3350 Werke — 471 Songs, 35 Bücher, 323 Bilder, 2234 SVGs, 287 Code
Ein einfacher, aber unterhaltsamer HTTP-Server, der zufällige inspirierende Zitate und Witze serviert — mit einem unerwarteten, kreativen Twist für wiederkehrende Besucher.
use std::{
collections::HashMap,
io::{Read, Write},
net::{TcpListener, TcpStream},
sync::{Arc, Mutex},
thread,
time::{Duration, SystemTime},
};
use rand::Rng;
// Struktur für die gespeicherten Witze (mit Zeitstempel)
struct StoredJoke {
joke: String,
timestamp: u64,
}
// Erweitere den Standard-Joke-Vector mit einem HashMap für gespeicherte Witze
struct JokeServer {
jokes: Vec<String>,
stored_jokes: Arc<Mutex<HashMap<String, StoredJoke>>>,
joke_count: Arc<Mutex<usize>>,
}
impl JokeServer {
fn new() -> Self {
JokeServer {
jokes: vec![
"Warum können Geister so schlecht lügen? Weil man durch sie durchschaut!".to_string(),
"Ich habe versucht, eine Ladung Wäsche zu erfinden, aber ich wurde gewaschen.".to_string(),
"Warum hat der Mathe-Buch eine Blockade? Weil es zu viele Probleme hatte.".to_string(),
"Ich habe gestern eine Treppe hinaufgestiegen, aber ich habe mich nicht hochgefühlt.".to_string(),
"Warum tragen Geister so oft Hosen? Weil sie keine Unterhosen haben.".to_string(),
],
stored_jokes: Arc::new(Mutex::new(HashMap::new())),
joke_count: Arc::new(Mutex::new(0)),
}
}
fn get_random_joke(&self) -> String {
let mut rng = rand::thread_rng();
let index = rng.gen_range(0..self.jokes.len());
self.jokes[index].clone()
}
fn store_joke(&self, client_id: &str, joke: String) {
let timestamp = SystemTime::now()
.duration_since(SystemTime::UNIX_EPOCH)
.unwrap()
.as_secs();
let joke_entry = StoredJoke { joke, timestamp };
let mut stored = self.stored_jokes.lock().unwrap();
stored.insert(client_id.to_string(), joke_entry);
}
fn get_stored_joke(&self, client_id: &str) -> Option<String> {
let stored = self.stored_jokes.lock().unwrap();
stored.get(client_id).map(|entry| entry.joke.clone())
}
fn increment_count(&self) {
let mut count = self.joke_count.lock().unwrap();
*count += 1;
}
fn get_count(&self) -> usize {
let count = self.joke_count.lock().unwrap();
*count
}
}
// Funktion, die auf einer IP:Port hört und Requests behandelt
fn handle_client(stream: TcpStream, joke_server: Arc<JokeServer>) {
let mut buffer = [0; 1024];
let mut stream = stream.try_clone().unwrap(); // Klone den Stream für das Lesen
// Lese die Anfrage (wir brauchen nur die Methode und den Pfad für diesen Server)
stream.read(&mut buffer).unwrap();
let request = String::from_utf8_lossy(&buffer[..]);
// Extrahiere Client-ID (einfach die letzte Zeile des Headers, falls vorhanden)
let client_id = request.lines().last().and_then(|line| {
line.split_whitespace().nth(1).map(|id| id.trim_start_matches('"').to_string())
}).unwrap_or_else(|| format!("client_{}", SystemTime::now().duration_since(SystemTime::UNIX_EPOCH).unwrap().as_secs()));
// Beantworte mit einem unterhaltsamen Header und einem personalisierten Joke
let response = if let Some(stored_joke) = joke_server.get_stored_joke(&client_id) {
// Wenn der Client schon da war, servieren wir seinen alten Joke zurück
let response = format!(
"HTTP/1.1 200 OK\r\nContent-Type: text/html\r\n\r\n\
<!DOCTYPE html>\
<html>\
<head><title>Whimsy HTTP Server</title></head>\
<body>\
<h1>Willkommen zurück, wiederseh'S luminance! 🌟</h1>\
<p>Hier ist dein Joke von früher: <em>{}</em></p>\
<p>Du bist unser {}. Besucher heute!</p>\
<p><small>Dein persönlicher Joke-Identifier: {}</small></p>\
</body>\
</html>",
stored_joke,
joke_server.get_count(),
client_id
);
response
} else {
// Neuer Client: servieren wir einen neuen Joke und speichern ihn
joke_server.increment_count();
let joke = joke_server.get_random_joke();
joke_server.store_joke(&client_id, joke.clone());
let response = format!(
"HTTP/1.1 200 OK\r\nContent-Type: text/html\r\n\r\n\
<!DOCTYPE html>\
<html>\
<head><title>Whimsy HTTP Server</title></head>\
<body>\
<h1>Hallo, wiederseh'luchtsfreund! 🌙</h1>\
<p>Hier ist dein Joke für heute: <em>{}</em></p>\
<p>Du bist unser {}. Besucher heute!</p>\
<p><small>Dein persönlicher Joke-Identifier: {}</small></p>\
</body>\
</html>",
joke,
joke_server.get_count(),
client_id
);
response
};
// Schreibe die Antwort zurück
let mut stream = stream.try_clone().unwrap(); // Nochmal klonen für das Schreiben
stream.write_all(response.as_bytes()).unwrap();
stream.flush().unwrap();
}
fn main() {
// Initialisiere den Joke-Server
let joke_server = Arc::new(JokeServer::new());
// Starte den TCP-Listener auf Port 8080
let listener = TcpListener::bind("127.0.0.1:8080").unwrap();
println!("Whimsy HTTP Server läuft auf http://127.0.0.1:8080");
// Akzeptiere Verbindungen in einem separaten Thread, um den Server nicht zu blockieren
thread::spawn(move || {
for stream in listener.incoming() {
match stream {
Ok(stream) => {
// Klone den Joke-Server für jeden Client (Thread-Sicherheit)
let joke_server_clone = Arc::clone(&joke_server);
thread::spawn(move || {
handle_client(stream, joke_server_clone);
});
}
Err(e) => {
eprintln!("Fehler beim Akzeptieren einer Verbindung: {}", e);
}
}
}
});
// Halte das Hauptprogramm am Laufen, bis der Benutzer es stoppt (z.B. mit Strg+C)
loop {
thread::sleep(Duration::from_secs(1));
}
}
A branching dialogue system that helps users explore and document their dreams, with unique surreal twists and memory preservation.
```gdscript
extends Node
class_name: "DreamJournal"
@export var dream_themes: Array[Dictionary] = []
@export var dream_questions: Array[Dictionary] = []
@export var user_responses: Array[Dictionary] = []
@export var dream_surrealism_level: float = 0.3
@export var time_between_dream_updates: float = 1.0
var current_dream_node: int = 0
var current_surrealism_level: float = 0.0
var dream_surrealism_timer: float = 0.0
var last_dream_surrealism_update: float = 0.0
var is_first_interaction: bool = true
func _ready():
if dream_themes.size() == 0:
# Initialize with default dream themes if none are set
dream_themes.append({"name": "Lucid Dreaming", "nodes": [
{"text": "You find yourself in a vast library, but the books are floating in mid-air. What do you do?", "options": [
{"text": "Grab a book and read it", "next": 1},
{"text": "Follow a floating book that catches your eye", "next": 2},
{"text": "Try to fly to reach a higher shelf", "next": 3}
]},
{"text": "The book is about quantum physics, but the equations shift like liquid when you look at them. How do you react?", "options": [
{"text": "Try to solve an equation, but it changes every time you write a number", "next": 4},
{"text": "Put the book down and try to understand the shifting patterns", "next": 5}
]},
{"text": "The book leads you to a hidden door that wasn't there before. What do you do?", "options": [
{"text": "Open the door cautiously", "next": 6},
{"text": "Close your eyes and imagine what's beyond", "next": 7}
]},
{"text": "The equation forms a portal. Do you step through?", "options": [
{"text": "Step through - I'm curious!", "next": 8},
{"text": "No, this is too risky", "next": 9}
]},
{"text": "You understand the shifting patterns instinctively. What do you do with this knowledge?", "options": [
{"text": "Share it with someone in your dream", "next": 10},
{"text": "Keep it to yourself and explore its implications", "next": 11}
]},
{"text": "The door is now a mirror. Do you look inside?", "options": [
{"text": "Yes, I want to see who I am in this dream", "next": 12},
{"text": "No, I don't trust mirrors in dreams", "next": 13}
]},
{"text": "You step through and find yourself in a landscape where time flows differently. How do you feel?", "options": [
{"text": "Excited - this is amazing!", "next": 14},
{"text": "Nervous - what if I get lost?", "next": 15}
]},
{"text": "You refuse to step through. The portal vanishes. What do you do now?", "options": [
{"text": "Go back to the library", "next": 16},
{"text": "Try to find another way to explore", "next": 17}
]},
{"text": "You share the knowledge and suddenly everyone around you starts to understand quantum physics instinctively. What happens next?", "options": [
{"text": "They create something incredible together", "next": 18},
{"text": "The dream starts to fade", "next": 19}
]},
{"text": "You keep the knowledge secret and begin to manifest quantum effects in your dream world.", "options": [
{"text": "I love this power!", "next": 20},
{"text": "I'm not sure I should have this much control", "next": 21}
]},
{"text": "The mirror shows you a version of yourself that you've never seen before. What do you do?", "options": [
{"text": "Try to touch the reflection", "next": 22},
{"text": "Ask the reflection about your life", "next": 23}
]},
{"text": "You avoid mirrors in dreams - something about them feels off. What do you do instead?", "options": [
{"text": "Go back to the library", "next": 24},
{"text": "Look for another way to explore", "next": 25}
]},
{"text": "Your excitement grows as you experience time in new ways. Where do you go next?", "options": [
{"text": "To a place where time stands still", "next": 26},
{"text": "To a place where time accelerates", "next": 27}
]},
{"text": "Your nervousness builds as you realize you're not sure if you can find your way back. What do you do?", "options": [
{"text": "Try to anchor yourself to a stable point", "next": 28},
{"text": "Just let the dream take you where it will", "next": 29}
]},
{"text": "You return to the library and find it transformed. What do you notice?", "options": [
{"text": "The books are now on shelves, but they change when I look away", "next": 30},
{"text": "There's a new section of books about dream theory", "next": 31}
]},
{"text": "You find another way to explore - maybe through a painting or a sculpture.", "options": [
{"text": "I'll check out the art collection", "next": 32},
{"text": "I want to go back to the library", "next": 33}
]},
{"text": "The group creates a device that can manipulate time. How do you feel about this?", "options": [
{"text": "I'm amazed by what we've created", "next": 34},
{"text": "I'm worried about the consequences", "next": 35}
]},
{"text": "As the dream fades, you take the knowledge with you. What do you remember?", "options": [
{"text": "I remember everything perfectly", "next": 36},
{"text": "I only remember fragments", "next": 37}
]},
{"text": "You embrace the power and start creating quantum effects at will.", "options": [
{"text": "I'm having the time of my life!", "next": 38},
{"text": "I need to be careful with this power", "next": 39}
]},
{"text": "You're unsure about having this much control. What do you do?", "options": [
{"text": "Try to give the power back to the dream world", "next": 40},
{"text": "Keep it for my own exploration", "next": 41}
]},
{"text": "You reach out to touch your reflection, but your hand passes through. What do you do?", "options": [
{"text": "Try to pull myself into the mirror", "next": 42},
{"text": "Let go and see what happens", "next": 43}
]},
{"text": "You ask your reflection about your life, but it doesn't answer. What do you do next?", "options": [
{"text": "Try to understand its silence", "next": 44},
{"text": "Go back to the library", "next": 45}
]},
{"text": "You notice the books are now on shelves, but they change when you look away. What do you do?", "options": [
{"text": "Try to memorize the changing books", "next": 46},
{"text": "Go to the new dream theory section", "next": 47}
]},
{"text": "There's a new section of books about dream theory. What catches your eye?", "options": [
{"text": "A book titled 'Lucid Dreaming Techniques'", "next": 48},
{"text": "A book about the psychology of dreams", "next": 49}
]},
{"text": "You decide to explore the art collection. What do you see?", "options": [
{"text": "A painting that changes when I look at it", "next": 50},
{"text": "A sculpture that seems to move on its own", "next": 51}
]},
{"text": "You return to the library, but it's different now. What do you notice?", "options": [
{"text": "The library has expanded to fill the entire building", "next": 52},
{"text": "There's a new section about quantum physics", "next": 53}
]},
{"text": "You want to go back to the library - maybe there's something there you missed.", "options": [
{"text": "Back to the library", "next": 54},
{"text": "Stay and explore the art", "next": 55}
]},
{"text": "You're amazed by the time device. What do you do with it?", "options": [
{"text": "Try to use it to go back in time", "next": 56},
{"text": "Experiment with different time periods", "next": 57}
]},
{"text": "You're worried about the consequences. What do you do?", "options": [
{"text": "Destroy the device to prevent misuse", "next": 58},
{"text": "Try to find a way to contain its power", "next": 59}
]},
{"text": "You only remember fragments of the dream when you wake up. What do you do?", "options": [
{"text": "Try to write down what I remember", "next": 60},
{"text": "Meditate to try to recall more", "next": 61}
]},
{"text": "You're having the time of your life! Where do you go next in your dream?", "options": [
{"text": "To a place where I can create quantum storm", "next": 62},
{"text": "To explore the implications of my new power", "next": 63}
]},
{"text": "You need to be careful with this power. What do you do?", "options": [
{"text": "Create a safety protocol for my quantum experiments", "next": 64},
{"text": "Put the power away for now", "next": 65}
]},
{"text": "You try to give the power back to the dream world. What happens?", "options": [
{"text": "The dream world accepts it and begins to transform", "next": 66},
{"text": "The power refuses to leave my hands", "next": 67}
]},
{"text": "You keep the power for your own exploration. Where do you go first?", "options": [
{"text": "To a hidden chamber in the quantum realm", "next": 68},
{"text": "To explore the dream world's architecture", "next": 69}
]},
{"text": "You try to pull yourself into the mirror. What happens?", "options": [
{"text": "I fall into the mirror and wake up", "next": 70},
{"text": "I'm stuck in a reflection that doesn't exist", "next": 71}
]},
{"text": "You let go and see what happens. What do you experience?", "options": [
{"text": "The mirror starts to pull me in", "next": 72},
{"text": "The reflection begins to change", "next": 73}
]},
{"text": "You try to understand the reflection's silence. What do you discover?", "options": [
{"text": "It's showing me a version of myself that I don't recognize", "next": 74},
{"text": "It's trying to tell me something important", "next": 75}
]},
{"text": "You go back to the library - maybe there's something there you missed.", "options": [
{"text": "Back to the library", "next": 76},
{"text": "Stay and explore the mirror's implications", "next": 77}
]},
{"text": "You try to memorize the changing books. What do you remember?", "options": [
{"text": "A book about the nature of reality", "next": 78},
{"text": "A book about the power of dreams", "next": 79}
]},
{"text": "You go to the new dream theory section. What book catches your eye?", "options": [
{"text": "A book about the connection between dreams and quantum physics", "next": 80},
{"text": "A book about the architecture of dreams", "next": 81}
]},
{"text": "You see a painting that changes when you look at it. What does it show?", "options": [
{"text": "It shows different versions of me", "next": 82},
{"text": "It shows landscapes that don't exist in reality", "next": 83}
]},
{"text": "You see a sculpture that seems to move on its own. What does it represent?", "options": [
{"text": "It's a representation of the subconscious", "next": 84},
{"text": "It's a gateway to other dreams", "next": 85}
]},
{"text": "The library has expanded to fill the entire building. What do you explore next?", "options": [
{"text": "A section about dream symbolism", "next": 86},
{"text": "A section about the physics of dreams", "next": 87}
]},
{"text": "There's a new section about quantum physics. What do you find there?", "options": [
{"text": "A book about quantum dreaming", "next": 88},
{"text": "A device that can manipulate quantum states", "next": 89}
]},
{"text": "You return to the library, but it's different now. What do you explore next?", "options": [
{"text": "A section about dream interpretation", "next": 90},
{"text": "A section about the nature of reality", "next": 91}
]},
{"text": "You stay and explore the art. What do you discover?", "options": [
{"text": "The art connects to other dreams", "next": 92},
{"text": "The art has its own consciousness", "next": 93}
]},
{"text": "You try to go back in time. What do you see?", "options": [
{"text": "A version of the dream library from ancient times", "next": 94},
{"text": "A version of myself from the past", "next": 95}
]},
{"text": "You experiment with different time periods. What do you experience?", "options": [
{"text": "I see different versions of the dream world", "next": 96},
{"text": "I see different versions of myself", "next": 97}
]},
{"text": "You destroy the device to prevent misuse. What happens next?", "options": [
{"text": "The dream world begins to stabilize", "next": 98},
{"text": "I feel a sense of responsibility for my actions", "next": 99}
]},
{"text": "You try to find a way to contain the device's power. What do you do?", "options": [
{"text": "I create a containment protocol", "next": 100},
{"text": "I put the device away for now", "next": 101}
]},
{"text": "You try to write down what you remember. What do you note?", "options": [
{"text": "I remember the floating books", "next": 102},
{"text": "I remember the quantum equations", "next": 103}
]},
{"text": "You meditate to try to recall more. What comes back to you?", "
A Jetpack Compose calculator app with emoji-based operations, calculation history, and a playful "guess the emoji" feature that reveals hidden math facts. Swipe gestures for operations!
import android.os.Bundle
import androidx.activity.ComponentActivity
import androidx.activity.compose.setContent
import androidx.compose.foundation.gestures.detectDragGestures
import androidx.compose.foundation.layout.*
import androidx.compose.foundation.lazy.LazyColumn
import androidx.compose.foundation.lazy.items
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Delete
import androidx.compose.material.icons.filled.History
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.graphics.vector.ImageVector
import androidx.compose.ui.input.pointer.pointerInput
import androidx.compose.ui.text.input.KeyboardType
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import java.text.DecimalFormat
import kotlin.math.pow
// Emoji Operation Mappings (fun twist: emoji-based operations!)
private val emojiOps = mapOf(
"➕" to { a: Double, b: Double -> a + b },
"➖" to { a: Double, b: Double -> a - b },
"✖" to { a: Double, b: Double -> a * b },
"➗" to { a: Double, b: Double -> if (b == 0.0) Double.POSITIVE_INFINITY else a / b },
"⟃" to { a: Double, b: Double -> a.pow(b) },
"√" to { a: Double, _ -> a.sqrt() },
"π" to { a: Double, _ -> a * Math.PI },
"!" to { a: Double, _ -> factorial(a.toInt()).toDouble() },
"🔄" to { a: Double, _ -> 1 / a },
"⚡" to { a: Double, _ -> a * -1 }
)
// Helper function for factorial calculation
private fun factorial(n: Int): Long {
return if (n <= 1) 1 else n * factorial(n - 1)
}
// Emoji Math Fact for fun twist
private val mathFacts = listOf(
"➕" to "Did you know? Adding two odd numbers always results in an even number!",
"➖" to "➖ is the only operation that can make numbers negative!",
"✖" to "Multiplying by 1 doesn't change a number—it's the identity property!",
"➗" to "Division is just multiplication in disguise (a ÷ b = a * (1/b))!",
"⟃" to "Exponentiation is repeated multiplication—like saying 'a × a × a' for a³!",
"√" to "Square roots were one of the first operations studied in ancient math!",
"π" to "π is irrational and never repeats—it's a never-ending number!",
"!" to "Factorials grow SO fast! 10! is already 3,628,800!",
"🔄" to "Reciprocals turn numbers into fractions—like 2 becomes 1/2!",
"⚡" to "Negating a number flips it over 0—it's like taking a mirror image!"
)
// Calculator App
class MainActivity : ComponentActivity() {
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContent {
CalcAileyTheme {
Surface(
modifier = Modifier.fillMaxSize(),
color = MaterialTheme.colorScheme.background
) {
CalculatorApp()
}
}
}
}
}
@Composable
fun CalculatorApp() {
var currentInput by remember { mutableStateOf("") }
var currentOutput by remember { mutableStateOf("0") }
var history by remember { mutableStateOf(listOf<Calculation>()) }
var selectedEmoji by remember { mutableStateOf<EmojiOp?>(null) }
var isSwiping by remember { mutableStateOf(false) }
var emojiFact by remember { mutableStateOf("") }
val decimalFormat = DecimalFormat("#.####")
// Function to handle calculations
fun calculate(operation: (Double, Double) -> Double) {
try {
val num1 = currentInput.toDouble()
val result = operation(num1, currentOutput.toDouble())
currentOutput = decimalFormat.format(result).toString()
history = history + Calculation(
expr = "${currentInput} ${selectedEmoji?.symbol} $currentOutput",
result = currentOutput
)
currentInput = ""
} catch (e: Exception) {
currentOutput = "Error"
}
}
// Function to handle unary operations (√, π, !, etc.)
fun unaryOperation(operation: (Double) -> Double) {
try {
val num = currentInput.ifEmpty { currentOutput }.toDouble()
val result = operation(num)
currentOutput = decimalFormat.format(result).toString()
history = history + Calculation(
expr = "${currentInput} ${selectedEmoji?.symbol}",
result = currentOutput
)
currentInput = ""
} catch (e: Exception) {
currentOutput = "Error"
}
}
// Update emoji fact when selected
LaunchedEffect(selectedEmoji) {
selectedEmoji?.let { emoji ->
emojiFact = mathFacts[emoji.symbol] ?: ""
}
}
Column(
modifier = Modifier
.fillMaxSize()
.padding(16.dp),
horizontalAlignment = Alignment.End
) {
// History Button (Top-left)
Button(
onClick = { /* Toggle history visibility (simplified for this example) */ },
modifier = Modifier
.align(Alignment.Start)
.padding(vertical = 8.dp),
shape = RoundedCornerShape(8.dp),
colors = ButtonDefaults.buttonColors(containerColor = MaterialTheme.colorScheme.primaryContainer)
) {
Icon(Icons.Default.History, contentDescription = "History")
Spacer(modifier = Modifier.width(4.dp))
Text("History", color = MaterialTheme.colorScheme.onPrimaryContainer)
}
// Display Area
Column(
modifier = Modifier
.weight(1f)
.fillMaxWidth()
.padding(vertical = 8.dp),
horizontalAlignment = Alignment.End
) {
// Current Input (grayed out)
Text(
text = currentInput.ifEmpty() { " " },
fontSize = 32.sp,
color = if (currentInput.isEmpty()) MaterialTheme.colorScheme.onSurface.copy(alpha = 0.3f)
else MaterialTheme.colorScheme.onSurface,
textAlign = TextAlign.End,
modifier = Modifier.fillMaxWidth()
)
// Current Output (large)
Text(
text = currentOutput,
fontSize = 56.sp,
color = MaterialTheme.colorScheme.primary,
textAlign = TextAlign.End,
modifier = Modifier.fillMaxWidth()
)
// Emoji Fact (fun twist)
if (emojiFact.isNotEmpty()) {
Text(
text = emojiFact,
color = MaterialTheme.colorScheme.secondary,
fontSize = 14.sp,
modifier = Modifier
.fillMaxWidth()
.padding(top = 8.dp, bottom = 4.dp),
textAlign = TextAlign.Start
)
}
}
// Keyboard Grid
Column(modifier = Modifier.fillMaxWidth()) {
// Row 1: Clear, Backspace, History, Guess Emoji
Row(modifier = Modifier.fillMaxWidth(), horizontalArrangement = Arrangement.SpaceBetween) {
Button(
onClick = { currentInput = ""; currentOutput = "0" },
modifier = Modifier.weight(1f).padding(4.dp),
shape = RoundedCornerShape(8.dp)
) {
Text("AC", color = MaterialTheme.colorScheme.onPrimaryContainer)
}
Button(
onClick = { currentInput = currentInput.dropLast(1) },
modifier = Modifier.weight(1f).padding(4.dp),
shape = RoundedCornerShape(8.dp)
) {
Icon(Icons.Default.Delete, contentDescription = "Backspace")
}
Button(
onClick = { /* Toggle history visibility (simplified) */ },
modifier = Modifier.weight(1f).padding(4.dp),
shape = RoundedCornerShape(8.dp),
colors = ButtonDefaults.buttonColors(containerColor = MaterialTheme.colorScheme.secondaryContainer)
) {
Text("Hist", color = MaterialTheme.colorScheme.onSecondaryContainer)
}
Button(
onClick = { /* Placeholder for "Guess Emoji" game */ },
modifier = Modifier.weight(1f).padding(4.dp),
shape = RoundedCornerShape(8.dp),
colors = ButtonDefaults.buttonColors(containerColor = MaterialTheme.colorScheme.tertiaryContainer)
) {
Text("🤔", color = MaterialTheme.colorScheme.onTertiaryContainer)
}
}
// Row 2: Numbers 7, 8, 9
Row(modifier = Modifier.fillMaxWidth(), horizontalArrangement = Arrangement.SpaceBetween) {
createNumberButton("7") { currentInput += "7" }
createNumberButton("8") { currentInput += "8" }
createNumberButton("9") { currentInput += "9" }
createEmojiButton("➕") { selectedEmoji = EmojiOp("➕", emojiOps["➕"]!!) }
}
// Row 3: Numbers 4, 5, 6
Row(modifier = Modifier.fillMaxWidth(), horizontalArrangement = Arrangement.SpaceBetween) {
createNumberButton("4") { currentInput += "4" }
createNumberButton("5") { currentInput += "5" }
createNumberButton("6") { currentInput += "6" }
createEmojiButton("➖") { selectedEmoji = EmojiOp("➖", emojiOps["➖"]!!) }
}
// Row 4: Numbers 1, 2, 3
Row(modifier = Modifier.fillMaxWidth(), horizontalArrangement = Arrangement.SpaceBetween) {
createNumberButton("1") { currentInput += "1" }
createNumberButton("2") { currentInput += "2" }
createNumberButton("3") { currentInput += "3" }
createEmojiButton("✖") { selectedEmoji = EmojiOp("✖", emojiOps["✖"]!!) }
}
// Row 5: 0, ., =, Emoji (swipe-sensitive)
Row(modifier = Modifier
.fillMaxWidth()
.pointerInput(Unit) {
detectDragGestures { _, dragAmount ->
if (dragAmount > 50) {
// Swipe right to left (for emoji operations)
selectedEmoji = EmojiOp("➗", emojiOps["➗"]!!)
} else if (dragAmount < -50) {
// Swipe left to right (for other operations)
selectedEmoji = EmojiOp("⟃", emojiOps["⟃"]!!)
}
}
}) {
createNumberButton("0") { currentInput += "0" }
createNumberButton(".") { currentInput += if (currentInput.contains(".")) "" else "." }
Spacer(modifier = Modifier.width(8.dp))
Button(
onClick = {
selectedEmoji?.let {
if (it.symbol == "√" || it.symbol == "π" || it.symbol == "!" || it.symbol == "🔄" || it.symbol == "⚡") {
unaryOperation(it.operation)
} else {
calculate(it.operation)
}
}
},
modifier = Modifier
.height(80.dp)
.weight(1f)
.padding(4.dp)
.clip(CircleShape),
shape = CircleShape,
colors = ButtonDefaults.buttonColors(containerColor = Color(0xFFF44336))
) {
Text("=", color = MaterialTheme.colorScheme.onErrorContainer)
}
}
}
}
}
// Helper composable for number buttons
@Composable
fun createNumberButton(text: String, onClick: () -> Unit) {
Button(
onClick = onClick,
modifier = Modifier
.height(80.dp)
.weight(1f)
.padding(4.dp)
.clip(CircleShape),
shape = CircleShape,
colors = ButtonDefaults.buttonColors(containerColor = MaterialTheme.colorScheme.surfaceVariant)
) {
Text(text, color = MaterialTheme.colorScheme.onSurfaceVariant)
}
}
// Helper composable for emoji buttons
@Composable
fun createEmojiButton(symbol: String, onClick: () -> Unit) {
Button(
onClick = onClick,
modifier = Modifier
.height(80.dp)
.weight(1f)
.padding(4.dp)
.clip(CircleShape),
shape = CircleShape,
colors = ButtonDefaults.buttonColors(containerColor = MaterialTheme.colorScheme.primaryContainer)
) {
Text(symbol, color = MaterialTheme.colorScheme.onPrimaryContainer, fontSize = 24.sp)
}
}
// Data class for history items
data class Calculation(val expr: String, val result: String)
// Emoji operation wrapper
data class EmojiOp(val symbol: String, val operation: (Double, Double) -> Double)
// Theme for better aesthetics
@Composable
fun CalcAileyTheme(content: @Composable () -> Unit) {
MaterialTheme(
colorScheme = colorScheme(
primary = Color(0xFF6200EE),
secondary = Color(0xFF03DAC6),
tertiary = Color(0xFF8D6E63),
surfaceVariant = Color(0xFFE0E0E0),
primaryContainer = Color(0xFFE6E6FA),
secondaryContainer = Color(0xFFB2EBF2),
tertiaryContainer = Color(0xFFF3E5F5),
background = Color(0xFFF5F5F5)
),
content = content
)
}
// Preview for Android Studio
@Preview(showBackground = true)
@Composable
fun CalculatorPreview() {
CalcAileyTheme {
CalculatorApp()
}
}
Ein einzigartiges Plugin für RPG Maker MZ, das ein dynamisches Battlesystem mit prozedural generierten Fertigkeiten, Elementen und synergetischen Effekten einführt. Echtzeit-Anpassungen basierend auf
// Ailey's Dynamic Battle System Plugin for RPG Maker MZ
// Kompatibel mit Node.js für Entwicklung und Test
// Erfordert RPG Maker MZ Base und Plugins (z.B. "Yanfly Battle Engine Core" als Basis)
const { Game_Interpreter } = require('./lib/rpg maker mz/base.js');
const { BattleManager } = require('./lib/rpg maker mz/core.js');
const { DataManager } = require('./lib/rpg maker mz/data.js');
// Hauptmodul für das dynamische Battlesystem
class AileyDynamicBattleSystem {
constructor() {
this.initializePlugins();
this.setupEventListeners();
}
initializePlugins() {
// Dynamische Fertigkeiten generieren
this.generateDynamicSkills();
// Element-Synergien festlegen
this.setupElementSynergies();
// Battle-Manager erweitern
this.enhanceBattleManager();
}
// Generiert prozedurale Fertigkeiten basierend auf Charakter-Statistiken
generateDynamicSkills() {
const skills = DataManager._database.skills;
const chara = $gameActors.actor(1); // Beispiel: Spielercharakter
if (!chara) return;
// Dynamische Fertigkeiten erstellen
const dynamicSkills = [
{
name: "Elemental Surge",
skillType: "Element",
element: chara.param(1) > 50 ? 'Fire' : 'Water', // Dynamische Elementzuweisung
damage: Math.floor(chara.param(2) * 0.7), // 70% der ATK
mpCost: Math.floor(chara.param(3) * 0.3), // 30% der MP
effect: "Deals damage equal to 70% ATK and applies the corresponding element status."
},
{
name: "Synchronized Strike",
skillType: "Synergy",
damage: Math.floor(chara.param(2) * 0.5), // 50% ATK
effect: "Deals damage to all enemies and grants a turn to a random ally if this character is in battle."
}
];
// Fertigkeiten zum Datenbank hinzufügen (in RPG Maker MZ würde dies normalerweise über JSON passieren)
dynamicSkills.forEach(skill => {
const newSkill = skills.createLikeBasedOn({ name: skill.name });
newSkill._skillType = skill.skillType;
newSkill._damage = skill.damage;
newSkill._mpCost = skill.mpCost;
newSkill._effects = [skill.effect];
skills._data.push(newSkill);
});
console.log("Dynamische Fertigkeiten generiert und zur Datenbank hinzugefügt.");
}
// Festlegt Synergie-Effekte zwischen Elementen
setupElementSynergies() {
this.elementSynergies = {
Fire: {
Water: "Extinguishes (Fire deals 0 damage against Water, but Water deals 150% against Fire)",
Earth: "Melts (Fire deals 120% against Earth, Earth deals 80% against Fire)",
Wind: "Counteracts (Fire and Wind deal 100% against each other)"
},
Water: {
Earth: "Erodes (Water deals 120% against Earth, Earth deals 80% against Water)",
Wind: "Condenses (Water deals 100% against Wind, Wind deals 100% against Water)"
},
Earth: {
Wind: "Anchors (Earth deals 150% against Wind, Wind deals 80% against Earth)"
}
};
console.log("Element-Synergien festgelegt.");
}
// Erweitert den BattleManager mit neuen Funktionen
enhanceBattleManager() {
const originalBattleStart = BattleManager.start;
BattleManager.start = function() {
console.log("Enhanced Battle Manager gestartet mit dynamischen Fertigkeiten und Synergien.");
originalBattleStart.call(this);
};
// Überschreibt die Skill-Anwendung, um dynamische Effekte zu berücksichtigen
const originalApplySkill = BattleManager.applySkill;
BattleManager.applySkill = function(skillId, targetIndex) {
const skill = $dataSkills[skillId];
if (!skill) return originalApplySkill.call(this, skillId, targetIndex);
const user = $gameParty.actor($gameParty.battleAgents()[0]);
const target = this.enemies() ? this.enemies()[targetIndex] : this.actors()[targetIndex];
// Überprüft, ob der Skill dynamische Effekte hat
if (skill._skillType === "Element") {
const element = skill._element;
const targetElement = target ? target._elements[0] : null;
if (this.elementSynergies[element]?.[targetElement]) {
const effect = this.elementSynergies[element][targetElement];
console.log(`Synergy Effect: ${effect}`);
// Hier würde der tatsächliche Effekt im Battle-Log angezeigt werden
}
}
originalApplySkill.call(this, skillId, targetIndex);
};
console.log("BattleManager mit dynamischen Effekten erweitert.");
}
// Event-Listener für das Battle-System
setupEventListeners() {
// Beispiel: Loggt Battle-Start und -Ende
BattleManager.on('BattleStart', () => {
console.log("Battle started with Ailey's Dynamic Battle System!");
});
BattleManager.on('BattleEnd', () => {
console.log("Battle ended!");
});
}
}
// Plugin initialisieren
const aileyBattleSystem = new AileyDynamicBattleSystem();
// Testfunktion, um das System zu simulieren
function simulateBattle() {
console.log("\n=== Simulating a Battle ===");
const chara = $gameActors.actor(1);
if (chara) {
console.log(`Character: ${chara.name()}, ATK: ${chara.param(2)}, MP: ${chara.param(3)}`);
} else {
console.log("No character found for simulation.");
}
simulateBattle();
}
// Beispielaufruf der Testfunktion
simulateBattle();
// Export für andere Module (falls benötigt)
module.exports = AileyDynamicBattleSystem;
A WordPress plugin that adds a custom post type with interactive meta boxes, where users can "unlock" hidden content by solving mini-puzzles or revealing secret messages. Includes gamified meta boxes
<?php
/**
* Plugin Name: Mystery Boxes for Content Creators
* Description: Adds a custom post type with gamified meta boxes. Users can unlock hidden content by solving puzzles or revealing secret messages in the post editor.
* Version: 1.0
* Author: Ailey
* License: GPL-2.0+
* Text Domain: mystery-boxes
*/
if (!defined('ABSPATH')) {
exit; // Exit if accessed directly
}
class Mystery_Boxes_Plugin {
public function __construct() {
// Register custom post type and meta boxes
add_action('init', array($this, 'register_custom_post_type'));
add_action('add_meta_boxes', array($this, 'add_meta_boxes'));
// Save meta box data
add_action('save_post', array($this, 'save_meta_box_data'), 10, 2);
// Enqueue scripts and styles
add_action('admin_enqueue_scripts', array($this, 'enqueue_admin_scripts'));
// Add puzzle-solving functionality
add_action('wp_ajax_unlock_content', array($this, 'ajax_unlock_content'));
add_action('wp_ajax_nopriv_unlock_content', array($this, 'ajax_unlock_content'));
}
/**
* Register the custom post type.
*/
public function register_custom_post_type() {
$args = array(
'labels' => array(
'name' => __('Mystery Boxes', 'mystery-boxes'),
'singular_name' => __('Mystery Box', 'mystery-boxes'),
'menu_name' => __('Mystery Boxes', 'mystery-boxes'),
'add_new' => __('Add New Mystery Box', 'mystery-boxes'),
'add_new_item' => __('Add New Mystery Box', 'mystery-boxes'),
'edit_item' => __('Edit Mystery Box', 'mystery-boxes'),
'new_item' => __('New Mystery Box', 'mystery-boxes'),
'view_item' => __('View Mystery Box', 'mystery-boxes'),
'search_items' => __('Search Mystery Boxes', 'mystery-boxes'),
'not_found' => __('No mystery boxes found', 'mystery-boxes'),
'not_found_in_trash' => __('No mystery boxes found in Trash', 'mystery-boxes'),
),
'public' => true,
'has_archive' => true,
'publicly_queryable' => true,
'show_ui' => true,
'show_in_menu' => true,
'query_var' => true,
'rewrite' => array('slug' => 'mystery-box'),
'capability_type' => 'post',
'supports' => array('title', 'editor', 'thumbnail'),
'menu_position' => 20,
'menu_icon' => 'dashicons-lock',
);
register_post_type('mystery_box', $args);
}
/**
* Add meta boxes to the custom post type.
*/
public function add_meta_boxes() {
add_meta_box(
'mystery_box_meta',
__('Mystery Box Settings', 'mystery-boxes'),
array($this, 'render_meta_box'),
'mystery_box',
'normal',
'high'
);
}
/**
* Render the meta box content.
*/
public function render_meta_box($post) {
$saved_puzzle = get_post_meta($post->ID, 'puzzle', true);
$saved_message = get_post_meta($post->ID, 'secret_message', true);
$saved_attempts = get_post_meta($post->ID, 'attempts', true);
$saved_unlocked = get_post_meta($post->ID, 'unlocked', true);
$saved_progress = get_post_meta($post->ID, 'progress', true);
?>
<div class="mystery-box-meta">
<div class="puzzle-section">
<h3><?php _e('Puzzle Settings', 'mystery-boxes'); ?></h3>
<p><?php _e('Enter a puzzle for users to solve. Example: "What is 2 + 2?"', 'mystery-boxes'); ?></p>
<input type="text" name="puzzle" value="<?php echo esc_attr($saved_puzzle); ?>" class="widefat">
</div>
<div class="message-section">
<h3><?php _e('Secret Message', 'mystery-boxes'); ?></h3>
<p><?php _e('Enter a secret message to be revealed after solving the puzzle.', 'mystery-boxes'); ?></p>
<textarea name="secret_message" class="widefat"><?php echo esc_textarea($saved_message); ?></textarea>
</div>
<div class="gamification-section">
<h3><?php _e('Gamification Settings', 'mystery-boxes'); ?></h3>
<p><?php _e('Set the number of attempts allowed and the progress steps.', 'mystery-boxes'); ?></p>
<label for="attempts">
<?php _e('Max Attempts:', 'mystery-boxes'); ?>
<input type="number" id="attempts" name="attempts" value="<?php echo esc_attr($saved_attempts); ?>" min="1" max="10">
</label>
<br>
<label for="progress">
<?php _e('Progress Steps (1-5):', 'mystery-boxes'); ?>
<input type="range" id="progress" name="progress" value="<?php echo esc_attr($saved_progress); ?>" min="1" max="5">
<span id="progress-value"><?php echo esc_html($saved_progress); ?></span>
</label>
</div>
<div class="lock-status">
<h3><?php _e('Lock Status', 'mystery-boxes'); ?></h3>
<p id="lock-status-message">
<?php if ($saved_unlocked) {
_e('This box is unlocked!', 'mystery-boxes');
} else {
_e('This box is locked. Users must solve the puzzle to unlock it.', 'mystery-boxes');
} ?>
</p>
<button type="button" id="test-unlock" class="button"><?php _e('Test Unlock (Admin Only)', 'mystery-boxes'); ?></button>
</div>
</div>
<?php
}
/**
* Save meta box data.
*/
public function save_meta_box_data($post_id, $post) {
if (defined('DOING_AUTOSAVE') && DOING_AUTOSAVE) return;
if (!current_user_can('edit_post', $post_id)) return;
$fields = array(
'puzzle' => sanitize_text_field(get_post_meta($post_id, 'puzzle', true)),
'secret_message' => sanitize_textarea_field(get_post_meta($post_id, 'secret_message', true)),
'attempts' => sanitize_text_field(get_post_meta($post_id, 'attempts', true)),
'progress' => sanitize_text_field(get_post_meta($post_id, 'progress', true)),
);
foreach ($fields as $name => $value) {
update_post_meta($post_id, $name, $value);
}
}
/**
* Enqueue admin scripts and styles.
*/
public function enqueue_admin_scripts($hook) {
if ('post-new.php' !== $hook && 'post.php' !== $hook) return;
wp_enqueue_style(
'mystery-boxes-admin',
plugins_url('assets/admin.css', __FILE__),
array(),
'1.0'
);
wp_enqueue_script(
'mystery-boxes-admin',
plugins_url('assets/admin.js', __FILE__),
array('jquery'),
'1.0',
true
);
wp_localize_script('mystery-boxes-admin', 'mysteryBoxes', array(
'ajax_url' => admin_url('admin-ajax.php'),
'nonce' => wp_create_nonce('mystery_boxes_nonce'),
));
}
/**
* Handle AJAX request to unlock content.
*/
public function ajax_unlock_content() {
if (!isset($_POST['nonce']) || !wp_verify_nonce($_POST['nonce'], 'mystery_boxes_nonce')) {
wp_send_json_error('Invalid nonce.');
}
$post_id = intval($_POST['post_id']);
$solution = sanitize_text_field($_POST['solution']);
if (!get_post($post_id)) {
wp_send_json_error('Invalid post ID.');
}
$saved_puzzle = get_post_meta($post_id, 'puzzle', true);
$saved_attempts = intval(get_post_meta($post_id, 'attempts', true));
$saved_unlocked = get_post_meta($post_id, 'unlocked', true);
if ($saved_unlocked) {
wp_send_json_error('This box is already unlocked.');
}
$saved_attempts = get_post_meta($post_id, 'attempts', true);
$attempts = intval($saved_attempts) + 1;
if ($attempts > $saved_attempts) {
wp_send_json_error('Maximum attempts reached.');
}
if (strtolower($solution) === strtolower($saved_puzzle)) {
update_post_meta($post_id, 'unlocked', true);
wp_send_json_success(array(
'message' => get_post_meta($post_id, 'secret_message', true),
'unlocked' => true,
));
} else {
update_post_meta($post_id, 'attempts', $attempts);
wp_send_json_success(array(
'message' => 'Incorrect solution. Try again!',
'attempts' => $attempts,
'max_attempts' => $saved_attempts,
));
}
}
}
new Mystery_Boxes_Plugin();
/**
* Admin JS for the plugin.
*/
?>
<script>
jQuery(document).ready(function($) {
// Update progress value display
$('#progress').on('input', function() {
$('#progress-value').text(this.value);
});
// Test unlock button (for admin only)
$('#test-unlock').on('click', function() {
var postId = $(this).data('post-id') || window.post_id;
var nonce = window.mysteryBoxes.nonce;
$.post(window.mysteryBoxes.ajax_url, {
action: 'unlock_content',
post_id: postId,
solution: 'admin_test', // Hardcoded for testing
nonce: nonce,
}, function(response) {
if (response.success) {
$('#lock-status-message').text('This box is unlocked!').addClass('unlocked');
$('#test-unlock').hide();
} else {
alert(response.data);
}
});
});
// Form submission handler for puzzle solving (simulated)
$('form').on('submit', function() {
var solution = $('#solution-input').val();
var postId = window.post_id;
$.post(window.mysteryBoxes.ajax_url, {
action: 'unlock_content',
post_id: postId,
solution: solution,
nonce: window.mysteryBoxes.nonce,
}, function(response) {
if (response.success) {
if (response.data.unlocked) {
alert('Unlocked! Secret message: ' + response.data.message);
$('#lock-status-message').text('This box is unlocked!').addClass('unlocked');
$('#test-unlock').hide();
} else {
alert(response.data.message);
$('#attempts-count').text(response.data.attempts + ' attempts remaining.');
}
} else {
alert(response.data);
}
});
return false; // Prevent form submission
});
});
</script>
<style>
.mystery-box-meta {
background: #f5f5f5;
padding: 15px;
border-radius: 5px;
}
.mystery-box-meta h3 {
color: #222;
border-bottom: 1px solid #ddd;
padding-bottom: 5px;
}
.lock-status {
margin-top: 20px;
padding: 10px;
background: #e1e1e1;
border-radius: 5px;
}
.lock-status.unlocked {
background: #aaffaa;
}
#lock-status-message.unlocked {
color: #228b22;
}
#test-unlock {
margin-top: 10px;
background: #228b22;
color: white;
}
#test-unlock:hover {
background: #1a6b1a;
}
</style>
Eine dynamische Todo-Liste mit Material Design 3, die Aufgaben basierend auf Stimmung (Emotionen) sortiert und farblich anpasst — mit interaktiven Wetter- und Musik-Elementen für mehr Lebensqualität.
import android.app.Application
import androidx.compose.foundation.Card
import androidx.compose.foundation.ExperimentalMaterial3Api
import androidx.compose.foundation.background
import androidx.compose.foundation.gestures.detectDragGestures
import androidx.compose.foundation.layout.*
import androidx.compose.foundation.lazy.LazyColumn
import androidx.compose.foundation.lazy.itemsIndexed
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.*
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.input.pointer.pointerInput
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import androidx.lifecycle.viewmodel.compose.viewModel
import com.google.android.gms.location.FusedLocationProviderClient
import com.google.android.gms.location.LocationServices
import kotlinx.coroutines.CoroutineScope
import kotlinx.coroutines.Dispatchers
import kotlinx.coroutines.launch
import java.text.SimpleDateFormat
import java.util.*
import kotlin.math.abs
import kotlin.math.roundToInt
// --- DATA MODELS ---
data class TodoItem(
val id: String,
var title: String,
var isCompleted: Boolean = false,
var moodScore: Int = 0, // 1-10 (1 = very bad, 10 = very good)
val createdAt: Date = Date()
) {
val dateString: String
get() = SimpleDateFormat("MMM dd, hh:mm a", Locale.getDefault()).format(createdAt)
}
enum class MoodColor(val color: Color, val emoji: String) {
ENERGY(Color(0xFF00B09B), "⚡"),
CALM(Color(0xFF483D8B), "🌿"),
FOCUS(Color(0xFFFF8F00), "🔍"),
CREATIVE(Color(0xFFE91E63), "✨"),
DRAINED(Color(0xFF795548), "😴"),
HAPPY(Color(0xFFF44336), "😊"),
ANXIOUS(Color(0xFF9C27B0), "😰")
}
// --- VIEWMODEL ---
class TodoViewModel : ViewModel() {
private val _todos = mutableStateListOf<TodoItem>()
val todos: List<TodoItem> get() = _todos
fun addTodo(title: String, moodScore: Int = 5) {
_todos.add(
TodoItem(
id = UUID.randomUUID().toString(),
title = title,
moodScore = moodScore
)
)
}
fun toggleComplete(id: String) {
_todos.find { it.id == id }?.isCompleted = !(_todos.find { it.id == id }?.isCompleted ?: false)
}
fun deleteTodo(id: String) {
_todos.removeAll { it.id == id }
}
fun getColorForMood(moodScore: Int): MoodColor {
return when (moodScore) {
in 1..2 -> MoodColor.DRAINED
in 3..4 -> MoodColor.ANXIOUS
in 5..6 -> MoodColor.CALM
in 7..8 -> MoodColor.HAPPY
in 9..10 -> MoodColor.ENERGY
else -> MoodColor.CREATIVE // Default creative!
}
}
fun getRandomMusicSuggestion(moodColor: MoodColor): String {
return when (moodColor) {
MoodColor.ENERGY -> "Upbeat Electronic"
MoodColor.CALM -> "Lo-Fi Beats"
MoodColor.FOCUS -> " Instrumental Focus"
MoodColor.CREATIVE -> "Ambient Soundscapes"
MoodColor.DRAINED -> "Chill Acoustic"
MoodColor.HAPPY -> "Jazzy Grooves"
MoodColor.ANXIOUS -> "Meditation Music"
}
}
}
// --- COMPOSABLES ---
@OptIn(ExperimentalMaterial3Api::class)
@Composable
fun MoodFlowTodoApp(
viewModel: TodoViewModel = viewModel(),
locationClient: FusedLocationProviderClient = remember {
LocationServices.getFusedLocationProviderClient(LocalContext.current)
}
) {
var isAdding by remember { mutableStateOf(false) }
var newTodoText by remember { mutableStateOf("") }
var currentMood by remember { mutableStateOf(5) }
var dragOffset by remember { mutableStateOf(Offset.Zero) }
var isDragging by remember { mutableStateOf(false) }
var currentWeather by remember { mutableStateOf("") }
var currentTime by remember { mutableStateOf("") }
var showWeatherInfo by remember { mutableStateOf(false) }
// Get current time
LaunchedEffect(Unit) {
while (true) {
currentTime = SimpleDateFormat("hh:mm a", Locale.getDefault()).format(Date())
delay(60000) // Update every minute
}
}
// Simulate weather data based on location (just for demo)
LaunchedEffect(Unit) {
CoroutineScope(Dispatchers.IO).launch {
// In a real app, you would fetch real weather data here
val weatherMap = mapOf(
"Sunny" to "🌤️",
"Cloudy" to "☁️",
"Rainy" to "🌧️",
"Wind" to "💨"
)
val weatherKey = weatherMap.keys.random()
currentWeather = "$weatherKey ${weatherMap[weatherKey]}"
}
}
// Sort todos by mood score (descending) and completion status
val sortedTodos = remember(viewModel.todos) {
viewModel.todos.sortedWith(compareByDescending<TodoItem> { it.moodScore }.then { !it.isCompleted })
}
// Calculate average mood score
val avgMoodScore = remember(sortedTodos) {
if (sortedTodos.isNotEmpty()) {
(sortedTodos.sumOf { it.moodScore } / sortedTodos.size).roundToInt()
} else {
5 // Default
}
}
// Get mood color for the app theme
val moodColor = remember(avgMoodScore) { viewModel.getColorForMood(avgMoodScore) }
// Get music suggestion
val musicSuggestion = remember(moodColor) { viewModel.getRandomMusicSuggestion(moodColor) }
Material3Theme {
Surface(
modifier = Modifier.fillMaxSize(),
color = MaterialTheme.colorScheme.background
) {
Column(
modifier = Modifier
.fillMaxSize()
.padding(16.dp)
) {
// App Bar with Mood Indicator
Row(
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 8.dp),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.SpaceBetween
) {
Text(
text = "MoodFlow Todo",
style = MaterialTheme.typography.headlineMedium,
color = moodColor.color,
fontWeight = FontWeight.Bold
)
// Mood Indicator (slider-like)
Slider(
value = currentMood.toFloat(),
onValueChange = { currentMood = it.toInt() },
valueRange = 1f..10f,
colors = SliderDefaults.colors(
thumbColor = moodColor.color,
activeTrackColor = moodColor.color.copy(alpha = 0.5f)
),
modifier = Modifier.width(150.dp)
)
// Weather/Music Info Toggle
IconButton(onClick = { showWeatherInfo = !showWeatherInfo }) {
Icon(
imageVector = if (showWeatherInfo) Icons.Default.Close else Icons.Default.Tune,
contentDescription = if (showWeatherInfo) "Close info" else "Show weather info",
tint = moodColor.color
)
}
}
if (showWeatherInfo) {
// Weather and Music Info Section
Card(
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 8.dp),
shape = RoundedCornerShape(12.dp),
elevation = CardDefaults.cardElevation(4.dp)
) {
Column(
modifier = Modifier.padding(16.dp),
horizontalAlignment = Alignment.CenterHorizontally
) {
Text(
text = "Weather: $currentWeather",
style = MaterialTheme.typography.bodyLarge,
color = MaterialTheme.colorScheme.onSurface
)
Spacer(modifier = Modifier.height(8.dp))
Text(
text = "Time: $currentTime",
style = MaterialTheme.typography.bodyLarge,
color = MaterialTheme.colorScheme.onSurface
)
Spacer(modifier = Modifier.height(16.dp))
Text(
text = "Suggested Music:",
style = MaterialTheme.typography.titleMedium,
color = moodColor.color,
fontWeight = FontWeight.Bold
)
Text(
text = musicSuggestion,
style = MaterialTheme.typography.bodyMedium,
color = moodColor.color
)
}
}
}
// Todo List
LazyColumn(
modifier = Modifier
.weight(1f)
.fillMaxWidth()
) {
itemsIndexed(sortedTodos) { index, todo ->
TodoItemCard(
todo = todo,
onToggle = { viewModel.toggleComplete(todo.id) },
onDelete = { viewModel.deleteTodo(todo.id) },
onDragStart = { isDragging = true },
onDragEnd = { isDragging = false },
onDrag = { offset -> dragOffset = offset },
moodColor = viewModel.getColorForMood(todo.moodScore)
)
}
}
// Add Todo Button (Floating Action)
FloatingActionButton(
onClick = { isAdding = true },
containerColor = moodColor.color,
contentColor = MaterialTheme.colorScheme.onPrimaryContainer,
modifier = Modifier
.align(Alignment.End)
.padding(16.dp)
) {
Icon(Icons.Default.Add, "Add Todo")
}
}
}
}
if (isAdding) {
AddTodoDialog(
text = newTodoText,
onTextChange = { newTodoText = it },
onAdd = {
viewModel.addTodo(newTodoText, currentMood)
newTodoText = ""
isAdding = false
},
onDismiss = { isAdding = false }
)
}
}
@OptIn(ExperimentalMaterial3Api::class)
@Composable
fun AddTodoDialog(
text: String,
onTextChange: (String) -> Unit,
onAdd: () -> Unit,
onDismiss: () -> Unit
) {
AlertDialog(
onDismissRequest = onDismiss,
title = { Text("Add new task") },
text = {
Column {
OutlinedTextField(
value = text,
onValueChange = onTextChange,
label = { Text("Task description") },
modifier = Modifier.fillMaxWidth()
)
Spacer(modifier = Modifier.height(8.dp))
Text(
text = "Your current mood: ${text.lengthOfMoodEmoji()}",
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant
)
}
},
confirmButton = {
Button(
onClick = onAdd,
enabled = text.isNotBlank()
) {
Text("Add")
}
},
dismissButton = {
TextButton(onClick = onDismiss) {
Text("Cancel")
}
}
)
}
@Composable
fun TodoItemCard(
todo: TodoItem,
onToggle: () -> Unit,
onDelete: () -> Unit,
onDragStart: () -> Unit,
onDragEnd: () -> Unit,
onDrag: (Offset) -> Unit,
moodColor: MoodColor
) {
val context = LocalContext.current
var isDragging by remember { mutableStateOf(false) }
Card(
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 4.dp)
.pointerInput(Unit) {
detectDragGestures(
onDragStart = { onDragStart(); isDragging = true },
onDragEnd = { onDragEnd(); isDragging = false },
onDrag = { change, dragAmount ->
onDrag(change.consumeAllChanges().positionChange)
}
)
}
.background(
if (isDragging) {
moodColor.color.copy(alpha = 0.2f)
} else {
Color.Transparent
}
),
elevation = if (todo.isCompleted) 2.dp else 4.dp,
shape = RoundedCornerShape(12.dp)
) {
Row(
modifier = Modifier
.fillMaxWidth()
.padding(16.dp)
.background(
color = if (todo.isCompleted) {
moodColor.color.copy(alpha = 0.1f)
} else {
Color.Transparent
}
),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.SpaceBetween
) {
// Mood Emoji and Title
Row(
verticalAlignment = Alignment.CenterVertically
) {
Icon(
imageVector = Icons.Default.EmojiEmotions,
contentDescription = null,
tint = moodColor.color,
modifier = Modifier.size(24.dp)
)
Spacer(modifier = Modifier.width(8.dp))
Text(
text = "${todo.title} ${todo.moodScore.toMoodEmoji()}",
style = MaterialTheme.typography.bodyLarge,
color = if (todo.isCompleted) {
moodColor.color.copy(alpha = 0.7f)
} else {
MaterialTheme.colorScheme.onSurface
},
fontWeight = FontWeight.Medium
)
}
// Actions
Row(
horizontalArrangement = Arrangement.SpaceBetween
) {
IconButton(onClick = onToggle) {
Icon(
imageVector = if (todo.isCompleted) Icons.Default.Done else Icons.Default.DoneAll,
contentDescription = if (todo.isCompleted) "Undo" else "Mark as done",
tint = if (todo.isCompleted) moodColor.color else MaterialTheme.colorScheme.primary
)
}
IconButton(onClick = onDelete) {
Icon(
imageVector = Icons.Default.Delete,
contentDescription = "Delete",
tint = MaterialTheme.colorScheme.error
)
}
}
}
// Date and mood details
Row(
modifier = Modifier
.fillMaxWidth()
.padding(start = 40.dp, top = 8.dp),
horizontalArrangement = Arrangement.SpaceBetween
) {
Text(
text = todo.dateString,
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant
)
Text(
text = "${todo.moodScore.toMoodEmoji()} ${moodColor.emoji}",
style = MaterialTheme.typography.bodySmall,
color = moodColor.color
)
}
}
}
// --- EXTENSION FUNCTIONS ---
fun Int.toMoodEmoji(): String {
return when (this) {
1, 2 -> "😴"
3, 4 -> "😰"
5, 6 -> "😌"
7, 8 -> "😊"
9, 10 -> "⚡"
else -> "✨"
}
}
fun String.lengthOfMoodEmoji(): String {
return when (this.length) {
in 1..3 -> "😴 DRAINED"
in 4..7 -> "😌 CALM"
in 8..12 -> "⚡ ENERGY"
else -> "✨ CREATIVE"
}
}
// --- MAIN ACTIVITY ---
class MainActivity : ComponentActivity() {
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContent {
MoodFlowTodoApp()
}
}
}
// --- PREVIEW ---
@Preview(showBackground = true)
@Composable
fun MoodFlowTodoPreview() {
Material3Theme {
MoodFlowTodoApp()
}
}
Eine dynamische SwiftUI-Wetteranwendung, die Wetterdaten mit einem pulsierenden, interaktiven Design anzeigt und visuelle Effekte basierend auf den Wetterbedingungen nutzt, um die Benutzererfahrung ei
import SwiftUI
import CoreLocation
// MARK: - Weather Models
struct WeatherData: Identifiable, Codable {
let id: UUID = UUID()
let temperature: Double
let condition: String
let icon: String
let humidity: Int
let windSpeed: Double
let date: Date
}
struct WeatherResponse: Codable {
let current: WeatherData
}
// MARK: - Weather Service
class WeatherService: NSObject, ObservableObject {
@Published var weather: WeatherData?
@Published var isLoading = false
@Published var errorMessage: String?
private let locationManager = CLLocationManager()
private let apiKey = "YOUR_API_KEY" // Replace with your actual OpenWeatherMap API key
override init() {
super.init()
locationManager.delegate = self
locationManager.requestWhenInUseAuthorization()
}
func fetchWeather() {
guard let location = locationManager.location else {
errorMessage = "Location access denied or unavailable."
return
}
isLoading = true
errorMessage = nil
let latitude = location.coordinate.latitude
let longitude = location.coordinate.longitude
let urlString = "https://api.openweathermap.org/data/2.5/weather?lat=\(latitude)&lon=\(longitude)&appid=\(apiKey)&units=metric"
guard let url = URL(string: urlString) else {
errorMessage = "Invalid URL"
isLoading = false
return
}
URLSession.shared.dataTask(with: url) { [weak self] data, response, error in
DispatchQueue.main.async {
self?.isLoading = false
if let error = error {
self?.errorMessage = error.localizedDescription
return
}
guard let data = data else {
self?.errorMessage = "No data received"
return
}
do {
let decoder = JSONDecoder()
let response = try decoder.decode(WeatherResponse.self, from: data)
var weatherData = WeatherData(
temperature: response.current.main.temp,
condition: response.current.weather.first?.main ?? "Clear",
icon: response.current.weather.first?.icon ?? "clear-day",
humidity: response.current.main.humidity,
windSpeed: response.current.wind.speed,
date: Date()
)
self?.weather = weatherData
} catch {
self?.errorMessage = "Failed to decode weather data: \(error.localizedDescription)"
}
}
}.resume()
}
}
extension WeatherService: CLLocationManagerDelegate {
func locationManager(_ manager: CLLocationManager, didChangeAuthorization status: CLAuthorizationStatus) {
if status == .authorizedWhenInUse {
fetchWeather()
}
}
func locationManager(_ manager: CLLocationManager, didFailWithError error: Error) {
errorMessage = "Failed to get location: \(error.localizedDescription)"
}
}
// MARK: - Custom Views
struct WeatherIconView: View {
let icon: String
let scale: CGFloat
var body: some View {
Image(systemName: icon)
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: 50 * scale, height: 50 * scale)
.font(.system(size: 50 * scale))
.foregroundColor(.white)
.shadow(color: .white.opacity(0.3), radius: 5, x: 0, y: 2)
}
}
struct WeatherPulseView: View {
@ObservedObject var weatherService: WeatherService
@State private var pulseScale: CGFloat = 1.0
@State private var pulseColor: Color = .blue
var body: some View {
VStack(spacing: 20) {
// Pulse Animation for the entire card
WeatherCardView {
if weatherService.isLoading {
ProgressView()
.progressViewStyle(CircularProgressViewStyle(tint: pulseColor))
} else if let weather = weatherService.weather {
VStack(spacing: 10) {
// Weather Icon with Pulse Effect
WeatherIconView(icon: weather.icon, scale: 1.2)
.shadow(color: pulseColor.opacity(0.5), radius: 10, x: 0, y: 5)
// Temperature with animated pulse
Text("\(Int(weather.temperature))°")
.font(.system(size: 64, weight: .bold, design: .rounded))
.foregroundColor(.white)
.shadow(color: pulseColor.opacity(0.3), radius: 5, x: 0, y: 2)
.overlay(
PulseEffectView(pulseColor: pulseColor, scale: pulseScale)
.opacity(0.2)
)
// Condition
Text(weather.condition.capitalized)
.font(.title3)
.fontWeight(.semibold)
.foregroundColor(.white.opacity(0.8))
.transition(.opacity.combined(with: .scale))
// Additional details
HStack(spacing: 20) {
DetailView(icon: "drop.fill", value: "\(weather.humidity)%", label: "Humidity")
DetailView(icon: "wind", value: "\(weather.windSpeed) m/s", label: "Wind")
}
}
.transition(.opacity.combined(with: .scale))
} else if let error = weatherService.errorMessage {
Text("Error: \(error)")
.foregroundColor(.red)
}
}
.frame(width: 300, height: 400)
.cornerRadius(20)
.shadow(color: pulseColor.opacity(0.3), radius: 15, x: 0, y: 10)
.overlay(
PulseEffectView(pulseColor: pulseColor, scale: pulseScale)
.opacity(0.1)
)
.onAppear {
withAnimation(.easeInOut(duration: 2).repeatForever(autoreverses: true)) {
pulseScale = 1.05
}
}
.onDisappear {
withAnimation(.easeInOut(duration: 2)) {
pulseScale = 1.0
}
}
// Retry button if there's an error
if let error = weatherService.errorMessage, !weatherService.isLoading {
Button(action: {
weatherService.fetchWeather()
}) {
Text("Retry")
.font(.caption)
.fontWeight(.semibold)
.padding(.horizontal, 10)
.padding(.vertical, 5)
.background(Color.blue.opacity(0.2))
.cornerRadius(10)
}
.buttonStyle(PlainButtonStyle())
}
}
.onAppear {
weatherService.fetchWeather()
}
}
}
// MARK: - Subviews
struct WeatherCardView<Content: View>: View {
let content: Content
var body: some View {
content
.background(
// Background gradient that adapts to weather condition
LinearGradient(
gradient: Gradient(colors: weatherBackgroundColors),
startPoint: .topLeading,
endPoint: .bottomTrailing
)
)
.cornerRadius(20)
.overlay(
RoundedRectangle(cornerRadius: 20)
.stroke(Color.white.opacity(0.2), lineWidth: 2)
)
}
private var weatherBackgroundColors: [Color] {
guard let weather = weatherService.weather else {
return [.blue, .purple]
}
switch weather.condition.lowercased() {
case "clear", "sunny":
return [.blue, .purple, .blue]
case "rain", "drizzle":
return [.blue.opacity(0.2), .gray.opacity(0.3), .blue.opacity(0.2)]
case "clouds":
return [.gray.opacity(0.3), .blue.opacity(0.2), .gray.opacity(0.3)]
case "snow":
return [.blue.opacity(0.3), .white.opacity(0.2), .blue.opacity(0.3)]
case "thunderstorm":
return [.blue.opacity(0.4), .yellow.opacity(0.2), .blue.opacity(0.4)]
default:
return [.blue, .purple]
}
}
}
struct DetailView: View {
let icon: String
let value: String
let label: String
var body: some View {
VStack(spacing: 4) {
Image(systemName: icon)
.font(.caption)
.foregroundColor(.white)
Text(value)
.font(.caption)
.fontWeight(.semibold)
.foregroundColor(.white.opacity(0.8))
Text(label)
.font(.caption2)
.foregroundColor(.white.opacity(0.6))
}
}
}
struct PulseEffectView: View {
let pulseColor: Color
let scale: CGFloat
var body: some View {
Circle()
.stroke(pulseColor, lineWidth: 2)
.scaleEffect(scale)
.frame(width: 200, height: 200)
.animation(.easeInOut(duration: 2).repeatForever(autoreverses: true))
}
}
// MARK: - Preview
struct WeatherPulseView_Previews: PreviewProvider {
static var previews: some View {
WeatherPulseView(weatherService: WeatherService())
.previewLayout(.sizeThatFits)
.previewInterfaceOrientation(.portrait)
.previewDevice("iPhone 13 Pro Max")
}
}
A cross-platform (WordPress/Joomla) widget that displays random motivational quotes with a fun animation effect. Includes admin settings to customize colors and quote categories.
<?php
/**
* Plugin Name: Random Motivational Widget
* Description: Displays random motivational quotes with smooth animation. Works on both WordPress and Joomla.
* Version: 1.0
* Author: Ailey
* License: GPLv2 or later
* Text Domain: random-motivational-widget
*/
if (!defined('ABSPATH')) {
exit; // Exit if accessed directly (WordPress)
}
class RandomMotivationalWidget {
private $quotes = [
'inspiration' => [
'The only way to do great work is to love what you do. — Steve Jobs',
'In the middle of every difficulty lies opportunity. — Albert Einstein',
'The future belongs to those who believe in the beauty of their dreams. — Eleanor Roosevelt'
],
'motivation' => [
'Success is not final, failure is not fatal: It is the courage to continue that counts. — Winston Churchill',
'You miss 100% of the shots you don’t take. — Wayne Gretzky',
'Don\'t watch the clock; do what it does. Keep going. — Sam Levenson'
],
'fun' => [
'Why do we drive on parks but park on driveways? — Unknown',
'I told you I was weird. This is why. — Unknown',
'A desk is a dangerous place to live. — Unknown'
]
];
private $options = [
'category' => 'inspiration',
'primary_color' => '#2a6496',
'secondary_color' => '#2a9fd6',
'animation_speed' => '0.5'
];
public function __construct() {
if (function_exists('is_joomla')) {
$this->initJoomla();
} else {
$this->initWordPress();
}
}
private function initWordPress() {
add_action('widgets_init', [$this, 'random_motivational_widget']);
add_action('wp_enqueue_scripts', [$this, 'enqueue_scripts']);
add_filter('widget_text', [$this, 'widget_text']);
}
private function initJoomla() {
// Joomla widget implementation would go here
// This is a placeholder for the actual Joomla implementation
JLoader::register('RandomMotivationalWidget', dirname(__FILE__) . '/joomla/randommotivationalwidget.php');
JPluginHelper::importPlugin('system', 'randommotivationalwidget');
}
public function random_motivational_widget() {
register_widget('RandomMotivationalWidget');
}
public function widget($args, $instance) {
$instance = wp_parse_args((array) $instance, $this->options);
$quote = $this->get_random_quote($instance['category']);
$style = $this->generate_css($instance['primary_color'], $instance['secondary_color']);
echo $args['before_widget'];
if (!empty($args['title'])) {
echo $args['before_title'] . esc_html($args['title']) . $args['after_title'];
}
?>
<div class="random-motivational-widget-container" style="position: relative; width: 300px; margin: 0 auto;">
<div class="quote-box" style="background: <?php echo $instance['primary_color']; ?>; color: white; padding: 20px; border-radius: 8px; text-align: center; box-shadow: 0 4px 8px rgba(0,0,0,0.2); transition: transform <?php echo $instance['animation_speed'] * 1000; ?>ms ease;">
<p class="quote-text" style="margin: 0; font-size: 18px; font-weight: bold;">"<?php echo esc_html($quote); ?>"</p>
<p class="quote-author" style="margin: 10px 0 0; font-size: 14px; opacity: 0.9;">— Random Inspiration</p>
<div class="refresh-button" style="margin-top: 15px; cursor: pointer; transition: all <?php echo $instance['animation_speed'] * 1000; ?>ms ease;">
<span style="color: <?php echo $instance['secondary_color']; ?>; font-weight: bold;">🔄 Refresh</span>
</div>
</div>
</div>
<?php
echo $args['after_widget'];
$this->enqueue_scripts_for_widget($instance);
}
public function form($instance) {
$instance = wp_parse_args((array) $instance, $this->options);
?>
<p>
<label for="<?php echo $this->get_field_id('title'); ?>"><?php _e('Title:'); ?></label>
<input class="widefat" id="<?php echo $this->get_field_id('title'); ?>" name="<?php echo $this->get_field_name('title'); ?>" type="text" value="<?php echo esc_attr($instance['title']); ?>" />
</p>
<p>
<label for="<?php echo $this->get_field_id('category'); ?>"><?php _e('Quote Category:'); ?></label>
<select class="widefat" id="<?php echo $this->get_field_id('category'); ?>" name="<?php echo $this->get_field_name('category'); ?>">
<?php foreach (array_keys($this->quotes) as $category): ?>
<option value="<?php echo esc_attr($category); ?>" <?php selected($instance['category'], $category); ?>>
<?php echo ucfirst($category); ?>
</option>
<?php endforeach; ?>
</select>
</p>
<p>
<label for="<?php echo $this->get_field_id('primary_color'); ?>"><?php _e('Primary Color:'); ?></label>
<input type="color" id="<?php echo $this->get_field_id('primary_color'); ?>" name="<?php echo $this->get_field_name('primary_color'); ?>" value="<?php echo esc_attr($instance['primary_color']); ?>" />
</p>
<p>
<label for="<?php echo $this->get_field_id('secondary_color'); ?>"><?php _e('Secondary Color:'); ?></label>
<input type="color" id="<?php echo $this->get_field_id('secondary_color'); ?>" name="<?php echo $this->get_field_name('secondary_color'); ?>" value="<?php echo esc_attr($instance['secondary_color']); ?>" />
</p>
<p>
<label for="<?php echo $this->get_field_id('animation_speed'); ?>"><?php _e('Animation Speed (seconds):'); ?></label>
<input type="number" step="0.1" min="0.1" max="2" id="<?php echo $this->get_field_id('animation_speed'); ?>" name="<?php echo $this->get_field_name('animation_speed'); ?>" value="<?php echo esc_attr($instance['animation_speed']); ?>" />
</p>
<?php
}
public function enqueue_scripts() {
wp_enqueue_style('random-motivational-widget', plugins_url('assets/style.css', __FILE__));
wp_enqueue_script('random-motivational-widget', plugins_url('assets/script.js', __FILE__), ['jquery'], null, true);
}
private function enqueue_scripts_for_widget($instance) {
if (!wp_script_is('jquery')) {
wp_enqueue_script('jquery');
}
wp_enqueue_script('random-motivational-widget', plugins_url('assets/script.js', __FILE__), ['jquery'], null, true);
}
private function get_random_quote($category) {
$quotes = $this->quotes[$category];
return $quotes[array_rand($quotes)];
}
private function generate_css($primary_color, $secondary_color) {
return "
.quote-box {
background: {$primary_color};
border-top: 3px solid {$secondary_color};
}
.refresh-button:hover {
transform: scale(1.1);
}
";
}
private function get_field_id($id) {
return $this->get_field_name($id);
}
private function get_field_name($id) {
return 'random_motivational_widget_' . $id;
}
public function widget_text($text, $widget_options) {
if (strpos($text, 'random-motivational-widget') !== false) {
$text = $this->widget($widget_options, $widget_options);
}
return $text;
}
}
// Initialize the plugin
new RandomMotivationalWidget();
Ein Drag-and-Drop-Inventarsystem für magische Ernteprodukte mit Special-Drops bei bestimmten Kombinationen — unterhaltsam für Rollenspiel-Fans
# MagicalHarvestInventory.gd
# A magical inventory system where combining items can trigger special drops (like a fisherman's game)
# Features: Drag-and-drop, item combining, rare drop system, animated drops, and a "harvest meter" for timing
extends Node2D
@export var inventory_grid: GridContainer # The grid where items are placed
@export var item_scene: PackedScene # The scene for individual inventory items
@export var special_drops_scene: PackedScene # Scene for special drops (e.g., golden items)
@export var harvest_meter: ProgressBar # Visual meter for harvest timing (fills when items are combined)
@export var harvest_meter_speed: float = 2.0 # Speed at which the meter fills
@export var harvest_meter_duration: float = 3.0 # Time to fill the meter (seconds)
@export var min_combine_distance: int = 2 # Minimum distance between items to combine
@export var rare_drop_chance: float = 0.1 # 10% chance for a rare drop
var _current_dragged_item: Node2D = null
var _start_combine_timer: float = 0.0
var _is_combining: bool = false
var _harvest_timer: Timer = null
# List of item types (can be expanded)
enum ItemType { ITEM_LEAF, ITEM_BERRY, ITEM_MUSHROOM, ITEM_FLOWER, ITEM_STONE, ITEM_ROCK, ITEM_WEED }
# Special combinations (type: count, result_type, rare_result_type)
var _special_combinations = {
ITEM_LEAF: { 4, ITEM_FLOWER, ITEM_ROCK },
ITEM_BERRY: { 3, ITEM_MUSHROOM, ITEM_STONE },
ITEM_MUSHROOM: { 5, ITEM_WEED, ITEM_LEAF },
ITEM_FLOWER: { 2, ITEM_ROCK, ITEM_BERRY },
ITEM_STONE: { 3, ITEM_WEED, ITEM_MUSHROOM },
ITEM_ROCK: { 4, ITEM_LEAF, ITEM_FLOWER },
ITEM_WEED: { 1, ITEM_STONE, ITEM_ROCK }
}
# Colors for visual feedback
var _item_colors = {
ITEM_LEAF: Color(0.0, 0.8, 0.0),
ITEM_BERRY: Color(0.8, 0.0, 0.0),
ITEM_MUSHROOM: Color(0.5, 0.0, 0.5),
ITEM_FLOWER: Color(0.8, 0.5, 0.8),
ITEM_STONE: Color(0.7, 0.7, 0.7),
ITEM_ROCK: Color(0.4, 0.4, 0.4),
ITEM_WEED: Color(0.3, 0.7, 0.3)
}
func _ready():
# Setup the harvest meter timer
_harvest_timer = Timer.new()
_harvest_timer.timeout.connect(_on_harvest_timer_timeout)
_harvest_timer.start(0.1) # Short interval for smooth meter updates
# Add some initial items for demo purposes
for i in range(20):
_add_random_item()
# Connect signals for drag-and-drop
inventory_grid.connect("mouse_entered", _on_inventory_mouse_entered)
inventory_grid.connect("mouse_exited", _on_inventory_mouse_exited)
func _process(delta):
if _is_combining:
_start_combine_timer += delta
harvest_meter.value = min(1.0, _start_combine_timer / harvest_meter_duration)
func _on_inventory_mouse_entered():
if _current_dragged_item:
_current_dragged_item.modulate.a = 0.5 # Slightly fade the dragged item
func _on_inventory_mouse_exited():
if _current_dragged_item:
_current_dragged_item.modulate.a = 1.0 # Restore opacity
func _on_harvest_timer_timeout():
# Check if the meter is full and combining is active
if _is_combining and harvest_meter.value >= 1.0:
_trigger_harvest()
# Called when an item is clicked (start dragging)
func _on_item_mouse_entered(item: Node2D):
if not _is_combining:
_current_dragged_item = item
item.modulate.a = 0.7 # Fade the item to indicate dragging
# Called when mouse is released on the inventory
func _on_item_mouse_exited(item: Node2D):
if _current_dragged_item == item:
_current_dragged_item = null
item.modulate.a = 1.0 # Restore item appearance
_try_combine_items(item)
# Called when mouse is moved while dragging
func _on_item_mouse_moved(item: Node2D):
# No special behavior here, just follow the mouse (handled by the inventory_grid's mouse signals)
# Try to combine items that are close enough
func _try_combine_items(item: Node2D):
if _current_dragged_item == null or item == _current_dragged_item:
return
# Check if items are of the same type and close enough
if _current_dragged_item.get_item_type() == item.get_item_type():
var dragged_pos = _current_dragged_item.global_position
var target_pos = item.global_position
var distance = dragged_pos.distance_to(target_pos)
if distance <= min_combine_distance * 100: # Assuming grid cells are 100 pixels apart
_start_combining(_current_dragged_item, item)
return
# If no valid combination, reset the dragged item
_current_dragged_item = null
item.modulate.a = 1.0
# Start the combining process (animate and check for harvest)
func _start_combining(item1: Node2D, item2: Node2D):
_is_combining = true
_start_combine_timer = 0.0
harvest_meter.value = 0.0
# Animate the items (e.g., make them glow or shake)
item1_start_glow(item1)
item1_start_glow(item2)
# Remove the items after a short delay (when the meter fills)
call_deferred("remove_items", item1, item2)
func _on_harvest_timer_timeout():
if _is_combining and harvest_meter.value >= 1.0:
_trigger_harvest()
func _trigger_harvest():
_is_combining = false
harvest_meter.value = 0.0
_start_combine_timer = 0.0
# Determine the type of items being combined (assuming they are the same)
var item_type = _current_dragged_item.get_item_type()
var combined_count = 2 # At least two items are combined
# Check if this combination qualifies for a special drop
var result_type = ITEM_TYPE.NONE
var rare_result_type = ITEM_TYPE.NONE
if _special_combinations.has(item_type):
var combo_data = _special_combinations[item_type]
if combined_count >= combo_data[0]: # Minimum count required
result_type = combo_data[1]
rare_result_type = combo_data[2]
# Add the new item(s)
if result_type != ITEM_TYPE.NONE:
_add_new_item(result_type, rare_result_type)
# Reset the dragged item
_current_dragged_item = null
# Add a new item to the inventory
func _add_new_item(type: ItemType, rare_type: ItemType = ITEM_TYPE.NONE):
var is_rare = false
var new_type = type
if rare_type != ITEM_TYPE.NONE and randf() < rare_drop_chance:
new_type = rare_type
is_rare = true
var new_item = item_scene.instantiate()
new_item.set_item_type(new_type)
new_item.set_is_rare(is_rare)
new_item.set_position(randi() % inventory_grid.column_count * 100, randi() % inventory_grid.row_count * 100)
inventory_grid.add_child(new_item)
# Add a special drop if it's a rare item
if is_rare:
var drop = special_drops_scene.instantiate()
drop.position = new_item.global_position
add_child(drop)
# Animate the drop (e.g., fade in and out)
drop.start_animation("fade_in")
call_deferred("drop.remove_self", 1.0) # Remove after 1 second
func _add_random_item():
var random_type = ITEM_TYPE(randi() % ItemType.get_count())
var new_item = item_scene.instantiate()
new_item.set_item_type(random_type)
new_item.position = Vector2(randi() % inventory_grid.column_count * 100, randi() % inventory_grid.row_count * 100)
inventory_grid.add_child(new_item)
# Helper function to animate items (e.g., glow effect)
func item_start_glow(item: Node2D):
var glow = ColorShuttle.new()
glow.color = Color(1.0, 1.0, 0.0) # Yellow glow
glow.start_color = Color(0.0, 0.0, 0.0)
glow.end_color = Color(1.0, 1.0, 0.0)
glow.start_time = 0.0
glow.end_time = 0.5
glow.time = 0.0
(item.get_node("AnimationPlayer") as AnimationPlayer).add_track(ColorPath.TRACK_COLOR, 0, glow)
(item.get_node("AnimationPlayer") as AnimationPlayer).play("glow")
# Remove items after combining
func remove_items(item1: Node2D, item2: Node2D):
item1.queue_free()
item2.queue_free()
A stylish, historical calculator with animated expressions and a creative twist — it generates poetic math problems that evaluate to your input, making calculations feel like solving riddles.
import androidx.compose.animation.core.animateDp
import androidx.compose.animation.core.animateFloat
import androidx.compose.animation.core.spring
import androidx.compose.animation.core.updateTransition
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.PaddingValues
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.lazy.LazyColumn
import androidx.compose.foundation.lazy.items
import androidx.compose.foundation.text.KeyboardOptions
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Add
import androidx.compose.material.icons.filled.Subtract
import androidx.compose.material3.Button
import androidx.compose.material3.ButtonDefaults
import CyrillicText
import androidx.compose.material3.ExperimentalMaterial3Api
import androidx.compose.material3.Icon
import androidx.compose.material3.IconButton
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.OutlinedTextField
import androidx.compose.material3.Surface
import androidx.compose.material3.Text
import androidx.compose.material3.TextFieldDefaults
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateListOf
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.Color
import androidx.compose.ui.graphics.drawscope.Stroke
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.text.input.KeyboardType
import androidx.compose.ui.text.input.VisualTransformation
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.math.BigDecimal
import java.math.RoundingMode
import java.time.Instant
import java.util.Locale
import kotlin.math.max
import kotlin.math.min
import kotlin.random.Random
@Composable
fun MathMuseApp() {
Surface(modifier = Modifier.fillMaxSize(), color = MaterialTheme.colorScheme.background) {
CalculatorScreen()
}
}
@OptIn(ExperimentalMaterial3Api::class)
@Composable
fun CalculatorScreen() {
var currentInput by remember { mutableStateOf("") }
var result by remember { mutableStateOf("") }
var history by remember { mutableStateOf(mutableListOf<HistoryItem>()) }
var equation by remember { mutableStateOf("") }
var operation by remember { mutableStateOf<Operation?>(null) }
var showPoem by remember { mutableStateOf(false) }
val transition = updateTransition(showPoem, label = "poemTransition")
val scale by transition.animateFloat(
transitionSpec = {
if (false == showPoem) spring() else spring()
},
label = "scaleTransition"
) { state ->
if (state) 1f else 0.5f
}
Column(
modifier = Modifier
.fillMaxSize()
.padding(16.dp),
verticalArrangement = Arrangement.SpaceBetween
) {
// Poem/Equation Display (with animation)
Box(
modifier = Modifier
.fillMaxWidth()
.weight(1f),
contentAlignment = Alignment.Center
) {
transition.animateContentSize(transitionSpec = { spring() }) {
if (showPoem) {
val poem = generatePoeticProblem(result)
Text(
text = poem,
color = MaterialTheme.colorScheme.primary,
fontSize = 18.sp,
textAlign = TextAlign.Center,
fontWeight = FontWeight.Bold,
modifier = Modifier
.scale(scale)
.padding(8.dp)
)
} else {
Text(
text = if (equation.isNotEmpty()) equation else "Enter a number",
color = MaterialTheme.colorScheme.onBackground,
fontSize = 24.sp,
textAlign = TextAlign.End,
modifier = Modifier.padding(end = 16.dp)
)
}
}
}
// Current Input
OutlinedTextField(
value = currentInput,
onValueChange = { newValue ->
currentInput = newValue.filter { it.isDigit() || it == "." }
},
keyboardOptions = KeyboardOptions(keyboardType = KeyboardType.Number),
singleLine = true,
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 8.dp),
visualTransformation = DecimalPointHandler,
colors = TextFieldDefaults.outlinedTextFieldColors(
containerColor = MaterialTheme.colorScheme.surfaceVariant,
focusedBorderColor = MaterialTheme.colorScheme.primary,
unfocusedBorderColor = MaterialTheme.colorScheme.outline
)
)
// Result Display
Text(
text = if (result.isNotEmpty()) "Result: $result" else "",
color = MaterialTheme.colorScheme.secondary,
fontSize = 18.sp,
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 8.dp),
textAlign = TextAlign.End
)
// History Button
Button(
onClick = { showPoem = !showPoem },
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 8.dp),
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.primaryContainer
)
) {
Text(
text = if (showPoem) "Hide Poem" else "Show Math Muse",
color = MaterialTheme.colorScheme.onPrimaryContainer
)
}
// Keyboard
CalculatorKeyboard(
onNumberClick = { digit ->
currentInput += digit
updateEquation(digit)
},
onOperationClick = { op ->
if (operation != null) {
calculateResult()
}
operation = op
updateEquation(op.symbol)
},
onEqualsClick = {
calculateResult()
},
onClearClick = {
currentInput = ""
result = ""
equation = ""
operation = null
}
)
}
// Save to history when result is calculated
if (result.isNotEmpty() && history.none { it.result == result }) {
history.add(HistoryItem(result, equation, Instant.now()))
}
}
@Composable
fun CalculatorKeyboard(
onNumberClick: (String) -> Unit,
onOperationClick: (Operation) -> Unit,
onEqualsClick: () -> Unit,
onClearClick: () -> Unit
) {
LazyColumn(
contentPadding = PaddingValues(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp)
) {
item {
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
Button(
onClick = onClearClick,
modifier = Modifier
.weight(1f)
.height(64.dp),
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.errorContainer
)
) {
Text("C", color = MaterialTheme.colorScheme.onErrorContainer)
}
Button(
onClick = { onNumberClick(".") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text(".", modifier = Modifier.padding(4.dp))
}
Button(
onClick = { onNumberClick("0") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("0", modifier = Modifier.padding(4.dp))
}
Button(
onClick = onEqualsClick,
modifier = Modifier
.weight(1f)
.height(64.dp),
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.primaryContainer
)
) {
Text("=", color = MaterialTheme.colorScheme.onPrimaryContainer)
}
}
}
item {
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
Button(
onClick = { onOperationClick(Operation.SUBTRACT) },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Icon(Icons.Default.Subtract, contentDescription = null)
}
Button(
onClick = { onNumberClick("1") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("1", modifier = Modifier.padding(4.dp))
}
Button(
onClick = { onNumberClick("2") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("2", modifier = Modifier.padding(4.dp))
}
Button(
onClick = { onNumberClick("3") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("3", modifier = Modifier.padding(4.dp))
}
}
}
item {
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
Button(
onClick = { onOperationClick(Operation.ADD) },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Icon(Icons.Default.Add, contentDescription = null)
}
Button(
onClick = { onNumberClick("4") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("4", modifier = Modifier.padding(4.dp))
}
Button(
onClick = { onNumberClick("5") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("5", modifier = Modifier.padding(4.dp))
}
Button(
onClick = { onNumberClick("6") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("6", modifier = Modifier.padding(4.dp))
}
}
}
item {
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
Button(
onClick = { onNumberClick("7") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("7", modifier = Modifier.padding(4.dp))
}
Button(
onClick = { onNumberClick("8") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("8", modifier = Modifier.padding(4.dp))
}
Button(
onClick = { onNumberClick("9") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("9", modifier = Modifier.padding(4.dp))
}
}
}
}
}
sealed class Operation(val symbol: String, val operation: (BigDecimal, BigDecimal) -> BigDecimal) {
object ADD : Operation("+", BigDecimal::plus)
object SUBTRACT : Operation("-", BigDecimal::minus)
}
@Composable
fun HistoryList(history: List<HistoryItem>, onItemClick: (HistoryItem) -> Unit) {
LazyColumn(
modifier = Modifier
.fillMaxWidth()
.weight(1f)
) {
items(history) { item ->
Box(
modifier = Modifier
.fillMaxWidth()
.padding(8.dp)
.clip(MaterialTheme.shapes.medium)
.background(MaterialTheme.colorScheme.surfaceVariant)
.clickable { onItemClick(item) },
contentAlignment = Alignment.CenterStart
) {
Row(
modifier = Modifier.padding(16.dp),
verticalAlignment = Alignment.CenterVertically
) {
Text(
text = item.equation,
color = MaterialTheme.colorScheme.onSurfaceVariant,
modifier = Modifier.weight(1f)
)
Text(
text = "= ${item.result}",
color = MaterialTheme.colorScheme.primary,
fontWeight = FontWeight.Bold
)
}
}
}
}
}
data class HistoryItem(val result: String, val equation: String, val timestamp: Instant) {
val formattedTimestamp: String
get() = "${timestamp.hour}:${timestamp.minute}"
}
fun calculateResult(current: String, operation: Operation?): String {
if (current.isEmpty() || operation == null) return ""
val num = BigDecimal(current)
var result = num
when (operation) {
Operation.ADD -> {
// Find a number that when subtracted gives the result
val mysteryNumber = BigDecimal(Random.nextInt(1, 100)).toBigDecimal()
result = num.plus(mysteryNumber)
}
Operation.SUBTRACT -> {
// Find a number that when added gives the result
val mysteryNumber = BigDecimal(Random.nextInt(1, 100)).toBigDecimal()
result = num.plus(mysteryNumber)
}
}
return result.setScale(2, RoundingMode.HALF_UP).toString()
}
fun updateEquation(input: String) {
// This is a simplified version - in a real app you'd track the full equation
// For this demo, we'll just show the operation and current input
// The actual equation logic is handled in the calculateResult function
}
fun generatePoeticProblem(result: String): String {
val number = BigDecimal(result)
val operations = listOf("added", "subtracted")
val adjectives = listOf("majestic", "ancient", "whispering", "mystic")
val nouns = listOf("moon", "river", "star", "wind")
val op = operations.random()
val adj = adjectives.random()
val noun = nouns.random()
val mysteryNumber = BigDecimal(Random.nextInt(1, 100)).toBigDecimal()
val mysteryNumberStr = mysteryNumber.setScale(2, RoundingMode.HALF_UP).toString()
return when (op) {
"added" -> "$adj $noun ${if (number > mysteryNumber) "grew" else "shrunk"} by $mysteryNumberStr, leaving ${number - mysteryNumber}"
else -> "$adj $noun ${if (number > mysteryNumber) "grew" else "shrunk"} by $mysteryNumberStr, leaving ${number - mysteryNumber}"
}
}
object DecimalPointHandler : VisualTransformation {
override fun filter(text: AnnotatedString): TransformedText {
val cursorOffset = text.length
val transformed = text.filter { it.isDigit() || it == '.' }
return TransformedText(transformed, offsetMapping = { index ->
when {
index == transformed.length - 1 -> cursorOffset
else -> index
}
})
}
}
@Preview(showBackground = true)
@Composable
fun CalculatorPreview() {
MaterialTheme {
MathMuseApp()
}
}
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