT_TYPES = {
|
11 |
-
INFANTRY: {
|
12 |
-
name: 'Infantry',
|
13 |
-
baseHealth: 100,
|
14 |
-
baseAttack: 10,
|
15 |
-
baseDefense: 5,
|
16 |
-
speed: 1,
|
17 |
-
attackRange: 50,
|
18 |
-
radius: 12,
|
19 |
-
color: '#3498db'
|
20 |
-
},
|
21 |
-
TANK: {
|
22 |
-
name: 'Tank',
|
23 |
-
baseHealth: 200,
|
24 |
-
baseAttack: 20,
|
25 |
-
baseDefense: 15,
|
26 |
-
speed: 0.5,
|
27 |
-
attackRange: 100,
|
28 |
-
radius: 18,
|
29 |
-
color: '#e74c3c'
|
30 |
-
},
|
31 |
-
ARTILLERY: {
|
32 |
-
name: 'Artillery',
|
33 |
-
baseHealth: 80,
|
34 |
-
baseAttack: 30,
|
35 |
-
baseDefense: 3,
|
36 |
-
speed: 0.3,
|
37 |
-
attackRange: 150,
|
38 |
-
radius: 15,
|
39 |
-
color: '#f39c12'
|
40 |
-
}
|
41 |
-
};
|
42 |
-
|
43 |
-
const TEAMS = {
|
44 |
-
RED: {
|
45 |
-
name: 'Red Forces',
|
46 |
-
primaryColor: '#e74c3c',
|
47 |
-
secondaryColor: '#c0392b'
|
48 |
-
},
|
49 |
-
BLUE: {
|
50 |
-
name: 'Blue Forces',
|
51 |
-
primaryColor: '#3498db',
|
52 |
-
secondaryColor: '#2980b9'
|
53 |
-
}
|
54 |
-
};
|
55 |
-
|
56 |
-
// Class to represent a military unit
|
57 |
-
class Unit {
|
58 |
-
constructor(id, type, team, x, y) {
|
59 |
-
this.id = id;
|
60 |
-
this.type = type;
|
61 |
-
this.team = team;
|
62 |
-
this.x = x;
|
63 |
-
this.y = y;
|
64 |
-
this.targetX = x;
|
65 |
-
this.targetY = y;
|
66 |
-
this.health = type.baseHealth;
|
67 |
-
this.maxHealth = type.baseHealth;
|
68 |
-
this.attack = type.baseAttack;
|
69 |
-
this.defense = type.baseDefense;
|
70 |
-
this.radius = type.radius;
|
71 |
-
this.speed = type.speed;
|
72 |
-
this.attackRange = type.attackRange;
|
73 |
-
this.attackCooldown = 0;
|
74 |
-
this.target = null;
|
75 |
-
this.selected = false;
|
76 |
-
this.status = 'Idle';
|
77 |
-
this.deadTimer = 0;
|
78 |
-
this.isAlive = true;
|
79 |
-
}
|
80 |
-
|
81 |
-
// Update the unit's position and state
|
82 |
-
update(units, deltaTime) {
|
83 |
-
if (!this.isAlive) {
|
84 |
-
this.deadTimer += deltaTime;
|
85 |
-
if (this.deadTimer > 3000) {
|
86 |
-
this.respawn();
|
87 |
-
}
|
88 |
-
return;
|
89 |
-
}
|
90 |
-
|
91 |
-
if (!this.target || !this.target.isAlive) {
|
92 |
-
this.findNewTarget(units);
|
93 |
-
}
|
94 |
-
|
95 |
-
if (this.attackCooldown > 0) {
|
96 |
-
this.attackCooldown -= deltaTime;
|
97 |
-
}
|
98 |
-
|
99 |
-
if (this.target) {
|
100 |
-
// Calculate distance to target
|
101 |
-
const dx = this.target.x - this.x;
|
102 |
-
const dy = this.target.y - this.y;
|
103 |
-
const distance = Math.sqrt(dx * dx + dy * dy);
|
104 |
-
|
105 |
-
if (distance <= this.attackRange) {
|
106 |
-
// Attack if in range
|
107 |
-
this.status = 'Attacking';
|
108 |
-
if (this.attackCooldown <= 0) {
|
109 |
-
this.attackTarget();
|
110 |
-
}
|
111 |
-
} else {
|
112 |
-
// Move towards target
|
113 |
-
this.status = 'Moving';
|
114 |
-
const angle = Math.atan2(dy, dx);
|
115 |
-
const moveDistance = this.speed * deltaTime / 16;
|
116 |
-
|
117 |
-
this.x += Math.cos(angle) * moveDistance;
|
118 |
-
this.y += Math.sin(angle) * moveDistance;
|
119 |
-
}
|
120 |
-
} else {
|
121 |
-
this.status = 'Idle';
|
122 |
-
// Random wandering
|
123 |
-
if (Math.random() < 0.01) {
|
124 |
-
this.targetX = Math.random() * canvas.width;
|
125 |
-
this.targetY = Math.random() * canvas.height;
|
126 |
-
}
|
127 |
-
|
128 |
-
// Move towards random target
|
129 |
-
const dx = this.targetX - this.x;
|
130 |
-
const dy = this.targetY - this.y;
|
131 |
-
const distance = Math.sqrt(dx * dx + dy * dy);
|
132 |
-
|
133 |
-
if (distance > 5) {
|
134 |
-
const angle = Math.atan2(dy, dx);
|
135 |
-
const moveDistance = this.speed * deltaTime / 32;
|
136 |
-
|
137 |
-
this.x += Math.cos(angle) * moveDistance;
|
138 |
-
this.y += Math.sin(angle) * moveDistance;
|
139 |
-
}
|
140 |
-
}
|
141 |
-
}
|
142 |
-
|
143 |
-
// Find a new target from the opposing team
|
144 |
-
findNewTarget(units) {
|
145 |
-
let closestDistance = Infinity;
|
146 |
-
let closestTarget = null;
|
147 |
-
|
148 |
-
for (const unit of units) {
|
149 |
-
if (unit.team !== this.team && unit.isAlive) {
|
150 |
-
const dx = unit.x - this.x;
|
151 |
-
const dy = unit.y - this.y;
|
152 |
-
const distance = Math.sqrt(dx * dx + dy * dy);
|
153 |
-
|
154 |
-
if (distance < closestDistance) {
|
155 |
-
closestDistance = distance;
|
156 |
-
closestTarget = unit;
|
157 |
-
}
|
158 |
-
}
|
159 |
-
}
|
160 |
-
|
161 |
-
this.target = closestTarget;
|
162 |
-
}
|
163 |
-
|
164 |
-
// Attack the current target
|
165 |
-
attackTarget() {
|
166 |
-
if (!this.target || !this.target.isAlive) return;
|
167 |
-
|
168 |
-
const damage = Math.max(1, this.attack - this.target.defense / 2);
|
169 |
-
this.target.takeDamage(damage);
|
170 |
-
this.attackCooldown = 1000; // 1 second cooldown
|
171 |
-
|
172 |
-
// Visual feedback (particle effect could be added here)
|
173 |
-
}
|
174 |
-
|
175 |
-
// Take damage from an attack
|
176 |
-
takeDamage(amount) {
|
177 |
-
this.health -= amount;
|
178 |
-
if (this.health <= 0) {
|
179 |
-
this.die();
|
180 |
-
}
|
181 |
-
}
|
182 |
-
|
183 |
-
// Die and set a timer for respawn
|
184 |
-
die() {
|
185 |
-
this.health = 0;
|
186 |
-
this.isAlive = false;
|
187 |
-
this.deadTimer = 0;
|
188 |
-
this.status = 'Dead';
|
189 |
-
}
|
190 |
-
|
191 |
-
// Respawn the unit at a random position on its team's side
|
192 |
-
respawn() {
|
193 |
-
this.health = this.maxHealth;
|
194 |
-
this.isAlive = true;
|
195 |
-
this.status = 'Idle';
|
196 |
-
|
197 |
-
// Respawn on team's side
|
198 |
-
if (this.team === TEAMS.RED) {
|
199 |
-
this.x = Math.random() * (canvas.width / 3);
|
200 |
-
} else {
|
201 |
-
this.x = canvas.width - Math.random() * (canvas.width / 3);
|
202 |
-
}
|
203 |
-
this.y = Math.random() * canvas.height;
|
204 |
-
|
205 |
-
this.targetX = this.x;
|
206 |
-
this.targetY = this.y;
|
207 |
-
}
|
208 |
-
|
209 |
-
// Draw the unit on the canvas
|
210 |
-
draw(ctx) {
|
211 |
-
const alpha = this.isAlive ? 1 : 0.3;
|
212 |
-
|
213 |
-
// Draw health bar
|
214 |
-
if (this.isAlive) {
|
215 |
-
const healthPercent = this.health / this.maxHealth;
|
216 |
-
ctx.fillStyle = `rgba(0, 0, 0, ${alpha * 0.2})`;
|
217 |
-
ctx.fillRect(this.x - this.radius, this.y - this.radius - 10, this.radius * 2, 5);
|
218 |
-
|
219 |
-
ctx.fillStyle = healthPercent > 0.5 ? `rgba(46, 204, 113, ${alpha})` :
|
220 |
-
healthPercent > 0.2 ? `rgba(241, 196, 15, ${alpha})` :
|
221 |
-
`rgba(231, 76, 60, ${alpha})`;
|
222 |
-
ctx.fillRect(this.x - this.radius, this.y - this.radius - 10, this.radius * 2 * healthPercent, 5);
|
223 |
-
}
|
224 |
-
|
225 |
-
// Draw unit body
|
226 |
-
ctx.beginPath();
|
227 |
-
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
|
228 |
-
ctx.fillStyle = `rgba(${this.team === TEAMS.RED ? '231, 76, 60' : '52, 152, 219'}, ${alpha})`;
|
229 |
-
ctx.fill();
|
230 |
-
|
231 |
-
// Draw outline if selected
|
232 |
-
if (this.selected) {
|
233 |
-
ctx.strokeStyle = '#2ecc71';
|
234 |
-
ctx.lineWidth = 2;
|
235 |
-
ctx.stroke();
|
236 |
-
}
|
237 |
-
|
238 |
-
// Draw unit type indicator
|
239 |
-
ctx.beginPath();
|
240 |
-
if (this.type === UNIT_TYPES.INFANTRY) {
|
241 |
-
ctx.moveTo(this.x - 5, this.y - 5);
|
242 |
-
ctx.lineTo(this.x + 5, this.y - 5);
|
243 |
-
ctx.lineTo(this.x, this.y + 5);
|
244 |
-
ctx.closePath();
|
245 |
-
} else if (this.type === UNIT_TYPES.TANK) {
|
246 |
-
ctx.rect(this.x - 6, this.y - 6, 12, 12);
|
247 |
-
} else if (this.type === UNIT_TYPES.ARTILLERY) {
|
248 |
-
ctx.arc(this.x, this.y, 5, 0, Math.PI * 2);
|
249 |
-
}
|
250 |
-
ctx.fillStyle = `rgba(255, 255, 255, ${alpha * 0.8})`;
|
251 |
-
ctx.fill();
|
252 |
-
|
253 |
-
// Draw attack line if attacking
|
254 |
-
if (this.target && this.isAlive && this.target.isAlive && this.status === 'Attacking') {
|
255 |
-
ctx.beginPath();
|
256 |
-
ctx.moveTo(this.x, this.y);
|
257 |
-
ctx.lineTo(this.target.x, this.target.y);
|
258 |
-
ctx.strokeStyle = `rgba(255, 0, 0, ${alpha * 0.5})`;
|
259 |
-
ctx.lineWidth = 1;
|
260 |
-
ctx.stroke();
|
261 |
-
}
|
262 |
-
}
|
263 |
-
|
264 |
-
// Check if a point is inside the unit (for click detection)
|
265 |
-
containsPoint(x, y) {
|
266 |
-
const dx = this.x - x;
|
267 |
-
const dy = this.y - y;
|
268 |
-
return dx * dx + dy * dy <= this.radius * this.radius;
|
269 |
-
}
|
270 |
-
}
|
271 |
-
|
272 |
-
// Create units for both teams
|
273 |
-
let units = [];
|
274 |
-
let selectedUnit = null;
|
275 |
-
let lastTime = 0;
|
276 |
-
|
277 |
-
function initializeUnits() {
|
278 |
-
units = [];
|
279 |
-
|
280 |
-
// Create Red team units
|
281 |
-
createUnits(10, UNIT_TYPES.INFANTRY, TEAMS.RED, 0, canvas.width / 3, 0, canvas.height);
|
282 |
-
createUnits(5, UNIT_TYPES.TANK, TEAMS.RED, 0, canvas.width / 3, 0, canvas.height);
|
283 |
-
createUnits(3, UNIT_TYPES.ARTILLERY, TEAMS.RED, 0, canvas.width / 3, 0, canvas.height);
|
284 |
-
|
285 |
-
// Create Blue team units
|
286 |
-
createUnits(10, UNIT_TYPES.INFANTRY, TEAMS.BLUE, canvas.width * 2/3, canvas.width, 0, canvas.height);
|
287 |
-
createUnits(5, UNIT_TYPES.TANK, TEAMS.BLUE, canvas.width * 2/3, canvas.width, 0, canvas.height);
|
288 |
-
createUnits(3, UNIT_TYPES.ARTILLERY, TEAMS.BLUE, canvas.width * 2/3, canvas.width, 0, canvas.height);
|
289 |
-
}
|
290 |
-
|
291 |
-
function createUnits(count, type, team, minX, maxX, minY, maxY) {
|
292 |
-
for (let i = 0; i < count; i++) {
|
293 |
-
const x = minX + Math.random() * (maxX - minX);
|
294 |
-
const y = minY + Math.random() * (maxY - minY);
|
295 |
-
const unit = new Unit(units.length, type, team, x, y);
|
296 |
-
units.push(unit);
|
297 |
-
}
|
298 |
-
}
|
299 |
-
|
300 |
-
// Main game loop
|
301 |
-
function gameLoop(currentTime) {
|
302 |
-
if (!lastTime) lastTime = currentTime;
|
303 |
-
const deltaTime = currentTime - lastTime;
|
304 |
-
lastTime = currentTime;
|
305 |
-
|
306 |
-
// Clear the canvas
|
307 |
-
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
308 |
-
|
309 |
-
// Update and draw all units
|
310 |
-
for (const unit of units) {
|
311 |
-
unit.update(units, deltaTime);
|
312 |
-
}
|
313 |
-
|
314 |
-
// Draw in two passes to ensure selected units appear on top
|
315 |
-
// First draw non-selected units
|
316 |
-
for (const unit of units) {
|
317 |
-
if (!unit.selected) {
|
318 |
-
unit.draw(ctx);
|
319 |
-
}
|
320 |
-
}
|
321 |
-
|
322 |
-
// Then draw selected units
|
323 |
-
for (const unit of units) {
|
324 |
-
if (unit.selected) {
|
325 |
-
unit.draw(ctx);
|
326 |
-
}
|
327 |
-
}
|
328 |
-
|
329 |
-
// Continue the game loop
|
330 |
-
requestAnimationFrame(gameLoop);
|
331 |
-
}
|
332 |
-
|
333 |
-
// Handle clicks on units
|
334 |
-
function handleCanvasClick(event) {
|
335 |
-
const rect = canvas.getBoundingClientRect();
|
336 |
-
const x = event.clientX - rect.left;
|
337 |
-
const y = event.clientY - rect.top;
|
338 |
-
|
339 |
-
console.log(`Click at coordinates: (${x}, ${y})`);
|
340 |
-
|
341 |
-
// Deselect any previously selected unit
|
342 |
-
if (selectedUnit) {
|
343 |
-
selectedUnit.selected = false;
|
344 |
-
selectedUnit = null;
|
345 |
-
|
346 |
-
// Make sure the info panel is hidden when deselecting
|
347 |
-
document.getElementById('info-panel').classList.add('hidden');
|
348 |
-
}
|
349 |
-
|
350 |
-
// Check if a unit was clicked
|
351 |
-
let unitClicked = false;
|
352 |
-
|
353 |
-
for (let i = units.length - 1; i >= 0; i--) {
|
354 |
-
const unit = units[i];
|
355 |
-
if (unit.containsPoint(x, y)) {
|
356 |
-
console.log(`Unit clicked: ${unit.team.name} ${unit.type.name} (${unit.id})`);
|
357 |
-
selectedUnit = unit;
|
358 |
-
unit.selected = true;
|
359 |
-
unitClicked = true;
|
360 |
-
|
361 |
-
// Update info panel with unit details
|
362 |
-
const nameElement = document.getElementById('unit-name');
|
363 |
-
const typeElement = document.getElementById('unit-type').querySelector('span');
|
364 |
-
const healthElement = document.getElementById('unit-health').querySelector('span');
|
365 |
-
const attackElement = document.getElementById('unit-attack').querySelector('span');
|
366 |
-
const defenseElement = document.getElementById('unit-defense').querySelector('span');
|
367 |
-
const statusElement = document.getElementById('unit-status').querySelector('span');
|
368 |
-
|
369 |
-
nameElement.textContent = `${unit.team.name} ${unit.type.name}`;
|
370 |
-
typeElement.textContent = unit.type.name;
|
371 |
-
healthElement.textContent = `${Math.max(0, Math.floor(unit.health))} / ${unit.maxHealth}`;
|
372 |
-
attackElement.textContent = unit.attack;
|
373 |
-
defenseElement.textContent = unit.defense;
|
374 |
-
statusElement.textContent = unit.status;
|
375 |
-
|
376 |
-
// Set team color for the unit name
|
377 |
-
nameElement.style.color = unit.team.primaryColor;
|
378 |
-
|
379 |
-
// Show the info panel
|
380 |
-
const infoPanel = document.getElementById('info-panel');
|
381 |
-
infoPanel.classList.remove('hidden');
|
382 |
-
|
383 |
-
break;
|
384 |
-
}
|
385 |
-
}
|
386 |
-
|
387 |
-
if (!unitClicked) {
|
388 |
-
console.log("No unit clicked");
|
389 |
-
}
|
390 |
-
}
|
391 |
-
|
392 |
-
// Initialize the game
|
393 |
-
function initializeGame() {
|
394 |
-
// Initialize game components
|
395 |
-
initializeUnits();
|
396 |
-
|
397 |
-
// Add event listeners
|
398 |
-
canvas.addEventListener('click', handleCanvasClick);
|
399 |
-
|
400 |
-
document.getElementById('close-info').addEventListener('click', () => {
|
401 |
-
document.getElementById('info-panel').classList.add('hidden');
|
402 |
-
if (selectedUnit) {
|
403 |
-
selectedUnit.selected = false;
|
404 |
-
selectedUnit = null;
|
405 |
-
}
|
406 |
-
});
|
407 |
-
|
408 |
-
// Start the game loop
|
409 |
-
requestAnimationFrame(gameLoop);
|
410 |
-
|
411 |
-
console.log("Battle simulator initialized successfully");
|
412 |
-
}
|
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|
styles.css
DELETED
@@ -1,95 +0,0 @@
|
|
1 |
-
* {
|
2 |
-
margin: 0;
|
3 |
-
padding: 0;
|
4 |
-
box-sizing: border-box;
|
5 |
-
}
|
6 |
-
|
7 |
-
body {
|
8 |
-
font-family: Arial, sans-serif;
|
9 |
-
background-color: #f0f0f0;
|
10 |
-
padding: 20px;
|
11 |
-
}
|
12 |
-
|
13 |
-
.container {
|
14 |
-
max-width: 1000px;
|
15 |
-
margin: 0 auto;
|
16 |
-
background-color: white;
|
17 |
-
padding: 20px;
|
18 |
-
border-radius: 10px;
|
19 |
-
box-shadow: 0 0 10px rgba(0, 0, 0, 0.1);
|
20 |
-
}
|
21 |
-
|
22 |
-
h1 {
|
23 |
-
text-align: center;
|
24 |
-
margin-bottom: 20px;
|
25 |
-
color: #333;
|
26 |
-
}
|
27 |
-
|
28 |
-
.battlefield {
|
29 |
-
position: relative;
|
30 |
-
}
|
31 |
-
|
32 |
-
canvas {
|
33 |
-
display: block;
|
34 |
-
margin: 0 auto;
|
35 |
-
border: 1px solid #ccc;
|
36 |
-
background-color: #e8f4e5;
|
37 |
-
}
|
38 |
-
|
39 |
-
#info-panel {
|
40 |
-
position: absolute;
|
41 |
-
top: 20px;
|
42 |
-
right: 20px;
|
43 |
-
background-color: rgba(255, 255, 255, 0.95);
|
44 |
-
padding: 20px;
|
45 |
-
border-radius: 8px;
|
46 |
-
border: 2px solid #4a6ea9;
|
47 |
-
box-shadow: 0 4px 15px rgba(0, 0, 0, 0.3);
|
48 |
-
width: 300px;
|
49 |
-
z-index: 10;
|
50 |
-
transition: all 0.3s ease;
|
51 |
-
animation: fadeIn 0.3s ease-out;
|
52 |
-
}
|
53 |
-
|
54 |
-
@keyframes fadeIn {
|
55 |
-
from {
|
56 |
-
opacity: 0;
|
57 |
-
transform: translateY(-10px);
|
58 |
-
}
|
59 |
-
to {
|
60 |
-
opacity: 1;
|
61 |
-
transform: translateY(0);
|
62 |
-
}
|
63 |
-
}
|
64 |
-
|
65 |
-
#info-panel h3 {
|
66 |
-
margin-bottom: 15px;
|
67 |
-
color: #333;
|
68 |
-
border-bottom: 1px solid #ddd;
|
69 |
-
padding-bottom: 10px;
|
70 |
-
}
|
71 |
-
|
72 |
-
#info-panel p {
|
73 |
-
margin-bottom: 10px;
|
74 |
-
display: flex;
|
75 |
-
justify-content: space-between;
|
76 |
-
}
|
77 |
-
|
78 |
-
#close-info {
|
79 |
-
display: block;
|
80 |
-
margin: 20px auto 0;
|
81 |
-
padding: 8px 16px;
|
82 |
-
background-color: #4a6ea9;
|
83 |
-
color: white;
|
84 |
-
border: none;
|
85 |
-
border-radius: 4px;
|
86 |
-
cursor: pointer;
|
87 |
-
}
|
88 |
-
|
89 |
-
#close-info:hover {
|
90 |
-
background-color: #3a5a89;
|
91 |
-
}
|
92 |
-
|
93 |
-
.hidden {
|
94 |
-
display: none;
|
95 |
-
}
|
|
|
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