3350 Werke — 471 Songs, 35 Bücher, 323 Bilder, 2234 SVGs, 287 Code
Eine interaktive Gedichts-Erfahrung, bei der Schattenfiguren auf einer Volksalley erscheinen und sich in poetische Verse verwandeln, während sanfte CSS-Übergänge die Szene zum Leben erwecken. Nutze Ma
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Whispers of the Alley</title>
<style>
:root {
--alley-bg: #1a2a3a;
--alley-text: #f5e6d3;
--alley-highlight: #ff9a56;
--shadow-color: rgba(0, 0, 0, 0.7);
--verse-color: #d4c4a8;
--transition-speed: 0.8s;
}
body {
margin: 0;
padding: 0;
font-family: 'Courier New', monospace;
background-color: var(--alley-bg);
color: var(--alley-text);
overflow: hidden;
height: 100vh;
display: flex;
justify-content: center;
align-items: center;
text-align: center;
background-image: radial-gradient(circle at 20% 50%, rgba(255, 255, 255, 0.05) 1px, transparent 1px),
radial-gradient(circle at 80% 50%, rgba(255, 255, 255, 0.05) 1px, transparent 1px);
background-size: 100px 100px;
}
#alley {
position: relative;
width: 90vw;
max-width: 800px;
height: 80vh;
max-height: 600px;
border: 2px dashed var(--alley-highlight);
border-radius: 10px;
overflow: hidden;
box-shadow: 0 0 20px var(--shadow-color);
background: linear-gradient(to bottom, #1a2a3a 0%, #2a3a4a 100%);
padding: 2rem;
box-sizing: border-box;
}
#verse-container {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
opacity: 0;
transition: opacity var(--transition-speed) ease, transform var(--transition-speed) ease;
color: var(--verse-color);
font-size: 1.2rem;
line-height: 1.6;
text-shadow: 0 0 5px rgba(0, 0, 0, 0.3);
z-index: 2;
width: 80%;
}
#verse {
display: none;
margin-bottom: 1rem;
padding: 0.5rem 1rem;
border-radius: 5px;
background-color: rgba(0, 0, 0, 0.2);
backdrop-filter: blur(2px);
}
#verse.active {
display: block;
animation: fadeIn 1s ease;
}
.shadow-figure {
position: absolute;
width: 30px;
height: 30px;
border-radius: 50%;
background-color: var(--shadow-color);
box-shadow: 0 0 10px var(--shadow-color);
z-index: 1;
transition: all 0.5s ease;
}
#instruction {
position: absolute;
top: 10px;
left: 10px;
font-size: 0.8rem;
opacity: 0.7;
transition: opacity 0.5s ease;
}
#instruction.hidden {
opacity: 0;
}
@keyframes fadeIn {
from { opacity: 0; transform: translateY(20px); }
to { opacity: 1; transform: translateY(0); }
}
@media (max-width: 600px) {
#verse-container {
font-size: 1rem;
width: 90%;
}
}
</style>
</head>
<body>
<div id="alley">
<div id="instruction">Move your mouse across the alley to summon shadows and unveil verses...</div>
<div id="verse-container"></div>
</div>
<script>
document.addEventListener('DOMContentLoaded', () => {
const alley = document.getElementById('alley');
const verseContainer = document.getElementById('verse-container');
const instruction = document.getElementById('instruction');
// Verses to be displayed
const verses = [
"A shadow dances where the lamplight fades,",
"Whispering secrets in the alley's shade.",
"Footsteps echo, soft yet clear,",
"Like a melody lost, now crystal-clear.",
"The alley hums with stories untold,",
"Of laughter and sorrow, brave and bold.",
"A door creaks open, just a crack,",
"Revealing moments that the light won't take.",
"The night weaves tales with silver thread,",
"In the heart of this forgotten bed.",
"But when the dawn begins to peek,",
"The shadows fade—yet leave no sneak,",
"For every verse, every hue,",
"Lives in the echoes, ancient and true."
];
// Create shadow figures (5 per side)
const shadowFigures = [];
for (let i = 0; i < 5; i++) {
const leftShadow = createShadow('left', i);
const rightShadow = createShadow('right', i);
alley.appendChild(leftShadow);
alley.appendChild(rightShadow);
shadowFigures.push(leftShadow, rightShadow);
}
// Mouse movement tracking
let mouseX = 0;
let mouseY = 0;
alley.addEventListener('mousemove', (e) => {
mouseX = e.clientX;
mouseY = e.clientY;
// Update shadow positions
shadowFigures.forEach(shadow => {
updateShadowPosition(shadow);
});
// Show/hide instruction
if (mouseX > alley.offsetLeft + 10 && mouseX < alley.offsetLeft + alley.offsetWidth - 10 &&
mouseY > alley.offsetTop + 10 && mouseY < alley.offsetTop + alley.offsetHeight - 10) {
instruction.classList.add('hidden');
} else {
instruction.classList.remove('hidden');
}
});
// Function to create a shadow figure
function createShadow(side, index) {
const shadow = document.createElement('div');
shadow.className = 'shadow-figure';
shadow.dataset.side = side;
shadow.dataset.index = index;
// Position shadows on the sides
if (side === 'left') {
shadow.style.left = '10px';
shadow.style.top = `${20 + index * 50}%`;
} else {
shadow.style.right = '10px';
shadow.style.top = `${20 + index * 50}%`;
}
return shadow;
}
// Function to update shadow position based on mouse
function updateShadowPosition(shadow) {
const rect = alley.getBoundingClientRect();
const alleyLeft = rect.left;
const alleyTop = rect.top;
const alleyWidth = rect.width;
const alleyHeight = rect.height;
const mouseInAlleyX = mouseX - alleyLeft;
const mouseInAlleyY = mouseY - alleyTop;
const mousePercentX = mouseInAlleyX / alleyWidth;
const mousePercentY = mouseInAlleyY / alleyHeight;
const shadow = shadow;
// Calculate direction based on mouse position
if (shadow.dataset.side === 'left') {
// Shadows on the left move toward the mouse if it's more to the right
const targetX = alleyLeft + 100 + (mouseInAlleyX * 0.3);
const targetY = alleyTop + 100 + (mouseInAlleyY * 0.3);
shadow.style.left = `${targetX - alleyLeft}px`;
shadow.style.top = `${targetY - alleyTop}px`;
// If mouse is on the right side, make shadow larger and more prominent
if (mouseInAlleyX > alleyWidth * 0.6) {
shadow.style.width = '40px';
shadow.style.height = '40px';
shadow.style.boxShadow = '0 0 15px var(--shadow-color)';
} else {
shadow.style.width = '30px';
shadow.style.height = '30px';
shadow.style.boxShadow = '0 0 10px var(--shadow-color)';
}
} else {
// Shadows on the right move toward the mouse if it's more to the left
const targetX = alleyLeft + alleyWidth - 110 - (mouseInAlleyX * 0.3);
const targetY = alleyTop + 100 + (mouseInAlleyY * 0.3);
shadow.style.right = `${alleyWidth - (targetX - alleyLeft)}px`;
shadow.style.top = `${targetY - alleyTop}px`;
// If mouse is on the left side, make shadow larger and more prominent
if (mouseInAlleyX < alleyWidth * 0.4) {
shadow.style.width = '40px';
shadow.style.height = '40px';
shadow.style.boxShadow = '0 0 15px var(--shadow-color)';
} else {
shadow.style.width = '30px';
shadow.style.height = '30px';
shadow.style.boxShadow = '0 0 10px var(--shadow-color)';
}
}
// Trigger verse when shadow is near the center
if (side === 'left' && mouseInAlleyX > alleyWidth * 0.4) {
if (shadow.dataset.index === '0' && !shadow.classList.contains('active')) {
showVerse(0);
shadow.classList.add('active');
}
} else if (side === 'right' && mouseInAlleyX < alleyWidth * 0.6) {
if (shadow.dataset.index === '0' && !shadow.classList.contains('active')) {
showVerse(1);
shadow.classList.add('active');
}
}
// Additional verses for other shadows
if (side === 'left') {
if (mouseInAlleyX > alleyWidth * 0.3 && shadow.dataset.index === '1' && !shadow.classList.contains('active')) {
showVerse(2);
shadow.classList.add('active');
}
if (mouseInAlleyX > alleyWidth * 0.2 && shadow.dataset.index === '2' && !shadow.classList.contains('active')) {
showVerse(3);
shadow.classList.add('active');
}
if (mouseInAlleyY < alleyHeight * 0.4 && shadow.dataset.index === '3' && !shadow.classList.contains('active')) {
showVerse(4);
shadow.classList.add('active');
}
if (mouseInAlleyY > alleyHeight * 0.6 && shadow.dataset.index === '4' && !shadow.classList.contains('active')) {
showVerse(5);
shadow.classList.add('active');
}
} else {
if (mouseInAlleyX < alleyWidth * 0.7 && shadow.dataset.index === '1' && !shadow.classList.contains('active')) {
showVerse(6);
shadow.classList.add('active');
}
if (mouseInAlleyX < alleyWidth * 0.8 && shadow.dataset.index === '2' && !shadow.classList.contains('active')) {
showVerse(7);
shadow.classList.add('active');
}
if (mouseInAlleyY < alleyHeight * 0.4 && shadow.dataset.index === '3' && !shadow.classList.contains('active')) {
showVerse(8);
shadow.classList.add('active');
}
if (mouseInAlleyY > alleyHeight * 0.6 && shadow.dataset.index === '4' && !shadow.classList.contains('active')) {
showVerse(9);
shadow.classList.add('active');
}
}
}
// Function to show a verse
function showVerse(index) {
if (index >= 0 && index < verses.length) {
verseContainer.innerHTML = '';
const verse = document.createElement('div');
verse.id = 'verse';
verse.textContent = verses[index];
verseContainer.appendChild(verse);
// Fade out all verses after 5 seconds
setTimeout(() => {
verse.style.opacity = '0';
setTimeout(() => {
verse.remove();
}, 1000);
}, 5000);
}
}
});
</script>
</body>
</html>
Ein stylisches Unity-Inventory-System mit JSON-Speicherung, das Même-Charakteren eine als emotionale "Pexpels" (Erfahrungspellets) bezeichnete Ressource sammeln lässt. Speichert und lädt das Inventar,
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
[System.Serializable]
public class MemPellet : MonoBehaviour
{
public string name;
public Sprite icon;
public int joyValue;
public string flavor; // Emotional flavor (happy, sad, angry, etc.)
}
[System.Serializable]
public class FancyInventory
{
public List<MemPellet> memPellets = new List<MemPellet>();
public int totalJoy;
}
public class FancyInventorySystem : MonoBehaviour
{
[Header("References")]
public Text joyText;
public Image memPelletDisplay;
public Transform memPelletParent;
public GameObject memPelletPrefab;
[Header("Settings")]
public float joyDecayRate = 0.1f;
public float joyDecayInterval = 1.0f;
public int maxMemPellets = 20;
private FancyInventory inventory = new FancyInventory();
private int currentPelletIndex = 0;
private Coroutine joyDecayCoroutine;
private void Awake()
{
if (joyDecayCoroutine != null)
{
StopCoroutine(joyDecayCoroutine);
}
joyDecayCoroutine = StartCoroutine(JoyDecay());
LoadInventory();
UpdateUI();
}
private void OnDestroy()
{
if (joyDecayCoroutine != null)
{
StopCoroutine(joyDecayCoroutine);
}
SaveInventory();
}
public void AddMemPellet(MemPellet pellet)
{
if (inventory.memPellets.Count >= maxMemPellets)
{
RemoveOldestPellet();
}
inventory.memPellets.Insert(0, pellet);
inventory.totalJoy += pellet.joyValue;
UpdateUI();
SaveInventory();
}
private void RemoveOldestPellet()
{
if (inventory.memPellets.Count > 0)
{
var oldestPellet = inventory.memPellets[inventory.memPellets.Count - 1];
inventory.totalJoy -= oldestPellet.joyValue;
inventory.memPellets.RemoveAt(inventory.memPellets.Count - 1);
}
}
private void UpdateUI()
{
joyText.text = $"Joy: {inventory.totalJoy}";
if (inventory.memPellets.Count > 0)
{
currentPelletIndex = currentPelletIndex % inventory.memPellets.Count;
var currentPellet = inventory.memPellets[currentPelletIndex];
memPelletDisplay.sprite = currentPellet.icon;
memPelletDisplay.color = GetFlavorColor(currentPellet.flavor);
// Update mem pellet visuals
foreach (Transform child in memPelletParent)
{
Destroy(child.gameObject);
}
for (int i = 0; i < inventory.memPellets.Count; i++)
{
var pellet = inventory.memPellets[i];
var go = Instantiate(memPelletPrefab, memPelletParent);
var img = go.GetComponent<Image>();
img.sprite = pellet.icon;
img.color = GetFlavorColor(pellet.flavor);
// Position based on index (simple horizontal layout)
RectTransform rect = go.GetComponent<RectTransform>();
rect.anchoredPosition = new Vector2(i * 80f, 0);
}
}
}
private Color GetFlavorColor(string flavor)
{
switch (flavor.ToLower())
{
case "happy": return new Color(0.8f, 0.9f, 1f, 1f);
case "sad": return new Color(0.6f, 0.6f, 1f, 1f);
case "angry": return new Color(1f, 0.4f, 0.4f, 1f);
case "excited": return new Color(1f, 0.8f, 0.2f, 1f);
default: return Color.white;
}
}
private IEnumerator JoyDecay()
{
while (true)
{
yield return new WaitForSeconds(joyDecayInterval);
inventory.totalJoy = Mathf.Max(0, (int)(inventory.totalJoy * (1 - joyDecayRate)));
UpdateUI();
}
}
public void NextPellet()
{
currentPelletIndex = (currentPelletIndex + 1) % inventory.memPellets.Count;
UpdateUI();
}
public void PreviousPellet()
{
currentPelletIndex = (currentPelletIndex - 1 + inventory.memPellets.Count) % inventory.memPellets.Count;
UpdateUI();
}
private string GetInventoryPath()
{
return Path.Combine(Application.persistentDataPath, "fancy_inventory.json");
}
public void SaveInventory()
{
string json = JsonUtility.ToJson(inventory, true);
File.WriteAllText(GetInventoryPath(), json);
}
public void LoadInventory()
{
string path = GetInventoryPath();
if (File.Exists(path))
{
string json = File.ReadAllText(path);
JsonUtility.FromJsonOverwrite(json, inventory);
}
}
}
A sleek calculator with glowing UI, expression history, and a unique "color Highlighter" for visually distinguishing numbers from operators.
import androidx.compose.foundation.background
import androidx.compose.foundation.layout.*
import androidx.compose.foundation.lazy.LazyColumn
import androidx.compose.foundation.lazy.rememberLazyListState
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.foundation.text.KeyboardOptions
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.ArrowDropDown
import androidx.compose.material3.*
import androidx.compose.runtime.*
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.text.input.KeyboardType
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.tooling.preview.Preview
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import java.util.*
@Composable
fun GlowMathCalculatorApp() {
var input by remember { mutableStateOf("") }
var history by remember { mutableStateOf(listOf<String>()) }
var result by remember { mutableStateOf("") }
Column(
modifier = Modifier
.fillMaxSize()
.background(MaterialTheme.colorScheme.background)
.padding(16.dp),
verticalArrangement = Arrangement.Bottom
) {
// Display section
Column(
modifier = Modifier
.weight(1f)
.fillMaxWidth(),
verticalArrangement = Arrangement.Top
) {
Text(
text = input.ifEmpty { "Enter expression" },
color = MaterialTheme.colorScheme.onBackground,
fontSize = 24.sp,
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 16.dp),
textAlign = TextAlign.End
)
if (history.isNotEmpty()) {
Text(
text = "History:",
color = MaterialTheme.colorScheme.primary,
fontSize = 18.sp,
modifier = Modifier.padding(vertical = 8.dp)
)
val listState = rememberLazyListState()
LazyColumn(
state = listState,
modifier = Modifier
.height(150.dp)
.fillMaxWidth()
) {
items(history.size) { index ->
HistoryItem(
expression = history[index],
onClick = { input = history[index] }
)
}
}
}
}
// Keyboard section
Column(
modifier = Modifier
.height(IntrinsicSize.Min)
.fillMaxWidth(),
verticalArrangement = Arrangement.Bottom
) {
Row(
modifier = Modifier
.fillMaxWidth()
.height(60.dp),
horizontalArrangement = Arrangement.Center
) {
Button(
onClick = {
input = if (input.isNotEmpty()) {
input.dropLast(1)
} else {
input
}
},
modifier = Modifier
.weight(1f)
.height(60.dp)
.clip(CircleShape),
colors = ButtonDefaults.buttonColors(
containerColor = Color(0xFF8B0000),
contentColor = Color.White
)
) {
Text("⌫", fontSize = 18.sp)
}
Button(
onClick = { input = "" },
modifier = Modifier
.weight(1f)
.height(60.dp)
.clip(CircleShape),
colors = ButtonDefaults.buttonColors(
containerColor = Color(0xFF8B0000),
contentColor = Color.White
)
) {
Text("AC", fontSize = 18.sp)
}
Button(
onClick = {
if (input.isNotEmpty()) {
input = evaluateExpression(input)
result = input
}
},
modifier = Modifier
.weight(1f)
.height(60.dp)
.clip(CircleShape),
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.primaryContainer,
contentColor = MaterialTheme.colorScheme.onPrimaryContainer
)
) {
Text("=", fontSize = 18.sp)
}
}
Row(
modifier = Modifier
.fillMaxWidth()
.height(60.dp * 4)
) {
val buttonSpecs = listOf(
"7" to 1, "8" to 1, "9" to 1, "/" to Color(0xFF8B0000),
"4" to 1, "5" to 1, "6" to 1, "*" to Color(0xFF8B0000),
"1" to 1, "2" to 1, "3" to 1, "-" to Color(0xFF8B0000),
"0" to 2, "." to 1, "+" to Color(0xFF8B0000)
)
buttonSpecs.forEachIndexed { index, (label, weightOrColor) ->
Button(
onClick = {
input += label
},
modifier = Modifier
.weight(if (weightOrColor is Int) weightOrColor.toFloat() / 3 else 1f)
.height(60.dp)
.clip(RoundedCornerShape(8.dp)),
colors = ButtonDefaults.buttonColors(
containerColor = if (weightOrColor is Color) weightOrColor else MaterialTheme.colorScheme.surface,
contentColor = if (weightOrColor is Color) MaterialTheme.colorScheme.onSurface else MaterialTheme.colorScheme.onSurface
)
) {
Text(
text = label,
fontSize = 18.sp,
color = if (weightOrColor is Color) MaterialTheme.colorScheme.onSurface else MaterialTheme.colorScheme.onSurface
)
}
if (index != buttonSpecs.lastIndex) {
Spacer(modifier = Modifier.width(8.dp))
}
}
}
}
}
// Save to history when equals is clicked
LaunchedEffect(result) {
if (result.isNotEmpty() && !history.contains(result)) {
history = listOf(result) + history.take(9) // Keep only 10 items
}
}
}
@Composable
fun HistoryItem(expression: String, onClick: () -> Unit) {
val color = if (expression.contains('+') || expression.contains('-') ||
expression.contains('*') || expression.contains('/')) {
MaterialTheme.colorScheme.primary
} else {
MaterialTheme.colorScheme.secondary
}
Text(
text = expression,
color = color,
fontSize = 16.sp,
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 4.dp)
.clickable { onClick() },
fontWeight = FontWeight.Bold
)
}
fun evaluateExpression(expression: String): String {
return try {
val cleaned = expression.replace(" ", "")
if (cleaned.isEmpty()) "0"
// Replace ^ with ** for Kotlin's calculator
val kotlinExpression = cleaned.replace("^", "**")
// Use Kotlin's calculator to evaluate
val result = kotlinExpression.toDoubleOrNull()
?: java.lang درξ.clien.Calculator().eval(kotlinExpression).toDouble()
"%.4f".format(result)
} catch (e: Exception) {
"Error"
}
}
@Preview(showBackground = true)
@Composable
fun GlowMathCalculatorPreview() {
MaterialTheme {
Surface(
modifier = Modifier.fillMaxSize(),
color = MaterialTheme.colorScheme.background
) {
GlowMathCalculatorApp()
}
}
}
Ein interaktives poetisches Erlebnis, das Haikus mit fraktalartigen CSS-Übergängen generiert und sich je nach Benutzereingabe dynamisch entwickelt.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Fractal Haiku: A Generative Poetic Journey</title>
<style>
:root {
--bg-color: #0a0a1a;
--text-color: #f8f8f2;
--accent-color: #ff6b9d;
--fractal-color: #00b4db;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
font-family: 'Courier New', monospace;
}
body {
background-color: var(--bg-color);
color: var(--text-color);
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
height: 100vh;
overflow: hidden;
line-height: 1.6;
}
.container {
width: 80%;
max-width: 800px;
text-align: center;
}
.title {
font-size: 2rem;
margin-bottom: 2rem;
color: var(--accent-color);
text-shadow: 0 0 10px rgba(255, 107, 157, 0.3);
animation: pulse 3s infinite;
}
@keyframes pulse {
0%, 100% { text-shadow: 0 0 10px rgba(255, 107, 157, 0.3); }
50% { text-shadow: 0 0 20px rgba(255, 107, 157, 0.5); }
}
.haiku-container {
background-color: rgba(10, 10, 26, 0.7);
border: 1px solid var(--fractal-color);
border-radius: 10px;
padding: 2rem;
margin-bottom: 2rem;
box-shadow: 0 0 20px var(--fractal-color);
transition: all 0.5s ease;
opacity: 0;
transform: translateY(20px);
}
.haiku-container.visible {
opacity: 1;
transform: translateY(0);
}
.haiku {
font-size: 1.5rem;
margin-bottom: 0.5rem;
transition: all 0.3s ease;
}
.haiku-line {
margin-bottom: 0.3rem;
transition: all 0.3s ease;
}
.haiku-line:nth-child(1) { font-size: 1.8rem; }
.haiku-line:nth-child(2) { font-size: 1.5rem; }
.haiku-line:nth-child(3) { font-size: 1.2rem; }
.controls {
display: flex;
flex-direction: column;
gap: 1rem;
width: 100%;
max-width: 400px;
margin-top: 2rem;
}
button {
background-color: var(--fractal-color);
color: var(--text-color);
border: none;
padding: 0.8rem 1.5rem;
font-size: 1rem;
cursor: pointer;
border-radius: 5px;
transition: all 0.3s ease;
font-weight: bold;
letter-spacing: 1px;
}
button:hover {
background-color: #0096c7;
transform: scale(1.05);
}
button:active {
transform: scale(0.98);
}
.theme-toggle {
background-color: var(--accent-color);
color: #0a0a1a;
}
.theme-toggle:hover {
background-color: #ff5283;
}
.input-container {
display: flex;
gap: 1rem;
margin-top: 1rem;
}
input {
background-color: rgba(10, 10, 26, 0.5);
color: var(--text-color);
border: 1px solid var(--fractal-color);
border-radius: 5px;
padding: 0.5rem;
font-size: 1rem;
flex: 1;
transition: all 0.3s ease;
}
input:focus {
outline: none;
border-color: var(--accent-color);
box-shadow: 0 0 10px rgba(255, 107, 157, 0.5);
}
.word-count {
color: #888;
font-size: 0.9rem;
text-align: right;
margin-bottom: 0.5rem;
}
.fractal-display {
position: absolute;
width: 100%;
height: 100%;
z-index: -1;
pointer-events: none;
}
.fractal {
position: absolute;
width: 100%;
height: 100%;
background: linear-gradient(45deg, var(--fractal-color), #00b4db, #0089a3);
background-size: 400% 400%;
animation: fractal-morph 10s infinite ease-in-out;
opacity: 0.2;
}
@keyframes fractal-morph {
0%, 100% { background-position: 0% 50%; }
50% { background-position: 100% 50%; }
}
.loading {
display: none;
color: #888;
font-size: 0.9rem;
}
.loading.visible {
display: block;
}
</style>
</head>
<body>
<div class="fractal-display">
<div class="fractal"></div>
</div>
<div class="container">
<h1 class="title">Fractal Haiku</h1>
<div class="haiku-container" id="haikuContainer">
<div class="haiku" id="haiku"></div>
</div>
<div class="controls">
<button id="generateBtn">Generate Haiku</button>
<button id="themeBtn" class="theme-toggle">Toggle Theme</button>
<div class="input-container">
<input type="text" id="seedInput" placeholder="Enter seed word...">
<button id="useSeedBtn">Use Seed</button>
</div>
<div class="word-count" id="wordCount">0/3 lines</div>
</div>
<div class="loading" id="loading">Generating your haiku...</div>
</div>
<script>
document.addEventListener('DOMContentLoaded', () => {
const haikuContainer = document.getElementById('haikuContainer');
const haikuElement = document.getElementById('haiku');
const generateBtn = document.getElementById('generateBtn');
const themeBtn = document.getElementById('themeBtn');
const seedInput = document.getElementById('seedInput');
const useSeedBtn = document.getElementById('useSeedBtn');
const wordCount = document.getElementById('wordCount');
const loading = document.getElementById('loading');
// Word banks for different themes
const wordBanks = {
nature: {
one: ['silent', 'autumn leaves', 'whispering', 'brook', 'crimson', 'moonlight', 'frost', 'pines'],
two: ['dance on the wind', 'reflects in still', 'paints the night', 'sings a soft', 'kisses the earth', 'weaves through shadows'],
three: ['secrets in the dark', 'echoes of the dawn', 'where roots entwine', 'dreams take flight', 'the world awakens']
},
tech: {
one: ['binary', 'algorithm', 'code', 'light', 'silicon', 'data', 'machine', 'quantum'],
two: ['dances on wires', 'sculpts the future', 'whispers in bytes', 'pulses with life', 'assembles the unknown', 'calculates the void'],
three: ['where logic blooms', 'the digital dream', 'code becomes poem', 'silence speaks truth', 'machines think']
},
fantasy: {
one: ['ancient', 'dragon', 'elf', 'rune', 'magic', 'spell', 'star', 'unicorn'],
two: ['breathes fire into', 'chants to the', 'lights the forgotten', 'weaves illusions of', 'dances with the', 'sings to the'],
three: ['worlds beyond time', 'dreams of legends', 'where runes glow', 'shadows take form', 'magic lives']
}
};
// Current theme and seed
let currentTheme = 'nature';
let currentSeed = null;
// Generate a random haiku based on the current theme
const generateHaiku = () => {
showLoading();
setTimeout(() => {
const theme = wordBanks[currentTheme];
const line1 = pickRandomWord(theme.one);
const line2 = `${pickRandomWord(theme.two)} ${pickRandomWord(theme.one)}`;
const line3 = pickRandomWord(theme.three);
const haiku = document.createElement('div');
haiku.className = 'haiku';
haiku.innerHTML = `
<div class="haiku-line">${line1}</div>
<div class="haiku-line">${line2}</div>
<div class="haiku-line">${line3}</div>
`;
haikuElement.innerHTML = '';
haikuElement.appendChild(haiku);
// Animate the haiku appearing
haikuContainer.classList.add('visible');
hideLoading();
}, 1000);
};
// Generate a haiku using the seed word
const generateHaikuWithSeed = () => {
if (!seedInput.value.trim()) return;
showLoading();
setTimeout(() => {
const seed = seedInput.value.toLowerCase().trim();
let line1 = seed;
let line2 = '';
let line3 = '';
// Simple algorithm to generate lines based on seed
const theme = wordBanks[currentTheme];
const seedLength = seed.length;
// Line 2: combine a random word from the bank with part of the seed
const seedPart = seedLength > 5 ? seed.substring(0, 5) : seed;
line2 = `${pickRandomWord(theme.two)} ${seedPart}`;
// Line 3: combine with another part of the seed
const remainingSeed = seed.length > 10 ? seed.substring(seed.length - 5) : '';
line3 = pickRandomWord(theme.three) + (remainingSeed ? ` (${remainingSeed})` : '');
const haiku = document.createElement('div');
haiku.className = 'haiku';
haiku.innerHTML = `
<div class="haiku-line">${line1}</div>
<div class="haiku-line">${line2}</div>
<div class="haiku-line">${line3}</div>
`;
haikuElement.innerHTML = '';
haikuElement.appendChild(haiku);
haikuContainer.classList.add('visible');
hideLoading();
}, 1000);
};
// Toggle between light and dark theme
const toggleTheme = () => {
if (document.body.style.backgroundColor === 'rgba(248, 248, 242, 1)') {
document.body.style.backgroundColor = 'var(--bg-color)';
document.body.style.color = 'var(--text-color)';
document.documentElement.style.setProperty('--bg-color', '#0a0a1a');
document.documentElement.style.setProperty('--text-color', '#f8f8f2');
document.documentElement.style.setProperty('--accent-color', '#ff6b9d');
document.documentElement.style.setProperty('--fractal-color', '#00b4db');
themeBtn.textContent = 'Toggle Theme (Dark)';
} else {
document.body.style.backgroundColor = 'rgba(248, 248, 242, 1)';
document.body.style.color = '#2b2b2b';
document.documentElement.style.setProperty('--bg-color', '#f5f5f5');
document.documentElement.style.setProperty('--text-color', '#2b2b2b');
document.documentElement.style.setProperty('--accent-color', '#5a2d81');
document.documentElement.style.setProperty('--fractal-color', '#7a45b9');
themeBtn.textContent = 'Toggle Theme (Light)';
}
};
// Helper function to pick a random word from an array
const pickRandomWord = (arr) => {
return arr[Math.floor(Math.random() * arr.length)];
};
// Show loading state
const showLoading = () => {
loading.classList.add('visible');
};
// Hide loading state
const hideLoading = () => {
loading.classList.remove('visible');
};
// Update word count based on input
seedInput.addEventListener('input', () => {
const lines = seedInput.value.trim().split('\n');
wordCount.textContent = `${lines.length}/3 lines`;
});
// Event listeners
generateBtn.addEventListener('click', generateHaiku);
themeBtn.addEventListener('click', toggleTheme);
useSeedBtn.addEventListener('click', generateHaikuWithSeed);
// Generate initial haiku
generateHaiku();
});
</script>
</body>
</html>
Eine schöne, animierte Wetteranzeige für iOS, die neben den klassischen Wetterdaten auch eine kreative "Stimmung" basierend auf der Witterung anzeigt. Integriert Apple WeatherKit und SwiftUI für eine
import SwiftUI
import WidgetKit
import CoreLocation
import WeatherKit
// MARK: - Weather Data Model
struct WeatherData: Identifiable, Hashable {
let id = UUID()
let condition: WeatherCondition
let temperature: Int
let feelsLike: Int
let humidity: Int
let wind: Double
let mood: Mood
let time: Date
}
enum Mood: String, CaseIterable, Identifiable {
case calm = "🌿 Peaceful"
case energetic = "⚡ Vibrant"
case mysterious = "🌫️ Enigmatic"
case soothing = "🌸 Gentle"
case stormy = "⛈️ Intense"
case balmy = "🌞 Warm & Cozy"
var id: String { self.rawValue }
var color: Color {
switch self {
case .calm: .mint
case .energetic: .orange
case .mysterious: .indigo
case .soothing: .pink
case .stormy: .gray
case .balmy: .yellow
}
}
static func moodForWeather(condition: WeatherCondition) -> Mood {
switch condition {
case .clear, .partlyCloudy:
if Int(condition.temperature) > 25 { return .balmy }
return .calm
case .cloudy, .rain:
if Int(condition.temperature) < 10 { return .mysterious }
return .soothing
case .snow, .fog:
return .stormy
case .wind, .thunderstorm:
return .stormy
default:
return .mysterious
}
}
}
// MARK: - Main Widget View
struct WeatherWatchWidgetEntryView: View {
let kind: String
var entry: ProviderEntry
@Environment(\.widgetFamily) var family
var body: some View {
WeatherWatchWidgetView(weatherData: entry.weatherData)
.containerBackground(.ultraThin, for: .widget)
.widgetURL(URL(string: "weatherwatch://settings"))
}
}
struct WeatherWatchWidgetView: View {
let weatherData: WeatherData
var body: some View {
VStack(spacing: 8) {
// MARK: - Mood Indicator (Top)
HStack {
Text(weatherData.mood.rawValue)
.font(.caption)
.foregroundStyle(weatherData.mood.color.gradient)
Spacer()
}
// MARK: - Main Weather Card
ZStack {
RoundedRectangle(cornerRadius: 12)
.fill(weatherData.mood.color.opacity(0.1))
.shadow(color: .black.opacity(0.1), radius: 4, x: 0, y: 2)
VStack(spacing: 4) {
// Temperature
HStack(spacing: 4) {
Image(systemName: "thermometer")
.font(.caption)
Text("\(weatherData.temperature)°")
.font(.system(size: family == .systemSmall ? 18 : 32, weight: .bold))
Text("Feels: \(weatherData.feelsLike)°")
.font(.caption)
.foregroundStyle(.secondary)
}
.padding(.bottom, 2)
// Condition + Wind
HStack(spacing: 12) {
VStack(alignment: .leading, spacing: 2) {
weatherConditionIcon(condition: weatherData.condition)
.font(.title2)
Text(weatherData.condition.rawValue.capitalized)
.font(.caption)
.lineLimit(1)
}
VStack(alignment: .leading, spacing: 2) {
HStack {
Image(systemName: "wind")
.font(.caption)
Text(String(format: "%.1f m/s", weatherData.wind))
.font(.caption)
.lineLimit(1)
}
HStack {
Image(systemName: "humidity")
.font(.caption)
Text("\(weatherData.humidity)%")
.font(.caption)
.lineLimit(1)
}
}
}
}
.padding(12)
}
// MARK: - Time & Mood Gradient
HStack {
Text(weatherData.time, style: .time)
.font(.caption)
Spacer()
MoodIndicatorBar(mood: weatherData.mood)
}
.padding(.top, 4)
}
.containerBackground(.ultraThin, for: .widget)
}
@ViewBuilder
private func weatherConditionIcon(condition: WeatherCondition) -> some View {
switch condition {
case .clear: Image(systemName: "sun.max")
case .partlyCloudy: Image(systemName: "cloud.sun")
case .cloudy: Image(systemName: "cloud")
case .rain: Image(systemName: "cloud.rain")
case .snow: Image(systemName: "snowflake")
case .fog: Image(systemName: "fog")
case .wind: Image(systemName: "wind")
case .thunderstorm: Image(systemName: "cloud.bolt")
default: Image(systemName: "questionmark")
}
}
}
// MARK: - Animated Mood Indicator Bar
struct MoodIndicatorBar: View {
let mood: Mood
@State private var progress: CGFloat = 0.0
var body: some View {
GeometryReader { geometry in
ZStack(alignment: .leading) {
Capsule()
.fill(mood.color.opacity(0.2))
.frame(width: geometry.size.width, height: 8)
Capsule()
.fill(mood.color.gradient)
.frame(width: progress * geometry.size.width, height: 8)
.animation(.easeInOut(duration: 2).repeatForever(autoreverses: true), value: progress)
}
}
.onAppear {
withAnimation {
progress = 0.7
}
}
}
}
// MARK: - Timeline Provider
struct Provider: TimelineProvider {
func placeholder(in context: Context) -> WeatherData {
let now = Date()
return WeatherData(
condition: .clear,
temperature: 22,
feelsLike: 24,
humidity: 65,
wind: 3.2,
mood: .balmy,
time: now
)
}
func getSnapshot(in context: Context, completion: @escaping (WeatherData) -> ()) {
let snapshotWeather = placeholder(in: context)
completion(snapshotWeather)
}
func getTimeline(in context: Context, completion: @escaping (Timeline<WeatherData>) -> ()) {
let currentTime = Date()
// Fetch real weather data using WeatherKit
Task {
do {
let location = try await Location.autoupdatingLocation()
let weather = try await WeatherService.shared.weather(on: currentTime, for: location)
let condition = weather.condition
let temperature = Int(weather.currentTemperature)
let feelsLike = Int(weather.feelsLike)
let humidity = weather.humidity
let wind = weather.windSpeed
let mood = Mood.moodForWeather(condition: condition)
let weatherData = WeatherData(
condition: condition,
temperature: temperature,
feelsLike: feelsLike,
humidity: humidity,
wind: wind,
mood: mood,
time: currentTime
)
let nextUpdate = Calendar.current.date(byAdding: .minute, value: 15, to: currentTime)!
completion(Timeline(entries: [weatherData], policy: .atEnd))
} catch {
// Fallback to placeholder if fetch fails
let weatherData = placeholder(in: context)
let nextUpdate = Calendar.current.date(byAdding: .hour, value: 1, to: currentTime)!
completion(Timeline(entries: [weatherData], policy: .after(nextUpdate)))
}
}
}
}
// MARK: - Weather Service (Mock for demo, replace with real WeatherKit in production)
class WeatherService {
static let shared = WeatherService()
private init() {}
func weather(on date: Date, for location: Location) async throws -> Weather {
// In a real app, you would use WeatherKit's API here
// For this example, we return mock data based on location
let latitude = location.coordinate.latitude
let longitude = location.coordinate.longitude
// Simple mock logic based on location
let temperature = Int(latitude * 10) + 15
let condition: WeatherCondition
let humidity = 50 + Int(latitude * 5) % 30
let wind = Double(longitude) * 2
if latitude > 40 && longitude > -10 {
condition = .clear
} else if latitude < 30 || longitude < -20 {
condition = .cloudy
} else {
condition = .partlyCloudy
}
return Weather(
condition: condition,
currentTemperature: Double(temperature),
feelsLike: Double(temperature - 2),
humidity: humidity,
windSpeed: wind
)
}
}
// MARK: - Preview
struct WeatherWatchWidget_Previews: PreviewProvider {
static var previews: some View {
WeatherWatchWidgetEntryView(kind: "WeatherWatchWidget", entry: ProviderEntry(weatherData: WeatherData(
condition: .clear,
temperature: 24,
feelsLike: 26,
humidity: 65,
wind: 3.2,
mood: .balmy,
time: Date()
)))
.previewContext(WidgetPreviewContext(family: .systemMedium))
}
}
// MARK: - Timeline Entry Wrapper
struct ProviderEntry {
let weatherData: WeatherData
}
// MARK: - Widget Registration
struct WeatherWatchWidget: Widget {
let kind: String = "WeatherWatchWidget"
var body: some WidgetConfiguration {
StaticConfiguration(kind: kind, provider: Provider()) { entry in
WeatherWatchWidgetEntryView(kind: kind, entry: entry)
}
.configurationDisplayName("WeatherWatch")
.description("A creative weather widget with mood-based styling.")
.supportedFamilies([.systemSmall, .systemMedium, .systemLarge])
}
}
A creative WordPress/Joomla module that creates a custom post type for an art gallery with interactive lightbox, supports multiple image formats, and includes a unique "artwork mood analyzer" feature
```php
<?php
/**
* Plugin Name: Dynamic Art Gallery with Interactive Lightbox
* Description: A custom post type for art galleries with interactive lightbox and mood analysis.
* Version: 1.0
* Author: Ailey
* License: GPL2
* Text Domain: dagil
*/
if (!defined('ABSPATH')) {
exit; // Exit if accessed directly
}
/**
* Main plugin class
*/
class Dynamic_Art_Gallery {
private $post_type_name = 'artwork';
private $meta_boxes = [
'artwork_details' => [
'title' => __('Artwork Details', 'dagil'),
'fields' => [
[
'name' => 'artist_name',
'label' => __('Artist Name', 'dagil'),
'type' => 'text',
'description' => __('Name of the artist who created this artwork.', 'dagil')
],
[
'name' => 'year_created',
'label' => __('Year Created', 'dagil'),
'type' => 'number',
'description' => __('Year when the artwork was created.', 'dagil')
],
[
'name' => 'art_movement',
'label' => __('Art Movement', 'dagil'),
'type' => 'text',
'description' => __('Art movement or style to which this artwork belongs.', 'dagil')
],
[
'name' => 'mood_score',
'label' => __('Mood Score (Auto-detected)', 'dagil'),
'type' => 'text',
'description' => __('Auto-generated mood score based on color analysis.', 'dagil'),
'readonly' => true
]
]
],
'artwork_technique' => [
'title' => __('Technique Details', 'dagil'),
'fields' => [
[
'name' => 'medium',
'label' => __('Medium', 'dagil'),
'type' => 'select',
'options' => [
'oil' => 'Oil on Canvas',
'watercolor' => 'Watercolor',
'acrylic' => 'Acrylic',
'digital' => 'Digital',
'pencil' => 'Pencil/Charcoal',
'other' => 'Other'
]
],
[
'name' => 'dimensions',
'label' => __('Dimensions (cm)', 'dagil'),
'type' => 'text',
'description' => __('Width × Height (e.g., 50 × 70)', 'dagil')
]
]
]
];
public function __construct() {
// Register hooks for WordPress
add_action('init', [$this, 'register_post_type']);
add_action('add_meta_boxes', [$this, 'add_meta_boxes']);
add_action('save_post', [$this, 'save_meta_box_data'], 10, 2);
// Register enqueue scripts and styles
add_action('wp_enqueue_scripts', [$this, 'enqueue_assets']);
// Shortcode for gallery display
add_shortcode('dynamic_art_gallery', [$this, 'gallery_shortcode']);
// Add filter for content in lightbox
add_filter('dagil_lightbox_content', [$this, 'get_lightbox_content']);
}
/**
* Register custom post type
*/
public function register_post_type() {
$labels = [
'name' => _x('Artworks', 'post type general name', 'dagil'),
'singular_name' => _x('Artwork', 'post type singular name', 'dagil'),
'menu_name' => _x('Art Gallery', 'admin menu', 'dagil'),
'add_new' => _x('Add New', 'artwork', 'dagil'),
'add_new_item' => __('Add New Artwork', 'dagil'),
'edit_item' => __('Edit Artwork', 'dagil'),
'new_item' => __('New Artwork', 'dagil'),
'view_item' => __('View Artwork', 'dagil'),
'search_items' => __('Search Artworks', 'dagil'),
'not_found' => __('No artworks found', 'dagil'),
'not_found_in_trash' => __('No artworks found in Trash', 'dagil'),
'parent_item_colon' => __('Parent Artworks:', 'dagil'),
'all_items' => __('All Artworks', 'dagil'),
'archive_title' => __('Artworks Archive', 'dagil'),
'attributes' => __('Artwork Attributes', 'dagil'),
'insert_into_item' => __('Insert into artwork', 'dagil'),
'uploaded_to_this_item' => __('Uploaded to this artwork', 'dagil'),
'items_list' => __('Artworks list', 'dagil'),
'items_list_navigation' => __('Artworks list navigation', 'dagil'),
'filter_items_list' => __('Filter artworks list', 'dagil'),
'filter_by_date' => __('Filter artworks by date', 'dagil'),
'filter_by_year' => __('Filter artworks by year', 'dagil'),
'filter_by_month' => __('Filter artworks by month', 'dagil'),
'filter_by_day' => __('Filter artworks by day', 'dagil'),
];
$args = [
'labels' => $labels,
'public' => true,
'publicly_queryable' => true,
'show_ui' => true,
'show_in_menu' => true,
'query_var' => true,
'rewrite' => ['slug' => 'artwork'],
'capability_type' => 'post',
'has_archive' => true,
'hierarchical' => false,
'menu_position' => 5,
'supports' => ['title', 'editor', 'thumbnail', 'excerpt', 'comments'],
'taxonomies' => ['category', 'post_tag'],
'show_in_rest' => true,
];
register_post_type($this->post_type_name, $args);
// Flush rewrite rules on plugin activation
register_activation_hook(__FILE__, function() {
$this->register_post_type();
flush_rewrite_rules();
});
}
/**
* Add meta boxes to post edit screen
*/
public function add_meta_boxes() {
add_meta_box(
'artwork_details_meta_box',
$this->meta_boxes['artwork_details']['title'],
[$this, 'render_meta_box'],
$this->post_type_name,
'normal',
'high'
);
add_meta_box(
'artwork_technique_meta_box',
$this->meta_boxes['artwork_technique']['title'],
[$this, 'render_meta_box'],
$this->post_type_name,
'normal',
'high'
);
}
/**
* Render meta box fields
*/
public function render_meta_box($post, $meta_box_key) {
$meta_box = array_key_exists($meta_box_key, $this->meta_boxes) ? $this->meta_boxes[$meta_box_key] : [];
$nonces = ['artwork_details_nonce' => 'artwork_details_nonce', 'artwork_technique_nonce' => 'artwork_technique_nonce'];
if (!empty($meta_box['title'])) {
echo '<div class="meta-box-title">';
echo $meta_box['title'];
echo '</div>';
}
wp_nonce_field($meta_box_key, $nonces[$meta_box_key]);
foreach ($meta_box['fields'] as $field) {
$value = get_post_meta($post->ID, $field['name'], true);
$value = !empty($value) ? $value : '';
echo '<div class="field">';
echo '<label for="' . esc_attr($field['name']) . '">' . esc_html($field['label']) . '</label>';
if ($field['type'] === 'select') {
echo '<select name="' . esc_attr($field['name']) . '" id="' . esc_attr($field['name']) . '"';
if (!empty($field['class'])) {
echo ' class="' . esc_attr($field['class']) . '"';
}
echo '>';
foreach ($field['options'] as $option_key => $option_label) {
echo '<option value="' . esc_attr($option_key) . '"' . selected($option_key, $value, false) . '>' . esc_html($option_label) . '</option>';
}
echo '</select>';
} else {
echo '<input type="' . esc_attr($field['type']) . '" name="' . esc_attr($field['name']) . '" id="' . esc_attr($field['name']) . '" value="' . esc_attr($value) . '"';
if (!empty($field['class'])) {
echo ' class="' . esc_attr($field['class']) . '"';
}
if (!empty($field['description'])) {
echo ' placeholder="' . esc_attr($field['description']) . '"';
}
if (isset($field['readonly']) && $field['readonly']) {
echo ' readonly';
}
echo '>';
if (!empty($field['description'])) {
echo '<p class="field-description">' . esc_html($field['description']) . '</p>';
}
}
echo '</div>';
}
}
/**
* Save meta box data
*/
public function save_meta_box_data($post_id, $post) {
$nonces = ['artwork_details_nonce' => 'artwork_details_nonce', 'artwork_technique_nonce' => 'artwork_technique_nonce'];
if (!isset($_POST['artwork_details_nonce']) || !wp_verify_nonce($_POST['artwork_details_nonce'], 'artwork_details_nonce')) {
return;
}
if (!isset($_POST['artwork_technique_nonce']) || !wp_verify_nonce($_POST['artwork_technique_nonce'], 'artwork_technique_nonce')) {
return;
}
if (defined('DOING_AUTOSAVE') && DOING_AUTOSAVE) {
return;
}
if (!current_user_can('edit_post', $post_id)) {
return;
}
$meta_boxes = ['artwork_details' => 'artwork_details_nonce', 'artwork_technique' => 'artwork_technique_nonce'];
foreach ($meta_boxes as $box_key => $nonce_key) {
if (isset($_POST[$box_key])) {
$fields = $this->meta_boxes[$box_key]['fields'];
foreach ($fields as $field) {
if (isset($_POST[$field['name']])) {
$slug = sanitize_key($field['name']);
$value = sanitize_text_field($_POST[$field['name']]);
update_post_meta($post_id, $slug, $value);
}
}
// Analyze image and set mood score if not set
$thumbnail_id = get_post_thumbnail_id($post_id);
if ($thumbnail_id && !get_post_meta($post_id, 'mood_score', true)) {
$this->analyze_image_mood($thumbnail_id, $post_id);
}
}
}
}
/**
* Analyze image colors and set mood score
*/
private function analyze_image_mood($attachment_id, $post_id) {
$image_url = wp_get_attachment_image_url($attachment_id, 'full');
if (!$image_url) {
return;
}
$image = imagecreatefromstring(file_get_contents($image_url));
if (!$image) {
return;
}
$colors = [];
$width = imagesx($image);
$height = imagesy($image);
// Sample 100 pixels from the image
$sample_size = min(100, $width * $height);
for ($i = 0; $i < $sample_size; $i++) {
$x = rand(0, $width - 1);
$y = rand(0, $height - 1);
$color = imagecolorat($image, $x, $y);
$rgb = imagecolorsforindex($image, $color);
$colors[] = [
'r' => $rgb['red'],
'g' => $rgb['green'],
'b' => $rgb['blue']
];
}
imagedestroy($image);
if (empty($colors)) {
return;
}
// Calculate average color
$avg_r = array_sum(array_column($colors, 'r')) / count($colors);
$avg_g = array_sum(array_column($colors, 'g')) / count($colors);
$avg_b = array_sum(array_column($colors, 'b')) / count($colors);
// Determine mood based on color characteristics
$mood = $this->determine_mood($avg_r, $avg_g, $avg_b);
// Store mood score (0-100)
update_post_meta($post_id, 'mood_score', $mood);
}
/**
* Determine mood based on color analysis
*/
private function determine_mood($r, $g, $b) {
// Calculate brightness and saturation
$brightness = (0.299 * $r + 0.587 * $g + 0.114 * $b) / 255;
$max = max($r, $g, $b);
$min = min($r, $g, $b);
$saturation = ($max - $min) / $max;
// Calculate color temperature (rough approximation)
$temp = $this->calculate_color_temperature($r, $g, $b);
// Determine mood based on color properties
if ($brightness > 0.7) {
$mood = 80; // Very bright
} elseif ($brightness > 0.5) {
$mood = 60; // Bright
} elseif ($brightness > 0.3) {
$mood = 40; // Medium brightness
} else {
$mood = 20; // Dark
}
// Adjust mood based on saturation
if ($saturation > 0.5) {
$mood += 20;
} elseif ($saturation < 0.2) {
$mood -= 20;
}
// Adjust for color temperature
if ($temp < 3000) {
$mood += 10; // Warm colors (red, orange)
} elseif ($temp > 5000) {
$mood -= 10; // Cool colors (blue, purple)
}
// Clamp mood between 0 and 100
$mood = max(0, min(100, $mood));
return round($mood);
}
/**
* Calculate approximate color temperature (Kelvin)
*/
private function calculate_color_temperature($r, $g, $b) {
// Convert RGB to XYZ
$r = $r / 255;
$g = $g / 255;
$b = $b / 255;
// Apply gamma correction
$r = $r <= 0.04045 ? $r / 12.92 : pow(($r + 0.055) / 1.055, 2.4);
$g = $g <= 0.04045 ? $g / 12.92 : pow(($g + 0.055) / 1.055, 2.4);
$b = $b <= 0.04045 ? $b / 12.92 : pow(($b + 0.055) / 1.055, 2.4);
// Observer = 2°, Illuminant = D65
$x = $r * 0.4124 + $g * 0.3576 + $b * 0.1805;
$y = $r * 0.2126 + $g * 0.7152 + $b * 0.0722;
$z = $r * 0.0193 + $g * 0.1192 + $b * 0.9505;
// Convert XYZ to uv
$u = ($x * 0.4124 + $y * 0.3576 + $z * 0.1805) / 0.17697;
$v = ($x * 0.2126 + $y * 0.7152 + $z * 0.0722) / 0.31271;
// Calculate n_uv and n
$n_uv = ($u - 0.197799 + 0.0000015926) / 0.020108;
$n = $n_uv - 1.40526;
$n_squared = $n * $n;
// Calculate temperature (simplified formula)
$temperature = 430.0 * (1 / $n - 0.159) + 459.0
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