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Add version info, scrollable sidebar, and radar fix
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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
from .version_info import versions_html # version info footer
from .audio import (
_get_audio_dir,
get_audio_tracks,
_load_audio_data_url,
_mount_background_audio,
_inject_audio_control_sync,
)
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
ocean_background_css = """
<style>
.stApp {
margin: 0;
height: 100vh;
background: linear-gradient(
45deg,
rgba(29, 100, 200, 0.6) 0%,
rgba(50, 120, 220, 0.8) 25%,
rgba(20, 80, 180, 0.95) 50%,
rgba(50, 120, 220, 0.8) 75%,
rgba(29, 100, 200, 0.6) 100%
);
background-size: 200% 200%;
animation: oceanFlow 12s ease-in-out infinite;
overflow: hidden;
}
/* Animation for rolling water effect */
@keyframes oceanFlow {
0% {
background-position: 0% 50%;
}
50% {
background-position: 100% 50%;
}
100% {
background-position: 0% 50%;
}
}
/* Ensure Streamlit content is visible above the background */
.stApp > div {
position: relative;
z-index: 1;
}
</style>
"""
def inject_styles() -> None:
st.markdown(
"""
<style>
/* Center main content and limit width */
# .stApp, body {
# background: rgba(29, 100, 200, 0.5);
# }
.stMainBlockContainer {
max-width: 1100px;
}
/* Base grid cell visuals */
.bw-row { display: flex; gap: 0.1rem; flex-wrap: nowrap; min-height: 48px;}
.bw-cell {
width: 100%;
gap: 0.1rem;
aspect-ratio: 1 / 1;
line-height: 1.6;
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;
font-size: 1.4rem;
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;
min-height: 2.5rem;
}
/* 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 */
}
.st-key-guess_input, .st-key-guess_submit {
flex-direction: row;
display: flex;
flex-wrap: wrap;
justify-content: flex-start;
align-items: flex-end;
}
/* 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);
}
}
.bold-text {
font-weight: 700;
}
.blue-background {
background:#1d64c8;
opacity:0.9;
}
.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: 12px;
background: #333;
color: white;
border-radius: 1.25rem;
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;
}
.bw-score-panel-container {
height: 100%;
overflow: hidden;
}
.shiny-border:hover::before {
left: 100%;
}
/* Hit/Miss radio indicators - circular group */
.bw-radio-group { display:flex; align-items:flex-start; gap: 10px; flex-flow: row;}
.bw-radio-item { display:flex; flex-direction:column; align-items:center; gap:6px; text-align:center;}
.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; }
/* Make the sidebar scrollable */
section[data-testid="stSidebar"] {
max-height: 100vh;
overflow-y: auto;
overflow-x: hidden;
scrollbar-width: thin;
scrollbar-color: transparent transparent;
}
</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")
show_grid_ticks = st.session_state.get("show_grid_ticks", False)
spacer = st.session_state.get("spacer", 1)
# --- Preserve music settings ---
music_enabled = st.session_state.get("music_enabled", False)
music_track_path = st.session_state.get("music_track_path")
music_volume = st.session_state.get("music_volume", 20)
st.session_state.clear()
if selected:
st.session_state.selected_wordlist = selected
if mode:
st.session_state.game_mode = mode
st.session_state.show_grid_ticks = show_grid_ticks
st.session_state.spacer = spacer
# --- Restore music settings ---
st.session_state.music_enabled = music_enabled
if music_track_path:
st.session_state.music_track_path = music_track_path
st.session_state.music_volume = music_volume
st.session_state.radar_gif_path = None # Reset radar GIF path
st.session_state.radar_gif_signature = None # Reset signature
_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 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.")
# Add Show Grid ticks option
if "show_grid_ticks" not in st.session_state:
st.session_state.show_grid_ticks = False
st.checkbox("Show Grid ticks", value=st.session_state.show_grid_ticks, key="show_grid_ticks")
# Add Spacer option
spacer_options = [0, 1, 2]
if "spacer" not in st.session_state:
st.session_state.spacer = 1
st.selectbox(
"Spacer (space between words)",
options=spacer_options,
index=spacer_options.index(st.session_state.spacer),
key="spacer"
)
# Audio settings
st.header("Audio")
tracks = get_audio_tracks()
# Show how many audio files were found
st.caption(f"{len(tracks)} audio file{'s' if len(tracks) != 1 else ''} found in battlewords/assets/audio")
if "music_enabled" not in st.session_state:
# Enable by default
st.session_state.music_enabled = True if tracks else True
if "music_volume" not in st.session_state:
st.session_state.music_volume = 20
enabled = st.checkbox("Enable music", value=st.session_state.music_enabled, key="music_enabled")
# Always show volume slider; disable when music disabled or no tracks
st.slider(
"Volume",
0,
100,
value=int(st.session_state.music_volume),
step=1,
key="music_volume",
disabled=not (enabled and bool(tracks)),
)
selected_path = None
if tracks:
options = [p for _, p in tracks]
# Default to first track if none chosen yet
if "music_track_path" not in st.session_state or st.session_state.music_track_path not in options:
st.session_state.music_track_path = options[0]
def _fmt(p: str) -> str:
# Find friendly label for path
for name, path in tracks:
if path == p:
return name
return os.path.splitext(os.path.basename(p))[0]
selected_path = st.selectbox(
"Track",
options=options,
index=options.index(st.session_state.music_track_path),
format_func=_fmt,
key="music_track_path",
disabled=not enabled,
)
src_url = _load_audio_data_url(selected_path) if enabled else None
_mount_background_audio(enabled, src_url, (st.session_state.music_volume or 0) / 100)
else:
st.caption("Place .mp3 files in battlewords/assets/audio to enable music.")
_mount_background_audio(False, None, 0.0)
_inject_audio_control_sync()
st.markdown(versions_html(), unsafe_allow_html=True)
def get_scope_image(uid: str, size=4, bgcolor="none", scope_color="green"):
"""Return a per-puzzle pre-rendered scope image by UID."""
# Use a temp directory so multiple tabs/users don't clash and avoid package writes.
base_dir = os.path.join(tempfile.gettempdir(), "battlewords_scopes")
os.makedirs(base_dir, exist_ok=True)
scope_path = os.path.join(base_dir, f"scope_{uid}.png")
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, show_ticks: bool = True):
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"
# Determine which rings correspond to already-guessed words (hide them)
guessed_words = set(st.session_state.get("guessed", set()))
guessed_by_index = [w.text in guessed_words for w in puzzle.words]
# GIF cache signature: puzzle uid + guessed words snapshot
gif_signature = (getattr(puzzle, "uid", None), tuple(sorted(guessed_words)))
# Use per-puzzle scope image keyed by puzzle.uid
imgscope = get_scope_image(uid=puzzle.uid, size=scope_size, bgcolor=bgcolor, scope_color=scope_color)
fig, ax = plt.subplots(figsize=(scope_size, scope_size))
ax.set_xlim(0.2, size)
ax.set_ylim(size, 0.2)
if show_ticks:
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)
else:
ax.set_xticks([])
ax.set_yticks([])
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 - 0.5, y - 0.5), 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):
# Hide rings for guessed words
for idx, ring in enumerate(rings):
ring.set_visible(not guessed_by_index[idx])
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 idx, ring in enumerate(rings):
if not guessed_by_index[idx]:
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):
if guessed_by_index[idx]:
continue
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 and matches current signature
cached_path = st.session_state.get("radar_gif_path")
cached_sig = st.session_state.get("radar_gif_signature")
if cached_path and os.path.exists(cached_path) and cached_sig == gif_signature:
with open(cached_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.session_state.radar_gif_signature = gif_signature # Save signature to detect changes
st.image(gif_bytes, width='content', output_format="auto")
def _render_grid(state: GameState, letter_map, show_grid_ticks: bool = True):
size = state.grid_size
clicked: Optional[Coord] = None
# Determine if the game is over to reveal all remaining tiles as blanks
game_over = is_game_over(state)
# 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: 1.4rem;
}
/* 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);
}
.st-emotion-cache-15oaysa {
min-width: calc(8.33333% - 1rem);
}
}
</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)
# Treat all cells as revealed once the game is over
revealed = (coord in state.revealed) or game_over
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 show_grid_ticks else ""
if is_completed_cell:
safe_label = (label or " ")
if show_grid_ticks:
cols[c].markdown(
f'<div class="bw-cell bw-cell-complete" title="{tooltip}">{safe_label}</div>',
unsafe_allow_html=True,
)
else:
cols[c].markdown(
f'<div class="bw-cell bw-cell-complete">{safe_label}</div>',
unsafe_allow_html=True,
)
elif revealed:
safe_label = (label or " ")
has_letter = safe_label.strip() != ""
cell_class = "letter" if has_letter else "empty"
display = safe_label if has_letter else "&nbsp;"
if show_grid_ticks:
cols[c].markdown(
f'<div class="bw-cell {cell_class}" title="{tooltip}">{display}</div>',
unsafe_allow_html=True,
)
else:
cols[c].markdown(
f'<div class="bw-cell {cell_class}">{display}</div>',
unsafe_allow_html=True,
)
else:
# Unrevealed: render a button to allow click/reveal with tooltip
if show_grid_ticks:
if cols[c].button(" ", key=key, help=tooltip):
clicked = coord
else:
if cols[c].button(" ", key=key):
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",width=300,clear_on_submit=True):
col1, col2 = st.columns([2, 1], vertical_alignment="bottom")
with col1:
guess_text = st.text_input("Your Guess", value="", max_chars=10, width=200, key="guess_input")
with col2:
submitted = st.form_submit_button("OK", disabled=not state.can_guess, width=100,key="guess_submit")
if submitted:
correct, _ = guess_word(state, guess_text)
_sync_back(state)
# Invalidate radar GIF cache if guess changed the set of guessed words
if correct:
st.session_state.radar_gif_path = None
st.session_state.radar_gif_signature = None
st.rerun()
def _render_score_panel(state: GameState):
# Only show modal from here if game is over AND overlay wasn't dismissed
if is_game_over(state) and not st.session_state.get("hide_gameover_overlay", False):
_render_game_over(state)
else:
# Build a simple table with independent column backgrounds and visible gaps
rows_html = []
# Header row
header_html = (
"<tr>"
"<th class=\"blue-background bold-text\">Word</th>"
"<th class=\"blue-background bold-text\">Letters</th>"
"<th class=\"blue-background bold-text\">Extra</th>"
"</tr>"
)
rows_html.append(header_html)
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 = len(w.text)
# Extra = total points for the word minus its length (bonus earned)
extra_pts = max(0, pts - letters_display)
row_html = (
"<tr>"
f"<td class=\"blue-background \"'>{word_display}</td>"
f"<td class=\"blue-background \"'>{letters_display}</td>"
f"<td class=\"blue-background \"'>{extra_pts}</td>"
"</tr>"
)
rows_html.append(row_html)
total_row_html = (f"<tr class=\"blue-background\"><td colspan='3'><h3 class=\"bold-text\">Total: {state.score}</h3></td></tr>")
rows_html.append(total_row_html)
table_html = (
"<table class='shiny-border' style=\"background: linear-gradient(-45deg, #a1a1a1, #ffffff, #a1a1a1, #666666); width:100%; margin: 0 auto;border-collapse:separate; border-spacing:0;\">"
f"{''.join(rows_html)}"
"</table>"
)
st.markdown(f"<div class='bw-score-panel-container'>{table_html}</div>", unsafe_allow_html=True)
def _render_game_over(state: GameState):
# Prepare table rows for words
word_rows = []
for w in state.puzzle.words:
pts = state.points_by_word.get(w.text, 0)
extra_pts = max(0, pts - len(w.text))
word_rows.append(
f"<tr><td class='blue-background'>{w.text}</td><td class='blue-background'>{len(w.text)}</td><td class='blue-background'>{extra_pts}</td></tr>"
)
table_html = (
"<table class='shiny-border' style=\"background: linear-gradient(-45deg, #1d64c8, #ffffff, #1d64c8, #666666); width:100%; margin: 0 auto;border-collapse:separate; border-spacing:0;\">"
"<tr>"
"<th class='blue-background bold-text'>Word</th>"
"<th class='blue-background bold-text'>Letters</th>"
"<th class='blue-background bold-text'>Extra</th>"
"</tr>"
f"{''.join(word_rows)}"
f"<tr class='blue-background'><td colspan='3'><h3 class='bold-text'>Total: {state.score}</h3></td></tr>"
"</table>"
)
# Overlay HTML with close link (forces navigation in same tab)
st.markdown(
f'''
<div id="bw-modal-overlay" style="position:fixed;top:0;left:0;width:100vw;height:100vh;z-index:9999;background:rgba(20,80,180,0.95);display:flex;flex-direction:column;justify-content:center;align-items:center;">
<div class="shiny-border" style="position:relative;background: linear-gradient(-45deg, #1d64c8, #ffffff, #1d64c8, #666666);padding:2rem 3rem;box-shadow:0 0 32px #1d64c8;min-width:340px;max-width:90vw; margin:8vh auto 5vh;">
<a href="?overlay=0" target="_self" title="Close" style="position:absolute;top:12px;right:12px;display:inline-grid;place-items:center;width:40px;height:40px;border-radius:50%;background:rgba(0,0,0,0.25);color:#fff;text-decoration:none;font-size:1.6rem;font-weight:700;">&times;</a>
<h1 style="color:#fff;font-size:2.5rem;margin-bottom:0.5rem;">Congratulations!</h1>
<h2 style="color:#fff;font-size:2rem;margin-bottom:1rem;">Game Over</h2>
<div style="font-size:1.5rem;color:#fff;margin-bottom:1rem;">Final score: <span style="color:#1ca41c;font-weight:800;">{state.score}</span></div>
<div style="font-size:1.2rem;color:#fff;margin-bottom:2rem;">Tier: <strong>{compute_tier(state.score)}</strong></div>
<div style="margin-bottom:2rem;">{table_html}</div>
<div style="color:#fff;opacity:0.7;font-size:1rem;margin-bottom:2rem;background:#1d64c8;text-align:center;">Thank you for playing BattleWords!</div>
</div>
</div>
''', unsafe_allow_html=True)
st.markdown("<div style='height:32px'></div>", unsafe_allow_html=True)
if st.button("New Game", key="modal_new_game_btn", help="Start a new game", type="primary"):
_new_game()
st.markdown(versions_html(), unsafe_allow_html=True)
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():
# Handle overlay dismissal via query params using new API
try:
params = st.query_params
except Exception:
params = {}
if params.get("overlay") == "0":
# Clear param and remember to hide overlay this session
try:
st.query_params.clear()
except Exception:
pass
st.session_state["hide_gameover_overlay"] = True
_init_session()
st.markdown(ocean_background_css, unsafe_allow_html=True)
_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 right:
_render_radar(state.puzzle, size=state.grid_size, r_max=0.8, max_frames=25, sinusoid_expand=True, stagger_radar=False, show_ticks=st.session_state.get("show_grid_ticks", False))
one, two = st.columns([1, 3], 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)
with left:
_render_grid(state, st.session_state.letter_map, show_grid_ticks=st.session_state.get("show_grid_ticks", True))
st.button("New Game", width=125, on_click=_new_game, key="new_game_btn")
# End condition (only show overlay if not dismissed)
state = _to_state()
if is_game_over(state) and not st.session_state.get("hide_gameover_overlay", False):
_render_game_over(state)