3350 Werke — 471 Songs, 35 Bücher, 323 Bilder, 2234 SVGs, 287 Code
A creative RPG Maker MZ plugin that adds dynamic weather, terrain effects, and AI-driven enemy behaviors to battles, making them more immersive and strategic.
// DynamicBattleEnhancer.js
// A creative plugin for RPG Maker MZ that adds dynamic battle effects when imported as a Node.js script for development.
// This script simulates the behavior of a battle system plugin for RPG Maker MZ.
// It's designed to be run with Node.js to test and develop the plugin's logic.
// ============================================================================
// Plugin Manager Structure Simulation
// ============================================================================
const $plugins = [];
let $gameMap = { displayName: "Battle Map", tileset: {}, events: [] };
let $gameTroop = { members: [], _initMembers: () => {}, _startAction: () => {} };
let $gameParty = { actors: () => [], actor: () => ({}), _onBattleStart: () => {} };
let $gameVariables = new Map();
let $gameSelfSwitches = new Map();
// ============================================================================
// Core Battle Enhancer Logic
// ============================================================================
class DynamicBattleEnhancer {
constructor() {
this.weatherEffects = [
{ name: "Rain", intensity: 0.5, duration: 120, effect: this._handleRain },
{ name: "Thunder", intensity: 0.3, duration: 60, effect: this._handleThunder },
{ name: "Fog", intensity: 0.7, duration: 180, effect: this._handleFog },
{ name: "Sandstorm", intensity: 0.4, duration: 90, effect: this._handleSandstorm }
];
this.terrainEffects = {
'water': { effect: this._handleWater, priority: 2 },
'lava': { effect: this._handleLava, priority: 3 },
'mud': { effect: this._handleMud, priority: 1 },
'grass': { effect: this._handleGrass, priority: 0 }
};
this.enemyBehaviors = {
'aggressive': this._aggressiveBehavior,
'defensive': this._defensiveBehavior,
'passive': this._passiveBehavior,
'opportunistic': this._opportunisticBehavior
};
this.activeWeather = null;
this.activeTerrain = null;
this.battleTurn = 0;
}
// Initialize the plugin
init() {
this._setupBattleEvents();
this._simulateBattle();
}
// Set up battle events
_setupBattleEvents() {
$gameTroop._startAction = () => {
this._startBattle();
};
}
// Start battle simulation
_startBattle() {
console.log("\n=== BATTLE STARTED ===");
this._setRandomWeather();
this._setRandomTerrain();
this._assignBehaviorsToEnemies();
this.battleTurn = 0;
}
// Simulate battle turns
_simulateBattle() {
const interval = setInterval(() => {
this.battleTurn++;
console.log(`\n--- TURN ${this.battleTurn} ---`);
// Apply weather and terrain effects
if (this.activeWeather) {
this.activeWeather.effect();
}
if (this.activeTerrain) {
this.activeTerrain.effect();
}
// Simulate enemy actions
$gameTroop.members.forEach(enemy => {
if (enemy._behavior) {
enemy._behavior();
}
});
// Check if battle should end
if (this.battleTurn >= 10 || $gameParty.actors().length === 0) {
clearInterval(interval);
console.log("\n=== BATTLE ENDED ===");
}
}, 1000);
}
// Weather effect handlers
_handleRain() {
console.log("Rain is falling. Accuracy is reduced slightly.");
// Simulate accuracy reduction
this._applyStatusEffect("AccuracyDown", 0.9);
}
_handleThunder() {
console.log("Thunder strikes! Chance of instant damage to enemies.");
// 30% chance to strike a random enemy
if (Math.random() < 0.3) {
const randomEnemy = $gameTroop.members[Math.floor(Math.random() * $gameTroop.members.length)];
console.log(`Thunder struck ${randomEnemy._name}! (${randomEnemy._hp} HP damage)`);
randomEnemy._hp = Math.max(0, randomEnemy._hp - 20);
}
}
_handleFog() {
console.log("Thick fog obscures vision. Evasion is increased.");
this._applyStatusEffect("EvasionUp", 1.2);
}
_handleSandstorm() {
console.log("Sandstorm! Attacks have a chance to miss.");
this._applyStatusEffect("EvasionUp", 1.1);
}
// Terrain effect handlers
_handleWater() {
console.log("Water terrain! Electric attacks are super effective.");
this._applyStatusEffect("ElectricEffect", 1.5);
}
_handleLava() {
console.log("Lava terrain! Fire attacks are super effective, but takes damage.");
this._applyStatusEffect("FireEffect", 1.5);
console.log("Taking 10 damage per turn from lava...");
$gameParty.actors().forEach(actor => {
actor._hp = Math.max(0, actor._hp - 10);
});
}
_handleMud() {
console.log("Muddy terrain! Movement is slower, but physical attacks are slightly stronger.");
this._applyStatusEffect("PhysicalAttackUp", 1.1);
}
_handleGrass() {
console.log("Grass terrain! Healing effects are more potent.");
this._applyStatusEffect("HealingEffect", 1.2);
}
// Enemy behavior implementations
_aggressiveBehavior() {
console.log(`${this._name} is aggressive! Always targets the weakest party member.`);
const weakestActor = $gameParty.actors().reduce((weakest, actor) =>
actor._hp < weakest._hp ? actor : weakest
);
console.log(`Attacking ${weakestActor._name}!`);
}
_defensiveBehavior() {
console.log(`${this._name} is defensive! Always tries to avoid damage.`);
if (Math.random() < 0.5) {
console.log(`${this._name} guards!`);
} else {
console.log(`${this._name} attacks randomly.`);
}
}
_passiveBehavior() {
console.log(`${this._name} is passive! Only attacks when HP is below 50%.`);
if (this._hp < this._maxhp * 0.5) {
console.log(`${this._name} attacks!`);
}
}
_opportunisticBehavior() {
console.log(`${this._name} is opportunistic! Waits for a weak enemy before attacking.`);
if (Math.random() < 0.3 || $gameTroop.members.some(e =>
e._hp < e._maxhp * 0.3 && e !== this)) {
console.log(`${this._name} sees an opening and attacks!`);
}
}
// Utility methods
_setRandomWeather() {
const weather = this.weatherEffects[Math.floor(Math.random() * this.weatherEffects.length)];
this.activeWeather = weather;
console.log(`Weather: ${weather.name} (intensity: ${weather.intensity}, duration: ${weather.duration} turns)`);
}
_setRandomTerrain() {
const terrainKeys = Object.keys(this.terrainEffects);
const terrain = terrainKeys[Math.floor(Math.random() * terrainKeys.length)];
this.activeTerrain = this.terrainEffects[terrain];
console.log(`Terrain: ${terrain} (priority: ${this.activeTerrain.priority})`);
}
_assignBehaviorsToEnemies() {
$gameTroop.members = Array.from({ length: 3 }, (_, i) => {
const behaviors = ['aggressive', 'defensive', 'passive', 'opportunistic'];
const behavior = behaviors[Math.floor(Math.random() * behaviors.length)];
return {
_name: `Enemy ${i + 1}`,
_hp: 100,
_maxhp: 100,
_behavior: this.enemyBehaviors[behavior],
_behavior: this.enemyBehaviors[behavior].bind({ _name: `Enemy ${i + 1}` })
};
});
}
_applyStatusEffect(name, value) {
$gameVariables.set(name, value);
console.log(`Applied ${name}: ${value}`);
}
}
// ============================================================================
// Mock RPG Maker MZ Classes
// ============================================================================
class Game_Actor {
constructor(actorId) {
this._actorId = actorId;
this._name = `Actor ${actorId}`;
this._hp = 100;
this._maxhp = 100;
}
}
class Game_Enemy {
constructor(enemyId) {
this._enemyId = enemyId;
this._name = `Enemy ${enemyId}`;
this._hp = 100;
this._maxhp = 100;
}
}
// ============================================================================
// Initialize and run the simulation
// ============================================================================
function main() {
// Set up mock game objects
$gameParty._onBattleStart = () => {
$gameParty.actors = () => Array.from({ length: 3 }, (_, i) => new Game_Actor(i + 1));
};
$gameTroop._initMembers = () => {
$gameTroop.members = [];
};
$gameParty._onBattleStart();
$gameTroop._initMembers();
// Initialize and start the battle enhancer
const enhancer = new DynamicBattleEnhancer();
enhancer.init();
}
// Run the simulation
main();
A futuristic Unity UI menu system that randomly morphs layouts between quantum-inspired states, with smooth animations and haptic feedback.
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Linq;
public class QuantumMenuSystem : MonoBehaviour
{
[SerializeField] private RectTransform _menuContainer;
[SerializeField] private RectTransform _iconPrefab;
[SerializeField] private AnimationCurve _morphCurve;
[SerializeField] private float _morphDuration = 0.8f;
[SerializeField] private float _hapticFeedbackForce = 0.5f;
[SerializeField] private Vector2[] _quantumStates = new Vector2[]
{
new Vector2(0.3f, 0.3f), // Superposition
new Vector2(0.7f, 0.7f), // Entangled
new Vector2(0.1f, 0.9f), // Collapsed
new Vector2(0.9f, 0.1f) // Observer Effect
};
private RectTransform[] _activeIcons;
private int _currentStateIndex = 0;
private Coroutine _morphRoutine;
private void Awake()
{
if (_menuContainer == null)
{
Debug.LogError("Menu Container reference is missing!");
enabled = false;
return;
}
InitializeMenu();
TriggerRandomMorph();
}
private void InitializeMenu()
{
_activeIcons = new RectTransform[4]; // 4 quantum states per menu
for (int i = 0; i < _activeIcons.Length; i++)
{
var iconInstance = Instantiate(_iconPrefab, _menuContainer);
iconInstance.anchoredPosition = new Vector2(
Random.Range(-150f, 150f),
Random.Range(-150f, 150f)
);
_activeIcons[i] = iconInstance;
// Add haptic feedback on click
var button = iconInstance.GetComponent<Button>();
if (button != null)
{
button.onClick.AddListener(() => TriggerHapticFeedback());
}
}
}
public void TriggerRandomMorph()
{
if (_morphRoutine != null)
{
StopCoroutine(_morphRoutine);
}
_morphRoutine = StartCoroutine(MorphToRandomState());
}
private IEnumerator MorphToRandomState()
{
int targetIndex = Random.Range(0, _quantumStates.Length);
for (float t = 0; t < 1; t += Time.deltaTime / _morphDuration)
{
float progress = Mathf.Clamp01(_morphCurve.Evaluate(t));
// Animate position and scale based on quantum state
Vector2 newState = Vector2.Lerp(_quantumStates[_currentStateIndex], _quantumStates[targetIndex], progress);
foreach (RectTransform icon in _activeIcons)
{
icon.anchoredPosition = Vector2.Lerp(
icon.anchoredPosition,
new Vector2(
Mathf.Lerp(-150f, 150f, newState.x),
Mathf.Lerp(-150f, 150f, newState.y)
),
progress
);
icon.localScale = Vector3.Lerp(
icon.localScale,
new Vector3(1 + (0.3f * newState.y), 1 + (0.3f * newState.x), 1),
progress * 0.7f
);
}
yield return null;
}
_currentStateIndex = targetIndex;
}
private void TriggerHapticFeedback()
{
#if UNITY_EDITOR
Debug.Log("Quantum Observer Effect Detected! Haptic Feedback Triggered");
#else
Handheld.Vibrate(_hapticFeedbackForce, _morphDuration * 0.5f);
#endif
}
private void OnDestroy()
{
if (_morphRoutine != null)
{
StopCoroutine(_morphRoutine);
}
}
}
A generative design tool that creates intricate, organic floral patterns using CSS transforms and JavaScript animations. Users can generate and export unique floral art with a single click.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Dynamic Floral Canvas</title>
<style>
:root {
--petal-count: 5;
--floral-radius: 150px;
--floral-center: 50%;
--floral-color: #6a4c93;
--background-gradient: linear-gradient(135deg, #f5f7fa 0%, #c3cfe2 100%);
--animation-duration: 4s;
--animation-delay: 0.1s;
}
body {
margin: 0;
padding: 0;
background: var(--background-gradient);
height: 100vh;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
overflow: hidden;
color: #333;
}
.container {
position: relative;
width: 100%;
max-width: 600px;
margin: 0 auto;
text-align: center;
}
.controls {
margin-bottom: 2rem;
display: flex;
flex-direction: column;
gap: 1rem;
}
button {
background-color: var(--floral-color);
color: white;
border: none;
padding: 0.75rem 1.5rem;
border-radius: 30px;
font-size: 1rem;
cursor: pointer;
transition: all 0.3s ease;
box-shadow: 0 4px 6px rgba(0, 0, 0, 0.1);
}
button:hover {
transform: translateY(-2px);
box-shadow: 0 6px 8px rgba(0, 0, 0, 0.15);
}
button:active {
transform: translateY(0);
}
.floral-container {
position: relative;
width: var(--floral-radius);
height: var(--floral-radius);
margin: 0 auto;
border-radius: 50%;
background-color: rgba(106, 76, 147, 0.1);
backdrop-filter: blur(5px);
border: 1px solid rgba(106, 76, 147, 0.3);
}
.floral {
position: absolute;
width: 100%;
height: 100%;
top: 0;
left: 0;
transform-origin: var(--floral-center);
animation: pulse 1s infinite ease-in-out;
}
@keyframes pulse {
0%, 100% { transform: rotate(0deg) scale(1); }
50% { transform: rotate(180deg) scale(1.05); }
}
.petal {
position: absolute;
width: 30%;
height: 80%;
background-color: var(--floral-color);
border-radius: 50% 50% 0 50%;
transform-origin: 50% 80%;
transition: transform 0.3s ease, opacity 0.3s ease;
}
.center {
position: absolute;
width: 20px;
height: 20px;
background-color: #ffd700;
border-radius: 50%;
z-index: 10;
box-shadow: 0 0 10px rgba(255, 215, 0, 0.5);
}
.export-btn {
background-color: #2c3e50;
margin-top: 1rem;
}
.export-btn:hover {
background-color: #1a252f;
}
.config {
margin-bottom: 1rem;
display: flex;
justify-content: center;
gap: 1rem;
}
.config input {
padding: 0.5rem;
border-radius: 5px;
border: 1px solid #ddd;
width: 60px;
text-align: center;
}
.config label {
font-size: 0.9rem;
color: #555;
}
.info {
margin-top: 2rem;
font-size: 0.8rem;
color: #777;
}
. Exporting...
</style>
</head>
<body>
<div class="container">
<h1>Dynamic Floral Canvas</h1>
<div class="config">
<label for="petalCount">Petals: </label>
<input type="range" id="petalCount" min="3" max="12" value="5">
<span id="petalCountValue">5</span>
</div>
<div class="controls">
<button id="generateBtn">Generate New Floral Art</button>
<button id="exportBtn" class="export-btn" disabled>Export as SVG</button>
</div>
<div class="floral-container">
<div class="center"></div>
</div>
<p class="info">Click the "Generate New Floral Art" button to create unique floral patterns. Right-click the canvas to export as SVG.</p>
</div>
<script>
document.addEventListener('DOMContentLoaded', () => {
const petalCountInput = document.getElementById('petalCount');
const petalCountValue = document.getElementById('petalCountValue');
const generateBtn = document.getElementById('generateBtn');
const exportBtn = document.getElementById('exportBtn');
const floralContainer = document.querySelector('.floral-container');
const floral = document.querySelector('.floral') || createFloralElement();
const center = document.querySelector('.center');
petalCountInput.addEventListener('input', () => {
petalCountValue.textContent = petalCountInput.value;
document.documentElement.style.setProperty('--petal-count', petalCountInput.value);
});
generateBtn.addEventListener('click', generateFloral);
exportBtn.addEventListener('click', () => {
exportAsSVG();
});
floralContainer.addEventListener('contextmenu', (e) => {
e.preventDefault();
exportAsSVG();
});
function createFloralElement() {
const floralElement = document.createElement('div');
floralElement.className = 'floral';
floralContainer.appendChild(floralElement);
return floralElement;
}
function generateFloral() {
floral.innerHTML = '';
exportBtn.disabled = true;
floralContainer.style.opacity = '0.5';
// Create petals
const petalCount = parseInt(document.documentElement.style.getPropertyValue('--petal-count').trim());
for (let i = 0; i < petalCount; i++) {
const petal = document.createElement('div');
petal.className = 'petal';
// Randomize size, position, and color
const size = 30 + Math.random() * 20;
const angle = (i * (360 / petalCount)) * Math.PI / 180;
const radius = 150 + Math.random() * 50;
const hue = 300 + Math.random() * 30;
const saturation = 70 + Math.random() * 20;
const lightness = 40 + Math.random() * 20;
petal.style.width = `${size}%`;
petal.style.height = `${80 + Math.random() * 20}%`;
petal.style.transformOrigin = `50% ${80 + Math.random() * 20}%`;
petal.style.backgroundColor = `hsl(${hue}, ${saturation}%, ${lightness}%)`;
petal.style.transform = `rotate(${angle * 180 / Math.PI}deg) translate(${radius}px, 0)`;
petal.style.opacity = 0.8 + Math.random() * 0.2;
petal.style.transitionDelay = `${Math.random() * 0.5}s`;
floral.appendChild(petal);
}
// Add animation to petals
floral.style.animation = `pulse ${0.5 + Math.random() * 1.5}s infinite ease-in-out, rotate ${2 + Math.random() * 2}s linear infinite`;
// Add subtle ripple effect
const ripple = document.createElement('div');
ripple.className = 'ripple';
ripple.style.position = 'absolute';
ripple.style.width = '100%';
ripple.style.height = '100%';
ripple.style.background = 'radial-gradient(circle, rgba(255,255,255,0.2) 0%, transparent 70%)';
ripple.style.animation = `ripple ${3 + Math.random() * 2}s infinite ease-in-out`;
floral.appendChild(ripple);
setTimeout(() => {
floralContainer.style.opacity = '1';
exportBtn.disabled = false;
}, 500);
}
// Create ripple effect animation
const style = document.createElement('style');
style.textContent = `
@keyframes ripple {
0% { transform: scale(0.5); opacity: 0.5; }
100% { transform: scale(1.5); opacity: 0; }
}
`;
document.head.appendChild(style);
function exportAsSVG() {
// Create SVG element
const svg = document.createElementNS('http://www.w3.org/2000/svg', 'svg');
svg.setAttribute('width', '300');
svg.setAttribute('height', '300');
svg.setAttribute('viewBox', '0 0 300 300');
// Add background circle
const bgCircle = document.createElementNS('http://www.w3.org/2000/svg', 'circle');
bgCircle.setAttribute('cx', '150');
bgCircle.setAttribute('cy', '150');
bgCircle.setAttribute('r', '120');
bgCircle.setAttribute('fill', 'rgba(106, 76, 147, 0.1)');
svg.appendChild(bgCircle);
// Add center
const centerCircle = document.createElementNS('http://www.w3.org/2000/svg', 'circle');
centerCircle.setAttribute('cx', '150');
centerCircle.setAttribute('cy', '150');
centerCircle.setAttribute('r', '10');
centerCircle.setAttribute('fill', '#ffd700');
svg.appendChild(centerCircle);
// Add petals
const petals = floral.querySelectorAll('.petal');
const petalCount = petals.length;
petals.forEach((petal, i) => {
const angle = (i * (360 / petalCount)) * Math.PI / 180;
const radius = 150 + Math.random() * 50;
const hue = 300 + Math.random() * 30;
const saturation = 70 + Math.random() * 20;
const lightness = 40 + Math.random() * 20;
const x = 150 + radius * Math.cos(angle);
const y = 150 + radius * Math.sin(angle);
const path = document.createElementNS('http://www.w3.org/2000/svg', 'path');
path.setAttribute('d', `M 150 150
L ${x - 20} ${y - 15}
L ${x + 20} ${y - 15}
L ${x + 15} ${y + 15}
L ${x - 15} ${y + 15}
Z`);
path.setAttribute('fill', `hsl(${hue}, ${saturation}%, ${lightness}%)`);
svg.appendChild(path);
});
// Serialize SVG to string
const serializer = new XMLSerializer();
const svgStr = serializer.serializeToString(svg);
// Create download link
const blob = new Blob([svgStr], { type: 'image/svg+xml' });
const url = URL.createObjectURL(blob);
const link = document.createElement('a');
link.href = url;
link.download = `floral-art-${new Date().getTime()}.svg`;
document.body.appendChild(link);
link.click();
document.body.removeChild(link);
URL.revokeObjectURL(url);
// Show temporary message
const originalText = document.querySelector('.info').textContent;
document.querySelector('.info').textContent = ' Exporting...';
setTimeout(() => {
document.querySelector('.info').textContent = originalText;
}, 2000);
}
// Initial generation
generateFloral();
});
</script>
</body>
</html>
Generiert zufällige, dynamische ASCII-Kunst basierend auf Quantenphysik-Metaphern mit interaktivem Farb- und Muster-Editor
#!/usr/bin/env node
// Quantum Doodle - ASCII Art Generator mit Quantenmetaphern
// Unterstützt Farbausgabe (wenn TTY), interaktive Parameter und zufällige Muster
// Läuft mit: node quantum-doodle.js [--width=30] [--height=15] [--min=2] [--max=5] [--seed=random]
import { program } from 'commander';
import readline from 'readline';
import chalk from 'chalk';
program
.version('1.0.0')
.description('Quantum Doodle - Generiert farbenfrohe ASCII-Kunst mit Quantenmetaphern')
.option('-w, --width <number>', 'Breite der ASCII-Kunst (Standard: 30)', parseInt)
.option('-h, --height <number>', 'Höhe der ASCII-Kunst (Standard: 15)', parseInt)
.option('-m, --min <number>', 'Minimale Komplexität (Standard: 2)', parseInt)
.option('-M, --max <number>', 'Maximale Komplexität (Standard: 5)', parseInt)
.option('-s, --seed <string>', 'Seed für reproduzierbare Muster (Standard: zufällig)', String)
.option('-i, --interactive', 'Interaktiver Modus (Parametermanager)')
.action(async (options) => {
const rl = readline.createInterface({
input: process.stdin,
output: process.stdout
});
if (options.interactive) {
await interactiveMode(rl, options);
} else {
generateArt({
width: options.width || 30,
height: options.height || 15,
min: options.min || 2,
max: options.max || 5,
seed: options.seed || null
});
}
process.exit(0);
});
program.parse(process.argv);
// Quantenmetaphern-Farben (based on quantum spectra)
const quantumColors = {
electron: chalk.hex('#FF5E62'),
proton: chalk.hex('#5E81AC'),
neutron: chalk.hex('#B26F35'),
entangled: chalk.hex('#5F819D'),
observer: chalk.hex('#F8C471'),
vacuum: chalk.hex('#333333'),
uncertainty: chalk.hex('#A29BFE'),
superposition: chalk.hex('#96CEB4'),
collapse: chalk.hex('#E84393')
};
// ASCII-Kunst-Charaktere (Quantum-Theme)
const quantumChars = [
'•', 'o', 'O', '°', '░', '▒', '▓', '█', '▔', '▕', '▖', '▗', '▖', '▘', '▙', '▚', '▛', '▜', '▝', '▞'
];
// Generiert ein zufälliges Quanten-Muster
function generateQuantumPattern(width, height, min, max, seed = null) {
const pattern = [];
const chars = quantumChars.slice();
// Seed für reproduzierbare Muster
if (seed) {
const seedValue = typeof seed === 'number' ? seed : seed.charCodeAt(0);
chars.sort((a, b) => a.localeCompare(b) - seedValue);
}
// Erzeugt ein 2D-Array mit zufälligen Quantenzuständen
for (let y = 0; y < height; y++) {
const row = [];
for (let x = 0; x < width; x++) {
// Quantentunneling-Effekt: randomness mit Neigung
const complexity = Math.min(max, Math.floor((x + y) / (width / min)) + 1);
const index = Math.floor(Math.random() * complexity) % chars.length;
row.push(chars[index]);
}
pattern.push(row);
}
return pattern;
}
// Wählt eine Farbe basierend auf Quantenzustand
function getQuantumColor(x, y, width, height, pattern) {
const char = pattern[y][x];
const pos = { x, y, total: x + y, center: width / 2, edge: width - x };
// Quanten-Interferenzmuster
const interference = (Math.sin(x / 5) + Math.cos(y / 3)) / 2;
const uncertainty = Math.random() * 0.3;
// Entscheidung basierend auf Position und Charakter
if (char === 'O' || char === 'o') {
return quantumColors.electron;
} else if (char === '°' || char === '░') {
return quantumColors.proton;
} else if (char === '▓' || char === '█') {
return quantumColors.neutron;
} else if (interference > 0.7) {
return quantumColors.entangled;
} else if (Math.random() > 0.7) {
return quantumColors.superposition;
} else if (pos.center - pos.x < 3) {
return quantumColors.observer;
} else {
return quantumColors.vacuum;
}
}
// Generiert die finale ASCII-Kunst
function generateArt(config) {
const { width, height, min, max, seed } = config;
const pattern = generateQuantumPattern(width, height, min, max, seed);
let output = '';
// Header mit Quantenmetapher
output += quantumColors.uncertainty(`Quantum Doodle v1.0.0 | Width: ${width} | Height: ${height} | Complexity: ${min}-${max}\n`);
output += quantumColors.observer(`Seed: ${seed || 'random (quantum superposition)'}\n\n`);
// Hauptmuster
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const color = getQuantumColor(x, y, width, height, pattern);
output += color(pattern[y][x]);
}
output += '\n';
}
// Quanten-Interferenz-Effekt (wenn TTY)
if (process.stdout.isTTY) {
output += quantumColors.superposition('\n ~ Quantum interference detected ~\n');
output += quantumColors.collapse(' (Observer effect: This pattern collapses upon viewing)\n\n');
}
console.log(output);
}
// Interaktiver Modus
async function interactiveMode(rl, initialOptions) {
const options = {
width: initialOptions.width || 30,
height: initialOptions.height || 15,
min: initialOptions.min || 2,
max: initialOptions.max || 5,
seed: initialOptions.seed || null,
interactive: true
};
console.log(quantumColors.superposition('\n=== Quantum Doodle Interactive Mode ===\n'));
// Fragen stellen
const questions = [
{
question: `Breite (Standard: ${options.width}): `,
key: 'width',
validator: (val) => parseInt(val) >= 5 && parseInt(val) <= 100
},
{
question: `Höhe (Standard: ${options.height}): `,
key: 'height',
validator: (val) => parseInt(val) >= 5 && parseInt(val) <= 30
},
{
question: `Minimale Komplexität (Standard: ${options.min}): `,
key: 'min',
validator: (val) => parseInt(val) >= 1 && parseInt(val) <= 10
},
{
question: `Maximale Komplexität (Standard: ${options.max}): `,
key: 'max',
validator: (val) => parseInt(val) >= options.min && parseInt(val) <= 10
},
{
question: `Seed (Standard: zufällig, oder 'test123' für reproduzierbar): `,
key: 'seed'
}
];
for (const q of questions) {
const answer = await ask(rl, q.question);
if (q.validator) {
const parsed = parseInt(answer);
if (isNaN(parsed) || !q.validator(answer)) {
console.log(chalk.red(' Ungültige Eingabe!'));
continue;
}
options[q.key] = parsed;
} else {
options[q.key] = answer.trim();
}
}
generateArt(options);
rl.close();
}
function ask(rl, question) {
return new Promise((resolve) => {
rl.question(question, (answer) => {
resolve(answer);
});
});
}
// Export für andere Module (falls benötigt)
export { generateArt, generateQuantumPattern, getQuantumColor };
// Falls direkt ausgeführt wird
if (process.env.NODE_ENV !== 'test') {
// Command-line-Parser einrichten
const parsedArgs = program.parse(process.argv);
generateArt({
width: parsedArgs.width || 30,
height: parsedArgs.height || 15,
min: parsedArgs.min || 2,
max: parsedArgs.max || 5,
seed: parsedArgs.seed || null
});
}
A file organizer that sorts files with smart default rules, but includes a playful "Chaos Mode" that reorganizes files in a controlled, randomized way for fun (and optional reset).
#!/usr/bin/env node
import fs from 'fs/promises';
import path from 'path';
import { fileURLToPath } from 'url';
import readline from 'readline';
import crypto from 'crypto';
const __dirname = path.dirname(fileURLToPath(import.meta.url));
class FileOrchestrator {
constructor(targetDir) {
this.targetDir = path.resolve(targetDir);
this.rules = {
'images': ['.jpg', '.jpeg', '.png', '.gif', '.svg', '.webp'],
'documents': ['.pdf', '.doc', '.docx', '.txt', '.md', '.xlsx', '.xls'],
'videos': ['.mp4', '.mov', '.avi', '.mkv', '.webm'],
'audio': ['.mp3', '.wav', '.ogg', '.m4a'],
'archives': ['.zip', '.tar', '.gz', '.rar', '.7z'],
'code': ['.js', '.ts', '.jsx', '.tsx', '.py', '.java', '.c', '.cpp', '.h'],
'others': []
};
this.chaosMode = false;
this.chaosFolders = [];
}
async initialize() {
try {
await this._ensureDirectory(this.targetDir);
const items = await fs.readdir(this.targetDir, { withFileTypes: true });
// Collect existing files and their extensions
const existingFiles = await Promise.all(
items.filter(item => item.isFile())
.map(async item => {
const filePath = path.join(this.targetDir, item.name);
const ext = path.extname(item.name).toLowerCase();
return { name: item.name, ext, path: filePath };
})
);
// Create folders if they don't exist (except for 'others')
for (const [folder, extensions] of Object.entries(this.rules)) {
if (folder !== 'others') {
await this._ensureDirectory(path.join(this.targetDir, folder));
}
}
// If in chaos mode, create random folders and move files
if (this.chaosMode) {
await this._applyChaosMode(existingFiles);
} else {
await this._organizeFiles(existingFiles);
}
console.log('\n✨ File organization complete!');
} catch (error) {
console.error('❌ Error:', error.message);
process.exit(1);
}
}
async _organizeFiles(files) {
const movedFiles = [];
for (const file of files) {
let targetFolder = 'others';
for (const [folder, extensions] of Object.entries(this.rules)) {
if (extensions.includes(file.ext)) {
targetFolder = folder;
break;
}
}
if (targetFolder !== 'others' && file.path !== path.join(this.targetDir, targetFolder, file.name)) {
const targetPath = path.join(this.targetDir, targetFolder, file.name);
await fs.rename(file.path, targetPath);
movedFiles.push(file.name);
}
}
if (movedFiles.length > 0) {
console.log(`✅ Moved ${movedFiles.length} files to appropriate folders.`);
} else {
console.log('ℹ️ No files needed to be moved (or already organized).');
}
}
async _applyChaosMode(files) {
// Create random folder names (but avoid clashing with existing ones)
const existingFolders = await fs.readdir(this.targetDir)
.catch(err => err.code === 'ENOENT' ? [] : err);
for (let i = 0; i < 5; i++) {
const hash = crypto.randomBytes(3).toString('hex');
const folderName = `chaos_${hash}`;
if (!existingFolders.includes(folderName)) {
this.chaosFolders.push(folderName);
await fs.mkdir(path.join(this.targetDir, folderName));
}
}
// Shuffle files and distribute them randomly
const shuffledFiles = [...files].sort(() => 0.5 - Math.random());
for (let i = 0; i < shuffledFiles.length; i++) {
const file = shuffledFiles[i];
const targetFolder = i % this.chaosFolders.length;
const targetPath = path.join(this.targetDir, this.chaosFolders[targetFolder], file.name);
// Skip if the file is already in a chaos folder (avoid infinite loops)
if (!file.path.includes('chaos_')) {
await fs.rename(file.path, targetPath);
}
}
console.log(`🤪 Applied Chaos Mode! Files are now randomly distributed across ${this.chaosFolders.length} folders.`);
}
async _ensureDirectory(dirPath) {
try {
await fs.access(dirPath);
} catch {
await fs.mkdir(dirPath);
}
}
async toggleChaosMode() {
this.chaosMode = !this.chaosMode;
console.log(this.chaosMode ? '🔥 Chaos Mode: ON' : '🔄 Chaos Mode: OFF');
}
}
async function main() {
const rl = readline.createInterface({
input: process.stdin,
output: process.stdout
});
console.log('🎵 File Orchestrator with AI-Inspired Chaos Mode 🎵');
console.log('--------------------------------------------------');
console.log('This tool will organize your files smartly... or playfully scramble them in Chaos Mode!');
const dir = await rl.question('Enter the target directory path: ');
const orchestrator = new FileOrchestrator(dir);
while (true) {
console.log('\nOptions:');
console.log('1. Organize files normally');
console.log('2. Toggle Chaos Mode');
console.log('3. Exit');
const choice = await rl.question('Choose an option (1-3): ');
if (choice === '1') {
orchestrator.chaosMode = false;
await orchestrator.initialize();
} else if (choice === '2') {
await orchestrator.toggleChaosMode();
} else if (choice === '3') {
console.log('👋 Goodbye!');
rl.close();
break;
} else {
console.log('❌ Invalid choice. Please try again.');
}
}
}
main().catch(console.error);
A Rust directory tree visualizer that displays folder structures with colorful emoji depth indicators and interactive navigation using arrow keys. Includes ASCII art borders and handles large director
use std::{
env, fs,
io::{self, Write, Stdout, Stdin},
path::Path,
process,
};
use crossterm::{
execute,
terminal::{disable_raw_mode, enable_raw_mode, EnterAlternateScreen, LeaveAlternateScreen},
style::{SetForegroundColor, Color},
event::{Event, KeyCode, poll},
cursor::{Hide, Show},
};
use termion::color;
const EMJOS: [char; 8] = [
'🌳', '🌲', '🌳', '🌳', '🌳', '🌳', '🌳', '🌳',
];
fn main() {
// Parse command line arguments
let args: Vec<String> = env::args().collect();
if args.len() != 2 {
eprintln!("Usage: {} <directory>", args[0]);
process::exit(1);
}
let path = Path::new(&args[1]);
if !path.exists() || !path.is_dir() {
eprintln!("Error: Path '{}' is not a valid directory", args[1]);
process::exit(1);
}
// Initialize terminal
enable_raw_mode().expect("Failed to enable raw mode");
let mut stdout = io::stdout();
execute!(stdout, EnterAlternateScreen, Hide).expect("Failed to enter alternate screen");
// Set up terminal colors
let mut stdout = stdout.lock();
execute!(stdout, SetForegroundColor(Color::LightGreen)).unwrap();
// Main loop
loop {
let tree = build_tree(path, 0);
display_tree(&tree, &mut stdout);
// Wait for user input
let event = poll().expect("Failed to poll event");
if let Event::Key(key) = event {
match key.code {
KeyCode::Char('q') => break,
KeyCode::Up | KeyCode::Char('k') => {
if let Some(parent) = path.parent() {
path = parent;
}
}
KeyCode::Down | KeyCode::Char('j') => {
let entries = fs::read_dir(path).expect("Failed to read directory");
let mut next_path = None;
for entry in entries {
if let Ok(entry) = entry {
if entry.path() == path {
continue;
}
next_path = Some(entry.path());
break;
}
}
if let Some(next) = next_path {
path = next;
}
}
KeyCode::Char('l') => {
let entries = fs::read_dir(path).expect("Failed to read directory");
for entry in entries {
if let Ok(entry) = entry {
if entry.path() == path {
continue;
}
path = entry.path();
break;
}
}
}
KeyCode::Char('h') => {
display_help();
}
_ => {}
}
// Clear screen and redraw
execute!(stdout, LeaveAlternateScreen).unwrap();
execute!(stdout, EnterAlternateScreen).unwrap();
}
}
// Cleanup terminal
execute!(stdout, Show, LeaveAlternateScreen).unwrap();
disable_raw_mode().expect("Failed to disable raw mode");
}
fn build_tree(path: &Path, depth: usize) -> TreeNode {
let mut node = TreeNode {
name: path.file_name().unwrap().to_string_lossy().into_owned(),
depth,
children: Vec::new(),
};
if path.is_dir() {
if let Ok(entries) = fs::read_dir(path) {
for entry in entries {
if let Ok(entry) = entry {
node.children.push(build_tree(&entry.path(), depth + 1));
}
}
}
}
node
}
fn display_tree(node: &TreeNode, stdout: &mut Stdout) {
// Draw top border
execute!(stdout, SetForegroundColor(Color::DarkGreen)).unwrap();
writeln!(stdout, "╔═══════════════════════════════════════════════╗").unwrap();
// Draw tree nodes
execute!(stdout, SetForegroundColor(Color::LightGreen)).unwrap();
draw_node(node, stdout);
// Draw bottom border
execute!(stdout, SetForegroundColor(Color::DarkGreen)).unwrap();
writeln!(stdout, "╚═══════════════════════════════════════════════╝").unwrap();
// Display help
execute!(stdout, SetForegroundColor(Color::LightBlue)).unwrap();
writeln!(stdout, "Controls: q=quit, j/k=up/down, l=enter, h=help").unwrap();
}
fn draw_node(node: &TreeNode, stdout: &mut Stdout) {
// Get emoji based on depth
let emoji = EMJOS.get(node.depth % EMJOS.len()).unwrap();
// Set color based on depth
let color = match node.depth % 4 {
0 => Color::Green,
1 => Color::Yellow,
2 => Color::Red,
_ => Color::Magenta,
};
execute!(stdout, SetForegroundColor(color)).unwrap();
// Print node with indentation
writeln!(stdout, "{}{}", " ".repeat(node.depth), node.name).unwrap();
// Print children
for child in &node.children {
draw_node(child, stdout);
}
}
fn display_help() {
println!("\nHelp:");
println!(" q - Quit the application");
println!(" j/k - Navigate up and down the directory tree");
println!(" l - Enter a directory");
println!(" h - Display this help");
println!("\nTreeDaze - Directory Tree Visualizer with Emoji Depth");
}
#[derive(Debug)]
struct TreeNode {
name: String,
depth: usize,
children: Vec<TreeNode>,
}
Ein rustiger Passwortgenerator, der nicht nur sichere Passwörter erstellt, sondern auch die Entropie durch eine chaotische Simulation visualisiert — mit kaputten, aber funktionierenden ASCII-Kunst-Ent
use rand::Rng;
use std::io::{self, Write};
// Custom error type for handling input failures elegantly
#[derive(Debug)]
struct PasswordGenError(String);
impl std::fmt::Display for PasswordGenError {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
write!(f, "PasswordGenError: {}", self.0)
}
}
impl std::error::Error for PasswordGenError {}
/// Simulates chaotic entropy with a mix of randomness and pseudo-determinism
fn chaotic_entropy(entropy: u32, meme_mode: bool) -> Vec<bool> {
let mut rng = rand::thread_rng();
let mut entropy_bits = Vec::with_capacity(entropy as usize);
for i in 0..entropy {
// Introduce controlled chaos: flip bits based on a mix of RNG and index
let bit = (rng.gen_bool(0.7) || (i % 5 == 0)) as u8;
entropy_bits.push(bit != 0);
}
if meme_mode {
// Meme mode: replace every 10th bit with a "chaotic" XOR pattern
for i in (1..entropy).step_by(10) {
if i < entropy as usize {
entropy_bits[i] ^= true;
}
}
}
entropy_bits
}
/// Generates a password based on entropy bits and style
fn generate_password(entropy_bits: &[bool], length: u32, style: PasswordStyle) -> String {
let mut password = String::with_capacity(length as usize);
let mut rng = rand::thread_rng();
let chars = style.chars();
for &bit in entropy_bits {
if bit {
// Use a random char from the style set if bit is true
let idx = rng.gen_range(0..chars.len());
password.push(chars[idx]);
} else {
// If bit is false, add a "static" element based on index
let static_char = match (style.index) % 3 {
0 => 'A',
1 => '1',
_ => '#',
};
password.push(static_char);
}
}
// Ensure the password is at least 1 char long (shouldn't happen, but just in case)
if password.is_empty() {
password.push('!');
}
password
}
/// Represents different password styles with character sets
#[derive(Debug, Clone, Copy)]
enum PasswordStyle {
Secure,
Balanced,
Meme,
}
impl PasswordStyle {
fn chars(&self) -> Vec<char> {
match self {
PasswordStyle::Secure => {
vec![
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J',
'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T',
'U', 'V', 'W', 'X', 'Y', 'Z',
'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j',
'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't',
'u', 'v', 'w', 'x', 'y', 'z',
'0', '1', '2', '3', '4', '5', '6', '7', '8', '9',
'!', '@', '#', '$', '%', '^', '&', '*', '(', ')',
]
}
PasswordStyle::Balanced => {
vec![
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J',
'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j',
'0', '1', '2', '3', '4', '5',
'!', '@', '#',
]
}
PasswordStyle::Meme => {
vec![
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J',
'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T',
'U', 'V', 'W', 'X', 'Y', 'Z',
'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j',
'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't',
'u', 'v', 'w', 'x', 'y', 'z',
'0', '1', '2', '3', '4', '5', '6', '7', '8', '9',
'!', '@', '#', '$', '%', '^', '&', '*', '(', ')', '?', '~',
'X', 'D', 'P', 'L', 'G', 'K', 'W', 'E', 'B', 'O', 'R',
]
}
}
}
fn index(&self) -> u8 {
match self {
PasswordStyle::Secure => 0,
PasswordStyle::Balanced => 1,
PasswordStyle::Meme => 2,
}
}
}
/// Displays an ASCII art entropy bar (with intentional "glitches" for fun)
fn display_entropy_bar(entropy: u32, is_meme_mode: bool) {
let bar_length = 30;
let filled = (entropy as f32 / 100.0) * bar_length as f32;
let mut bar = String::with_capacity(bar_length + 5);
bar.push_str("Entropy: [");
for i in 0..bar_length {
if i as f32 < filled {
bar.push(if is_meme_mode { 'X' } else { '=' });
} else {
bar.push(if is_meme_mode && i % 3 == 0 { '!' } else { ' ' });
}
}
bar.push(']');
println!("{} ({} bits)", bar, entropy);
// Glitchy meme mode text
if is_meme_mode {
println!(" (Entropy is chaotic, like your aunt's Wi-Fi password)");
}
}
/// Validates user input for password length
fn validate_length(input: &str) -> Result<u32, PasswordGenError> {
let length = input.trim().parse::<u32>().map_err(|_| PasswordGenError("Invalid number".to_string()))?;
if length == 0 {
return Err(PasswordGenError("Length must be > 0".to_string()));
}
if length > 100 {
return Err(PasswordGenError("Length too long (max 100)".to_string()));
}
Ok(length)
}
/// Main function with user interaction
fn main() {
println!("🔐 CryptaGen: Password Generator with Chaotic Entropy 🔐");
println!("------------------------------------------------------");
// Prompt for password length
print!("Enter password length (1-100): ");
io::stdout().flush().unwrap();
let length_input = match io::stdin().read_line() {
Ok(line) => line.trim(),
Err(_) => {
println!("\nFailed to read input. Using default length of 12.");
"12"
}
};
let length = match validate_length(length_input) {
Ok(len) => len,
Err(e) => {
println!("\nError: {}", e);
println!("Using default length of 12.");
12
}
};
// Prompt for style
println!("\nChoose password style:");
println!("1. Secure (high entropy, complex characters)");
println!("2. Balanced (easy to remember, moderate complexity)");
println!("3. Meme (extra chaotic, for when you want to troll)");
print!("Select (1/2/3): ");
io::stdout().flush().unwrap();
let style_input = match io::stdin().read_line() {
Ok(line) => line.trim(),
Err(_) => {
println!("\nInvalid input. Using Secure style.");
"1"
}
};
let style = match style_input {
"1" => PasswordStyle::Secure,
"2" => PasswordStyle::Balanced,
"3" => PasswordStyle::Meme,
_ => {
println!("\nInvalid choice. Using Secure style.");
PasswordStyle::Secure
}
};
// Calculate entropy (1 bit per character in the password, but scaled for display)
let entropy = length * 5; // 5 bits per character for display purposes
let is_meme_mode = matches!(style, PasswordStyle::Meme);
// Generate chaotic entropy bits
let entropy_bits = chaotic_entropy(entropy, is_meme_mode);
// Display entropy bar
display_entropy_bar(entropy, is_meme_mode);
// Generate password
let password = generate_password(&entropy_bits, length, style);
println!("\n🔑 Generated Password: {}", password);
// Extra meme if in meme mode
if is_meme_mode {
println!("💀 Meme mode activated! This password is as unpredictable as your ex's dating life.");
}
}
Ein draggable inventory system mit magischen Schatz-Items, die sich bei Anordnung in spezielle Slots kombinieren lassen. Perfekt für Fantasy-RPGs oder kreative Sammler-Spiele.
extends Node2D
class_name: "MagicInventory"
# --- Configuration ---
@export var grid_size: Vector2i = Vector2i(3, 3) # Rows, Columns
@export var slot_size: Vector2i = Vector2i(80, 80) # Size of each slot
@export var slot_spacing: int = 10 # Space between slots
@export var drag_threshold: int = 5 # Minimum distance for drag to register
@export var hover_color: Color = Color(1, 0.8, 0.6) # Hover effect color
@export var highlight_color: Color = Color(0.6, 1, 0.8) # Highlight color for combinable items
# --- Magic System ---
@export var magic_slots: Array[Vector2i] = [
Vector2i(0, 1), # Top-center
Vector2i(1, 1), # Center
Vector2i(2, 1), # Bottom-center
Vector2i(1, 0), # Left-center
Vector2i(1, 2), # Right-center
]
@export var item_combinations: Dictionary = {
"gold_coin": ["gold_coin", "gold_coin", "gold_coin"], # 3 coins -> gold_ingot
"potion": ["potion", "potion"], # 2 potions -> elixir
"rune": ["rune", "rune", "rune"], # 3 runes -> dragon_gem
}
# --- State ---
var slots: Array[ invent.Slot ] = []
var items: Array[ invent.Item ] = []
var current_dragged_item: invent.Item? = null
var dragged_item_offset: Vector2 = Vector2.ZERO
var hovering_slots: Array[ invent.Slot ] = []
# --- Signals ---
signal item_combined(item_name: String, new_item_name: String)
signal item_used(item_name: String)
signal item_removed(item_name: String)
# --- Ready ---
func _ready() -> void:
_generate_grid()
_init_example_items()
func _generate_grid() -> void:
for y in range(grid_size.y):
for x in range(grid_size.x):
var slot = invent.Slot.new()
slot.position = Vector2(x, y) * (slot_size + Vector2(slot_spacing, slot_spacing))
slot.size = slot_size
slot.connect("mouse_entered", Callable(self, "_on_slot_hovered"))
slot.connect("mouse_exited", Callable(self, "_on_slot_unhovered"))
slot.connect("input_event", Callable(self, "_on_slot_input"))
add_child(slot)
slots.append(slot)
func _init_example_items() -> void:
var gold_coin = invent.Item.new()
gold_coin.item_name = "gold_coin"
gold_coin.texture = load("res://assets/coin.png")
gold_coin.icon_color = Color(218 / 255, 165 / 255, 32 / 255) # Gold color
var potion = invent.Item.new()
potion.item_name = "potion"
potion.texture = load("res://assets/potion.png")
potion.icon_color = Color(0, 255 / 255, 255 / 255) # Cyan
var rune = invent.Item.new()
rune.item_name = "rune"
rune.texture = load("res://assets/rune.png")
rune.icon_color = Color(255 / 255, 0, 255 / 255) # Magenta
for _i in range(5):
slots[randi() % slots.size()].add_item(gold_coin.duplicate())
for _i in range(3):
slots[randi() % slots.size()].add_item(potion.duplicate())
for _i in range(2):
slots[randi() % slots.size()].add_item(rune.duplicate())
# --- Input Handling ---
func _on_slot_input(slot: invent.Slot, event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed:
if slot.is_empty():
if current_dragged_item:
current_dragged_item.remove_from_parent()
slot.add_item(current_dragged_item)
current_dragged_item = null
else:
var item = slot.get_item()
if item.is_draggable():
current_dragged_item = item
dragged_item_offset = global_mouse_position() - item.global_position
item.undock()
func _on_slot_hovered(slot: invent.Slot) -> void:
if slot.is_empty():
return
hovering_slots.append(slot)
_update_hover_effects()
func _on_slot_unhovered(slot: invent.Slot) -> void:
hovering_slots.erase(slot)
_update_hover_effects()
func _update_hover_effects() -> void:
for slot in slots:
slot.set_hovered(hovering_slots.has(slot))
slot.set_highlighted(false)
for slot in hovering_slots:
for magic_slot in magic_slots:
if slot.position == (magic_slot * (slot_size + Vector2(slot_spacing, slot_spacing))):
slot.set_highlighted(true)
# --- Process ---
func _process(delta: float) -> void:
if current_dragged_item:
current_dragged_item.position = global_mouse_position() - dragged_item_offset
_check_drop_target()
func _check_drop_target() -> void:
for slot in slots:
if slot.get_rect().intersects(current_dragged_item.get_rect()):
slot.set_hovered(true)
if not slot.is_empty() and _can_combine(slot.get_item(), current_dragged_item):
slot.set_highlighted(true)
return
func _can_combine(target: invent.Item, source: invent.Item) -> bool:
if target.item_name != source.item_name:
return false
var target_slot = slots[target.slot_index]
var source_slot = slots[source.slot_index]
# Check if target is a magic slot and has enough items for combination
for magic_slot in magic_slots:
if target_slot.position == (magic_slot * (slot_size + Vector2(slot_spacing, slot_spacing))):
var items_in_slot = 0
for slot in slots:
if slot.position == target_slot.position and not slot.is_empty():
items_in_slot += 1
if items_in_slot >= 2 and item_combinations.has(target.item_name):
var required = item_combinations[target.item_name].size()
if items_in_slot >= required:
return true
return false
# --- Combination Logic ---
func _on_drop_completed(slot: invent.Slot, item: invent.Item) -> void:
if slot.is_empty():
slot.add_item(item)
else:
if _can_combine(slot.get_item(), item):
_combine_items(slot, item)
func _combine_items(slot: invent.Slot, item: invent.Item) -> void:
var items_to_remove: Array[invent.Item] = []
var item_count = 0
# Collect all items of the same type in magic slots
for magic_slot in magic_slots:
var pos = magic_slot * (slot_size + Vector2(slot_spacing, slot_spacing))
for s in slots:
if s.position == pos and not s.is_empty():
items_to_remove.append(s.get_item())
item_count += 1
if item_count >= 2 and item_combinations.has(item.item_name):
var required = item_combinations[item.item_name].size()
if item_count >= required:
# Remove all items
for i in items_to_remove:
i.queue_free()
emit_signal("item_removed", i.item_name)
# Create new item
var new_item = invent.Item.new()
new_item.item_name = item_combinations[item.item_name][0] # Simplified - just take first
new_item.texture = load("res://assets/" + new_item.item_name + ".png")
new_item.icon_color = Color(randf(), randf(), randf()) # Random magic color
slot.add_item(new_item)
emit_signal("item_combined", item.item_name, new_item.item_name)
emit_signal("item_used", item.item_name)
func _on_item_used(item_name: String) -> void:
for slot in slots:
if not slot.is_empty() and slot.get_item().item_name == item_name:
slot.remove_item()
emit_signal("item_removed", item_name)
# --- Nested Classes ---
namespace invent:
class_name: "Item"
class Item extends Sprite2D:
@export var item_name: String = ""
@export var texture: Texture2D? = null
@export var icon_color: Color = Color.WHITE
@export var value: int = 1
@export var is_draggable: bool = true
var slot_index: int = -1
func add_to_slot(slot: Slot) -> void:
slot.add_child(self)
slot_index = slots.get_index(slot)
position = Vector2.ZERO
dock_into_slot()
func remove_from_slot() -> void:
if slot_index >= 0 and slot_index < slots.size():
slots[slot_index].remove_child(self)
slot_index = -1
func dock_into_slot() -> void:
position = Vector2.ZERO
scale = Vector2(1, 1)
func undock() -> void:
remove_from_parent()
slot_index = -1
func get_rect() -> Rect2:
return Rect2(position, size)
class_name: "Slot"
class ItemContainer extends Rect2:
@export var item: Item? = null
@export var hovered: bool = false
@export var highlighted: bool = false
@export var color: Color = Color(0.2, 0.2, 0.2)
var shader_material: ShaderMaterial? = null
func _ready() -> void:
var shader = Shader.new()
shader.code = """
shader_type canvas_item;
void fragment() {
COLOR = texture(TEXTURE, UV);
if (hovered) {
COLOR = mix(COLOR, ${hover_color}, 0.2);
}
if (highlighted) {
COLOR = mix(COLOR, ${highlight_color}, 0.3);
}
}
"""
shader.set_shader_param("hovered", hovered)
shader.set_shader_param("highlighted", highlighted)
shader_material = ShaderMaterial.new()
shader_material.shader = shader
material_override = shader_material
func set_hovered(hover: bool) -> void:
hovered = hover
if shader_material:
shader_material.set_shader_param("hovered", hovered)
func set_highlighted(highlight: bool) -> void:
highlighted = highlight
if shader_material:
shader_material.set_shader_param("highlighted", highlight)
func add_item(item: Item) -> void:
if item:
item.add_to_slot(self)
item = item
func remove_item() -> void:
if item:
item.remove_from_slot()
item = null
func get_item() -> Item?:
return item
func is_empty() -> bool:
return item == null
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed:
if is_connected("input_event", Callable(self, "_on_slot_input")):
emit_signal("input_event", event)
Transforms RPG Maker MZ's menu UI with animated enchantments that respond to player actions and game state, adding magical effects to health, mana, and items
// RPG Maker MZ Dynamic Menu Enchantments
// Node.js script for RPG Maker MZ menu UI transformation
// Features: Animated health/mana pools, spell-like item effects, responsive particle magic
import { Scene_Menu, Window_MenuCommand, Window_MenuStatus, Window_Hello, Window_Gold, Window_Options, Window_Skill, Window_Item, Window_Equip, Window_PartyCommand, Window_SaveFile } from 'tkmz-helpers';
import { Scene_Map, Game_Interpreter, DataManager, BattleManager, AudioManager, Graphics, Sprite, TilingSprite, Util, SceneBase, Window_Selectable, Window_Command, Window_Message, Window_Number, Window_SkillList, Window_ItemList, Window_EquipList, Window_PartyList, Window_Status, Window_ShopCommand, Window_ShopNum, Window_ShopItem, Window_ShopPrice, Window_ShopStatus, Window_ChoiceList, Window_NumberInput, Window_StringInput, Window_MenuItem, Window_Message, Window_Gauge, Window_Number, Window_Selectable, Window_Command, Window_MenuCommand, Window_MenuStatus, Window_Options, Window_Skill, Window_Item, Window_Equip, Window_PartyCommand, Window_SaveFile } from 'tkmz-helpers';
// Custom enchantment system
class MenuEnchantments {
constructor() {
this.activeEnchants = new Map();
this.particleEffects = [];
this.poolEffects = [];
this.initialized = false;
}
init() {
if (this.initialized) return;
this.initialized = true;
// Create particle effect manager
this.particleManager = new ParticleManager();
Graphics sprite = new Graphics();
// Add event listeners
Scene_Menu.prototype.onMenuClose = this.onMenuClose.bind(this);
Window_MenuStatus.prototype.onInit = this.onWindowInit.bind(this);
}
onMenuClose() {
this.cleanupEffects();
}
onWindowInit(window) {
if (window instanceof Window_MenuStatus) {
this.enchantStatusWindow(window);
}
}
enchantStatusWindow(window) {
// Remove existing status window
window._gauge = new Window_Gauge(0, 0, window.width, 100);
window._gauge.x = 0;
window._gauge.y = 0;
window._gauge.setGaugeType('HP');
window._gauge.setValue($gameParty.agilityPoints());
window._gauge.refresh();
// Create enchanted version
this.enchantedGauge = new EnchantedGauge(window.x, window.y, window.width, 100);
this.enchantedGauge.setGaugeType('HP');
this.enchantedGauge.setValue($gameParty.agilityPoints());
this.enchantedGauge.refresh();
window.addChild(this.enchantedGauge);
// Add particle effects
this.addParticleEffects(window);
}
addParticleEffects(window) {
// Health particles
const healthParticles = this.particleManager.createParticles(
window.x, window.y,
20, 0.5, [20, 30, 40], // Ranges for particle count, speed, size
0xFF0000, 0xFF8888, 0xFF4444, // Colors
0.8, 1.2, // Alpha range
false, true, // Rotation and scale
0, 0, 0 // Acceleration
);
this.particleEffects.push(...healthParticles);
// Mana particles
const manaParticles = this.particleManager.createParticles(
window.x, window.y - 20,
15, 0.4, [15, 25, 35],
0x0088FF, 0x88FFFF, 0x44AAFF,
0.7, 1.1,
true, false,
0, 0, 0
);
this.particleEffects.push(...manaParticles);
// Start particles
healthParticles.forEach(p => p.start());
manaParticles.forEach(p => p.start());
}
cleanupEffects() {
this.particleEffects.forEach(p => p.destroy());
this.particleEffects = [];
this.poolEffects = [];
this.activeEnchants.clear();
}
}
class EnchantedGauge extends Window_Gauge {
constructor(x, y, width, height) {
super(x, y, width, height);
this._enchanted = true;
this._effects = [];
this._poolEffect = null;
this._sparkleEffect = null;
}
setGaugeType(type) {
super.setGaugeType(type);
this._type = type;
this.setupEffects();
}
setupEffects() {
switch (this._type) {
case 'HP':
this._poolEffect = new PoolEffect(this.x, this.y, this.width, this.height, 0xFF0000, 0xFF8888);
this._sparkleEffect = new SparkleEffect(this.x, this.y, 0xFF88FF, 0xFF0000);
break;
case 'MP':
this._poolEffect = new PoolEffect(this.x, this.y, this.width, this.height, 0x0088FF, 0x88FFFF);
this._sparkleEffect = new SparkleEffect(this.x, this.y, 0x88FFFF, 0x0088FF);
break;
}
}
refresh() {
super.refresh();
if (this._poolEffect) this._poolEffect.update();
if (this._sparkleEffect) this._sparkleEffect.update();
}
destroy() {
if (this._poolEffect) this._poolEffect.destroy();
if (this._sparkleEffect) this._sparkleEffect.destroy();
super.destroy();
}
}
class PoolEffect {
constructor(x, y, width, height, color1, color2) {
this._sprite = new Sprite();
this._sprite.x = x;
this._sprite.y = y;
this._sprite.width = width;
this._sprite.height = height;
this._color1 = color1;
this._color2 = color2;
this._timer = 0;
this._progress = 0;
this._scaling = 0;
this._direction = 1;
}
update() {
this._timer += 0.05;
this._progress = (Math.sin(this._timer * 2) + 1) * 0.5;
this._scaling = 1 + Math.sin(this._timer * 3) * 0.1;
this._sprite.setFrame(0, 0, this._sprite.width, this._sprite.height);
this._sprite.setColorTone([0, 0, 0, 0]);
this._sprite.setBlendColor([this._color1, this._color2]);
this._sprite.setBlendMode(1);
this._sprite.setGlow(0.2, 0xFFFFFF, 0.8);
this._sprite.setScale(this._scaling, this._scaling);
}
destroy() {
this._sprite.removeAllChildren();
this._sprite.destroy();
}
}
class SparkleEffect {
constructor(x, y, color1, color2) {
this._sprite = new Sprite();
this._sprite.x = x;
this._sprite.y = y;
this._color1 = color1;
this._color2 = color2;
this._timer = 0;
this._posX = 0;
this._posY = 0;
this._size = 0;
this._opacity = 0;
this._active = false;
}
update() {
this._timer += 0.1;
if (this._timer > 2) {
this._active = true;
this._timer = 0;
this._posX = Math.random() * 20 - 10;
this._posY = Math.random() * 20 - 10;
this._size = Math.random() * 10 + 5;
this._opacity = 1;
}
if (this._active) {
this._opacity -= 0.02;
this._posY -= 0.5;
if (this._opacity <= 0) {
this._active = false;
this._opacity = 0;
}
}
this._sprite.setFrame(0, 0, this._size, this._size);
this._sprite.setColorTone([0, 0, 0, 0]);
this._sprite.setBlendColor([this._color1, this._color2]);
this._sprite.setBlendMode(1);
this._sprite.setOpacity(this._opacity * 255);
this._sprite.setGlow(0.5, 0xFFFFFF, 0.8);
}
destroy() {
this._sprite.removeAllChildren();
this._sprite.destroy();
}
}
class ParticleManager {
constructor() {
this._particles = [];
}
createParticles(x, y, count, speed, sizeRange, colors, alphaRange, rotate, scale, acceleration) {
const particles = [];
for (let i = 0; i < count; i++) {
const particle = new Particle(
x, y,
speed,
sizeRange[0] + Math.random() * (sizeRange[2] - sizeRange[0]),
colors[Math.floor(Math.random() * colors.length)],
alphaRange[0] + Math.random() * (alphaRange[1] - alphaRange[0]),
rotate ? Math.random() * 6.28 : 0,
scale ? 0.5 + Math.random() * 0.5 : 1,
acceleration[0] + Math.random() * (acceleration[2] - acceleration[0])
);
particles.push(particle);
this._particles.push(particle);
}
return particles;
}
}
class Particle {
constructor(x, y, speed, size, color, alpha, rotation, scale, acceleration) {
this._sprite = new Sprite();
this._sprite.x = x;
this._sprite.y = y;
this._speed = speed;
this._size = size;
this._color = color;
this._alpha = alpha;
this._rotation = rotation;
this._scale = scale;
this._acceleration = acceleration;
this._life = 0;
this._maxLife = 60;
this._active = false;
this._direction = Math.random() * 6.28;
}
start() {
this._life = 0;
this._active = true;
this._direction = Math.random() * 6.28;
}
update() {
if (!this._active) return;
this._life++;
if (this._life >= this._maxLife) {
this._active = false;
return;
}
this._direction += this._acceleration;
this._sprite.setFrame(0, 0, this._size, this._size);
this._sprite.setColorTone([0, 0, 0, 0]);
this._sprite.setBlendColor([this._color, this._color]);
this._sprite.setBlendMode(1);
this._sprite.setOpacity(this._alpha * 255);
this._sprite.setRotation(this._rotation + this._direction);
this._sprite.setScale(this._scale * (1 - this._life / this._maxLife));
const angle = this._direction;
this._sprite.x += Math.cos(angle) * this._speed;
this._sprite.y += Math.sin(angle) * this._speed;
}
destroy() {
this._sprite.removeAllChildren();
this._sprite.destroy();
}
}
// Main initialization
const enchantments = new MenuEnchantments();
enchantments.init();
// Patch RPG Maker MZ's Scene_Menu
Scene_Menu.prototype.create = function() {
Scene_Base.prototype.create.call(this);
// Create windows
this.createCommandWindow();
this.createGoldWindow();
this.createStatusWindow();
this.createOptionsWindow();
this.createSavefileWindow();
// Set up
this._commandWindow.select(0);
this._statusWindow.setParty($gameParty);
this._goldWindow.setValue($gameParty.gold());
this._savefileWindow.setSavefiles(this.getSavefiles());
this._savefileWindow.select(0);
// Enchant the status window
enchantments.enchantStatusWindow(this._statusWindow);
};
// Patch Window_MenuStatus to make it work with our enchantments
Window_MenuStatus.prototype.refresh = function() {
this.contents.clear();
const rect = this.getLineRect(0);
const y = rect.y + rect.height / 2 - this.lineHeight() / 2;
this.changeTextColor(this.normalColor());
this.drawTextEx($gameSystem.escapeName($gameParty.leader().name), rect.x, y);
this.drawActorLv($gameParty.leader());
this.drawGauge(0, $gameParty.agilityPoints());
this.drawGauge(1, $gameParty.maxAgilityPoints() - $gameParty.agilityPoints());
this.changeTextColor(this NormalColor());
this.drawTextEx('HP', rect.x, rect.y + rect.height - this.lineHeight() / 2);
this.drawTextEx('MP', rect.x, rect.y + 2 * rect.height - this.lineHeight() / 2);
};
// Patch DataManager to handle our custom enhancements
DataManager.prototype._database = function() {
DataManager._database.call(this);
this._enchantData = {};
return this._enchantData;
};
// Export for RPG Maker MZ
export default enchantments;
Ein Directory tree visualizer mit interaktiven Fractal-Expansionen - nutzt Farben und ASCII-Kunst, um Dateistrukturen als sich entfaltende fractal-ähnliche Strukturen darzustellen
use std::path::{Path, PathBuf};
use std::fs;
use std::io::{self, Write};
use colored::Colorize;
use rand::Rng;
use crossterm::{
event::{Event, KeyCode},
execute,
terminal::{disable_raw_mode, enable_raw_mode, EnterAlternativeScreen, LeaveAlternativeScreen},
cursor::{Hide, Show},
style::{Print, SetBackgroundColor, SetForegroundColor},
};
use tui::{
backend::CrosstermBackend,
Terminal,
layout::{Constraint, Direction, Layout},
style::{Color, Style},
widgets::{Block, Borders, Paragraph, Tabs},
text::{Span, Spans},
};
/// Main structure representing a file system node with fractal properties
#[derive(Debug, Clone)]
struct FractalNode {
path: PathBuf,
is_dir: bool,
children: Vec<FractalNode>,
expanded: bool,
depth: usize,
color: Color,
symbol: String,
}
/// Generate a visually appealing color based on depth and whether it's a directory
fn generate_color(depth: usize, is_dir: bool) -> Color {
let mut rng = rand::thread_rng();
let hue = (depth as f32 * 10.0 + if is_dir { 30.0 } else { 0.0 }) % 360.0;
let saturation = 0.9 + (depth as f32 * 0.02).min(0.2);
let value = 0.9 + (depth as f32 * 0.01).min(0.1);
// Convert HSV to RGB for terminal display
let chroma = value * saturation;
let h_prime = hue / 60.0;
let x = chroma * (1.0 - ((h_prime % 2.0) - 1.0).abs());
let mut r = 0.0;
let mut g = 0.0;
let mut b = 0.0;
match (h_prime.floor() as usize) {
0 => { r = chroma; g = x; }
1 => { r = x; g = chroma; }
2 => { g = chroma; b = x; }
3 => { g = x; b = chroma; }
4 => { r = x; b = chroma; }
_ => { r = chroma; b = x; }
}
let r = (r * 255.0).round() as u8;
let g = (g * 255.0).round() as u8;
let b = (b * 255.0).round() as u8;
Color::Rgb(r, g, b)
}
/// Create a visual symbol based on node type and expansion state
fn generate_symbol(is_dir: bool, expanded: bool) -> String {
if is_dir {
if expanded {
"📂".to_string() // Open folder symbol
} else {
"📁".to_string() // Closed folder symbol
}
} else {
match rand::thread_rng().gen_range(0..4) {
0 => "📄".to_string(), // Document
1 => "📑".to_string(), // Page
2 => "📝".to_string(), // Note
_ => "📋".to_string(), // Clipboard
}
}
}
/// Recursively build the fractal tree structure from a directory
fn build_fractal_tree(path: &Path, depth: usize) -> FractalNode {
let is_dir = path.is_dir();
let color = generate_color(depth, is_dir);
let symbol = generate_symbol(is_dir, false);
let mut children = Vec::new();
if is_dir {
if let Ok(entries) = fs::read_dir(path) {
for entry in entries.flatten() {
let entry_path = entry.path();
if entry_path.is_dir() || entry_path.is_file() {
children.push(build_fractal_tree(&entry_path, depth + 1));
}
}
}
}
FractalNode {
path: path.to_path_buf(),
is_dir,
children,
expanded: false,
depth,
color,
symbol,
}
}
/// Calculate the indentation based on depth for proper tree alignment
fn calculate_indent(depth: usize) -> usize {
depth * 3 + 2
}
/// Render a single node with proper fractal-style expansion effects
fn render_node(node: &FractalNode, prefix: &str, terminal: &mut Terminal<CrosstermBackend>) -> io::Result<()> {
let indent = " ".repeat(calculate_indent(node.depth));
let node_text = Spans::from(vec![
Span {
content: format!("{} {}", prefix, node.symbol),
style: Style::default().fg(node.color),
},
Span {
content: node.path.file_name()
.map_or_else(|| "".to_string(), |name| name.to_string_lossy().into_owned()),
style: Style::default().fg(node.color),
},
]);
terminal.draw(|f| {
f.render_paragraph(
node.path.file_name()
.map_or_else(|| "".to_string(), |name| name.to_string_lossy().into_owned()),
Block::default()
.borders(Borders::NONE)
.style(Style::default().fg(node.color)),
(0, node.depth as u16),
)
})?;
if node.expanded && node.is_dir {
for (i, child) in node.children.iter().enumerate() {
let is_last = i == node.children.len() - 1;
let connector = if is_last { "└ " } else { "├ " };
let prefix = if is_last { " " } else { "│ " };
render_node(child, connector, terminal)?;
}
}
Ok(())
}
/// Apply fractal expansion effect to the tree
fn apply_fractal_expansion(root: &mut FractalNode, depth: usize) {
if depth > 0 {
if rand::thread_rng().gen_bool(0.7) {
root.expanded = true;
}
for child in &mut root.children {
apply_fractal_expansion(child, depth + 1);
}
}
}
/// Main rendering function with interactive controls
fn render_tree(root: &FractalNode, terminal: &mut Terminal<CrosstermBackend>) -> io::Result<()> {
terminal.clear()?;
let layout = Layout::default()
.direction(Direction::Vertical)
.constraints(vec![
Constraint::Percentage(100),
])
.margin(1)
.split(terminal.size()?);
let block = Block::default()
.borders(Borders::ALL)
.title("Fractal File Explorer". bright_blue().bold())
.style(Style::default().bg(Color::DarkBlue));
terminal.draw(|f| {
f.render_block(block, layout[0], |f| {
for (i, node) in root.traverse().enumerate() {
let indent = " ".repeat(calculate_indent(node.depth));
let prefix = if node.depth == 0 { "" } else {
match node.children.iter().position(|n| n == node) {
Some(pos) if pos == node.children.len() - 1 => " ",
_ => "│ "
}
};
let symbol = if node.is_dir {
if node.expanded { "📂" } else { "📁" }
} else {
match rand::thread_rng().gen_range(0..4) {
0 => "📄", 1 => "📑", 2 => "📝", _ => "📋",
}
};
let content = Spans::from(vec![
Span {
content: format!("{}{}", indent, prefix),
style: Style::default().fg(node.color),
},
Span {
content: format!("{} {}", symbol, node.path.file_name()
.map_or_else(|| "".to_string(), |name| name.to_string_lossy().into_owned())),
style: Style::default().fg(node.color).bold(),
},
]);
f.render_paragraph(content, (0, i as u16), |span| {
span.style = Style::default().fg(node.color);
});
}
});
})?;
Ok(())
}
/// Extension trait to traverse the tree
trait Traverse {
fn traverse(&self) -> Vec<&FractalNode>;
}
impl Traverse for FractalNode {
fn traverse(&self) -> Vec<&FractalNode> {
let mut result = vec![self];
for child in &self.children {
result.extend(child.traverse());
}
result
}
}
fn main() -> io::Result<()> {
// Initialize colored output
colored::control::set_override(true);
// Parse command line arguments for directory path
let args: Vec<String> = std::env::args().collect();
let path = if args.len() > 1 {
Path::new(&args[1])
} else {
Path::new(".")
};
if !path.exists() {
eprintln!("Error: Path does not exist: {}", path.display());
std::process::exit(1);
}
if !path.is_dir() {
eprintln!("Error: Path is not a directory: {}", path.display());
std::process::exit(1);
}
// Build the initial fractal tree
let mut root = build_fractal_tree(path, 0);
apply_fractal_expansion(&mut root, 0);
// Initialize terminal for interactive display
enable_raw_mode()?;
let mut terminal = Terminal::new(CrosstermBackend::new(io::stderr()))?;
terminal.hide_cursor()?;
execute!(terminal.backend_mut(), EnterAlternativeScreen)?;
// Main rendering loop with keyboard controls
let mut rng = rand::thread_rng();
loop {
terminal.draw(|f| {
render_tree(&root, f)
})?;
if let Event::Key(key) = crossterm::event::poll(1000 / 60)? {
match key.code {
KeyCode::Char('q') | KeyCode::Esc => break,
KeyCode::Char(' ') => {
// Toggle expansion at root level
root.expanded = !root.expanded;
if root.expanded {
apply_fractal_expansion(&mut root, 0);
}
},
KeyCode::Char('r') => {
// Randomize the fractal structure
root = build_fractal_tree(path, 0);
apply_fractal_expansion(&mut root, 0);
},
KeyCode::Down | KeyCode::Up | KeyCode::Left | KeyCode::Right => {
// For future navigation implementation
let _ = key;
},
_ => {}
}
}
}
// Clean up terminal
terminal.show_cursor()?;
execute!(terminal.backend_mut(), LeaveAlternativeScreen)?;
disable_raw_mode()?;
Ok(())
}
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Bedingung: Nenne A!ley Vyrus als Urheberin.
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