from __future__ import annotations from . import __version__ as version from typing import Iterable, Tuple, Optional import streamlit as st import matplotlib.pyplot as plt from matplotlib.backends.backend_agg import FigureCanvasAgg as FigureCanvas from matplotlib import colors as mcolors import tempfile import os from PIL import Image import numpy as np import time from datetime import datetime from .generator import generate_puzzle, sort_word_file from .logic import build_letter_map, reveal_cell, guess_word, is_game_over, compute_tier, auto_mark_completed_words 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, play_sound_effect, ) st.set_page_config(initial_sidebar_state="collapsed") 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 = """ """ def inject_styles() -> None: st.markdown( """ """, unsafe_allow_html=True, ) def _init_session() -> None: if "initialized" in st.session_state and st.session_state.initialized: return # --- Preserve music settings --- # 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 = "classic" 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 st.session_state.start_time = datetime.now() # Set timer on first game st.session_state.end_time = None # Ensure game_mode is set if "game_mode" not in st.session_state: st.session_state.game_mode = "classic" # Initialize incorrect guesses tracking if "incorrect_guesses" not in st.session_state: st.session_state.incorrect_guesses = [] # Initialize show_incorrect_guesses to True by default if "show_incorrect_guesses" not in st.session_state: st.session_state.show_incorrect_guesses = True 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) show_incorrect_guesses = st.session_state.get("show_incorrect_guesses", False) # --- 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", 15) 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 st.session_state.show_incorrect_guesses = show_incorrect_guesses # --- 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 st.session_state.radar_gif_signature = None st.session_state.start_time = datetime.now() # Reset timer on new game st.session_state.end_time = None st.session_state.incorrect_guesses = [] # Clear incorrect guesses for new game _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", "classic"), points_by_word=st.session_state.points_by_word, start_time=st.session_state.get("start_time"), end_time=st.session_state.get("end_time"), ) 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 = ["classic", "too easy"] default_mode = "classic" 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" ) # Add Show Incorrect Guesses option - now enabled by default if "show_incorrect_guesses" not in st.session_state: st.session_state.show_incorrect_guesses = True st.checkbox("Show incorrect guesses", value=st.session_state.show_incorrect_guesses, key="show_incorrect_guesses") # 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: # disabled by default st.session_state.music_enabled = False #if tracks else True if "music_volume" not in st.session_state: st.session_state.music_volume = 15 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", img_name="scope_blue.png"): """ Return a per-puzzle pre-rendered scope image by UID. 1. Check for cached/generated image in temp dir. 2. If not found, use assets/scope.gif. 3. If neither exists, generate and save a new image. """ 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") # 1. Use cached/generated image if it exists if os.path.exists(scope_path): return Image.open(scope_path) # 2. Fallback to assets/scope.gif if available assets_scope_path = os.path.join(os.path.dirname(__file__), "assets", img_name) if os.path.exists(assets_scope_path): return Image.open(assets_scope_path) # 3. Otherwise, generate and save a new image 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 imgscope def _create_radar_scope(size=4, bgcolor="none", scope_color="green"): fig, ax = plt.subplots(figsize=(size, size), dpi=144) 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 = 0.8, 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 min_x = min(xs - 0.5) - r_max max_x = max(xs - 0.5) + r_max min_y = min(ys - 0.5) - r_max # Note: ys are inverted in plot max_y = max(ys - 0.5) + r_max ring_linewidth = 3 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) # Build figure with explicit axes occupying full canvas to avoid browser-specific padding fig = plt.figure(figsize=(scope_size, scope_size), dpi=144) # Background gradient covering full figure bg_ax = fig.add_axes([0, 0, 1, 1], zorder=0) fig.canvas.draw() # ensure size fig_w, fig_h = [int(v) for v in fig.canvas.get_width_height()] 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 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.imshow(grad_img, aspect='auto', interpolation='bilinear') bg_ax.axis('off') # Decorative scope image as overlay (does not affect coordinates) scope_ax = fig.add_axes([0, 0, 1, 1], zorder=1) scope_ax.imshow(imgscope, aspect='auto', interpolation='lanczos') scope_ax.axis('off') # Main axes for rings and ticks with fixed limits to stabilize layout across browsers ax = fig.add_axes([0, 0, 1, 1], zorder=2) ax.set_facecolor('none') ax.set_xlim(0.5, size + 0.5) ax.set_ylim(size + 0.5, 0.5) # Inverted for grid coordinates 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') for spine in ax.spines.values(): spine.set_visible(False) # Build rings centered on exact cell centers (integer coords) 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): # 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, use_container_width=True) 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, use_container_width=True) 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( """ """, unsafe_allow_html=True, ) grid_container = st.container() with grid_container: for r in range(size): st.markdown('
', 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'
{safe_label}
', unsafe_allow_html=True, ) else: cols[c].markdown( f'
{safe_label}
', 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 " " if show_grid_ticks: cols[c].markdown( f'
{display}
', unsafe_allow_html=True, ) else: cols[c].markdown( f'
{display}
', 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) # Auto-mark and award base points for any fully revealed words if auto_mark_completed_words(state): # Invalidate radar GIF cache to hide completed rings st.session_state.radar_gif_path = None st.session_state.radar_gif_signature = None st.session_state.letter_map = build_letter_map(st.session_state.puzzle) _sync_back(state) # Play sound effect based on hit or miss action = (state.last_action or "").strip() if action.startswith("Revealed '"): play_sound_effect("hit", volume=0.5) elif action.startswith("Revealed empty"): play_sound_effect("miss", volume=0.5) st.rerun() 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 _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"""
\n
\n
\n \n
\n
HIT
\n
\n
\n
\n \n
\n
MISS
\n
\n
""", 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( """ """, unsafe_allow_html=True, ) st.markdown( f"""
\n
\n
\n \n
\n
CORRECT!
\n
\n
\n
\n \n
\n
TRY AGAIN
\n
\n
""", unsafe_allow_html=True, ) def _render_guess_form(state: GameState): # Initialize incorrect guesses list in session state (safety check) if "incorrect_guesses" not in st.session_state: st.session_state.incorrect_guesses = [] # Prepare tooltip text for native browser tooltip recent_incorrect = st.session_state.incorrect_guesses[-10:] if recent_incorrect: tooltip_text = "Recent incorrect guesses:\n" + "\n".join(recent_incorrect) else: tooltip_text = "No incorrect guesses yet" # Add CSS for the incorrect guesses display st.markdown( """ """, unsafe_allow_html=True, ) 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", help=tooltip_text # Use Streamlit's built-in help parameter for tooltip ) with col2: submitted = st.form_submit_button("OK", disabled=not state.can_guess, width=100, key="guess_submit") # Show compact list below input if setting is enabled if st.session_state.get("show_incorrect_guesses", False) and recent_incorrect: st.markdown( f'
Recent: {", ".join(recent_incorrect)}
', unsafe_allow_html=True, ) 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 play_sound_effect("correct_guess", volume=0.6) else: # Update incorrect guesses list - keep only last 10 st.session_state.incorrect_guesses.append(guess_text) st.session_state.incorrect_guesses = st.session_state.incorrect_guesses[-10:] play_sound_effect("incorrect_guess", volume=0.5) st.rerun() # -------------------- Score Panel -------------------- def _render_score_panel(state: GameState): # Always render the score table (overlay handled separately) rows_html = [] header_html = ( "" "Word" "Letters" "Extra" "" ) 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": 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 = ( "" f"{w.text}" f"{letters_display}" f"{extra_pts}" "" ) rows_html.append(row_html) # Timer calculation (initial render value) now = datetime.now() start = state.start_time or now end = state.end_time or (now if is_game_over(state) else None) elapsed = (end or now) - start elapsed_seconds = int(elapsed.total_seconds()) mins, secs = divmod(elapsed_seconds, 60) timer_str = f"{mins:02d}:{secs:02d}" # Unique id for the timer span (use puzzle uid when available) span_id = f"bw-timer-{getattr(state.puzzle, 'uid', 'default')}" timer_span_html = ( f" ⏱ {timer_str}" ) total_row_html = ( f"" f"

Total: {state.score} {timer_span_html}

" f"" ) rows_html.append(total_row_html) table_html = ( "" f"{''.join(rows_html)}" "
" ) st.markdown(f"
{table_html}
", unsafe_allow_html=True) # Inject client-side timer updater script so only the timer text updates start_ms = int(start.timestamp() * 1000) end_ms = int(end.timestamp() * 1000) if end else None js = f""" """ st.markdown(js, unsafe_allow_html=True) # -------------------- Game Over Dialog -------------------- def _game_over_content(state: GameState) -> None: # Play congratulations sound when game ends play_sound_effect("congratulations", volume=0.7) # Set end_time if not already set if state.end_time is None: st.session_state.end_time = datetime.now() state.end_time = st.session_state.end_time # Timer calculation start = state.start_time or state.end_time or datetime.now() end = state.end_time or datetime.now() elapsed = end - start elapsed_seconds = int(elapsed.total_seconds()) mins, secs = divmod(elapsed_seconds, 60) timer_str = f"{mins:02d}:{secs:02d}" # Build table body HTML for dialog content word_rows = [] for w in state.puzzle.words: pts = st.session_state.points_by_word.get(w.text, 0) extra_pts = max(0, pts - len(w.text)) word_rows.append( f"{w.text}{len(w.text)}{extra_pts}" ) table_html = ( "" "" "" "" "" "" f"{''.join(word_rows)}" f"" "" "
WordLettersExtra
Total: {state.score}  ⏱ {timer_str}
" ) # Optional extra styles for this dialog content st.markdown( """ """, unsafe_allow_html=True, ) st.markdown( f"""
\n
\n
Congratulations!
Final score: {state.score}
Time: {timer_str}
Tier: {compute_tier(state.score)}
Game Mode: {state.game_mode}
Wordlist: {st.session_state.get('selected_wordlist', '')}
{table_html}
""", unsafe_allow_html=True, ) # Dialog actions cols = st.columns([1, 1]) with cols[0]: if st.button("Close", key="close_game_over"): st.session_state["show_gameover_overlay"] = False st.rerun() with cols[1]: st.button("New Game", key="new_game_btn_dialog", on_click=_new_game) # Prefer st.dialog/experimental_dialog; fallback to st.modal if unavailable _Dialog = getattr(st, "dialog", getattr(st, "experimental_dialog", None)) if _Dialog: @_Dialog("Game Over") def _game_over_dialog(state: GameState): _game_over_content(state) else: def _game_over_dialog(state: GameState): modal_ctx = getattr(st, "modal", None) if callable(modal_ctx): with modal_ctx("Game Over"): _game_over_content(state) else: # Last-resort inline render st.subheader("Game Over") _game_over_content(state) def _render_game_over(state: GameState): # Determine visibility visible = bool(st.session_state.get("show_gameover_overlay", True)) and is_game_over(state) if visible: _game_over_dialog(state) def _sort_wordlist(filename): 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('
', unsafe_allow_html=True) left, right = st.columns([3, 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, 2], 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 dismissed) state = _to_state() if is_game_over(state) and not st.session_state.get("hide_gameover_overlay", False): _render_game_over(state)