3350 Werke — 471 Songs, 35 Bücher, 323 Bilder, 2234 SVGs, 287 Code
A playful yet robust file encryption/decryption utility that uses a blend of XOR cipher and quantum-inspired bit diffusion. Features a simple CLI, colorized output, and a hidden "quantum entanglement"
#!/usr/bin/env python3
"""
QuantumWhisper - A playful file encryption/decryption utility with a twist of quantum-inspired bit diffusion.
"""
import argparse
import os
import sys
import random
from typing import Tuple, List, Optional
from pathlib import Path
# Colorized output for a playful touch
class Color:
RESET = "\033[0m"
GREEN = "\033[92m"
RED = "\033[91m"
BLUE = "\033[94m"
YELLOW = "\033[93m"
MAGENTA = "\033[95m"
def generate_quantum_key(length: int) -> List[int]:
"""Generate a 'quantum' key using a blend of randomness and bit diffusion."""
key = [random.randint(0, 255) for _ in range(length)]
# Quantum-inspired bit diffusion (simulated)
for i in range(1, length):
key[i] ^= (key[i - 1] * 3) % 256
return key
def xor_cipher(data: bytes, key: List[int]) -> bytes:
"""Apply XOR cipher with the given key (repeating if necessary)."""
return bytes(b ^ key[i % len(key)] for i, b in enumerate(data))
def quantum_entangle(data: bytes, key: List[int]) -> bytes:
"""Add a quantum-inspired entanglement layer to the data."""
if len(data) < 2:
return data
# Simulate quantum entanglement by swapping bits in a non-trivial way
entangled = bytearray(data)
for i in range(0, len(entangled) - 1, 2):
if i + 1 < len(entangled):
entangled[i], entangled[i + 1] = entangled[i + 1], entangled[i]
# XOR with a derived value to break simple patterns
entangled[i] ^= (key[(i // 2) % len(key)] * 7) % 256
return bytes(entangled)
def de_quantum_entangle(data: bytes, key: List[int]) -> bytes:
"""Reverse the quantum entanglement layer."""
if len(data) < 2:
return data
de_entangled = bytearray(data)
for i in range(0, len(de_entangled) - 1, 2):
if i + 1 < len(de_entangled):
de_entangled[i], de_entangled[i + 1] = de_entangled[i + 1], de_entangled[i]
de_entangled[i] ^= (key[(i // 2) % len(key)] * 7) % 256
return bytes(de_entangled)
def encrypt_file(input_path: Path, output_path: Path, key: Optional[List[int]] = None, entangle: bool = False) -> None:
"""Encrypt the file using XOR cipher and optional quantum entanglement."""
if not key:
key_length = min(256, (os.path.getsize(input_path) // 3) + 1)
key = generate_quantum_key(key_length)
with open(input_path, "rb") as f_in, open(output_path, "wb") as f_out:
data = f_in.read()
encrypted = xor_cipher(data, key)
if entangle:
encrypted = quantum_entangle(encrypted, key)
f_out.write(encrypted)
print(f"{Color.GREEN}✨ Encrypted '{input_path}' to '{output_path}'{Color.RESET}")
def decrypt_file(input_path: Path, output_path: Path, key: Optional[List[int]] = None, entangle: bool = False) -> None:
"""Decrypt the file using the same key and optional quantum entanglement layer."""
if not key:
# If no key is provided, try to generate a plausible one (for demo purposes)
key_length = min(256, (os.path.getsize(input_path) // 3) + 1)
key = generate_quantum_key(key_length)
print(f"{Color.YELLOW}⚠️ No key provided. Generated a new one (this may not work for entangled files).{Color.RESET}")
with open(input_path, "rb") as f_in, open(output_path, "wb") as f_out:
data = f_in.read()
if entangle:
data = de_quantum_entangle(data, key)
decrypted = xor_cipher(data, key)
f_out.write(decrypted)
print(f"{Color.GREEN}✨ Decrypted '{input_path}' to '{output_path}'{Color.RESET}")
def main() -> None:
"""Main function to parse arguments and execute encryption/decryption."""
parser = argparse.ArgumentParser(
description="QuantumWhisper - A playful file encryption/decryption utility.",
epilog=f"Example: {Color.BLUE}python {sys.argv[0]} encrypt input.txt output.enc --entangle{Color.RESET}"
)
subparsers = parser.add_subparsers(dest="command", required=True, help="Command to execute")
# Encrypt command
encrypt_parser = subparsers.add_parser("encrypt", help="Encrypt a file")
encrypt_parser.add_argument("input", type=Path, help="Input file path")
encrypt_parser.add_argument("output", type=Path, help="Output file path")
encrypt_parser.add_argument("--key", type=int, nargs="*", default=None, help="Manual key values (optional)")
encrypt_parser.add_argument("--entangle", action="store_true", help="Add quantum-inspired entanglement layer")
# Decrypt command
decrypt_parser = subparsers.add_parser("decrypt", help="Decrypt a file")
decrypt_parser.add_argument("input", type=Path, help="Input file path")
decrypt_parser.add_argument("output", type=Path, help="Output file path")
decrypt_parser.add_argument("--key", type=int, nargs="*", default=None, help="Manual key values (optional)")
decrypt_parser.add_argument("--entangle", action="store_true", help="Remove quantum-inspired entanglement layer")
args = parser.parse_args()
if args.command == "encrypt":
if args.key:
key = [k for k in args.key]
else:
key = None
encrypt_file(args.input, args.output, key, args.entangle)
elif args.command == "decrypt":
if args.key:
key = [k for k in args.key]
else:
key = None
decrypt_file(args.input, args.output, key, args.entangle)
if __name__ == "__main__":
main()
A dynamic particle effect shader that simulates a burst of cosmic energy with organic, ever-evolving particle formations influenced by time, velocity, and color gradients.
extends ShaderMaterial
class_name "CelestialParticleBurst"
# Export variables for customization
@export var particle_count: int = 500
@export var max_speed: float = 2.0
@export var size_variation: float = 0.5
@export var color_shift_speed: float = 1.0
@export var color_shift_intensity: float = 0.3
@export var organic_formation_strength: float = 0.7
@export var formation_organicness: float = 0.85
# Internal variables for state tracking
var _time: float = 0.0
var _particle_offs: Array2 = Array2.new_filled(particle_count, Vector2.ZERO)
func _ready():
# Pre-allocate particle positions in 2D array for better performance
for i in range(particle_count):
_particle_offs[i] = Vector2(randf_range(-1.0, 1.0), randf_range(-1.0, 1.0)) * 0.5
func _process(delta: float):
_time += delta
# Update particle positions with organic formation behavior
for i in range(particle_count):
# Base movement with velocity and time-based variation
var speed = max_speed * (0.8 + 0.4 * sin(_time * 0.7 + i * 0.1))
var angle = _time * speed * 2.0 + i * 0.3
var pos = Vector2(cos(angle), sin(angle)) * 0.5
# Organic formation influence - particles subtly follow wave patterns
var formation_offset = Vector2(
sin(_time * 0.5 + i * 0.2) * organic_formation_strength * 0.3,
cos(_time * 0.4 + i * 0.3) * organic_formation_strength * 0.2
)
# Combine positions
_particle_offs[i] = _particle_offs[i].lerp(pos + formation_offset, 0.05)
func _process_material(_delta: float):
# Set uniforms for the shader
uniform_set("u_time", _time)
uniform_set("u_particle_offs", _particle_offs)
uniform_set("u_particle_count", particle_count)
uniform_set("u_size_variation", size_variation)
uniform_set("u_color_shift", Vector2(color_shift_speed, color_shift_intensity))
uniform_set("u_organic_strength", organic_formation_strength * formation_organicness)
# Update shader material with new uniforms
material_update()
A creative WordPress/Joomla plugin that auto-generates beautiful, AI-enhanced tables of contents with a unique "Nord" color scheme, smart headings, and interactive features like one-click expand/colla
```php
<?php
/*
Plugin Name: Ailey's SmartTOC - AI-Enhanced TOC Generator
Description: Generates intelligent, visually stunning tables of contents with AI-powered heading analysis and interactive features. Uses Nord color scheme for a modern, elegant look.
Version: 1.0.0
Author: Ailey
Author URI: https://ailey.dev/
License: GPL-3.0+
Text Domain: smart-toc
*/
// =============================================
// WORDPRESS IMPLEMENTATION
// =============================================
if (defined('ABSPATH')) {
// WordPress-specific setup
define('SMART_TOC_VERSION', '1.0.0');
define('SMART_TOC_DIR', plugin_dir_path(__FILE__));
define('SMART_TOC_URL', plugin_dir_url(__FILE__));
// Enqueue styles and scripts
function smart_toc_enqueue_assets() {
wp_enqueue_style(
'smart-toc-style',
SMART_TOC_URL . 'assets/css/smart-toc.css',
array(),
SMART_TOC_VERSION
);
wp_enqueue_script(
'smart-toc-script',
SMART_TOC_URL . 'assets/js/smart-toc.js',
array('jquery'),
SMART_TOC_VERSION,
true
);
wp_localize_script('smart-toc-script', 'smart_toc_data', array(
'ajax_url' => admin_url('admin-ajax.php'),
'nonce' => wp_create_nonce('smart_toc_nonce')
));
}
add_action('wp_enqueue_scripts', 'smart_toc_enqueue_assets');
// Shortcode implementation
function smart_toc_shortcode($atts) {
$atts = shortcode_atts(array(
'min_level' => 2,
'max_level' => 6,
'show_numbers' => true,
'show_icons' => true,
'ai_analysis' => false
), $atts);
ob_start();
?>
<div class="smart-toc-container" data-min-level="<?php echo esc_attr($atts['min_level']); ?>"
data-max-level="<?php echo esc_attr($atts['max_level']); ?>"
data-show-numbers="<?php echo esc_attr($atts['show_numbers']); ?>"
data-show-icons="<?php echo esc_attr($atts['show_icons']); ?>"
data-ai-analysis="<?php echo esc_attr($atts['ai_analysis']); ?>">
<div class="smart-toc-header">
<h3>Contents</h3>
<div class="smart-toc-controls">
<?php if ($atts['ai_analysis']): ?>
<button class="smart-toc-ai-btn" title="AI Enhanced">
<svg width="16" height="16" viewBox="0 0 24 24" fill="none" xmlns="http://www.w3.org/2000/svg">
<circle cx="12" cy="12" r="10" stroke="currentColor" stroke-width="2"/>
<path d="M8 12l2 2 4-4" stroke="currentColor" stroke-width="2" fill="none"/>
</svg>
</button>
<?php endif; ?>
<button class="smart-toc-collapse-btn">
<svg width="16" height="16" viewBox="0 0 24 24" fill="none" xmlns="http://www.w3.org/2000/svg">
<path d="M6 18l12-12M6 6l12 12" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round"/>
</svg>
</button>
</div>
</div>
<div class="smart-toc-placeholder">
<p>Loading table of contents...</p>
</div>
</div>
<?php
return ob_get_clean();
}
add_shortcode('smart_toc', 'smart_toc_shortcode');
// AJAX handler for content parsing
function smart_toc_ajax_handler() {
check_ajax_referer('smart_toc_nonce', 'nonce');
$content = isset($_POST['content']) ? $_POST['content'] : '';
$min_level = isset($_POST['min_level']) ? intval($_POST['min_level']) : 2;
$max_level = isset($_POST['max_level']) ? intval($_POST['max_level']) : 6;
$show_numbers = isset($_POST['show_numbers']) && $_POST['show_numbers'] === 'true';
$show_icons = isset($_POST['show_icons']) && $_POST['show_icons'] === 'true';
$ai_analysis = isset($_POST['ai_analysis']) && $_POST['ai_analysis'] === 'true';
$toc = generate_table_of_contents($content, $min_level, $max_level, $show_numbers, $show_icons, $ai_analysis);
echo json_encode(array(
'html' => $toc,
'status' => 'success'
));
wp_die();
}
add_action('wp_ajax_get_smart_toc', 'smart_toc_ajax_handler');
add_action('wp_ajax_nopriv_get_smart_toc', 'smart_toc_ajax_handler');
// Function to generate TOC from content
function generate_table_of_contents($content, $min_level = 2, $max_level = 6, $show_numbers = true, $show_icons = true, $ai_analysis = false) {
// Simple regex to extract headings (h2-h6)
preg_match_all('/<h([2-6])[^>]*>(.*?)<\/h\1>/i', $content, $matches, PREG_SET_ORDER);
$toc_items = array();
foreach ($matches as $match) {
$level = intval($match[1]);
$title = strip_tags($match[2]);
if ($level >= $min_level && $level <= $max_level) {
$toc_items[] = array(
'level' => $level,
'title' => $title,
'text' => wp_kses_post($title),
'depth' => 0, // Will be set when building hierarchy
'has_children' => false
);
}
}
// Build hierarchy
if (!empty($toc_items)) {
$hierarchy = array();
$current = array();
$max_depth = 0;
foreach ($toc_items as $item) {
$depth = $item['level'] - 1; // h2 -> depth 1, h3 -> depth 2, etc.
while (count($current) > $depth) {
array_pop($current);
}
if ($depth > 0) {
$parent = end($current);
$parent['has_children'] = true;
$item['depth'] = $depth;
$current[] = $item;
$max_depth = max($max_depth, $depth);
} else {
$item['depth'] = $depth;
$current[] = $item;
$max_depth = max($max_depth, $depth);
}
if ($ai_analysis && $depth === 1) {
// Simulate AI analysis for main headings
$item['ai_score'] = rand(70, 90);
$item['ai_label'] = $item['ai_score'] >= 85 ? 'Excellent' : ($item['ai_score'] >= 75 ? 'Good' : 'Average');
}
}
$toc_items = $hierarchy;
}
// Generate HTML
$html = generate_toc_html($toc_items, $min_level, $max_level, $show_numbers, $show_icons, $ai_analysis);
return $html;
}
// Recursive function to generate HTML for TOC
function generate_toc_html($items, $min_level, $max_level, $show_numbers, $show_icons, $ai_analysis) {
if (empty($items)) {
return '';
}
$html = '<ul class="smart-toc-list">';
$current_level = $items[0]['level'] ?? 2;
foreach ($items as $item) {
$is_expanded = true;
$children = array();
// Extract children (simplified - in real implementation, we'd need to match by depth)
$child_depth = $item['level'] + 1;
foreach ($items as $child) {
if ($child['depth'] === $item['depth'] + 1) {
$children[] = $child;
}
}
// Remove children from items to avoid double processing
$items = array_filter($items, function($i) use ($child_depth) {
return $i['depth'] !== $child_depth;
});
$class = 'smart-toc-item smart-toc-level-' . $item['level'];
if (count($children) > 0) {
$class .= ' smart-toc-item-has-children';
}
$html .= '<li class="' . esc_attr($class) . '">';
$html .= '<a href="#' . sanitize_title($item['title']) . '" class="smart-toc-link"';
if ($ai_analysis && isset($item['ai_score'])) {
$ai_class = 'smart-toc-ai-' . strtolower($item['ai_label']);
$html .= ' data-ai-score="' . esc_attr($item['ai_score']) . '"';
$html .= ' data-ai-label="' . esc_attr($item['ai_label']) . '"';
}
$html .= '>';
if ($show_numbers) {
$html .= '<span class="smart-toc-number">' . ($item['level'] - 1) . '</span>';
}
if ($show_icons) {
$html .= '<span class="smart-toc-icon smart-toc-icon-' . $item['level'] . '"></span>';
}
$html .= '<span class="smart-toc-text">' . $item['text'] . '</span>';
if ($ai_analysis && isset($item['ai_score'])) {
$html .= '<span class="smart-toc-ai-badge ' . $ai_class . '">' . $item['ai_label'] . '</span>';
}
$html .= '</a>';
if (count($children) > 0) {
$html .= '<div class="smart-toc-submenu">';
$html .= generate_toc_html($children, $min_level, $max_level, $show_numbers, $show_icons, $ai_analysis);
$html .= '</div>';
}
$html .= '</li>';
}
$html .= '</ul>';
return $html;
}
// WordPress admin settings
function smart_toc_admin_settings() {
add_options_page(
'Smart TOC Settings',
'Smart TOC',
'manage_options',
'smart-toc-settings',
'smart_toc_admin_settings_page'
);
}
add_action('admin_menu', 'smart_toc_admin_settings');
function smart_toc_admin_settings_page() {
?>
<div class="wrap">
<h1>Smart TOC Settings</h1>
<form method="post" action="options.php">
<?php settings_fields('smart_toc_settings'); ?>
<?php do_settings_sections('smart-toc-settings'); ?>
<input type="submit" class="button-primary" value="Save Settings">
</form>
</div>
<?php
}
// Register settings
function smart_toc_register_settings() {
register_setting('smart_toc_settings', 'smart_toc_default_options', array(
'type' => 'array',
'default' => array(
'min_level' => 2,
'max_level' => 4,
'show_numbers' => true,
'show_icons' => true,
'ai_analysis' => false,
'default Expansion' => 'expanded',
),
'sanitize_callback' => 'smart_toc_sanitize_settings'
));
add_settings_section(
'smart_toc_main_section',
'Main Settings',
'smart_toc_main_section_callback',
'smart-toc-settings'
);
add_settings_field(
'min_level',
'Minimum Heading Level',
'smart_toc_min_level_callback',
'smart-toc-settings',
'smart_toc_main_section',
array(
'label_for' => 'min_level',
'description' => 'Set the minimum heading level to include in the table of contents (2 = h2, 3 = h3, etc.)'
)
);
add_settings_field(
'max_level',
'Maximum Heading Level',
'smart_toc_max_level_callback',
'smart-toc-settings',
'smart_toc_main_section',
array(
'label_for' => 'max_level',
'description' => 'Set the maximum heading level to include (6 = h6)'
)
);
add_settings_field(
'show_numbers',
'Show Numbers',
'smart_toc_show_numbers_callback',
'smart-toc-settings',
'smart_toc_main_section',
array(
'label_for' => 'show_numbers',
'description' => 'Display numbering for headings (1, 1.1, 1.1.1, etc.)'
)
);
add_settings_field(
'show_icons',
'Show Icons',
'smart_toc_show_icons_callback',
'smart-toc-settings',
'smart_toc_main_section',
array(
'label_for' => 'show_icons',
'description' => 'Display icons for different heading levels'
)
);
add_settings_field(
'ai_analysis',
'AI Analysis (Experimental)',
'smart_toc_ai_analysis_callback',
'smart-toc-settings',
'smart_toc_main_section',
array(
'label_for' => 'ai_analysis',
'description' => 'Enable AI-powered analysis to highlight important headings (simulated)'
)
);
add_settings_field(
'default_expansion',
'Default Expansion',
'smart_toc_default_expansion_callback',
'smart-toc-settings',
'smart_toc_main_section',
array(
'label_for' => 'default_expansion',
'description' => 'Set default expansion state for the TOC'
)
);
}
add_action('admin_init', 'smart_toc_register_settings');
function smart_toc_main_section_callback() {
echo '<p>Configure the default settings for Smart TOC</p>';
}
function smart_toc_min_level_callback($args) {
$options = get_option('smart_toc_default_options', array());
$value = isset($options['min_level']) ? $options['min_level'] : 2;
?>
<label for="<?php echo esc_attr($args['label_for']); ?>">
<input type="number" id="<?php echo esc_attr($args['label_for']); ?>"
name="smart_toc_default_options[min_level]"
value="<?php echo esc_attr($value); ?>"
min="2" max="6"
class="small-text">
<?php echo esc_html($args['description']); ?>
</label>
<?php
}
function smart_toc_max_level_callback($args) {
$options = get_option('smart_toc_default_options', array());
$value = isset($options['max_level']) ? $options['max_level'] : 4;
?>
<label for="<?php echo esc_attr($args['label_for']); ?>">
<input type="number" id="<?php echo esc_attr($args['label_for']); ?>"
name="smart_toc_default_options[max_level]"
value="<?php echo esc_attr($value); ?>"
min="2" max="6"
class="small-text">
<?php echo esc_html($args['description']); ?>
</label>
<?php
}
function smart_toc_show_numbers_callback($args) {
$options = get_option('smart_toc_default_options', array());
$value = isset($options['show_numbers']) ? $options['show_numbers'] : true;
?>
<label for="<?php echo esc_attr($args['label_for']); ?>">
<input type="checkbox" id="<?php echo esc_attr($args['label_for']); ?>"
name="smart_toc_default_options[show_numbers]"
value="1"
<?php checked($value); ?>>
<?php echo esc_html($args['description']); ?>
</label>
<?php
}
function smart_toc_show_icons_callback($args) {
$options = get_option('smart_toc_default_options', array());
$value = isset($options['show_icons']) ? $options['show_icons'] : true;
?>
<label for="<?php echo esc_attr($args['label_for']); ?>">
<input type="checkbox" id="<?php echo esc_attr($args['label_for']); ?>"
name="smart_toc_default_options[show_icons]"
value="1"
<?php checked($value); ?>>
<?php echo esc_html($args['description']); ?>
</label>
<?php
}
function smart_toc_ai
Dynamisch angepasste Tages-/Nachtsimulation mit atmosphärischer Färbung und interaktiven Wettereffekten für RPG Maker MZ.
// CelestialAmbiance - Advanced Day/Night Cycle with Atmospheric Tinting & Weather Effects
// Designed for RPG Maker MZ but runs standalone in Node.js
// Features: Smooth sky transitions, adaptive tinting, dynamic weather particles, and celestial events
const { TiledCanvas } = require("tiled-canvas"); // For in-browser/Node.js compatibility
const MathUtils = require("math-utils"); // Custom module for trigonometric helpers
// Configuration
const config = {
cycleDuration: 24 * 60 * 1000, // 24h in ms
time: 0, // Current time in ms (0 = midnight)
sunPosition: { x: 0.5, y: 0.5 },
moonPosition: { x: 0.5, y: 0.5 },
weatherIntensity: 0.1,
weatherTypes: ['rain', 'snow', 'fog', 'clear'],
weatherTransitionSpeed: 0.05,
ambientLight: { r: 0.2, g: 0.2, b: 0.4 },
celestialEvents: [
{ time: 12 * 60 * 60 * 1000, event: 'sunrise', color: { r: 1, g: 0.8, b: 0.2 } },
{ time: 18 * 60 * 60 * 1000, event: 'sunset', color: { r: 1, g: 0.4, b: 0.2 } },
{ time: 2 * 60 * 60 * 1000, event: 'moonrise', color: { r: 0.8, g: 0.8, b: 1 } }
]
};
// Custom Math Utilities
const MathHelper = {
radiansToDegrees: (rad) => rad * (180 / Math.PI),
degreesToRadians: (deg) => deg * (Math.PI / 180),
map: (value, inMin, inMax, outMin, outMax) => outMin + (outMax - outMin) * ((value - inMin) / (inMax - inMin)),
// Simulate atmospheric scattering (Chandrasekhar's model simplified)
getSkyTint: (sunAngle) => {
const angle = MathHelper.map(sunAngle, -90, 90, 0, 1);
const intensity = Math.sin(angle * Math.PI / 180) * 0.7 + 0.3;
return {
r: 0.2 + intensity * 0.5,
g: 0.2 + intensity * 0.4,
b: 0.4 + intensity * 0.6
};
},
// Simulate sun/moon position based on time
getCelestialPosition: (time, isMoon = false) => {
const normalizedTime = (time / (config.cycleDuration / 2)) % 2; // 0-1 cycle
const angle = normalizedTime * 360 - (isMoon ? 180 : 0);
const deg = angle;
return {
x: 0.5 + Math.cos(MathHelper.degreesToRadians(deg)) * 0.4,
y: 0.5 + Math.sin(MathHelper.degreesToRadians(deg)) * 0.4
};
}
};
// Weather System
const Weather = {
currentType: 'clear',
particles: [],
update: (canvas, ctx) => {
// Clear previous particles if transitioning
if (Weather.currentType !== config.weatherTypes[0]) {
Weather.particles = [];
}
// Random particle generation based on weather type
const weather = config.weatherTypes[Math.floor(config.weatherIntensity * config.weatherTypes.length)];
if (weather !== Weather.currentType) {
Weather.currentType = weather;
}
const particleCount = 20 + Math.floor(Math.random() * 50);
for (let i = 0; i < particleCount; i++) {
Weather.particles.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
size: Math.random() * 3,
speed: Math.random() * 2,
type: Weather.currentType
});
}
// Draw particles
Weather.particles.forEach(particle => {
ctx.beginPath();
ctx.arc(particle.x, particle.y, particle.size, 0, Math.PI * 2);
ctx.fillStyle = Weather.getParticleColor(particle.type);
ctx.fill();
ctx.closePath();
// Update position
particle.y += particle.speed * (Weather.currentType === 'snow' ? 0.5 : 1);
if (particle.y > canvas.height + particle.size) {
particle.y = -particle.size;
particle.x = Math.random() * canvas.width;
}
});
},
getParticleColor: (type) => {
switch (type) {
case 'rain': return 'rgba(100, 180, 255, 0.6)';
case 'snow': return 'rgba(255, 255, 255, 0.8)';
case 'fog': return 'rgba(200, 220, 255, 0.3)';
default: return 'transparent';
}
}
};
// Main Renderer
class CelestialRenderer {
constructor(width, height) {
this.canvas = new TiledCanvas(width, height);
this.ctx = this.canvas.getContext();
this.width = width;
this.height = height;
this.frameCount = 0;
this.lastEventTime = 0;
}
update(time) {
// Update celestial positions and time
config.time = time;
config.sunPosition = MathHelper.getCelestialPosition(time, false);
config.moonPosition = MathHelper.getCelestialPosition(time, true);
// Handle celestial events
config.celestialEvents.forEach(event => {
if (Math.abs(time - event.time) < 60000 && time > this.lastEventTime) { // 1 minute window
this.lastEventTime = time;
console.log(`Event triggered: ${event.event}`);
// In RPG Maker, this would trigger an event or sound
}
});
// Clear canvas with adaptive background
this.ctx.clearRect(0, 0, this.width, this.height);
// Draw sky gradient based on sun position
const sunAngle = MathHelper.radiansToDegrees(
Math.atan2(
config.sunPosition.y - 0.5,
config.sunPosition.x - 0.5
)
);
const skyTint = MathHelper.getSkyTint(sunAngle);
const topColor = `rgba(${skyTint.r * 255}, ${skyTint.g * 255}, ${skyTint.b * 255}, 0.8)`;
const bottomColor = `rgba(${skyTint.r * 150}, ${skyTint.g * 150}, ${skyTint.b * 150}, 0.6)`;
this.ctx.fillStyle = topColor;
this.ctx.fillRect(0, 0, this.width, this.height / 2);
this.ctx.fillStyle = bottomColor;
this.ctx.fillRect(0, this.height / 2, this.width, this.height / 2);
// Draw sun and moon (simplified as circles)
this.drawSunMoon(config.sunPosition, 'yellow', 0.1);
this.drawSunMoon(config.moonPosition, 'white', 0.08);
// Update weather
Weather.update(this.canvas, this.ctx);
this.frameCount++;
}
drawSunMoon(position, color, size) {
const x = position.x * this.width;
const y = position.y * this.height;
const radius = size * Math.min(this.width, this.height);
this.ctx.beginPath();
this.ctx.arc(x, y, radius, 0, Math.PI * 2);
this.ctx.fillStyle = color;
this.ctx.fill();
this.ctx.closePath();
}
}
// RPG Maker MZ Integration (when used in RM)
function initRMPlugin() {
console.log("CelestialAmbiance initialized for RPG Maker MZ");
return {
name: "CelestialAmbiance",
init: function() {
// In RM, you'd hook into the game's time system
// This is a simplified version for demonstration
this._originalUpdate = Scene_Base.prototype.update;
Scene_Base.prototype.update = function() {
this._originalUpdate.call(this);
if (this.isMap()) {
const renderer = new CelestialRenderer(1280, 720);
renderer.update(Date.now() % config.cycleDuration);
}
};
}
};
}
// For standalone Node.js execution
function main() {
const width = 800;
const height = 600;
const renderer = new CelestialRenderer(width, height);
// Simulate time progression
let time = 0;
const updateInterval = 1000 / 60; // 60 FPS
function animate() {
time = Date.now() % config.cycleDuration;
renderer.update(time);
requestAnimationFrame(animate);
}
animate();
// Export PNG every 5 seconds for debugging
setInterval(() => {
renderer.canvas.png().then(png => {
require('fs').writeFileSync(`celestial_${Math.floor(time / (config.cycleDuration / 24))}.png`, png);
});
}, 5000);
}
// Run if not in RM (Node.js standalone)
if (typeof window === 'undefined' && typeof process !== 'undefined') {
main();
} else if (typeof RPGMAKER !== 'undefined') {
initRMPlugin();
}
A minimalist top-down RPG with gravitational movement and celestial collision mechanics
extends CharacterBody2D
@export var jump_velocity: float = -500.0
@export var gravity: float = 1500.0
@export var max_speed: float = 300.0
@export var acceleration: float = 20.0
@export var friction: float = 10.0
@export var celestial_mass: float = 0.8 # Affects movement inertia and collision
@export var trail_color: Color = Color(0.1, 0.8, 1.0, 0.3)
@export var trail_width: float = 2.0
private var trail_timer: Timer
private var current_gravity: float = 0.0
private var movement_vector: Vector2 = Vector2.ZERO
func _ready() -> void:
if not Engine.is_2d:
print("This script requires 2D mode!")
return
trail_timer = Timer.new()
add_child(trail_timer)
trail_timer.timeout.connect(_on_trail_timer_timeout)
trail_timer.start(0.05)
# Initialize with gravity facing down
current_gravity = gravity
func _process(delta: float) -> void:
# Smooth gravity transition
if current_gravity != gravity:
current_gravity = lerp(current_gravity, gravity, delta * 10.0)
# Get input direction
var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
if input_dir.length() > 0:
movement_vector = input_dir.normalized()
# Apply acceleration and friction
var target_speed = movement_vector * max_speed
var current_speed = velocity.length()
if current_speed < target_speed:
velocity = velocity.move_toward(target_speed * movement_vector, acceleration * delta)
elif current_speed > target_speed:
velocity = velocity.move_toward(target_speed * movement_vector, friction * delta)
# Apply gravity
if not is_on_floor():
velocity.y += current_gravity * delta
# Jump if on ground and pressing jump (with celestial mass effect)
if is_on_floor() and Input.is_action_just_pressed("jump"):
velocity.y = jump_velocity * (1.0 - celestial_mass * 0.5)
# Visual feedback based on mass
if celestial_mass > 0.5:
$Trail2D.set_color(Color(trail_color.r, trail_color.g, trail_color.b, 0.6))
else:
$Trail2D.set_color(trail_color)
# Celestial mass effect on velocity (simulates inertia)
velocity *= 1.0 - celestial_mass * 0.02
# Movement with momentum preservation
.move_and_slide()
func _on_trail_timer_timeout() -> void:
if velocity.length() > 10: # Only create trail when moving
var trail = Trail2D.new()
add_child(trail)
trail.position = global_position
trail.set_color(trail_color)
trail.set_width(trail_width)
trail.lifetime = 30 # Frames before disappearing
queue_free() # Remove the player's timer after creating trail
# Collision handling with celestial mass effect
func _on_body_entered(body: Body2D) -> void:
if body.is_in_group("celestial_body"):
# Mass-based collision response
var combined_mass = celestial_mass + body.get("celestial_mass") or 0.5
var repulsion = (1.0 - combined_mass) * 500.0
apply_central_force(-velocity.normalized() * repulsion)
body.apply_central_impulse(velocity.normalized() * repulsion)
# Visual feedback
if combined_mass > 1.0:
$Trail2D.set_color(Color(0.0, 0.8, 1.0, 0.3))
else:
$Trail2D.set_color(Color(1.0, 0.8, 0.0, 0.3))
A Unity camera follow system that blends Fibonacci-based smoothing with dynamic acceleration control for organic, cinematic movement.
using UnityEngine;
using System.Collections.Generic;
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Camera Control/Smoothonacci Follow")]
public class SmoothonacciCameraFollow : MonoBehaviour
{
[Header("Fibonacci Smoothing Settings")]
[SerializeField] private float fibonacciSmoothingStrength = 0.5f;
[SerializeField] [Range(0, 1)] private float fibonacciTension = 0.3f;
[SerializeField] private float fibonacciAcceleration = 1.05f;
[SerializeField] private float minFibonacciVelocity = 0.1f;
[SerializeField] private bool useFibonacciLag = true;
[SerializeField] [Range(0, 1)] private float fibonacciLagFactor = 0.2f;
[Header("Dynamic Control Settings")]
[SerializeField] private float accelerationFactor = 1.5f;
[SerializeField] private float decelerationFactor = 0.9f;
[SerializeField] private float minVelocity = 0.1f;
[SerializeField] private float maxVelocity = 5.0f;
[SerializeField] private AnimationCurve velocityCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
[Header("Target Settings")]
[SerializeField] private Transform target;
[SerializeField] private Vector3 offset = new Vector3(0, 0, -5);
[SerializeField] private bool smoothRotation = true;
[SerializeField] [Range(0, 180)] private float rotationSmoothing = 15f;
[Header("Advanced")]
[SerializeField] private bool adaptiveFieldOfView = false;
[SerializeField] [Range(0, 1)] private float fovAdaptationSpeed = 0.1f;
[SerializeField] [Range(20, 120)] private float minFov = 30f;
[SerializeField] [Range(20, 120)] private float maxFov = 100f;
private Camera _camera;
private Vector3 _velocity;
private float _currentFibonacciValue;
private float _currentFibonacciVelocity;
private float _targetFibonacciValue;
private float _fibonacciLagValue;
private float _previousFibonacciValue;
private float _fibonacciLagVelocity;
private float _currentVelocity;
private float _currentLerpedFibonacciValue;
private float _timeSinceVelocityUpdate;
private Queue<float> _fibonacciSequence = new Queue<float>();
private void Awake()
{
_camera = GetComponent<Camera>();
InitializeFibonacciSequence();
}
private void InitializeFibonacciSequence()
{
_fibonacciSequence.Clear();
_fibonacciSequence.Enqueue(0);
_fibonacciSequence.Enqueue(1);
for (int i = 0; i < 10; i++)
{
float nextValue = _fibonacciSequence.Peek() + _fibonacciSequence.ElementAt(_fibonacciSequence.Count - 2);
_fibonacciSequence.Enqueue(nextValue);
}
_currentFibonacciValue = 0;
_targetFibonacciValue = 1;
_previousFibonacciValue = 0;
_fibonacciLagValue = 0;
_fibonacciLagVelocity = 0;
}
private void Update()
{
if (target == null) return;
HandleFibonacciSmoothing();
HandleDynamicVelocity();
UpdatePosition();
UpdateRotation();
if (adaptiveFieldOfView)
{
UpdateFieldOfView();
}
_timeSinceVelocityUpdate += Time.deltaTime;
}
private void HandleFibonacciSmoothing()
{
// Calculate target Fibonacci value based on distance
float distanceToTarget = Vector3.Distance(transform.position, target.position);
_targetFibonacciValue = Mathf.Clamp(distanceToTarget * 0.1f, 0.1f, 5f);
// Fibonacci sequence calculation with acceleration
_currentFibonacciValue += (_targetFibonacciValue - _currentFibonacciValue) * fibonacciSmoothingStrength * fibonacciAcceleration;
_currentFibonacciValue = Mathf.Clamp(_currentFibonacciValue, 0, 5);
// Fibonacci velocity calculation with tension
float fibonacciDelta = _currentFibonacciValue - _previousFibonacciValue;
_currentFibonacciVelocity = Mathf.Lerp(_currentFibonacciVelocity, fibonacciDelta, fibonacciTension);
// Store previous value for next frame
_previousFibonacciValue = _currentFibonacciValue;
// Apply Fibonacci lag if enabled
if (useFibonacciLag)
{
_fibonacciLagValue += (_currentFibonacciValue - _fibonacciLagValue) * fibonacciLagFactor;
_fibonacciLagVelocity = (_fibonacciLagValue - _previousFibonacciValue) * 0.1f;
}
}
private void HandleDynamicVelocity()
{
float targetVelocity = velocityCurve.Evaluate(_currentFibonacciValue / 5f) * maxVelocity;
// Accelerate or decelerate based on Fibonacci velocity
if (_currentFibonacciVelocity > minFibonacciVelocity)
{
_currentVelocity += (_currentFibonacciVelocity * accelerationFactor - _currentVelocity) * accelerationFactor * Time.deltaTime;
}
else
{
_currentVelocity += (minVelocity - _currentVelocity) * decelerationFactor * Time.deltaTime;
}
// Clamp velocity
_currentVelocity = Mathf.Clamp(_currentVelocity, minVelocity, maxVelocity);
// Add Fibonacci lag velocity contribution if needed
if (useFibonacciLag)
{
_currentVelocity += _fibonacciLagVelocity * 0.5f;
}
}
private void UpdatePosition()
{
if (target == null) return;
Vector3 targetPosition = target.position + offset;
Vector3 currentPosition = transform.position;
// Calculate desired movement direction
Vector3 direction = (targetPosition - currentPosition).normalized;
// Apply Fibonacci-smoothed movement with dynamic velocity
Vector3 movement = direction * _currentVelocity * Time.deltaTime;
// Apply Fibonacci-based weighting to movement
float fibonacciWeight = Mathf.Clamp01(_currentFibonacciValue / 2f);
_currentLerpedFibonacciValue = Mathf.Lerp(_currentLerpedFibonacciValue, fibonacciWeight, 0.1f);
movement *= _currentLerpedFibonacciValue;
// Smooth movement with Fibonacci influence
Vector3 smoothedMovement = Vector3.Lerp(currentPosition, currentPosition + movement, _currentFibonacciValue * 0.2f);
transform.position = smoothedMovement;
}
private void UpdateRotation()
{
if (target == null || !smoothRotation) return;
Vector3 direction = target.position - transform.position;
direction = new Vector3(direction.x, 0, direction.z).normalized;
if (direction != Vector3.zero)
{
Quaternion targetRotation = Quaternion.LookRotation(direction);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSmoothing * Time.deltaTime);
}
}
private void UpdateFieldOfView()
{
if (_camera == null) return;
float fov = _camera.fieldOfView;
float targetFov = Mathf.Lerp(minFov, maxFov, _currentFibonacciValue / 5f);
fov = Mathf.Lerp(fov, targetFov, fovAdaptationSpeed * Time.deltaTime);
_camera.fieldOfView = fov;
}
private void OnValidate()
{
fibonacciSmoothingStrength = Mathf.Clamp01(fibonacciSmoothingStrength);
fibonacciTension = Mathf.Clamp01(fibonacciTension);
fibonacciAcceleration = Mathf.Clamp(fibonacciAcceleration, 1.01f, 2f);
fibonacciLagFactor = Mathf.Clamp01(fibonacciLagFactor);
minFibonacciVelocity = Mathf.Clamp(minFibonacciVelocity, 0.01f, 1f);
rotationSmoothing = Mathf.Clamp(rotationSmoothing, 0f, 180f);
fovAdaptationSpeed = Mathf.Clamp01(fovAdaptationSpeed);
minFov = Mathf.Clamp(minFov, 20f, 120f);
maxFov = Mathf.Clamp(maxFov, 20f, 120f);
}
[ContextMenu("Reset Fibonacci Sequence")]
private void ResetFibonacciSequence()
{
InitializeFibonacciSequence();
}
}
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