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from __future__ import annotations
from . import __version__ as version
from typing import Iterable, Tuple, Optional
import matplotlib.pyplot as plt
from matplotlib.backends.backend_agg import FigureCanvasAgg as FigureCanvas
from matplotlib import colors as mcolors
import tempfile
import os
import streamlit as st
from PIL import Image
import numpy as np
from .generator import generate_puzzle, sort_word_file
from .logic import build_letter_map, reveal_cell, guess_word, is_game_over, compute_tier
from .models import Coord, GameState, Puzzle
from .word_loader import get_wordlist_files, load_word_list # use loader directly
CoordLike = Tuple[int, int]
def fig_to_pil_rgba(fig):
canvas = FigureCanvas(fig)
canvas.draw()
w, h = fig.canvas.get_width_height()
img = np.frombuffer(canvas.buffer_rgba(), dtype=np.uint8).reshape(h, w, 4)
return Image.fromarray(img, mode="RGBA")
def _coord_to_xy(c) -> CoordLike:
# Supports dataclass Coord(x, y) or a 2-tuple/list.
if hasattr(c, "x") and hasattr(c, "y"):
return int(c.x), int(c.y)
if isinstance(c, (tuple, list)) and len(c) == 2:
return int(c[0]), int(c[1])
raise TypeError(f"Unsupported Coord type: {type(c)!r}")
def _normalize_revealed(revealed: Iterable) -> set[CoordLike]:
return {(_coord_to_xy(c) if not (isinstance(c, tuple) and len(c) == 2 and isinstance(c[0], int)) else c) for c in revealed}
def _build_letter_map(puzzle) -> dict[CoordLike, str]:
letters: dict[CoordLike, str] = {}
for w in getattr(puzzle, "words", []):
text = getattr(w, "text", "")
cells = getattr(w, "cells", [])
for i, c in enumerate(cells):
xy = _coord_to_xy(c)
if 0 <= i < len(text):
letters[xy] = text[i]
return letters
def inject_styles() -> None:
st.markdown(
"""
<style>
/* Base grid cell visuals */
.bw-row { display: flex; gap: 0.1rem; flex-wrap: nowrap; }
.bw-cell {
width: 100%;
aspect-ratio: 1 / 1;
display: flex;
align-items: center;
justify-content: center;
border: 1px solid #3a3a3a;
border-radius: 0;
font-weight: 700;
user-select: none;
padding: 0.25rem 0.75rem;
min-height: 2.5rem;
transition: background 0.2s ease, color 0.2s ease, border-color 0.2s ease;
background: #1d64c8; /* Base cell color */
color: #ffffff; /* Base text color for contrast */
}
/* Found letter cells */
.bw-cell.letter { background: #d7faff; color: #050057; }
/* Optional empty state if ever used */
.bw-cell.empty { background: #3a3a3a; color: #ffffff; }
/* Completed word cells */
.bw-cell.bw-cell-complete { background: #050057 !important; color: #d7faff !important; }
/* Final score style */
.bw-final-score { color: #1ca41c !important; font-weight: 800; }
/* Make grid buttons square and fill their column */
div[data-testid="stButton"]{
margin: 0 auto;
text-align: center;
}
div[data-testid="stButton"] button {
max-width: 100%;
aspect-ratio: 1 / 1;
border-radius: 0;
#border: 1px solid #1d64c8;
background: #1d64c8;
color: #ffffff;
font-weight: 700;
padding: 0.25rem 0.75rem;
min-height: 2.5rem;
}
.st-key-new_game_btn, .st-key-sort_wordlist_btn {
margin: 0 auto;
aspect-ratio: unset;
}
.st-key-new_game_btn > div[data-testid="stButton"] button, .st-key-sort_wordlist_btn > div[data-testid="stButton"] button {
aspect-ratio: unset;
text-align:center;
height: auto;
}
/* Ensure grid cell columns expand equally for both buttons and revealed cells */
div[data-testid="column"], .st-emotion-cache-zh2fnc {
width: auto !important;
flex: 1 1 auto !important;
min-width: 100% !important;
max-width: 100% !important;
}
.st-emotion-cache-1permvm, .st-emotion-cache-1n6tfoc {
gap:0.1rem !important;
}
/* Ensure grid rows generated via st.columns do not wrap and can scroll horizontally. */
.bw-grid-row-anchor + div[data-testid="stHorizontalBlock"] {
flex-wrap: nowrap !important;
overflow-x: auto !important;
margin: 2px 0 !important; /* Reduce gap between rows */
}
.bw-grid-row-anchor + div[data-testid="stHorizontalBlock"] > div[data-testid="column"] {
flex: 0 0 auto !important;
}
.bw-grid-row-anchor { height: 0; margin: 0; padding: 0; }
.st-emotion-cache-1n6tfoc {
background: linear-gradient(-45deg, #a1a1a1, #ffffff, #a1a1a1, #666666);
gap: 0.1rem !important;
color: white;
# border: 10px solid;
# border-image: linear-gradient(-45deg, #a1a1a1, #ffffff, #a1a1a1, #666666) 1;
border-radius:15px;
padding: 10px;
}
.st-emotion-cache-1n6tfoc::before {
content: '';
position: absolute;
top: 0; left: 0; right: 0; bottom: 0;
border-radius: 10px;
margin: 5px; /* Border thickness */
}
/* Mobile styles */
@media (max-width: 640px) {
/* Reverse the main two-column layout (radar above grid) and force full width */
#bw-main-anchor + div[data-testid="stHorizontalBlock"] {
flex-direction: column-reverse !important;
width: 100% !important;
max-width: 100vw !important;
}
#bw-main-anchor + div[data-testid="stHorizontalBlock"] > div[data-testid="column"] {
width: 100% !important;
min-width: 100% !important;
max-width: 100% !important;
flex: 1 1 100% !important;
}
/* Keep grid rows on one line on small screens too */
.bw-grid-row-anchor + div[data-testid="stHorizontalBlock"] {
flex-wrap: nowrap !important;
overflow-x: auto !important;
margin: 2px 0 !important; /* Keep tighter row gap on mobile */
}
.st-emotion-cache-17i4tbh {
min-width: calc(8.33333% - 1rem);
}
}
.metal-border {
position: relative;
padding: 20px;
background: #333;
color: white;
border: 4px solid;
border-image: linear-gradient(45deg, #a1a1a1, #ffffff, #a1a1a1, #666666) 1;
border-radius: 8px;
}
.shiny-border {
position: relative;
padding: 20px;
background: #333;
color: white;
border-radius: 8px;
overflow: hidden;
}
.shiny-border::before {
content: '';
position: absolute;
top: 0;
left: -100%;
width: 100%;
height: 100%;
background: linear-gradient(90deg, transparent, rgba(255,255,255,0.4), transparent);
transition: left 0.5s;
}
.shiny-border:hover::before {
left: 100%;
}
/* Hit/Miss radio indicators - circular group */
.bw-radio-group { display:flex; align-items:center; gap: 10px; flex-flow: column;}
.bw-radio-item { display:flex; flex-direction:column; align-items:center; gap:6px; }
.bw-radio-circle {
width: 46px; height: 46px; border-radius: 50%;
border: 4px solid; /* border-image: linear-gradient(45deg, #a1a1a1, #ffffff, #a1a1a1, #666666) 1; */
background: rgba(255,255,255,0.06);
display: grid; place-items: center; color:#fff; font-weight:700;
}
.bw-radio-circle .dot { width: 14px; height: 14px; border-radius: 50%; background:#777; box-shadow: inset 0 0 0 2px rgba(255,255,255,0.25); }
.bw-radio-circle.active.hit { background: linear-gradient(135deg, rgba(0,255,127,0.18), rgba(0,128,64,0.38)); }
.bw-radio-circle.active.hit .dot { background:#20d46c; box-shadow: 0 0 10px rgba(32,212,108,0.85); }
.bw-radio-circle.active.miss { background: linear-gradient(135deg, rgba(255,0,0,0.18), rgba(128,0,0,0.38)); }
.bw-radio-circle.active.miss .dot { background:#ff4b4b; box-shadow: 0 0 10px rgba(255,75,75,0.85); }
.bw-radio-caption { font-size: 0.8rem; color:#fff; opacity:0.85; letter-spacing:0.5px; }
</style>
""",
unsafe_allow_html=True,
)
def _init_session() -> None:
if "initialized" in st.session_state and st.session_state.initialized:
return
# Ensure a default selection exists before creating the puzzle
files = get_wordlist_files()
if "selected_wordlist" not in st.session_state and files:
st.session_state.selected_wordlist = "classic.txt"
if "game_mode" not in st.session_state:
st.session_state.game_mode = "standard"
words = load_word_list(st.session_state.get("selected_wordlist"))
puzzle = generate_puzzle(grid_size=12, words_by_len=words)
st.session_state.puzzle = puzzle
st.session_state.grid_size = 12
st.session_state.revealed = set()
st.session_state.guessed = set()
st.session_state.score = 0
st.session_state.last_action = "Welcome to Battlewords! Reveal a cell to begin."
st.session_state.can_guess = False
st.session_state.points_by_word = {}
st.session_state.letter_map = build_letter_map(puzzle)
st.session_state.initialized = True
st.session_state.radar_gif_path = None # Add this line
# Ensure game_mode is set
if "game_mode" not in st.session_state:
st.session_state.game_mode = "standard"
def _new_game() -> None:
selected = st.session_state.get("selected_wordlist")
mode = st.session_state.get("game_mode")
st.session_state.clear()
if selected:
st.session_state.selected_wordlist = selected
if mode:
st.session_state.game_mode = mode
st.session_state.radar_gif_path = None # Reset radar GIF path
_init_session()
def _to_state() -> GameState:
return GameState(
grid_size=st.session_state.grid_size,
puzzle=st.session_state.puzzle,
revealed=st.session_state.revealed,
guessed=st.session_state.guessed,
score=st.session_state.score,
last_action=st.session_state.last_action,
can_guess=st.session_state.can_guess,
game_mode=st.session_state.get("game_mode", "standard"),
points_by_word=st.session_state.points_by_word,
)
def _sync_back(state: GameState) -> None:
st.session_state.revealed = state.revealed
st.session_state.guessed = state.guessed
st.session_state.score = state.score
st.session_state.last_action = state.last_action
st.session_state.can_guess = state.can_guess
st.session_state.points_by_word = state.points_by_word
def _render_header():
st.title(f"Battlewords (Proof Of Concept) v {version}")
st.subheader("Reveal cells, then guess the hidden words.")
st.markdown(
"- Grid is 12×12 with 6 words (two 4-letter, two 5-letter, two 6-letter).\n"
"- After each reveal, you may submit one word guess below.\n"
"- Scoring: length + unrevealed letters of that word at guess time.\n"
"- Score Board: radar of last letter of word, score and status.\n"
"- Words do not overlap, but may be touching.")
inject_styles()
def _render_sidebar():
with st.sidebar:
st.header("SETTINGS")
st.header("Game Mode")
game_modes = ["standard", "too easy"]
default_mode = "standard"
if "game_mode" not in st.session_state:
st.session_state.game_mode = default_mode
current_mode = st.session_state.game_mode
st.selectbox(
"Select game mode",
options=game_modes,
index=game_modes.index(current_mode) if current_mode in game_modes else 0,
key="game_mode",
on_change=_new_game,
)
st.header("Wordlist Controls")
wordlist_files = get_wordlist_files()
if wordlist_files:
# Ensure current selection is valid
if st.session_state.get("selected_wordlist") not in wordlist_files:
st.session_state.selected_wordlist = wordlist_files[0]
# Use filenames as options, show without extension
current_index = wordlist_files.index(st.session_state.selected_wordlist)
st.selectbox(
"Select list",
options=wordlist_files,
index=current_index,
format_func=lambda f: f.rsplit(".", 1)[0],
key="selected_wordlist",
on_change=_new_game, # immediately start a new game with the selected list
)
if st.button("Sort Wordlist", width=125, key="sort_wordlist_btn"):
_sort_wordlist(st.session_state.selected_wordlist)
else:
st.info("No word lists found in words/ directory. Using built-in fallback.")
def get_scope_image(size=4, bgcolor="none", scope_color="green", img_name="scope.gif"):
scope_path = os.path.join(os.path.dirname(__file__), img_name)
if not os.path.exists(scope_path):
fig, ax = _create_radar_scope(size=size, bgcolor=bgcolor, scope_color=scope_color)
imgscope = fig_to_pil_rgba(fig)
imgscope.save(scope_path)
plt.close(fig)
return Image.open(scope_path)
def _create_radar_scope(size=4, bgcolor="none", scope_color="green"):
fig, ax = plt.subplots(figsize=(size, size), dpi=100)
ax.set_facecolor(bgcolor)
fig.patch.set_alpha(0.5)
ax.set_zorder(0)
# Hide decorations but keep patch/frame on
for spine in ax.spines.values():
spine.set_visible(False)
ax.set_xticks([])
ax.set_yticks([])
# Center lines
ax.axhline(0, color=scope_color, alpha=0.8, zorder=1)
ax.axvline(0, color=scope_color, alpha=0.8, zorder=1)
# ax.set_xticks(range(1, size + 1))
# ax.set_yticks(range(1, size + 1))
# Circles at 25% and 50% radius
for radius in [0.33, 0.66, 1.0]:
circle = plt.Circle((0, 0), radius, fill=False, color=scope_color, alpha=0.8, zorder=1)
ax.add_patch(circle)
# Radial lines at 0, 30, 45, 90 degrees
angles = [0, 30, 60, 120, 150, 210, 240, 300, 330]
for angle in angles:
rad = np.deg2rad(angle)
x = np.cos(rad)
y = np.sin(rad)
ax.plot([0, x], [0, y], color=scope_color, alpha=0.5, zorder=1)
# Set limits and remove axes
#ax.set_xlim(-0.5, 0.5)
#ax.set_ylim(-0.5, 0.5)
ax.set_aspect('equal', adjustable='box')
#ax.axis('off')
return fig, ax
def _render_radar(puzzle: Puzzle, size: int, r_max: float = 0.85, max_frames: int = 30, sinusoid_expand: bool = True, stagger_radar: bool = False):
import numpy as np
import matplotlib.pyplot as plt
from matplotlib.animation import FuncAnimation, PillowWriter
from matplotlib.patches import Circle
from matplotlib import colors as mcolors
import tempfile
import os
xs = np.array([c.y + 1 for c in puzzle.radar])
ys = np.array([c.x + 1 for c in puzzle.radar])
n_points = len(xs)
r_min = 0.15
ring_linewidth = 4
rgba_labels = mcolors.to_rgba("#FFFFFF", 0.7)
rgba_ticks = mcolors.to_rgba("#FFFFFF", 0.66)
bgcolor="#4b7bc4"
scope_size=3
scope_color="#ffffff"
imgscope = get_scope_image(size=scope_size, bgcolor=bgcolor, scope_color=scope_color, img_name="scope_blue.png")
fig, ax = plt.subplots(figsize=(scope_size, scope_size))
ax.set_xlim(0.2, size)
ax.set_ylim(size, 0.2)
ax.set_xticks(range(1, size + 1))
ax.set_yticks(range(1, size + 1))
ax.tick_params(axis="both", which="both", labelcolor=rgba_labels)
ax.tick_params(axis="both", which="both", colors=rgba_ticks)
ax.set_aspect('equal', adjustable='box')
def _make_linear_gradient(width: int, height: int, angle_deg: float,
colors_hex: list[str], stops: list[float]) -> np.ndarray:
yy, xx = np.meshgrid(np.linspace(0, 1, height), np.linspace(0, 1, width), indexing='ij')
theta = np.deg2rad(angle_deg)
proj = np.cos(theta) * xx + np.sin(theta) * yy
corners = np.array([[0, 0], [1, 0], [0, 1], [1, 1]], dtype=float)
pc = np.cos(theta) * corners[:, 0] + np.sin(theta) * corners[:, 1]
proj = (proj - pc.min()) / (pc.max() - pc.min() + 1e-12)
proj = np.clip(proj, 0.0, 1.0)
stop_arr = np.asarray(stops, dtype=float)
cols = np.asarray([mcolors.to_rgb(c) for c in colors_hex], dtype=float)
j = np.clip(np.searchsorted(stop_arr, proj, side='right') - 1, 0, len(stop_arr) - 2)
a = stop_arr[j]
b = stop_arr[j + 1]
w = ((proj - a) / (b - a + 1e-12))[..., None]
c0 = cols[j]
c1 = cols[j + 1]
img = (1.0 - w) * c0 + w * c1
return img
fig_w, fig_h = [int(v) for v in fig.canvas.get_width_height()]
grad_img = _make_linear_gradient(
width=fig_w,
height=fig_h,
angle_deg=-45.0,
colors_hex=['#a1a1a1', '#ffffff', '#a1a1a1', '#666666'],
stops=[0.0, 1.0 / 3.0, 2.0 / 3.0, 1.0],
)
bg_ax = fig.add_axes([0, 0, 1, 1], zorder=0)
bg_ax.imshow(grad_img, aspect='auto', interpolation='bilinear')
bg_ax.axis('off')
scope_ax = fig.add_axes([-0.075, -0.075, 1.15, 1.15], zorder=1)
scope_ax.imshow(imgscope, aspect='auto', interpolation='lanczos')
scope_ax.axis('off')
ax.set_facecolor('none')
ax.set_zorder(2)
for spine in ax.spines.values():
spine.set_visible(False)
rings: list[Circle] = []
for x, y in zip(xs, ys):
ring = Circle((x, y), radius=r_min, fill=False, edgecolor='#9ceffe', linewidth=ring_linewidth, alpha=1.0, zorder=3)
ax.add_patch(ring)
rings.append(ring)
def update(frame):
if sinusoid_expand:
phase = 2 * np.pi * frame / max_frames
r = r_min + (r_max - r_min) * (0.5 + 0.5 * np.sin(phase))
alpha = 0.5 + 0.5 * np.cos(phase)
for ring in rings:
ring.set_radius(r)
ring.set_alpha(alpha)
else:
base_t = (frame % max_frames) / max_frames
offset = max(1, max_frames // max(1, n_points)) if stagger_radar else 0
for idx, ring in enumerate(rings):
t_i = ((frame + idx * offset) % max_frames) / max_frames if stagger_radar else base_t
r_i = r_min + (r_max - r_min) * t_i
alpha_i = 1.0 - t_i
ring.set_radius(r_i)
ring.set_alpha(alpha_i)
return rings
# Use persistent GIF if available
gif_path = st.session_state.get("radar_gif_path")
if gif_path and os.path.exists(gif_path):
with open(gif_path, "rb") as f:
gif_bytes = f.read()
st.image(gif_bytes, width='content', output_format="auto")
plt.close(fig)
return
# Otherwise, generate and persist
with tempfile.NamedTemporaryFile(suffix=".gif", delete=False) as tmpfile:
ani = FuncAnimation(fig, update, frames=max_frames, interval=50, blit=True)
ani.save(tmpfile.name, writer=PillowWriter(fps=20))
plt.close(fig)
tmpfile.seek(0)
gif_bytes = tmpfile.read()
st.session_state.radar_gif_path = tmpfile.name # Save path for reuse
st.image(gif_bytes, width='content', output_format="auto")
def _render_grid(state: GameState, letter_map):
size = state.grid_size
clicked: Optional[Coord] = None
# Inject CSS for grid lines
st.markdown(
"""
<style>
div[data-testid="column"] {
padding: 0 !important;
}
button[data-testid="stButton"] {
width: 32px !important;
height: 32px !important;
min-width: 32px !important;
min-height: 32px !important;
padding: 0 !important;
margin: 0 !important;
border: 1px solid #1d64c8 !important;
border-radius: 0 !important;
background: #1d64c8 !important;
color: #ffffff !important;
font-weight: bold;
font-size: 1rem;
}
/* Further tighten vertical spacing between rows inside the grid container */
.bw-grid-row-anchor + div[data-testid="stHorizontalBlock"] {
margin: 2px 0 !important;
}
.st-emotion-cache-14d5v98 {
position:relative;
}
.st-emotion-cache-7czcpc > img {
border-radius: 1.25rem;
max-width:300px !important;
margin: 0 auto !important;
}
.st-emotion-cache-ig7yu6 {
width: calc(30% - 1rem);
flex: 1 1 calc(20% - 1rem);
}
@media (max-width: 640px) {
.st-emotion-cache-1s1xxaz {
min-width: calc(33% - 1.5rem);
}
.st-emotion-cache-ig7yu6 {
min-width: calc(30% - 1.5rem);
}
}
</style>
""",
unsafe_allow_html=True,
)
grid_container = st.container()
with grid_container:
for r in range(size):
st.markdown('<div class="bw-grid-row-anchor"></div>', unsafe_allow_html=True)
cols = st.columns(size, gap="small")
for c in range(size):
coord = Coord(r, c)
revealed = coord in state.revealed
label = letter_map.get(coord, " ") if revealed else " "
is_completed_cell = False
if revealed:
for w in state.puzzle.words:
if w.text in state.guessed and coord in w.cells:
is_completed_cell = True
break
key = f"cell_{r}_{c}"
tooltip = f"({r+1},{c+1})"
if is_completed_cell:
# Render a styled non-button cell for a completed word with native browser tooltip
safe_label = (label or " ")
cols[c].markdown(
f'<div class="bw-cell bw-cell-complete" title="{tooltip}">{safe_label}</div>',
unsafe_allow_html=True,
)
elif revealed:
# Use 'letter' when a letter exists, otherwise 'empty'
safe_label = (label or " ")
has_letter = safe_label.strip() != ""
cell_class = "letter" if has_letter else "empty"
display = safe_label if has_letter else " "
cols[c].markdown(
f'<div class="bw-cell {cell_class}" title="{tooltip}">{display}</div>',
unsafe_allow_html=True,
)
else:
# Unrevealed: render a button to allow click/reveal with tooltip
if cols[c].button(" ", key=key, help=tooltip):
clicked = coord
if clicked is not None:
reveal_cell(state, letter_map, clicked)
st.session_state.letter_map = build_letter_map(st.session_state.puzzle)
_sync_back(state)
st.rerun()
def _render_hit_miss(state: GameState):
# Determine last reveal outcome from last_action string
action = (state.last_action or "").strip()
is_hit = action.startswith("Revealed '")
is_miss = action.startswith("Revealed empty")
# Render as a circular radio group, side-by-side
st.markdown(
f"""
<div class="bw-radio-group" role="radiogroup" aria-label="Hit or Miss">
<div class="bw-radio-item">
<div class="bw-radio-circle {'active hit' if is_hit else ''}" role="radio" aria-checked="{'true' if is_hit else 'false'}" aria-label="Hit">
<span class="dot"></span>
</div>
<div class="bw-radio-caption">HIT</div>
</div>
<div class="bw-radio-item">
<div class="bw-radio-circle {'active miss' if is_miss else ''}" role="radio" aria-checked="{'true' if is_miss else 'false'}" aria-label="Miss">
<span class="dot"></span>
</div>
<div class="bw-radio-caption">MISS</div>
</div>
</div>
""",
unsafe_allow_html=True,
)
def _render_correct_try_again(state: GameState):
# Determine last guess outcome from last_action string
action = (state.last_action or "").strip()
is_correct = action.startswith("Correct!")
is_try_again = action.startswith("Try Again!")
st.markdown(
"""
<style>
.bw-radio-caption.inactive { display: none !important; }
</style>
""",
unsafe_allow_html=True,
)
st.markdown(
f"""
<div class="bw-radio-group" role="radiogroup" aria-label="Correct or Try Again">
<div class="bw-radio-item">
<div class="bw-radio-circle {'active hit' if is_correct else ''}" role="radio" aria-checked="{'true' if is_correct else 'false'}" aria-label="Correct">
<span class="dot"></span>
</div>
<div class="bw-radio-caption{' inactive' if not is_correct else ''}">CORRECT!</div>
</div>
<div class="bw-radio-item">
<div class="bw-radio-circle {'active miss' if is_try_again else ''}" role="radio" aria-checked="{'true' if is_try_again else 'false'}" aria-label="Try Again">
<span class="dot"></span>
</div>
<div class="bw-radio-caption{' inactive' if not is_try_again else ''}">TRY AGAIN</div>
</div>
</div>
""",
unsafe_allow_html=True,
)
def _render_guess_form(state: GameState):
with st.form("guess_form"):
guess_text = st.text_input("Your guess", value="", max_chars=12)
submitted = st.form_submit_button("OK", disabled=not state.can_guess, width="stretch")
if submitted:
correct, _ = guess_word(state, guess_text)
_sync_back(state)
st.rerun() # Immediately rerun to reflect guess result in UI
def _render_score_panel(state: GameState):
col1, col2 = st.columns([1, 3])
with col1:
st.metric("Score", state.score)
with col2:
st.markdown(f"Last action: {state.last_action}")
if is_game_over(state):
_render_game_over(state)
else:
with st.expander("Game summary", expanded=True):
header_cols = st.columns([1, 1, 1])
header_cols[0].markdown("**Word**")
header_cols[1].markdown("**Letters**")
header_cols[2].markdown("**Extra**")
for w in state.puzzle.words:
pts = state.points_by_word.get(w.text, 0)
if pts > 0 or state.game_mode=="too easy":
word_display = w.text
letters_display = str(len(w.text))
extra_display = f"+{pts} points"
row_cols = st.columns([1, 1, 1])
row_cols[0].markdown(f"{word_display}")
row_cols[1].markdown(f"{letters_display}")
row_cols[2].markdown(f"{extra_display}")
st.markdown(f"**Total**: {state.score}")
def _render_game_over(state: GameState):
st.subheader("Game Over")
tier = compute_tier(state.score)
# Final score in green
st.markdown(
f"<span class=\"bw-final-score\">Final score: {state.score}</span> — Tier: <strong>{tier}</strong>",
unsafe_allow_html=True,
)
with st.expander("Game summary", expanded=True):
header_cols = st.columns([2, 1, 2])
header_cols[0].markdown("**Word**")
header_cols[1].markdown("**Letters**")
header_cols[2].markdown("**Extra**")
for w in state.puzzle.words:
pts = state.points_by_word.get(w.text, 0)
word_display = w.text
letters_display = str(len(w.text))
extra_display = f"+{pts} points"
row_cols = st.columns([1, 1, 1])
row_cols[0].markdown(f"{word_display}")
row_cols[1].markdown(f"{letters_display}")
row_cols[2].markdown(f"{extra_display}")
st.markdown(f"**Total**: {state.score}")
st.stop()
def _sort_wordlist(filename):
import os
import time # Add this import
WORDS_DIR = os.path.join(os.path.dirname(__file__), "words")
filepath = os.path.join(WORDS_DIR, filename)
sorted_words = sort_word_file(filepath)
# Optionally, write sorted words back to file
with open(filepath, "w", encoding="utf-8") as f:
# Re-add header if needed
f.write("# Optional: place a large A–Z word list here (one word per line).\n")
f.write("# The app falls back to built-in pools if fewer than 500 words per length are found.\n")
for word in sorted_words:
f.write(f"{word}\n")
# Show a message in Streamlit
st.success(f"{filename} sorted by length and alphabetically. Starting new game in 5 seconds...")
time.sleep(5) # 5 second delay before starting new game
_new_game()
def run_app():
_init_session()
_render_header()
_render_sidebar()
state = _to_state()
# Anchor to target the main two-column layout for mobile reversal
st.markdown('<div id="bw-main-anchor"></div>', unsafe_allow_html=True)
left, right = st.columns([2, 2], gap="medium")
with left:
_render_grid(state, st.session_state.letter_map)
st.button("New Game", width=125, on_click=_new_game, key="new_game_btn")
with right:
_render_radar(state.puzzle, size=state.grid_size, r_max=1.6, max_frames=60, sinusoid_expand=False, stagger_radar=True)
one, two = st.columns([1, 5], gap="medium")
with one:
_render_correct_try_again(state)
#_render_hit_miss(state)
with two:
_render_guess_form(state)
#st.divider()
_render_score_panel(state)
# End condition
state = _to_state()
if is_game_over(state):
_render_game_over(state) |