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### Game-unknown Developer Script.md

## 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 }