4022 Werke — 613 Songs, 44 Bücher, 392 Bilder, 2658 SVGs, 315 Code
Eine visuelle Todo-Liste mit Material Design 3, die Aufgaben in einer fließenden Animation sortiert und farblich nach Kategorien (Work, Personal, Creative) gruppiert.
```kotlin
import androidx.compose.animation.AnimatedVisibility
import androidx.compose.animation.core.tween
import androidx.compose.animation.fadeIn
import androidx.compose.animation.fadeOut
import androidx.compose.animation.slideInVertically
import androidx.compose.animation.slideOutVertically
import androidx.compose.foundation Background
import androidx.compose.foundation.Card
import androidx.compose.foundation.ExperimentalCardApi
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.lazy.LazyColumn
import androidx.compose.foundation.lazy.itemsIndexed
import androidx.compose.foundation.lazy.rememberLazyListState
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Add
import androidx.compose.material.icons.filled.Delete
import androidx.compose.material.icons.filled.Done
import androidx.compose.material.icons.filled.Sort
import androidx.compose.material3.Button
import androidx.compose.material3.ButtonDefaults
import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.Divider
import androidx.compose.material3.DropdownMenu
import androidx.compose.material3.DropdownMenuItem
import androidx.compose.material3.ElevationCard
import androidx.compose.material3.ExperimentalMaterial3Api
import androidx.compose.material3.FloatingActionButton
import androidx.compose.material3.Icon
import androidx.compose.material3.IconButton
import androidx.compose.material3.LinearProgressIndicator
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.OutlinedTextField
import androidx.compose.material3.Scaffold
import androidx.compose.material3.SnackbarHost
import androidx.compose.material3.SnackbarHostState
import androidx.compose.material3.Surface
import androidx.compose.material3.Switch
import androidx.compose.material3.Text
import androidx.compose.material3.TextField
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberCoroutineScope
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.vector.ImageVector
import androidx.compose.ui platform.LocalContext
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.text.input.TextFieldValue
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import kotlinx.coroutines.launch
import java.util.UUID
import java.util.concurrent.TimeUnit
// Data classes
data class TodoItem(
val id: String = UUID.randomUUID().toString(),
val title: String,
val isCompleted: Boolean = false,
val category: Category = Category.Work,
val priority: Priority = Priority.Medium,
val createdAt: Long = System.currentTimeMillis()
)
enum class Category(val color: Color) {
Work(Color(0xFF6200EE)), // Purple
Personal(Color(0xFF03DAC6)), // Teal
Creative(Color(0xFF00B0FF)) // Light Blue
}
enum class Priority(val icon: ImageVector, val color: Color) {
High(Icons.Default.Sort, Color.Red),
Medium(Icons.Default.Sort, Color.Orange),
Low(Icons.Default.Sort, Color.Green)
}
// Material 3 Theme Extension
@Composable
fun FlowTodoTheme(
content: @Composable () -> Unit
) {
MaterialTheme(
colorScheme = MaterialTheme.colorScheme.copy(
primary = MaterialTheme.colorScheme.primaryContainer,
secondary = MaterialTheme.colorScheme.secondaryContainer
),
content = content
)
}
// Main App
@Composable
fun FlowTodoApp() {
val snackbarHostState = remember { SnackbarHostState() }
val scope = rememberCoroutineScope()
Surface(
modifier = Modifier.fillMaxSize(),
color = MaterialTheme.colorScheme.background
) {
Scaffold(
snackbarHost = { SnackbarHost(snackbarHostState) },
floatingActionButton = {
FloatingActionButton(
onClick = { showAddDialog.value = true },
contentColor = MaterialTheme.colorScheme.onPrimaryContainer,
containerColor = MaterialTheme.colorScheme.primaryContainer
) {
Icon(Icons.Default.Add, contentDescription = "Add Task")
}
},
topBar = {
TopAppBarWithSort(
onSortClick = { showSortOptions.value = true },
onThemeToggle = { darkTheme = !darkTheme }
)
}
) { padding ->
if (showAddDialog.value) {
AddTodoDialog(
onDismiss = { showAddDialog.value = false },
onAdd = { newItem ->
todos.add(newItem)
scope.launch {
snackbarHostState.showSnackbar("Task added!", duration = 2000)
}
}
)
}
if (showSortOptions.value) {
SortOptionsDialog(
onDismiss = { showSortOptions.value = false },
onSort = { sortOrder = it }
)
}
AnimatedVisibility(
visible = isLoading,
enter = fadeIn() + slideInVertically { height -> height / 2 },
exit = fadeOut() + slideOutVertically { height -> height / 2 }
) {
Box(
modifier = Modifier
.fillMaxSize()
.padding(padding),
contentAlignment = Alignment.Center
) {
CircularProgressIndicator()
}
}
AnimatedVisibility(
visible = !isLoading,
enter = fadeIn() + slideInVertically { height -> height / 2 },
exit = fadeOut() + slideOutVertically { height -> height / 2 }
) {
LazyColumn(
state = rememberLazyListState(),
modifier = Modifier
.fillMaxSize()
.padding(padding)
.padding(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp)
) {
itemsIndexed(todos.sortedBy(sortOrder)) { index, item ->
TodoItemCard(
todo = item,
onDelete = { deleteTodo(item) },
onComplete = { completeTodo(item) },
onEdit = { showAddDialog.value = true; currentEditItem = item }
)
}
}
}
}
}
}
// State
val showAddDialog = remember { mutableStateOf(false) }
val showSortOptions = remember { mutableStateOf(false) }
var todos = remember { mutableListOf<TodoItem>() }
var currentEditItem: TodoItem? = remember { null }
var sortOrder: (TodoItem) -> Int = remember { { it.createdAt } }
var darkTheme = remember { mutableStateOf(false) }
var isLoading = remember { mutableStateOf(true) }
// Simulate initial data load
@Composable
fun initData() {
isLoading.value = true
// Simulate network delay
// In a real app, you would load from a repository
TimeUnit.MILLISECONDS.sleep(1500)
todos.addAll(
listOf(
TodoItem(title = "Finish Android App", category = Category.Work, priority = Priority.High),
TodoItem(title = "Grocery Shopping", category = Category.Personal),
TodoItem(title = "Creative Project Idea", category = Category.Creative, priority = Priority.Low),
TodoItem(title = "Learn Compose Animations", category = Category.Creative, priority = Priority.Medium),
TodoItem(title = "Team Meeting", category = Category.Work, priority = Priority.High)
)
)
isLoading.value = false
}
// Top App Bar with Sort and Theme Toggle
@OptIn(ExperimentalMaterial3Api::class)
@Composable
fun TopAppBarWithSort(
onSortClick: () -> Unit,
onThemeToggle: () -> Unit
) {
val context = LocalContext.current
initData() // Initialize data on first compose
Material3TopAppBar(
title = { Text("Flow Todo", fontSize = 20.sp, fontWeight = FontWeight.Bold) },
actions = {
Row {
IconButton(onClick = onSortClick) {
Icon(Icons.Default.Sort, contentDescription = "Sort")
}
Switch(
checked = darkTheme.value,
onCheckedChange = { darkTheme.value = it; onThemeToggle() },
modifier = Modifier.padding(horizontal = 8.dp)
)
}
},
colors = TopAppBarDefaultColors(
containerColor = MaterialTheme.colorScheme.primaryContainer,
titleColor = MaterialTheme.colorScheme.onPrimaryContainer,
actionIconColor = MaterialTheme.colorScheme.onPrimaryContainer
)
)
}
// Add/Edit Todo Dialog
@OptIn(ExperimentalMaterial3Api::class)
@Composable
fun AddTodoDialog(
onDismiss: () -> Unit,
onAdd: (TodoItem) -> Unit
) {
val textFieldValue = remember { mutableStateOf(TextFieldValue(currentEditItem?.title ?: "")) }
val selectedCategory = remember { mutableStateOf(currentEditItem?.category ?: Category.Work) }
val selectedPriority = remember { mutableStateOf(currentEditItem?.priority ?: Priority.Medium) }
AlertDialog(
onDismissRequest = onDismiss,
title = {
Text(
if (currentEditItem == null) "Add New Task" else "Edit Task",
fontWeight = FontWeight.Bold
)
},
text = {
Column(
verticalArrangement = Arrangement.spacedBy(16.dp)
) {
OutlinedTextField(
value = textFieldValue.value,
onValueChange = { textFieldValue.value = it },
label = { Text("Title") },
modifier = Modifier.fillMaxWidth()
)
Row(
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
Text("Category:", modifier = Modifier.weight(1f))
Box(
modifier = Modifier
.weight(2f)
.height(48.dp)
) {
DropdownMenu(
expanded = remember { mutableStateOf(false) },
onDismissRequest = { /* handled by DropdownMenuItem */ }
) {
Category.values().forEach { category ->
DropdownMenuItem(
text = { Text(category.name) },
onClick = {
selectedCategory.value = category
},
leadingIcon = {
Box(
modifier = Modifier
.size(24.dp)
.clip(CircleShape)
.background(category.color)
)
}
)
}
}
IconButton(
onClick = { /* Toggle dropdown */ },
modifier = Modifier.align(Alignment.CenterEnd)
) {
Box(
modifier = Modifier
.size(40.dp)
.clip(CircleShape)
.background(selectedCategory.value.color)
)
}
}
}
Row(
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
Text("Priority:", modifier = Modifier.weight(1f))
Box(
modifier = Modifier
.weight(2f)
.height(48.dp)
) {
DropdownMenu(
expanded = remember { mutableStateOf(false) },
onDismissRequest = { /* handled by DropdownMenuItem */ }
) {
Priority.values().forEach { priority ->
DropdownMenuItem(
text = { Text(priority.name) },
onClick = {
selectedPriority.value = priority
},
leadingIcon = {
Icon(priority.icon, contentDescription = null, tint = priority.color)
}
)
}
}
IconButton(
onClick = { /* Toggle dropdown */ },
modifier = Modifier.align(Alignment.CenterEnd)
) {
Icon(
selectedPriority.value.icon,
contentDescription = null,
tint = selectedPriority.value.color
)
}
}
}
}
},
confirmButton = {
Button(
onClick = {
val newItem = currentEditItem?.copy(
title = textFieldValue.value.text,
category = selectedCategory.value,
priority = selectedPriority.value
) ?: TodoItem(
title = textFieldValue.value.text,
category = selectedCategory.value,
priority = selectedPriority.value
)
if (newItem.title.isBlank()) {
// Don't close dialog if title is empty
return@Button
}
onAdd(newItem)
currentEditItem = null
textFieldValue.value = TextFieldValue("")
onDismiss()
},
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.primaryContainer,
contentColor = MaterialTheme.colorScheme.onPrimaryContainer
)
) {
Text(if (currentEditItem == null) "Add" else "Update")
}
},
dismissButton = {
Button(
onClick = onDismiss,
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.onSurfaceVariant,
contentColor = MaterialTheme.colorScheme.onSurfaceVariant
)
) {
Text("Cancel")
}
},
containerColor = MaterialTheme.colorScheme.surfaceContainer,
titleContentColor = MaterialTheme.colorScheme.onSurface,
textContentColor = MaterialTheme.colorScheme.onSurface,
windowInsets = WindowInsets(0, 0, 0, 0),
shape = RoundedCornerShape(16.dp)
)
}
// Sort Options Dialog
@OptIn(ExperimentalMaterial3Api::class)
@Composable
fun SortOptionsDialog(
onDismiss: () -> Unit,
onSort: (TodoItem) -> Int
) {
AlertDialog(
onDismissRequest = onDismiss,
title = { Text("Sort By", fontWeight = FontWeight.Bold) },
text = {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
SortOptionItem(
text = "Creation Time",
icon = Icons.Default.Sort,
isSelected = sortOrder == { it.createdAt },
onClick = { onSort({ it.createdAt }) }
)
SortOptionItem(
text = "Title (A-Z)",
icon = Icons.Default.Sort,
isSelected = sortOrder == { it.title.lowercase() },
onClick = { onSort({ it.title.lowercase() }) }
)
SortOptionItem(
text = "Priority (High to Low)",
icon = Icons.Default.Sort,
isSelected = sortOrder == { it.priority.ordinal },
onClick = { onSort({ it.priority.ordinal }) }
)
SortOptionItem(
text = "Category",
icon = Icons.Default.Sort,
isSelected = sortOrder == { it.category.name },
onClick = { onSort({ it.category.name }) }
)
}
},
confirmButton = {
Button(
onClick = onDismiss,
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.primaryContainer,
contentColor = MaterialTheme.colorScheme.onPrimaryContainer
)
) {
Text("Done")
}
},
containerColor = MaterialTheme.colorScheme.surfaceContainer,
titleContentColor = MaterialTheme.colorScheme.onSurface,
textContentColor = MaterialTheme.colorScheme.onSurface,
windowInsets = WindowInsets(0, 0, 0, 0),
shape = RoundedCornerShape(16.dp)
)
}
@Composable
fun SortOptionItem(
text: String,
icon: ImageVector,
isSelected: Boolean,
onClick: () -> Unit
) {
Button(
onClick = onClick,
shape = RoundedCornerShape(8.dp),
colors = ButtonDefaults.buttonColors(
containerColor = if (isSelected) MaterialTheme.colorScheme.primaryContainer else MaterialTheme.colorScheme.surfaceVariant,
contentColor = MaterialTheme.colorScheme.onSurfaceVariant
)
) {
Row(
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
Icon(icon, contentDescription = null)
Text(text)
if (isSelected) {
Icon(Icons.Default.Done, contentDescription = "Selected", modifier = Modifier.size(16.dp))
}
}
}
}
// Todo Item Card with animations
@OptIn(ExperimentalCardApi::class)
@Composable
fun TodoItemCard(
todo: TodoItem,
onDelete: () -> Unit,
onComplete: () -> Unit,
onEdit: () -> Unit
) {
Card(
modifier = Modifier
.fillMaxWidth()
.clickable { onEdit() }
.animateItemPlacement(),
elevation = CardDefaults.cardElevation(4.dp)
) {
Row(
modifier = Modifier
.fillMaxWidth()
.padding(16.dp),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(12.dp)
) {
Box(
modifier = Modifier
.size(40.dp)
.clip(CircleShape)
.background(todo.category.color)
)
Column(
modifier = Modifier
.weight(1f)
.padding(horizontal = 8.dp),
verticalArrangement = Arrangement.SpaceBetween
) {
Row(
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(4.dp)
) {
Checkbox(
checked = todo.isCompleted,
onCheckedChange = onComplete,
modifier = Modifier.size(24.dp)
)
Text(
text = todo.title,
fontSize = 16.sp,
color = if (todo.isCompleted) MaterialTheme.colorScheme.onSurface.copy(alpha = 0.6f) else Material
Ein WordPress/Joomla-Plugin, das Benutzern ermöglicht, interaktive Geschichten zu erstellen und einzufügen. Mit Shortcodes werden Geschichten in Posts oder Artikel eingebunden, die Nutzer durch Klicke
<?php
/*
Plugin Name: Ailey's Interactive Storyteller
Description: Enables users to create and embed interactive stories using shortcodes. Supports branching narratives and multiple endings.
Version: 1.0
Author: Ailey
Author URI: https://github.com/yourusername
Text Domain: ailey-interactive-storyteller
Domain Path: /languages
*/
defined('ABSPATH') || defined('JPATH_BASE') || die;
// Define constants for WordPress or Joomla
if (function_exists('is_wordpress')) {
// WordPress constants and setup
define('AIS_PLUGIN_DIR', plugin_dir_path(__FILE__));
define('AIS_PLUGIN_URL', plugin_dir_url(__FILE__));
} else {
// Joomla constants and setup
define('AIS_PLUGIN_DIR', dirname(__FILE__));
define('AIS_PLUGIN_URL', JURI::base() . 'plugins/content/ais/');
}
// Load language files
add_action('init', 'ais_load_textdomain');
function ais_load_textdomain() {
if (is_wordpress()) {
load_plugin_textdomain('ais', false, dirname(plugin_basename(__FILE__)) . '/languages');
} elseif (function_exists('JLanguage')) {
$lang = JFactory::getLanguage();
$lang->load('plg_content_ais', JPATH_ADMINISTRATOR, 'utf8', false);
}
}
// Register shortcode for WordPress
if (function_exists('add_shortcode')) {
add_shortcode('ais_story', 'ais render_story_shortcode');
}
// Register plugin for Joomla (if in Joomla context)
if (function_exists('JPlugin')) {
class plgContentAis extends JPlugin {
public function onContentBeforeDisplay($context, $article, $params, $limitstart) {
if ($context === 'com_content.article') {
$article->text = preg_replace_callback(
'/\[ais_story(.*?)\]/',
function($matches) {
return $this->render_story_shortcode($matches);
},
$article->text
);
}
return $article;
}
private function render_story_shortcode($matches) {
if (is_wordpress()) {
return ais_render_story_shortcode($matches[0], $matches[1]);
} else {
ob_start();
include AIS_PLUGIN_DIR . 'includes/render_story.php';
return ob_get_clean();
}
}
}
}
// Main function to render the story shortcode
function ais_render_story_shortcode($shortcode, $attr) {
if (is_wordpress()) {
ob_start();
include AIS_PLUGIN_DIR . 'includes/render_story.php';
return ob_get_clean();
} else {
return '[ais_story]'; // Fallback for Joomla
}
}
// Admin class to handle story creation and storage
class AIS_Admin {
public function __construct() {
if (is_wordpress()) {
add_action('admin_menu', array($this, 'add_admin_menu'));
add_action('admin_init', array($this, 'register_settings'));
} elseif (function_exists('JFactory')) {
JLoader::register('AISAdmin', AIS_PLUGIN_DIR . 'admin/ais_admin.php');
$admin = new AISAdmin();
}
}
public function add_admin_menu() {
add_options_page(
__('Ailey\'s Interactive Storyteller', 'ais'),
__('Interactive Stories', 'ais'),
'manage_options',
'ais-storyteller',
array($this, 'render_admin_page')
);
}
public function register_settings() {
register_setting('ais_settings', 'ais_stories');
}
public function render_admin_page() {
?>
<div class="wrap">
<h1><?php echo esc_html(get_admin_page_title()); ?></h1>
<form method="post" action="options.php">
<?php settings_fields('ais_settings'); ?>
<?php do_settings_sections('ais_settings'); ?>
<table class="form-table">
<tr>
<td>
<textarea name="ais_stories" id="ais_stories" rows="10" cols="100" placeholder="<?php echo esc_attr(__('Add stories in JSON format. Example: {"id": "1", "title": "First Story", "content": "Once upon a time...", "options": [{"text": "Option 1", "path": "2"}, {"text": "Option 2", "path": "3"}]}', 'ais')); ?>"><?php echo esc_textarea(escape_html(get_option('ais_stories', ''))); ?></textarea>
</td>
</tr>
</table>
<?php submit_button(); ?>
</form>
</div>
<?php
}
}
// Initialize the admin class on plugin load
new AIS_Admin();
// Render story function
function render_story($story_data, $current_path) {
if (!isset($story_data['stories'][$current_path])) {
return __('Story not found or invalid path.', 'ais');
}
$story = $story_data['stories'][$current_path];
$output = '<div class="ais-story-container"><h2>' . esc_html($story['title']) . '</h2><div class="ais-story-content">' . esc_html($story['content']) . '</div>';
if (!empty($story['options'])) {
$output .= '<div class="ais-story-options">';
foreach ($story['options'] as $option) {
$output .= '<a href="#" class="ais-story-option" data-path="' . esc_attr($option['path']) . '">' . esc_html($option['text']) . '</a>';
}
$output .= '</div>';
}
$output .= '</div>';
// Add JavaScript for interactivity
$output .= '<script>
document.addEventListener("DOMContentLoaded", function() {
const options = document.querySelectorAll(".ais-story-option");
options.forEach(option => {
option.addEventListener("click", function(e) {
e.preventDefault();
const path = this.getAttribute("data-path");
fetchStory(path);
});
});
function fetchStory(path) {
const container = document.querySelector(".ais-story-container");
container.innerHTML = "<p>' . __('Loading story...', 'ais') . '</p>";
// In a real implementation, you would fetch the new story content here
// For simplicity, we assume the story data is available globally or fetched via AJAX
// This is a placeholder to show the concept
container.innerHTML = renderStaticStoryPath(path);
}
// This is a placeholder for rendering a story path statically (for demo purposes)
function renderStaticStoryPath(path) {
// This would normally come from the story data fetched via AJAX
return \'' . $output . '\';
}
});
</script>';
return $output;
}
// Include the render story file
include AIS_PLUGIN_DIR . 'includes/render_story.php';
Ein interaktiver Musikvisualizer, der Echtzeit-Frequenzdaten eines Audio-Input analysiert und eine dynamische, quanteninspirierte Aura aus Lichtpartikeln generiert — reagiert auf Beat, Tonhöhe und Kla
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<title>Quantum Aura — Interactive Music Visualizer</title>
<style>
:root {
--bg-gradient: radial-gradient(circle at 30% 30%, #0a0a1a 0%, #1a1a3a 100%);
--particle-color: hsla(var(--hue), 100%, 70%, 0.8);
--particle-tail: linear-gradient(to right, var(--particle-color), rgba(255,255,255,0.1));
}
body {
margin: 0;
padding: 0;
overflow: hidden;
background: var(--bg-gradient);
color: #fff;
font-family: 'Arial', sans-serif;
text-align: center;
cursor: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="%23fff" d="M12 2C6.48 2 2 6.48 2 12s4.48 10 10 10 10-4.48 10-10S17.52 2 12 2zm-1.25 16.25c-.33 0-.62-.11-.82-.32-.2-.21-.32-.49-.32-.81s.11-.6.32-.81c.2-.21.49-.32.82-.32.33 0 .62.11.82.32.2.21.32.49.32.81s-.11.6-.32.81zM12 6.5c-3.03 0-5.5 2.47-5.5 5.5s2.47 5.5 5.5 5.5 5.5-2.47 5.5-5.5-2.47-5.5-5.5zm0 10c-1.93 0-3.5-1.57-3.5-3.5s1.57-3.5 3.5-3.5 3.5 1.57 3.5 3.5-1.57 3.5-3.5 3.5z"/></svg>'), auto;
}
#canvas {
display: block;
margin: 20px auto;
background: rgba(10, 10, 26, 0.7);
border-radius: 12px;
box-shadow: 0 0 40px rgba(0, 200, 255, 0.3);
filter: blur(0.5px);
}
#info {
max-width: 600px;
margin: 20px auto;
font-size: 18px;
line-height: 1.5;
color: rgba(255, 255, 255, 0.9);
text-shadow: 0 0 8px rgba(0, 200, 255, 0.5);
}
#toggleBtn {
display: inline-block;
margin: 15px 10px;
padding: 10px 20px;
background: #00f0ff;
color: #000;
border: none;
border-radius: 25px;
font-weight: bold;
font-size: 16px;
cursor: pointer;
transition: all 0.3s;
box-shadow: 0 0 10px rgba(0, 240, 255, 0.5);
user-select: none;
}
#toggleBtn:hover {
background: #00e0ef;
transform: scale(1.05);
}
#toggleBtn:active {
transform: scale(0.95);
}
.particle {
position: absolute;
width: 4px;
height: 4px;
border-radius: 50%;
background: var(--particle-color);
opacity: 0.7;
transition: all 0.1s ease-out;
transform-origin: 50% 50%;
}
.particle-tail {
position: absolute;
width: 100%;
height: 100%;
background: var(--particle-tail);
opacity: 0.3;
pointer-events: none;
}
.particle-pulse {
animation: pulse 1.5s infinite;
}
@keyframes pulse {
0% { opacity: 0.5; transform: scale(1); }
50% { opacity: 0.9; transform: scale(1.2); }
100% { opacity: 0.5; transform: scale(1); }
}
.quantum-core {
position: absolute;
width: 8px;
height: 8px;
border-radius: 50%;
background: radial-gradient(circle, #00f0ff, #00a0d0);
box-shadow: 0 0 15px rgba(0, 240, 255, 0.8), 0 0 30px rgba(0, 160, 208, 0.6);
animation: core-pulse 2s infinite;
z-index: 100;
}
@keyframes core-pulse {
0% { box-shadow: 0 0 15px rgba(0, 240, 255, 0.8), 0 0 30px rgba(0, 160, 208, 0.6); }
50% { box-shadow: 0 0 20px rgba(0, 240, 255, 0.9), 0 0 35px rgba(0, 160, 208, 0.7); }
100% { box-shadow: 0 0 15px rgba(0, 240, 255, 0.8), 0 0 30px rgba(0, 160, 208, 0.6); }
}
</style>
</head>
<body>
<h1>QUANTUM AURA</h1>
<p id="info">Connect your microphone to transform music into a quantum light experience. Move, sing, or play — the aura reacts in real-time.</p>
<button id="toggleBtn">🎵 Start / Stop</button>
<canvas id="canvas" width="800" height="600"></canvas>
<div class="quantum-core" id="core"></div>
<script>
// =============================================
// Quantum Aura - Interactive Music Visualizer
// Features:
// - Real-time audio analysis (FFT)
// - Particle system with quantum-inspired behavior
// - Dynamic color & motion based on frequency bands
// - Core pulse synced to bass/drum beats
// - Microphone input with permission handling
// - Responsive & mobile-friendly
// =============================================
(function() {
'use strict';
// DOM Elements
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
const toggleBtn = document.getElementById('toggleBtn');
const core = document.getElementById('core');
const info = document.getElementById('info');
// Canvas setup
const width = canvas.width;
const height = canvas.height;
ctx.fillStyle = 'rgba(10, 10, 26, 0.9)';
// Audio context & analyzer
let audioCtx = null;
let analyzer = null;
let microphone = null;
let isPlaying = false;
// Particle system
const particles = [];
const particleCount = 120;
const corePos = { x: width / 2, y: height / 2 };
// FFT & Frequency bands
const frequencyBands = 64;
const dataArray = new Uint8Array(frequencyBands);
const bassThreshold = 100;
const beatSensitivity = 0.7;
// Animation & state
let lastTime = 0;
let hue = 0;
let pulseIntensity = 0.5;
let isBeatDetected = false;
let beatCounter = 0;
// Initialize
init();
// Event listeners
toggleBtn.addEventListener('click', toggleAudio);
// Main animation loop
function animate(timestamp) {
if (!isPlaying) return;
const deltaTime = timestamp - lastTime;
lastTime = timestamp;
updateParticles(deltaTime);
render();
requestAnimationFrame(animate);
}
// Update particle positions & colors based on FFT
function updateParticles(deltaTime) {
const bass = getBassEnergy();
const highs = getHighFrequencyEnergy();
// Update hue based on high frequencies (tonal content)
hue = (hue + (highs * 0.2)) % 360;
// Core pulse based on bass/beat detection
if (isBeatDetected) {
pulseIntensity = Math.min(1, pulseIntensity + 0.03);
beatCounter++;
} else {
pulseIntensity = Math.max(0.2, pulseIntensity - 0.01);
}
// Reset beat detection
if (beatCounter > 0 && !isBeatDetected) {
beatCounter = 0;
}
// Update particles
for (let i = 0; i < particles.length; i++) {
const p = particles[i];
// Radial distance from core (based on bass)
const distance = Math.min(height * 0.4, corePos.x + (bass * 20));
// Angle based on frequency band + particle index
const angle = (timestamp * 0.0002 + i * 0.1) % (Math.PI * 2);
// Quantum-inspired randomness in motion
const quantumNoise = Math.sin(timestamp * 0.0001 + i * 0.05) * 0.3;
p.x = corePos.x + Math.cos(angle) * distance + quantumNoise * 20;
p.y = corePos.y + Math.sin(angle) * distance + quantumNoise * 20;
// Scale based on frequency & beat
p.size = 2 + bass * 0.3;
p.opacity = 0.6 + (pulseIntensity * 0.4);
p.hue = hue;
// Tail effect
p.tailX = p.x - Math.cos(angle) * 5;
p.tailY = p.y - Math.sin(angle) * 5;
p.tailOpacity = 0.1 + (pulseIntensity * 0.2);
}
}
// Render everything
function render() {
// Clear with subtle gradient for smooth animation
ctx.fillStyle = `rgba(10, 10, 26, 0.95)`;
ctx.fillRect(0, 0, width, height);
// Draw particles
particles.forEach(p => {
// Main particle
ctx.fillStyle = `hsla(${p.hue}, 100%, 70%, ${p.opacity})`;
ctx.beginPath();
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
ctx.fill();
// Tail
ctx.fillStyle = `hsla(${p.hue}, 100%, 90%, ${p.tailOpacity})`;
ctx.beginPath();
ctx.ellipse(p.tailX, p.tailY, p.size * 1.5, p.size * 0.5, 0, 0, Math.PI * 2);
ctx.fill();
// Pulse effect around core (beat detection)
if (pulseIntensity > 0.7 && Math.random() > 0.7) {
const ringX = corePos.x + Math.cos(angle + timestamp * 0.0001) * (50 + pulseIntensity * 30);
const ringY = corePos.y + Math.sin(angle + timestamp * 0.0001) * (50 + pulseIntensity * 30);
ctx.fillStyle = `hsla(${hue}, 100%, 80%, ${pulseIntensity * 0.5})`;
ctx.beginPath();
ctx.arc(ringX, ringY, 3, 0, Math.PI * 2);
ctx.fill();
}
});
// Core with dynamic glow
ctx.fillStyle = '#00f0ff';
ctx.beginPath();
ctx.arc(corePos.x, corePos.y, 4, 0, Math.PI * 2);
ctx.fill();
// Glow effect
const glowSize = 15 + pulseIntensity * 15;
ctx.fillStyle = `rgba(0, 240, 255, ${pulseIntensity * 0.6})`;
ctx.beginPath();
ctx.arc(corePos.x, corePos.y, glowSize, 0, Math.PI * 2);
ctx.fill();
}
// Initialize audio context & particle system
function init() {
try {
audioCtx = new (window.AudioContext || window.webkitAudioContext)();
analyzer = audioCtx.createAnalyser();
analyzer.fftSize = 256;
analyzer.minDecibels = -90;
analyzer.maxDecibels = -10;
analyzer.smoothingTimeConstant = 0.85;
// Create particle system
for (let i = 0; i < particleCount; i++) {
particles.push({
x: Math.random() * width,
y: Math.random() * height,
size: 2 + Math.random() * 2,
opacity: 0.5,
hue: Math.random() * 360,
tailX: 0,
tailY: 0,
tailOpacity: 0.2,
speed: Math.random() * 0.5
});
}
// Set core position
core.style.left = `${corePos.x}px`;
core.style.top = `${corePos.y}px`;
// Hide info on mobile if mic not allowed
if (!('getUserMedia' in navigator)) {
info.textContent = 'Your browser does not support microphone access. Try Chrome or Firefox on a desktop.';
toggleBtn.disabled = true;
}
} catch (e) {
console.error('Audio context error:', e);
info.textContent = 'Error initializing audio. Please check your browser settings.';
}
}
// Toggle microphone on/off
function toggleAudio() {
if (isPlaying) {
stopMicrophone();
} else {
startMicrophone();
}
}
// Start microphone input
function startMicrophone() {
if (microphone) {
microphone.disconnect();
}
navigator.mediaDevices.getUserMedia({ audio: true })
.then(stream => {
microphone = audioCtx.createMediaStreamSource(stream);
microphone.connect(analyzer);
isPlaying = true;
toggleBtn.textContent = '🎵 Stop';
info.textContent = 'Microphone connected! Start playing music or singing.';
requestAnimationFrame(animate);
})
.catch(e => {
console.error('Microphone access denied:', e);
info.textContent = 'Microphone access was denied. Please allow access in your browser settings.';
toggleBtn.textContent = '🎵 Start';
isPlaying = false;
});
}
// Stop microphone
function stopMicrophone() {
if (microphone) {
microphone.disconnect();
microphone = null;
}
isPlaying = false;
toggleBtn.textContent = '🎵 Start';
info.textContent = 'Waiting for music...';
}
// Get bass energy (low frequencies)
function getBassEnergy() {
analyzer.getByteFrequencyData(dataArray);
let sum = 0;
const bassThresholdIndex = Math.floor(bassThreshold * frequencyBands / analyzer.fftSize);
// Sum low frequency bands (bass)
for (let i = 0; i < bassThresholdIndex; i++) {
sum += dataArray[i] / bassThresholdIndex;
}
// Normalize and apply smooth curve
const bassValue = Math.min(1, sum / (bassThresholdIndex * 2));
return bassValue;
}
// Get high frequency energy (midrange and high frequencies)
function getHighFrequencyEnergy() {
analyzer.getByteFrequencyData(dataArray);
let sum = 0;
const highThresholdIndex = Math.floor((1 - bassThreshold) * frequencyBands / analyzer.fftSize);
// Sum high frequency bands (midrange and high)
for (let i = highThresholdIndex; i < frequencyBands; i++) {
sum += dataArray[i] / (frequencyBands - highThresholdIndex);
}
// Normalize and apply smooth curve
const highValue = Math.min(1, sum / (frequencyBands - highThresholdIndex));
return highValue;
}
})();
</script>
</body>
</html>
```
Ein smarter Dateiorganisator, der Dateien in farbige Ordner sortiert — nicht nur nach Extension, sondern mit einem kreativen Farbcode, der auf den Dateinamen basiert. Nützlich für Entwickler, Designer
// Ailey's Colorful FolderSorter - Sortiert Dateien in farbige Ordner basierend auf Extension und Namen-Hash
import fs from 'fs/promises';
import path from 'path';
import chalk from 'chalk';
import { fileURLToPath } from 'url';
import { dirname } from 'path';
// Farben für die Ordner (RGB-Values)
const COLORS = [
'#FF5733', // Rot
'#33FF57', // Grün
'#3357FF', // Blau
'#F3FF33', // Gelb
'#FF33F3', // Pink
'#33FFF3', // Cyan
'#8A33FF', // Violett
'#FF8A33', // Orange
'#33A3FF', // Hellblau
'#FF33A3', // Magenta
'#33FFA3', // Türkis
'#A3FF33', // Limette
'#FF3333', // Dunkelrot
'#33FF33', // Dunkelgrün
'#3333FF', // Dunkelblau
];
// Dateiendungen und ihre Farbcodes (für bessere Überprüfbarkeit)
const EXTENSION_COLORS = {
js: '#FFCC00',
ts: '#4A90E2',
html: '#E34C26',
css: '#569CD6',
json: '#2251B8',
png: '#FFC300',
jpg: '#CFCB11',
gif: '#FF0000',
mp3: '#000000',
pdf: '#E31A1C',
doc: '#003C9B',
xls: '#26375B',
ppt: '#5C2D91',
zip: '#0078D7',
default: '#777777',
};
// Generiert einen Farbcode aus dem Dateinamen (für den Twist)
function generateColorFromName(filename) {
let hash = 0;
for (let i = 0; i < filename.length; i++) {
hash = (hash << 5) - hash + filename.charCodeAt(i);
hash |= 0; // Convert to 32bit integer
}
const colorIndex = Math.abs(hash) % COLORS.length;
return COLORS[colorIndex];
}
// Erstellt einen farbigen Ordnernamen
function getColorFolderName(color) {
const r = parseInt(color.slice(1, 3), 16);
const g = parseInt(color.slice(3, 5), 16);
const b = parseInt(color.slice(5, 7), 16);
return `rgb(${r},${g},${b})`;
}
// Erstellt einen farbigen Ordner im Zielverzeichnis
async function createColorFolder(baseDir, folderName, color) {
const folderPath = path.join(baseDir, folderName);
try {
await fs.mkdir(folderPath, { recursive: true });
console.log(chalk.bgHex(color).black(` Ordner "${folderName}" erstellt`));
} catch (err) {
if (err.code !== 'EEXIST') throw err;
}
}
// Hauptfunktion zum Sortieren der Dateien
async function sortFiles(baseDir, dryRun = false) {
try {
const files = await fs.readdir(baseDir);
let movedCount = 0;
for (const file of files) {
const filePath = path.join(baseDir, file);
const stat = await fs.stat(filePath);
if (stat.isDirectory()) continue;
const ext = path.extname(file).toLowerCase().replace('.', '');
const filenameWithoutExt = path.basename(file, ext);
// Bestimme die Farbe: zuerst Extension, dann Name-Hash als Twist
const color = EXTENSION_COLORS[ext] || generateColorFromName(file);
const folderName = getColorFolderName(color);
const targetDir = path.join(baseDir, folderName);
const targetPath = path.join(targetDir, file);
if (dryRun) {
console.log(chalk.bgHex(color).black(`[DRY RUN] ${file} → ${targetDir}`));
continue;
}
try {
await fs.rename(filePath, targetPath);
movedCount++;
console.log(chalk.bgHex(color).black(` ${file} → ${folderName}`));
} catch (err) {
console.error(chalk.red(` Fehler beim Verschieben von ${file}:`), err.message);
}
}
console.log(chalk.green(`\n🎨 Fertig! ${movedCount} Dateien wurden verschoben.`));
} catch (err) {
console.error(chalk.red('Fehler beim Sortieren:'), err.message);
}
}
// Interaktive Benutzeroberfläche
async function main() {
const __dirname = dirname(fileURLToPath(import.meta.url));
const cwd = process.cwd();
const baseDir = path.join(cwd, 'Sortier-Zauber');
console.log(chalk.rainbow('🌈 Ailey\'s Colorful FolderSorter 🌈'));
console.log(chalk.cyan('Wähle ein Verzeichnis zum Sortieren (oder drücke Enter für das aktuelle Verzeichnis):'));
console.log(chalk.cyan(`Aktuelles Verzeichnis: ${cwd}\n`));
const readline = await import('readline/promises').then((rl) => rl.createInterface({
input: process.stdin,
output: process.stdout,
}));
let selectedDir = '';
try {
selectedDir = await readline.question('Verzeichnis: ');
if (!selectedDir) selectedDir = cwd;
const resolvedDir = path.resolve(selectedDir);
if (!(await fs.access(resolvedDir)).isDirectory()) {
throw new Error('Ungültiges Verzeichnis!');
}
baseDir = path.join(resolvedDir, 'Sortier-Zauber');
} catch (err) {
console.error(chalk.red('Fehler:'), err.message);
process.exit(1);
} finally {
readline.close();
}
console.log(chalk.cyan(`\nTestlauf (keine echten Dateien werden verschoben):`));
console.log(chalk.yellow('Drücke Enter, um zu bestätigen oder "abbrechen", um zu stoppen.'));
await readline.question('');
console.log(chalk.cyan('\nECHTER LAUF (Dateien werden verschoben!):'));
await readline.question('Drücke Enter, um zu bestätigen oder "abbrechen", um zu stoppen.');
if (selectedDir !== 'abbrechen') {
await sortFiles(baseDir);
} else {
console.log(chalk.yellow('Abgebrochen.'));
}
}
// Starte das Programm
main().catch(console.error);
A creative Unity Camera Follow system with adaptive easing that smoothly follows a target while adding subtle dynamic easing based on movement velocity and acceleration. Great for cinematic camera wor
using UnityEngine;
using UnityEngine retracted;
[ExecuteAlways]
[AddComponentMenu("Camera/Smooth Follow with Dynamic Easing")]
public class SmoothFollowWithDynamicEasing : MonoBehaviour
{
[Header("Target Settings")]
[SerializeField] private Transform _target;
[SerializeField] private Vector3 _offset = new Vector3(0, 2, -5);
[Header("Easing Settings")]
[SerializeField] [Range(0.01f, 1f)] private float _smoothTime = 0.3f;
[SerializeField] [Range(0.1f, 5f)] private float _maxVelocity = 1f;
[SerializeField] [Range(0, 1)] private float _dynamicEasingMultiplier = 0.5f;
[SerializeField] private bool _useDynamicEasing = true;
[Header("Cinematic Settings")]
[SerializeField] private float _cinematicShakeIntensity = 0.1f;
[SerializeField] [Range(0, 1)] private float _cinematicShakeChance = 0.1f;
private Vector3 _velocity = Vector3.zero;
private Vector3 _smoothOffset = Vector3.zero;
private float _currentSmoothTime;
private float _targetSmoothTime;
private void Awake()
{
if (_target == null)
{
Debug.LogWarning("No target assigned to SmoothFollowWithDynamicEasing");
}
_currentSmoothTime = _smoothTime;
_targetSmoothTime = _smoothTime;
}
private void Start()
{
_smoothOffset = _offset;
}
private void LateUpdate()
{
if (_target == null) return;
// Calculate dynamic easing based on target's velocity and acceleration
if (_useDynamicEasing)
{
Vector3 targetVelocity = (_target.GetComponent<Rigidbody>() != null)
? _target.GetComponent<Rigidbody>().velocity
: Vector3.zero;
Vector3 acceleration = Vector3.zero;
if (_target.GetComponent<Rigidbody>() != null)
{
Rigidbody rb = _target.GetComponent<Rigidbody>();
acceleration = (rb.velocity - rb.GetComponent<Rigidbody>().previousVelocity) / Time.deltaTime;
}
float speedFactor = Mathf.Clamp01(targetVelocity.magnitude / _maxVelocity);
float accelerationFactor = Mathf.Clamp01(acceleration.magnitude * 0.1f);
// Adjust smooth time dynamically based on movement characteristics
_targetSmoothTime = _smoothTime * (1 - speedFactor * _dynamicEasingMultiplier) +
_smoothTime * 0.5f * accelerationFactor;
_currentSmoothTime = Mathf.Lerp(_currentSmoothTime, _targetSmoothTime, Time.deltaTime * 5f);
}
// Calculate desired position with cinematic shake
Vector3 desiredPosition = _target.position + _offset;
if (Random.Range(0f, 1f) < _cinematicShakeChance)
{
desiredPosition += Random.insideUnitSphere * _cinematicShakeIntensity;
}
// Smoothly move the camera
transform.position = Vector3.SmoothDamp(
transform.position,
desiredPosition,
ref _velocity,
_currentSmoothTime
);
// Optional: Make camera look at target with slight angular smoothing
if (_target != null)
{
transform.LookAt(_target.position, Vector3.up);
}
}
// Custom Editor button to reset to default smooth time
[ContextMenu("Reset Smooth Time")]
private void ResetSmoothTime()
{
_currentSmoothTime = _smoothTime;
_targetSmoothTime = _smoothTime;
}
// Custom Editor button for cinematic shake test
[ContextMenu("Test Cinematic Shake")]
private void TestCinematicShake()
{
_cinematicShakeIntensity = 0.3f;
_cinematicShakeChance = 0.5f;
Invoke(nameof(ResetShake), 2f);
}
private void ResetShake()
{
_cinematicShakeIntensity = 0.1f;
_cinematicShakeChance = 0.1f;
}
}
A creative Unity MonoBehaviour that generates a fully functional, animated menu system with dynamic themes, sound effects, and intuitive navigation — powered by procedural component assembly.
```csharp
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.EventSystems;
using UnityEngine.Audio;
[RequireComponent(typeof(Canvas))]
public class DynamicMenuOrchestrator : MonoBehaviour
{
[Header("Menu Configuration")]
[SerializeField] private MenuTheme currentTheme = MenuTheme.Futuristic;
[SerializeField] private float animationDuration = 0.3f;
[SerializeField] private float transitionDelay = 0.2f;
[SerializeField] private AudioMixerGroup uiAudioGroup;
[Header(" References")]
[SerializeField] private GameObject menuItemPrefab;
[SerializeField] private GameObject titlePrefab;
[SerializeField] private TMPro.TMP_FontService fontService;
[SerializeField] private AudioClip buttonHoverSFX;
[SerializeField] private AudioClip buttonClickSFX;
[SerializeField] private AudioClip themeTransitionSFX;
private Canvas canvas;
private RectTransform canvasRect;
private List<MenuItem> activeMenuItems = new List<MenuItem>();
private List<MenuItem> availableMenuItems = new List<MenuItem>();
private MenuItem currentActiveItem;
private RectTransform menuContainer;
private TMPro.TMP_Text titleText;
private AudioSource audioSource;
private bool isTransitioning = false;
[System.Serializable]
public enum MenuTheme
{
Futuristic,
Cyberpunk,
Retro,
Minimalist,
DarkAcademia
}
[System.Serializable]
public class MenuItem
{
public string itemName;
public string description;
public System.Action onSelect;
public Sprite icon;
public Color32 normalColor;
public Color32 hoverColor;
public Color32 activeColor;
public MenuTheme compatibleThemes = MenuTheme.Futuristic;
}
private void Awake()
{
canvas = GetComponent<Canvas>();
canvasRect = canvas.GetComponent<RectTransform>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
GameObject containerObj = new GameObject("MenuContainer");
menuContainer = containerObj.AddComponent<RectTransform>();
containerObj.transform.SetParent(canvas.transform);
containerObj.transform.localScale = Vector3.one;
InitializeAudio();
InitializeMenu();
ApplyTheme(currentTheme);
}
private void InitializeAudio()
{
audioSource = gameObject.AddComponent<AudioSource>();
audioSource.outputAudioMixerGroup = uiAudioGroup;
audioSource.volume = 0.7f;
audioSource.spatialBlend = 0;
}
private void InitializeMenu()
{
// Pre-populate available menu items with some dynamic content
availableMenuItems = new List<MenuItem>
{
new MenuItem
{
itemName = "Start Game",
description = "Begin your adventure",
onSelect = () => Debug.Log("Game started!"),
icon = Resources.Load<Sprite>("Icons/play_icon"),
normalColor = new Color32(100, 100, 100, 255),
hoverColor = new Color32(150, 150, 150, 255),
activeColor = new Color32(200, 200, 200, 255),
compatibleThemes = MenuTheme.AllThemes
},
new MenuItem
{
itemName = "Options",
description = "Configure settings",
onSelect = () => Debug.Log("Options menu opened"),
icon = Resources.Load<Sprite>("Icons/gear_icon"),
normalColor = new Color32(50, 50, 50, 255),
hoverColor = new Color32(100, 100, 100, 255),
activeColor = new Color32(150, 150, 150, 255),
compatibleThemes = MenuTheme.AllThemes
},
new MenuItem
{
itemName = "Credits",
description = "View development credits",
onSelect = () => Debug.Log("Credits displayed"),
icon = Resources.Load<Sprite>("Icons/credit_icon"),
normalColor = new Color32(80, 80, 80, 255),
hoverColor = new Color32(120, 120, 120, 255),
activeColor = new Color32(160, 160, 160, 255),
compatibleThemes = MenuTheme.AllThemes
},
new MenuItem
{
itemName = "Exit",
description = "Quit to main menu",
onSelect = () => Debug.Log("Exiting to main menu"),
icon = Resources.Load<Sprite>("Icons/exit_icon"),
normalColor = new Color32(200, 50, 50, 255),
hoverColor = new Color32(250, 100, 100, 255),
activeColor = new Color32(255, 150, 150, 255),
compatibleThemes = MenuTheme.AllThemes
},
new MenuItem
{
itemName = "Dynamic Feature",
description = "Discover procedural generation",
onSelect = () => Debug.Log("Dynamic feature activated!"),
icon = Resources.Load<Sprite>("Icons/dynamic_icon"),
normalColor = new Color32(50, 200, 50, 255),
hoverColor = new Color32(100, 250, 100, 255),
activeColor = new Color32(150, 255, 150, 255),
compatibleThemes = MenuTheme.AllThemes | MenuTheme.Futuristic | MenuTheme.Cyberpunk
}
};
// Create title
GameObject titleObj = Instantiate(titlePrefab, menuContainer);
titleText = titleObj.GetComponent<TMPro.TMP_Text>();
titleText.text = "DYNAMIC MENU";
titleText.font = fontService.GetFont("MainFont");
titleText.fontSharedMaterial = fontService.AddStyleToFont("MainFont", TMPro.FontStyles.Bold);
// Register global event handlers
EventTriggerListener.Get(menuContainer).onPointerEnter += OnMenuEnter;
EventTriggerListener.Get(menuContainer).onPointerExit += OnMenuExit;
}
private void ApplyTheme(MenuTheme theme)
{
if (isTransitioning) return;
isTransitioning = true;
audioSource.PlayOneShot(themeTransitionSFX, 0.8f);
// Fade out current items
LeanTween.cancel(menuContainer);
LeanTween.scale(menuContainer, Vector3.one * 0.9f, 0.1f)
.setEase(LeanTweenType.easeOutQuad)
.setOnComplete(() =>
{
// Clear existing items
foreach (Transform child in menuContainer)
{
if (child != titleText.transform)
{
Destroy(child.gameObject);
}
}
activeMenuItems.Clear();
// Filter items based on theme compatibility
var filteredItems = availableMenuItems.Where(item => (item.compatibleThemes & theme) != 0).ToList();
// Create new items with theme-specific styling
float ySpacing = 100f;
float startY = -100f;
for (int i = 0; i < filteredItems.Count; i++)
{
var item = filteredItems[i];
GameObject itemObj = Instantiate(menuItemPrefab, menuContainer);
MenuItem component = itemObj.GetComponent<MenuItem>();
component.Initialize(item, i, filteredItems.Count, this);
// Position with animation
LeanTween.moveLocalY(itemObj.transform, startY + (i * ySpacing), animationDuration)
.setEase(LeanTweenType.easeOutBack)
.setDelay(transitionDelay * i)
.setOnComplete(() =>
{
if (i == filteredItems.Count - 1)
{
isTransitioning = false;
// Set first item as active if menu is not empty
if (filteredItems.Count > 0)
{
SetActiveItem(0);
}
}
});
}
// Update title based on theme
UpdateTitleTheme(theme);
});
}
private void UpdateTitleTheme(MenuTheme theme)
{
if (titleText == null) return;
string themeName = System.Enum.GetName(typeof(MenuTheme), theme);
titleText.text = $"DYNAMIC MENU: {themeName}";
// Change title color based on theme
switch (theme)
{
case MenuTheme.Futuristic:
titleText.color = new Color32(100, 200, 255, 255);
break;
case MenuTheme.Cyberpunk:
titleText.color = new Color32(255, 50, 50, 255);
break;
case MenuTheme.Retro:
titleText.color = new Color32(255, 200, 50, 255);
break;
case MenuTheme.Minimalist:
titleText.color = new Color32(50, 50, 50, 255);
break;
case MenuTheme.DarkAcademia:
titleText.color = new Color32(200, 150, 100, 255);
break;
}
}
public void SetActiveItem(int index)
{
if (activeMenuItems.Count == 0) return;
if (currentActiveItem != null)
{
currentActiveItem.Highlight(false);
}
currentActiveItem = activeMenuItems[index];
currentActiveItem.Highlight(true);
// Optional: Trigger sound effect for active state
currentActiveItem.PlayActiveSFX(audioSource);
}
public void CycleActiveItem(bool forward)
{
if (activeMenuItems.Count == 0) return;
int currentIndex = activeMenuItems.IndexOf(currentActiveItem);
int newIndex = forward ? (currentIndex + 1) % activeMenuItems.Count : (currentIndex - 1 + activeMenuItems.Count) % activeMenuItems.Count;
SetActiveItem(newIndex);
}
public void OnMenuEnter(GameObject obj)
{
// Optional: Play enter sound effect
if (audioSource != null && buttonHoverSFX != null)
{
audioSource.PlayOneShot(buttonHoverSFX, 0.6f);
}
}
public void OnMenuExit(GameObject obj)
{
// Optional: Play exit sound effect
}
// Public method to change theme from outside (e.g., button press)
public void ChangeTheme(MenuTheme newTheme)
{
if (currentTheme != newTheme)
{
currentTheme = newTheme;
ApplyTheme(currentTheme);
}
}
// Update method to handle keyboard navigation
private void Update()
{
if (isTransitioning) return;
if (EventSystem.current.currentSelectedGameObject == null)
{
// If no object is selected (like at start), select the first menu item
if (activeMenuItems.Count > 0)
{
EventSystem.current.SetSelectedGameObject(activeMenuItems[0].gameObject);
SetActiveItem(0);
}
}
// Handle keyboard navigation
if (EventSystem.current.currentSelectedGameObject != null)
{
if (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.DownArrow) ||
Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.S) ||
Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.DownArrow))
{
bool forward = Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.UpArrow);
CycleActiveItem(forward);
}
}
}
// Helper class for event trigger listeners
public class EventTriggerListener : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
public static EventTriggerListener Get(GameObject go)
{
EventTriggerListener listener = go.GetComponent<EventTriggerListener>();
if (listener == null)
{
listener = go.AddComponent<EventTriggerListener>();
}
return listener;
}
public System.Action<GameObject> onPointerEnter;
public System.Action<GameObject> onPointerExit;
public void OnPointerEnter(PointerEventData eventData)
{
onPointerEnter?.Invoke(gameObject);
}
public void OnPointerExit(PointerEventData eventData)
{
onPointerExit?.Invoke(gameObject);
}
}
}
// Menu Item component that handles individual item behavior
public class MenuItem : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, ISelectable
{
private DynamicMenuOrchestrator orchestrator;
private DynamicMenuOrchestrator.MenuItem data;
private int index;
private int totalItems;
private Image iconImage;
private TMPro.TMP_Text nameText;
private TMPro.TMP_Text descriptionText;
private LayoutElement layout;
private AudioSource audioSource;
private float originalWidth = 300f;
private float hoveredWidth = 350f;
private bool isHighlighted = false;
public void Initialize(DynamicMenuOrchestrator.MenuItem item, int idx, int total, DynamicMenuOrchestrator parent)
{
index = idx;
totalItems = total;
data = item;
orchestrator = parent;
// Get components
iconImage = GetComponentInChildren<Image>();
nameText = GetComponentInChildren<TMPro.TMP_Text>(true);
descriptionText = GetComponentInChildren<TMPro.TMP_Text>(true);
layout = GetComponent<LayoutElement>();
layout.preferredWidth = originalWidth;
layout.minWidth = originalWidth;
layout.maxWidth = originalWidth;
// Setup UI elements
nameText.text = data.itemName;
descriptionText.text = data.description;
nameText.color = data.normalColor;
descriptionText.color = data.normalColor;
if (iconImage != null && data.icon != null)
{
iconImage.sprite = data.icon;
iconImage.color = data.normalColor;
}
// Add button functionality
Button button = GetComponent<Button>();
if (button != null)
{
button.onClick.AddListener(() =>
{
if (data.onSelect != null)
{
data.onSelect();
if (orchestrator != null)
{
orchestrator.SetActiveItem(index);
}
}
});
}
// Add audio source for individual effects
audioSource = GetComponent<AudioSource>();
if (audioSource == null)
{
audioSource = gameObject.AddComponent<AudioSource>();
}
}
public void Highlight(bool isHighlighted)
{
this.isHighlighted = isHighlighted;
if (isHighlighted)
{
// Apply active colors
nameText.color = data.activeColor;
descriptionText.color = data.activeColor;
if (iconImage != null)
{
iconImage.color = data.activeColor;
}
// Optional: Play active sound effect
if (audioSource != null && data.activeColor.a > 100)
{
audioSource.PlayOneShot(AudioClip.Create("ActiveSFX", 1, 1, 44100, false), 0.5f);
}
}
else
{
// Revert to normal colors
nameText.color = data.normalColor;
descriptionText.color = data.normalColor;
if (iconImage != null)
{
iconImage.color = data.normalColor;
}
}
}
public void PlayActiveSFX(AudioSource source)
{
if (source != null && data.activeColor.a > 100)
{
source.PlayOneShot(AudioClip.Create("ActiveSFX", 1, 1, 44100, false), 0.5f);
}
}
public void OnPointerEnter(PointerEventData eventData)
{
if (!isHighlighted)
{
// Apply hover colors
nameText.color = data.hoverColor;
descriptionText.color = data.hoverColor;
if (iconImage != null)
{
iconImage.color = data.hoverColor;
}
// Scale up
LeanTween.scale(gameObject.transform, Vector3.one * 1.1f, 0.1f).setEase(LeanTweenType.easeOutBack);
// Play hover SFX
if (orchestrator != null && orchestrator.buttonHoverSFX != null)
{
orchestrator.audioSource.PlayOneShot(orchestrator.buttonHoverSFX, 0.6f);
}
}
}
public void OnPointerExit(PointerEventData eventData)
{
if (!isHighlighted)
{
// Revert to normal colors
nameText.color = data.normalColor;
descriptionText.color = data.normalColor;
if (iconImage != null)
{
iconImage.color = data.normalColor;
}
// Scale back down
LeanTween.scale(gameObject.transform, Vector3.one, 0.1f).setEase(LeanTweenType.easeInOutQuad);
}
}
// Implement ISelectable methods
public void OnSelect(BaseEventData eventData)
{
Eine Pomodoro-Timer-App mit entspannender "Chill-Phase" und animierten Wachstumsbäumen, die Nutzer:innen motivieren, Pausen zu machen.
import androidx.compose.animation.core.*
import androidx.compose.foundation.Canvas
import androidx.compose.foundation.background
import androidx.compose.foundation.layout.*
import androidx.compose.foundation.text.BasicText
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled referee
import androidx.compose.material3.*
import androidx.compose.runtime.*
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.drawscope.Stroke
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import kotlinx.coroutines.delay
import java.util.*
@Composable
fun ChillPomodoroApp() {
val initialTime = 25 * 60 * 1000L // 25 Minuten in Millisekunden
val chillTime = 5 * 60 * 1000L // 5 Minuten Chill-Phase
var timeLeft by remember { mutableStateOf(initialTime) }
var isRunning by remember { mutableStateOf(false) }
var isChill by remember { mutableStateOf(false) }
val scope = rememberCoroutineScope()
var treeHeight by remember { mutableStateOf(0f) }
val treeGrowth = remember { animatedFloat(0f).apply { snapTo(treeHeight) } }
val timer = remember { object : CountDownTimer(chillTime, 1000) {
override fun onTick(millisUntilFinished: Long) {
timeLeft = millisUntilFinished
}
override fun onFinish() {
isRunning = false
isChill = false
treeGrowth.snapTo(0f)
}
} }
val pomodoroTimer = remember { object : CountDownTimer(initialTime, 1000) {
override fun onTick(millisUntilFinished: Long) {
timeLeft = millisUntilFinished
}
override fun onFinish() {
isRunning = false
isChill = true
scope.launch {
treeGrowth.animateTo(treeHeight + 10f, animationSpec = tween(1000))
}
}
} }
Column(
modifier = Modifier
.fillMaxSize()
.background(MaterialTheme.colorScheme.background)
.padding(16.dp),
horizontalAlignment = Alignment.CenterHorizontally,
verticalArrangement = Arrangement.Center
) {
// Tree Animation (Grows during chill phase)
Canvas(
modifier = Modifier
.size(200.dp)
.background(Color(0xFFE8F5E8)) // Light green background
) {
// Trunk
drawRect(
color = Color(0xFF8B4513),
topLeft = center - size.toOffset() / 2,
size = Size(40.dp.toPx(), treeGrowth.value * 3)
)
// Leaves
drawCircle(
color = Color(0xFF228B22),
radius = (treeGrowth.value * 2).coerceAtLeast(20f),
center = center
)
}
Spacer(modifier = Modifier.height(16.dp))
// Timer Display
Text(
text = formatTime(timeLeft),
fontSize = 48.sp,
fontWeight = FontWeight.Bold,
color = if (isChill) Color.Green else MaterialTheme.colorScheme.primary,
textAlign = TextAlign.Center
)
Spacer(modifier = Modifier.height(32.dp))
// Action Buttons
Button(
onClick = {
if (isRunning) {
isRunning = false
timer.cancel()
pomodoroTimer.cancel()
} else {
isRunning = true
if (!isChill) {
pomodoroTimer.start()
} else {
timer.start()
}
}
},
modifier = Modifier.padding(horizontal = 32.dp)
) {
Text(if (isRunning) "Pause" else "Start")
}
Spacer(modifier = Modifier.height(16.dp))
// State Indicator
if (isChill) {
Text(
text = "Chill Time! 🌿",
color = Color.Green,
fontSize = 20.sp
)
} else {
Text(
text = "Work Time! ⏳",
color = MaterialTheme.colorScheme.primary,
fontSize = 20.sp
)
}
}
// Start with work phase
LaunchedEffect(Unit) {
if (!isChill) {
pomodoroTimer.start()
}
}
}
private fun formatTime(millis: Long): String {
val seconds = (millis / 1000) % 60
val minutes = (millis / (60 * 1000)) % 60
return "%02d:%02d".format(minutes, seconds)
}
@Preview(showBackground = true)
@Composable
fun ChillPomodoroPreview() {
MaterialTheme {
ChillPomodoroApp()
}
}
Generates a dynamic, narrative-driven static site with interactive story elements, JSON data, and a creative twist of AI-inspired content generation.
const fs = require('fs');
const path = require('path');
const { v4: uuidv4 } = require('uuid');
// Directory setup
const siteDir = path.join(__dirname, 'generated-site');
const storiesDir = path.join(siteDir, 'stories');
const assetsDir = path.join(siteDir, 'assets');
// Helper function to generate random story elements
function generateRandomStoryElement() {
const elements = [
{
type: 'character',
name: ['Ailey the Adventurer', 'Zara the Explorer', 'Kai the Mystic', 'Luna the Engineer'],
description: ['A curious soul with a knack for problem-solving.', 'A brave explorer who seeks hidden truths.', 'A wise mystic with ancient knowledge.', 'A brilliant engineer with a dream to change the world.']
},
{
type: 'location',
name: ['Mystic Forest', 'Ancient Ruins', 'Floating Islands', 'Quantum Nexus'],
description: ['A forest where time flows differently.', 'Ruins filled with ancient secrets.', 'Islands that defy gravity.', 'A place where reality bends.']
},
{
type: 'item',
name: ['Crystal Orb', 'Quantum Key', 'Dream Shard', 'Eternal Lantern'],
description: ['Holds the power of dreams.', 'Unlocks hidden dimensions.', 'A fragment of a forgotten world.', 'Guides through the darkest nights.']
},
{
type: 'dialogue',
content: [
'The path ahead seems uncertain, but I believe in us.',
'I think I hear something... it might be the future calling.',
'This place feels... familiar. As if I\'ve been here before.',
'What if we never knew the truth? What if the truth was always right in front of us?'
]
}
];
const randomIndex = Math.floor(Math.random() * elements.length);
return { ...elements[randomIndex], id: uuidv4() };
}
// Generate a complete story with interactive elements
function generateStory() {
const story = {
title: `The Journey of ${['Ailey', 'Zara', 'Kai', 'Luna'][Math.floor(Math.random() * 4)]}`,
chapters: Array.from({ length: 3 }, () => {
const chapter = {
title: `Chapter ${Math.floor(Math.random() * 3) + 1}: ${['Discovery', 'Encounter', 'Revelation', 'Confrontation'][Math.floor(Math.random() * 4)]}`,
content: Array.from({ length: 5 }, () => {
return generateRandomStoryElement();
})
};
return chapter;
}),
metadata: {
id: uuidv4(),
createdAt: new Date().toISOString(),
author: 'Ailey AI'
}
};
return story;
}
// Generate HTML for a story chapter
function generateChapterHTML(chapter, storyTitle) {
return `
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>${storyTitle} - Chapter: ${chapter.title}</title>
<style>
:root {
--primary: #6a11cb;
--secondary: #2575fc;
--background: #121212;
--text: #e0e0e0;
--accent: #00e676;
}
body {
font-family: 'Courier New', monospace;
background-color: var(--background);
color: var(--text);
line-height: 1.6;
margin: 0;
padding: 2rem;
display: flex;
flex-direction: column;
align-items: center;
min-height: 100vh;
}
header {
width: 100%;
text-align: center;
margin-bottom: 2rem;
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
padding-bottom: 1rem;
}
h1, h2, h3 {
color: var(--primary);
margin: 0;
}
h1 {
font-size: 2.5rem;
text-shadow: 0 0 10px rgba(106, 17, 203, 0.3);
}
.chapter-content {
max-width: 800px;
width: 100%;
display: flex;
flex-direction: column;
gap: 2rem;
}
.element {
background-color: rgba(0, 0, 0, 0.3);
padding: 1rem;
border-left: 4px solid var(--accent);
transition: all 0.3s ease;
}
.element:hover {
background-color: rgba(0, 0, 0, 0.5);
transform: translateX(5px);
}
.element.character .type {
color: var(--primary);
}
.element.location .type {
color: var(--secondary);
}
.element.item .type {
color: var(--accent);
}
.element.dialogue .type {
color: #f5c2e7;
}
.navigation {
margin-top: 2rem;
display: flex;
gap: 1rem;
}
a {
color: var(--text);
text-decoration: none;
padding: 0.5rem 1rem;
border: 1px solid rgba(255, 255, 255, 0.2);
transition: all 0.3s ease;
}
a:hover {
background-color: rgba(255, 255, 255, 0.1);
border-color: var(--accent);
}
footer {
margin-top: auto;
text-align: center;
padding: 1rem;
border-top: 1px solid rgba(255, 255, 255, 0.1);
font-size: 0.8rem;
}
.ai-generated {
background-color: rgba(255, 255, 255, 0.05);
padding: 1rem;
border-radius: 4px;
margin-top: 2rem;
font-size: 0.9rem;
color: #aaa;
}
</style>
</head>
<body>
<header>
<h1>${storyTitle}</h1>
<h2>${chapter.title}</h2>
</header>
<div class="chapter-content">
${chapter.content.map(element => `
<div class="element ${element.type}">
<div class="type">${element.type.charAt(0).toUpperCase() + element.type.slice(1)}:</div>
<div class="name">${element.name[Math.floor(Math.random() * element.name.length)]}</div>
<div class="description">${element.description[Math.floor(Math.random() * element.description.length)]}</div>
</div>
`).join('')}
<div class="ai-generated">
<strong>AI Storyteller Note:</strong> This chapter was generated with a blend of creative algorithms and narrative logic.
The elements you see are dynamically assembled to create a unique story experience each time.
</div>
</div>
<div class="navigation">
<a href="index.html">Back to Story</a>
${chapter !== story.chapters[story.chapters.length - 1] ? `<a href="chapter-${story.chapters.indexOf(chapter) + 2}.html">Next Chapter</a>` : ''}
</div>
<footer>
Generated by Ailey's AI-Powered Storyteller | <a href="https://github.com/your-repo" target="_blank">View on GitHub</a>
</footer>
</body>
</html>
`;
}
// Generate the main index.html with story navigation
function generateIndexHTML(story) {
return `
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>${story.title}</title>
<style>
:root {
--primary: #6a11cb;
--secondary: #2575fc;
--background: #121212;
--text: #e0e0e0;
--accent: #00e676;
}
body {
font-family: 'Courier New', monospace;
background-color: var(--background);
color: var(--text);
line-height: 1.6;
margin: 0;
padding: 2rem;
display: flex;
flex-direction: column;
align-items: center;
min-height: 100vh;
}
header {
width: 100%;
text-align: center;
margin-bottom: 2rem;
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
padding-bottom: 1rem;
}
h1, h2 {
color: var(--primary);
margin: 0;
}
h1 {
font-size: 2.5rem;
text-shadow: 0 0 10px rgba(106, 17, 203, 0.3);
}
.story-navigation {
max-width: 800px;
width: 100%;
display: flex;
flex-direction: column;
gap: 1rem;
margin-bottom: 2rem;
}
.chapter-link {
background-color: rgba(0, 0, 0, 0.3);
padding: 1rem;
border-left: 4px solid var(--accent);
transition: all 0.3s ease;
cursor: pointer;
}
.chapter-link:hover {
background-color: rgba(0, 0, 0, 0.5);
transform: translateX(5px);
}
.chapter-link.active {
background-color: var(--primary);
color: white;
}
.ai-info {
background-color: rgba(255, 255, 255, 0.05);
padding: 1rem;
border-radius: 4px;
margin-top: 2rem;
font-size: 0.9rem;
color: #aaa;
max-width: 800px;
}
footer {
margin-top: auto;
text-align: center;
padding: 1rem;
border-top: 1px solid rgba(255, 255, 255, 0.1);
font-size: 0.8rem;
}
</style>
</head>
<body>
<header>
<h1>${story.title}</h1>
<h2>Interactive AI Story</h2>
</header>
<div class="story-navigation">
${story.chapters.map((chapter, index) => `
<a href="chapter-${index + 1}.html" class="chapter-link ${index === 0 ? 'active' : ''}">
<h3>Chapter ${index + 1}: ${chapter.title}</h3>
</a>
`).join('')}
</div>
<div class="ai-info">
<strong>AI Storyteller Features:</strong>
<ul>
<li>Dynamically generated narrative elements</li>
<li>Interactive chapters with hover effects</li>
<li>Unique story experience on each load</li>
<li>Generated with modern JavaScript and Node.js</li>
</ul>
</div>
<footer>
Generated by Ailey's AI-Powered Storyteller | <a href="https://github.com/your-repo" target="_blank">View on GitHub</a>
</footer>
<script>
// Add some interactive behavior
document.querySelectorAll('.chapter-link').forEach(link => {
link.addEventListener('click', function(e) {
e.preventDefault();
document.querySelectorAll('.chapter-link').forEach(l => l.classList.remove('active'));
this.classList.add('active');
window.location.href = this.href;
});
});
</script>
</body>
</html>
`;
}
// Main function to generate the static site
async function generateSite() {
// Create directories if they don't exist
if (!fs.existsSync(siteDir)) {
fs.mkdirSync(siteDir);
}
if (!fs.existsSync(storiesDir)) {
fs.mkdirSync(storiesDir);
}
if (!fs.existsSync(assetsDir)) {
fs.mkdirSync(assetsDir);
}
// Generate story data
const story = generateStory();
// Save story as JSON
fs.writeFileSync(path.join(storiesDir, 'story.json'), JSON.stringify(story, null, 2));
// Generate HTML files
const indexHTML = generateIndexHTML(story);
fs.writeFileSync(path.join(siteDir, 'index.html'), indexHTML);
story.chapters.forEach((chapter, index) => {
const chapterHTML = generateChapterHTML(chapter, story.title);
fs.writeFileSync(path.join(siteDir, `chapter-${index + 1}.html`), chapterHTML);
});
// Generate assets (simple logo)
const logoSVG = `<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100" width="100" height="100">
<circle cx="50" cy="50" r="40" fill="#6a11cb" stroke="#2575fc" stroke-width="2"/>
<text x="50" y="55" font-family="Arial" font-size="12" fill="white" text-anchor="middle" dominant-baseline="middle">AI</text>
</svg>`;
fs.writeFileSync(path.join(assetsDir, 'logo.svg'), logoSVG);
console.log('✨ Static site generated successfully!');
console.log(`📂 Site directory: ${path.relative(process.cwd(), siteDir)}`);
console.log('🌟 Open index.html in your browser to view the interactive AI story!');
}
// Run the site generator
generateSite().catch(console.error);
A WordPress/Joomla plugin that generates interactive polls with real-time results and visual feedback, featuring customizable colors, question types, and multi-language support.
<?php
/**
* Plugin Name: Dynamic Poll Generator
* Description: Generates interactive polls with real-time results and visual feedback. Supports multiple question types, customizable colors, and multi-language support.
* Version: 1.0
* Author: Ailey
* License: GPL2
* Text Domain: dynamic_poll_generator
*/
if (!defined('ABSPATH')) {
exit; // Exit if accessed directly
}
class DynamicPollGenerator {
private $poll_data = [];
private $options = [];
private $languages = ['en', 'de', 'fr'];
private $colors = ['#4a6baf', '#2ecc71', '#e74c3c', '#3498db', '#9b59b6'];
public function __construct() {
// WordPress Hooks
if (function_exists('add_action')) {
add_action('wp_enqueue_scripts', [$this, 'enqueue_assets']);
add_action('wp_ajax_dpg_save_poll', [$this, 'save_poll']);
add_action('wp_ajax_dpg_get_results', [$this, 'get_results']);
add_action('wp_ajax_dpg_vote', [$this, 'vote_poll']);
add_shortcode('dpg_poll', [$this, 'generate_poll_shortcode']);
add_filter('plugin_row_meta', [$this, 'add_plugin_meta'], 10, 2);
}
// Joomla Hooks (if Joomla is detected)
if (defined('JPATH_BASE')) {
JLoader::register('DynamicPollGenerator', dirname(__FILE__) . '/dynamic_poll_generator.php');
$this->register_joomla_hooks();
}
}
// WordPress: Enqueue CSS and JS
public function enqueue_assets() {
wp_enqueue_style('dpg styles', plugins_url('assets/css/style.css', __FILE__));
wp_enqueue_script('dpg script', plugins_url('assets/js/script.js', __FILE__), ['jquery'], null, true);
wp_localize_script('dpg script', 'dpg_ajax', [
'ajax_url' => admin_url('admin-ajax.php'),
'nonce' => wp_create_nonce('dpg_nonce')
]);
}
// WordPress: Save Poll Data
public function save_poll() {
check_ajax_referer('dpg_nonce', 'nonce');
$poll_id = isset($_POST['poll_id']) ? sanitize_text_field($_POST['poll_id']) : 'default';
$poll_data = isset($_POST['poll_data']) ? json_decode($_POST['poll_data'], true) : [];
$this->poll_data[$poll_id] = $poll_data;
$this->options['poll_id'] = $poll_id;
update_option('dpg_polls', $this->poll_data);
update_option('dpg_options', $this->options);
wp_send_json_success(['poll_id' => $poll_id]);
}
// WordPress: Get Poll Results
public function get_results() {
check_ajax_referer('dpg_nonce', 'nonce');
$poll_id = isset($_GET['poll_id']) ? sanitize_text_field($_GET['poll_id']) : 'default';
$polls = get_option('dpg_polls', []);
if (isset($polls[$poll_id])) {
$results = $this->calculate_results($polls[$poll_id]);
wp_send_json_success($results);
}
wp_send_json_error('Poll not found.');
}
// WordPress: Handle Poll Votes
public function vote_poll() {
check_ajax_referer('dpg_nonce', 'nonce');
$poll_id = isset($_POST['poll_id']) ? sanitize_text_field($_POST['poll_id']) : 'default';
$option_id = isset($_POST['option_id']) ? sanitize_text_field($_POST['option_id']) : null;
$polls = get_option('dpg_polls', []);
if (isset($polls[$poll_id]) && $option_id !== null) {
if (isset($polls[$poll_id]['options'][$option_id])) {
$polls[$poll_id]['votes'][$option_id] = ($polls[$poll_id]['votes'][$option_id] ?? 0) + 1;
update_option('dpg_polls', $polls);
wp_send_json_success(['message' => 'Voted successfully!']);
}
}
wp_send_json_error('Invalid vote.');
}
// WordPress: Generate Poll Shortcode
public function generate_poll_shortcode($atts) {
$atts = shortcode_atts([
'id' => 'default',
'title' => '',
'type' => 'multiple',
'color' => '#4a6baf',
'language' => 'en'
], $atts);
if (!in_array($atts['language'], $this->languages)) {
$atts['language'] = 'en';
}
$poll_id = sanitize_title($atts['id']);
$poll_data = $this->poll_data[$poll_id] ?? [];
$options = $this->options;
$question_translations = [
'en' => 'Question:',
'de' => 'Frage:',
'fr' => 'Question:'
];
$results_translations = [
'en' => 'Results:',
'de' => 'Ergebnisse:',
'fr' => 'Résultats:'
];
$vote_translations = [
'en' => 'Vote Now!',
'de' => 'Jetzt abstimmen!',
'fr' => 'Vote maintenant!'
];
$total_votes = array_sum($poll_data['votes'] ?? []);
$question = $poll_data['question'] ?? 'No question set.';
$type = $poll_data['type'] ?? 'multiple';
$color = $poll_data['color'] ?? $this->colors[0];
$language = $atts['language'];
ob_start();
?>
<div class="dpg-poll-container" data-poll-id="<?php echo esc_attr($poll_id); ?>" style="--primary-color: <?php echo esc_attr($color); ?>">
<h3><?php echo esc_html($question_translations[$language]); ?> <span style="color: var(--primary-color);"><?php echo esc_html($question); ?></span></h3>
<?php if ($type === 'multiple'): ?>
<div class="dpg-options dpg-type-multiple">
<?php foreach ($poll_data['options'] ?? [] as $id => $option): ?>
<div class="dpg-option" data-option-id="<?php echo esc_attr($id); ?>">
<input type="radio" id="dpg-option-<?php echo esc_attr($id); ?>" name="poll_option" value="<?php echo esc_attr($id); ?>">
<label for="dpg-option-<?php echo esc_attr($id); ?>"><?php echo esc_html($option); ?></label>
</div>
<?php endforeach; ?>
</div>
<?php elseif ($type === 'multiple-choice'): ?>
<div class="dpg-options dpg-type-multiple-choice">
<?php foreach ($poll_data['options'] ?? [] as $id => $option): ?>
<div class="dpg-option" data-option-id="<?php echo esc_attr($id); ?>">
<input type="checkbox" id="dpg-option-<?php echo esc_attr($id); ?>" name="poll_option[]" value="<?php echo esc_attr($id); ?>">
<label for="dpg-option-<?php echo esc_attr($id); ?>"><?php echo esc_html($option); ?></label>
</div>
<?php endforeach; ?>
</div>
<?php endif; ?>
<div class="dpg-vote-btn-container">
<button class="dpg-vote-btn" id="dpg-vote-btn-<?php echo esc_attr($poll_id); ?>">
<?php echo esc_html($vote_translations[$language]); ?>
</button>
</div>
<div class="dpg-results" style="display: none;">
<h4><?php echo esc_html($results_translations[$language]); ?></h4>
<div class="dpg-results-chart">
<?php foreach ($poll_data['options'] ?? [] as $id => $option): ?>
<div class="dpg-result-item" data-option-id="<?php echo esc_attr($id); ?>">
<div class="dpg-result-label"><?php echo esc_html($option); ?></div>
<div class="dpg-result-bar" style="width: <?php echo ($total_votes > 0) ? min(100, round(($poll_data['votes'][$id] ?? 0) / $total_votes * 100, 2)) : 0; ?>%;">
<span class="dpg-result-percentage"><?php echo ($total_votes > 0) ? round(($poll_data['votes'][$id] ?? 0) / $total_votes * 100, 2) : 0; ?>%</span>
</div>
<div class="dpg-result-count"><?php echo esc_html($poll_data['votes'][$id] ?? 0); ?> <?php echo ($poll_data['votes'][$id] ?? 0) === 1 ? 'vote' : 'votes'; ?></div>
</div>
<?php endforeach; ?>
</div>
</div>
</div>
<?php
return ob_get_clean();
}
// WordPress: Add Plugin Meta
public function add_plugin_meta($links, $plugin) {
if ($plugin === plugin_basename(__FILE__)) {
$links[] = '<a href="?page=dpg-settings" class="dpg-settings-link">Settings</a>';
}
return $links;
}
// Joomla: Register Hooks (if Joomla is detected)
private function register_joomla_hooks() {
JEventDispatcher::getInstance()->register('onContentBeforeDisplay', [$this, 'onContentBeforeDisplayJoomla']);
JEventDispatcher::getInstance()->register('onContentAfterDisplay', [$this, 'onContentAfterDisplayJoomla']);
}
// Joomla: Process Shortcode
public function onContentBeforeDisplay($context, $section, $version, $template, &$params, $page, &$object, $params2 = null) {
if ($context === 'com_content' || $context === 'com_content.article') {
$this->process_joomla_shortcode($object->text);
}
}
// Joomla: Output Shortcode
public function onContentAfterDisplay($context, $section, $version, $template, &$params, $page, &$object, $params2 = null) {
if ($context === 'com_content' || $context === 'com_content.article') {
echo $this->joomla_shortcode_output;
}
}
private $joomla_shortcode_output = '';
// Joomla: Process Shortcode in Content
private function process_joomla_shortcode(&$text) {
if (preg_match('/\[dpg_poll\s+id=([^\]]+)\]/', $text, $matches)) {
$atts = shortcode_parse_atts($matches[1]);
$poll_id = $atts['id'] ?? 'default';
$this->joomla_shortcode_output .= $this->generate_poll_shortcode(['id' => $poll_id]);
}
}
// Calculate Poll Results
private function calculate_results($poll_data) {
$total_votes = array_sum($poll_data['votes'] ?? []);
$results = [];
foreach ($poll_data['options'] ?? [] as $id => $option) {
$results[] = [
'option' => $option,
'votes' => $poll_data['votes'][$id] ?? 0,
'percentage' => ($total_votes > 0) ? round(($poll_data['votes'][$id] ?? 0) / $total_votes * 100, 2) : 0
];
}
return $results;
}
}
// Initialize the plugin
new DynamicPollGenerator();
Ein CLI-Tool, das bunte "Konfetti" in der Konsole ausgibt — wie ein Mini-Feuerwerk! Nutzer können Anzahl, Farben und Animationsdauer einstellen.
#!/usr/bin/env node
/**
* Colorful Terminal Confetti - Ein CLI-Tool, das bunte Konfetti in der Konsole ausgibt.
* Nutze es, um dein Terminal mit einem Mini-Feuerwerk zu füllen!
*/
// Import necessary modules
const readline = require('readline');
const chalk = require('chalk');
const figlet = require('figlet');
// Define colors (using chalk for terminal-safe colors)
const COLORS = [
chalk.hex('#FF0000'), // Red
chalk.hex('#00FF00'), // Green
chalk.hex('#0000FF'), // Blue
chalk.hex('#FFFF00'), // Yellow
chalk.hex('#FF00FF'), // Magenta
chalk.hex('#00FFFF'), // Cyan
chalk.hex('#FFA500'), // Orange
chalk.hex('#800080'), // Purple
chalk.hex('#FF69B4'), // Hot Pink
chalk.hex('#008000'), // Dark Green
];
// Animation frames for confetti
const CONFETTI_FRAMES = [
['✦', '✧', '❋', '✦', '✧', '❋'],
['★', '☆', '✦', '✧', '❋'],
['✦', '✧', '❋', '★', '☆'],
['✧', '❋', '★', '☆', '✦'],
['❋', '★', '☆', '✦', '✧'],
];
// Function to generate random confetti
function generateConfetti(count, colors) {
const lines = [];
for (let i = 0; i < count; i++) {
const line = Math.floor(Math.random() * CONFETTI_FRAMES.length);
const colorIndex = Math.floor(Math.random() * colors.length);
const char = CONFETTI_FRAMES[line][Math.floor(Math.random() * CONFETTI_FRAMES[line].length)];
lines.push(chalk.bgHex(colors[colorIndex])(chalk.hex(colors[colorIndex])(char)));
}
return lines;
}
// Function to animate confetti
function animateConfetti(frames, duration, callback) {
let frameIndex = 0;
const interval = setInterval(() => {
const lines = generateConfetti(5, COLORS);
console.log('\n' + lines.join(' '));
frameIndex = (frameIndex + 1) % frames.length;
if (frameIndex === 0 && frames.length > 1) {
clearInterval(interval);
callback();
}
}, duration / frames.length);
}
// Main function to ask for user input
function main() {
const rl = readline.createInterface({
input: process.stdin,
output: process.stdout,
});
// Display ASCII art title
figlet('Confetti 🎉', (err, art) => {
if (err) {
console.error('Fehler beim Generieren des ASCII Arts:', err);
process.exit(1);
}
console.log(chalk.green(art));
console.log('\nMöchtest du Konfetti in deiner Konsole haben?\n');
console.log('1. Standard-Konfetti (10 Stück, 3 Sekunden)')
console.log('2. Benutzerdefiniertes Konfetti')
console.log('3. Beenden\n');
rl.question('Wähle eine Option (1-3): ', (choice) => {
if (choice === '1') {
animateConfetti(CONFETTI_FRAMES, 3000, () => {
console.log('\n\033[2J\033[0;0H'); // Clear console
console.log(chalk.blue('Viel Spaß mit deinem Konfetti! 🎉\n'));
rl.close();
});
} else if (choice === '2') {
console.log('\nBenutzerdefiniertes Konfetti:');
rl.question('Anzahl des Konfettis (1-50): ', (count) => {
const num = parseInt(count, 10);
if (isNaN(num) || num < 1 || num > 50) {
console.log(chalk.red('Ungültige Anzahl. Bitte versuche es erneut.'));
main();
return;
}
rl.question('Dauer in Sekunden (1-10): ', (duration) => {
const dur = parseInt(duration, 10);
if (isNaN(dur) || dur < 1 || dur > 10) {
console.log(chalk.red('Ungültige Dauer. Bitte versuche es erneut.'));
main();
return;
}
animateConfetti(CONFETTI_FRAMES, dur * 1000, () => {
console.log('\n\033[2J\033[0;0H'); // Clear console
console.log(chalk.blue(`Viel Spaß mit deinem benutzerdefinierten Konfetti! 🎉\n`));
rl.close();
});
});
});
} else if (choice === '3') {
console.log('\n\033[2J\033[0;0H'); // Clear console
console.log(chalk.blue('Bis zum nächsten Mal! 👋'));
rl.close();
process.exit(0);
} else {
console.log(chalk.red('Ungültige Wahl. Bitte versuche es erneut.'));
main();
}
});
});
}
// Check if chalk and figlet are installed
try {
main();
} catch (err) {
if (err.code === 'MODULE_NOT_FOUND') {
console.error(chalk.red('\nFehler: Benötigte Pakete fehlen. Bitte installiere sie mit:\n\n npm install chalk figlet\n\n'));
process.exit(1);
}
console.error(chalk.red(`\nUnbekannter Fehler: ${err.message}`));
process.exit(1);
}
Ein kreatives RPG Maker MZ-Inventory-System, das dynamische Item-Beschreibungen mit Humor und magnetischen Effekten kombiniert – perfekt für Entwickler, die ihr Spiel mit lebendigen, interaktiven Obje
// RPG Maker MZ ItemSpark - Dynamische Item-Description-Generator mit Humor und Magnet-Effekten
// Kompatibel mit RPG Maker MZ und Node.js (CommonJS)
const fs = require('fs');
const path = require('path');
class ItemSpark {
constructor() {
this.items = [];
this.magneticItems = [];
this.humorDatabase = [
"Zufällig gefunden, als du auf einen Stein getreten bist, der eigentlich ein verängstliches Einhorn war.",
"Leuchtet schwach, wenn du es anschaust – vielleicht sollte das ein Warnsignal sein?",
"Verloren von einem Piraten, der behauptete, es sei ein 'geheiligter Tintenfisch-Zahn'.",
"Erzeugt beim Essen kleine Rauchringe (geschmack:regret).",
"Wird warm, wenn du lügst. Nicht, dass das hier passieren würde."
];
this.magnetStrengths = [0.1, 0.3, 0.5, 0.7, 0.9];
}
// Generiert ein zufälliges humorvolles Item mit magnetischen Effekten
generateRandomItem() {
const name = this.generateRandomName();
const description = this.generateRandomDescription();
const magnetEffect = this.generateMagnetEffect();
const item = {
name,
description,
magnetEffect,
rarity: this.getRarity(),
value: Math.floor(Math.random() * 1000) + 100,
id: this.items.length + 1
};
this.items.push(item);
if (magnetEffect.strength > 0) {
this.magneticItems.push(item);
}
return item;
}
// Erstellt einen zufälligen Item-Namen mit RPG-Flair
generateRandomName() {
const adjectives = ['Glowende', 'Verwunschene', 'Uralte', 'Explosive', 'Magische', 'Flimmernde', 'Schicksals-', 'Würfelnde', 'Rätselhafte', 'Kohlrabi-'];
const nouns = ['Tinte', 'Kugel', 'Feder', 'Stern', 'Schlüssel', 'Kartoffel', 'Hut', 'Sock', 'Schlange', 'Drehscheibe'];
const modifier = ['', 'von Jotunn', 'des Schattens', 'der Lüge', 'mit Aufbauanleitung', 'der Gnade', 'der Fabel', 'der Zeit'];
const adj = adjectives[Math.floor(Math.random() * adjectives.length)];
const noun = nouns[Math.floor(Math.random() * nouns.length)];
const mod = modifier[Math.floor(Math.random() * modifier.length)];
return `${adj} ${noun}${mod}`.trim();
}
// Erstellt eine humorvolle Item-Beschreibung
generateRandomDescription() {
return this.humorDatabase[Math.floor(Math.random() * this.humorDatabase.length)];
}
// Erzeugt einen magnetischen Effekt (0 = kein Effekt, >0 = Stärke)
generateMagnetEffect() {
const strength = this.magnetStrengths[Math.floor(Math.random() * this.magnetStrengths.length)];
const direction = Math.floor(Math.random() * 4); // 0: Links, 1: Rechts, 2: Oben, 3: Unten
return {
strength,
direction,
description: strength > 0 ? `Zieht dich mit ${strength * 100}% ${direction === 0 ? 'nach links' : direction === 1 ? 'nach rechts' : direction === 2 ? 'nach oben' : 'nach unten'} an (wenn du wirklich hinschaust).` : 'Kein magnetischer Effekt.'
};
}
// Bestimmt die Seltenheit eines Items
getRarity() {
const rarityLevels = ['Common', 'Uncommon', 'Rare', 'Epic', 'Legendary', 'Mythic'];
return rarityLevels[Math.floor(Math.random() * rarityLevels.length)];
}
// Speichert die generierten Items in einer JSON-Datei (für RPG Maker MZ)
saveToJson(filePath = 'itemspark_items.json') {
fs.writeFileSync(filePath, JSON.stringify(this.items, null, 2));
console.log(`✨ ${this.items.length} Items wurden in ${path.basename(filePath)} gespeichert!`);
}
// Lädt Items aus einer JSON-Datei (für RPG Maker MZ)
loadFromJson(filePath = 'itemspark_items.json') {
if (fs.existsSync(filePath)) {
this.items = JSON.parse(fs.readFileSync(filePath, 'utf8'));
this.magneticItems = this.items.filter(item => item.magnetEffect.strength > 0);
console.log(`📜 ${this.items.length} Items wurden aus ${path.basename(filePath)} geladen.`);
} else {
console.log('⚠️ Keine Items gefunden. Es wird eine neue Liste generiert.');
}
}
// Druckt eine schöne Liste der Items (für Debugging/Spielbuch)
printInventory() {
console.log('\n🔮 ItemSpark Inventory:\n');
this.items.forEach(item => {
console.log(`🔹 ${item.name} [${item.rarity}] (Wert: ${item.value} GP)`);
console.log(` ${item.description}`);
console.log(` ${item.magnetEffect.description}`);
console.log(` — — — — — — —`);
});
console.log(`\n🧲 Magnetische Items (${this.magneticItems.length}):`);
this.magneticItems.forEach(item => {
console.log(` - ${item.name} (Stärke: ${item.magnetEffect.strength * 100}% ${this.getDirectionSymbol(item.magnetEffect.direction)})`);
});
}
// Hilfsfunktion für Pfeilsymbole
getDirectionSymbol(direction) {
return direction === 0 ? '←' : direction === 1 ? '→' : direction === 2 ? '↑' : '↓';
}
// Generiert 50 zufällige Items (Standard)
generateSampleItems(count = 50) {
for (let i = 0; i < count; i++) {
this.generateRandomItem();
}
console.log(`🎲 ${count} zufällige Items generiert!`);
}
}
// Main-Funktion
const main = () => {
const spark = new ItemSpark();
// Lade bestehende Items oder generiere neue
spark.loadFromJson();
if (spark.items.length === 0) {
spark.generateSampleItems(20); // Starte mit 20 Beispiel-Items
}
// Drucke die Inventory-Liste
spark.printInventory();
// Speichere die Items (falls changes)
spark.saveToJson();
// Interaktives Menü für Node.js
console.log('\n🎮 ItemSpark Menü:');
console.log('1. 10 neue Items generieren');
console.log('2. Alle Items anzeigen');
console.log('3. Magnetische Items filtern');
console.log('4. Items speichern');
console.log('5. Beenden');
const readline = require('readline').createInterface({
input: process.stdin,
output: process.stdout
});
const handleInput = (input) => {
switch (input) {
case '1':
spark.generateSampleItems(10);
spark.printInventory();
break;
case '2':
spark.printInventory();
break;
case '3':
console.log('\n🧲 Magnetische Items:');
spark.magneticItems.forEach(item => {
console.log(` - ${item.name} (${item.magnetEffect.strength * 100}% ${spark.getDirectionSymbol(item.magnetEffect.direction)})`);
});
break;
case '4':
spark.saveToJson();
console.log('Items gespeichert!');
break;
case '5':
readline.close();
console.log('👋 Bis zum nächsten Mal!');
return;
default:
console.log('Ungültige Eingabe. Versuche es nochmal.');
}
askQuestion();
};
const askQuestion = () => {
readline.question('Wahl (1-5): ', handleInput);
};
askQuestion();
};
main();
Eine elegante SwiftUI-Notizen-App mit CoreData, die Notizen als farbige, zufällig generierte "Spark"-Kacheln darstellt. Notizen lassen sich per Gesten verschieben, neu anordnen und mit einem eine Hand
import SwiftUI
import CoreData
@main
struct NoteSparkApp: App {
let persistenceController = PersistenceController.shared
var body: some Scene {
WindowGroup {
ContentView()
.environment(\.managedObjectContext, persistenceController.container.viewContext)
.preferredColorScheme(.light)
}
}
}
class PersistenceController: NSObject {
static let shared = PersistenceController()
lazy var container: NSPersistentContainer = {
let container = NSPersistentContainer(name: "NoteSpark")
container.loadPersistentStores { description, error in
if let error = error {
fatalError("Unable to load persistent stores: \(error)")
}
}
return container
}()
func save() {
container.viewContext.save()
}
}
struct ContentView: View {
@Environment(\.managedObjectContext) private var viewContext
@FetchRequest(
sortDescriptors: [NSSortDescriptor(keyPath: \Note.id, ascending: true)],
animation: .default
) private var notes: FetchedResults<Note>
@State private var isEditing = false
@State private var newNoteText = ""
var body: some View {
NavigationView {
ZStack {
Color(red: 0.98, green: 0.98, blue: 0.98, opacity: 1.0)
.edgesIgnoringSafeArea(.all)
if notes.isEmpty {
VStack {
Text("No notes yet")
.font(.title2)
.foregroundColor(.gray)
Text("Tap + to add your first note")
.font(.caption)
.foregroundColor(.gray.opacity(0.7))
}
.transition(.opacity.combined(with: .scale))
} else {
GeometryReader { geometry in
ScrollView {
LazyVStack(spacing: 16) {
ForEach(notes) { note in
NoteSparkView(note: note)
.frame(width: geometry.size.width, height: geometry.size.height / 4)
.offset(y: -geometry.frame(in: .global).minY)
}
}
.padding(.vertical, 8)
}
.coordinateSpace(name: "notesScroll")
}
}
}
.navigationTitle("NoteSpark")
.navigationBarTitleDisplayMode(.inline)
.toolbar {
ToolbarItem(placement: .navigationBarTrailing) {
EditButton()
}
ToolbarItem(placement: .navigationBarTrailing) {
Button(action: { isEditing.toggle() }) {
Image(systemName: isEditing ? "arrow.uturn.backward" : "pencil.tip")
}
}
}
.overlay(
VStack {
Spacer()
HStack {
TextField("Type a new note...", text: $newNoteText)
.textFieldStyle(RoundedBorderTextFieldStyle())
.padding(.horizontal)
.onSubmit {
addNote()
}
Button(action: { addNote() }) {
Image(systemName: "plus.circle.fill")
.font(.system(size: 24))
.foregroundColor(.blue)
}
.disabled(newNoteText.isEmpty)
}
.padding()
},
alignment: .bottom
)
.animation(.spring(response: 0.5, dampingFraction: 0.6, blendDuration: 0.5), value: notes)
}
.onAppear {
let color = UIColor(hue: CGFloat.random(in: 0...1), saturation: 0.3, brightness: 0.9, alpha: 1)
UIApplication.shared.keyWindow?.overrideUserInterfaceStyle = .light
UIApplication.shared.keyWindow?.tintColor = color
}
}
private func addNote() {
guard !newNoteText.isEmpty else { return }
withAnimation {
let newNote = Note(context: viewContext)
newNote.id = UUID()
newNote.text = newNoteText
newNote.color = UIColor(hue: CGFloat.random(in: 0...1), saturation: 0.5, brightness: 0.8, alpha: 1).cgColor
newNote.date = Date()
persistenceController.save()
newNoteText = ""
}
}
}
struct NoteSparkView: View, Identifiable {
@ObservedObject var note: Note
@Environment(\.managedObjectContext) private var viewContext
var id: UUID {
note.id ?? UUID()
}
var body: some View {
ZStack(alignment: .topTrailing) {
RoundedRectangle(cornerRadius: 16)
.fill(Color(note.color))
.shadow(color: .black.opacity(0.1), radius: 8, x: 0, y: 4)
.overlay(
VStack(alignment: .leading, spacing: 8) {
HStack {
Text(note.date, style: .time)
.font(.caption2)
.foregroundColor(.white.opacity(0.7))
Spacer()
Menu {
Button("Delete", role: .destructive) {
deleteNote()
}
} label: {
Image(systemName: "ellipsis.circle")
.font(.system(size: 20))
.foregroundColor(.white.opacity(0.7))
}
}
Text(note.text ?? "")
.font(.body)
.foregroundColor(.white)
.padding(.vertical, 8)
.lineLimit(3)
.multilineTextAlignment(.leading)
}
.padding(.horizontal, 12)
.padding(.vertical, 8)
.background(Color.clear)
)
Text(note.text ?? "")
.font(.body)
.foregroundColor(.white)
.padding(.horizontal, 12)
.lineLimit(3)
.multilineTextAlignment(.leading)
.frame(maxWidth: .infinity, alignment: .leading)
}
.frame(height: 200)
.transition(.opacity.combined(with: .scale))
.gesture(
DragGesture(minimumDistance: 20, coordinateSpace: .named("notesScroll"))
.onEnded { value in
if value.translation.height > 20 {
// Move note up
withAnimation {
moveNote(direction: .up)
}
} else if value.translation.height < -20 {
// Move note down
withAnimation {
moveNote(direction: .down)
}
}
}
)
.gesture(
MagnificationGesture()
.onChanged { value in
if value.magnification > 1.1 {
// Zoom in
withAnimation {
note.zoomFactor = value.magnification
}
} else if value.magnification < 0.9 {
// Zoom out
withAnimation {
note.zoomFactor = value.magnification
}
}
}
)
}
private func deleteNote() {
withAnimation {
viewContext.delete(note)
persistenceController.save()
}
}
private func moveNote(direction: Note.Direction) {
note.direction = direction
persistenceController.save()
}
}
extension Note {
@NSManaged var id: UUID?
@NSManaged var text: String?
@NSManaged var color: CGColor?
@NSManaged var date: Date?
@NSManaged var direction: Direction
enum Direction: String, Codable {
case up, down
}
var zoomFactor: Double {
get {
if let data = UserDefaults.standard.data(forKey: "noteZoomFactor") {
return data.decoded() as? Double ?? 1.0
}
return 1.0
}
set {
UserDefaults.standard.set(NSKeyedArchiver.archivedData(withRootObject: newValue), forKey: "noteZoomFactor")
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
let context = PersistenceController.shared.container.viewContext
let note = Note(context: context)
note.id = UUID()
note.text = "This is a preview note. Swipe up/down to reorder and pinch to zoom!"
note.color = UIColor(hue: 0.1, saturation: 0.5, brightness: 0.8, alpha: 1).cgColor
note.date = Date()
note.direction = .up
return ContentView()
.environment(\.managedObjectContext, context)
}
}
This plugin dynamically rotates content blocks with smooth transitions and customizable styles, adding visual appeal and interactivity to your site without requiring page reloads.
<?php
/**
* Plugin Name: Dynamic Content Rotator
* Description: Rotates content blocks with smooth transitions and customizable styles. Works with both WordPress and Joomla.
* Version: 1.0.0
* Author: Ailey
* License: GPL2
*/
// Define plugin constants
if (!defined('DYNAMIC_ROTATOR_VERSION')) {
define('DYNAMIC_ROTATOR_VERSION', '1.0.0');
define('DYNAMIC_ROTATOR_DIR', plugin_dir_path(__FILE__));
define('DYNAMIC_ROTATOR_URL', plugin_dir_url(__FILE__));
}
/**
* Class for Dynamic Content Rotator
*/
class DynamicContentRotator {
private $content_blocks = [];
private $transition_speed = 1000;
private $transition_style = 'fade';
private $auto_rotate = true;
private $rotate_interval = 5000;
private $current_index = 0;
private $css_classes = [];
/**
* Initialize the rotator
*/
public function __construct() {
$this->load_defaults();
$this->enqueue_scripts();
$this->add_hooks();
}
/**
* Load default settings
*/
private function load_defaults() {
$this->css_classes = [
'rotator-container' => 'dcr-container',
'rotator-slide' => 'dcr-slide',
'rotator-overlay' => 'dcr-overlay',
'active-slide' => 'dcr-active'
];
}
/**
* Enqueue necessary scripts and styles
*/
private function enqueue_scripts() {
wp_enqueue_script('dcr-script', DYNAMIC_ROTATOR_URL . 'js/dcr-script.js', ['jquery'], DYNAMIC_ROTATOR_VERSION, true);
wp_enqueue_style('dcr-style', DYNAMIC_ROTATOR_URL . 'css/dcr-style.css', [], DYNAMIC_ROTATOR_VERSION);
}
/**
* Add necessary hooks
*/
private function add_hooks() {
// WordPress hooks
if (function_exists('add_action')) {
add_action('wp_enqueue_scripts', [$this, 'enqueue_scripts']);
add_shortcode('dcr_rotator', [$this, 'render_rotator']);
add_action('admin_enqueue_scripts', [$this, 'admin_scripts']);
}
// Joomla hooks (check if in Joomla)
if (class_exists('JApplicationSite')) {
JFactory::getApplication()->registerEvent('onContentBeforeDisplay', [$this, 'joomla_before_display']);
JFactory::getApplication()->registerEvent('onAfterBody', [$this, 'joomla_after_body']);
}
}
/**
* Admin scripts for WordPress
*/
public function admin_scripts() {
wp_enqueue_style('dcr-admin-style', DYNAMIC_ROTATOR_URL . 'css/admin.css', [], DYNAMIC_ROTATOR_VERSION);
wp_enqueue_script('dcr-admin-script', DYNAMIC_ROTATOR_URL . 'js/admin.js', ['jquery'], DYNAMIC_ROTATOR_VERSION, true);
}
/**
* Render the rotator shortcode
*/
public function render_rotator($atts) {
$atts = shortcode_atts([
'title' => '',
'auto_rotate' => 'true',
'interval' => 5000,
'transition' => 'fade',
'speed' => 1000,
'slides' => []
], $atts);
$this->set_settings($atts);
ob_start();
?>
<div class="<?php echo esc_attr($this->css_classes['rotator-container']); ?>" data-dcr-id="dcr-<?php echo uniqid(); ?>">
<h3><?php echo esc_html($atts['title']); ?></h3>
<div class="<?php echo esc_attr($this->css_classes['rotator-overlay']); ?>">
<?php foreach ($this->content_blocks as $index => $block): ?>
<div class="<?php echo esc_attr($this->css_classes['rotator-slide']); ?> dcr-slide-<?php echo $index; ?>">
<?php echo wp_kses_post($block['content']); ?>
</div>
<?php endforeach; ?>
</div>
</div>
<?php
return ob_get_clean();
}
/**
* Set rotator settings
*/
private function set_settings($atts) {
if (isset($atts['auto_rotate']) && strtolower($atts['auto_rotate']) === 'false') {
$this->auto_rotate = false;
} else {
$this->auto_rotate = true;
}
$this->transition_style = isset($atts['transition']) ? sanitize_text_field($atts['transition']) : 'fade';
$this->transition_speed = isset($atts['speed']) ? intval($atts['speed']) : 1000;
$this->rotate_interval = isset($atts['interval']) ? intval($atts['interval']) : 5000;
// Parse slides if provided
if (isset($atts['slides'])) {
$this->content_blocks = [];
$slides = explode('||', $atts['slides']);
foreach ($slides as $slide) {
if (!empty($slide)) {
$parts = explode('###', $slide, 2);
$this->content_blocks[] = [
'content' => isset($parts[1]) ? $parts[1] : ''
];
}
}
}
}
/**
* Add content blocks programmatically (for Joomla or advanced usage)
*/
public function add_content_block($content, $index = null) {
if (is_null($index)) {
$this->content_blocks[] = ['content' => $content];
} else {
if (isset($this->content_blocks[$index])) {
$this->content_blocks[$index]['content'] = $content;
} else {
$this->content_blocks[] = ['content' => $content];
}
}
}
/**
* Joomla onContentBeforeDisplay event
*/
public function joomla_before_display($event, $context) {
$app = JFactory::getApplication();
$doc = JFactory::getDocument();
// Only process if this is a page or blog view
if ($app->isSite() && ($context === 'com_content' || $context === 'com_content.article') || $context === 'com_content.blog') {
$doc->addStyleSheet(DYNAMIC_ROTATOR_URL . 'css/dcr-style.css');
$doc->addScript(DYNAMIC_ROTATOR_URL . 'js/dcr-script.js');
// You could extract content from articles or modules here
// For this example, we'll just add a placeholder block
$this->add_content_block('<p>This content is dynamically rotated by the Dynamic Content Rotator plugin.</p>');
echo '<div class="' . esc_attr($this->css_classes['rotator-container']) . '" data-dcr-id="dcr-' . uniqid() . '">';
echo '<h3>Dynamic Content Rotator</h3>';
echo '<div class="' . esc_attr($this->css_classes['rotator-overlay']) . '">';
foreach ($this->content_blocks as $index => $block) {
echo '<div class="' . esc_attr($this->css_classes['rotator-slide']) . ' dcr-slide-' . $index . '">';
echo wp_kses_post($block['content']);
echo '</div>';
}
echo '</div>';
echo '</div>';
}
}
/**
* Joomla onAfterBody event
*/
public function joomla_after_body($event, $context) {
if ($this->auto_rotate) {
$doc = JFactory::getDocument();
$doc->addScriptDeclaration('
jQuery(document).ready(function($) {
jQuery(".dcr-container").dcr_rotator({
auto_rotate: ' . ($this->auto_rotate ? 'true' : 'false') . ',
rotate_interval: ' . $this->rotate_interval . ',
transition_speed: ' . $this->transition_speed . ',
transition_style: "' . $this->transition_style . '"
});
});
');
}
}
/**
* Get current settings
*/
public function get_settings() {
return [
'transition_style' => $this->transition_style,
'transition_speed' => $this->transition_speed,
'auto_rotate' => $this->auto_rotate,
'rotate_interval' => $this->rotate_interval,
'content_blocks' => $this->content_blocks
];
}
}
// Initialize the rotator on plugin activation
if (!function_exists('add_action') || !function_exists('is_admin')) {
// Check if we're in WordPress or Joomla
if (function_exists('add_action')) {
add_action('plugins_loaded', function() {
new DynamicContentRotator();
});
} elseif (class_exists('JApplicationSite')) {
JFactory::getApplication()->registerEvent('onContentBeforeDisplay', [$this, 'joomla_before_display']);
JFactory::getApplication()->registerEvent('onAfterBody', [$this, 'joomla_after_body']);
}
} else {
new DynamicContentRotator();
}
/**
* JavaScript for the rotator
*/
?>
<script>
jQuery(document).ready(function($) {
$.fn.dcr_rotator = function(options) {
var settings = $.extend({
auto_rotate: true,
rotate_interval: 5000,
transition_speed: 1000,
transition_style: 'fade'
}, options);
return this.each(function() {
var $container = $(this);
var $slides = $container.find('.dcr-slide');
var current = 0;
var total = $slides.length;
var timer;
if (total < 2) {
$container.hide();
return;
}
function rotate() {
$container.find('.dcr-slide').removeClass(settings.active_class || 'dcr-active');
current = (current + 1) % total;
$slides.eq(current).addClass(settings.active_class || 'dcr-active');
if (settings.transition_style === 'fade') {
$container.find('.dcr-slide').fadeOut(settings.transition_speed);
$slides.eq(current).fadeIn(settings.transition_speed);
} else if (settings.transition_style === 'slide') {
$container.find('.dcr-slide').slideUp(settings.transition_speed);
$slides.eq(current).slideDown(settings.transition_speed);
} else {
$container.find('.dcr-slide').removeClass('active');
$slides.eq(current).addClass('active');
}
}
if (settings.auto_rotate) {
timer = setInterval(rotate, settings.rotate_interval);
}
$container.on('mouseenter', function() {
clearInterval(timer);
}).on('mouseleave', function() {
if (settings.auto_rotate) {
timer = setInterval(rotate, settings.rotate_interval);
}
});
$container.find('.dcr-slide').on('click', function() {
clearInterval(timer);
$container.find('.dcr-slide').removeClass('dcr-active');
$(this).addClass('dcr-active');
});
});
};
});
</script>
Ein einzigartiges Camera-Follow-System mit dynamischer Dämpfung und adaptivem Radius, das sich nahtlos an die Bewegung des Ziels anpasst und sanfte, aber reaktionsstarke Bewegungen ermöglicht. Ideal f
using UnityEngine;
[RequireComponent(typeof(Camera))]
public class DynamicCameraSmoother : MonoBehaviour
{
[Header("Target Reference")]
[SerializeField] private Transform _target; // The object the camera will follow
[SerializeField] private Vector2 _offset = new Vector2(0f, 0f); // Offset from the target
[Header("Smoothing Settings")]
[SerializeField] [Min(0.01f)] private float _baseSmoothTime = 0.2f; // Base smoothing time
[SerializeField] [Range(0f, 1f)] private float _dampingVariation = 0.5f; // How much the smoothing varies based on target velocity
[SerializeField] [Min(0.01f)] private float _velocityThreshold = 0.5f; // Velocity above which damping is reduced for snappier follow
[Header("Dynamic Radius")]
[SerializeField] private float _minRadius = 2f; // Minimum distance from target
[SerializeField] private float _maxRadius = 8f; // Maximum distance from target
[SerializeField] [Range(0f, 1f)] private float _radiusLagFactor = 0.3f; // How quickly the radius adapts to movement
[Header("Boundary Constraints")]
[SerializeField] private Vector2 _boundaryMin = Vector2.zero; // Minimum boundary for camera positioning
[SerializeField] private Vector2 _boundaryMax = Vector2.zero; // Maximum boundary for camera positioning
private Vector3 _velocity = Vector3.zero;
private float _currentSmoothTime;
private float _targetRadius;
private void Awake()
{
if (_target == null)
{
Debug.LogError("No target assigned to DynamicCameraSmoother!", this);
enabled = false;
}
else
{
_currentSmoothTime = _baseSmoothTime;
_targetRadius = Mathf.Clamp(_minRadius, _minRadius, _maxRadius);
}
}
private void Update()
{
if (_target == null) return;
// Calculate target velocity magnitude (2D)
float targetVelocity = _target.GetComponent<Rigidbody2D>()?.velocity.magnitude ?? 0f;
float velocityFactor = Mathf.Clamp01(targetVelocity / _velocityThreshold);
_currentSmoothTime = Mathf.Lerp(_baseSmoothTime, _baseSmoothTime * (1f - _dampingVariation), velocityFactor);
// Dynamically adjust radius based on target movement and camera's own movement
float targetMovement = Mathf.Abs(_target.position.x - transform.position.x);
_targetRadius = Mathf.Lerp(_targetRadius, Mathf.Clamp(targetMovement * (1f + _radiusLagFactor), _minRadius, _maxRadius), Time.deltaTime * 10f);
// Calculate target position with dynamic radius and offset
Vector3 targetPosition = _target.position + _offset;
Vector3 smoothedPosition = Vector3.SmoothDamp(transform.position, targetPosition, ref _velocity, _currentSmoothTime);
// Apply boundary constraints
smoothedPosition.x = Mathf.Clamp(smoothedPosition.x, _boundaryMin.x, _boundaryMax.x);
smoothedPosition.y = Mathf.Clamp(smoothedPosition.y, _boundaryMin.y, _boundaryMax.y);
// Apply dynamic radius as z-position (for 2D camera, this sets the distance)
smoothedPosition.z = _targetRadius;
transform.position = smoothedPosition;
}
// Optional: Expose a method to manually set the target (useful for level transitions)
public void SetTarget(Transform newTarget)
{
_target = newTarget;
if (_target != null)
{
_currentSmoothTime = _baseSmoothTime;
_targetRadius = Mathf.Clamp(_minRadius, _minRadius, _maxRadius);
}
}
}
Organizes files by color-based hashing (first character color theme) and creates uniquely named folders using emoji. Runs on Node.js with no external dependencies.
#!/usr/bin/env node
// ChromaSort - File Organizer with Colorful Folders
// Organizes files by their first character's color theme (dark/light) and creates emoji-named folders
import fs from 'fs/promises';
import path from 'path';
import { fileURLToPath } from 'url';
import { execSync } from 'child_process';
// Convert ESM __filename to CJS __filename equivalent
const __dirname = path.dirname(fileURLToPath(import.meta.url));
// Color theme detection based on first character
function getColorTheme(firstChar) {
// Simple color theme detection (dark: low lightness, light: high lightness)
const charCode = firstChar.charCodeAt(0);
const lightness = (charCode % 256) / 255; // Normalized to 0-1
return lightness > 0.5 ? 'light' : 'dark';
}
// Get emoji name based on color theme and first letter
function getEmojiFolderName(firstChar, theme) {
const baseEmojis = {
light: ['🌞', '☀️', '🌇', '🌅', '🌈', '🌃', '🌙'],
dark: ['🌌', '🌒', '🌠', '🌌', '🌑', '🌓', '🌔']
};
const index = firstChar.charCodeAt(0) % baseEmojis[theme].length;
return `${baseEmojis[theme][index]}${firstChar.toUpperCase()}`;
}
// Main function to organize files
async function organizeFiles(directory = process.cwd()) {
try {
// Check if directory exists
await fs.access(directory);
console.log(`📂 Starting organization in: ${directory}`);
const files = await fs.readdir(directory);
const filesWithPaths = await Promise.all(
files.map(async (file) => {
const filePath = path.join(directory, file);
const stat = await fs.stat(filePath);
return {
name: file,
path: filePath,
size: stat.size,
isDirectory: stat.isDirectory()
};
})
);
const fileItems = filesWithPaths.filter(item => !item.isDirectory);
if (fileItems.length === 0) {
console.log('❌ No files found in the directory.');
return;
}
console.log(`✅ Found ${fileItems.length} files to organize.`);
// Process each file
for (const item of fileItems) {
const firstChar = item.name.charAt(0);
const theme = getColorTheme(firstChar);
const folderName = getEmojiFolderName(firstChar, theme);
const folderPath = path.join(directory, folderName);
try {
// Check if folder exists, if not create it
try {
await fs.access(folderPath);
} catch {
await fs.mkdir(folderPath, { recursive: true });
console.log(`📁 Created folder: ${folderName}`);
}
// Move file to the folder
const destPath = path.join(folderPath, item.name);
await fs.rename(item.path, destPath);
console.log(`📄 Moved: ${item.name} → ${folderName}/`);
} catch (err) {
console.error(`❌ Error processing ${item.name}:`, err.message);
}
}
console.log('\n🎨 Organization complete! Files are now sorted by color theme.');
} catch (err) {
console.error('❌ Error:', err.message);
process.exit(1);
}
}
// Check if a directory was provided as argument
const targetDir = process.argv[2] || process.cwd();
if (!fs.existsSync(targetDir)) {
console.error('❌ Target directory does not exist.');
process.exit(1);
}
// Make the script executable on Unix-like systems
if (process.platform !== 'win32') {
try {
fs.chmodSync(__filename, 0o755);
} catch (e) {
// Ignore if already executable
}
}
// Run the organizer
organizeFiles(targetDir).catch(console.error);
A unique inventory system where players drag ingredients to brew magical potions with dynamic effects and visually satisfying particle interactions.
extends Control
class_name: "SorceryCraftInventory"
# @export variables for easy tweaking in the editor
@export var ingredient_scene_path: PackedScene = null # Path to the ingredient item scene
@export var potion_scene_path: PackedScene = null # Path to the potion container scene
@export var grid_spacing: int = 50 # Spacing between grid items
@export var max_ingredients: int = 12 # Maximum ingredients in the inventory
@export var brew_duration: float = 2.0 # Time to brew a potion
@export var particle_scene_path: PackedScene = null # Path to the particle effect scene
# Variables to track the inventory and brewing
var inventory_items: Array = []
var brewing_items: Array = []
var current_potion: Node2D = null
var brew_timer: float = 0.0
var is_brewing: bool = false
var particles: Array = []
# Callbacks for when a potion is successfully brewed
var on_potion_brewed_callback: Callable = null
# The grid layout container
var grid: GridContainer = $GridContainer
# _ready() initializes the inventory with default ingredients
func _ready():
if ingredient_scene_path.is_connected("root_path") and potion_scene_path.is_connected("root_path"):
# Add some default ingredients to the inventory
var default_ingredients = [
{"name": "Mana Root", "color": Color(0.2, 0.5, 0.2), "effect": "heal"},
{"name": "Frostbite Flower", "color": Color(0.5, 0.8, 1.0), "effect": "slow"},
{"name": "Fire Lotus", "color": Color(1.0, 0.3, 0.3), "effect": "burn"},
{"name": "Void Shard", "color": Color(0.2, 0.2, 0.2), "effect": "poison"}
]
for ingredient in default_ingredients:
add_ingredient(ingredient["name"], ingredient["color"], ingredient["effect"])
# Setup the brewing area
setup_brewing_area()
# _process() handles the brewing timer and particle effects
func _process(delta: float):
if is_brewing:
brew_timer += delta
update_brew_visuals()
if brew_timer >= brew_duration:
finish_brewing()
# Adds an ingredient to the inventory with drag-and-drop functionality
func add_ingredient(name: String, color: Color, effect: String):
if inventory_items.size() >= max_ingredients:
push_error("Inventory is full!")
return
var ingredient = ingredient_scene_path.instantiate()
ingredient.name = name
ingredient.set("color", color)
ingredient.set("effect", effect)
# Setup drag and drop signals
ingredient.set("drag_started", true)
ingredient.connect("input_event", _on_ingredient_input_event)
ingredient.connect("item_dropped", _on_item_dropped)
inventory_items.append(ingredient)
grid.add_child(ingredient)
grid.set_cell_left_margin(ingredient, 1)
grid.set_cell_top_margin(ingredient, 1)
# Sets up the brewing area with particle effects
func setup_brewing_area():
var brewing_area = $BrewingArea
if brewing_area:
brewing_area.connect("input_event", _on_brewing_area_input_event)
else:
push_error("BrewingArea node not found!")
# Handles input events for ingredients (drag and drop)
func _on_ingredient_input_event(view: InputEvent, item: Node):
if view is InputEventDragStart:
item.set("drag_started", true)
item.move_to_global_position(get_global_mouse_position())
elif view is InputEventMouseButton and view.pressed:
item.set("drag_started", false)
# Handles when an item is dropped in the brewing area
func _on_item_dropped(item: Node):
if not is_brewing and not brewing_items.has(item):
brewing_items.append(item)
item.set_position($BrewingArea.get_global_position())
start_brew_animation()
elif is_brewing:
push_warning("Can't add more items while brewing!")
# Starts the brewing process with visual effects
func start_brew_animation():
is_brewing = true
brew_timer = 0.0
# Create particle effects
for _ in range(5):
var particle = particle_scene_path.instantiate()
particle.position = $BrewingArea.get_global_position()
particle.set("lifetime", 1.0)
add_child(particle)
particles.append(particle)
# Play brewing sound (if available)
if $BrewingArea.has_method("play_brew_sound"):
$BrewingArea.play_brew_sound()
# Updates the visuals during brewing
func update_brew_visuals():
var progress = brew_timer / brew_duration
var brewing_area = $BrewingArea
# Update particle effects (pulse with brew progress)
for particle in particles:
particle.position = brewing_area.get_global_position() + Vector2.rand() * 50 * (1.0 - progress)
particle.set("speed", Vector2(0, 200 * progress))
# Update the potion's appearance (if it exists)
if current_potion:
current_potion.set("brew_progress", progress)
# Finishes brewing and creates a potion
func finish_brewing():
is_brewing = false
brew_timer = 0.0
particles.clear()
# Remove all particles
for particle in particles:
particle.queue_free()
# Create a potion with combined effects
var potion = potion_scene_path.instantiate()
potion.position = $BrewingArea.get_global_position() + Vector2(0, 50)
# Combine effects (simple logic for demo)
var combined_effect = "basic"
var combined_color = Color.WHITE
for item in brewing_items:
if item.get("effect") == "heal":
combined_effect = "heal"
combined_color = Color.GREEN
elif item.get("effect") == "slow" and combined_effect != "heal":
combined_effect = "slow"
combined_color = Color.BLUE
elif item.get("effect") == "burn" and combined_effect != "heal":
combined_effect = "burn"
combined_color = Color.RED
elif item.get("effect") == "poison" and combined_effect != "heal":
combined_effect = "poison"
combined_color = Color.PURPLE
potion.set("effect", combined_effect)
potion.set("color", combined_color)
# Add the potion to the scene and clean up
get_parent().add_child(potion)
current_potion = potion
# Reset brewing items
brewing_items.clear()
# Trigger callback if set
if on_potion_brewed_callback:
on_potion_brewed_callback.call(potion)
# Play success sound (if available)
if $BrewingArea.has_method("play_brew_success_sound"):
$BrewingArea.play_brew_success_sound()
# Callbacks for external use
func set_on_potion_brewed(callback: Callable):
on_potion_brewed_callback = callback
Ein WordPress/Joomla-Widget, das dynamisch das Hintergrundbild einer Seite basierend auf KI-generierten, nutzerspezifischen Parametern ändert — mit Admin-Einstellungen zur Anpassung von Farben, Muster
```php
<?php
/**
* Plugin Name: Ailey's Dynamic Background Changer
* Plugin URI: https://ailey.dev
* Description: Dynamically changes background images with KI-inspired patterns and animations. Supports WordPress and Joomla.
* Version: 1.0.0
* Author: Ailey
* Author URI: https://ailey.dev
* License: GPL-2.0+
* Text Domain: ailey-dynamic-bg
* Domain Path: /languages
* WC requires: >= 5.0
*/
// Define constants to avoid direct path access
if (!defined('AILEY_DYNAMIC_BG_PATH')) {
define('AILEY_DYNAMIC_BG_PATH', __DIR__);
}
// Check if WordPress is active
if (function_exists('is_wordpress')) {
// WordPress implementation
require_once(AILEY_DYNAMIC_BG_PATH . '/wp/ailey-dynamic-bg-wordpress.php');
} // Check if Joomla is active
elseif (defined('JPATH_BASE') && file_exists(JPATH_BASE . '/administrator')) {
// Joomla implementation
require_once(AILEY_DYNAMIC_BG_PATH . '/joomla/ailey-dynamic-bg-joomla.php');
} else {
wp_die('Ailey\'s Dynamic Background Changer requires WordPress or Joomla to be installed.');
}
// WordPress directory structure
if (!file_exists(AILEY_DYNAMIC_BG_PATH . '/wp')) {
mkdir(AILEY_DYNAMIC_BG_PATH . '/wp', 0755, true);
}
// Joomla directory structure
if (!file_exists(AILEY_DYNAMIC_BG_PATH . '/joomla')) {
mkdir(AILEY_DYNAMIC_BG_PATH . '/joomla', 0755, true);
}
// Ensure CSS is enqueued globally
function ailey_dynamic_bg_enqueue_assets() {
wp_enqueue_style('ailey-dynamic-bg', plugins_url('assets/css/dynamic-bg.css', __FILE__), array(), '1.0.0');
wp_enqueue_script('ailey-dynamic-bg', plugins_url('assets/js/dynamic-bg.js', __FILE__), array('jquery'), '1.0.0', true);
}
add_action('wp_enqueue_scripts', 'ailey_dynamic_bg_enqueue_assets');
// Generate dynamic background with KI-inspired patterns
function ailey_generate_ki_background($settings) {
// Simulate KI-generated pattern with noise and colors
$pattern = imagecreatetruecolor(100, 100);
$bgColor = hex2rgb($settings['background_color']);
imagefill($pattern, 0, 0, $bgColor['r'], $bgColor['g'], $bgColor['b']);
// Add noise-based pattern (simulated KI effect)
for ($i = 0; $i < 1000; $i++) {
$x = rand(0, 99);
$y = rand(0, 99);
$color = hex2rgb($settings['primary_color']);
imagesetpixel($pattern, $x, $y, $color['r'], $color['g'], $color['b']);
}
// Add subtle gradient
$grad = imagecreatetruecolor(100, 100);
for ($y = 0; $y < 100; $y++) {
$color1 = hex2rgb($settings['background_color']);
$color2 = hex2rgb($settings['secondary_color']);
$interpolated = imagecolorallocate($grad, $color1['r'], $color1['g'], $color1['b']);
imagefill($grad, 0, $y, $interpolated);
}
// Combine and output as data URL
ob_start();
imagepng($pattern);
$data = base64_encode(ob_get_clean());
return 'data:image/png;base64,' . $data;
}
// Helper to convert hex to RGB
function hex2rgb($hex) {
$hex = str_replace('#', '', $hex);
return [
'r' => hexdec(substr($hex, 0, 2)),
'g' => hexdec(substr($hex, 2, 2)),
'b' => hexdec(substr($hex, 4, 2))
];
}
// Main function to apply dynamic background
function ailey_apply_dynamic_background($settings) {
if (empty($settings)) return '';
$background = ailey_generate_ki_background($settings);
$output = <<<HTML
<style>
.ailey-dynamic-bg {
background-image: url({$background});
background-size: cover;
background-position: center;
background-attachment: fixed;
opacity: 0.8;
transition: opacity 0.5s ease;
}
.ailey-dynamic-bg:hover {
opacity: 0.9;
}
</style>
<div class="ailey-dynamic-bg" style="position: fixed; top: 0; left: 0; width: 100%; height: 100%; z-index: -1;"></div>
HTML;
return $output;
}
// WordPress-specific implementation
if (function_exists('is_wordpress')) {
// Widget class
class Ailey_Dynamic_Bg_Widget extends WP_Widget {
public function __construct() {
parent::__construct(
'ailey_dynamic_bg_widget',
__('Ailey\'s Dynamic Background Changer', 'ailey-dynamic-bg'),
array('description' => __('Dynamically changes background with KI-inspired patterns.', 'ailey-dynamic-bg'))
);
}
public function widget($args, $instance) {
$settings = get_field('ailey_dynamic_bg_settings', 'options');
if (!$settings) return;
echo $args['before_widget'];
echo ailey_apply_dynamic_background($settings);
echo $args['after_widget'];
}
public function form($instance) {
$settings = wp_parse_args($instance, array(
'background_color' => '#ffffff',
'primary_color' => '#000000',
'secondary_color' => '#333333',
'animation' => 'none',
));
?>
<p>
<label for="<?php echo $this->get_field_id('background_color'); ?>"><?php _e('Background Color:', 'ailey-dynamic-bg'); ?></label>
<input class="widefat" id="<?php echo $this->get_field_id('background_color'); ?>" name="<?php echo $this->get_field_name('background_color'); ?>" value="<?php echo esc_attr($settings['background_color']); ?>" type="color">
</p>
<p>
<label for="<?php echo $this->get_field_id('primary_color'); ?>"><?php _e('Primary Color:', 'ailey-dynamic-bg'); ?></label>
<input class="widefat" id="<?php echo $this->get_field_id('primary_color'); ?>" name="<?php echo $this->get_field_name('primary_color'); ?>" value="<?php echo esc_attr($settings['primary_color']); ?>" type="color">
</p>
<p>
<label for="<?php echo $this->get_field_id('secondary_color'); ?>"><?php _e('Secondary Color:', 'ailey-dynamic-bg'); ?></label>
<input class="widefat" id="<?php echo $this->get_field_id('secondary_color'); ?>" name="<?php echo $this->get_field_name('secondary_color'); ?>" value="<?php echo esc_attr($settings['secondary_color']); ?>" type="color">
</p>
<p>
<label for="<?php echo $this->get_field_id('animation'); ?>"><?php _e('Animation:', 'ailey-dynamic-bg'); ?></label>
<select id="<?php echo $this->get_field_id('animation'); ?>" name="<?php echo $this->get_field_name('animation'); ?>" class="widefat">
<option value="none" <?php selected($settings['animation'], 'none'); ?>><?php _e('None', 'ailey-dynamic-bg'); ?></option>
<option value="subtle" <?php selected($settings['animation'], 'subtle'); ?>><?php _e('Subtle Motion', 'ailey-dynamic-bg'); ?></option>
<option value="vibrant" <?php selected($settings['animation'], 'vibrant'); ?>><?php _e('Vibrant', 'ailey-dynamic-bg'); ?></option>
</select>
</p>
<?php
}
public function update($new_instance, $old_instance) {
return $new_instance;
}
}
// Register widget
add_action('widgets_init', function() {
register_widget('Ailey_Dynamic_Bg_Widget');
});
// Admin settings page
add_action('admin_menu', function() {
add_options_page(
'Ailey\'s Dynamic Background Changer',
'Dynamic Background Settings',
'manage_options',
'ailey-dynamic-bg-settings',
'ailey_dynamic_bg_admin_page'
);
});
function ailey_dynamic_bg_admin_page() {
if (!current_user_can('manage_options')) return;
$settings = get_option('ailey_dynamic_bg_settings', array(
'background_color' => '#ffffff',
'primary_color' => '#000000',
'secondary_color' => '#333333',
'animation' => 'none',
));
if (isset($_POST['ailey_dynamic_bg_save'])) {
update_option('ailey_dynamic_bg_settings', $_POST['ailey_dynamic_bg_settings']);
add_action('admin_notices', function() {
echo '<div class="notice notice-success is-dismissible"><p>Settings saved!</p></div>';
});
}
?>
<div class="wrap">
<h1>Dynamic Background Settings</h1>
<form method="post" action="">
<table class="form-table">
<tr>
<th><label for="background_color">Background Color</label></th>
<td>
<input type="color" name="ailey_dynamic_bg_settings[background_color]" id="background_color" value="<?php echo esc_attr($settings['background_color']); ?>">
</td>
</tr>
<tr>
<th><label for="primary_color">Primary Color</label></th>
<td>
<input type="color" name="ailey_dynamic_bg_settings[primary_color]" id="primary_color" value="<?php echo esc_attr($settings['primary_color']); ?>">
</td>
</tr>
<tr>
<th><label for="secondary_color">Secondary Color</label></th>
<td>
<input type="color" name="ailey_dynamic_bg_settings[secondary_color]" id="secondary_color" value="<?php echo esc_attr($settings['secondary_color']); ?>">
</td>
</tr>
<tr>
<th><label for="animation">Animation</label></th>
<td>
<select name="ailey_dynamic_bg_settings[animation]" id="animation">
<option value="none" <?php selected($settings['animation'], 'none'); ?>>None</option>
<option value="subtle" <?php selected($settings['animation'], 'subtle'); ?>>Subtle Motion</option>
<option value="vibrant" <?php selected($settings['animation'], 'vibrant'); ?>>Vibrant</option>
</select>
</td>
</tr>
</table>
<?php wp_nonce_field('ailey_dynamic_bg_save'); ?>
<input type="hidden" name="ailey_dynamic_bg_save" value="1">
<p class="submit">
<input type="submit" class="button button-primary" value="Save Settings">
</p>
</form>
</div>
<?php
}
}
// Joomla-specific implementation
if (defined('JPATH_BASE') && file_exists(JPATH_BASE . '/administrator')) {
// Joomla plugin class
class plgSystemAileyDynamicBg extends JPlugin {
public function onAfterRender() {
$app = JFactory::getApplication();
if ($app->isSite()) {
$document = JFactory::getDocument();
$settings = $this->getSettings();
if ($settings) {
$document->addStyleDeclaration(ailey_apply_dynamic_background($settings));
}
}
return true;
}
public function onContentAfterDisplay($content, $section, $params, $page) {
return $content;
}
private function getSettings() {
$db = JFactory::getDbo();
$query = $db->getQuery(true);
$query->select($db->quoteName('*'));
$query->from($db->quoteName('#__extension_options', 'o'));
$query->where($db->quoteName('o.extension_id') . ' = ' . $db->quote($this->get('element')));
$db->setQuery($query);
$options = $db->loadObject();
if (!$options) return null;
return json_decode($options->params, true);
}
public function onAfterInstallPlugin($data) {
$this->installDatabase();
}
private function installDatabase() {
$db = JFactory::getDbo();
$query = $db->getQuery(true);
$query->insert($db->quoteName('#__extension_options'))
->columns($db->quoteName(['extension_id', 'params']))
->values($db->quote($this->get('element')) . ',' . $db->quote(json_encode([
'background_color' => '#ffffff',
'primary_color' => '#000000',
'secondary_color' => '#333333',
'animation' => 'none',
])));
$db->setQuery($query);
$db->execute();
}
}
// Create necessary files for Joomla
if (!file_exists(AILEY_DYNAMIC_BG_PATH . '/joomla/ailey_dynamic_bg.xml')) {
file_put_contents(AILEY_DYNAMIC_BG_PATH . '/joomla/ailey_dynamic_bg.xml', <<<XML
<?xml version="1.0" encoding="utf-8"?>
<extension type="plugin" group="system" method="upgrade">
<name>PLG_SYSTEM_AILEY_DYNAMIC_BG_NAME</name>
<creationDate>2023-10-01</creationDate>
<author>Ailey</author>
<authorEmail>ailey@ailey.dev</authorEmail>
<authorUrl>https://ailey.dev</authorUrl>
<copyright>Copyright (C) 2023 Ailey</copyright>
<license>GNU General Public License version 2 or later</license>
<version>1.0.0</version>
<description>PLG_SYSTEM_AILEY_DYNAMIC_BG_DESCRIPTION</description>
<namespace path="ailey.dev">Ailey\DynamicBg</namespace>
<files>
<folder>ailey_dynamic_bg</folder>
<filename plugin="ailey_dynamic_bg">ailey_dynamic_bg.php</filename>
</files>
<languages>
<language tag="en-GB">ailey_dynamic_bg/en-GB/ailey_dynamic_bg.ini</language>
</languages>
<params>
<param name="background_color" type="text" default="#ffffff" label="Background Color" />
<param name="primary_color" type="text" default="#000000" label="Primary Color" />
<param name="secondary_color" type="text" default="#333333" label="Secondary Color" />
<param name="animation" type="text" default="none" label="Animation" />
</params>
</extension>
XML
);
}
if (!file_exists(AILEY_DYNAMIC_BG_PATH . '/joomla/ailey_dynamic_bg.php')) {
file_put_contents(AILEY_DYNAMIC_BG_PATH . '/joomla/ailey_dynamic_bg.php', <<<PHP
<?php
defined('_JEXEC') or die;
require_once dirname(__FILE__) . '/../../' . basename(__FILE__, '.php') . '.php';
class plgSystemAileyDynamicBg extends JPlugin {
public function onAfterRender() {
\$app = JFactory::getApplication();
if (\$app->isSite()) {
\$document = JFactory::getDocument();
\$settings = \$this->getSettings();
if (\$settings) {
\$document->addStyleDeclaration(ailey_apply_dynamic_background(\$settings));
}
}
return true;
}
public function onContentAfterDisplay(\$content, \$section, \$params, \$page) {
return \$content;
}
private function getSettings() {
\$db = JFactory::getDbo();
\$query = \$db->getQuery(true);
\$query->select(\$db->quoteName('*'));
\$query->from(\$db->quoteName('#__extension_options', 'o'));
\$query->where(\$db->quoteName('o.extension_id') . ' = ' . \$db->quote(\$this->get('element')));
\$db->setQuery(\$query);
\$options = \$db->loadObject
A vibrant command-line file search tool that colors search results based on file types, with interactive highlighting and emoji emojis for different file categories. It's not just a search tool — it's
use std::{
env, fs,
path::{Path, PathBuf},
process,
};
use colored::*;
use walkdir::{WalkDir, DirEntry};
use regex::Regex;
use lazy_static::lazy_static;
use clap::{Arg, Command};
lazy_static! {
static ref FILE_EMOJIS: std::collections::HashMap<&'static str, &'static str> = {
let mut map = std::collections::HashMap::new();
map.insert("rs", "🦀");
map.insert("py", "🐍");
map.insert("js", "🦄");
map.insert("java", "☕");
map.insert("go", "🦅");
map.insert("txt", "📄");
map.insert("md", "📖");
map.insert("png", "🖼️");
map.insert("jpg", "📷");
map.insert("jpeg", "📷");
map.insert("pdf", "📑");
map.insert("json", "📦");
map.insert("zip", "🗄️");
map.insert("exe", "💻");
map.insert("sh", "🐚");
map.insert("c", "🐙");
map.insert("cpp", "🐙");
map.insert("h", "🐙");
map.insert("hpp", "🐙");
map.insert("html", "🌐");
map.insert("css", "🎨");
map.insert("ts", "🦄");
map.insert("tsx", "🦄");
map.insert("jsx", "🦄");
map.insert("rs", "🦀");
map
};
}
fn main() {
let matches = Command::new("GlowFinder")
.version("1.0")
.author("Ailey <creative-koder@glowfinder.dev>")
.about("Finds files with color, emoji, and style — like a treasure hunt for your filesystem!")
.arg(
Arg::new("path")
.short('p')
.long("path")
.value_name("DIRECTORY")
.help("Sets the directory to search in")
.default_value("."),
)
.arg(
Arg::new("query")
.short('q')
.long("query")
.value_name("QUERY")
.help("Sets the search query (regex supported)")
.required(true),
)
.arg(
Arg::new("extension")
.short('e')
.long("extension")
.value_name("EXTENSION")
.help("Filter by file extension, e.g., 'rs' or 'txt'"),
)
.arg(
Arg::new("case-sensitive")
.short('s')
.long("case-sensitive")
.help("Enable case-sensitive search"),
)
.get_matches();
let search_path = PathBuf::from(matches.value_t::<String>("path").unwrap());
let query = matches.value_t::<String>("query").unwrap();
let extension = matches.value_t::<Option<String>>("extension").unwrap_or(None);
let case_sensitive = matches.is_present("case-sensitive");
// Validate path
if !search_path.exists() {
eprintln!("{}", "❌ Path does not exist!".red());
process::exit(1);
}
if !search_path.is_dir() {
eprintln!("{}", "❌ Path is not a directory!".red());
process::exit(1);
}
// Compile regex with case sensitivity
let re = Regex::new(&if case_sensitive { query } else { "(?i)" }.to_string() + &query).unwrap();
println!("{}", "🔍 GlowFinder: Searching with 🌟".bright_magenta());
println!("📂 Starting from: {}", search_path.display().to_string().bright_cyan());
println!("🔎 Query: {}", query.bright_yellow());
if let Some(ext) = &extension {
println!("🧩 Extension filter: {}", ext.bright_blue());
}
let mut found_count = 0;
let mut results = Vec::new();
// Walk the directory tree
for entry in WalkDir::new(&search_path) {
let entry = match entry {
Ok(e) => e,
Err(e) => {
eprintln!("{}", format!("⚠️ Skipping directory: {}", e).bright_red());
continue;
}
};
if entry.file_type().is_dir() {
continue; // Skip directories, we only want files
}
if let Some(ext) = &extension {
if let Some(file_ext) = entry.path().extension() {
if file_ext.to_string_lossy() != ext {
continue;
}
} else {
continue;
}
}
// Check if file matches the query (e.g., name or content)
if re.is_match(&entry.path().to_string_lossy()) {
let file_path = entry.path();
let file_name = file_path.file_name().unwrap().to_string_lossy();
// Get emoji based on file extension
let emoji = FILE_EMOJIS.get(entry.path().extension().unwrap_or(&"".as_ref()))
.unwrap_or(&"📁");
// Color based on file type
let color = match entry.path().extension().unwrap_or(&"".as_ref()) {
ext if FILE_EMOJIS.contains_key(ext.as_str()) => {
if ext == "rs" || ext == "py" || ext == "js" || ext == "ts" || ext == "jsx" || ext == "tsx" {
std::fmt::Display::fmt(&"🛠️".bright_magenta())
} else if ext == "java" || ext == "go" || ext == "c" || ext == "cpp" || ext == "h" || ext == "hpp" {
std::fmt::Display::fmt(&"⚙️".bright_blue())
} else if ext == "txt" || ext == "md" || ext == "json" {
std::fmt::Display::fmt(&"📝".bright_yellow())
} else if ext == "png" || ext == "jpg" || ext == "jpeg" {
std::fmt::Display::fmt(&"🎨".bright_green())
} else if ext == "pdf" {
std::fmt::Display::fmt(&"📑".bright_purple())
} else if ext == "zip" {
std::fmt::Display::fmt(&"🗄️".bright_red())
} else if ext == "exe" {
std::fmt::Display::fmt(&"💻".bright_white())
} else if ext == "sh" {
std::fmt::Display::fmt(&"🐚".bright_cyan())
} else if ext == "html" || ext == "css" {
std::fmt::Display::fmt(&"🌐".bright_green())
} else {
std::fmt::Display::fmt(&"📁".bright_gray())
}
}
_ => std::fmt::Display::fmt(&"📁".bright_gray()),
};
// Store result with colored info
let colored_path = format!("{}{}", file_path.display().to_string().bright_cyan(), " 📂".bright_gray());
let colored_name = format!("{}{}", emoji.to_string().bright_green(), file_name.to_string().bright_white());
let colored_emoji = format!("{}", emoji.bright_green());
results.push((
colored_path,
colored_name,
colored_emoji,
));
found_count += 1;
}
}
// Display results with animated glow effect
if found_count == 0 {
println!("{}", "🌟 No files found. Try a different query!".bright_yellow());
} else {
println!("{}", format!("✨ Found {} files! 🌟", found_count.bright_magenta()));
println!();
for (path, name, emoji) in results {
println!(" {} → {} {}", path, name, emoji.bright_green());
}
}
// Shimmer effect on exit
for _ in 0..3 {
for c in "✨ " {
print!("{}", c.bright_magenta());
}
for c in " " {
print!("{}", c.bright_magenta());
}
print!("\n");
std::thread::sleep(std::time::Duration::from_millis(200));
}
}
Ein moderner Static Site Generator, der dynamische Fractal-Bilder mit Markdown-Inhalten verschmilzt und interaktive HTML5-Galerie-Seiten generiert
// FractalFusion - Static Site Generator with Fractal Image Magic
// Uses modern ES modules with Node.js (run with: node --experimental-json-modules fractalfusion.js)
import fs from 'fs/promises';
import path from 'path';
import { fileURLToPath } from 'url';
import { marked } from 'marked';
import { fractalify } from './fractalProcessor.js';
import { galleryTemplate } from './templates.js';
const __dirname = path.dirname(fileURLToPath(import.meta.url));
class FractalFusion {
constructor(config) {
this.config = {
inputDir: './content',
outputDir: './dist',
fractalDepth: 6,
fractalColors: ['#FF0000', '#00FF00', '#0000FF'],
...config
};
this.markdown = marked.setBasedir(this.config.inputDir);
marked.setOptions({
gfm: true,
breaks: true,
headerIds: true,
highlight: (code) => {
return marked.highlightDefault(code, 'javascript');
}
});
}
async generate() {
try {
await this._ensureDirectories();
const files = await this._getContentFiles();
const galleryData = await this._processContent(files);
await this._writeGallery(galleryData);
console.log('✨ FractalFusion generation complete!');
console.log(`📁 Output: ${path.resolve(this.config.outputDir)}`);
} catch (error) {
console.error('❌ Generation failed:', error);
process.exit(1);
}
}
async _ensureDirectories() {
await fs.mkdir(this.config.outputDir, { recursive: true });
await fs.mkdir(path.join(this.config.outputDir, 'assets'), { recursive: true });
}
async _getContentFiles() {
const dir = this.config.inputDir;
const files = await fs.readdir(dir);
return files
.filter(file => file.endsWith('.md'))
.map(file => path.join(dir, file));
}
async _processContent(filePaths) {
const results = [];
for (const filePath of filePaths) {
const content = await fs.readFile(filePath, 'utf-8');
const metadata = this._parseFrontmatter(content);
const htmlContent = this.markdown.parse(content);
// Create unique filename based on metadata
const filename = metadata.title
?.replace(/\s+/g, '-')
.replace(/[^a-zA-Z0-9-]/g, '')
.toLowerCase() || 'page';
const imagePath = path.join(this.config.outputDir, 'assets', `${filename}.png`);
const fractalImage = await fractalify({
depth: this.config.fractalDepth,
colors: this.config.fractalColors,
filename,
width: 1200,
height: 800
});
await fs.writeFile(imagePath, fractalImage);
results.push({
filename,
title: metadata.title || path.basename(filePath, '.md'),
slug: filename,
content: htmlContent,
image: `/assets/${filename}.png`,
date: metadata.date || new Date().toISOString()
});
}
// Sort by date (newest first)
return results.sort((a, b) => new Date(b.date) - new Date(a.date));
}
_parseFrontmatter(content) {
const frontmatterRegex = /---\n([\s\S]*?)\n---/;
const match = content.match(frontmatterRegex);
if (!match) return {};
const frontmatterContent = match[1];
const lines = frontmatterContent.split('\n');
const metadata = {};
for (const line of lines) {
const [key, value] = line.split(':').map(part => part.trim());
if (key && value) {
metadata[key] = value === 'true' ? true : value === 'false' ? false : value.trim();
}
}
return metadata;
}
async _writeGallery(data) {
const galleryHtml = galleryTemplate(data);
await fs.writeFile(
path.join(this.config.outputDir, 'index.html'),
galleryHtml
);
// Write individual pages with fractal headers
for (const item of data) {
const pageHtml = `
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>${item.title} | FractalFusion</title>
<style>
body { font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; line-height: 1.6; max-width: 800px; margin: 0 auto; padding: 2rem; color: #333; }
h1 { color: #2c3e50; margin-bottom: 1.5rem; }
.fractal-header { background-size: cover; background-position: center; min-height: 300px; margin: -150px auto 2rem; width: 100%; position: relative; }
.fractal-header::before { content: ''; position: absolute; top: 0; left: 0; right: 0; bottom: 0; background: linear-gradient(to bottom, rgba(0,0,0,0.7), transparent); }
.fractal-content { position: relative; z-index: 1; color: white; padding: 2rem; }
.fractal-title { text-shadow: 1px 1px 3px rgba(0,0,0,0.8); }
code { background: rgba(0,0,0,0.2); padding: 0.2rem 0.4rem; border-radius: 3px; }
pre { background: rgba(0,0,0,0.3); padding: 1rem; overflow-x: auto; border-radius: 5px; }
</style>
</head>
<body>
<div class="fractal-header" style="background-image: url('/assets/${item.filename}.png')">
<div class="fractal-content">
<h1 class="fractal-title">${item.title}</h1>
</div>
</div>
${item.content}
<footer style="margin-top: 3rem; padding-top: 1rem; border-top: 1px solid rgba(255,255,255,0.1);">
<p>Generated with <a href="https://github.com/ailey-dev/fractalfusion" style="color: #3498db;">FractalFusion</a></p>
</footer>
</body>
</html>
`;
await fs.writeFile(
path.join(this.config.outputDir, `${item.slug}.html`),
pageHtml
);
}
}
}
// Fractal Processor Module (inline for completeness)
async function fractalify({ depth, colors, filename, width, height }) {
// Simplified fractal generation - in a real implementation this would use a proper fractal algorithm
const canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
const ctx = canvas.getContext('2d');
// Generate a simple fractal-like pattern
const imageData = ctx.createImageData(width, height);
const data = imageData.data;
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const i = (y * width + x) * 4;
const v = (x + y) / (width + height);
// Create a gradient effect that mimics fractal depth
const colorIndex = Math.min(Math.floor(v * depth), colors.length - 1);
const color = colors[colorIndex];
// Parse hex color
const hex = color.replace('#', '');
const r = parseInt(hex.substring(0, 2), 16);
const g = parseInt(hex.substring(2, 4), 16);
const b = parseInt(hex.substring(4, 6), 16);
// Add some noise for fractal effect
data[i] = r ^ (Math.random() * 30);
data[i + 1] = g ^ (Math.random() * 30);
data[i + 2] = b ^ (Math.random() * 30);
data[i + 3] = 255;
}
}
ctx.putImageData(imageData, 0, 0);
const png = canvas.toDataURL('image/png').replace('data:image/png;base64,', '');
return Buffer.from(png, 'base64');
}
// Gallery Template Module (inline for completeness)
function galleryTemplate(items) {
return `
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>FractalFusion Gallery</title>
<style>
body {
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
line-height: 1.6;
margin: 0;
padding: 0;
background: #121212;
color: #e0e0e0;
}
.container {
max-width: 1200px;
margin: 0 auto;
padding: 2rem;
}
header {
text-align: center;
margin-bottom: 3rem;
padding-bottom: 1rem;
border-bottom: 1px solid rgba(255,255,255,0.1);
}
h1 {
color: #3498db;
margin: 0;
}
.gallery {
display: grid;
grid-template-columns: repeat(auto-fill, minmax(300px, 1fr));
gap: 2rem;
}
.gallery-item {
background: #1e1e1e;
border-radius: 8px;
overflow: hidden;
transition: transform 0.3s ease;
}
.gallery-item:hover {
transform: translateY(-5px);
}
.gallery-item img {
width: 100%;
height: 200px;
object-fit: cover;
display: block;
}
.gallery-item-content {
padding: 1rem;
}
.gallery-item h2 {
margin: 0 0 0.5rem;
color: #3498db;
}
.gallery-item p {
margin: 0;
font-size: 0.9rem;
color: #a0a0a0;
}
footer {
margin-top: 3rem;
padding-top: 1rem;
border-top: 1px solid rgba(255,255,255,0.1);
text-align: center;
font-size: 0.9rem;
color: #888;
}
@media (max-width: 768px) {
.gallery {
grid-template-columns: 1fr;
}
}
</style>
</head>
<body>
<div class="container">
<header>
<h1>FractalFusion Gallery</h1>
<p>Explore our collection of fractal-enhanced content</p>
</header>
<div class="gallery">
${items.map(item => `
<div class="gallery-item">
<a href="${item.slug}.html">
<img src="${item.image}" alt="${item.title}">
<div class="gallery-item-content">
<h2>${item.title}</h2>
<p>${new Date(item.date).toLocaleDateString('en-US', { year: 'numeric', month: 'short', day: 'numeric' })}</p>
</div>
</a>
</div>
`).join('')}
</div>
<footer>
<p>© ${new Date().getFullYear()} FractalFusion. All rights reserved.</p>
</footer>
</div>
</body>
</html>
`;
}
// Main execution
const config = {
inputDir: './content',
outputDir: './dist',
fractalDepth: 6,
fractalColors: ['#FF0000', '#00FF00', '#0000FF', '#FFFF00', '#FF00FF']
};
const generator = new FractalFusion(config);
generator.generate();
Converts Markdown to HTML with 3 artistic themes (Cyberpunk, Aesthetic, Vintage) + animated background. Run with `node index.js`.
#!/usr/bin/env node
// Import required modules
const fs = require('fs');
const path = require('path');
const marked = require('marked');
const { readFileSync } = require('fs');
// Markdown-to-HTML converter with custom themes
// Features:
// - 3 artistic themes: Cyberpunk, Aesthetic, Vintage
// - Animated background effects
// - Dynamic styling based on content analysis
// - Modern ES modules with CommonJS compatibility
// Configure marked parser
marked.setOptions({
gfm: true,
breaks: true,
highlight: (code, lang) => {
consthljs = require('highlight.js');
return `<div class="code-block"><pre><code class="hljs language-${lang}">${hljs.highlightAuto(code).value}</code></pre></div>`;
}
});
// Themes with dynamic styling
const themes = {
cyberpunk: {
name: 'Cyberpunk',
bg: 'linear-gradient(135deg, #0f0c29, #1a103d, #250a4b, #2d0854)',
text: '#00f2ff',
accent: '#ff00ff',
font: 'Orbitron, sans-serif',
animated: true,
bgImage: 'url("data:image/svg+xml;utf8,<svg xmlns=\'http://www.w3.org/2000/svg\' width=\'100%25\' height=\'100%25\' viewBox=\'0 0 100 100\'><defs><radialGradient id=\'g\' cx=\'50%25\' cy=\'50%25\' r=\'50%25\' fx=\'50%25\' fy=\'50%25\'><stop offset=\'0%25\' stop-color=\'%23ff00ff\' stop-opacity=\'0.2\'/><stop offset=\'100%25\' stop-color=\'%23000000\' stop-opacity=\'0\'/></radialGradient></defs><rect width=\'100%25\' height=\'100%25\' fill=\'url(%23g)\'/></svg>")'
},
aesthetic: {
name: 'Aesthetic',
bg: 'linear-gradient(180deg, #ffecd2, #fcb69f, #f98473)',
text: '#2d3436',
accent: '#d35400',
font: 'Playfair Display, serif',
animated: false,
bgImage: 'none'
},
vintage: {
name: 'Vintage',
bg: '#f4f1de',
text: '#2d2d2d',
accent: '#952e28',
font: 'Times New Roman, serif',
animated: true,
bgImage: 'url("data:image/svg+xml;utf8,<svg xmlns=\'http://www.w3.org/2000/svg\' width=\'100%25\' height=\'100%25\' viewBox=\'0 0 100 100\'><defs><filter id=\'noise\'><feTurbulence type=\'fractalNoise\' baseFrequency=\'0.65\' numOctaves=\'3\' stitchTiles=\'stitch\'/></filter></defs><rect width=\'100%25\' height=\'100%25\' filter=\'url(%23noise)\' opacity=\'0.05\'/></svg>")'
}
};
// Animated background styles
const animatedStyles = `
<style>
@keyframes glow {
0% { background-position: 0 0; }
100% { background-position: 100% 100%; }
}
@keyframes noise {
0% { transform: translate(0, 0); }
100% { transform: translate(50px, 50px); }
}
body {
margin: 0;
padding: 2rem;
color: var(--text-color);
font-family: var(--font-family);
line-height: 1.6;
background: var(--background);
background-size: 200% 200%;
animation: glow 20s linear infinite;
min-height: 100vh;
}
h1, h2, h3, h4, h5, h6 {
color: var(--accent-color);
font-weight: 600;
}
a {
color: var(--accent-color);
text-decoration: none;
border-bottom: 1px solid var(--accent-color);
}
a:hover {
border-bottom-color: #000;
}
code {
background: rgba(0, 0, 0, 0.1);
padding: 0.2em 0.4em;
border-radius: 3px;
}
pre {
background: rgba(0, 0, 0, 0.05);
padding: 1em;
border-radius: 5px;
overflow-x: auto;
}
.code-block {
background: rgba(255, 255, 255, 0.1);
border: 1px solid rgba(255, 255, 255, 0.2);
border-radius: 8px;
padding: 1em;
margin: 1em 0;
}
.code-block code {
background: none;
}
blockquote {
background: rgba(255, 255, 255, 0.1);
padding: 1em 1.5em;
border-left: 3px solid var(--accent-color);
margin: 1em 0;
font-style: italic;
}
table {
border-collapse: collapse;
width: 100%;
margin: 1em 0;
}
th, td {
border: 1px solid rgba(0, 0, 0, 0.1);
padding: 0.5em;
}
.noise-bg {
animation: noise 5s linear infinite;
}
</style>
`;
// Generate HTML with dynamic theme
function generateHTML(markdown, themeName) {
const theme = themes[themeName] || themes.aesthetic;
const html = marked(markdown);
return `
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Markdown to Art</title>
<style>
${animatedStyles}
${theme.animated ? `
body {
background-image: ${theme.bgImage};
background-attachment: fixed;
}
` : `
body {
background: ${theme.bg};
}
`}
:root {
--background: ${theme.bg};
--text-color: ${theme.text};
--accent-color: ${theme.accent};
--font-family: ${theme.font};
}
</style>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/highlight.js/11.7.0/styles/default.min.css">
<link href="https://fonts.googleapis.com/css2?family=Orbitron:wght@400;600&family=Playfair+Display:wght@400;600&display=swap" rel="stylesheet">
</head>
<body>
<div class="container">
<h1 style="text-align: center; color: var(--accent-color); font-family: var(--font-family);">Markdown to Art</h1>
<p style="text-align: center; color: var(--text-color); font-size: 0.9em;">Theme: ${theme.name}</p>
${html}
</div>
</body>
</html>
`;
}
// CLI argument parsing
function parseArgs() {
const args = process.argv.slice(2);
let theme = 'aesthetic';
let input = 'input.md';
let output = 'output.html';
for (let i = 0; i < args.length; i++) {
if (args[i] === '--theme' && args[i + 1]) {
theme = args[i + 1].toLowerCase();
if (!themes[theme]) {
console.error(`Error: Unknown theme "${theme}". Available themes: ${Object.keys(themes).join(', ')}`);
process.exit(1);
}
i++;
} else if (args[i] === '--input' && args[i + 1]) {
input = args[i + 1];
i++;
} else if (args[i] === '--output' && args[i + 1]) {
output = args[i + 1];
i++;
}
}
return { theme, input, output };
}
// Main function
function main() {
const { theme, input, output } = parseArgs();
try {
// Read input file
const markdown = readFileSync(path.resolve(input), 'utf8');
const html = generateHTML(markdown, theme);
// Write output file
fs.writeFileSync(path.resolve(output), html);
console.log(`✨ Success! Converted ${input} to ${output} with ${theme} theme.`);
console.log(`🎨 Open ${output} in your browser to see the artistic result.`);
} catch (error) {
console.error(`❌ Error: ${error.message}`);
process.exit(1);
}
}
// Run the program
main();
A Unity procedural terrain generator that sculpts landscapes with biologically-inspired erosion, biome variation, and ecosystem influence patterns, creating unique, nature-like terrains with dynamic w
```csharp
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using Unity.Mathematics;
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer), typeof(MeshCollider))]
public class BiomeSculpt : MonoBehaviour
{
[System.Serializable]
public class BiomeSettings
{
public string biomeName = "Default";
public Color biomeColor = Color.green;
public float elevation = 0.5f;
public float moisture = 0.5f;
public float temperature = 0.5f;
public float erosionRate = 0.1f;
public float terrainScale = 1f;
public Texture2D biomeMask;
public Material biomeMaterial;
}
[System.Serializable]
public class WaterSystemSettings
{
public float waterLevel = 0.2f;
public float waterSpeed = 0.1f;
public Color waterColor = new Color(0.1f, 0.3f, 0.8f, 0.5f);
public bool enableWaves = true;
public float waveAmplitude = 0.05f;
public float waveFrequency = 10f;
}
[Header("Core Settings")]
[SerializeField] private int terrainWidth = 256;
[SerializeField] private int terrainHeight = 256;
[SerializeField] private float globalScale = 10f;
[SerializeField] private int octaves = 3;
[SerializeField] private float persistence = 0.5f;
[SerializeField] private float lacunarity = 2f;
[SerializeField] private int seed = 42;
[SerializeField] private int erosionIterations = 5;
[SerializeField] private float erosionStrength = 0.5f;
[SerializeField] private bool useBiomeInfluence = true;
[SerializeField] private bool useWaterSystem = true;
[Header("Biome Settings")]
[SerializeField] private BiomeSettings[] biomes;
[Header("Water System Settings")]
[SerializeField] private WaterSystemSettings waterSettings;
[Header("Performance")]
[SerializeField] private bool generateOnStart = true;
[SerializeField] private bool updateInEditMode = true;
[SerializeField] private bool showDebug = false;
private Mesh mesh;
private Vector3[] vertices;
private int[] triangles;
private Color[] colors;
private float[,] heightMap;
private float[,] erosionMap;
private float[,] moistureMap;
private float[,] temperatureMap;
private float[,] biomeInfluenceMap;
private bool isGenerating = false;
private void Awake()
{
Initialize();
}
private void Start()
{
if (generateOnStart && !isGenerating)
{
GenerateTerrain();
}
}
#region Editor Methods
private void OnValidate()
{
if (updateInEditMode && !EditorApplication.isPlaying)
{
if (!isGenerating)
{
GenerateTerrain();
}
}
}
[ContextMenu("Regenerate Terrain")]
public void RegenerateTerrain()
{
GenerateTerrain();
}
#endregion
private void Initialize()
{
mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
GetComponent<MeshRenderer>().material = new Material(Shader.Find("Standard"));
GetComponent<MeshCollider>().sharedMesh = mesh;
vertices = new Vector3[(terrainWidth + 1) * (terrainHeight + 1)];
triangles = new int[terrainWidth * terrainHeight * 6];
colors = new Color[vertices.Length];
heightMap = new float[terrainWidth + 1, terrainHeight + 1];
erosionMap = new float[terrainWidth + 1, terrainHeight + 1];
moistureMap = new float[terrainWidth + 1, terrainHeight + 1];
temperatureMap = new float[terrainWidth + 1, terrainHeight + 1];
biomeInfluenceMap = new float[terrainWidth + 1, terrainHeight + 1];
}
public void GenerateTerrain()
{
if (isGenerating) return;
isGenerating = true;
StartCoroutine(GenerateTerrainRoutine());
}
private System.Collections.IEnumerator GenerateTerrainRoutine()
{
// Clear previous data
mesh.Clear();
vertices = null;
triangles = null;
colors = null;
heightMap = null;
erosionMap = null;
moistureMap = null;
temperatureMap = null;
biomeInfluenceMap = null;
Initialize();
float progress = 0f;
yield return new WaitForSeconds(0.05f);
// 1. Generate base terrain with Perlin noise
GenerateBaseTerrain();
progress += 0.1f;
EditorUtility.DisplayProgressBar("Generating Terrain", "Base Terrain Generation", progress);
// 2. Apply erosion
ApplyErosion();
progress += 0.2f;
EditorUtility.DisplayProgressBar("Generating Terrain", "Erosion Simulation", progress);
// 3. Generate biome influence
GenerateBiomeInfluence();
progress += 0.2f;
EditorUtility.DisplayProgressBar("Generating Terrain", "Biome Influence", progress);
// 4. Generate water system
if (useWaterSystem)
{
GenerateWaterSystem();
progress += 0.2f;
EditorUtility.DisplayProgressBar("Generating Terrain", "Water System", progress);
}
// 5. Generate mesh
GenerateMesh();
progress += 0.2f;
EditorUtility.DisplayProgressBar("Generating Terrain", "Mesh Generation", progress);
EditorUtility.ClearProgressBar();
isGenerating = false;
}
private void GenerateBaseTerrain()
{
float[,] noiseMap = new float[terrainWidth, terrainHeight];
for (int y = 0; y < terrainHeight; y++)
{
for (int x = 0; x < terrainWidth; x++)
{
float amplitude = math.pow(persistence, octaves);
float frequency = 1;
float noiseValue = 0;
for (int o = 0; o < octaves; o++)
{
float sampleX = x / frequency * lacunarity + seed;
float sampleY = y / frequency * lacunarity + seed;
float perlinValue = Mathf.PerlinNoise(sampleX, sampleY) * 2 - 1;
noiseValue += perlinValue * amplitude;
amplitude *= persistence;
frequency *= lacunarity;
}
noiseMap[x, y] = (noiseValue + 1) / 2; // Scale to 0-1
}
}
// Apply smoothness to edges
for (int y = 1; y < terrainHeight - 1; y++)
{
for (int x = 1; x < terrainWidth - 1; x++)
{
noiseMap[x, y] = (noiseMap[x, y] + noiseMap[x + 1, y] + noiseMap[x - 1, y] +
noiseMap[x, y + 1] + noiseMap[x, y - 1]) / 5;
}
}
// Store in heightMap and initialize other maps
for (int y = 0; y < terrainHeight + 1; y++)
{
for (int x = 0; x < terrainWidth + 1; x++)
{
float nx = x / (float)terrainWidth;
float ny = y / (float)terrainHeight;
if (x == 0 || x == terrainWidth || y == 0 || y == terrainHeight)
{
heightMap[x, y] = 0;
}
else
{
heightMap[x, y] = noiseMap[x - 1, y - 1];
}
erosionMap[x, y] = 1f;
moistureMap[x, y] = 0.5f;
temperatureMap[x, y] = 0.5f;
}
}
}
private void ApplyErosion()
{
for (int i = 0; i < erosionIterations; i++)
{
float[,] newErosionMap = new float[terrainWidth + 1, terrainHeight + 1];
for (int y = 1; y < terrainHeight; y++)
{
for (int x = 1; x < terrainWidth; x++)
{
float currentErosion = erosionMap[x, y];
float neighborErosion = (erosionMap[x + 1, y] + erosionMap[x - 1, y] +
erosionMap[x, y + 1] + erosionMap[x, y - 1]) / 4;
float heightDiff = heightMap[x, y] - heightMap[x, y + 1];
// Erosion affects lower areas more
float erosionFactor = 1 - math.abs(heightDiff) * 0.5f;
// Water flow affects erosion
float waterFlow = moistureMap[x, y] * 0.5f;
newErosionMap[x, y] = math.lerp(currentErosion,
math.max(0, currentErosion - erosionStrength * erosionFactor * waterFlow),
0.5f);
// Update height based on erosion (sedimentation/deposition)
heightMap[x, y] -= newErosionMap[x, y] * 0.01f;
}
}
erosionMap = newErosionMap;
}
// Apply erosion to height map
for (int y = 1; y < terrainHeight; y++)
{
for (int x = 1; x < terrainWidth; x++)
{
heightMap[x, y] *= 1 - erosionMap[x, y] * erosionStrength * 0.5f;
}
}
}
private void GenerateBiomeInfluence()
{
if (!useBiomeInfluence || biomes.Length == 0) return;
// Initialize biome influence map
for (int y = 0; y < terrainHeight + 1; y++)
{
for (int x = 0; x < terrainWidth + 1; x++)
{
biomeInfluenceMap[x, y] = 0;
}
}
// Apply biome masks
foreach (var biome in biomes)
{
if (biome.biomeMask == null) continue;
float[,] maskData = biome.biomeMask.GetPixels32();
for (int y = 0; y < biome.biomeMask.height; y++)
{
for (int x = 0; x < biome.biomeMask.width; x++)
{
if (y >= terrainHeight + 1 || x >= terrainWidth + 1) continue;
float intensity = biome.biomeMask.GetPixel(x / (float)biome.biomeMask.width, y / (float)biome.biomeMask.height).r;
biomeInfluenceMap[x, y] = math.max(biomeInfluenceMap[x, y], intensity);
}
}
}
// Calculate temperature and moisture based on biome influence
for (int y = 1; y < terrainHeight; y++)
{
for (int x = 1; x < terrainWidth; x++)
{
float biomeInfluence = biomeInfluenceMap[x, y];
if (biomeInfluence > 0.5f)
{
// Find the dominant biome
BiomeSettings dominantBiome = biomes[0];
float maxInfluence = 0;
foreach (var biome in biomes)
{
if (biome.biomeMask == null) continue;
float[,] maskData = biome.biomeMask.GetPixels32();
float intensity = maskData[y, x].r;
if (intensity > maxInfluence)
{
maxInfluence = intensity;
dominantBiome = biome;
}
}
// Apply biome-specific values
moistureMap[x, y] = dominantBiome.moisture;
temperatureMap[x, y] = dominantBiome.temperature;
}
else
{
// Interpolate with neighbors
moistureMap[x, y] = (moistureMap[x + 1, y] + moistureMap[x - 1, y] +
moistureMap[x, y + 1] + moistureMap[x, y - 1]) / 4;
temperatureMap[x, y] = (temperatureMap[x + 1, y] + temperatureMap[x - 1, y] +
temperatureMap[x, y + 1] + temperatureMap[x, y - 1]) / 4;
}
}
}
// Apply biome influence to height map
for (int y = 1; y < terrainHeight; y++)
{
for (int x = 1; x < terrainWidth; x++)
{
heightMap[x, y] *= 1 + (biomeInfluenceMap[x, y] - 0.5f) * 0.3f;
}
}
}
private void GenerateWaterSystem()
{
// Find the water level based on height map
float minHeight = float.MaxValue;
float maxHeight = float.MinValue;
for (int y = 1; y < terrainHeight; y++)
{
for (int x = 1; x < terrainWidth; x++)
{
minHeight = math.min(minHeight, heightMap[x, y]);
maxHeight = math.max(maxHeight, heightMap[x, y]);
}
}
// Calculate water level (scaled to waterSettings.waterLevel)
float waterHeight = math.lerp(minHeight, maxHeight, waterSettings.waterLevel);
// Create water mask
bool[,] waterMask = new bool[terrainWidth + 1, terrainHeight + 1];
float[,] waterLevel = new float[terrainWidth + 1, terrainHeight + 1];
for (int y = 1; y < terrainHeight; y++)
{
for (int x = 1; x < terrainWidth; x++)
{
if (heightMap[x, y] <= waterHeight)
{
waterMask[x, y] = true;
waterLevel[x, y] = waterHeight - heightMap[x, y];
}
}
}
// Simulate water flow (simplified)
for (int i = 0; i < 3; i++)
{
float[,] newWaterLevel = new float[terrainWidth + 1, terrainHeight + 1];
for (int y = 1; y < terrainHeight; y++)
{
for (int x = 1; x < terrainWidth; x++)
{
if (!waterMask[x, y]) continue;
float currentLevel = waterLevel[x, y];
float neighborLevel = 0;
// Calculate average neighbor level
if (waterMask[x + 1, y]) neighborLevel += waterLevel[x + 1, y];
if (waterMask[x - 1, y]) neighborLevel += waterLevel[x - 1, y];
if (waterMask[x, y + 1]) neighborLevel += waterLevel[x, y + 1];
if (waterMask[x, y - 1]) neighborLevel += waterLevel[x, y - 1];
int neighborCount = 0;
if (waterMask[x + 1, y]) neighborCount++;
if (waterMask[x - 1, y]) neighborCount++;
if (waterMask[x, y + 1]) neighborCount++;
if (waterMask[x, y - 1]) neighborCount++;
if (neighborCount > 0)
{
neighborLevel /= neighborCount;
newWaterLevel[x, y] = math.lerp(currentLevel, neighborLevel, waterSettings.waterSpeed * 0.5f);
}
else
{
newWaterLevel[x, y] = currentLevel;
}
}
}
waterLevel = newWaterLevel;
}
// Store water information in the height map (negative values)
for (int y = 1; y < terrainHeight; y++)
{
for (int x = 1; x < terrainWidth; x++)
{
if (waterMask[x, y])
{
heightMap[x, y] = -waterLevel[x, y] * 5f; // Scale for visualization
}
}
}
}
private void GenerateMesh()
{
// Generate vertices
for (int y = 0; y <= terrainHeight; y++)
{
for (int x = 0; x <= terrainWidth; x++)
{
float nx = x / (float)terrainWidth;
float ny = y / (float)terrainHeight;
vertices[x + y * (terrainWidth + 1)] = new Vector3(
nx * globalScale * (terrainWidth - 1),
heightMap[x, y] * globalScale * 20f,
ny * globalScale * (terrainHeight - 1)
);
// Calculate color based on biome, moisture, and temperature
float biomeInfluence = biomeInfluenceMap[x, y];
BiomeSettings biome = biomes.Length > 0 ?
biomes[System.Array.FindIndex(biomes, b => b.biomeMask != null &&
b.biomeMask.GetPixel(nx, ny).r > 0.5f)] : biomes[0];
float hue = biome.biomeColor.GetHSV(out float s, out float v);
Ein interaktiver Musikvisualizer, der visuelle Partikel in Echtzeit auf音色 (Ereignisse wie Dank, Harmonie, Resonanz) reagieren lässt und dynamische Klangwellen mit Web Audio API und Canvas generiert.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Harmonic Canvas</title>
<style>
:root {
--primary: #6c5ce7;
--secondary: #a29bfe;
--accent: #fd79a8;
--dark: #2d3436;
--light: #f5f6fa;
}
body {
margin: 0;
padding: 0;
background: linear-gradient(135deg, var(--primary), var(--secondary));
color: var(--light);
font-family: 'Segoe UI', sans-serif;
overflow: hidden;
height: 100vh;
display: flex;
flex-direction: column;
align-items: center;
transition: background 0.5s ease;
}
#canvas-container {
position: relative;
width: 100%;
max-width: 1200px;
height: 80vh;
margin-top: 20px;
border-radius: 20px;
box-shadow: 0 10px 30px rgba(0, 0, 0, 0.2);
overflow: hidden;
}
canvas {
display: block;
background: transparent;
}
#controls {
position: absolute;
top: 10px;
left: 10px;
background: rgba(0, 0, 0, 0.3);
padding: 15px;
border-radius: 10px;
backdrop-filter: blur(5px);
z-index: 100;
}
.control-group {
margin-bottom: 15px;
padding: 10px;
background: rgba(255, 255, 255, 0.1);
border-radius: 5px;
}
label {
display: block;
margin-bottom: 5px;
font-size: 14px;
text-shadow: 0 0 5px rgba(0, 0, 0, 0.5);
}
input, select {
width: 100%;
padding: 8px;
border: none;
border-radius: 5px;
background: rgba(255, 255, 255, 0.2);
color: var(--light);
font-size: 14px;
}
input[type="range"] {
-webkit-appearance: none;
background: transparent;
}
input[type="range"]::-webkit-slider-thumb {
-webkit-appearance: none;
width: 20px;
height: 20px;
border-radius: 50%;
background: var(--accent);
cursor: pointer;
}
button {
background: var(--accent);
color: white;
border: none;
padding: 10px 15px;
border-radius: 5px;
cursor: pointer;
font-size: 14px;
margin-top: 5px;
transition: all 0.3s ease;
}
button:hover {
background: #ff6b9d;
transform: translateY(-2px);
}
.particle {
position: absolute;
width: 10px;
height: 10px;
border-radius: 50%;
box-shadow: 0 0 10px 2px rgba(255, 255, 255, 0.5);
pointer-events: none;
}
#info {
position: absolute;
bottom: 20px;
left: 50%;
transform: translateX(-50%);
text-align: center;
font-size: 14px;
opacity: 0.7;
}
@media (max-width: 768px) {
#canvas-container {
height: 70vh;
}
}
</style>
</head>
<body>
<div id="canvas-container">
<canvas id="harmonicCanvas"></canvas>
</div>
<div id="controls">
<div class="control-group">
<label for="synthType">Synth Type</label>
<select id="synthType">
<option value="sine">Sine</option>
<option value="square">Square</option>
<option value="sawtooth">Sawtooth</option>
<option value="triangle">Triangle</option>
<option value="noise">Noise</option>
</select>
</div>
<div class="control-group">
<label for="colorMode">Color Mode</label>
<select id="colorMode">
<option value="spectrum">Spectrum</option>
<option value="harmonic">Harmonic</option>
<option value="rainbow">Rainbow</option>
<option value="monochrome">Monochrome</option>
</select>
</div>
<div class="control-group">
<label for="particleDensity">Particle Density</label>
<input type="range" id="particleDensity" min="0" max="100" value="50">
</div>
<div class="control-group">
<label for="speed">Speed</label>
<input type="range" id="speed" min="0" max="10" value="3">
</div>
<div class="control-group">
<label for="size">Particle Size</label>
<input type="range" id="size" min="2" max="20" value="8">
</div>
<button id="togglePlay">Pause</button>
<button id="toggleRandom">Randomize</button>
<button id="toggleGenerative">Generative Mode</button>
</div>
<div id="info">Harmonic Canvas - Visualize sound in real-time</div>
<script>
// Modern ES6+ implementation with Web Audio API and Canvas
class HarmonicCanvas {
constructor() {
this.canvas = document.getElementById('harmonicCanvas');
this.ctx = this.canvas.getContext('2d');
this.audioCtx = new (window.AudioContext || window.webkitAudioContext)();
this.analyser = this.audioCtx.createAnalyser();
this.analyser.fftSize = 256;
this.synth = null;
this.oscillation = 0;
this.particles = [];
this.lastTime = 0;
this.colorModes = {
spectrum: this.generateSpectrumColors.bind(this),
harmonic: this.generateHarmonicColors.bind(this),
rainbow: this.generateRainbowColors.bind(this),
monochrome: this.generateMonochromeColors.bind(this)
};
this.colorMode = 'spectrum';
this.particleDensity = 50;
this.speed = 3;
this.particleSize = 8;
this.generativeMode = false;
this.randomizeMode = false;
this.playing = false;
this.setupUI();
this.initCanvas();
this.startVisualization();
}
setupUI() {
document.getElementById('synthType').addEventListener('change', (e) => {
this.setupSynth(e.target.value);
});
document.getElementById('colorMode').addEventListener('change', (e) => {
this.colorMode = e.target.value;
});
document.getElementById('particleDensity').addEventListener('input', (e) => {
this.particleDensity = parseInt(e.target.value);
this.generateParticles();
});
document.getElementById('speed').addEventListener('input', (e) => {
this.speed = parseInt(e.target.value);
});
document.getElementById('size').addEventListener('input', (e) => {
this.particleSize = parseInt(e.target.value);
this.updateParticlesSize();
});
document.getElementById('togglePlay').addEventListener('click', () => {
this.playing = !this.playing;
document.getElementById('togglePlay').textContent = this.playing ? 'Pause' : 'Play';
});
document.getElementById('toggleRandom').addEventListener('click', () => {
this.randomizeMode = !this.randomizeMode;
document.getElementById('toggleRandom').textContent = this.randomizeMode ? 'Randomize Off' : 'Randomize On';
});
document.getElementById('toggleGenerative').addEventListener('click', () => {
this.generativeMode = !this.generativeMode;
document.getElementById('toggleGenerative').textContent = this.generativeMode ? 'Generative Mode On' : 'Generative Mode Off';
});
}
setupSynth(type) {
if (this.synth) {
this.synth.disconnect();
}
const oscillator = this.audioCtx.createOscillator();
const gainNode = this.audioCtx.createGain();
oscillator.connect(gainNode);
gainNode.connect(this.analyser);
this.analyser.connect(this.audioCtx.destination);
oscillator.type = type;
gainNode.gain.value = 0.3;
this.synth = {
oscillator,
gainNode,
type,
frequency: 220,
amplitude: 0.3
};
this.setupOscillator();
}
setupOscillator() {
this.synth.oscillator.frequency.value = this.synth.frequency;
this.synth.gainNode.gain.value = this.synth.amplitude;
// Set up automation for interesting effects
if (this.synth.type === 'sine') {
this.synth.oscillator.frequency.exponentialRampToValueAtTime(
this.synth.frequency * 1.2, this.audioCtx.currentTime + 0.5
);
} else if (this.synth.type === 'square') {
this.synth.oscillator.frequency.linearRampToValueAtTime(
this.synth.frequency * 0.8, this.audioCtx.currentTime + 0.3
);
}
}
initCanvas() {
window.addEventListener('resize', () => this.resizeCanvas());
this.resizeCanvas();
this.generateParticles();
this.startRenderLoop();
}
resizeCanvas() {
this.canvas.width = this.canvas.offsetWidth;
this.canvas.height = this.canvas.offsetHeight;
this.ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
}
generateParticles() {
this.particles = [];
const count = Math.floor((this.particleDensity / 100) * 1000);
for (let i = 0; i < count; i++) {
this.particles.push({
x: Math.random() * this.canvas.width,
y: Math.random() * this.canvas.height,
vx: (Math.random() - 0.5) * 2,
vy: (Math.random() - 0.5) * 2,
size: this.particleSize + Math.random() * 5,
color: this.getRandomColor(),
speed: this.speed,
rotation: Math.random() * Math.PI * 2,
rotationSpeed: (Math.random() - 0.5) * 0.02,
frequency: 0,
amplitude: 0
});
}
}
updateParticlesSize() {
this.particles.forEach(particle => {
particle.size = this.particleSize + Math.random() * 5;
});
}
startVisualization() {
if (!this.playing) {
document.getElementById('togglePlay').textContent = 'Play';
return;
}
if (!this.synth) {
this.setupSynth(document.getElementById('synthType').value);
}
this.synth.oscillator.start();
this.playing = true;
}
startRenderLoop() {
const render = (timestamp) => {
if (!this.lastTime) this.lastTime = timestamp;
const deltaTime = timestamp - this.lastTime;
this.lastTime = timestamp;
this.update(deltaTime);
this.render();
if (this.playing) {
requestAnimationFrame(render);
}
};
requestAnimationFrame(render);
}
update(deltaTime) {
// Get frequency data from audio analyser
const freqData = new Uint8Array(this.analyser.frequencyBinCount);
this.analyser.getByteFrequencyData(freqData);
// Get time domain data for amplitude
const timeData = new Uint8Array(this.analyser.frequencyBinCount);
this.analyser.getByteTimeDomainData(timeData);
// Calculate average amplitude
let sum = 0;
for (let i = 0; i < timeData.length; i++) {
sum += timeData[i];
}
const avgAmplitude = sum / timeData.length;
// Calculate average frequency (dominant frequency)
let freqSum = 0;
for (let i = 0; i < freqData.length; i++) {
if (freqData[i] > 50) {
freqSum += i * freqData[i];
}
}
const avgFrequency = freqSum / (this.analyser.frequencyBinCount * avgAmplitude);
// Update particles based on audio data
this.particles.forEach((particle, index) => {
// React to frequency and amplitude
particle.frequency = avgFrequency * 0.01;
particle.amplitude = avgAmplitude * 0.01;
// Apply generative mode effects
if (this.generativeMode) {
particle.rotation += particle.rotationSpeed * deltaTime * 0.01;
particle.x += Math.sin(particle.rotation) * 0.5;
particle.y += Math.cos(particle.rotation) * 0.5;
}
// Apply random mode effects
if (this.randomizeMode && Math.random() < 0.01) {
particle.x = Math.random() * this.canvas.width;
particle.y = Math.random() * this.canvas.height;
particle.vx = (Math.random() - 0.5) * 2;
particle.vy = (Math.random() - 0.5) * 2;
particle.rotation = Math.random() * Math.PI * 2;
particle.rotationSpeed = (Math.random() - 0.5) * 0.02;
}
// Update position based on audio data
particle.x += particle.vx * this.speed * (1 + particle.amplitude * 0.5);
particle.y += particle.vy * this.speed * (1 + particle.amplitude * 0.5);
// Add wave-like motion based on frequency
particle.y += Math.sin(this.oscillation + index * 0.01) * particle.amplitude * 5;
this.oscillation += 0.01;
// Bounce off edges
if (particle.x < 0 || particle.x > this.canvas.width) {
particle.vx *= -1;
}
if (particle.y < 0 || particle.y > this.canvas.height) {
particle.vy *= -1;
}
// Update color based on frequency
particle.color = this.colorModes[this.colorMode](
particle.frequency,
particle.amplitude
);
});
}
render() {
// Clear canvas with slight transparency for trail effect
this.ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
// Draw particles
this.particles.forEach(particle => {
this.ctx.save();
this.ctx.beginPath();
this.ctx.arc(particle.x, particle.y, particle.size, 0, Math.PI * 2);
this.ctx.closePath();
// Create a gradient for more visual interest
const gradient = this.ctx.createRadialGradient(
particle.x, particle.y, particle.size * 0.5,
particle.x, particle.y, particle.size * 2
);
gradient.addColorStop(0, particle.color);
gradient.addColorStop(1, `rgba(${this.getRGB(particle.color).r}, ${this.getRGB(particle.color).g}, ${this.getRGB(particle.color).b}, 0.3)`);
this.ctx.fillStyle = gradient;
this.ctx.fill();
this.ctx.restore();
});
// Draw connection lines between particles based on frequency
if (this.particles.length > 1 && this.synth) {
const centerX = this.canvas.width / 2;
const centerY = this.canvas.height / 2;
this.particles.forEach((particle, index) => {
const angle = Math.atan2(particle.y - centerY, particle.x - centerX);
const distance = Math.sqrt(
Math.pow(particle.x - centerX, 2) +
Math.pow(particle.y - centerY, 2)
);
// Draw lines that react to frequency
this.ctx.strokeStyle = `rgba(${this.getRGB(particle.color).r}, ${this.getRGB(particle.color).g}, ${this.getRGB(particle.color).b}, 0.3)`;
this.ctx.lineWidth = 2;
this.ctx.beginPath();
this.ctx.moveTo(centerX, centerY);
this.ctx.lineTo(particle.x, particle.y);
this.ctx.stroke();
});
}
}
}
// Function to get RGB components from a color string
function getRGB(color) {
const match = color.match(/^rgb\((\d+),(\d+),(\d+)\)$/);
return { r: parseInt(match[1]), g: parseInt(match[2]), b: parseInt(match[3]) };
}
// Initialize the canvas
new HarmonicCanvas();
</script>
</body>
</html>
```
Ein prozeduraler Dungeon-Generator mit fraktaler Raumaufteilung, die organische, unregelmäßige Kammern erzeugt und dynamische Lichtquellen für eine mystische Atmosphäre einbettet.
extends Node2D
class_name: FractalDungeonForge
@export var room_min_size: Vector2i = Vector2i(5, 5)
@export var room_max_size: Vector2i = Vector2i(15, 15)
@export var max_depth: int = 4
@export var spawn_lights: bool = true
@export var light_intensity: float = 300.0
@export var light_range: float = 20.0
@export var wall_thickness: float = 0.5
@export var torch_sprite_path: String = "res://assets/torch.png"
@export var floor_sprite_path: String = "res://assets/floor.png"
@export var wall_sprite_path: String = "res://assets/wall.png"
@onready var floor_sprite: Sprite2D = null
@onready var wall_sprite: Sprite2D = null
@onready var torch_sprite: Sprite2D = null
@onready var dungeon_scene: Node2D = null
var dungeon_map: Array[Array] = []
var room_positions: Array[Vector2i] = []
var light_positions: Array[Vector2i] = []
func _ready() -> void:
dungeon_scene = Node2D.new()
add_child(dungeon_scene)
# Sprites vordefinieren (in einer realen Implementierung müssten diese Assets existieren)
floor_sprite = preload(floor_sprite_path) as Sprite2D
wall_sprite = preload(wall_sprite_path) as Sprite2D
torch_sprite = preload(torch_sprite_path) as Sprite2D
if floor_sprite == null or wall_sprite == null:
push_error("Fehlende Sprites: " + floor_sprite_path + " oder " + wall_sprite_path)
return
# Dungeon generieren und rendern
generate_dungeon()
render_dungeon()
func generate_dungeon() -> void:
dungeon_map = []
room_positions = []
# Start mit einem einzigen Raum
var start_room = _generate_room(Vector2i(0, 0))
room_positions.append(start_room.position)
# Rekursive Fraktal-Aufteilung
_fractal_divide(start_room, 1)
# Fügen wir zufällige Lichtquellen hinzu
if spawn_lights:
_spawn_lights()
func _fractal_divide(room: Room, depth: int) -> void:
if depth >= max_depth:
return
# Zufällige Aufteilung in 2-4 Unterräume
var split_count = randi_range(2, 4)
for i in range(split_count):
var angle = (2.0 * PI) * i / split_count
var new_pos = room.position + Vector2i(cos(angle) * room.size.x * 0.5, sin(angle) * room.size.y * 0.5)
var new_size = Vector2i(
max(room_min_size.x, floor(room.size.x * 0.5 + 0.5 * (randi_range(-1, 1)))),
max(room_min_size.y, floor(room.size.y * 0.5 + 0.5 * (randi_range(-1, 1))))
)
var new_room = _generate_room(new_pos, new_size)
room_positions.append(new_room.position)
_fractal_divide(new_room, depth + 1)
func _generate_room(position: Vector2i, size: Vector2i = null) -> Room:
if size == null:
size = Vector2i(
randi_range(room_min_size.x, room_max_size.x),
randi_range(room_min_size.y, room_max_size.y)
)
# Ensure the room doesn't overlap with existing rooms
for existing_pos in room_positions:
if (position + existing_pos).length() < (size.x + 1) + (existing_pos.x + 1):
return _generate_room(position + Vector2i(randi_range(-2, 2), randi_range(-2, 2)), size)
dungeon_map.append([position, size])
return Room(position, size)
func _spawn_lights() -> void:
light_positions = []
for room in dungeon_map:
var pos = room[0]
var size = room[1]
for _ in range(3): # Max 3 Fackeln pro Raum
var light_pos = pos + Vector2i(
randi_range(1, size.x - 1),
randi_range(1, size.y - 1)
)
if not light_positions.has(light_pos):
light_positions.append(light_pos)
func render_dungeon() -> void:
dungeon_scene.clear_children()
# Floor
for room in dungeon_map:
var pos = room[0]
var size = room[1]
for y in range(size.y):
for x in range(size.x):
var sprite = floor_sprite.duplicate()
sprite.position = to_global_pos(Vector2i(pos.x + x, pos.y + y) * floor_sprite.size)
dungeon_scene.add_child(sprite)
# Walls (including outer perimeter)
var min_pos = Vector2i(0, 0)
var max_pos = Vector2i(0, 0)
for room in dungeon_map:
min_pos.x = min(min_pos.x, room[0].x)
min_pos.y = min(min_pos.y, room[0].y)
max_pos.x = max(max_pos.x, room[0].x + room[1].x)
max_pos.y = max(max_pos.y, room[0].y + room[1].y)
# Create a grid to mark walls (1 = wall, 0 = floor)
var wall_grid: Array[Array] = []
for y in range(max_pos.y + 1):
wall_grid.append([0] * (max_pos.x + 1))
# Mark rooms as floor (0)
for room in dungeon_map:
for y in range(room[1].y):
for x in range(room[1].x):
wall_grid[room[0].y + y][room[0].x + x] = 0
# Mark perimeter and internal walls
for y in range(1, wall_grid.size() - 1):
for x in range(1, wall_grid[0].size() - 1):
if wall_grid[y][x] == 0:
if wall_grid[y + 1][x] == 0 and wall_grid[y - 1][x] == 0 and wall_grid[y][x + 1] == 0 and wall_grid[y][x - 1] == 0:
wall_grid[y][x] = 0 # It's a room, not a wall
else:
wall_grid[y][x] = 1 # It's a wall
# Render walls
for y in range(wall_grid.size()):
for x in range(wall_grid[0].size()):
if wall_grid[y][x] == 1:
var sprite = wall_sprite.duplicate()
sprite.position = to_global_pos(Vector2i(x, y) * wall_sprite.size)
dungeon_scene.add_child(sprite)
# Render lights
if spawn_lights:
for pos in light_positions:
var sprite = torch_sprite.duplicate()
sprite.position = to_global_pos(Vector2i(pos.x, pos.y) * torch_sprite.size)
dungeon_scene.add_child(sprite)
# Add light effect (simplified)
var light = Light2D.new()
light.position = sprite.global_position
light.intensity = light_intensity
light.range = light_range
light.color = Color(0.8, 0.7, 0.5) # Warm light
dungeon_scene.add_child(light)
func _process(delta: float) -> void:
pass
class Room:
var position: Vector2i
var size: Vector2i
func _init(position: Vector2i, size: Vector2i = null):
self.position = position
self.size = size if size != null else Vector2i(
randi_range(room_min_size.x, room_max_size.x),
randi_range(room_min_size.y, room_max_size.y)
)
A stylish, interactive QR code scanner that doubles as a vault for decoded links, with smooth animations, theme switching, and a playful AR-like "magic reveal" effect for discovered content.
```kotlin
import android.Manifest
import android.content.ClipData
import android.content.ClipboardManager
import android.content.Context
import android.content.Intent
import android.content.pm.PackageManager
import android.net.Uri
import android.os.Bundle
import android.widget.Toast
import androidx.activity.ComponentActivity
import androidx.activity.compose.setContent
import androidx.compose.animation.AnimatedContent
import androidx.compose.animation.ExperimentalAnimationApi
import androidx.compose.animation.core.tween
import androidx.compose.animation.fadeIn
import androidx.compose.animation.fadeOut
import androidx.compose.animation.slideInVertically
import androidx.compose.animation.slideOutVertically
import androidx.compose.foundation.CircularProgressIndicator
import androidx.compose.foundation.background
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.aspectRatio
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.lazy.LazyColumn
import androidx.compose.foundation.lazy.items
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled contentCopy
import androidx.compose.material.icons.filled.contrast
import androidx.compose.material.icons.filled.flash_on
import androidx.compose.material.icons.filled.flash_off
import androidx.compose.material.icons.filled.home
import androidx.compose.material.icons.filled.settings
import androidx.compose.material.icons.filled.share
import androidx.compose.material3.Button
import androidx.compose.material3.ButtonDefaults
import androidx.compose.material3.Divider
import androidx.compose.material3.DropdownMenu
import androidx.compose.material3.DropdownMenuItem
import androidx.compose.material3.ElevatedCard
import androidx.compose.material3.Icon
import androidx.compose.material3.IconButton
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Scaffold
import androidx.compose.material3.SnackbarHost
import androidx.compose.material3.SnackbarHostState
import androidx.compose.material3.Surface
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberCoroutineScope
import androidx.compose.runtime.saveable.rememberSaveable
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.vector.ImageVector
import androidx.compose.ui.platform.LocalClipboardManager
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.text.SpanStyle
import androidx.compose.ui.text.buildAnnotatedString
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.text.style.TextDecoration
import androidx.compose.ui.text.withStyle
import androidx.compose.ui.tooling.preview.Preview
import androidx.compose.ui.unit.dp
import androidx.core.content.ContextCompat
import com.google.accompanist.permissions.ExperimentalPermissionsApi
import com.google.accompanist.permissions.rememberPermissionState
import com.google.mlkit.vision.barcode.BarcodeScannerOptions
import com.google.mlkit.vision.barcode.BarcodeScanning
import com.google.mlkit.vision.barcode.common.Barcode
import com.google.mlkit.vision.common.InputImage
import java.util.UUID
class MainActivity : ComponentActivity() {
@OptIn(ExperimentalPermissionsApi::class)
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContent {
QiksnapTheme {
Surface(modifier = Modifier.fillMaxSize()) {
QiksnapApp()
}
}
}
}
}
@OptIn(ExperimentalAnimationApi::class)
@Composable
fun QiksnapApp() {
val context = LocalContext.current
val snackbarHostState = remember { SnackbarHostState() }
val scope = rememberCoroutineScope()
val clipboardManager = LocalClipboardManager.current
// Track theme state
var currentTheme by rememberSaveable { mutableStateOf("Space") }
val themes = listOf("Space", "Ocean", "Retro", "Cyberpunk")
// Track scanner state
var isScanning by remember { mutableStateOf(false) }
var scannedBarcode by remember { mutableStateOf<Barcode?>(null) }
var scannedData by remember { mutableStateOf("") }
var flashOn by remember { mutableStateOf(false) }
// Track collected links
var collectedLinks by rememberSaveable {
mutableStateOf(listOf<ScannedLink>())
}
// QR scanner setup
val scannerOptions = BarcodeScannerOptions.Builder()
.setBarcodeFormats(Barcode.FORMAT_QR_CODE)
.build()
// Permission state for camera
val cameraPermissionState = rememberPermissionState(Manifest.permission.CAMERA)
// Theme colors
val themeColors = when (currentTheme) {
"Space" -> SpaceThemeColors
"Ocean" -> OceanThemeColors
"Retro" -> RetroThemeColors
"Cyberpunk" -> CyberpunkThemeColors
else -> SpaceThemeColors
}
// UI Structure
Scaffold(
snackbarHost = { SnackbarHost(snackbarHostState) },
topBar = {
TopAppBar(
title = { Text(text = "Qiksnap - QR Magic") },
actions = {
IconButton(onClick = { currentTheme = themes.random() }) {
Icon(Icons.Default.contrast, contentDescription = "Change theme")
}
},
colors = TopAppBarColors(
containerColor = themeColors.topBarColor,
titleColor = themeColors.titleTextColor,
actionIconColor = themeColors.iconColor
)
)
},
bottomBar = {
BottomBar(
onScanClick = { isScanning = true },
onHomeClick = { isScanning = false },
onThemeClick = {
// Simple theme dropdown menu
var expanded by remember { mutableStateOf(false) }
DropdownMenu(
expanded = expanded,
onDismissRequest = { expanded = false }
) {
themes.forEach { theme ->
DropdownMenuItem(
text = { Text(theme) },
onClick = {
currentTheme = theme
expanded = false
},
leadingIcon = when (theme) {
"Space" -> { Icon(Icons.Default.home, contentDescription = null) }
"Ocean" -> { Icon(Icons.Default.contrast, contentDescription = null) }
"Retro" -> { Icon(Icons.Default.flash_on, contentDescription = null) }
"Cyberpunk" -> { Icon(Icons.Default.settings, contentDescription = null) }
else -> { Icon(Icons.Default.home, contentDescription = null) }
}
)
}
}
expanded = true
},
currentTheme = currentTheme,
themeColors = themeColors
)
},
content = { paddingValues ->
if (isScanning) {
QRScannerScreen(
scannerOptions = scannerOptions,
onBarcodeScanned = { barcode, rawValue ->
scannedBarcode = barcode
scannedData = rawValue
isScanning = false
// Add to collected links if not already present
val newLink = ScannedLink(
id = UUID.randomUUID().toString(),
url = rawValue,
title = extractTitleFromUrl(rawValue),
timestamp = System.currentTimeMillis()
)
if (!collectedLinks.any { it.id == newLink.id }) {
collectedLinks = collectedLinks + newLink
}
// Show animated reveal effect
scope.launch {
snackbarHostState.showSnackbar(
message = "Discovered: ${extractTitleFromUrl(rawValue)}",
duration = SnackbarHostState.Duration.Short
)
}
},
onFlashToggle = { flashOn = it },
isFlashOn = flashOn,
themeColors = themeColors,
modifier = Modifier.padding(paddingValues)
)
} else {
CollectedLinksScreen(
links = collectedLinks,
onLinkClick = { link ->
scope.launch {
val intent = Intent(Intent.ACTION_VIEW, Uri.parse(link.url))
context.startActivity(intent)
}
},
onLinkLongClick = { link ->
scope.launch {
clipboardManager.setText(
ClipData.newPlainText("QR Link", link.url)
)
snackbarHostState.showSnackbar(
message = "Link copied to clipboard!"
)
}
},
onShareClick = { link ->
val shareIntent = Intent().apply {
action = Intent.ACTION_SEND
type = "text/plain"
putExtra(Intent.EXTRA_TEXT, link.url)
putExtra(Intent.EXTRA_SUBJECT, "Check this out!")
}
context.startActivity(Intent.createChooser(shareIntent, "Share link"))
},
themeColors = themeColors,
modifier = Modifier.padding(paddingValues)
)
}
}
)
}
@Composable
fun QRScannerScreen(
scannerOptions: BarcodeScannerOptions,
onBarcodeScanned: (Barcode, String) -> Unit,
onFlashToggle: (Boolean) -> Unit,
isFlashOn: Boolean,
themeColors: ThemeColors,
modifier: Modifier = Modifier
) {
var hasCameraPermission by remember { mutableStateOf(false) }
val context = LocalContext.current
val cameraPermissionState = rememberPermissionState(Manifest.permission.CAMERA)
// Check and request camera permission
if (!hasCameraPermission && !cameraPermissionState.hasPermission) {
cameraPermissionState.launchPermissionRequest()
}
hasCameraPermission = cameraPermissionState.hasPermission
// Camera preview and scanner
Box(
modifier = modifier
.fillMaxSize()
.background(themeColors.bgColor),
contentAlignment = Alignment.Center
) {
if (hasCameraPermission) {
// Camera preview using ML Kit
CameraPreview(
scannerOptions = scannerOptions,
onBarcodeDetected = onBarcodeScanned,
themeColors = themeColors
)
} else {
Box(
modifier = Modifier
.size(200.dp)
.background(Color.Transparent, CircleShape),
contentAlignment = Alignment.Center
) {
CircularProgressIndicator(
color = themeColors.accentColor,
strokeWidth = 4.dp
)
}
}
// Flash toggle button
Box(
modifier = Modifier
.align(Alignment.BottomEnd)
.padding(16.dp)
) {
IconButton(
onClick = { onFlashToggle(!isFlashOn) },
modifier = Modifier
.background(
color = if (isFlashOn) themeColors.accentColor.copy(alpha = 0.2f)
else themeColors.accentColor.copy(alpha = 0.2f),
shape = CircleShape
)
) {
Icon(
imageVector = if (isFlashOn) Icons.Default.flash_on
else Icons.Default.flash_off,
contentDescription = if (isFlashOn) "Turn off flash"
else "Turn on flash",
tint = if (isFlashOn) Color.White else themeColors.accentColor
)
}
}
// Info text overlay
Column(
modifier = Modifier
.align(Alignment.TopCenter)
.padding(16.dp),
horizontalAlignment = Alignment.CenterHorizontally
) {
Text(
text = "Hold to scan",
style = MaterialTheme.typography.bodyLarge,
color = themeColors.titleTextColor,
fontWeight = FontWeight.Medium
)
Text(
text = "Awaiting QR...",
style = MaterialTheme.typography.bodySmall,
color = themeColors.secondaryTextColor
)
}
}
}
@OptIn(ExperimentalPermissionsApi::class)
@Composable
fun CameraPreview(
scannerOptions: BarcodeScannerOptions,
onBarcodeDetected: (Barcode, String) -> Unit,
themeColors: ThemeColors
) {
val context = LocalContext.current
var imageProxy by remember { mutableStateOf<android.graphics.Image?>(null) }
// Simulate a QR scan after 2 seconds for demo purposes
// (Real implementation would use a camera preview here)
LaunchedEffect(Unit) {
delay(2000) // Simulate delay
val testQrValue = "https://example.com/aiRamdomPath"
val testBarcode = Barcode.Builder()
.setRawValue(testQrValue)
.setBoundingBox(android.graphics.Rect(0, 0, 100, 100))
.build()
onBarcodeDetected(testBarcode, testQrValue)
}
// This is a placeholder for the actual camera preview
// In a real app, you'd integrate with CameraX or similar
Box(
modifier = Modifier
.aspectRatio(1f)
.fillMaxWidth()
.background(themeColors.cameraPreviewBg),
contentAlignment = Alignment.Center
) {
Text(
text = "Camera Preview Area",
style = MaterialTheme.typography.bodyMedium,
color = themeColors.secondaryTextColor,
fontWeight = FontWeight.Light
)
}
}
@Composable
fun CollectedLinksScreen(
links: List<ScannedLink>,
onLinkClick: (ScannedLink) -> Unit,
onLinkLongClick: (ScannedLink) -> Unit,
onShareClick: (ScannedLink) -> Unit,
themeColors: ThemeColors,
modifier: Modifier = Modifier
) {
LazyColumn(
modifier = modifier
.fillMaxSize()
.background(themeColors.bgColor),
contentPadding = PaddingValues(16.dp)
) {
if (links.isEmpty()) {
item {
Column(
modifier = Modifier
.fillMaxSize()
.background(themeColors.cardBg.copy(alpha = 0.3f), RoundedCornerShape(16.dp)),
horizontalAlignment = Alignment.CenterHorizontally,
verticalArrangement = Arrangement.Center
) {
Icon(
imageVector = Icons.Default.home,
contentDescription = "Empty",
modifier = Modifier.size(64.dp),
tint = themeColors.accentColor
)
Spacer(modifier = Modifier.height(16.dp))
Text(
text = "No QR codes discovered yet!",
style = MaterialTheme.typography.bodyLarge,
color = themeColors.titleTextColor
)
Text(
text = "Scan one to unlock the magic",
style = MaterialTheme.typography.bodyMedium,
color = themeColors.secondaryTextColor
)
}
}
} else {
items(links) { link ->
ElevatedCard(
onClick = { onLinkClick(link) },
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 8.dp)
.animateItemPlacement(
animationSpec = tween(durationMillis = 300)
),
shape = RoundedCornerShape(12.dp)
) {
Column(
modifier = Modifier.padding(16.dp)
) {
Row(
verticalAlignment = Alignment.CenterVertically
) {
Icon(
imageVector = Icons.Default.share,
contentDescription = "Share",
modifier = Modifier
.size(24.dp)
.clip(CircleShape)
.background(themeColors.accentColor)
.clickable { onShareClick(link) },
tint = Color.White
)
Spacer(modifier = Modifier.width(8.dp))
Text(
text = link.title.takeIf { it.isNotEmpty() } ?: "Scanned Link",
style = MaterialTheme.typography.titleMedium,
color = themeColors.titleTextColor,
fontWeight = FontWeight.Medium
)
}
AnimatedContent(
targetState = link.url,
transitionSpec = {
if (targetState.length > sourceState.length) {
slideInVertically { height -> height / 2 } +
fadeIn(animationSpec = tween(300))
} else {
slideOutVertically { height -> height / 2 } +
fadeOut(animationSpec = tween(300))
}
}
) { targetUrl ->
Text(
text = targetUrl,
style = MaterialTheme.typography.bodyMedium,
color = themeColors.accentColor,
textDecoration = TextDecoration.Underline,
modifier = Modifier.padding(top = 8.dp)
)
}
Spacer(modifier = Modifier.height(8.dp))
Row(
horizontalArrangement = Arrangement.SpaceBetween
) {
Text(
text = formatDate(link.timestamp),
style = MaterialTheme.typography.bodySmall,
color = themeColors.secondaryTextColor
)
IconButton(
onClick = { onLinkLongClick(link) },
modifier = Modifier
.size(24.dp)
.clip(CircleShape)
.background(themeColors.secondaryColor)
) {
Icon(
imageVector = Icons.Default.contentCopy,
contentDescription = "Copy",
tint = themeColors.titleTextColor
)
}
}
}
}
}
}
}
}
@Composable
fun BottomBar(
onScanClick: () -> Unit,
onHomeClick: () -> Unit,
onThemeClick: () -> Unit,
currentTheme: String,
themeColors: ThemeColors
) {
Row(
modifier = Modifier
.fillMaxWidth()
.height(56.dp)
.background(
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