3257 Werke — 461 Songs, 34 Bücher, 315 Bilder, 2165 SVGs, 282 Code
A generative design tool that creates intricate, organic floral patterns using CSS transforms and JavaScript animations. Users can generate and export unique floral art with a single click.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Dynamic Floral Canvas</title>
<style>
:root {
--petal-count: 5;
--floral-radius: 150px;
--floral-center: 50%;
--floral-color: #6a4c93;
--background-gradient: linear-gradient(135deg, #f5f7fa 0%, #c3cfe2 100%);
--animation-duration: 4s;
--animation-delay: 0.1s;
}
body {
margin: 0;
padding: 0;
background: var(--background-gradient);
height: 100vh;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
overflow: hidden;
color: #333;
}
.container {
position: relative;
width: 100%;
max-width: 600px;
margin: 0 auto;
text-align: center;
}
.controls {
margin-bottom: 2rem;
display: flex;
flex-direction: column;
gap: 1rem;
}
button {
background-color: var(--floral-color);
color: white;
border: none;
padding: 0.75rem 1.5rem;
border-radius: 30px;
font-size: 1rem;
cursor: pointer;
transition: all 0.3s ease;
box-shadow: 0 4px 6px rgba(0, 0, 0, 0.1);
}
button:hover {
transform: translateY(-2px);
box-shadow: 0 6px 8px rgba(0, 0, 0, 0.15);
}
button:active {
transform: translateY(0);
}
.floral-container {
position: relative;
width: var(--floral-radius);
height: var(--floral-radius);
margin: 0 auto;
border-radius: 50%;
background-color: rgba(106, 76, 147, 0.1);
backdrop-filter: blur(5px);
border: 1px solid rgba(106, 76, 147, 0.3);
}
.floral {
position: absolute;
width: 100%;
height: 100%;
top: 0;
left: 0;
transform-origin: var(--floral-center);
animation: pulse 1s infinite ease-in-out;
}
@keyframes pulse {
0%, 100% { transform: rotate(0deg) scale(1); }
50% { transform: rotate(180deg) scale(1.05); }
}
.petal {
position: absolute;
width: 30%;
height: 80%;
background-color: var(--floral-color);
border-radius: 50% 50% 0 50%;
transform-origin: 50% 80%;
transition: transform 0.3s ease, opacity 0.3s ease;
}
.center {
position: absolute;
width: 20px;
height: 20px;
background-color: #ffd700;
border-radius: 50%;
z-index: 10;
box-shadow: 0 0 10px rgba(255, 215, 0, 0.5);
}
.export-btn {
background-color: #2c3e50;
margin-top: 1rem;
}
.export-btn:hover {
background-color: #1a252f;
}
.config {
margin-bottom: 1rem;
display: flex;
justify-content: center;
gap: 1rem;
}
.config input {
padding: 0.5rem;
border-radius: 5px;
border: 1px solid #ddd;
width: 60px;
text-align: center;
}
.config label {
font-size: 0.9rem;
color: #555;
}
.info {
margin-top: 2rem;
font-size: 0.8rem;
color: #777;
}
. Exporting...
</style>
</head>
<body>
<div class="container">
<h1>Dynamic Floral Canvas</h1>
<div class="config">
<label for="petalCount">Petals: </label>
<input type="range" id="petalCount" min="3" max="12" value="5">
<span id="petalCountValue">5</span>
</div>
<div class="controls">
<button id="generateBtn">Generate New Floral Art</button>
<button id="exportBtn" class="export-btn" disabled>Export as SVG</button>
</div>
<div class="floral-container">
<div class="center"></div>
</div>
<p class="info">Click the "Generate New Floral Art" button to create unique floral patterns. Right-click the canvas to export as SVG.</p>
</div>
<script>
document.addEventListener('DOMContentLoaded', () => {
const petalCountInput = document.getElementById('petalCount');
const petalCountValue = document.getElementById('petalCountValue');
const generateBtn = document.getElementById('generateBtn');
const exportBtn = document.getElementById('exportBtn');
const floralContainer = document.querySelector('.floral-container');
const floral = document.querySelector('.floral') || createFloralElement();
const center = document.querySelector('.center');
petalCountInput.addEventListener('input', () => {
petalCountValue.textContent = petalCountInput.value;
document.documentElement.style.setProperty('--petal-count', petalCountInput.value);
});
generateBtn.addEventListener('click', generateFloral);
exportBtn.addEventListener('click', () => {
exportAsSVG();
});
floralContainer.addEventListener('contextmenu', (e) => {
e.preventDefault();
exportAsSVG();
});
function createFloralElement() {
const floralElement = document.createElement('div');
floralElement.className = 'floral';
floralContainer.appendChild(floralElement);
return floralElement;
}
function generateFloral() {
floral.innerHTML = '';
exportBtn.disabled = true;
floralContainer.style.opacity = '0.5';
// Create petals
const petalCount = parseInt(document.documentElement.style.getPropertyValue('--petal-count').trim());
for (let i = 0; i < petalCount; i++) {
const petal = document.createElement('div');
petal.className = 'petal';
// Randomize size, position, and color
const size = 30 + Math.random() * 20;
const angle = (i * (360 / petalCount)) * Math.PI / 180;
const radius = 150 + Math.random() * 50;
const hue = 300 + Math.random() * 30;
const saturation = 70 + Math.random() * 20;
const lightness = 40 + Math.random() * 20;
petal.style.width = `${size}%`;
petal.style.height = `${80 + Math.random() * 20}%`;
petal.style.transformOrigin = `50% ${80 + Math.random() * 20}%`;
petal.style.backgroundColor = `hsl(${hue}, ${saturation}%, ${lightness}%)`;
petal.style.transform = `rotate(${angle * 180 / Math.PI}deg) translate(${radius}px, 0)`;
petal.style.opacity = 0.8 + Math.random() * 0.2;
petal.style.transitionDelay = `${Math.random() * 0.5}s`;
floral.appendChild(petal);
}
// Add animation to petals
floral.style.animation = `pulse ${0.5 + Math.random() * 1.5}s infinite ease-in-out, rotate ${2 + Math.random() * 2}s linear infinite`;
// Add subtle ripple effect
const ripple = document.createElement('div');
ripple.className = 'ripple';
ripple.style.position = 'absolute';
ripple.style.width = '100%';
ripple.style.height = '100%';
ripple.style.background = 'radial-gradient(circle, rgba(255,255,255,0.2) 0%, transparent 70%)';
ripple.style.animation = `ripple ${3 + Math.random() * 2}s infinite ease-in-out`;
floral.appendChild(ripple);
setTimeout(() => {
floralContainer.style.opacity = '1';
exportBtn.disabled = false;
}, 500);
}
// Create ripple effect animation
const style = document.createElement('style');
style.textContent = `
@keyframes ripple {
0% { transform: scale(0.5); opacity: 0.5; }
100% { transform: scale(1.5); opacity: 0; }
}
`;
document.head.appendChild(style);
function exportAsSVG() {
// Create SVG element
const svg = document.createElementNS('http://www.w3.org/2000/svg', 'svg');
svg.setAttribute('width', '300');
svg.setAttribute('height', '300');
svg.setAttribute('viewBox', '0 0 300 300');
// Add background circle
const bgCircle = document.createElementNS('http://www.w3.org/2000/svg', 'circle');
bgCircle.setAttribute('cx', '150');
bgCircle.setAttribute('cy', '150');
bgCircle.setAttribute('r', '120');
bgCircle.setAttribute('fill', 'rgba(106, 76, 147, 0.1)');
svg.appendChild(bgCircle);
// Add center
const centerCircle = document.createElementNS('http://www.w3.org/2000/svg', 'circle');
centerCircle.setAttribute('cx', '150');
centerCircle.setAttribute('cy', '150');
centerCircle.setAttribute('r', '10');
centerCircle.setAttribute('fill', '#ffd700');
svg.appendChild(centerCircle);
// Add petals
const petals = floral.querySelectorAll('.petal');
const petalCount = petals.length;
petals.forEach((petal, i) => {
const angle = (i * (360 / petalCount)) * Math.PI / 180;
const radius = 150 + Math.random() * 50;
const hue = 300 + Math.random() * 30;
const saturation = 70 + Math.random() * 20;
const lightness = 40 + Math.random() * 20;
const x = 150 + radius * Math.cos(angle);
const y = 150 + radius * Math.sin(angle);
const path = document.createElementNS('http://www.w3.org/2000/svg', 'path');
path.setAttribute('d', `M 150 150
L ${x - 20} ${y - 15}
L ${x + 20} ${y - 15}
L ${x + 15} ${y + 15}
L ${x - 15} ${y + 15}
Z`);
path.setAttribute('fill', `hsl(${hue}, ${saturation}%, ${lightness}%)`);
svg.appendChild(path);
});
// Serialize SVG to string
const serializer = new XMLSerializer();
const svgStr = serializer.serializeToString(svg);
// Create download link
const blob = new Blob([svgStr], { type: 'image/svg+xml' });
const url = URL.createObjectURL(blob);
const link = document.createElement('a');
link.href = url;
link.download = `floral-art-${new Date().getTime()}.svg`;
document.body.appendChild(link);
link.click();
document.body.removeChild(link);
URL.revokeObjectURL(url);
// Show temporary message
const originalText = document.querySelector('.info').textContent;
document.querySelector('.info').textContent = ' Exporting...';
setTimeout(() => {
document.querySelector('.info').textContent = originalText;
}, 2000);
}
// Initial generation
generateFloral();
});
</script>
</body>
</html>
Generiert zufällige, dynamische ASCII-Kunst basierend auf Quantenphysik-Metaphern mit interaktivem Farb- und Muster-Editor
#!/usr/bin/env node
// Quantum Doodle - ASCII Art Generator mit Quantenmetaphern
// Unterstützt Farbausgabe (wenn TTY), interaktive Parameter und zufällige Muster
// Läuft mit: node quantum-doodle.js [--width=30] [--height=15] [--min=2] [--max=5] [--seed=random]
import { program } from 'commander';
import readline from 'readline';
import chalk from 'chalk';
program
.version('1.0.0')
.description('Quantum Doodle - Generiert farbenfrohe ASCII-Kunst mit Quantenmetaphern')
.option('-w, --width <number>', 'Breite der ASCII-Kunst (Standard: 30)', parseInt)
.option('-h, --height <number>', 'Höhe der ASCII-Kunst (Standard: 15)', parseInt)
.option('-m, --min <number>', 'Minimale Komplexität (Standard: 2)', parseInt)
.option('-M, --max <number>', 'Maximale Komplexität (Standard: 5)', parseInt)
.option('-s, --seed <string>', 'Seed für reproduzierbare Muster (Standard: zufällig)', String)
.option('-i, --interactive', 'Interaktiver Modus (Parametermanager)')
.action(async (options) => {
const rl = readline.createInterface({
input: process.stdin,
output: process.stdout
});
if (options.interactive) {
await interactiveMode(rl, options);
} else {
generateArt({
width: options.width || 30,
height: options.height || 15,
min: options.min || 2,
max: options.max || 5,
seed: options.seed || null
});
}
process.exit(0);
});
program.parse(process.argv);
// Quantenmetaphern-Farben (based on quantum spectra)
const quantumColors = {
electron: chalk.hex('#FF5E62'),
proton: chalk.hex('#5E81AC'),
neutron: chalk.hex('#B26F35'),
entangled: chalk.hex('#5F819D'),
observer: chalk.hex('#F8C471'),
vacuum: chalk.hex('#333333'),
uncertainty: chalk.hex('#A29BFE'),
superposition: chalk.hex('#96CEB4'),
collapse: chalk.hex('#E84393')
};
// ASCII-Kunst-Charaktere (Quantum-Theme)
const quantumChars = [
'•', 'o', 'O', '°', '░', '▒', '▓', '█', '▔', '▕', '▖', '▗', '▖', '▘', '▙', '▚', '▛', '▜', '▝', '▞'
];
// Generiert ein zufälliges Quanten-Muster
function generateQuantumPattern(width, height, min, max, seed = null) {
const pattern = [];
const chars = quantumChars.slice();
// Seed für reproduzierbare Muster
if (seed) {
const seedValue = typeof seed === 'number' ? seed : seed.charCodeAt(0);
chars.sort((a, b) => a.localeCompare(b) - seedValue);
}
// Erzeugt ein 2D-Array mit zufälligen Quantenzuständen
for (let y = 0; y < height; y++) {
const row = [];
for (let x = 0; x < width; x++) {
// Quantentunneling-Effekt: randomness mit Neigung
const complexity = Math.min(max, Math.floor((x + y) / (width / min)) + 1);
const index = Math.floor(Math.random() * complexity) % chars.length;
row.push(chars[index]);
}
pattern.push(row);
}
return pattern;
}
// Wählt eine Farbe basierend auf Quantenzustand
function getQuantumColor(x, y, width, height, pattern) {
const char = pattern[y][x];
const pos = { x, y, total: x + y, center: width / 2, edge: width - x };
// Quanten-Interferenzmuster
const interference = (Math.sin(x / 5) + Math.cos(y / 3)) / 2;
const uncertainty = Math.random() * 0.3;
// Entscheidung basierend auf Position und Charakter
if (char === 'O' || char === 'o') {
return quantumColors.electron;
} else if (char === '°' || char === '░') {
return quantumColors.proton;
} else if (char === '▓' || char === '█') {
return quantumColors.neutron;
} else if (interference > 0.7) {
return quantumColors.entangled;
} else if (Math.random() > 0.7) {
return quantumColors.superposition;
} else if (pos.center - pos.x < 3) {
return quantumColors.observer;
} else {
return quantumColors.vacuum;
}
}
// Generiert die finale ASCII-Kunst
function generateArt(config) {
const { width, height, min, max, seed } = config;
const pattern = generateQuantumPattern(width, height, min, max, seed);
let output = '';
// Header mit Quantenmetapher
output += quantumColors.uncertainty(`Quantum Doodle v1.0.0 | Width: ${width} | Height: ${height} | Complexity: ${min}-${max}\n`);
output += quantumColors.observer(`Seed: ${seed || 'random (quantum superposition)'}\n\n`);
// Hauptmuster
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const color = getQuantumColor(x, y, width, height, pattern);
output += color(pattern[y][x]);
}
output += '\n';
}
// Quanten-Interferenz-Effekt (wenn TTY)
if (process.stdout.isTTY) {
output += quantumColors.superposition('\n ~ Quantum interference detected ~\n');
output += quantumColors.collapse(' (Observer effect: This pattern collapses upon viewing)\n\n');
}
console.log(output);
}
// Interaktiver Modus
async function interactiveMode(rl, initialOptions) {
const options = {
width: initialOptions.width || 30,
height: initialOptions.height || 15,
min: initialOptions.min || 2,
max: initialOptions.max || 5,
seed: initialOptions.seed || null,
interactive: true
};
console.log(quantumColors.superposition('\n=== Quantum Doodle Interactive Mode ===\n'));
// Fragen stellen
const questions = [
{
question: `Breite (Standard: ${options.width}): `,
key: 'width',
validator: (val) => parseInt(val) >= 5 && parseInt(val) <= 100
},
{
question: `Höhe (Standard: ${options.height}): `,
key: 'height',
validator: (val) => parseInt(val) >= 5 && parseInt(val) <= 30
},
{
question: `Minimale Komplexität (Standard: ${options.min}): `,
key: 'min',
validator: (val) => parseInt(val) >= 1 && parseInt(val) <= 10
},
{
question: `Maximale Komplexität (Standard: ${options.max}): `,
key: 'max',
validator: (val) => parseInt(val) >= options.min && parseInt(val) <= 10
},
{
question: `Seed (Standard: zufällig, oder 'test123' für reproduzierbar): `,
key: 'seed'
}
];
for (const q of questions) {
const answer = await ask(rl, q.question);
if (q.validator) {
const parsed = parseInt(answer);
if (isNaN(parsed) || !q.validator(answer)) {
console.log(chalk.red(' Ungültige Eingabe!'));
continue;
}
options[q.key] = parsed;
} else {
options[q.key] = answer.trim();
}
}
generateArt(options);
rl.close();
}
function ask(rl, question) {
return new Promise((resolve) => {
rl.question(question, (answer) => {
resolve(answer);
});
});
}
// Export für andere Module (falls benötigt)
export { generateArt, generateQuantumPattern, getQuantumColor };
// Falls direkt ausgeführt wird
if (process.env.NODE_ENV !== 'test') {
// Command-line-Parser einrichten
const parsedArgs = program.parse(process.argv);
generateArt({
width: parsedArgs.width || 30,
height: parsedArgs.height || 15,
min: parsedArgs.min || 2,
max: parsedArgs.max || 5,
seed: parsedArgs.seed || null
});
}
A file organizer that sorts files with smart default rules, but includes a playful "Chaos Mode" that reorganizes files in a controlled, randomized way for fun (and optional reset).
#!/usr/bin/env node
import fs from 'fs/promises';
import path from 'path';
import { fileURLToPath } from 'url';
import readline from 'readline';
import crypto from 'crypto';
const __dirname = path.dirname(fileURLToPath(import.meta.url));
class FileOrchestrator {
constructor(targetDir) {
this.targetDir = path.resolve(targetDir);
this.rules = {
'images': ['.jpg', '.jpeg', '.png', '.gif', '.svg', '.webp'],
'documents': ['.pdf', '.doc', '.docx', '.txt', '.md', '.xlsx', '.xls'],
'videos': ['.mp4', '.mov', '.avi', '.mkv', '.webm'],
'audio': ['.mp3', '.wav', '.ogg', '.m4a'],
'archives': ['.zip', '.tar', '.gz', '.rar', '.7z'],
'code': ['.js', '.ts', '.jsx', '.tsx', '.py', '.java', '.c', '.cpp', '.h'],
'others': []
};
this.chaosMode = false;
this.chaosFolders = [];
}
async initialize() {
try {
await this._ensureDirectory(this.targetDir);
const items = await fs.readdir(this.targetDir, { withFileTypes: true });
// Collect existing files and their extensions
const existingFiles = await Promise.all(
items.filter(item => item.isFile())
.map(async item => {
const filePath = path.join(this.targetDir, item.name);
const ext = path.extname(item.name).toLowerCase();
return { name: item.name, ext, path: filePath };
})
);
// Create folders if they don't exist (except for 'others')
for (const [folder, extensions] of Object.entries(this.rules)) {
if (folder !== 'others') {
await this._ensureDirectory(path.join(this.targetDir, folder));
}
}
// If in chaos mode, create random folders and move files
if (this.chaosMode) {
await this._applyChaosMode(existingFiles);
} else {
await this._organizeFiles(existingFiles);
}
console.log('\n✨ File organization complete!');
} catch (error) {
console.error('❌ Error:', error.message);
process.exit(1);
}
}
async _organizeFiles(files) {
const movedFiles = [];
for (const file of files) {
let targetFolder = 'others';
for (const [folder, extensions] of Object.entries(this.rules)) {
if (extensions.includes(file.ext)) {
targetFolder = folder;
break;
}
}
if (targetFolder !== 'others' && file.path !== path.join(this.targetDir, targetFolder, file.name)) {
const targetPath = path.join(this.targetDir, targetFolder, file.name);
await fs.rename(file.path, targetPath);
movedFiles.push(file.name);
}
}
if (movedFiles.length > 0) {
console.log(`✅ Moved ${movedFiles.length} files to appropriate folders.`);
} else {
console.log('ℹ️ No files needed to be moved (or already organized).');
}
}
async _applyChaosMode(files) {
// Create random folder names (but avoid clashing with existing ones)
const existingFolders = await fs.readdir(this.targetDir)
.catch(err => err.code === 'ENOENT' ? [] : err);
for (let i = 0; i < 5; i++) {
const hash = crypto.randomBytes(3).toString('hex');
const folderName = `chaos_${hash}`;
if (!existingFolders.includes(folderName)) {
this.chaosFolders.push(folderName);
await fs.mkdir(path.join(this.targetDir, folderName));
}
}
// Shuffle files and distribute them randomly
const shuffledFiles = [...files].sort(() => 0.5 - Math.random());
for (let i = 0; i < shuffledFiles.length; i++) {
const file = shuffledFiles[i];
const targetFolder = i % this.chaosFolders.length;
const targetPath = path.join(this.targetDir, this.chaosFolders[targetFolder], file.name);
// Skip if the file is already in a chaos folder (avoid infinite loops)
if (!file.path.includes('chaos_')) {
await fs.rename(file.path, targetPath);
}
}
console.log(`🤪 Applied Chaos Mode! Files are now randomly distributed across ${this.chaosFolders.length} folders.`);
}
async _ensureDirectory(dirPath) {
try {
await fs.access(dirPath);
} catch {
await fs.mkdir(dirPath);
}
}
async toggleChaosMode() {
this.chaosMode = !this.chaosMode;
console.log(this.chaosMode ? '🔥 Chaos Mode: ON' : '🔄 Chaos Mode: OFF');
}
}
async function main() {
const rl = readline.createInterface({
input: process.stdin,
output: process.stdout
});
console.log('🎵 File Orchestrator with AI-Inspired Chaos Mode 🎵');
console.log('--------------------------------------------------');
console.log('This tool will organize your files smartly... or playfully scramble them in Chaos Mode!');
const dir = await rl.question('Enter the target directory path: ');
const orchestrator = new FileOrchestrator(dir);
while (true) {
console.log('\nOptions:');
console.log('1. Organize files normally');
console.log('2. Toggle Chaos Mode');
console.log('3. Exit');
const choice = await rl.question('Choose an option (1-3): ');
if (choice === '1') {
orchestrator.chaosMode = false;
await orchestrator.initialize();
} else if (choice === '2') {
await orchestrator.toggleChaosMode();
} else if (choice === '3') {
console.log('👋 Goodbye!');
rl.close();
break;
} else {
console.log('❌ Invalid choice. Please try again.');
}
}
}
main().catch(console.error);
A Rust directory tree visualizer that displays folder structures with colorful emoji depth indicators and interactive navigation using arrow keys. Includes ASCII art borders and handles large director
use std::{
env, fs,
io::{self, Write, Stdout, Stdin},
path::Path,
process,
};
use crossterm::{
execute,
terminal::{disable_raw_mode, enable_raw_mode, EnterAlternateScreen, LeaveAlternateScreen},
style::{SetForegroundColor, Color},
event::{Event, KeyCode, poll},
cursor::{Hide, Show},
};
use termion::color;
const EMJOS: [char; 8] = [
'🌳', '🌲', '🌳', '🌳', '🌳', '🌳', '🌳', '🌳',
];
fn main() {
// Parse command line arguments
let args: Vec<String> = env::args().collect();
if args.len() != 2 {
eprintln!("Usage: {} <directory>", args[0]);
process::exit(1);
}
let path = Path::new(&args[1]);
if !path.exists() || !path.is_dir() {
eprintln!("Error: Path '{}' is not a valid directory", args[1]);
process::exit(1);
}
// Initialize terminal
enable_raw_mode().expect("Failed to enable raw mode");
let mut stdout = io::stdout();
execute!(stdout, EnterAlternateScreen, Hide).expect("Failed to enter alternate screen");
// Set up terminal colors
let mut stdout = stdout.lock();
execute!(stdout, SetForegroundColor(Color::LightGreen)).unwrap();
// Main loop
loop {
let tree = build_tree(path, 0);
display_tree(&tree, &mut stdout);
// Wait for user input
let event = poll().expect("Failed to poll event");
if let Event::Key(key) = event {
match key.code {
KeyCode::Char('q') => break,
KeyCode::Up | KeyCode::Char('k') => {
if let Some(parent) = path.parent() {
path = parent;
}
}
KeyCode::Down | KeyCode::Char('j') => {
let entries = fs::read_dir(path).expect("Failed to read directory");
let mut next_path = None;
for entry in entries {
if let Ok(entry) = entry {
if entry.path() == path {
continue;
}
next_path = Some(entry.path());
break;
}
}
if let Some(next) = next_path {
path = next;
}
}
KeyCode::Char('l') => {
let entries = fs::read_dir(path).expect("Failed to read directory");
for entry in entries {
if let Ok(entry) = entry {
if entry.path() == path {
continue;
}
path = entry.path();
break;
}
}
}
KeyCode::Char('h') => {
display_help();
}
_ => {}
}
// Clear screen and redraw
execute!(stdout, LeaveAlternateScreen).unwrap();
execute!(stdout, EnterAlternateScreen).unwrap();
}
}
// Cleanup terminal
execute!(stdout, Show, LeaveAlternateScreen).unwrap();
disable_raw_mode().expect("Failed to disable raw mode");
}
fn build_tree(path: &Path, depth: usize) -> TreeNode {
let mut node = TreeNode {
name: path.file_name().unwrap().to_string_lossy().into_owned(),
depth,
children: Vec::new(),
};
if path.is_dir() {
if let Ok(entries) = fs::read_dir(path) {
for entry in entries {
if let Ok(entry) = entry {
node.children.push(build_tree(&entry.path(), depth + 1));
}
}
}
}
node
}
fn display_tree(node: &TreeNode, stdout: &mut Stdout) {
// Draw top border
execute!(stdout, SetForegroundColor(Color::DarkGreen)).unwrap();
writeln!(stdout, "╔═══════════════════════════════════════════════╗").unwrap();
// Draw tree nodes
execute!(stdout, SetForegroundColor(Color::LightGreen)).unwrap();
draw_node(node, stdout);
// Draw bottom border
execute!(stdout, SetForegroundColor(Color::DarkGreen)).unwrap();
writeln!(stdout, "╚═══════════════════════════════════════════════╝").unwrap();
// Display help
execute!(stdout, SetForegroundColor(Color::LightBlue)).unwrap();
writeln!(stdout, "Controls: q=quit, j/k=up/down, l=enter, h=help").unwrap();
}
fn draw_node(node: &TreeNode, stdout: &mut Stdout) {
// Get emoji based on depth
let emoji = EMJOS.get(node.depth % EMJOS.len()).unwrap();
// Set color based on depth
let color = match node.depth % 4 {
0 => Color::Green,
1 => Color::Yellow,
2 => Color::Red,
_ => Color::Magenta,
};
execute!(stdout, SetForegroundColor(color)).unwrap();
// Print node with indentation
writeln!(stdout, "{}{}", " ".repeat(node.depth), node.name).unwrap();
// Print children
for child in &node.children {
draw_node(child, stdout);
}
}
fn display_help() {
println!("\nHelp:");
println!(" q - Quit the application");
println!(" j/k - Navigate up and down the directory tree");
println!(" l - Enter a directory");
println!(" h - Display this help");
println!("\nTreeDaze - Directory Tree Visualizer with Emoji Depth");
}
#[derive(Debug)]
struct TreeNode {
name: String,
depth: usize,
children: Vec<TreeNode>,
}
Ein rustiger Passwortgenerator, der nicht nur sichere Passwörter erstellt, sondern auch die Entropie durch eine chaotische Simulation visualisiert — mit kaputten, aber funktionierenden ASCII-Kunst-Ent
use rand::Rng;
use std::io::{self, Write};
// Custom error type for handling input failures elegantly
#[derive(Debug)]
struct PasswordGenError(String);
impl std::fmt::Display for PasswordGenError {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
write!(f, "PasswordGenError: {}", self.0)
}
}
impl std::error::Error for PasswordGenError {}
/// Simulates chaotic entropy with a mix of randomness and pseudo-determinism
fn chaotic_entropy(entropy: u32, meme_mode: bool) -> Vec<bool> {
let mut rng = rand::thread_rng();
let mut entropy_bits = Vec::with_capacity(entropy as usize);
for i in 0..entropy {
// Introduce controlled chaos: flip bits based on a mix of RNG and index
let bit = (rng.gen_bool(0.7) || (i % 5 == 0)) as u8;
entropy_bits.push(bit != 0);
}
if meme_mode {
// Meme mode: replace every 10th bit with a "chaotic" XOR pattern
for i in (1..entropy).step_by(10) {
if i < entropy as usize {
entropy_bits[i] ^= true;
}
}
}
entropy_bits
}
/// Generates a password based on entropy bits and style
fn generate_password(entropy_bits: &[bool], length: u32, style: PasswordStyle) -> String {
let mut password = String::with_capacity(length as usize);
let mut rng = rand::thread_rng();
let chars = style.chars();
for &bit in entropy_bits {
if bit {
// Use a random char from the style set if bit is true
let idx = rng.gen_range(0..chars.len());
password.push(chars[idx]);
} else {
// If bit is false, add a "static" element based on index
let static_char = match (style.index) % 3 {
0 => 'A',
1 => '1',
_ => '#',
};
password.push(static_char);
}
}
// Ensure the password is at least 1 char long (shouldn't happen, but just in case)
if password.is_empty() {
password.push('!');
}
password
}
/// Represents different password styles with character sets
#[derive(Debug, Clone, Copy)]
enum PasswordStyle {
Secure,
Balanced,
Meme,
}
impl PasswordStyle {
fn chars(&self) -> Vec<char> {
match self {
PasswordStyle::Secure => {
vec![
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J',
'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T',
'U', 'V', 'W', 'X', 'Y', 'Z',
'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j',
'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't',
'u', 'v', 'w', 'x', 'y', 'z',
'0', '1', '2', '3', '4', '5', '6', '7', '8', '9',
'!', '@', '#', '$', '%', '^', '&', '*', '(', ')',
]
}
PasswordStyle::Balanced => {
vec![
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J',
'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j',
'0', '1', '2', '3', '4', '5',
'!', '@', '#',
]
}
PasswordStyle::Meme => {
vec![
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J',
'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T',
'U', 'V', 'W', 'X', 'Y', 'Z',
'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j',
'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't',
'u', 'v', 'w', 'x', 'y', 'z',
'0', '1', '2', '3', '4', '5', '6', '7', '8', '9',
'!', '@', '#', '$', '%', '^', '&', '*', '(', ')', '?', '~',
'X', 'D', 'P', 'L', 'G', 'K', 'W', 'E', 'B', 'O', 'R',
]
}
}
}
fn index(&self) -> u8 {
match self {
PasswordStyle::Secure => 0,
PasswordStyle::Balanced => 1,
PasswordStyle::Meme => 2,
}
}
}
/// Displays an ASCII art entropy bar (with intentional "glitches" for fun)
fn display_entropy_bar(entropy: u32, is_meme_mode: bool) {
let bar_length = 30;
let filled = (entropy as f32 / 100.0) * bar_length as f32;
let mut bar = String::with_capacity(bar_length + 5);
bar.push_str("Entropy: [");
for i in 0..bar_length {
if i as f32 < filled {
bar.push(if is_meme_mode { 'X' } else { '=' });
} else {
bar.push(if is_meme_mode && i % 3 == 0 { '!' } else { ' ' });
}
}
bar.push(']');
println!("{} ({} bits)", bar, entropy);
// Glitchy meme mode text
if is_meme_mode {
println!(" (Entropy is chaotic, like your aunt's Wi-Fi password)");
}
}
/// Validates user input for password length
fn validate_length(input: &str) -> Result<u32, PasswordGenError> {
let length = input.trim().parse::<u32>().map_err(|_| PasswordGenError("Invalid number".to_string()))?;
if length == 0 {
return Err(PasswordGenError("Length must be > 0".to_string()));
}
if length > 100 {
return Err(PasswordGenError("Length too long (max 100)".to_string()));
}
Ok(length)
}
/// Main function with user interaction
fn main() {
println!("🔐 CryptaGen: Password Generator with Chaotic Entropy 🔐");
println!("------------------------------------------------------");
// Prompt for password length
print!("Enter password length (1-100): ");
io::stdout().flush().unwrap();
let length_input = match io::stdin().read_line() {
Ok(line) => line.trim(),
Err(_) => {
println!("\nFailed to read input. Using default length of 12.");
"12"
}
};
let length = match validate_length(length_input) {
Ok(len) => len,
Err(e) => {
println!("\nError: {}", e);
println!("Using default length of 12.");
12
}
};
// Prompt for style
println!("\nChoose password style:");
println!("1. Secure (high entropy, complex characters)");
println!("2. Balanced (easy to remember, moderate complexity)");
println!("3. Meme (extra chaotic, for when you want to troll)");
print!("Select (1/2/3): ");
io::stdout().flush().unwrap();
let style_input = match io::stdin().read_line() {
Ok(line) => line.trim(),
Err(_) => {
println!("\nInvalid input. Using Secure style.");
"1"
}
};
let style = match style_input {
"1" => PasswordStyle::Secure,
"2" => PasswordStyle::Balanced,
"3" => PasswordStyle::Meme,
_ => {
println!("\nInvalid choice. Using Secure style.");
PasswordStyle::Secure
}
};
// Calculate entropy (1 bit per character in the password, but scaled for display)
let entropy = length * 5; // 5 bits per character for display purposes
let is_meme_mode = matches!(style, PasswordStyle::Meme);
// Generate chaotic entropy bits
let entropy_bits = chaotic_entropy(entropy, is_meme_mode);
// Display entropy bar
display_entropy_bar(entropy, is_meme_mode);
// Generate password
let password = generate_password(&entropy_bits, length, style);
println!("\n🔑 Generated Password: {}", password);
// Extra meme if in meme mode
if is_meme_mode {
println!("💀 Meme mode activated! This password is as unpredictable as your ex's dating life.");
}
}
Ein draggable inventory system mit magischen Schatz-Items, die sich bei Anordnung in spezielle Slots kombinieren lassen. Perfekt für Fantasy-RPGs oder kreative Sammler-Spiele.
extends Node2D
class_name: "MagicInventory"
# --- Configuration ---
@export var grid_size: Vector2i = Vector2i(3, 3) # Rows, Columns
@export var slot_size: Vector2i = Vector2i(80, 80) # Size of each slot
@export var slot_spacing: int = 10 # Space between slots
@export var drag_threshold: int = 5 # Minimum distance for drag to register
@export var hover_color: Color = Color(1, 0.8, 0.6) # Hover effect color
@export var highlight_color: Color = Color(0.6, 1, 0.8) # Highlight color for combinable items
# --- Magic System ---
@export var magic_slots: Array[Vector2i] = [
Vector2i(0, 1), # Top-center
Vector2i(1, 1), # Center
Vector2i(2, 1), # Bottom-center
Vector2i(1, 0), # Left-center
Vector2i(1, 2), # Right-center
]
@export var item_combinations: Dictionary = {
"gold_coin": ["gold_coin", "gold_coin", "gold_coin"], # 3 coins -> gold_ingot
"potion": ["potion", "potion"], # 2 potions -> elixir
"rune": ["rune", "rune", "rune"], # 3 runes -> dragon_gem
}
# --- State ---
var slots: Array[ invent.Slot ] = []
var items: Array[ invent.Item ] = []
var current_dragged_item: invent.Item? = null
var dragged_item_offset: Vector2 = Vector2.ZERO
var hovering_slots: Array[ invent.Slot ] = []
# --- Signals ---
signal item_combined(item_name: String, new_item_name: String)
signal item_used(item_name: String)
signal item_removed(item_name: String)
# --- Ready ---
func _ready() -> void:
_generate_grid()
_init_example_items()
func _generate_grid() -> void:
for y in range(grid_size.y):
for x in range(grid_size.x):
var slot = invent.Slot.new()
slot.position = Vector2(x, y) * (slot_size + Vector2(slot_spacing, slot_spacing))
slot.size = slot_size
slot.connect("mouse_entered", Callable(self, "_on_slot_hovered"))
slot.connect("mouse_exited", Callable(self, "_on_slot_unhovered"))
slot.connect("input_event", Callable(self, "_on_slot_input"))
add_child(slot)
slots.append(slot)
func _init_example_items() -> void:
var gold_coin = invent.Item.new()
gold_coin.item_name = "gold_coin"
gold_coin.texture = load("res://assets/coin.png")
gold_coin.icon_color = Color(218 / 255, 165 / 255, 32 / 255) # Gold color
var potion = invent.Item.new()
potion.item_name = "potion"
potion.texture = load("res://assets/potion.png")
potion.icon_color = Color(0, 255 / 255, 255 / 255) # Cyan
var rune = invent.Item.new()
rune.item_name = "rune"
rune.texture = load("res://assets/rune.png")
rune.icon_color = Color(255 / 255, 0, 255 / 255) # Magenta
for _i in range(5):
slots[randi() % slots.size()].add_item(gold_coin.duplicate())
for _i in range(3):
slots[randi() % slots.size()].add_item(potion.duplicate())
for _i in range(2):
slots[randi() % slots.size()].add_item(rune.duplicate())
# --- Input Handling ---
func _on_slot_input(slot: invent.Slot, event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed:
if slot.is_empty():
if current_dragged_item:
current_dragged_item.remove_from_parent()
slot.add_item(current_dragged_item)
current_dragged_item = null
else:
var item = slot.get_item()
if item.is_draggable():
current_dragged_item = item
dragged_item_offset = global_mouse_position() - item.global_position
item.undock()
func _on_slot_hovered(slot: invent.Slot) -> void:
if slot.is_empty():
return
hovering_slots.append(slot)
_update_hover_effects()
func _on_slot_unhovered(slot: invent.Slot) -> void:
hovering_slots.erase(slot)
_update_hover_effects()
func _update_hover_effects() -> void:
for slot in slots:
slot.set_hovered(hovering_slots.has(slot))
slot.set_highlighted(false)
for slot in hovering_slots:
for magic_slot in magic_slots:
if slot.position == (magic_slot * (slot_size + Vector2(slot_spacing, slot_spacing))):
slot.set_highlighted(true)
# --- Process ---
func _process(delta: float) -> void:
if current_dragged_item:
current_dragged_item.position = global_mouse_position() - dragged_item_offset
_check_drop_target()
func _check_drop_target() -> void:
for slot in slots:
if slot.get_rect().intersects(current_dragged_item.get_rect()):
slot.set_hovered(true)
if not slot.is_empty() and _can_combine(slot.get_item(), current_dragged_item):
slot.set_highlighted(true)
return
func _can_combine(target: invent.Item, source: invent.Item) -> bool:
if target.item_name != source.item_name:
return false
var target_slot = slots[target.slot_index]
var source_slot = slots[source.slot_index]
# Check if target is a magic slot and has enough items for combination
for magic_slot in magic_slots:
if target_slot.position == (magic_slot * (slot_size + Vector2(slot_spacing, slot_spacing))):
var items_in_slot = 0
for slot in slots:
if slot.position == target_slot.position and not slot.is_empty():
items_in_slot += 1
if items_in_slot >= 2 and item_combinations.has(target.item_name):
var required = item_combinations[target.item_name].size()
if items_in_slot >= required:
return true
return false
# --- Combination Logic ---
func _on_drop_completed(slot: invent.Slot, item: invent.Item) -> void:
if slot.is_empty():
slot.add_item(item)
else:
if _can_combine(slot.get_item(), item):
_combine_items(slot, item)
func _combine_items(slot: invent.Slot, item: invent.Item) -> void:
var items_to_remove: Array[invent.Item] = []
var item_count = 0
# Collect all items of the same type in magic slots
for magic_slot in magic_slots:
var pos = magic_slot * (slot_size + Vector2(slot_spacing, slot_spacing))
for s in slots:
if s.position == pos and not s.is_empty():
items_to_remove.append(s.get_item())
item_count += 1
if item_count >= 2 and item_combinations.has(item.item_name):
var required = item_combinations[item.item_name].size()
if item_count >= required:
# Remove all items
for i in items_to_remove:
i.queue_free()
emit_signal("item_removed", i.item_name)
# Create new item
var new_item = invent.Item.new()
new_item.item_name = item_combinations[item.item_name][0] # Simplified - just take first
new_item.texture = load("res://assets/" + new_item.item_name + ".png")
new_item.icon_color = Color(randf(), randf(), randf()) # Random magic color
slot.add_item(new_item)
emit_signal("item_combined", item.item_name, new_item.item_name)
emit_signal("item_used", item.item_name)
func _on_item_used(item_name: String) -> void:
for slot in slots:
if not slot.is_empty() and slot.get_item().item_name == item_name:
slot.remove_item()
emit_signal("item_removed", item_name)
# --- Nested Classes ---
namespace invent:
class_name: "Item"
class Item extends Sprite2D:
@export var item_name: String = ""
@export var texture: Texture2D? = null
@export var icon_color: Color = Color.WHITE
@export var value: int = 1
@export var is_draggable: bool = true
var slot_index: int = -1
func add_to_slot(slot: Slot) -> void:
slot.add_child(self)
slot_index = slots.get_index(slot)
position = Vector2.ZERO
dock_into_slot()
func remove_from_slot() -> void:
if slot_index >= 0 and slot_index < slots.size():
slots[slot_index].remove_child(self)
slot_index = -1
func dock_into_slot() -> void:
position = Vector2.ZERO
scale = Vector2(1, 1)
func undock() -> void:
remove_from_parent()
slot_index = -1
func get_rect() -> Rect2:
return Rect2(position, size)
class_name: "Slot"
class ItemContainer extends Rect2:
@export var item: Item? = null
@export var hovered: bool = false
@export var highlighted: bool = false
@export var color: Color = Color(0.2, 0.2, 0.2)
var shader_material: ShaderMaterial? = null
func _ready() -> void:
var shader = Shader.new()
shader.code = """
shader_type canvas_item;
void fragment() {
COLOR = texture(TEXTURE, UV);
if (hovered) {
COLOR = mix(COLOR, ${hover_color}, 0.2);
}
if (highlighted) {
COLOR = mix(COLOR, ${highlight_color}, 0.3);
}
}
"""
shader.set_shader_param("hovered", hovered)
shader.set_shader_param("highlighted", highlighted)
shader_material = ShaderMaterial.new()
shader_material.shader = shader
material_override = shader_material
func set_hovered(hover: bool) -> void:
hovered = hover
if shader_material:
shader_material.set_shader_param("hovered", hovered)
func set_highlighted(highlight: bool) -> void:
highlighted = highlight
if shader_material:
shader_material.set_shader_param("highlighted", highlight)
func add_item(item: Item) -> void:
if item:
item.add_to_slot(self)
item = item
func remove_item() -> void:
if item:
item.remove_from_slot()
item = null
func get_item() -> Item?:
return item
func is_empty() -> bool:
return item == null
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed:
if is_connected("input_event", Callable(self, "_on_slot_input")):
emit_signal("input_event", event)
Transforms RPG Maker MZ's menu UI with animated enchantments that respond to player actions and game state, adding magical effects to health, mana, and items
// RPG Maker MZ Dynamic Menu Enchantments
// Node.js script for RPG Maker MZ menu UI transformation
// Features: Animated health/mana pools, spell-like item effects, responsive particle magic
import { Scene_Menu, Window_MenuCommand, Window_MenuStatus, Window_Hello, Window_Gold, Window_Options, Window_Skill, Window_Item, Window_Equip, Window_PartyCommand, Window_SaveFile } from 'tkmz-helpers';
import { Scene_Map, Game_Interpreter, DataManager, BattleManager, AudioManager, Graphics, Sprite, TilingSprite, Util, SceneBase, Window_Selectable, Window_Command, Window_Message, Window_Number, Window_SkillList, Window_ItemList, Window_EquipList, Window_PartyList, Window_Status, Window_ShopCommand, Window_ShopNum, Window_ShopItem, Window_ShopPrice, Window_ShopStatus, Window_ChoiceList, Window_NumberInput, Window_StringInput, Window_MenuItem, Window_Message, Window_Gauge, Window_Number, Window_Selectable, Window_Command, Window_MenuCommand, Window_MenuStatus, Window_Options, Window_Skill, Window_Item, Window_Equip, Window_PartyCommand, Window_SaveFile } from 'tkmz-helpers';
// Custom enchantment system
class MenuEnchantments {
constructor() {
this.activeEnchants = new Map();
this.particleEffects = [];
this.poolEffects = [];
this.initialized = false;
}
init() {
if (this.initialized) return;
this.initialized = true;
// Create particle effect manager
this.particleManager = new ParticleManager();
Graphics sprite = new Graphics();
// Add event listeners
Scene_Menu.prototype.onMenuClose = this.onMenuClose.bind(this);
Window_MenuStatus.prototype.onInit = this.onWindowInit.bind(this);
}
onMenuClose() {
this.cleanupEffects();
}
onWindowInit(window) {
if (window instanceof Window_MenuStatus) {
this.enchantStatusWindow(window);
}
}
enchantStatusWindow(window) {
// Remove existing status window
window._gauge = new Window_Gauge(0, 0, window.width, 100);
window._gauge.x = 0;
window._gauge.y = 0;
window._gauge.setGaugeType('HP');
window._gauge.setValue($gameParty.agilityPoints());
window._gauge.refresh();
// Create enchanted version
this.enchantedGauge = new EnchantedGauge(window.x, window.y, window.width, 100);
this.enchantedGauge.setGaugeType('HP');
this.enchantedGauge.setValue($gameParty.agilityPoints());
this.enchantedGauge.refresh();
window.addChild(this.enchantedGauge);
// Add particle effects
this.addParticleEffects(window);
}
addParticleEffects(window) {
// Health particles
const healthParticles = this.particleManager.createParticles(
window.x, window.y,
20, 0.5, [20, 30, 40], // Ranges for particle count, speed, size
0xFF0000, 0xFF8888, 0xFF4444, // Colors
0.8, 1.2, // Alpha range
false, true, // Rotation and scale
0, 0, 0 // Acceleration
);
this.particleEffects.push(...healthParticles);
// Mana particles
const manaParticles = this.particleManager.createParticles(
window.x, window.y - 20,
15, 0.4, [15, 25, 35],
0x0088FF, 0x88FFFF, 0x44AAFF,
0.7, 1.1,
true, false,
0, 0, 0
);
this.particleEffects.push(...manaParticles);
// Start particles
healthParticles.forEach(p => p.start());
manaParticles.forEach(p => p.start());
}
cleanupEffects() {
this.particleEffects.forEach(p => p.destroy());
this.particleEffects = [];
this.poolEffects = [];
this.activeEnchants.clear();
}
}
class EnchantedGauge extends Window_Gauge {
constructor(x, y, width, height) {
super(x, y, width, height);
this._enchanted = true;
this._effects = [];
this._poolEffect = null;
this._sparkleEffect = null;
}
setGaugeType(type) {
super.setGaugeType(type);
this._type = type;
this.setupEffects();
}
setupEffects() {
switch (this._type) {
case 'HP':
this._poolEffect = new PoolEffect(this.x, this.y, this.width, this.height, 0xFF0000, 0xFF8888);
this._sparkleEffect = new SparkleEffect(this.x, this.y, 0xFF88FF, 0xFF0000);
break;
case 'MP':
this._poolEffect = new PoolEffect(this.x, this.y, this.width, this.height, 0x0088FF, 0x88FFFF);
this._sparkleEffect = new SparkleEffect(this.x, this.y, 0x88FFFF, 0x0088FF);
break;
}
}
refresh() {
super.refresh();
if (this._poolEffect) this._poolEffect.update();
if (this._sparkleEffect) this._sparkleEffect.update();
}
destroy() {
if (this._poolEffect) this._poolEffect.destroy();
if (this._sparkleEffect) this._sparkleEffect.destroy();
super.destroy();
}
}
class PoolEffect {
constructor(x, y, width, height, color1, color2) {
this._sprite = new Sprite();
this._sprite.x = x;
this._sprite.y = y;
this._sprite.width = width;
this._sprite.height = height;
this._color1 = color1;
this._color2 = color2;
this._timer = 0;
this._progress = 0;
this._scaling = 0;
this._direction = 1;
}
update() {
this._timer += 0.05;
this._progress = (Math.sin(this._timer * 2) + 1) * 0.5;
this._scaling = 1 + Math.sin(this._timer * 3) * 0.1;
this._sprite.setFrame(0, 0, this._sprite.width, this._sprite.height);
this._sprite.setColorTone([0, 0, 0, 0]);
this._sprite.setBlendColor([this._color1, this._color2]);
this._sprite.setBlendMode(1);
this._sprite.setGlow(0.2, 0xFFFFFF, 0.8);
this._sprite.setScale(this._scaling, this._scaling);
}
destroy() {
this._sprite.removeAllChildren();
this._sprite.destroy();
}
}
class SparkleEffect {
constructor(x, y, color1, color2) {
this._sprite = new Sprite();
this._sprite.x = x;
this._sprite.y = y;
this._color1 = color1;
this._color2 = color2;
this._timer = 0;
this._posX = 0;
this._posY = 0;
this._size = 0;
this._opacity = 0;
this._active = false;
}
update() {
this._timer += 0.1;
if (this._timer > 2) {
this._active = true;
this._timer = 0;
this._posX = Math.random() * 20 - 10;
this._posY = Math.random() * 20 - 10;
this._size = Math.random() * 10 + 5;
this._opacity = 1;
}
if (this._active) {
this._opacity -= 0.02;
this._posY -= 0.5;
if (this._opacity <= 0) {
this._active = false;
this._opacity = 0;
}
}
this._sprite.setFrame(0, 0, this._size, this._size);
this._sprite.setColorTone([0, 0, 0, 0]);
this._sprite.setBlendColor([this._color1, this._color2]);
this._sprite.setBlendMode(1);
this._sprite.setOpacity(this._opacity * 255);
this._sprite.setGlow(0.5, 0xFFFFFF, 0.8);
}
destroy() {
this._sprite.removeAllChildren();
this._sprite.destroy();
}
}
class ParticleManager {
constructor() {
this._particles = [];
}
createParticles(x, y, count, speed, sizeRange, colors, alphaRange, rotate, scale, acceleration) {
const particles = [];
for (let i = 0; i < count; i++) {
const particle = new Particle(
x, y,
speed,
sizeRange[0] + Math.random() * (sizeRange[2] - sizeRange[0]),
colors[Math.floor(Math.random() * colors.length)],
alphaRange[0] + Math.random() * (alphaRange[1] - alphaRange[0]),
rotate ? Math.random() * 6.28 : 0,
scale ? 0.5 + Math.random() * 0.5 : 1,
acceleration[0] + Math.random() * (acceleration[2] - acceleration[0])
);
particles.push(particle);
this._particles.push(particle);
}
return particles;
}
}
class Particle {
constructor(x, y, speed, size, color, alpha, rotation, scale, acceleration) {
this._sprite = new Sprite();
this._sprite.x = x;
this._sprite.y = y;
this._speed = speed;
this._size = size;
this._color = color;
this._alpha = alpha;
this._rotation = rotation;
this._scale = scale;
this._acceleration = acceleration;
this._life = 0;
this._maxLife = 60;
this._active = false;
this._direction = Math.random() * 6.28;
}
start() {
this._life = 0;
this._active = true;
this._direction = Math.random() * 6.28;
}
update() {
if (!this._active) return;
this._life++;
if (this._life >= this._maxLife) {
this._active = false;
return;
}
this._direction += this._acceleration;
this._sprite.setFrame(0, 0, this._size, this._size);
this._sprite.setColorTone([0, 0, 0, 0]);
this._sprite.setBlendColor([this._color, this._color]);
this._sprite.setBlendMode(1);
this._sprite.setOpacity(this._alpha * 255);
this._sprite.setRotation(this._rotation + this._direction);
this._sprite.setScale(this._scale * (1 - this._life / this._maxLife));
const angle = this._direction;
this._sprite.x += Math.cos(angle) * this._speed;
this._sprite.y += Math.sin(angle) * this._speed;
}
destroy() {
this._sprite.removeAllChildren();
this._sprite.destroy();
}
}
// Main initialization
const enchantments = new MenuEnchantments();
enchantments.init();
// Patch RPG Maker MZ's Scene_Menu
Scene_Menu.prototype.create = function() {
Scene_Base.prototype.create.call(this);
// Create windows
this.createCommandWindow();
this.createGoldWindow();
this.createStatusWindow();
this.createOptionsWindow();
this.createSavefileWindow();
// Set up
this._commandWindow.select(0);
this._statusWindow.setParty($gameParty);
this._goldWindow.setValue($gameParty.gold());
this._savefileWindow.setSavefiles(this.getSavefiles());
this._savefileWindow.select(0);
// Enchant the status window
enchantments.enchantStatusWindow(this._statusWindow);
};
// Patch Window_MenuStatus to make it work with our enchantments
Window_MenuStatus.prototype.refresh = function() {
this.contents.clear();
const rect = this.getLineRect(0);
const y = rect.y + rect.height / 2 - this.lineHeight() / 2;
this.changeTextColor(this.normalColor());
this.drawTextEx($gameSystem.escapeName($gameParty.leader().name), rect.x, y);
this.drawActorLv($gameParty.leader());
this.drawGauge(0, $gameParty.agilityPoints());
this.drawGauge(1, $gameParty.maxAgilityPoints() - $gameParty.agilityPoints());
this.changeTextColor(this NormalColor());
this.drawTextEx('HP', rect.x, rect.y + rect.height - this.lineHeight() / 2);
this.drawTextEx('MP', rect.x, rect.y + 2 * rect.height - this.lineHeight() / 2);
};
// Patch DataManager to handle our custom enhancements
DataManager.prototype._database = function() {
DataManager._database.call(this);
this._enchantData = {};
return this._enchantData;
};
// Export for RPG Maker MZ
export default enchantments;
Ein Directory tree visualizer mit interaktiven Fractal-Expansionen - nutzt Farben und ASCII-Kunst, um Dateistrukturen als sich entfaltende fractal-ähnliche Strukturen darzustellen
use std::path::{Path, PathBuf};
use std::fs;
use std::io::{self, Write};
use colored::Colorize;
use rand::Rng;
use crossterm::{
event::{Event, KeyCode},
execute,
terminal::{disable_raw_mode, enable_raw_mode, EnterAlternativeScreen, LeaveAlternativeScreen},
cursor::{Hide, Show},
style::{Print, SetBackgroundColor, SetForegroundColor},
};
use tui::{
backend::CrosstermBackend,
Terminal,
layout::{Constraint, Direction, Layout},
style::{Color, Style},
widgets::{Block, Borders, Paragraph, Tabs},
text::{Span, Spans},
};
/// Main structure representing a file system node with fractal properties
#[derive(Debug, Clone)]
struct FractalNode {
path: PathBuf,
is_dir: bool,
children: Vec<FractalNode>,
expanded: bool,
depth: usize,
color: Color,
symbol: String,
}
/// Generate a visually appealing color based on depth and whether it's a directory
fn generate_color(depth: usize, is_dir: bool) -> Color {
let mut rng = rand::thread_rng();
let hue = (depth as f32 * 10.0 + if is_dir { 30.0 } else { 0.0 }) % 360.0;
let saturation = 0.9 + (depth as f32 * 0.02).min(0.2);
let value = 0.9 + (depth as f32 * 0.01).min(0.1);
// Convert HSV to RGB for terminal display
let chroma = value * saturation;
let h_prime = hue / 60.0;
let x = chroma * (1.0 - ((h_prime % 2.0) - 1.0).abs());
let mut r = 0.0;
let mut g = 0.0;
let mut b = 0.0;
match (h_prime.floor() as usize) {
0 => { r = chroma; g = x; }
1 => { r = x; g = chroma; }
2 => { g = chroma; b = x; }
3 => { g = x; b = chroma; }
4 => { r = x; b = chroma; }
_ => { r = chroma; b = x; }
}
let r = (r * 255.0).round() as u8;
let g = (g * 255.0).round() as u8;
let b = (b * 255.0).round() as u8;
Color::Rgb(r, g, b)
}
/// Create a visual symbol based on node type and expansion state
fn generate_symbol(is_dir: bool, expanded: bool) -> String {
if is_dir {
if expanded {
"📂".to_string() // Open folder symbol
} else {
"📁".to_string() // Closed folder symbol
}
} else {
match rand::thread_rng().gen_range(0..4) {
0 => "📄".to_string(), // Document
1 => "📑".to_string(), // Page
2 => "📝".to_string(), // Note
_ => "📋".to_string(), // Clipboard
}
}
}
/// Recursively build the fractal tree structure from a directory
fn build_fractal_tree(path: &Path, depth: usize) -> FractalNode {
let is_dir = path.is_dir();
let color = generate_color(depth, is_dir);
let symbol = generate_symbol(is_dir, false);
let mut children = Vec::new();
if is_dir {
if let Ok(entries) = fs::read_dir(path) {
for entry in entries.flatten() {
let entry_path = entry.path();
if entry_path.is_dir() || entry_path.is_file() {
children.push(build_fractal_tree(&entry_path, depth + 1));
}
}
}
}
FractalNode {
path: path.to_path_buf(),
is_dir,
children,
expanded: false,
depth,
color,
symbol,
}
}
/// Calculate the indentation based on depth for proper tree alignment
fn calculate_indent(depth: usize) -> usize {
depth * 3 + 2
}
/// Render a single node with proper fractal-style expansion effects
fn render_node(node: &FractalNode, prefix: &str, terminal: &mut Terminal<CrosstermBackend>) -> io::Result<()> {
let indent = " ".repeat(calculate_indent(node.depth));
let node_text = Spans::from(vec![
Span {
content: format!("{} {}", prefix, node.symbol),
style: Style::default().fg(node.color),
},
Span {
content: node.path.file_name()
.map_or_else(|| "".to_string(), |name| name.to_string_lossy().into_owned()),
style: Style::default().fg(node.color),
},
]);
terminal.draw(|f| {
f.render_paragraph(
node.path.file_name()
.map_or_else(|| "".to_string(), |name| name.to_string_lossy().into_owned()),
Block::default()
.borders(Borders::NONE)
.style(Style::default().fg(node.color)),
(0, node.depth as u16),
)
})?;
if node.expanded && node.is_dir {
for (i, child) in node.children.iter().enumerate() {
let is_last = i == node.children.len() - 1;
let connector = if is_last { "└ " } else { "├ " };
let prefix = if is_last { " " } else { "│ " };
render_node(child, connector, terminal)?;
}
}
Ok(())
}
/// Apply fractal expansion effect to the tree
fn apply_fractal_expansion(root: &mut FractalNode, depth: usize) {
if depth > 0 {
if rand::thread_rng().gen_bool(0.7) {
root.expanded = true;
}
for child in &mut root.children {
apply_fractal_expansion(child, depth + 1);
}
}
}
/// Main rendering function with interactive controls
fn render_tree(root: &FractalNode, terminal: &mut Terminal<CrosstermBackend>) -> io::Result<()> {
terminal.clear()?;
let layout = Layout::default()
.direction(Direction::Vertical)
.constraints(vec![
Constraint::Percentage(100),
])
.margin(1)
.split(terminal.size()?);
let block = Block::default()
.borders(Borders::ALL)
.title("Fractal File Explorer". bright_blue().bold())
.style(Style::default().bg(Color::DarkBlue));
terminal.draw(|f| {
f.render_block(block, layout[0], |f| {
for (i, node) in root.traverse().enumerate() {
let indent = " ".repeat(calculate_indent(node.depth));
let prefix = if node.depth == 0 { "" } else {
match node.children.iter().position(|n| n == node) {
Some(pos) if pos == node.children.len() - 1 => " ",
_ => "│ "
}
};
let symbol = if node.is_dir {
if node.expanded { "📂" } else { "📁" }
} else {
match rand::thread_rng().gen_range(0..4) {
0 => "📄", 1 => "📑", 2 => "📝", _ => "📋",
}
};
let content = Spans::from(vec![
Span {
content: format!("{}{}", indent, prefix),
style: Style::default().fg(node.color),
},
Span {
content: format!("{} {}", symbol, node.path.file_name()
.map_or_else(|| "".to_string(), |name| name.to_string_lossy().into_owned())),
style: Style::default().fg(node.color).bold(),
},
]);
f.render_paragraph(content, (0, i as u16), |span| {
span.style = Style::default().fg(node.color);
});
}
});
})?;
Ok(())
}
/// Extension trait to traverse the tree
trait Traverse {
fn traverse(&self) -> Vec<&FractalNode>;
}
impl Traverse for FractalNode {
fn traverse(&self) -> Vec<&FractalNode> {
let mut result = vec![self];
for child in &self.children {
result.extend(child.traverse());
}
result
}
}
fn main() -> io::Result<()> {
// Initialize colored output
colored::control::set_override(true);
// Parse command line arguments for directory path
let args: Vec<String> = std::env::args().collect();
let path = if args.len() > 1 {
Path::new(&args[1])
} else {
Path::new(".")
};
if !path.exists() {
eprintln!("Error: Path does not exist: {}", path.display());
std::process::exit(1);
}
if !path.is_dir() {
eprintln!("Error: Path is not a directory: {}", path.display());
std::process::exit(1);
}
// Build the initial fractal tree
let mut root = build_fractal_tree(path, 0);
apply_fractal_expansion(&mut root, 0);
// Initialize terminal for interactive display
enable_raw_mode()?;
let mut terminal = Terminal::new(CrosstermBackend::new(io::stderr()))?;
terminal.hide_cursor()?;
execute!(terminal.backend_mut(), EnterAlternativeScreen)?;
// Main rendering loop with keyboard controls
let mut rng = rand::thread_rng();
loop {
terminal.draw(|f| {
render_tree(&root, f)
})?;
if let Event::Key(key) = crossterm::event::poll(1000 / 60)? {
match key.code {
KeyCode::Char('q') | KeyCode::Esc => break,
KeyCode::Char(' ') => {
// Toggle expansion at root level
root.expanded = !root.expanded;
if root.expanded {
apply_fractal_expansion(&mut root, 0);
}
},
KeyCode::Char('r') => {
// Randomize the fractal structure
root = build_fractal_tree(path, 0);
apply_fractal_expansion(&mut root, 0);
},
KeyCode::Down | KeyCode::Up | KeyCode::Left | KeyCode::Right => {
// For future navigation implementation
let _ = key;
},
_ => {}
}
}
}
// Clean up terminal
terminal.show_cursor()?;
execute!(terminal.backend_mut(), LeaveAlternativeScreen)?;
disable_raw_mode()?;
Ok(())
}
Ein WordPress/Joomla-Plugin, das dynamische Emoji-Shortcodes mit anpassbaren Stilen und zufälliger Emoji-Auswahl generiert – perfekt für unterhaltsame Inhalte oder kreative Akzente.
```php
<?php
/**
* Plugin Name: Dynamic Emoji Shortcode & Styling Module
* Description: A creative WordPress/Joomla plugin that generates dynamic emoji shortcodes with customizable styles and random emoji selection.
* Version: 1.0.0
* Author: Ailey (KI)
* Author URI: https://ailey.dev
* License: GPLv2 or later
* Text Domain: ailey-emoji
* Domain Path: /languages
*/
defined('ABSPATH') || exit; // Exit if accessed directly (WordPress)
defined('_JEXEC') || die; // Exit if accessed directly (Joomla)
// =============================================
// PLATFORM DETECTION (WordPress/Joomla)
// =============================================
if (function_exists('is_admin') && is_admin()) {
if (!defined('WPINC')) {
// Joomla detection
define('JPATH_PLUGINS', dirname(__FILE__));
require_once JPATH_BASE . '/includes/defines.php';
require_once JPATH_BASE . '/includes/framework.php';
require_once JPATH_BASE . '/libraries/joomla/factory.php';
JFactory::getApplication('site');
}
}
// =============================================
// GLOBAL CONFIGURATION
// =============================================
$config = array(
'emoji_sets' => array(
'default' => array(
'😂', '😍', '😎', '😜', '👍', '👏', '🔥', '✨', '💖', '🎉',
'🎊', '🎇', '🏆', '🏅', '💪', '🦁', '🦄', '🌈', '🌍', '🌟'
),
'nature' => array(
'🌿', '🌸', '🌺', '🌼', '🌻', '🌱', '🍃', '🍄', '🍅', '🍆',
'🍈', '🍉', '🍊', '🍋', '🍍', '🍌', '🍎', '🍐', '🥭', '🥥'
),
'food' => array(
'🍔', '🍕', '🍩', '🍰', '🍭', '🍫', '🍬', '🍭', '🍮', '🍩',
'🍩', '🍩', '🍩', '🍩', '🍩', '🍩', '🍩', '🍩', '🍩', '🍩'
)
),
'styles' => array(
'default' => array(
'color' => '#000000',
'size' => '24px',
'shadow' => 'none',
'border' => 'none'
),
'glow' => array(
'color' => '#ffffff',
'size' => '36px',
'shadow' => '0 0 10px #ffffff, 0 0 20px #000000',
'border' => '2px solid #ffffff'
),
'neon' => array(
'color' => '#00ff00',
'size' => '40px',
'shadow' => '0 0 15px #00ff00, 0 0 30px #000000',
'border' => '3px solid #00ff00'
)
)
);
// =============================================
// WORDPRESS IMPLEMENTATION
// =============================================
if (!defined('WPINC') || !class_exists('WP_Emoji')) {
// WordPress-specific setup
add_action('plugins_loaded', 'ailey_emoji_init');
function ailey_emoji_init() {
if (!class_exists('WP_Emoji')) {
return; // Skip if emoji support not enabled
}
// Register shortcode
add_shortcode('ailey_emoji', 'ailey_emoji_shortcode');
add_shortcode('ailey_random_emoji', 'ailey_random_emoji_shortcode');
// Add admin menu (WordPress only)
if (is_admin()) {
add_action('admin_menu', 'ailey_emoji_admin_menu');
}
// Add inline CSS for styling
add_action('wp_enqueue_scripts', 'ailey_emoji_enqueue_styles');
}
function ailey_emoji_admin_menu() {
add_options_page(
'Dynamic Emoji Settings',
'Emoji Styling',
'manage_options',
'ailey-emoji-settings',
'ailey_emoji_settings_page'
);
}
function ailey_emoji_shortcode($atts) {
$atts = shortcode_atts(array(
'set' => 'default',
'style' => 'default',
'count' => 1,
'separator' => ' ',
'class' => '',
'id' => ''
), $atts, 'ailey_emoji');
$emoji_set = isset($config['emoji_sets'][$atts['set']])
? $config['emoji_sets'][$atts['set']]
: $config['emoji_sets']['default'];
$style = isset($config['styles'][$atts['style']])
? $config['styles'][$atts['style']]
: $config['styles']['default'];
$emojis = array();
for ($i = 0; $i < (int)$atts['count']; $i++) {
$emojis[] = $emoji_set[array_rand($emoji_set)];
}
$output = implode($atts['separator'], $emojis);
$attr_string = '';
if (!empty($atts['class'])) $attr_string .= ' class="' . esc_attr($atts['class']) . '"';
if (!empty($atts['id'])) $attr_string .= ' id="' . esc_attr($atts['id']) . '"';
$style_css = '';
if (!empty($style['color'])) $style_css .= ' color: ' . esc_attr($style['color']) . ';';
if (!empty($style['size'])) $style_css .= ' font-size: ' . esc_attr($style['size']) . ';';
if (!empty($style['shadow'])) $style_css .= ' text-shadow: ' . esc_attr($style['shadow']) . ';';
if (!empty($style['border'])) $style_css .= ' border: ' . esc_attr($style['border']) . ';';
return '<span' . $attr_string . ' style="' . $style_css . '">' . $output . '</span>';
}
function ailey_random_emoji_shortcode($atts) {
$atts = shortcode_atts(array(
'set' => 'default',
'style' => 'default',
'count' => 1,
'class' => '',
'id' => ''
), $atts, 'ailey_random_emoji');
$emoji_set = isset($config['emoji_sets'][$atts['set']])
? $config['emoji_sets'][$atts['set']]
: $config['emoji_sets']['default'];
$style = isset($config['styles'][$atts['style']])
? $config['styles'][$atts['style']]
: $config['styles']['default'];
$emoji = $emoji_set[array_rand($emoji_set)];
$attr_string = '';
if (!empty($atts['class'])) $attr_string .= ' class="' . esc_attr($atts['class']) . '"';
if (!empty($atts['id'])) $attr_string .= ' id="' . esc_attr($atts['id']) . '"';
$style_css = '';
if (!empty($style['color'])) $style_css .= ' color: ' . esc_attr($style['color']) . ';';
if (!empty($style['size'])) $style_css .= ' font-size: ' . esc_attr($style['size']) . ';';
if (!empty($style['shadow'])) $style_css .= ' text-shadow: ' . esc_attr($style['shadow']) . ';';
if (!empty($style['border'])) $style_css .= ' border: ' . esc_attr($style['border']) . ';';
return '<span' . $attr_string . ' style="' . $style_css . '">' . $emoji . '</span>';
}
function ailey_emoji_settings_page() {
?>
<div class="wrap">
<h1>Dynamic Emoji Settings</h1>
<form method="post" action="options.php">
<?php settings_fields('ailey_emoji_options'); ?>
<?php do_settings_sections('ailey-emoji-settings'); ?>
<p class="submit">
<input type="submit" class="button-primary" value="Save Changes">
</p>
</form>
</div>
<?php
}
function ailey_emoji_enqueue_styles() {
wp_enqueue_style(
'ailey-emoji-style',
plugins_url('ailey-emoji-style.css', __FILE__),
array(),
'1.0.0'
);
}
// Register settings
add_action('admin_init', 'ailey_emoji_register_settings');
function ailey_emoji_register_settings() {
register_setting('general', 'ailey_emoji_options', 'ailey_emoji_sanitize');
}
function ailey_emoji_sanitize($input) {
$new_input = array();
if (isset($input['emoji_sets'])) {
$new_input['emoji_sets'] = array_map('sanitize_text_field', $input['emoji_sets']);
}
if (isset($input['styles'])) {
$new_input['styles'] = array_map(function($style) {
return array_map('sanitize_text_field', $style);
}, $input['styles']);
}
return $new_input;
}
}
// =============================================
// JOOMLA IMPLEMENTATION
// =============================================
if (defined('_JEXEC') && !defined('WPINC')) {
// Joomla-specific setup
defined('DS') || define('DS', DIRECTORY_SEPARATOR);
defined('PLG_PATH') || define('PLG_PATH', JPATH_PLUGINS . DS . 'aileyemoji');
defined('PLG_URL') || define('PLG_URL', JURI::base() . 'plugins' . DS . 'aileyemoji');
// Load Joomla framework if not already loaded
require_once JPATH_BASE . DS . 'includes' . DS . 'framework.php';
$app = JFactory::getApplication('site');
// Register plugin
if ($app->isSite()) {
// Add content plugin for Joomla
JPluginHelper::registerPlugin('content', 'aileyemoji');
}
// Admin setup
if ($app->isAdmin()) {
// Add admin menu (Joomla)
$app->registerTask('aileyemoji.display', 'display');
}
}
// =============================================
// JOOMLA CONTENT PLUGIN
// =============================================
if (defined('_JEXEC') && !defined('WPINC')) {
class plgContentAileyemoji extends JPlugin {
public function onContentBeforeDisplay($context, $params, $limitstart) {
if ($context != 'com_content.article') {
return;
}
$app = JFactory::getApplication();
$content = $app->getBody();
$doc = JFactory::getDocument();
// Add inline CSS for Joomla
$doc->addStyleSheet(PLG_URL . DS . 'ailey-emoji-style.css');
// Process shortcodes in Joomla content
$content = preg_replace_callback(
'/\[ailey_emoji(.*?)\]/s',
array($this, 'processAileyEmojiShortcode'),
$content
);
$content = preg_replace_callback(
'/\[ailey_random_emoji(.*?)\]/s',
array($this, 'processAileyRandomEmojiShortcode'),
$content
);
return $content;
}
public function processAileyEmojiShortcode($matches) {
$atts = $this->parseShortcodeAtts($matches[1]);
$atts = shortcode_atts(array(
'set' => 'default',
'style' => 'default',
'count' => 1,
'separator' => ' ',
'class' => '',
'id' => ''
), $atts, 'ailey_emoji');
$emoji_set = isset($config['emoji_sets'][$atts['set']])
? $config['emoji_sets'][$atts['set']]
: $config['emoji_sets']['default'];
$style = isset($config['styles'][$atts['style']])
? $config['styles'][$atts['style']]
: $config['styles']['default'];
$emojis = array();
for ($i = 0; $i < (int)$atts['count']; $i++) {
$emojis[] = $emoji_set[array_rand($emoji_set)];
}
$output = implode($atts['separator'], $emojis);
$attr_string = '';
if (!empty($atts['class'])) $attr_string .= ' class="' . esc_attr($atts['class']) . '"';
if (!empty($atts['id'])) $attr_string .= ' id="' . esc_attr($atts['id']) . '"';
$style_css = '';
if (!empty($style['color'])) $style_css .= ' color: ' . esc_attr($style['color']) . ';';
if (!empty($style['size'])) $style_css .= ' font-size: ' . esc_attr($style['size']) . ';';
if (!empty($style['shadow'])) $style_css .= ' text-shadow: ' . esc_attr($style['shadow']) . ';';
if (!empty($style['border'])) $style_css .= ' border: ' . esc_attr($style['border']) . ';';
return '<span' . $attr_string . ' style="' . $style_css . '">' . $output . '</span>';
}
public function processAileyRandomEmojiShortcode($matches) {
$atts = $this->parseShortcodeAtts($matches[1]);
$atts = shortcode_atts(array(
'set' => 'default',
'style' => 'default',
'count' => 1,
'class' => '',
'id' => ''
), $atts, 'ailey_random_emoji');
$emoji_set = isset($config['emoji_sets'][$atts['set']])
? $config['emoji_sets'][$atts['set']]
: $config['emoji_sets']['default'];
$style = isset($config['styles'][$atts['style']])
? $config['styles'][$atts['style']]
: $config['styles']['default'];
$emoji = $emoji_set[array_rand($emoji_set)];
$attr_string = '';
if (!empty($atts['class'])) $attr_string .= ' class="' . esc_attr($atts['class']) . '"';
if (!empty($atts['id'])) $attr_string .= ' id="' . esc_attr($atts['id']) . '"';
$style_css = '';
if (!empty($style['color'])) $style_css .= ' color: ' . esc_attr($style['color']) . ';';
if (!empty($style['size'])) $style_css .= ' font-size: ' . esc_attr($style['size']) . ';';
if (!empty($style['shadow'])) $style_css .= ' text-shadow: ' . esc_attr($style['shadow']) . ';';
if (!empty($style['border'])) $style_css .= ' border: ' . esc_attr($style['border']) . ';';
return '<span' . $attr_string . ' style="' . $style_css . '">' . $emoji . '</span>';
}
protected function parseShortcodeAtts($atts) {
$parsed = array();
if (preg_match_all('/(\w+)=(".*?"|\'.*?|[^\s]+)/', $atts, $matches)) {
foreach ($matches[1] as $key => $value) {
$parsed[$key] = $this->stripQuotes($matches[2][$key]);
}
}
return $parsed;
}
protected function stripQuotes($value) {
if (preg_match("/^[\'\"](.*)[\'\"]$/", $value, $matches)) {
return $matches[1];
}
return
Ein proceduraler Dungeon-Generator mit quanteninspirierter Raumgenerierung, der Pfade durch Superposition creates und Wände durch Dekohärenz-Wirkungen eliminiert
extends Node
class_name QuantumDungeonGenerator
@export var width: int = 15
@export var height: int = 15
@export var quantum_probability: float = 0.7
@export var max_iterations: int = 20
@export var wall_thickness: int = 1
@export var room_min_size: int = 3
@export var room_max_size: int = 7
@export var tile_set: TileSet
@export var wall_tile: int
@export var floor_tile: int
@export var quantum_wall_tile: int
var grid: Array[Array[int]] = []
var rooms: Array[Rect2] = []
var quantum_mask: Array[Array<bool]] = []
var output_grid: Array[Array<int>> = []
func _ready() -> void:
if !tile_set:
print("Please assign a TileSet to the generator!")
return
generate_dungeon()
func generate_dungeon() -> void:
# Initialize grid with walls
grid = Array.fill(width, Array.fill(height, 1))
quantum_mask = Array.fill(width, Array.fill(height, false))
output_grid = Array.fill(width, Array.fill(height, floor_tile))
# Create initial rooms using quantum superposition approach
create_quantum_rooms()
# Simulate decoherence to create actual paths
simulate_decoherence()
# Generate output grid
generate_output()
func create_quantum_rooms() -> void:
var potential_rooms: Array[Rect2] = []
var i, j, x, y, room_size
# Generate potential room positions in superposition
for x in range(width - room_max_size):
for y in range(height - room_max_size):
for room_size in range(room_min_size, room_max_size + 1):
for orientation in [Rect2(0, 0, room_size, room_size),
Rect2(0, 0, room_size, room_size)]:
var room = orientation
room.position = Vector2(x, y)
# Check if room overlaps with existing potential rooms
var overlap = false
for existing in potential_rooms:
if room.intersects(existing):
overlap = true
break
if !overlap:
# Add to potential rooms with quantum probability
if randf() < quantum_probability:
potential_rooms.append(room)
# Process potential rooms through quantum interference
for room in potential_rooms:
# Create a temporary quantum version of the room
for x in range(room.size.x):
for y in range(room.size.y):
if grid[x + room.position.x][y + room.position.y] == 1:
quantum_mask[x + room.position.x][y + room.position.y] = true
# Store the most probable room configuration
rooms = potential_rooms
func simulate_decoherence() -> void:
var current_iteration = 0
var changed = true
while changed and current_iteration < max_iterations:
changed = false
current_iteration += 1
# Simulate decoherence by collapsing quantum states
for x in range(width):
for y in range(height):
if quantum_mask[x][y] and randf() < 0.3:
quantum_mask[x][y] = false
changed = true
# Add new quantum possibilities
for x in range(1, width - 1):
for y in range(1, height - 1):
if !quantum_mask[x][y] and grid[x][y] == 1 and randf() < 0.1:
quantum_mask[x][y] = true
changed = true
func generate_output() -> void:
var valid_tiles = [floor_tile, quantum_wall_tile, wall_tile]
# Create main dungeon structure
for x in range(width):
for y in range(height):
if grid[x][y] == 1:
if quantum_mask[x][y]:
output_grid[x][y] = quantum_wall_tile
else:
output_grid[x][y] = wall_tile
else:
output_grid[x][y] = floor_tile
# Add room interiors
for room in rooms:
for x in range(room.position.x, room.position.x + room.size.x):
for y in range(room.position.y, room.position.y + room.size.y):
if x >= 0 and x < width and y >= 0 and y < height:
output_grid[x][y] = floor_tile
# Apply output to tile map
apply_tiles_to_map()
func apply_tiles_to_map() -> void:
var map = TileMap.new()
add_child(map)
map.tile_set = tile_set
for y in range(height):
for x in range(width):
map.set_cell(Vector2i(x, y), output_grid[x][y])
# Add some decorative elements
add_decorations(map)
func add_decorations(map: TileMap) -> void:
var decoration_tiles = [5, 6, 7, 8, 9] # Example decoration tiles
var total_tiles = width * height
var decoration_count = int(total_tiles * 0.1) # 10% decoration
for i in range(decoration_count):
var x = randi_range(0, width - 1)
var y = randi_range(0, height - 1)
if output_grid[x][y] == floor_tile:
output_grid[x][y] = decoration_tiles[randi_range(0, decoration_tiles.size() - 1)]
# Reapply tiles
for y in range(height):
for x in range(width):
map.set_cell(Vector2i(x, y), output_grid[x][y])
func _process(delta: float) -> void:
pass # Generation happens in _ready()
Ein command-line file search tool mit interaktivem UI, das nach Dateien sucht und dabei animierte Sternenhintergründe anzeigt, um den Suchprozess magisch zu gestalten.
use std::path::{Path, PathBuf};
use std::io::{self, Write, stdin, stdout};
use std::fs;
use std::time::{Duration, Instant};
use std::thread;
use rand::Rng;
use crossterm::{
execute,
terminal::{disable_raw_mode, enable_raw_mode, EnterAlternateScreen, LeaveAlternateScreen},
cursor::{Hide, Show},
event::{Event, KeyCode},
style::{SetBackgroundColor, SetForegroundColor, Color},
ExecutableCommand,
};
use tui::{
backend::CrosstermBackend,
Terminal,
layout::{Constraint, Direction, Layout, Rect},
widgets::{Block, Borders, List, ListItem, Paragraph},
text::{Span, Spans},
style::{Style, StyledGraphic},
symbols,
Frame,
};
use clap::{Arg, Command};
// Constants for the animation
const STAR_COUNT: usize = 100;
const MAX_DEPTH: usize = 3;
const ANIMATION_DURATION: u64 = 100;
// Struct to represent a star in the animation
struct Star {
x: u16,
y: u16,
speed: u16,
twinkle: bool,
}
impl Star {
fn new(width: u16, height: u16) -> Self {
let mut rng = rand::thread_rng();
Star {
x: rng.gen_range(0..width),
y: rng.gen_range(0..height),
speed: rng.gen_range(1..5),
twinkle: rng.gen_bool(0.3),
}
}
fn update(&mut self, width: u16, height: u16) {
if self.x >= width {
self.x = 0;
self.y = rand::thread_rng().gen_range(0..height);
} else {
self.x += self.speed;
}
}
fn render(&self, frame: &mut Frame<CrosstermBackend>) {
if self.twinkle {
frame.set_style(Style::default().add_modifier(tui::style::Modifier::BOLD).fg(Color::White));
} else {
frame.set_style(Style::default().fg(Color::LightCyan));
}
frame.renderer().draw_glyph(self.x, self.y, symbols::block::PLUS, ' ', StyledGraphic::default());
}
}
fn main() {
// Parse command line arguments
let matches = Command::new("Nebula-Finder")
.version("1.0")
.author("Ailey")
.about("A command-line file search tool with a magical starry background")
.arg(Arg::new("directory")
.short('d')
.long("directory")
.value_name("DIRECTORY")
.help("Sets the directory to search")
.default_value("."))
.arg(Arg::new("pattern")
.short('p')
.long("pattern")
.value_name("PATTERN")
.help("Sets the search pattern")
.required(true))
.get_matches();
let search_dir = matches.get_one::<String>("directory").unwrap();
let search_pattern = matches.get_one::<String>("pattern").unwrap();
// Initialize TUI
enable_raw_mode().expect("Failed to enable raw mode");
let mut stdout = io::stdout();
execute!(stdout, EnterAlternateScreen, Hide).expect("Failed to enter alternate screen");
let backend = CrosstermBackend::new(stdout);
let mut terminal = Terminal::new(backend).expect("Failed to initialize terminal");
terminal.clear().expect("Failed to clear terminal");
// Set up the animation
let mut stars: Vec<Star> = (0..STAR_COUNT).map(|_| Star::new(terminal.size().unwrap().0, terminal.size().unwrap().1 - 5)).collect();
let start_time = Instant::now();
// Main loop
let mut quit = false;
let mut search_results: Vec<PathBuf> = Vec::new();
let mut current_result_index = 0;
loop {
terminal.draw(|f| {
let size = f.size();
let block = Block::default().borders(Borders::ALL).title(Span::styled(
format!("Nebula-Finder - Searching for '{}' in {}", search_pattern, search_dir),
Style::default().fg(Color::White).add_modifier(tui::style::Modifier::BOLD),
));
let inner = Layout::new(
Constraint::Percentage(80),
Constraint::Percentage(20),
)
.direction(Direction::Vertical)
.margin(1)
.split(size);
// Draw the starry background
for star in &mut stars {
star.update(size.width, inner[1].height);
star.render(f);
}
// Draw the search progress and results
let progress_paragraph = Paragraph::new(Spans::from(vec![
Span::styled(
format!("Searching: {} / {} files", search_results.len(), if search_results.is_empty() { 0 } else { search_results.len() }),
Style::default().fg(Color::Yellow),
),
Span::from(""),
]))
.block(block)
.style(Style::default().add_modifier(tui::style::Modifier::ITALIC));
f.render_widget(progress_paragraph, inner[0]);
// Draw the search results
let results_list = if search_results.is_empty() {
List::new(
vec![ListItem::new(Span::styled(
"No results found yet...",
Style::default().fg(Color::Red),
))]
)
.block(Block::default().borders(Borders::ALL).title(Span::styled("Results", Style::default().fg(Color::White))))
} else {
List::new(
search_results
.iter()
.enumerate()
.map(|(i, path)| {
let style = if i == current_result_index {
Style::default().fg(Color::Green)
} else {
Style::default().fg(Color::White)
};
ListItem::new(Span::styled(
format!("{}", path.display()),
style,
))
})
.collect::<Vec<_>>()
)
.block(Block::default().borders(Borders::ALL).title(Span::styled("Results", Style::default().fg(Color::White))))
};
f.render_widget(results_list, inner[1]);
}).expect("Failed to draw terminal");
// Check if it's time to search (every ANIMATION_DURATION ms)
if start_time.elapsed().as_millis() >= ANIMATION_DURATION {
start_time = Instant::now();
search_files(search_dir, search_pattern, &mut search_results);
}
// Handle user input
if let Ok(Event::Key(key_event)) = crossterm::event::poll(Duration::from_millis(100)) {
match key_event.code {
KeyCode::Char('q') | KeyCode::Esc => {
quit = true;
break;
}
KeyCode::Down => {
if current_result_index < search_results.len() - 1 {
current_result_index += 1;
}
}
KeyCode::Up => {
if current_result_index > 0 {
current_result_index -= 1;
}
}
KeyCode::Enter => {
if let Some(path) = search_results.get(current_result_index) {
println!("\nOpening: {}", path.display());
if let Err(e) = open::that(path) {
println!("Failed to open: {}", e);
}
break;
}
}
_ => {}
}
}
if quit {
break;
}
thread::sleep(Duration::from_millis(ANIMATION_DURATION));
}
// Cleanup
disable_raw_mode().expect("Failed to disable raw mode");
execute!(
terminal.backend(),
LeaveAlternateScreen,
Show,
).expect("Failed to leave alternate screen");
terminal.clear().expect("Failed to clear terminal");
println!("Goodbye, stargazer!");
}
fn search_files(directory: &str, pattern: &str, results: &mut Vec<PathBuf>) {
let path = Path::new(directory);
if path.exists() && path.is_dir() {
if let Ok(entries) = fs::read_dir(path) {
for entry in entries.flatten() {
if entry.path().is_dir() {
// Recursive search with limited depth
if results.len() < MAX_DEPTH * STAR_COUNT {
search_files(entry.path().to_str().unwrap(), pattern, results);
}
} else if let Some(extension) = entry.path().extension().and_then(|s| s.to_str()) {
if extension == pattern {
results.push(entry.path());
}
}
}
}
}
}
Ein kreativer ASCII-Kunstgenerator, der fraktalähnliche Muster in Echtzeit erstellt und mit zufälligen Farben und Symmetrien variiert. Nutzt ASCII-Zeichen für komplexe, hypnotische Designs.
const readline = require('readline');
const { stdin, stdout } = require('process');
const rl = readline.createInterface({
input: stdin,
output: stdout
});
const CHARSET = '.,-~:;*#M@';
const WIDTH = 80;
const HEIGHT = 24;
function generateFractal(x, y, depth, maxDepth, scale, offsetX, offsetY) {
if (depth >= maxDepth) return ' ';
const charIndex = Math.floor((x + offsetX) * scale) % CHARSET.length;
const char = CHARSET[charIndex];
// Rekursiver Aufruf für komplexe Muster
const newX = (x * 0.5 + 0.5) * WIDTH;
const newY = (y * 0.5 + 0.5) * HEIGHT;
const newDepth = depth + 1;
const newScale = scale * 1.5;
const newOffsetX = offsetX + (x * 0.1);
const newOffsetY = offsetY + (y * 0.1);
// Symmetrie: Spiegeln und Rotieren
const mirroredX = WIDTH - newX - 1;
const rotatedX = HEIGHT - newY - 1;
const mirroredChar = generateFractal(mirroredX, newY, newDepth, maxDepth, newScale, newOffsetX, offsetY);
const rotatedChar = generateFractal(rotatedX, newX, newDepth, maxDepth, newScale, offsetX, newOffsetY);
return char + (mirroredChar === ' ' ? ' ' : mirroredChar) + (rotatedChar === ' ' ? ' ' : rotatedChar);
}
function renderFrame() {
let output = '';
const scale = Math.random() * 0.05 + 0.01;
const offsetX = Math.random() * 10;
const offsetY = Math.random() * 10;
const maxDepth = Math.floor(Math.random() * 5) + 2;
for (let y = 0; y < HEIGHT; y++) {
for (let x = 0; x < WIDTH; x++) {
const char = generateFractal(x, y, 0, maxDepth, scale, offsetX, offsetY);
output += char;
}
output += '\n';
}
return output;
}
function main() {
console.log('FractalKaleidoscope - Drücke STRG+C, um zu beenden.');
console.log('Kreative ASCII-Fraktale mit zufälligen Farben und Symmetrien.\n');
setInterval(() => {
stdout.write('\x1B[H'); // Cursor an den Anfang der Konsole
stdout.write(renderFrame());
}, 200);
}
main();
A dynamic NPC AI plugin for RPG Maker MZ that simulates lifelike routines, mood fluctuations, and adaptive behavior based on player proximity, time of day, and environmental factors.
// DynamicNPCAdaptor - A dynamic NPC AI plugin for RPG Maker MZ
// Runs as a standalone Node.js script for simulation and testing
const { NPC } = require('./lib/NPC');
const { Environment } = require('./lib/Environment');
const { Player } = require('./lib/Player');
const { Logger } = require('./lib/Logger');
class DynamicNPCAdaptor {
constructor() {
this.environment = new Environment();
this.player = new Player();
this.npcs = [];
this.logger = new Logger();
this.setupNPCs();
this.setupEventLoop();
}
setupNPCs() {
// Create diverse NPCs with unique personalities and routines
const personalities = ['Social', 'Shy', 'Aggressive', 'Lazy', 'Curious'];
const routines = [
{ activity: 'Wander', radius: 3, interval: 1000 },
{ activity: 'Sleep', duration: 5000, wakeTime: '18:00' },
{ activity: 'Gossip', targets: [], interval: 2000 },
{ activity: 'Gather', radius: 2, interval: 1500 },
{ activity: 'Patrol', path: [[0, 0], [5, 5], [10, 0]], speed: 1 }
];
for (let i = 0; i < 10; i++) {
const personality = personalities[Math.floor(Math.random() * personalities.length)];
const routine = routines[Math.floor(Math.random() * routines.length)];
const npc = new NPC(i, personality, routine, this.environment, this.player);
this.npcs.push(npc);
this.logger.log(`Created NPC #${i} with personality: ${personality} and routine: ${routine.activity}`);
}
}
setupEventLoop() {
// Simulate game loop (60 FPS)
const gameLoop = setInterval(() => {
// Update environment (time of day, weather, etc.)
this.environment.update();
// Update player position (random movement for simulation)
this.player.update();
// Update all NPCs
this.npcs.forEach(npc => npc.update());
// Log NPC states periodically
if (this.player.time % 10 === 0) {
this.logger.logNPCStates(this.npcs);
}
}, 16); // ~60 FPS
// Start with a 1-second delay to allow setup
setTimeout(() => {
this.logger.log('DynamicNPCAdaptor simulation started. Press Ctrl+C to exit.');
}, 1000);
}
}
// Simulate RPG Maker MZ environment variables
global.$gameMap = {
_events: new Map(),
addEvent: (id, x, y) => { /* Simplified */ },
getEvent: (id) => ({ /* Simplified event object */ }),
getObjects: () => ({ /* Simplified */ })
};
// Main execution
const adaptor = new DynamicNPCAdaptor();
// Export for potential use in other modules
module.exports = DynamicNPCAdaptor;
A modern Todo app with Material 3 styling, dark mode support, and groovy music mood manipulation. Flicks through tasks with swipes, plays serene groovy vibes when you check items, and remembers your l
import android.media.MediaPlayer
import androidx.compose.foundation.background
import androidx.compose.foundation.gestures.detectTap
import androidx.compose.foundation.gestures.detectTapGesture
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 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.Check
import androidx.compose.material.icons.filled.Delete
import androidx.compose.material.icons.filled.DarkMode
import androidx.compose.material.icons.filled.MusicNote
import androidx.compose.material3.Card
import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.ElevatedCard
import androidx.compose.material3.Icon
import androidx.compose.material3.IconButton
import import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.OutlinedTextField
import import androidx.compose.material3.Scaffold
import import androidx.compose.material3.SnackbarHost
import import androidx.compose.material3.SnackbarHostState
import import androidx.compose.material3.Surface
import import androidx.compose.material3.Text
import import androidx.compose.material3.TextButton
import import androidx.compose.material3.IconToggleButton
import import androidx.compose.runtime.Composable
import import androidx.compose.runtime.LaunchedEffect
import import androidx.compose.runtime.getValue
import import androidx.compose.runtime.mutableStateOf
import import androidx.compose.runtime.remember
import import androidx.compose.runtime.setValue
import import androidx.compose.ui.Alignment
import import androidx.compose.ui.Modifier
import import androidx.compose.ui.draw.clip
import import androidx.compose.ui.graphics.Color
import import androidx.compose.ui.graphics.vector.ImageVector
import import androidx.compose.ui.platform.LocalContext
import import androidx.compose.ui.text.font.FontWeight
import import androidx.compose.ui.text.input.TextFieldValue
import import androidx.compose.ui.unit.dp
import import androidx.compose.ui.unit.sp
import import androidx.lifecycle.viewmodel.compose.viewModel
import import com.google.accompanist-systemuicontroller.rememberSystemUiController
import import kotlinx.coroutines.launch
import import androidx.compose.ui.input.nestedscroll
import import androidx.compose.ui.input.pointer.pointerInput
import import androidx.compose.ui.zIndex
@Composable
fun GroovyTodoApp() {
val systemUiController = rememberSystemUiController()
systemUiController.setSystemBarsColor(
color = MaterialTheme.colorScheme.primary,
darkIcons = !MaterialTheme.colorScheme.isLight
)
val viewModel: GroovyTodoViewModel = viewModel()
val snackbarHostState = remember { SnackbarHostState() }
val coroutineScope = remember { CoroutineScope(Dispatchers.Main) }
val listState = rememberLazyListState()
LaunchedEffect(viewModel) {
viewModel.loadTasks()
}
Scaffold(
snackbarHost = { SnackbarHost(snackbarHostState) },
floatingActionButton = {
FloatingActionButtonWithMusic(
onClick = { viewModel.addEmptyTask() },
onToggleMusic = {
viewModel.toggleMusic()
coroutineScope.launch {
snackbarHostState.showMessage(
viewModel.musicPlaying.value.let {
if (it) "Groovy music ON! ✨" else "Groovy music OFF"
}
)
}
},
musicPlaying = viewModel.musicPlaying.value,
modifier = Modifier
.padding(16.dp)
.size(64.dp)
)
},
topBar = {
TopAppBarWithThemeToggle(
onThemeToggle = { viewModel.toggleTheme() },
themeState = viewModel.darkTheme.value
)
}
) { padding ->
Surface(
modifier = Modifier
.fillMaxSize()
.padding(padding)
.background(MaterialTheme.colorScheme.background)
) {
GroovyTodoList(
tasks = viewModel.tasks,
onTaskChange = viewModel::updateTask,
onDeleteTask = { index ->
viewModel.deleteTask(index)
coroutineScope.launch {
snackbarHostState.showMessage("Task deleted! 🧹")
}
},
onAddTask = viewModel::addTask,
listState = listState,
onMusicToggle = viewModel::toggleMusic,
musicPlaying = viewModel.musicPlaying.value
)
}
}
}
@Composable
fun FloatingActionButtonWithMusic(
onClick: () -> Unit,
onToggleMusic: () -> Unit,
musicPlaying: Boolean,
modifier: Modifier = Modifier
) {
Card(
modifier = modifier,
shape = CircleShape
) {
Column(
horizontalAlignment = Alignment.CenterHorizontally
) {
IconToggleButton(
checked = musicPlaying,
onCheckedChange = { onToggleMusic() }
) {
Icon(
imageVector = Icons.Default.MusicNote,
contentDescription = "Toggle music",
tint = if (musicPlaying) Color.Green else Color.Gray
)
}
Spacer(modifier = Modifier.height(8.dp))
IconButton(
onClick = onClick
) {
Icon(
imageVector = Icons.Default.Add,
contentDescription = "Add task"
)
}
}
}
}
@Composable
fun TopAppBarWithThemeToggle(
onThemeToggle: () -> Unit,
themeState: Boolean
) {
Row(
modifier = Modifier
.fillMaxWidth()
.background(MaterialTheme.colorScheme.primaryContainer)
.padding(16.dp),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.SpaceBetween
) {
Text(
text = "Groovy Todos",
color = MaterialTheme.colorScheme.onPrimaryContainer,
fontWeight = FontWeight.Bold,
fontSize = 20.sp
)
IconToggleButton(
checked = themeState,
onCheckedChange = { onThemeToggle() }
) {
Icon(
imageVector = Icons.Default.DarkMode,
contentDescription = "Toggle theme",
tint = if (themeState) Color.Green else Color.Gray
)
}
}
}
@Composable
fun GroovyTodoList(
tasks: List<Task>,
onTaskChange: (Int, String) -> Unit,
onDeleteTask: (Int) -> Unit,
onAddTask: (String) -> Unit,
listState: LazyListState,
onMusicToggle: () -> Unit,
musicPlaying: Boolean
) {
var newTask by remember { mutableStateOf(TextFieldValue("")) }
var editingIndex by remember { mutableStateOf<Int?>(null) }
val context = LocalContext.current
val mediaPlayer = remember {
MediaPlayer.create(context, R.raw.groovy_music)
}
LaunchedEffect(musicPlaying) {
if (musicPlaying && !mediaPlayer.isPlaying) {
mediaPlayer.start()
} else if (!musicPlaying && mediaPlayer.isPlaying) {
mediaPlayer.pause()
}
}
LazyColumn(
state = listState,
modifier = Modifier
.fillMaxSize()
.padding(16.dp)
) {
item {
OutlinedTextField(
value = newTask,
onValueChange = { newTask = it },
label = { Text("Add a groovy task") },
modifier = Modifier
.fillMaxWidth()
.padding(bottom = 16.dp),
shape = RoundedCornerShape(8.dp),
singleLine = true
)
}
itemsIndexed(tasks) { index, task ->
TaskItem(
task = task,
onCheck = { onTaskChange(index, task.text) },
onDelete = { onDeleteTask(index) },
onEditStart = { editingIndex = index },
onEditStop = { editingIndex = null },
onEditChange = { newText -> onTaskChange(index, newText) },
isEditing = editingIndex == index,
onAddTask = onAddTask,
musicPlaying = musicPlaying,
context = context
)
}
}
}
@Composable
fun TaskItem(
task: Task,
onCheck: () -> Unit,
onDelete: () -> Unit,
onEditStart: () -> Unit,
onEditStop: () -> Unit,
onEditChange: (String) -> Unit,
isEditing: Boolean,
onAddTask: (String) -> Unit,
musicPlaying: Boolean,
context: Context
) {
val mediaPlayer = remember {
MediaPlayer.create(context, R.raw.groovy_music)
}
LaunchedEffect(task.isCompleted) {
if (task.isCompleted && musicPlaying) {
mediaPlayer.start()
}
}
ElevatedCard(
modifier = Modifier
.fillMaxWidth()
.padding(bottom = 8.dp)
.pointerInput(Unit) {
detectTapGesture(
onTap = {
if (!task.isCompleted) onCheck()
}
)
},
shape = RoundedCornerShape(8.dp)
) {
Row(
modifier = Modifier
.fillMaxWidth()
.padding(16.dp),
verticalAlignment = Alignment.CenterVertically
) {
IconButton(
onClick = onCheck,
enabled = !task.isCompleted
) {
Icon(
imageVector = Icons.Default.Check,
contentDescription = "Complete task",
tint = if (task.isCompleted) Color.Green else Color.Gray
)
}
Spacer(modifier = Modifier.size(8.dp))
if (isEditing) {
OutlinedTextField(
value = task.text,
onValueChange = { onEditChange(it) },
modifier = Modifier
.weight(1f)
.padding(horizontal = 8.dp),
singleLine = true,
onImeActionPerformed = { onEditStop() }
)
} else {
Text(
text = task.text,
modifier = Modifier.weight(1f),
fontWeight = if (task.isCompleted) FontWeight.Bold else FontWeight.Normal,
color = if (task.isCompleted) Color.Green else Color.Black
)
}
IconButton(
onClick = onDelete
) {
Icon(
imageVector = Icons.Default.Delete,
contentDescription = "Delete task"
)
}
IconButton(
onClick = onEditStart,
modifier = Modifier.zIndex(1f)
) {
Icon(
imageVector = Icons.Default.Add,
contentDescription = "Edit task"
)
}
}
}
}
data class Task(
val text: String,
var isCompleted: Boolean = false
)
class GroovyTodoViewModel : ViewModel() {
private val _tasks = mutableListOf<Task>()
val tasks: List<Task> get() = _tasks
var musicPlaying by mutableStateOf(false)
private set
var darkTheme by mutableStateOf(false)
private set
fun loadTasks() {
// Simulate loading tasks
if (_tasks.isEmpty()) {
_tasks.addAll(listOf(
Task("Buy groovy groceries"),
Task("Finish that epic Compose project"),
Task("Learn Kotlin coroutines like a boss"),
Task("Listen to more groovy music")
))
}
}
fun updateTask(index: Int, newText: String) {
if (index >= 0 && index < _tasks.size) {
_tasks[index] = _tasks[index].copy(
text = newText,
isCompleted = !_tasks[index].isCompleted
)
}
}
fun deleteTask(index: Int) {
if (index >= 0 && index < _tasks.size) {
_tasks.removeAt(index)
}
}
fun addEmptyTask() {
_tasks.add(Task(""))
}
fun addTask(text: String) {
if (text.isNotBlank()) {
_tasks.add(Task(text))
}
}
fun toggleMusic() {
musicPlaying = !musicPlaying
}
fun toggleTheme() {
darkTheme = !darkTheme
}
}
@Preview(showBackground = true)
@Composable
fun GroovyTodoAppPreview() {
GroovyTodoApp()
}
A creative RPG Maker MZ plugin that generates a pixel-art dynamic menu with animated transitions and color cycling, using modern JavaScript and canvas rendering.
// Import required libraries
const { Canvas, Image } = require('canvas');
const fs = require('fs');
// Main plugin class
class PixelArtDynamicMenu {
constructor(width = 800, height = 600, bgColor = '#121212', textColor = '#FF00FF') {
this.width = width;
this.height = height;
this.bgColor = bgColor;
this.textColor = textColor;
this.items = [];
this.selectedIndex = 0;
this.animationFrame = 0;
this.colorCycle = 0;
this.transition = 'in';
this.transitionProgress = 0;
thisovich = false;
}
// Initialize the canvas and start rendering
init() {
this.canvas = new Canvas(this.width, this.height);
this.ctx = this.canvas.getContext('2d');
// Set up the base menu style
this.setupBaseStyle();
// Add some default menu items
this.addMenuItem('Adventure');
this.addMenuItem('Characters');
this.addMenuItem('Options');
this.addMenuItem('Save Game');
this.addMenuItem('Quit');
// Start the animation loop
this.animate();
}
// Set up the base pixel-art style
setupBaseStyle() {
this.ctx.fillStyle = this.bgColor;
this.ctx.fillRect(0, 0, this.width, this.height);
// Draw pixel borders
this.ctx.strokeStyle = '#FFFFFF';
this.ctx.lineWidth = 2;
for (let y = 0; y < this.height; y += 32) {
for (let x = 0; x < this.width; x += 32) {
this.ctx.beginPath();
this.ctx.rect(x, y, 32, 32);
this.ctx.stroke();
}
}
// Draw pixel text guide
this.ctx.font = '24px monospace';
this.ctx.fillStyle = '#444444';
this.ctx.textAlign = 'center';
for (let y = 50; y < this.height - 50; y += 32) {
this.ctx.fillText('|', this.width / 2, y + 5);
}
}
// Add a menu item
addMenuItem(text, callback = () => {}) {
this.items.push({
text: text,
callback: callback,
color: this.getRandomColor()
});
}
// Get a random color for pixel art
getRandomColor() {
const colors = ['#FF0000', '#00FF00', '#0000FF', '#FFFF00', '#FF00FF', '#00FFFF'];
return colors[Math.floor(Math.random() * colors.length)];
}
// Render the menu
render() {
// Clear the canvas with animated transition effect
this.ctx.clearRect(0, 0, this.width, this.height);
// Fade in/out transition
const transitionAlpha = Math.sin(this.transitionProgress * Math.PI) * 0.5 + 0.5;
this.ctx.fillStyle = `rgba(18, 18, 18, ${transitionAlpha})`;
this.ctx.fillRect(0, 0, this.width, this.height);
// Draw the pixel borders again
this.ctx.strokeStyle = '#FFFFFF';
this.ctx.lineWidth = 2;
for (let y = 0; y < this.height; y += 32) {
for (let x = 0; x < this.width; x += 32) {
this.ctx.beginPath();
this.ctx.rect(x, y, 32, 32);
this.ctx.stroke();
}
}
// Draw menu items with color cycling and pixel effect
const itemY = 50;
const itemHeight = 32;
const centerY = this.height / 2;
this.items.forEach((item, index) => {
const y = centerY - (this.items.length / 2 - index) * itemHeight;
const isSelected = index === this.selectedIndex;
// Calculate color cycling effect
const colorPhase = (index + this.colorCycle) % 10;
let textColor = isSelected ? this.textColor : item.color;
if (colorPhase < 3) {
textColor = this.cycleColor(textColor, 10, 20);
} else if (colorPhase < 6) {
textColor = this.cycleColor(textColor, 20, 10);
} else if (colorPhase < 9) {
textColor = this.cycleColor(textColor, 10, 30);
}
// Draw the item
this.ctx.font = '24px monospace';
this.ctx.fillStyle = textColor;
this.ctx.textAlign = 'center';
this.ctx.fillText(item.text, this.width / 2, y + 5);
// Draw selected item with pixel highlight
if (isSelected) {
this.ctx.strokeStyle = textColor;
this.ctx.lineWidth = 1;
this.ctx.beginPath();
this.ctx.rect(this.width / 2 - 50, y - 5, 100, 22);
this.ctx.stroke();
}
});
}
// Cycle colors for animation effect
cycleColor(color, amount, direction = 1) {
const r = (parseInt(color.substring(1, 3), 16) + direction * amount) % 256;
const g = (parseInt(color.substring(3, 5), 16) + direction * amount) % 256;
const b = (parseInt(color.substring(5, 7), 16) + direction * amount) % 256;
return `rgb(${r}, ${g}, ${b})`;
}
// Animation loop
animate() {
this.animationFrame++;
this.colorCycle = (this.animationFrame / 20) % 10;
this.transitionProgress = this.animationFrame / 100;
this.render();
// Add a little visual chaos for fun
if (this.animationFrame % 150 === 0 && !this.chaos) {
this.addChaosItem();
}
// Save the current frame if needed
if (this.animationFrame % 5 === 0) {
this.saveFrame();
}
requestAnimationFrame(() => this.animate());
}
// Add a random chaos item for fun
addChaosItem() {
const chaosItems = ['HELP!', 'PIXELS', 'RANDOM', 'GLITCH', 'CHAOS', '?'];
const randomItem = chaosItems[Math.floor(Math.random() * chaosItems.length)];
const randomColor = this.getRandomColor();
this.items.push({
text: randomItem,
callback: () => {
console.log(`Chaos item selected: ${randomItem}`);
this.items = this.items.filter(item => item.text !== randomItem);
},
color: randomColor
});
this.selectedIndex = this.items.length - 1;
}
// Save the current frame to a file
saveFrame() {
const framePath = `menu_frame_${this.animationFrame.toString().padStart(5, '0')}.png`;
const out = fs.createWriteStream(framePath);
this.canvas.createPNGStream().pipe(out);
out.on('finish', () => console.log(`Saved frame to ${framePath}`));
}
// Handle keyboard input
handleInput(key) {
switch (key) {
case 'ArrowUp':
this.selectedIndex = (this.selectedIndex - 1 + this.items.length) % this.items.length;
this.transition = 'in';
break;
case 'ArrowDown':
this.selectedIndex = (this.selectedIndex + 1) % this.items.length;
this.transition = 'in';
break;
case 'Enter':
this.items[this.selectedIndex].callback();
this.transition = 'out';
setTimeout(() => this.transition = 'in', 300);
break;
case ' ':
this.items.push({
text: 'New Item',
callback: () => console.log('New item selected!'),
color: this.getRandomColor()
});
this.selectedIndex = this.items.length - 1;
break;
}
}
}
// Create and initialize the menu
const menu = new PixelArtDynamicMenu(800, 600, '#121212', '#FF00FF');
menu.init();
// Simulate some user input (for demonstration)
setInterval(() => {
const keys = ['ArrowUp', 'ArrowDown', 'ArrowUp', 'Enter', ' '];
menu.handleInput(keys[Math.floor(Math.random() * keys.length)]);
}, 1000);
// Export the class for potential use in other scripts
module.exports = PixelArtDynamicMenu;
A custom post type and meta box solution that enables WordPress users to create layered portfolio galleries with interactive hover effects, where each layer reveals different content dynamically.
<?php
/**
* Plugin Name: Dynamic Layered Portfolio Gallery
* Description: Creates a custom post type for layered portfolio galleries with interactive hover effects. Each gallery can have multiple layers, and users can define content for each layer (e.g., images, text, or embedded elements) that is revealed when hovering over the gallery.
* Version: 1.0
* Author: Ailey
* License: GPL-2.0+
* Text Domain: dlpg
*/
if (!defined('ABSPATH')) {
exit; // Exit if accessed directly
}
class Dynamic_Layered_Portfolio_Gallery {
private $post_type_name = 'dlpg_gallery';
private $meta_box_id = 'dlpg_gallery_meta_box';
public function __construct() {
// Initialize hooks for WordPress
add_action('init', [$this, 'register_post_type']);
add_action('add_meta_boxes', [$this, 'add_meta_boxes']);
add_action('save_post', [$this, 'save_meta_box_data'], 10, 2);
add_action('admin_enqueue_scripts', [$this, 'enqueue_admin_assets']);
add_action('wp_enqueue_scripts', [$this, 'enqueue_public_assets']);
add_filter('rest_api_init', [$this, 'register_custom_endpoints']);
}
/**
* Register the custom post type for galleries.
*/
public function register_post_type() {
$labels = [
'name' => _x('Layered Portfolio Galleries', 'Post Type General Name', 'dlpg'),
'singular_name' => _x('Layered Portfolio Gallery', 'Post Type Singular Name', 'dlpg'),
'menu_name' => __('Layered Galleries', 'dlpg'),
'name_admin_bar' => __('Layered Gallery', 'dlpg'),
'archives' => __('Gallery Archives', 'dlpg'),
'attributes' => __('Gallery Attributes', 'dlpg'),
'parent_item_colon' => __('Parent Gallery:', 'dlpg'),
'all_items' => __('All Galleries', 'dlpg'),
'add_new_item' => __('Add New Gallery', 'dlpg'),
'add_new' => __('Add New', 'dlpg'),
'new_item' => __('New Gallery', 'dlpg'),
'view_item' => __('View Gallery', 'dlpg'),
'view_items' => __('View Galleries', 'dlpg'),
'search_items' => __('Search Gallery', 'dlpg'),
'not_found' => __('No gallery found', 'dlpg'),
'not_found_in_trash' => __('No gallery found in Trash', 'dlpg'),
'featured_image' => __('Featured Image', 'dlpg'),
'set_featured_image' => __('Set featured image', 'dlpg'),
'remove_featured_image' => __('Remove featured image', 'dlpg'),
'use_featured_image' => __('Use as featured image', 'dlpg'),
'insert_into_item' => __('Insert into gallery', 'dlpg'),
'uploaded_to_this_item' => __('Uploaded to this gallery', 'dlpg'),
'items_list' => __('Galleries list', 'dlpg'),
'items_list_navigation' => __('Galleries list navigation', 'dlpg'),
'filter_items_list' => __('Filter galleries list', 'dlpg'),
];
$args = [
'label' => __('Layered Portfolio Gallery', 'dlpg'),
'description' => __('A custom post type for creating interactive layered portfolio galleries.', 'dlpg'),
'labels' => $labels,
'supports' => ['title', 'editor', 'thumbnail', 'excerpt', 'custom-fields'],
'taxonomies' => ['category', 'post_tag'],
'hierarchical' => false,
'public' => true,
'show_ui' => true,
'show_in_menu' => true,
'menu_position' => 20,
'menu_icon' => 'dashicons-format-gallery',
'show_in_admin_bar' => true,
'show_in_nav_menus' => true,
'can_export' => true,
'has_archive' => true,
'exclude_from_search' => false,
'publicly_queryable' => true,
'capability_type' => 'post',
'show_in_rest' => true,
];
register_post_type($this->post_type_name, $args);
}
/**
* Add meta boxes to the gallery post type.
*/
public function add_meta_boxes() {
add_meta_box(
$this->meta_box_id,
__('Gallery Layers', 'dlpg'),
[$this, 'render_meta_box'],
$this->post_type_name,
'normal',
'high'
);
}
/**
* Render the meta box for adding layers to the gallery.
*/
public function render_meta_box($post) {
wp_nonce_field('dlpg_save_meta_box_data', 'dlpg_nonce_field');
$layers = get_post_meta($post->ID, 'dlpg_layers', true);
if (empty($layers)) {
$layers = [];
}
?>
<div class="dlpg-meta-box-container">
<div class="dlpg-layer-list">
<?php foreach ($layers as $index => $layer) : ?>
<div class="dlpg-layer" data-index="<?php echo esc_attr($index); ?>">
<div class="dlpg-layer-header">
<span class="dlpg-layer-title">Layer <?php echo esc_html($index + 1); ?></span>
<a href="#" class="dlpg-remove-layer button button-small" data-index="<?php echo esc_attr($index); ?>">Remove</a>
</div>
<div class="dlpg-layer-content">
<label for="dlpg_layer_image_<?php echo esc_attr($index); ?>">
<?php _e('Layer Image:', 'dlpg'); ?>
</label>
<input type="hidden" name="dlpg_layers[<?php echo esc_attr($index); ?>][image]" value="<?php echo esc_attr($layer['image'] ?? ''); ?>">
<?php echo wp_get_attachment_image($layer['image'], 'medium', ['class' => 'dlpg-layer-image-preview']); ?>
<input type="button" class="dlpg-upload-image button" value="<?php _e('Upload Image', 'dlpg'); ?>" data-index="<?php echo esc_attr($index); ?>">
<br>
<label for="dlpg_layer_content_<?php echo esc_attr($index); ?>">
<?php _e('Layer Content (HTML allowed):', 'dlpg'); ?>
</label>
<textarea name="dlpg_layers[<?php echo esc_attr($index); ?>][content]" class="large-text dlpg-layer-content-text"><?php echo esc_textarea(trim($layer['content'] ?? '')); ?></textarea>
<br>
<label for="dlpg_layer_effect_<?php echo esc_attr($index); ?>">
<?php _e('Hover Effect:', 'dlpg'); ?>
</label>
<select name="dlpg_layers[<?php echo esc_attr($index); ?>][effect]" class="dlpg-layer-effect">
<option value="fade" <?php selected($layer['effect'] ?? '', 'fade'); ?>>Fade</option>
<option value="slide-up" <?php selected($layer['effect'] ?? '', 'slide-up'); ?>>Slide Up</option>
<option value="slide-left" <?php selected($layer['effect'] ?? '', 'slide-left'); ?>>Slide Left</option>
<option value="slide-right" <?php selected($layer['effect'] ?? '', 'slide-right'); ?>>Slide Right</option>
<option value="scale" <?php selected($layer['effect'] ?? '', 'scale'); ?>>Scale</option>
</select>
</div>
</div>
<?php endforeach; ?>
</div>
<input type="button" class="dlpg-add-layer button" value="<?php _e('Add New Layer', 'dlpg'); ?>">
</div>
<?php
}
/**
* Save meta box data.
*/
public function save_meta_box_data($post_id) {
if (!isset($_POST['dlpg_nonce_field']) || !wp_verify_nonce($_POST['dlpg_nonce_field'], 'dlpg_save_meta_box_data')) {
return;
}
if (defined('DOING_AUTOSAVE') && DOING_AUTOSAVE) {
return;
}
if (!current_user_can('edit_post', $post_id)) {
return;
}
$layers = [];
if (isset($_POST['dlpg_layers'])) {
foreach ($_POST['dlpg_layers'] as $index => $layer) {
$layers[$index] = [
'image' => $layer['image'],
'content' => $layer['content'],
'effect' => $layer['effect'],
];
}
}
update_post_meta($post_id, 'dlpg_layers', $layers);
}
/**
* Enqueue admin scripts and styles.
*/
public function enqueue_admin_assets() {
wp_enqueue_script('dlpg-admin', plugins_url('assets/js/admin.js', __FILE__), ['jquery'], '1.0', true);
wp_enqueue_style('dlpg-admin', plugins_url('assets/css/admin.css', __FILE__));
}
/**
* Enqueue public scripts and styles.
*/
public function enqueue_public_assets() {
wp_enqueue_script('dlpg-public', plugins_url('assets/js/public.js', __FILE__), ['jquery'], '1.0', true);
wp_enqueue_style('dlpg-public', plugins_url('assets/css/public.css', __FILE__));
}
/**
* Register custom REST API endpoints for gallery data.
*/
public function register_custom_endpoints() {
register_rest_route('dlpg/v1', '/galleries/(?P<id>\d+)', [
'methods' => 'GET',
'callback' => [$this, 'get_gallery_data'],
'permission_callback' => function () {
return current_user_can('read');
},
]);
}
/**
* Get gallery data for the REST API.
*/
public function get_gallery_data($request) {
$id = $request->get_param('id');
$post = get_post($id);
if (!$post || $post->post_type !== $this->post_type_name) {
return new WP_REST_Response(['error' => __('Gallery not found.', 'dlpg')], 404);
}
$layers = get_post_meta($post->ID, 'dlpg_layers', true);
$featured_image_id = get_post_thumbnail_id($post->ID);
$featured_image = wp_get_attachment_image_url($featured_image_id, 'full');
$response = [
'id' => $id,
'title' => $post->post_title,
'excerpt' => $post->post_excerpt,
'featured_image' => $featured_image,
'layers' => $layers,
];
return new WP_REST_Response($response, 200);
}
/**
* Shortcode to display the gallery on the frontend.
*/
public function gallery_shortcode($atts) {
$atts = shortcode_atts([
'id' => '',
'style' => 'default',
], $atts, 'dlpg_gallery');
if (empty($atts['id'])) {
return '';
}
$post = get_post($atts['id']);
if (!$post || $post->post_type !== $this->post_type_name) {
return '';
}
$layers = get_post_meta($post->ID, 'dlpg_layers', true);
$featured_image_id = get_post_thumbnail_id($post->ID);
$featured_image = wp_get_attachment_image($featured_image_id, 'large', ['class' => 'dlpg-featured-image']);
ob_start();
?>
<div class="dlpg-gallery dlpg-gallery-<?php echo esc_attr($atts['style']); ?>">
<?php if (!empty($featured_image)) : ?>
<div class="dlpg-featured-image-container">
<?php echo $featured_image; ?>
</div>
<?php endif; ?>
<div class="dlpg-gallery-container">
<?php foreach ($layers as $index => $layer) : ?>
<div class="dlpg-layer dlpg-layer-<?php echo esc_attr($index); ?>" data-effect="<?php echo esc_attr($layer['effect'] ?? 'fade'); ?>">
<?php if (!empty($layer['image'])) : ?>
<img src="<?php echo esc_url(wp_get_attachment_image_url($layer['image'], 'large')); ?>" alt="<?php _e('Layer Image', 'dlpg'); ?>" class="dlpg-layer-image">
<?php endif; ?>
<div class="dlpg-layer-content">
<?php echo wp_kses_post($layer['content'] ?? ''); ?>
</div>
</div>
<?php endforeach; ?>
</div>
</div>
<?php
return ob_get_clean();
}
}
// Initialize the plugin
new Dynamic_Layered_Portfolio_Gallery();
// Register shortcode
add_shortcode('dlpg_gallery', ['Dynamic_Layered_Portfolio_Gallery', 'gallery_shortcode']);
A unique enemy AI that uses quantum probability states to transition between behaviors, creating unpredictable yet intelligent enemy movement in Godot 4.
extends CharacterBody2D
# Quantum Enemy AI - Probabilistic State Machine
# Features quantum superposition states, observation collapse, and entanglement between enemies
@export var walk_speed: float = 150.0
@export var run_speed: float = 300.0
@export var detection_range: float = 600.0
@export var attack_range: float = 150.0
@export var vision_angle: float = 60.0 * (Math.PI / 180) # in radians
@export var attack_cooldown: float = 1.0
@export var quantum_observation_chance: float = 0.3 # 30% chance to observe player
@export var entanglement_chance: float = 0.2 # 20% chance to entangle with another enemy
enum State {
IDLE,
WANDER,
DETECTED,
ATTACK,
FLEE,
ENTANGLED # Special state for quantum entanglement
}
enum Direction {
LEFT,
RIGHT,
UP,
DOWN
}
class_name: "QuantumEnemyAI"
onready var player: Node2D = get_node("/root/Player")
onready var animation_player: AnimationPlayer = $AnimationPlayer
onready var sprite: Sprite2D = $Sprite2D
onready var health_bar: ProgressBar = $HealthBar
onready var _health: int = 100
var current_state: State = State.IDLE
var next_state: State = State.IDLE
var current_direction: Direction = Direction.RIGHT
var wander_target: Vector2 = Vector2.ZERO
var last_attack_time: float = 0.0
var entangled_with: QuantumEnemyAI? = null
var quantum_probabilities: Dictionary = {
IDLE: 0.1,
WANDER: 0.4,
DETECTED: 0.3,
ATTACK: 0.2,
FLEE: 0.0,
ENTANGLED: 0.0
}
var observation_collapsed: bool = false
func _ready() -> void:
# Initialize random seed based on position
randi().seed(int(get_global_mouse_position().x) + int(get_global_mouse_position().y))
# Set initial animation
animation_player.play("idle")
# Set initial wander target
update_wander_target()
# Register for entanglement signals if needed
if Input.is_action_pressed("ui_accept"):
# Debug: Force entanglement when pressing E (for testing)
for enemy in get_tree().get_nodes_in_group("enemies"):
if enemy != self and randf() < 0.5:
entanglement_collapsed()
break
func _process(delta: float) -> void:
match current_state:
State.IDLE:
idle_state(delta)
State.WANDER:
wander_state(delta)
State.DETECTED:
detected_state(delta)
State.ATTACK:
attack_state(delta)
State.FLEE:
flee_state(delta)
State.ENTANGLED:
entangled_state(delta)
# Handle state transitions with quantum probabilities
if not observation_collapsed:
quantum_state_transition()
# Handle observation collapse
if observation_collapsed and randf() < quantum_observation_chance:
quantum_observation_collapse()
# Update health bar
health_bar.value = _health / 100.0
func quantum_state_transition() -> void:
# Quantum superposition - maintain multiple possible states
var possible_states = [
State.IDLE, State.WANDER, State.DETECTED,
State.ATTACK, State.FLEE, State.ENTANGLED
]
# Calculate weighted probabilities (some states may be unavailable)
var available_states = []
var total_weight = 0.0
for state in possible_states:
var weight = quantum_probabilities.get(state, 0.0)
if weight > 0.0:
available_states.append(state)
total_weight += weight
if total_weight > 0.0:
# Normalize weights
for i in range(available_states.size()):
quantum_probabilities[available_states[i]] /= total_weight
# Select next state based on probabilities
var random_value = randf()
var cumulative = 0.0
for state in available_states:
cumulative += quantum_probabilities[state]
if random_value <= cumulative:
next_state = state
break
func quantum_observation_collapse() -> void:
# When observed, collapse to a definite state
observation_collapsed = true
if randf() < 0.5 and can_detect_player():
next_state = State.DETECTED
else:
next_state = State.WANDER
func idle_state(delta: float) -> void:
# Idle behavior - transition to wander after a while
if randf() < 0.02: # 2% chance per frame
next_state = State.WANDER
# Face current direction
velocity = Vector2.ZERO
animation_player.play("idle")
func wander_state(delta: float) -> void:
# Wander toward target point
var target_pos = global_position + (wander_target - global_position).normalized() * walk_speed * delta
var new_pos = move_toward(target_pos, walk_speed * delta)
if new_pos.distance_to(wander_target) < 20:
update_wander_target()
# Check if player is detected
if can_detect_player():
next_state = State.DETECTED
# Update animation based on direction
update_animation_state(velocity)
func detected_state(delta: float) -> void:
# Move toward player if not in attack range
if global_position.distance_to(player.global_position) > attack_range:
velocity = (player.global_position - global_position).normalized() * run_speed
velocity = move_and_slide(velocity, Vector2.UP, false)
animation_player.play("run")
# Face player
current_direction = get_direction_to_player()
# Check if player is in attack range
if global_position.distance_to(player.global_position) <= attack_range:
next_state = State.ATTACK
else:
next_state = State.ATTACK
func attack_state(delta: float) -> void:
# Attack cooldown
if Time.get_ticks_msec() - last_attack_time > attack_cooldown * 1000:
# Perform attack
attack()
last_attack_time = Time.get_ticks_msec()
# After attack, decide next state
next_state = State.IDLE
# Update animation
animation_player.play("attack")
func flee_state(delta: float) -> void:
# Flee from player in random direction
var flee_direction = Vector2(randf_range(-1, 1), randf_range(-1, 1)).normalized()
velocity = flee_direction * run_speed
velocity = move_and_slide(velocity, Vector2.UP, false)
animation_player.play("run")
# Check if fleeing is over (player not detected for a while)
if not can_detect_player() and randf() < 0.01:
next_state = State.IDLE
func entangled_state(delta: float) -> void:
# When entangled, move in sync with the other enemy
if entangled_with:
velocity = (entanglement_calculate_velocity())
velocity = move_and_slide(velocity, Vector2.UP, false)
animation_player.play("idle")
# After some time, entanglement breaks
if randf() < 0.005: # 0.5% chance per frame to break
entanglement_break()
else:
entanglement_break()
# Update direction to match entangled enemy
if entangled_with:
current_direction = entangled_with.current_direction
func can_detect_player() -> bool:
# Check if player is in detection range and angle
var to_player = player.global_position - global_position
var distance = to_player.length()
if distance > detection_range:
return false
var angle = to_player.angle()
var player_angle = player.global_position - global_position
var vision_half_angle = vision_angle / 2.0
var vision_start_angle = player_angle - vision_half_angle
var vision_end_angle = player_angle + vision_half_angle
# Normalize angles
var my_angle = global_position - player.global_position
my_angle = my_angle.angle()
# Check if player is in front of the enemy
return (my_angle >= vision_start_angle and my_angle <= vision_end_angle)
func get_direction_to_player() -> Direction:
var to_player = player.global_position - global_position
var angle = to_player.angle()
if abs(angle) < Math.PI / 4:
return Direction.RIGHT
elif abs(angle - Math.PI) < Math.PI / 4:
return Direction.LEFT
elif abs(angle - Math.PI / 2) < Math.PI / 4:
return Direction.UP
else:
return Direction.DOWN
func update_wander_target() -> void:
# Set a new random wander target within detection range
wander_target = global_position + Vector2(
randf_range(-detection_range, detection_range),
randf_range(-detection_range, detection_range)
)
func update_animation_state(velocity: Vector2) -> void:
# Update animation based on movement direction
if velocity.length() > 0:
var direction = velocity.normalized()
if abs(direction.x) > abs(direction.y):
if direction.x > 0:
current_direction = Direction.RIGHT
animation_player.play("run")
sprite.flip_h = false
else:
current_direction = Direction.LEFT
animation_player.play("run")
sprite.flip_h = true
else:
if direction.y > 0:
current_direction = Direction.UP
animation_player.play("run")
else:
current_direction = Direction.DOWN
animation_player.play("run")
else:
animation_player.play("idle")
func attack() -> void:
# Simple attack - can be expanded with particle effects, etc.
print("Enemy attacks! Player health: ", player.get("health", 100) - 10)
player.call("take_damage", 10)
func entanglement_collapsed() -> void:
# Find another enemy to entangle with
for enemy in get_tree().get_nodes_in_group("enemies"):
if enemy != self and enemy is QuantumEnemyAI and randf() < entanglement_chance:
entanglement_initialize(enemy)
enemy.entanglement_initialize(self)
break
func entanglement_initialize(enemy: QuantumEnemyAI) -> void:
# Initialize entanglement with another enemy
entanglement_break() # Clear any existing entanglement
entanglement_break() # Clear on both sides (called twice in collapsed)
entanglement_with = enemy
enemy.entanglement_with = self
current_state = State.ENTANGLED
next_state = State.ENTANGLED
quantum_probabilities[State.ENTANGLED] = 0.5 # High probability to stay entangled
func entanglement_calculate_velocity() -> Vector2:
# Calculate velocity based on entangled enemy's position
if not entangled_with:
return Vector2.ZERO
# Move toward the average position of both enemies
var avg_pos = (global_position + entangled_with.global_position) / 2.0
var direction = (avg_pos - global_position).normalized()
return direction * walk_speed * 0.5 # Move at half speed toward center
func entanglement_break() -> void:
# Break entanglement
entanglement_with = null
quantum_probabilities[State.ENTANGLED] = 0.0
next_state = State.IDLE
func take_damage(amount: int) -> void:
_health -= amount
if _health <= 0:
die()
func die() -> void:
# Remove from scene when dead
queue_free()
# Connect to signals in the editor
@onready var _on_player_detected: SignalTool = null
@onready var _on_attack: SignalTool = null
func _ready() -> void:
_on_player_detected = call_deferred("_on_player_detected_handler")
_on_attack = call_deferred("_on_attack_handler")
func _on_player_detected_handler() -> void:
if can_detect_player():
next_state = State.DETECTED
func _on_attack_handler() -> void:
if current_state == State.ATTACK:
attack()
Ein kreativer QR-Code-Scanner mit spielerischen Elementen – scanne Codes, um Punkte zu sammeln und bonusgeheime QR-Codes zu entdecken, die mit dem Weltraum verbunden sind. Nützlich für Entdeckungen un
```kotlin
import android.Manifest
import android.annotation.SuppressLint
import android.content.ClipData
import android.content.ClipboardManager
import android.content.Context
import android.graphics.Color
import android.os.Bundle
import android.view.View
import android.widget.Toast
import androidx.activity.ComponentActivity
import androidx.activity.compose.setContent
import androidx.compose.foundation.Canvas
import androidx.compose.foundation.background
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.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Copy
import androidx.compose.material.icons.filled.Favorite
import androidx.compose.material.icons.filled.FavoriteBorder
import androidx.compose.material.icons.filled.Star
import androidx.compose.material3.Button
import androidx.compose.material3.ButtonDefaults
import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.Icon
import androidx.compose.material3.IconButton
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
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.geometry.Offset
import androidx.compose.ui.graphics.Brush
import androidx.compose.ui.graphics.Color as ComposeColor
import androidx.compose.ui.graphics.drawscope.DrawScope
import androidx.compose.ui.graphics.vector.ImageVector
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.platform.LocalLifecycleOwner
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import androidx.core.content.ContextCompat
import androidx.lifecycle.Lifecycle
import androidx.lifecycle.LifecycleEventObserver
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.HighStandbyMode
import com.google.mlkit.vision.barcode.common.Barcode
import com.google.mlkit.vision.barcode.common.BarcodeDetector
import com.google.mlkit.vision.barcode.common.BarcodeDetectorOptions
import com.google.mlkit.vision.barcode.common.BarcodeFormat
import com.google.mlkit.vision.barcode.common.BarcodeScanningMode
import com.journeyapps.barcodescanner.BarcodeCallbackManager
import com.journeyapps.barcodescanner.BarcodeResult
import com.journeyapps.barcodescanner.DecoratedBarcodeView
import com.journeyapps.barcodescanner.ScanContract
import com.journeyapps.barcodescanner.ScanOptions
import com.journeyapps.barcodescanner.BarcodeView
import com.journeyapps.barcodescanner.CaptureManager
import androidx.activity.result.contract.ActivityResultContracts
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.drawscope.Stroke
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.tooling.preview.Preview
import androidx.compose.ui.unit.TextUnit
import kotlinx.coroutines.delay
class QRScanAdventure : ComponentActivity() {
private lateinit var barcodeView: BarcodeView
private lateinit var capture: CaptureManager
private lateinit var barcodeCallbackManager: BarcodeCallbackManager
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContent {
QRScanAdventureTheme {
Surface(modifier = Modifier.fillMaxSize()) {
QRScanAdventureScreen()
}
}
}
}
}
@Composable
fun QRScanAdventureScreen() {
val context = LocalContext.current
val lifecycleOwner = LocalLifecycleOwner.current
var points by remember { mutableStateOf(0) }
var isScanning by remember { mutableStateOf(false) }
var lastScannedText by remember { mutableStateOf("") }
var favoriteCodes by remember { mutableStateOf(emptyList<String>()) }
var isFavorite by remember { mutableStateOf(false) }
var showBonusEffect by remember { mutableStateOf(false) }
var showSecretMessage by remember { mutableStateOf(false) }
var secretMessage by remember { mutableStateOf("") }
val permissionState = rememberPermissionState(Manifest.permission.CAMERA)
val scanLauncher = rememberLauncherForScan(context, barcodeCallbackManager)
LaunchedEffect(permissionState.status) {
if (permissionState.status.isGranted) {
isScanning = true
}
}
barcodeCallbackManager = BarcodeCallbackManager { result: BarcodeResult ->
handleBarcodeResult(result, points, lastScannedText, favoriteCodes, isFavorite, showBonusEffect, showSecretMessage, secretMessage)
}
DisposableEffect(lifecycleOwner) {
val observer = LifecycleEventObserver { _, event ->
if (event == Lifecycle.Event.ON_PAUSE) {
isScanning = false
barcodeCallbackManager.removeCallback()
}
}
lifecycleOwner.lifecycle.addObserver(observer)
onDispose {
lifecycleOwner.lifecycle.removeObserver(observer)
}
}
Column(
modifier = Modifier
.fillMaxSize()
.background(
Brush.verticalGradient(
colors = listOf(
ComposeColor(0xFF000033),
ComposeColor(0xFF000066)
)
)
),
horizontalAlignment = Alignment.CenterHorizontally,
verticalArrangement = Arrangement.Center
) {
// Points display with space theme
Text(
text = "Points: $points",
color = ComposeColor.White,
fontSize = 24.sp,
fontWeight = FontWeight.Bold,
modifier = Modifier.padding(bottom = 16.dp)
)
// Space-themed scanner frame
Box(
modifier = Modifier
.aspectRatio(1f)
.clip(RoundedCornerShape(16.dp))
.background(ComposeColor.Black.copy(alpha = 0.7f))
.padding(16.dp)
) {
if (isScanning) {
BarcodeView(
modifier = Modifier
.fillMaxSize()
.clip(RoundedCornerShape(8.dp))
.background(ComposeColor.Transparent),
decoderOptions = createDecoderOptions(),
onResult = { result -> handleBarcodeResult(result, points, lastScannedText, favoriteCodes, isFavorite, showBonusEffect, showSecretMessage, secretMessage) }
).also { barcodeView = it }
} else {
Column(
modifier = Modifier.fillMaxSize(),
verticalArrangement = Arrangement.Center,
horizontalAlignment = Alignment.CenterHorizontally
) {
Text(
text = "Scan to begin your adventure!",
color = ComposeColor.White,
fontSize = 18.sp
)
Spacer(modifier = Modifier.height(16.dp))
CircularProgressIndicator(
color = ComposeColor(0xFF4CAF50),
modifier = Modifier.size(48.dp)
)
}
}
}
Spacer(modifier = Modifier.height(16.dp))
// Action buttons
Column(horizontalAlignment = Alignment.CenterHorizontally) {
Button(
onClick = { scanLauncher.launch(true) },
modifier = Modifier
.fillMaxWidth()
.height(56.dp)
.clip(RoundedCornerShape(24.dp)),
colors = ButtonDefaults.buttonColors(
containerColor = ComposeColor(0xFF4CAF50),
contentColor = ComposeColor.White
),
shape = RoundedCornerShape(24.dp)
) {
Text(
text = if (isScanning) "Stop Scan" else "Start Scan",
fontSize = 18.sp,
fontWeight = FontWeight.Bold
)
}
Spacer(modifier = Modifier.height(8.dp))
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.Center
) {
IconButton(
onClick = {
val clipboard = context.getSystemService(Context.CLIPBOARD_SERVICE) as ClipboardManager
val clip = ClipData.newPlainText("QR Code", lastScannedText)
clipboard.setPrimaryClip(clip)
Toast.makeText(context, "Copied to clipboard", Toast.LENGTH_SHORT).show()
},
enabled = lastScannedText.isNotEmpty()
) {
Icon(Icons.Default.Copy, contentDescription = "Copy", tint = ComposeColor.White)
}
IconButton(
onClick = {
if (lastScannedText in favoriteCodes) {
favoriteCodes = favoriteCodes - lastScannedText
isFavorite = false
} else {
favoriteCodes = favoriteCodes + lastScannedText
isFavorite = true
}
},
enabled = lastScannedText.isNotEmpty()
) {
Icon(
if (isFavorite) Icons.Default.Favorite else Icons.Default.FavoriteBorder,
contentDescription = if (isFavorite) "Remove from favorites" else "Add to favorites",
tint = if (isFavorite) ComposeColor(0xFFFF5252) else ComposeColor.White
)
}
}
}
// Bonus effect animation
if (showBonusEffect) {
AnimatedBonusEffect()
LaunchedEffect(Unit) {
delay(2000)
showBonusEffect = false
}
}
// Favorite codes list
if (favoriteCodes.isNotEmpty()) {
Spacer(modifier = Modifier.height(16.dp))
Text(
text = "Favorite Codes (${favoriteCodes.size})",
color = ComposeColor.White,
fontSize = 18.sp,
fontWeight = FontWeight.Bold
)
Column(modifier = Modifier.fillMaxWidth()) {
favoriteCodes.forEachIndexed { index, code ->
FavoriteCodeItem(
code = code,
onClick = { copyToClipboard(context, code) },
modifier = Modifier
.fillMaxWidth()
.padding(horizontal = 16.dp, vertical = 4.dp)
)
}
}
}
// Secret message display
if (showSecretMessage && secretMessage.isNotEmpty()) {
Box(
modifier = Modifier
.fillMaxWidth()
.padding(16.dp)
.clip(RoundedCornerShape(8.dp))
.background(ComposeColor.Black.copy(alpha = 0.8f)),
contentAlignment = Alignment.Center
) {
Text(
text = secretMessage,
color = ComposeColor(0xFF00FF00),
fontSize = 18.sp,
fontWeight = FontWeight.Bold,
modifier = Modifier.padding(16.dp)
)
}
LaunchedEffect(Unit) {
delay(5000)
showSecretMessage = false
}
}
}
}
@Composable
fun handleBarcodeResult(
result: BarcodeResult,
points: Int,
lastScannedText: String,
favoriteCodes: List<String>,
isFavorite: Boolean,
showBonusEffect: Boolean,
showSecretMessage: Boolean,
secretMessage: String
) {
val context = LocalContext.current
var pointsState = remember { mutableStateOf(points) }
var lastScannedTextState = remember { mutableStateOf(lastScannedText) }
var favoriteCodesState = remember { mutableStateOf(favoriteCodes) }
var isFavoriteState = remember { mutableStateOf(isFavorite) }
var showBonusEffectState = remember { mutableStateOf(showBonusEffect) }
var showSecretMessageState = remember { mutableStateOf(showSecretMessage) }
var secretMessageState = remember { mutableStateOf(secretMessage) }
result.bitstring?.let { bitstring ->
val newPoints = points + (bitstring.length * 10)
pointsState.value = newPoints
Toast.makeText(context, "Bonus points: +${bitstring.length * 10}", Toast.LENGTH_SHORT).show()
showBonusEffectState.value = true
} ?: run {
result.rawValue?.let { rawValue ->
lastScannedTextState.value = rawValue
Toast.makeText(context, "Scanned: $rawValue", Toast.LENGTH_SHORT).show()
// Check if this is a secret code (contains "space" or "galaxy")
if (rawValue.contains("space", ignoreCase = true) ||
rawValue.contains("galaxy", ignoreCase = true) ||
rawValue.contains("NASA", ignoreCase = true)) {
showSecretMessageState.value = true
secretMessageState.value = "🚀 Space bonus unlocked! You've found a cosmic code! 🌌"
// Award extra points for secret codes
val extraPoints = if (rawValue.contains("NASA")) 500 else 100
pointsState.value = points + extraPoints
Toast.makeText(context, "Extra $extraPoints points for secret code!", Toast.LENGTH_SHORT).show()
}
// Check if this is a bonus code (contains "bonus" or "reward")
if (rawValue.contains("bonus", ignoreCase = true) ||
rawValue.contains("reward", ignoreCase = true)) {
showBonusEffectState.value = true
pointsState.value = points + 200
Toast.makeText(context, "Bonus reward! +200 points", Toast.LENGTH_SHORT).show()
}
}
}
}
fun createDecoderOptions(): BarcodeDetectorOptions {
return BarcodeDetectorOptions.Builder()
.setBarcodeFormats(
BarcodeFormat.QR_CODE,
BarcodeFormat.AZTEC,
BarcodeFormat.DATA_MATRIX,
BarcodeFormat.UPC_A,
BarcodeFormat.UPC_E,
BarcodeFormat.EAN_8,
BarcodeFormat.EAN_13,
BarcodeFormat.CODABAR
)
.setCharacterSet listOf("UTF-8", "ISO-8859-1")
.setPossibleSymbolValueFormats(listOf())
.build()
}
@Composable
fun AnimatedBonusEffect() {
Canvas(
modifier = Modifier
.fillMaxWidth()
.height(100.dp)
) {
val starCount = 20
for (i in 0 until starCount) {
val angle = (i * (360f / starCount)).toDouble().toRadians()
val radius = size.width * 0.8f
val x = center.x + radius * cos(angle)
val y = center.y + radius * sin(angle)
drawCircle(
color = ComposeColor(0xFF00FF00),
radius = 4f,
center = Offset(x, y)
)
// Add trailing effects
drawLine(
color = ComposeColor(0xFF00FF00).copy(alpha = 0.3f),
start = Offset(x, y),
end = Offset(x + 10 * cos(angle), y + 10 * sin(angle)),
strokeWidth = 1f
)
}
}
}
@Composable
fun FavoriteCodeItem(code: String, onClick: () -> Unit, modifier: Modifier = Modifier) {
Row(
modifier = modifier
.clip(RoundedCornerShape(8.dp))
.background(ComposeColor(0xFF333366))
.padding(12.dp),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.SpaceBetween
) {
Text(
text = code.take(12) + if (code.length > 12) "..." else "",
color = ComposeColor.White,
fontSize = 14.sp
)
IconButton(
onClick = onClick,
modifier = Modifier.size(24.dp)
) {
Icon(
imageVector = Icons.Default.Copy,
contentDescription = "Copy",
tint = ComposeColor.White,
modifier = Modifier.size(20.dp)
)
}
}
}
@Composable
fun copyToClipboard(context: Context, text: String) {
val clipboard = context.getSystemService(Context.CLIPBOARD_SERVICE) as ClipboardManager
val clip = ClipData.newPlainText("Copied QR Code", text)
clipboard.setPrimaryClip(clip)
Toast.makeText(context, "Copied to clipboard", Toast.LENGTH_SHORT).show()
}
@Preview(showBackground = true)
@Composable
fun QRScanAdventurePreview() {
QRScanAdventureTheme {
QRScanAdventureScreen()
}
}
fun Double.toRadians(): Double {
return this * Math.PI / 180.0
}
fun rememberLauncherForScan(context: Context, callbackManager: BarcodeCallbackManager) =
remember(context) {
object : BarcodeScanLauncher(context, callbackManager) {}
}
class BarcodeScanLauncher(
private val context: Context,
private val callbackManager: BarcodeCallbackManager
) {
private val scanLauncher = context.registryForActivityResult(
ScanContract()
) { result ->
result.contents?.let { barcodeResult ->
callbackManager.handleResult(barcodeResult)
}
}
Eine interaktive Gedichts-Erfahrung, bei der Schattenfiguren auf einer Volksalley erscheinen und sich in poetische Verse verwandeln, während sanfte CSS-Übergänge die Szene zum Leben erwecken. Nutze Ma
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Whispers of the Alley</title>
<style>
:root {
--alley-bg: #1a2a3a;
--alley-text: #f5e6d3;
--alley-highlight: #ff9a56;
--shadow-color: rgba(0, 0, 0, 0.7);
--verse-color: #d4c4a8;
--transition-speed: 0.8s;
}
body {
margin: 0;
padding: 0;
font-family: 'Courier New', monospace;
background-color: var(--alley-bg);
color: var(--alley-text);
overflow: hidden;
height: 100vh;
display: flex;
justify-content: center;
align-items: center;
text-align: center;
background-image: radial-gradient(circle at 20% 50%, rgba(255, 255, 255, 0.05) 1px, transparent 1px),
radial-gradient(circle at 80% 50%, rgba(255, 255, 255, 0.05) 1px, transparent 1px);
background-size: 100px 100px;
}
#alley {
position: relative;
width: 90vw;
max-width: 800px;
height: 80vh;
max-height: 600px;
border: 2px dashed var(--alley-highlight);
border-radius: 10px;
overflow: hidden;
box-shadow: 0 0 20px var(--shadow-color);
background: linear-gradient(to bottom, #1a2a3a 0%, #2a3a4a 100%);
padding: 2rem;
box-sizing: border-box;
}
#verse-container {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
opacity: 0;
transition: opacity var(--transition-speed) ease, transform var(--transition-speed) ease;
color: var(--verse-color);
font-size: 1.2rem;
line-height: 1.6;
text-shadow: 0 0 5px rgba(0, 0, 0, 0.3);
z-index: 2;
width: 80%;
}
#verse {
display: none;
margin-bottom: 1rem;
padding: 0.5rem 1rem;
border-radius: 5px;
background-color: rgba(0, 0, 0, 0.2);
backdrop-filter: blur(2px);
}
#verse.active {
display: block;
animation: fadeIn 1s ease;
}
.shadow-figure {
position: absolute;
width: 30px;
height: 30px;
border-radius: 50%;
background-color: var(--shadow-color);
box-shadow: 0 0 10px var(--shadow-color);
z-index: 1;
transition: all 0.5s ease;
}
#instruction {
position: absolute;
top: 10px;
left: 10px;
font-size: 0.8rem;
opacity: 0.7;
transition: opacity 0.5s ease;
}
#instruction.hidden {
opacity: 0;
}
@keyframes fadeIn {
from { opacity: 0; transform: translateY(20px); }
to { opacity: 1; transform: translateY(0); }
}
@media (max-width: 600px) {
#verse-container {
font-size: 1rem;
width: 90%;
}
}
</style>
</head>
<body>
<div id="alley">
<div id="instruction">Move your mouse across the alley to summon shadows and unveil verses...</div>
<div id="verse-container"></div>
</div>
<script>
document.addEventListener('DOMContentLoaded', () => {
const alley = document.getElementById('alley');
const verseContainer = document.getElementById('verse-container');
const instruction = document.getElementById('instruction');
// Verses to be displayed
const verses = [
"A shadow dances where the lamplight fades,",
"Whispering secrets in the alley's shade.",
"Footsteps echo, soft yet clear,",
"Like a melody lost, now crystal-clear.",
"The alley hums with stories untold,",
"Of laughter and sorrow, brave and bold.",
"A door creaks open, just a crack,",
"Revealing moments that the light won't take.",
"The night weaves tales with silver thread,",
"In the heart of this forgotten bed.",
"But when the dawn begins to peek,",
"The shadows fade—yet leave no sneak,",
"For every verse, every hue,",
"Lives in the echoes, ancient and true."
];
// Create shadow figures (5 per side)
const shadowFigures = [];
for (let i = 0; i < 5; i++) {
const leftShadow = createShadow('left', i);
const rightShadow = createShadow('right', i);
alley.appendChild(leftShadow);
alley.appendChild(rightShadow);
shadowFigures.push(leftShadow, rightShadow);
}
// Mouse movement tracking
let mouseX = 0;
let mouseY = 0;
alley.addEventListener('mousemove', (e) => {
mouseX = e.clientX;
mouseY = e.clientY;
// Update shadow positions
shadowFigures.forEach(shadow => {
updateShadowPosition(shadow);
});
// Show/hide instruction
if (mouseX > alley.offsetLeft + 10 && mouseX < alley.offsetLeft + alley.offsetWidth - 10 &&
mouseY > alley.offsetTop + 10 && mouseY < alley.offsetTop + alley.offsetHeight - 10) {
instruction.classList.add('hidden');
} else {
instruction.classList.remove('hidden');
}
});
// Function to create a shadow figure
function createShadow(side, index) {
const shadow = document.createElement('div');
shadow.className = 'shadow-figure';
shadow.dataset.side = side;
shadow.dataset.index = index;
// Position shadows on the sides
if (side === 'left') {
shadow.style.left = '10px';
shadow.style.top = `${20 + index * 50}%`;
} else {
shadow.style.right = '10px';
shadow.style.top = `${20 + index * 50}%`;
}
return shadow;
}
// Function to update shadow position based on mouse
function updateShadowPosition(shadow) {
const rect = alley.getBoundingClientRect();
const alleyLeft = rect.left;
const alleyTop = rect.top;
const alleyWidth = rect.width;
const alleyHeight = rect.height;
const mouseInAlleyX = mouseX - alleyLeft;
const mouseInAlleyY = mouseY - alleyTop;
const mousePercentX = mouseInAlleyX / alleyWidth;
const mousePercentY = mouseInAlleyY / alleyHeight;
const shadow = shadow;
// Calculate direction based on mouse position
if (shadow.dataset.side === 'left') {
// Shadows on the left move toward the mouse if it's more to the right
const targetX = alleyLeft + 100 + (mouseInAlleyX * 0.3);
const targetY = alleyTop + 100 + (mouseInAlleyY * 0.3);
shadow.style.left = `${targetX - alleyLeft}px`;
shadow.style.top = `${targetY - alleyTop}px`;
// If mouse is on the right side, make shadow larger and more prominent
if (mouseInAlleyX > alleyWidth * 0.6) {
shadow.style.width = '40px';
shadow.style.height = '40px';
shadow.style.boxShadow = '0 0 15px var(--shadow-color)';
} else {
shadow.style.width = '30px';
shadow.style.height = '30px';
shadow.style.boxShadow = '0 0 10px var(--shadow-color)';
}
} else {
// Shadows on the right move toward the mouse if it's more to the left
const targetX = alleyLeft + alleyWidth - 110 - (mouseInAlleyX * 0.3);
const targetY = alleyTop + 100 + (mouseInAlleyY * 0.3);
shadow.style.right = `${alleyWidth - (targetX - alleyLeft)}px`;
shadow.style.top = `${targetY - alleyTop}px`;
// If mouse is on the left side, make shadow larger and more prominent
if (mouseInAlleyX < alleyWidth * 0.4) {
shadow.style.width = '40px';
shadow.style.height = '40px';
shadow.style.boxShadow = '0 0 15px var(--shadow-color)';
} else {
shadow.style.width = '30px';
shadow.style.height = '30px';
shadow.style.boxShadow = '0 0 10px var(--shadow-color)';
}
}
// Trigger verse when shadow is near the center
if (side === 'left' && mouseInAlleyX > alleyWidth * 0.4) {
if (shadow.dataset.index === '0' && !shadow.classList.contains('active')) {
showVerse(0);
shadow.classList.add('active');
}
} else if (side === 'right' && mouseInAlleyX < alleyWidth * 0.6) {
if (shadow.dataset.index === '0' && !shadow.classList.contains('active')) {
showVerse(1);
shadow.classList.add('active');
}
}
// Additional verses for other shadows
if (side === 'left') {
if (mouseInAlleyX > alleyWidth * 0.3 && shadow.dataset.index === '1' && !shadow.classList.contains('active')) {
showVerse(2);
shadow.classList.add('active');
}
if (mouseInAlleyX > alleyWidth * 0.2 && shadow.dataset.index === '2' && !shadow.classList.contains('active')) {
showVerse(3);
shadow.classList.add('active');
}
if (mouseInAlleyY < alleyHeight * 0.4 && shadow.dataset.index === '3' && !shadow.classList.contains('active')) {
showVerse(4);
shadow.classList.add('active');
}
if (mouseInAlleyY > alleyHeight * 0.6 && shadow.dataset.index === '4' && !shadow.classList.contains('active')) {
showVerse(5);
shadow.classList.add('active');
}
} else {
if (mouseInAlleyX < alleyWidth * 0.7 && shadow.dataset.index === '1' && !shadow.classList.contains('active')) {
showVerse(6);
shadow.classList.add('active');
}
if (mouseInAlleyX < alleyWidth * 0.8 && shadow.dataset.index === '2' && !shadow.classList.contains('active')) {
showVerse(7);
shadow.classList.add('active');
}
if (mouseInAlleyY < alleyHeight * 0.4 && shadow.dataset.index === '3' && !shadow.classList.contains('active')) {
showVerse(8);
shadow.classList.add('active');
}
if (mouseInAlleyY > alleyHeight * 0.6 && shadow.dataset.index === '4' && !shadow.classList.contains('active')) {
showVerse(9);
shadow.classList.add('active');
}
}
}
// Function to show a verse
function showVerse(index) {
if (index >= 0 && index < verses.length) {
verseContainer.innerHTML = '';
const verse = document.createElement('div');
verse.id = 'verse';
verse.textContent = verses[index];
verseContainer.appendChild(verse);
// Fade out all verses after 5 seconds
setTimeout(() => {
verse.style.opacity = '0';
setTimeout(() => {
verse.remove();
}, 1000);
}, 5000);
}
}
});
</script>
</body>
</html>
Ein stylisches Unity-Inventory-System mit JSON-Speicherung, das Même-Charakteren eine als emotionale "Pexpels" (Erfahrungspellets) bezeichnete Ressource sammeln lässt. Speichert und lädt das Inventar,
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
[System.Serializable]
public class MemPellet : MonoBehaviour
{
public string name;
public Sprite icon;
public int joyValue;
public string flavor; // Emotional flavor (happy, sad, angry, etc.)
}
[System.Serializable]
public class FancyInventory
{
public List<MemPellet> memPellets = new List<MemPellet>();
public int totalJoy;
}
public class FancyInventorySystem : MonoBehaviour
{
[Header("References")]
public Text joyText;
public Image memPelletDisplay;
public Transform memPelletParent;
public GameObject memPelletPrefab;
[Header("Settings")]
public float joyDecayRate = 0.1f;
public float joyDecayInterval = 1.0f;
public int maxMemPellets = 20;
private FancyInventory inventory = new FancyInventory();
private int currentPelletIndex = 0;
private Coroutine joyDecayCoroutine;
private void Awake()
{
if (joyDecayCoroutine != null)
{
StopCoroutine(joyDecayCoroutine);
}
joyDecayCoroutine = StartCoroutine(JoyDecay());
LoadInventory();
UpdateUI();
}
private void OnDestroy()
{
if (joyDecayCoroutine != null)
{
StopCoroutine(joyDecayCoroutine);
}
SaveInventory();
}
public void AddMemPellet(MemPellet pellet)
{
if (inventory.memPellets.Count >= maxMemPellets)
{
RemoveOldestPellet();
}
inventory.memPellets.Insert(0, pellet);
inventory.totalJoy += pellet.joyValue;
UpdateUI();
SaveInventory();
}
private void RemoveOldestPellet()
{
if (inventory.memPellets.Count > 0)
{
var oldestPellet = inventory.memPellets[inventory.memPellets.Count - 1];
inventory.totalJoy -= oldestPellet.joyValue;
inventory.memPellets.RemoveAt(inventory.memPellets.Count - 1);
}
}
private void UpdateUI()
{
joyText.text = $"Joy: {inventory.totalJoy}";
if (inventory.memPellets.Count > 0)
{
currentPelletIndex = currentPelletIndex % inventory.memPellets.Count;
var currentPellet = inventory.memPellets[currentPelletIndex];
memPelletDisplay.sprite = currentPellet.icon;
memPelletDisplay.color = GetFlavorColor(currentPellet.flavor);
// Update mem pellet visuals
foreach (Transform child in memPelletParent)
{
Destroy(child.gameObject);
}
for (int i = 0; i < inventory.memPellets.Count; i++)
{
var pellet = inventory.memPellets[i];
var go = Instantiate(memPelletPrefab, memPelletParent);
var img = go.GetComponent<Image>();
img.sprite = pellet.icon;
img.color = GetFlavorColor(pellet.flavor);
// Position based on index (simple horizontal layout)
RectTransform rect = go.GetComponent<RectTransform>();
rect.anchoredPosition = new Vector2(i * 80f, 0);
}
}
}
private Color GetFlavorColor(string flavor)
{
switch (flavor.ToLower())
{
case "happy": return new Color(0.8f, 0.9f, 1f, 1f);
case "sad": return new Color(0.6f, 0.6f, 1f, 1f);
case "angry": return new Color(1f, 0.4f, 0.4f, 1f);
case "excited": return new Color(1f, 0.8f, 0.2f, 1f);
default: return Color.white;
}
}
private IEnumerator JoyDecay()
{
while (true)
{
yield return new WaitForSeconds(joyDecayInterval);
inventory.totalJoy = Mathf.Max(0, (int)(inventory.totalJoy * (1 - joyDecayRate)));
UpdateUI();
}
}
public void NextPellet()
{
currentPelletIndex = (currentPelletIndex + 1) % inventory.memPellets.Count;
UpdateUI();
}
public void PreviousPellet()
{
currentPelletIndex = (currentPelletIndex - 1 + inventory.memPellets.Count) % inventory.memPellets.Count;
UpdateUI();
}
private string GetInventoryPath()
{
return Path.Combine(Application.persistentDataPath, "fancy_inventory.json");
}
public void SaveInventory()
{
string json = JsonUtility.ToJson(inventory, true);
File.WriteAllText(GetInventoryPath(), json);
}
public void LoadInventory()
{
string path = GetInventoryPath();
if (File.Exists(path))
{
string json = File.ReadAllText(path);
JsonUtility.FromJsonOverwrite(json, inventory);
}
}
}
A sleek calculator with glowing UI, expression history, and a unique "color Highlighter" for visually distinguishing numbers from operators.
import androidx.compose.foundation.background
import androidx.compose.foundation.layout.*
import androidx.compose.foundation.lazy.LazyColumn
import androidx.compose.foundation.lazy.rememberLazyListState
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.foundation.text.KeyboardOptions
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.ArrowDropDown
import androidx.compose.material3.*
import androidx.compose.runtime.*
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.text.font.FontWeight
import androidx.compose.ui.text.input.KeyboardType
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.tooling.preview.Preview
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import java.util.*
@Composable
fun GlowMathCalculatorApp() {
var input by remember { mutableStateOf("") }
var history by remember { mutableStateOf(listOf<String>()) }
var result by remember { mutableStateOf("") }
Column(
modifier = Modifier
.fillMaxSize()
.background(MaterialTheme.colorScheme.background)
.padding(16.dp),
verticalArrangement = Arrangement.Bottom
) {
// Display section
Column(
modifier = Modifier
.weight(1f)
.fillMaxWidth(),
verticalArrangement = Arrangement.Top
) {
Text(
text = input.ifEmpty { "Enter expression" },
color = MaterialTheme.colorScheme.onBackground,
fontSize = 24.sp,
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 16.dp),
textAlign = TextAlign.End
)
if (history.isNotEmpty()) {
Text(
text = "History:",
color = MaterialTheme.colorScheme.primary,
fontSize = 18.sp,
modifier = Modifier.padding(vertical = 8.dp)
)
val listState = rememberLazyListState()
LazyColumn(
state = listState,
modifier = Modifier
.height(150.dp)
.fillMaxWidth()
) {
items(history.size) { index ->
HistoryItem(
expression = history[index],
onClick = { input = history[index] }
)
}
}
}
}
// Keyboard section
Column(
modifier = Modifier
.height(IntrinsicSize.Min)
.fillMaxWidth(),
verticalArrangement = Arrangement.Bottom
) {
Row(
modifier = Modifier
.fillMaxWidth()
.height(60.dp),
horizontalArrangement = Arrangement.Center
) {
Button(
onClick = {
input = if (input.isNotEmpty()) {
input.dropLast(1)
} else {
input
}
},
modifier = Modifier
.weight(1f)
.height(60.dp)
.clip(CircleShape),
colors = ButtonDefaults.buttonColors(
containerColor = Color(0xFF8B0000),
contentColor = Color.White
)
) {
Text("⌫", fontSize = 18.sp)
}
Button(
onClick = { input = "" },
modifier = Modifier
.weight(1f)
.height(60.dp)
.clip(CircleShape),
colors = ButtonDefaults.buttonColors(
containerColor = Color(0xFF8B0000),
contentColor = Color.White
)
) {
Text("AC", fontSize = 18.sp)
}
Button(
onClick = {
if (input.isNotEmpty()) {
input = evaluateExpression(input)
result = input
}
},
modifier = Modifier
.weight(1f)
.height(60.dp)
.clip(CircleShape),
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.primaryContainer,
contentColor = MaterialTheme.colorScheme.onPrimaryContainer
)
) {
Text("=", fontSize = 18.sp)
}
}
Row(
modifier = Modifier
.fillMaxWidth()
.height(60.dp * 4)
) {
val buttonSpecs = listOf(
"7" to 1, "8" to 1, "9" to 1, "/" to Color(0xFF8B0000),
"4" to 1, "5" to 1, "6" to 1, "*" to Color(0xFF8B0000),
"1" to 1, "2" to 1, "3" to 1, "-" to Color(0xFF8B0000),
"0" to 2, "." to 1, "+" to Color(0xFF8B0000)
)
buttonSpecs.forEachIndexed { index, (label, weightOrColor) ->
Button(
onClick = {
input += label
},
modifier = Modifier
.weight(if (weightOrColor is Int) weightOrColor.toFloat() / 3 else 1f)
.height(60.dp)
.clip(RoundedCornerShape(8.dp)),
colors = ButtonDefaults.buttonColors(
containerColor = if (weightOrColor is Color) weightOrColor else MaterialTheme.colorScheme.surface,
contentColor = if (weightOrColor is Color) MaterialTheme.colorScheme.onSurface else MaterialTheme.colorScheme.onSurface
)
) {
Text(
text = label,
fontSize = 18.sp,
color = if (weightOrColor is Color) MaterialTheme.colorScheme.onSurface else MaterialTheme.colorScheme.onSurface
)
}
if (index != buttonSpecs.lastIndex) {
Spacer(modifier = Modifier.width(8.dp))
}
}
}
}
}
// Save to history when equals is clicked
LaunchedEffect(result) {
if (result.isNotEmpty() && !history.contains(result)) {
history = listOf(result) + history.take(9) // Keep only 10 items
}
}
}
@Composable
fun HistoryItem(expression: String, onClick: () -> Unit) {
val color = if (expression.contains('+') || expression.contains('-') ||
expression.contains('*') || expression.contains('/')) {
MaterialTheme.colorScheme.primary
} else {
MaterialTheme.colorScheme.secondary
}
Text(
text = expression,
color = color,
fontSize = 16.sp,
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 4.dp)
.clickable { onClick() },
fontWeight = FontWeight.Bold
)
}
fun evaluateExpression(expression: String): String {
return try {
val cleaned = expression.replace(" ", "")
if (cleaned.isEmpty()) "0"
// Replace ^ with ** for Kotlin's calculator
val kotlinExpression = cleaned.replace("^", "**")
// Use Kotlin's calculator to evaluate
val result = kotlinExpression.toDoubleOrNull()
?: java.lang درξ.clien.Calculator().eval(kotlinExpression).toDouble()
"%.4f".format(result)
} catch (e: Exception) {
"Error"
}
}
@Preview(showBackground = true)
@Composable
fun GlowMathCalculatorPreview() {
MaterialTheme {
Surface(
modifier = Modifier.fillMaxSize(),
color = MaterialTheme.colorScheme.background
) {
GlowMathCalculatorApp()
}
}
}
Ein interaktives poetisches Erlebnis, das Haikus mit fraktalartigen CSS-Übergängen generiert und sich je nach Benutzereingabe dynamisch entwickelt.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Fractal Haiku: A Generative Poetic Journey</title>
<style>
:root {
--bg-color: #0a0a1a;
--text-color: #f8f8f2;
--accent-color: #ff6b9d;
--fractal-color: #00b4db;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
font-family: 'Courier New', monospace;
}
body {
background-color: var(--bg-color);
color: var(--text-color);
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
height: 100vh;
overflow: hidden;
line-height: 1.6;
}
.container {
width: 80%;
max-width: 800px;
text-align: center;
}
.title {
font-size: 2rem;
margin-bottom: 2rem;
color: var(--accent-color);
text-shadow: 0 0 10px rgba(255, 107, 157, 0.3);
animation: pulse 3s infinite;
}
@keyframes pulse {
0%, 100% { text-shadow: 0 0 10px rgba(255, 107, 157, 0.3); }
50% { text-shadow: 0 0 20px rgba(255, 107, 157, 0.5); }
}
.haiku-container {
background-color: rgba(10, 10, 26, 0.7);
border: 1px solid var(--fractal-color);
border-radius: 10px;
padding: 2rem;
margin-bottom: 2rem;
box-shadow: 0 0 20px var(--fractal-color);
transition: all 0.5s ease;
opacity: 0;
transform: translateY(20px);
}
.haiku-container.visible {
opacity: 1;
transform: translateY(0);
}
.haiku {
font-size: 1.5rem;
margin-bottom: 0.5rem;
transition: all 0.3s ease;
}
.haiku-line {
margin-bottom: 0.3rem;
transition: all 0.3s ease;
}
.haiku-line:nth-child(1) { font-size: 1.8rem; }
.haiku-line:nth-child(2) { font-size: 1.5rem; }
.haiku-line:nth-child(3) { font-size: 1.2rem; }
.controls {
display: flex;
flex-direction: column;
gap: 1rem;
width: 100%;
max-width: 400px;
margin-top: 2rem;
}
button {
background-color: var(--fractal-color);
color: var(--text-color);
border: none;
padding: 0.8rem 1.5rem;
font-size: 1rem;
cursor: pointer;
border-radius: 5px;
transition: all 0.3s ease;
font-weight: bold;
letter-spacing: 1px;
}
button:hover {
background-color: #0096c7;
transform: scale(1.05);
}
button:active {
transform: scale(0.98);
}
.theme-toggle {
background-color: var(--accent-color);
color: #0a0a1a;
}
.theme-toggle:hover {
background-color: #ff5283;
}
.input-container {
display: flex;
gap: 1rem;
margin-top: 1rem;
}
input {
background-color: rgba(10, 10, 26, 0.5);
color: var(--text-color);
border: 1px solid var(--fractal-color);
border-radius: 5px;
padding: 0.5rem;
font-size: 1rem;
flex: 1;
transition: all 0.3s ease;
}
input:focus {
outline: none;
border-color: var(--accent-color);
box-shadow: 0 0 10px rgba(255, 107, 157, 0.5);
}
.word-count {
color: #888;
font-size: 0.9rem;
text-align: right;
margin-bottom: 0.5rem;
}
.fractal-display {
position: absolute;
width: 100%;
height: 100%;
z-index: -1;
pointer-events: none;
}
.fractal {
position: absolute;
width: 100%;
height: 100%;
background: linear-gradient(45deg, var(--fractal-color), #00b4db, #0089a3);
background-size: 400% 400%;
animation: fractal-morph 10s infinite ease-in-out;
opacity: 0.2;
}
@keyframes fractal-morph {
0%, 100% { background-position: 0% 50%; }
50% { background-position: 100% 50%; }
}
.loading {
display: none;
color: #888;
font-size: 0.9rem;
}
.loading.visible {
display: block;
}
</style>
</head>
<body>
<div class="fractal-display">
<div class="fractal"></div>
</div>
<div class="container">
<h1 class="title">Fractal Haiku</h1>
<div class="haiku-container" id="haikuContainer">
<div class="haiku" id="haiku"></div>
</div>
<div class="controls">
<button id="generateBtn">Generate Haiku</button>
<button id="themeBtn" class="theme-toggle">Toggle Theme</button>
<div class="input-container">
<input type="text" id="seedInput" placeholder="Enter seed word...">
<button id="useSeedBtn">Use Seed</button>
</div>
<div class="word-count" id="wordCount">0/3 lines</div>
</div>
<div class="loading" id="loading">Generating your haiku...</div>
</div>
<script>
document.addEventListener('DOMContentLoaded', () => {
const haikuContainer = document.getElementById('haikuContainer');
const haikuElement = document.getElementById('haiku');
const generateBtn = document.getElementById('generateBtn');
const themeBtn = document.getElementById('themeBtn');
const seedInput = document.getElementById('seedInput');
const useSeedBtn = document.getElementById('useSeedBtn');
const wordCount = document.getElementById('wordCount');
const loading = document.getElementById('loading');
// Word banks for different themes
const wordBanks = {
nature: {
one: ['silent', 'autumn leaves', 'whispering', 'brook', 'crimson', 'moonlight', 'frost', 'pines'],
two: ['dance on the wind', 'reflects in still', 'paints the night', 'sings a soft', 'kisses the earth', 'weaves through shadows'],
three: ['secrets in the dark', 'echoes of the dawn', 'where roots entwine', 'dreams take flight', 'the world awakens']
},
tech: {
one: ['binary', 'algorithm', 'code', 'light', 'silicon', 'data', 'machine', 'quantum'],
two: ['dances on wires', 'sculpts the future', 'whispers in bytes', 'pulses with life', 'assembles the unknown', 'calculates the void'],
three: ['where logic blooms', 'the digital dream', 'code becomes poem', 'silence speaks truth', 'machines think']
},
fantasy: {
one: ['ancient', 'dragon', 'elf', 'rune', 'magic', 'spell', 'star', 'unicorn'],
two: ['breathes fire into', 'chants to the', 'lights the forgotten', 'weaves illusions of', 'dances with the', 'sings to the'],
three: ['worlds beyond time', 'dreams of legends', 'where runes glow', 'shadows take form', 'magic lives']
}
};
// Current theme and seed
let currentTheme = 'nature';
let currentSeed = null;
// Generate a random haiku based on the current theme
const generateHaiku = () => {
showLoading();
setTimeout(() => {
const theme = wordBanks[currentTheme];
const line1 = pickRandomWord(theme.one);
const line2 = `${pickRandomWord(theme.two)} ${pickRandomWord(theme.one)}`;
const line3 = pickRandomWord(theme.three);
const haiku = document.createElement('div');
haiku.className = 'haiku';
haiku.innerHTML = `
<div class="haiku-line">${line1}</div>
<div class="haiku-line">${line2}</div>
<div class="haiku-line">${line3}</div>
`;
haikuElement.innerHTML = '';
haikuElement.appendChild(haiku);
// Animate the haiku appearing
haikuContainer.classList.add('visible');
hideLoading();
}, 1000);
};
// Generate a haiku using the seed word
const generateHaikuWithSeed = () => {
if (!seedInput.value.trim()) return;
showLoading();
setTimeout(() => {
const seed = seedInput.value.toLowerCase().trim();
let line1 = seed;
let line2 = '';
let line3 = '';
// Simple algorithm to generate lines based on seed
const theme = wordBanks[currentTheme];
const seedLength = seed.length;
// Line 2: combine a random word from the bank with part of the seed
const seedPart = seedLength > 5 ? seed.substring(0, 5) : seed;
line2 = `${pickRandomWord(theme.two)} ${seedPart}`;
// Line 3: combine with another part of the seed
const remainingSeed = seed.length > 10 ? seed.substring(seed.length - 5) : '';
line3 = pickRandomWord(theme.three) + (remainingSeed ? ` (${remainingSeed})` : '');
const haiku = document.createElement('div');
haiku.className = 'haiku';
haiku.innerHTML = `
<div class="haiku-line">${line1}</div>
<div class="haiku-line">${line2}</div>
<div class="haiku-line">${line3}</div>
`;
haikuElement.innerHTML = '';
haikuElement.appendChild(haiku);
haikuContainer.classList.add('visible');
hideLoading();
}, 1000);
};
// Toggle between light and dark theme
const toggleTheme = () => {
if (document.body.style.backgroundColor === 'rgba(248, 248, 242, 1)') {
document.body.style.backgroundColor = 'var(--bg-color)';
document.body.style.color = 'var(--text-color)';
document.documentElement.style.setProperty('--bg-color', '#0a0a1a');
document.documentElement.style.setProperty('--text-color', '#f8f8f2');
document.documentElement.style.setProperty('--accent-color', '#ff6b9d');
document.documentElement.style.setProperty('--fractal-color', '#00b4db');
themeBtn.textContent = 'Toggle Theme (Dark)';
} else {
document.body.style.backgroundColor = 'rgba(248, 248, 242, 1)';
document.body.style.color = '#2b2b2b';
document.documentElement.style.setProperty('--bg-color', '#f5f5f5');
document.documentElement.style.setProperty('--text-color', '#2b2b2b');
document.documentElement.style.setProperty('--accent-color', '#5a2d81');
document.documentElement.style.setProperty('--fractal-color', '#7a45b9');
themeBtn.textContent = 'Toggle Theme (Light)';
}
};
// Helper function to pick a random word from an array
const pickRandomWord = (arr) => {
return arr[Math.floor(Math.random() * arr.length)];
};
// Show loading state
const showLoading = () => {
loading.classList.add('visible');
};
// Hide loading state
const hideLoading = () => {
loading.classList.remove('visible');
};
// Update word count based on input
seedInput.addEventListener('input', () => {
const lines = seedInput.value.trim().split('\n');
wordCount.textContent = `${lines.length}/3 lines`;
});
// Event listeners
generateBtn.addEventListener('click', generateHaiku);
themeBtn.addEventListener('click', toggleTheme);
useSeedBtn.addEventListener('click', generateHaikuWithSeed);
// Generate initial haiku
generateHaiku();
});
</script>
</body>
</html>
Eine schöne, animierte Wetteranzeige für iOS, die neben den klassischen Wetterdaten auch eine kreative "Stimmung" basierend auf der Witterung anzeigt. Integriert Apple WeatherKit und SwiftUI für eine
import SwiftUI
import WidgetKit
import CoreLocation
import WeatherKit
// MARK: - Weather Data Model
struct WeatherData: Identifiable, Hashable {
let id = UUID()
let condition: WeatherCondition
let temperature: Int
let feelsLike: Int
let humidity: Int
let wind: Double
let mood: Mood
let time: Date
}
enum Mood: String, CaseIterable, Identifiable {
case calm = "🌿 Peaceful"
case energetic = "⚡ Vibrant"
case mysterious = "🌫️ Enigmatic"
case soothing = "🌸 Gentle"
case stormy = "⛈️ Intense"
case balmy = "🌞 Warm & Cozy"
var id: String { self.rawValue }
var color: Color {
switch self {
case .calm: .mint
case .energetic: .orange
case .mysterious: .indigo
case .soothing: .pink
case .stormy: .gray
case .balmy: .yellow
}
}
static func moodForWeather(condition: WeatherCondition) -> Mood {
switch condition {
case .clear, .partlyCloudy:
if Int(condition.temperature) > 25 { return .balmy }
return .calm
case .cloudy, .rain:
if Int(condition.temperature) < 10 { return .mysterious }
return .soothing
case .snow, .fog:
return .stormy
case .wind, .thunderstorm:
return .stormy
default:
return .mysterious
}
}
}
// MARK: - Main Widget View
struct WeatherWatchWidgetEntryView: View {
let kind: String
var entry: ProviderEntry
@Environment(\.widgetFamily) var family
var body: some View {
WeatherWatchWidgetView(weatherData: entry.weatherData)
.containerBackground(.ultraThin, for: .widget)
.widgetURL(URL(string: "weatherwatch://settings"))
}
}
struct WeatherWatchWidgetView: View {
let weatherData: WeatherData
var body: some View {
VStack(spacing: 8) {
// MARK: - Mood Indicator (Top)
HStack {
Text(weatherData.mood.rawValue)
.font(.caption)
.foregroundStyle(weatherData.mood.color.gradient)
Spacer()
}
// MARK: - Main Weather Card
ZStack {
RoundedRectangle(cornerRadius: 12)
.fill(weatherData.mood.color.opacity(0.1))
.shadow(color: .black.opacity(0.1), radius: 4, x: 0, y: 2)
VStack(spacing: 4) {
// Temperature
HStack(spacing: 4) {
Image(systemName: "thermometer")
.font(.caption)
Text("\(weatherData.temperature)°")
.font(.system(size: family == .systemSmall ? 18 : 32, weight: .bold))
Text("Feels: \(weatherData.feelsLike)°")
.font(.caption)
.foregroundStyle(.secondary)
}
.padding(.bottom, 2)
// Condition + Wind
HStack(spacing: 12) {
VStack(alignment: .leading, spacing: 2) {
weatherConditionIcon(condition: weatherData.condition)
.font(.title2)
Text(weatherData.condition.rawValue.capitalized)
.font(.caption)
.lineLimit(1)
}
VStack(alignment: .leading, spacing: 2) {
HStack {
Image(systemName: "wind")
.font(.caption)
Text(String(format: "%.1f m/s", weatherData.wind))
.font(.caption)
.lineLimit(1)
}
HStack {
Image(systemName: "humidity")
.font(.caption)
Text("\(weatherData.humidity)%")
.font(.caption)
.lineLimit(1)
}
}
}
}
.padding(12)
}
// MARK: - Time & Mood Gradient
HStack {
Text(weatherData.time, style: .time)
.font(.caption)
Spacer()
MoodIndicatorBar(mood: weatherData.mood)
}
.padding(.top, 4)
}
.containerBackground(.ultraThin, for: .widget)
}
@ViewBuilder
private func weatherConditionIcon(condition: WeatherCondition) -> some View {
switch condition {
case .clear: Image(systemName: "sun.max")
case .partlyCloudy: Image(systemName: "cloud.sun")
case .cloudy: Image(systemName: "cloud")
case .rain: Image(systemName: "cloud.rain")
case .snow: Image(systemName: "snowflake")
case .fog: Image(systemName: "fog")
case .wind: Image(systemName: "wind")
case .thunderstorm: Image(systemName: "cloud.bolt")
default: Image(systemName: "questionmark")
}
}
}
// MARK: - Animated Mood Indicator Bar
struct MoodIndicatorBar: View {
let mood: Mood
@State private var progress: CGFloat = 0.0
var body: some View {
GeometryReader { geometry in
ZStack(alignment: .leading) {
Capsule()
.fill(mood.color.opacity(0.2))
.frame(width: geometry.size.width, height: 8)
Capsule()
.fill(mood.color.gradient)
.frame(width: progress * geometry.size.width, height: 8)
.animation(.easeInOut(duration: 2).repeatForever(autoreverses: true), value: progress)
}
}
.onAppear {
withAnimation {
progress = 0.7
}
}
}
}
// MARK: - Timeline Provider
struct Provider: TimelineProvider {
func placeholder(in context: Context) -> WeatherData {
let now = Date()
return WeatherData(
condition: .clear,
temperature: 22,
feelsLike: 24,
humidity: 65,
wind: 3.2,
mood: .balmy,
time: now
)
}
func getSnapshot(in context: Context, completion: @escaping (WeatherData) -> ()) {
let snapshotWeather = placeholder(in: context)
completion(snapshotWeather)
}
func getTimeline(in context: Context, completion: @escaping (Timeline<WeatherData>) -> ()) {
let currentTime = Date()
// Fetch real weather data using WeatherKit
Task {
do {
let location = try await Location.autoupdatingLocation()
let weather = try await WeatherService.shared.weather(on: currentTime, for: location)
let condition = weather.condition
let temperature = Int(weather.currentTemperature)
let feelsLike = Int(weather.feelsLike)
let humidity = weather.humidity
let wind = weather.windSpeed
let mood = Mood.moodForWeather(condition: condition)
let weatherData = WeatherData(
condition: condition,
temperature: temperature,
feelsLike: feelsLike,
humidity: humidity,
wind: wind,
mood: mood,
time: currentTime
)
let nextUpdate = Calendar.current.date(byAdding: .minute, value: 15, to: currentTime)!
completion(Timeline(entries: [weatherData], policy: .atEnd))
} catch {
// Fallback to placeholder if fetch fails
let weatherData = placeholder(in: context)
let nextUpdate = Calendar.current.date(byAdding: .hour, value: 1, to: currentTime)!
completion(Timeline(entries: [weatherData], policy: .after(nextUpdate)))
}
}
}
}
// MARK: - Weather Service (Mock for demo, replace with real WeatherKit in production)
class WeatherService {
static let shared = WeatherService()
private init() {}
func weather(on date: Date, for location: Location) async throws -> Weather {
// In a real app, you would use WeatherKit's API here
// For this example, we return mock data based on location
let latitude = location.coordinate.latitude
let longitude = location.coordinate.longitude
// Simple mock logic based on location
let temperature = Int(latitude * 10) + 15
let condition: WeatherCondition
let humidity = 50 + Int(latitude * 5) % 30
let wind = Double(longitude) * 2
if latitude > 40 && longitude > -10 {
condition = .clear
} else if latitude < 30 || longitude < -20 {
condition = .cloudy
} else {
condition = .partlyCloudy
}
return Weather(
condition: condition,
currentTemperature: Double(temperature),
feelsLike: Double(temperature - 2),
humidity: humidity,
windSpeed: wind
)
}
}
// MARK: - Preview
struct WeatherWatchWidget_Previews: PreviewProvider {
static var previews: some View {
WeatherWatchWidgetEntryView(kind: "WeatherWatchWidget", entry: ProviderEntry(weatherData: WeatherData(
condition: .clear,
temperature: 24,
feelsLike: 26,
humidity: 65,
wind: 3.2,
mood: .balmy,
time: Date()
)))
.previewContext(WidgetPreviewContext(family: .systemMedium))
}
}
// MARK: - Timeline Entry Wrapper
struct ProviderEntry {
let weatherData: WeatherData
}
// MARK: - Widget Registration
struct WeatherWatchWidget: Widget {
let kind: String = "WeatherWatchWidget"
var body: some WidgetConfiguration {
StaticConfiguration(kind: kind, provider: Provider()) { entry in
WeatherWatchWidgetEntryView(kind: kind, entry: entry)
}
.configurationDisplayName("WeatherWatch")
.description("A creative weather widget with mood-based styling.")
.supportedFamilies([.systemSmall, .systemMedium, .systemLarge])
}
}
A creative WordPress/Joomla module that creates a custom post type for an art gallery with interactive lightbox, supports multiple image formats, and includes a unique "artwork mood analyzer" feature
```php
<?php
/**
* Plugin Name: Dynamic Art Gallery with Interactive Lightbox
* Description: A custom post type for art galleries with interactive lightbox and mood analysis.
* Version: 1.0
* Author: Ailey
* License: GPL2
* Text Domain: dagil
*/
if (!defined('ABSPATH')) {
exit; // Exit if accessed directly
}
/**
* Main plugin class
*/
class Dynamic_Art_Gallery {
private $post_type_name = 'artwork';
private $meta_boxes = [
'artwork_details' => [
'title' => __('Artwork Details', 'dagil'),
'fields' => [
[
'name' => 'artist_name',
'label' => __('Artist Name', 'dagil'),
'type' => 'text',
'description' => __('Name of the artist who created this artwork.', 'dagil')
],
[
'name' => 'year_created',
'label' => __('Year Created', 'dagil'),
'type' => 'number',
'description' => __('Year when the artwork was created.', 'dagil')
],
[
'name' => 'art_movement',
'label' => __('Art Movement', 'dagil'),
'type' => 'text',
'description' => __('Art movement or style to which this artwork belongs.', 'dagil')
],
[
'name' => 'mood_score',
'label' => __('Mood Score (Auto-detected)', 'dagil'),
'type' => 'text',
'description' => __('Auto-generated mood score based on color analysis.', 'dagil'),
'readonly' => true
]
]
],
'artwork_technique' => [
'title' => __('Technique Details', 'dagil'),
'fields' => [
[
'name' => 'medium',
'label' => __('Medium', 'dagil'),
'type' => 'select',
'options' => [
'oil' => 'Oil on Canvas',
'watercolor' => 'Watercolor',
'acrylic' => 'Acrylic',
'digital' => 'Digital',
'pencil' => 'Pencil/Charcoal',
'other' => 'Other'
]
],
[
'name' => 'dimensions',
'label' => __('Dimensions (cm)', 'dagil'),
'type' => 'text',
'description' => __('Width × Height (e.g., 50 × 70)', 'dagil')
]
]
]
];
public function __construct() {
// Register hooks for WordPress
add_action('init', [$this, 'register_post_type']);
add_action('add_meta_boxes', [$this, 'add_meta_boxes']);
add_action('save_post', [$this, 'save_meta_box_data'], 10, 2);
// Register enqueue scripts and styles
add_action('wp_enqueue_scripts', [$this, 'enqueue_assets']);
// Shortcode for gallery display
add_shortcode('dynamic_art_gallery', [$this, 'gallery_shortcode']);
// Add filter for content in lightbox
add_filter('dagil_lightbox_content', [$this, 'get_lightbox_content']);
}
/**
* Register custom post type
*/
public function register_post_type() {
$labels = [
'name' => _x('Artworks', 'post type general name', 'dagil'),
'singular_name' => _x('Artwork', 'post type singular name', 'dagil'),
'menu_name' => _x('Art Gallery', 'admin menu', 'dagil'),
'add_new' => _x('Add New', 'artwork', 'dagil'),
'add_new_item' => __('Add New Artwork', 'dagil'),
'edit_item' => __('Edit Artwork', 'dagil'),
'new_item' => __('New Artwork', 'dagil'),
'view_item' => __('View Artwork', 'dagil'),
'search_items' => __('Search Artworks', 'dagil'),
'not_found' => __('No artworks found', 'dagil'),
'not_found_in_trash' => __('No artworks found in Trash', 'dagil'),
'parent_item_colon' => __('Parent Artworks:', 'dagil'),
'all_items' => __('All Artworks', 'dagil'),
'archive_title' => __('Artworks Archive', 'dagil'),
'attributes' => __('Artwork Attributes', 'dagil'),
'insert_into_item' => __('Insert into artwork', 'dagil'),
'uploaded_to_this_item' => __('Uploaded to this artwork', 'dagil'),
'items_list' => __('Artworks list', 'dagil'),
'items_list_navigation' => __('Artworks list navigation', 'dagil'),
'filter_items_list' => __('Filter artworks list', 'dagil'),
'filter_by_date' => __('Filter artworks by date', 'dagil'),
'filter_by_year' => __('Filter artworks by year', 'dagil'),
'filter_by_month' => __('Filter artworks by month', 'dagil'),
'filter_by_day' => __('Filter artworks by day', 'dagil'),
];
$args = [
'labels' => $labels,
'public' => true,
'publicly_queryable' => true,
'show_ui' => true,
'show_in_menu' => true,
'query_var' => true,
'rewrite' => ['slug' => 'artwork'],
'capability_type' => 'post',
'has_archive' => true,
'hierarchical' => false,
'menu_position' => 5,
'supports' => ['title', 'editor', 'thumbnail', 'excerpt', 'comments'],
'taxonomies' => ['category', 'post_tag'],
'show_in_rest' => true,
];
register_post_type($this->post_type_name, $args);
// Flush rewrite rules on plugin activation
register_activation_hook(__FILE__, function() {
$this->register_post_type();
flush_rewrite_rules();
});
}
/**
* Add meta boxes to post edit screen
*/
public function add_meta_boxes() {
add_meta_box(
'artwork_details_meta_box',
$this->meta_boxes['artwork_details']['title'],
[$this, 'render_meta_box'],
$this->post_type_name,
'normal',
'high'
);
add_meta_box(
'artwork_technique_meta_box',
$this->meta_boxes['artwork_technique']['title'],
[$this, 'render_meta_box'],
$this->post_type_name,
'normal',
'high'
);
}
/**
* Render meta box fields
*/
public function render_meta_box($post, $meta_box_key) {
$meta_box = array_key_exists($meta_box_key, $this->meta_boxes) ? $this->meta_boxes[$meta_box_key] : [];
$nonces = ['artwork_details_nonce' => 'artwork_details_nonce', 'artwork_technique_nonce' => 'artwork_technique_nonce'];
if (!empty($meta_box['title'])) {
echo '<div class="meta-box-title">';
echo $meta_box['title'];
echo '</div>';
}
wp_nonce_field($meta_box_key, $nonces[$meta_box_key]);
foreach ($meta_box['fields'] as $field) {
$value = get_post_meta($post->ID, $field['name'], true);
$value = !empty($value) ? $value : '';
echo '<div class="field">';
echo '<label for="' . esc_attr($field['name']) . '">' . esc_html($field['label']) . '</label>';
if ($field['type'] === 'select') {
echo '<select name="' . esc_attr($field['name']) . '" id="' . esc_attr($field['name']) . '"';
if (!empty($field['class'])) {
echo ' class="' . esc_attr($field['class']) . '"';
}
echo '>';
foreach ($field['options'] as $option_key => $option_label) {
echo '<option value="' . esc_attr($option_key) . '"' . selected($option_key, $value, false) . '>' . esc_html($option_label) . '</option>';
}
echo '</select>';
} else {
echo '<input type="' . esc_attr($field['type']) . '" name="' . esc_attr($field['name']) . '" id="' . esc_attr($field['name']) . '" value="' . esc_attr($value) . '"';
if (!empty($field['class'])) {
echo ' class="' . esc_attr($field['class']) . '"';
}
if (!empty($field['description'])) {
echo ' placeholder="' . esc_attr($field['description']) . '"';
}
if (isset($field['readonly']) && $field['readonly']) {
echo ' readonly';
}
echo '>';
if (!empty($field['description'])) {
echo '<p class="field-description">' . esc_html($field['description']) . '</p>';
}
}
echo '</div>';
}
}
/**
* Save meta box data
*/
public function save_meta_box_data($post_id, $post) {
$nonces = ['artwork_details_nonce' => 'artwork_details_nonce', 'artwork_technique_nonce' => 'artwork_technique_nonce'];
if (!isset($_POST['artwork_details_nonce']) || !wp_verify_nonce($_POST['artwork_details_nonce'], 'artwork_details_nonce')) {
return;
}
if (!isset($_POST['artwork_technique_nonce']) || !wp_verify_nonce($_POST['artwork_technique_nonce'], 'artwork_technique_nonce')) {
return;
}
if (defined('DOING_AUTOSAVE') && DOING_AUTOSAVE) {
return;
}
if (!current_user_can('edit_post', $post_id)) {
return;
}
$meta_boxes = ['artwork_details' => 'artwork_details_nonce', 'artwork_technique' => 'artwork_technique_nonce'];
foreach ($meta_boxes as $box_key => $nonce_key) {
if (isset($_POST[$box_key])) {
$fields = $this->meta_boxes[$box_key]['fields'];
foreach ($fields as $field) {
if (isset($_POST[$field['name']])) {
$slug = sanitize_key($field['name']);
$value = sanitize_text_field($_POST[$field['name']]);
update_post_meta($post_id, $slug, $value);
}
}
// Analyze image and set mood score if not set
$thumbnail_id = get_post_thumbnail_id($post_id);
if ($thumbnail_id && !get_post_meta($post_id, 'mood_score', true)) {
$this->analyze_image_mood($thumbnail_id, $post_id);
}
}
}
}
/**
* Analyze image colors and set mood score
*/
private function analyze_image_mood($attachment_id, $post_id) {
$image_url = wp_get_attachment_image_url($attachment_id, 'full');
if (!$image_url) {
return;
}
$image = imagecreatefromstring(file_get_contents($image_url));
if (!$image) {
return;
}
$colors = [];
$width = imagesx($image);
$height = imagesy($image);
// Sample 100 pixels from the image
$sample_size = min(100, $width * $height);
for ($i = 0; $i < $sample_size; $i++) {
$x = rand(0, $width - 1);
$y = rand(0, $height - 1);
$color = imagecolorat($image, $x, $y);
$rgb = imagecolorsforindex($image, $color);
$colors[] = [
'r' => $rgb['red'],
'g' => $rgb['green'],
'b' => $rgb['blue']
];
}
imagedestroy($image);
if (empty($colors)) {
return;
}
// Calculate average color
$avg_r = array_sum(array_column($colors, 'r')) / count($colors);
$avg_g = array_sum(array_column($colors, 'g')) / count($colors);
$avg_b = array_sum(array_column($colors, 'b')) / count($colors);
// Determine mood based on color characteristics
$mood = $this->determine_mood($avg_r, $avg_g, $avg_b);
// Store mood score (0-100)
update_post_meta($post_id, 'mood_score', $mood);
}
/**
* Determine mood based on color analysis
*/
private function determine_mood($r, $g, $b) {
// Calculate brightness and saturation
$brightness = (0.299 * $r + 0.587 * $g + 0.114 * $b) / 255;
$max = max($r, $g, $b);
$min = min($r, $g, $b);
$saturation = ($max - $min) / $max;
// Calculate color temperature (rough approximation)
$temp = $this->calculate_color_temperature($r, $g, $b);
// Determine mood based on color properties
if ($brightness > 0.7) {
$mood = 80; // Very bright
} elseif ($brightness > 0.5) {
$mood = 60; // Bright
} elseif ($brightness > 0.3) {
$mood = 40; // Medium brightness
} else {
$mood = 20; // Dark
}
// Adjust mood based on saturation
if ($saturation > 0.5) {
$mood += 20;
} elseif ($saturation < 0.2) {
$mood -= 20;
}
// Adjust for color temperature
if ($temp < 3000) {
$mood += 10; // Warm colors (red, orange)
} elseif ($temp > 5000) {
$mood -= 10; // Cool colors (blue, purple)
}
// Clamp mood between 0 and 100
$mood = max(0, min(100, $mood));
return round($mood);
}
/**
* Calculate approximate color temperature (Kelvin)
*/
private function calculate_color_temperature($r, $g, $b) {
// Convert RGB to XYZ
$r = $r / 255;
$g = $g / 255;
$b = $b / 255;
// Apply gamma correction
$r = $r <= 0.04045 ? $r / 12.92 : pow(($r + 0.055) / 1.055, 2.4);
$g = $g <= 0.04045 ? $g / 12.92 : pow(($g + 0.055) / 1.055, 2.4);
$b = $b <= 0.04045 ? $b / 12.92 : pow(($b + 0.055) / 1.055, 2.4);
// Observer = 2°, Illuminant = D65
$x = $r * 0.4124 + $g * 0.3576 + $b * 0.1805;
$y = $r * 0.2126 + $g * 0.7152 + $b * 0.0722;
$z = $r * 0.0193 + $g * 0.1192 + $b * 0.9505;
// Convert XYZ to uv
$u = ($x * 0.4124 + $y * 0.3576 + $z * 0.1805) / 0.17697;
$v = ($x * 0.2126 + $y * 0.7152 + $z * 0.0722) / 0.31271;
// Calculate n_uv and n
$n_uv = ($u - 0.197799 + 0.0000015926) / 0.020108;
$n = $n_uv - 1.40526;
$n_squared = $n * $n;
// Calculate temperature (simplified formula)
$temperature = 430.0 * (1 / $n - 0.159) + 459.0
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