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## DR Studios "Game-Unknown" Developer script
## 3d game for hf(dunno name was just testn stuff out for a 3d world build idea. (see notes a1)
# app.py
import streamlit as st
import streamlit.components.v1 as components
st.set_page_config(page_title="Greek City Shooter", layout="wide")
with open("index.html", "r", encoding="utf-8") as f:
html = f.read()
components.html(html, height=800)
# new index.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Greek City Shooter</title>
<style>
body { margin: 0; overflow: hidden; background: #000; }
#ui {
position: absolute; top: 10px; left: 10px; right: 10px;
color: white; font-family: "Courier New", monospace;
z-index: 10; pointer-events: none;
display: flex; justify-content: space-between; padding: 10px;
}
#hp_bar { width: 200px; height: 15px; background: #333; border: 1px solid #fff; }
#hp_fill { width: 100%; height: 100%; background: #ff4444; transition: width 0.2s; }
</style>
</head>
<body>
<div id="ui">
<div>
<h2 style="margin:0;">GREEK CITY - RANGERS</h2>
<div id="hp_bar"><div id="hp_fill"></div></div>
</div>
<div id="ammo" style="font-size: 24px;">AMMO: 30/30</div>
</div>
<div id="container"></div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r152/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.152/examples/js/loaders/GLTFLoader.js"></script>
<script>
// ---------- CONFIG ----------
const GameConfig = {
worldPath: "greek city.glb",
playerModelPath: "male.glb",
playerSpawn: new THREE.Vector3(5, 1, 10),
enemySpawns: [
new THREE.Vector3(10, 1, -5),
new THREE.Vector3(-8, 1, -12),
new THREE.Vector3(3, 1, -18)
],
fogColor: 0x222529,
skyColor: 0x222529
};
// ---------- GLOBALS ----------
let scene, camera, renderer, clock;
let world = null;
let player = null, playerSpeed = 20, playerHP = 100;
let enemies = [], bullets = [], enemyBullets = [], particles = [];
let keys = {};
let mouse = new THREE.Vector2();
let raycaster = new THREE.Raycaster();
let ammo = 30, maxAmmo = 30, reloadTime = 1.5, reloading = false;
let timeMult = 1.0, shake = 0;
let lastShotTime = 0, fireRate = 0.15;
let lastEnemyFire = 0, enemyFireCooldown = 0.8;
// ---------- INPUT ----------
window.addEventListener("keydown", e => { keys[e.key.toLowerCase()] = true; });
window.addEventListener("keyup", e => { keys[e.key.toLowerCase()] = false; });
window.addEventListener("mousemove", (event) => {
if (!renderer) return;
const rect = renderer.domElement.getBoundingClientRect();
mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
});
window.addEventListener("mousedown", (event) => {
if (event.button === 0) shoot();
});
// ---------- INIT ----------
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color(GameConfig.skyColor);
scene.fog = new THREE.Fog(GameConfig.fogColor, 10, 120);
camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
clock = new THREE.Clock();
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.getElementById("container").appendChild(renderer.domElement);
// Lights
scene.add(new THREE.AmbientLight(0x404040, 2));
const sun = new THREE.DirectionalLight(0xffffff, 1.0);
sun.position.set(20, 40, 10);
sun.castShadow = true;
scene.add(sun);
loadWorld();
createPlayer();
spawnEnemies();
window.addEventListener("resize", onWindowResize, false);
animate();
}
// ---------- WORLD ----------
function loadWorld() {
const loader = new THREE.GLTFLoader();
loader.load(
GameConfig.worldPath,
(gltf) => {
world = gltf.scene;
world.scale.set(1, 1, 1); // tweak as needed
world.position.set(0, 0, 0); // tweak as needed
scene.add(world);
},
undefined,
(err) => console.error("Error loading world:", err)
);
}
// ---------- PLAYER ----------
function createPlayer() {
const loader = new THREE.GLTFLoader();
loader.load(
GameConfig.playerModelPath,
(gltf) => {
player = gltf.scene;
player.scale.set(1, 1, 1);
player.position.copy(GameConfig.playerSpawn);
scene.add(player);
},
undefined,
(err) => {
console.warn("Failed to load player model, using capsule:", err);
const geom = new THREE.CapsuleGeometry(0.5, 1);
const mat = new THREE.MeshStandardMaterial({ color: 0x2d5a27 });
player = new THREE.Mesh(geom, mat);
player.position.copy(GameConfig.playerSpawn);
scene.add(player);
}
);
}
// ---------- ENEMIES ----------
function spawnEnemies() {
GameConfig.enemySpawns.forEach((pos) => {
const geom = new THREE.BoxGeometry(4, 4, 4);
const mat = new THREE.MeshStandardMaterial({ color: 0x333333 });
const enemy = new THREE.Mesh(geom, mat);
enemy.position.copy(pos);
enemy.userData = { hp: 100 };
enemies.push(enemy);
scene.add(enemy);
});
}
// ---------- MOVEMENT ----------
function handleMovement(dt) {
if (!player) return;
const moveVector = new THREE.Vector3();
const forward = new THREE.Vector3(0, 0, -1);
const right = new THREE.Vector3(1, 0, 0);
if (keys["w"]) moveVector.add(forward);
if (keys["s"]) moveVector.sub(forward);
if (keys["a"]) moveVector.sub(right);
if (keys["d"]) moveVector.add(right);
if (moveVector.lengthSq() > 0) {
moveVector.normalize();
moveVector.multiplyScalar(playerSpeed * dt * timeMult);
player.position.add(moveVector);
}
// Aim toward mouse on ground plane
raycaster.setFromCamera(mouse, camera);
const plane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
const intersectPoint = new THREE.Vector3();
raycaster.ray.intersectPlane(plane, intersectPoint);
if (intersectPoint && player) {
const dir = intersectPoint.clone().sub(player.position);
const angle = Math.atan2(dir.x, dir.z);
player.rotation.y = angle;
}
}
// ---------- SHOOTING ----------
function shoot() {
if (!player || reloading) return;
const now = performance.now() / 1000;
if (now - lastShotTime < fireRate) return;
if (ammo <= 0) {
startReload();
return;
}
lastShotTime = now;
ammo -= 1;
updateAmmoUI();
const bulletGeom = new THREE.SphereGeometry(0.15, 8, 8);
const bulletMat = new THREE.MeshBasicMaterial({ color: 0xffff00 });
const bullet = new THREE.Mesh(bulletGeom, bulletMat);
bullet.position.copy(player.position).add(new THREE.Vector3(0, 1.0, 0));
const dir = new THREE.Vector3(0, 0, -1);
dir.applyAxisAngle(new THREE.Vector3(0, 1, 0), player.rotation.y);
bullet.userData = {
vel: dir.clone().multiplyScalar(80),
friend: true
};
bullets.push(bullet);
scene.add(bullet);
}
function startReload() {
if (reloading) return;
reloading = true;
const ammoDiv = document.getElementById("ammo");
ammoDiv.textContent = "RELOADING...";
setTimeout(() => {
ammo = maxAmmo;
reloading = false;
updateAmmoUI();
}, reloadTime * 1000);
}
function updateAmmoUI() {
const ammoDiv = document.getElementById("ammo");
ammoDiv.textContent = "AMMO: " + ammo + "/" + maxAmmo;
}
// ---------- ENEMY FIRE ----------
function enemyFire(dt) {
const now = performance.now() / 1000;
if (now - lastEnemyFire < enemyFireCooldown) return;
lastEnemyFire = now;
enemies.forEach((enemy) => {
if (enemy.userData.hp <= 0 || !player) return;
const dir = player.position.clone().sub(enemy.position);
const dist = dir.length();
if (dist > 120) return;
dir.normalize();
const bulletGeom = new THREE.SphereGeometry(0.15, 8, 8);
const bulletMat = new THREE.MeshBasicMaterial({ color: 0xff4444 });
const bullet = new THREE.Mesh(bulletGeom, bulletMat);
bullet.position.copy(enemy.position).add(new THREE.Vector3(0, 2.0, 0));
bullet.userData = {
vel: dir.clone().multiplyScalar(60),
friend: false
};
enemyBullets.push(bullet);
scene.add(bullet);
});
}
// ---------- EXPLOSIONS ----------
function createExplosion(pos, color = 0xff4400) {
shake = 0.5;
for (let i = 0; i < 20; i++) {
const p = new THREE.Mesh(
new THREE.SphereGeometry(0.2, 6, 6),
new THREE.MeshBasicMaterial({ color })
);
p.position.copy(pos);
p.userData = {
vel: new THREE.Vector3(
(Math.random() - 0.5) * 6,
Math.random() * 6,
(Math.random() - 0.5) * 6
),
life: 1.0
};
particles.push(p);
scene.add(p);
}
}
// ---------- LOOP ----------
function animate() {
requestAnimationFrame(animate);
const dt = clock.getDelta();
timeMult = (playerHP < 30) ? 0.4 : 1.0;
if (shake > 0) {
camera.position.x += (Math.random() - 0.5) * shake;
camera.position.y += (Math.random() - 0.5) * shake;
shake *= 0.9;
}
handleMovement(dt);
// Player bullets
bullets = bullets.filter((b) => {
b.position.add(b.userData.vel.clone().multiplyScalar(dt * timeMult));
let keep = true;
enemies.forEach((enemy) => {
if (enemy.userData.hp <= 0) return;
if (b.position.distanceTo(enemy.position) < 3) {
enemy.userData.hp -= 40;
createExplosion(enemy.position.clone().add(new THREE.Vector3(0, 2, 0)));
if (enemy.userData.hp <= 0) {
scene.remove(enemy);
}
keep = false;
}
});
if (!keep) {
scene.remove(b);
return false;
}
if (b.position.length() > 500) {
scene.remove(b);
return false;
}
return true;
});
// Enemy bullets
enemyBullets = enemyBullets.filter((b) => {
b.position.add(b.userData.vel.clone().multiplyScalar(dt * timeMult));
let keep = true;
if (player && b.position.distanceTo(player.position) < 1.5) {
playerHP -= 10;
if (playerHP < 0) playerHP = 0;
document.getElementById("hp_fill").style.width = playerHP + "%";
createExplosion(player.position.clone().add(new THREE.Vector3(0, 1, 0)), 0xff0000);
keep = false;
}
if (!keep) {
scene.remove(b);
return false;
}
if (b.position.length() > 500) {
scene.remove(b);
return false;
}
return true;
});
// Particles
particles = particles.filter((p) => {
p.position.add(p.userData.vel.clone().multiplyScalar(dt));
p.userData.life -= dt;
if (p.userData.life <= 0) {
scene.remove(p);
return false;
}
return true;
});
enemyFire(dt);
// Camera follow
if (player) {
const camOffset = new THREE.Vector3(0, 8, 18);
const camPos = player.position.clone().add(camOffset);
camera.position.lerp(camPos, 0.1);
const lookAtPos = player.position.clone().add(new THREE.Vector3(0, 2, -10));
camera.lookAt(lookAtPos);
}
renderer.render(scene, camera);
}
// ---------- RESIZE ----------
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// ---------- START ----------
init();
</script>
</body>
</html>
# <next script goes here.PlaceHolder>
#ph# <script starts here>
# note from Dave:(notes a1)
what my end result/ hope to Accomplish is: A HF Space that consist of a GUI that lets you choose from a preset of 3d world environments, then user uploads There own: glb, obj, .ghlt 3d Model (or chose one of preset models from drop down menu), then choose from a couple of creator(me) defined world environments, and then hits "Enter" button on screen to jump on in a game world environment and tryout, experiment, kill some monsters or just !@$!@ around and Explore (with there model in a 3d environment, try it out, or show it off, etc..) a 3d game environment (choose from various preset environments [currently only 1 uploaded greek city.glb plan on more]) and do some stuff (not fully defined yet[ ideas i got though small open world can walk, talk, shoot simple npcs, fly, box others would be cool otherwise npc , explore shit like that]) and if i would be lucky and make a stretch a small lobby so multiple users could possibly interact with each other and of course they for any of this probably would have to enter in there own hf-tolken. { in summary this is the mission plan on this un-named project } |