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Ein mobiler-first, responsiver Tweening-Editor mit interaktiven Knotenpunkten für Unity, der visuelle Animationen per Gestensteuerung erstellt und als exportierbaren Code generiert.
```csharp
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Linq;
using DG.Tweening;
using UnityEngine.EventSystems;
[RequireComponent(typeof(GraphCanvas))]
[ExecuteAlways]
public class DynamicTweenFlow : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
[SerializeField] private float minNodeSize = 30f;
[SerializeField] private float maxNodeSize = 100f;
[SerializeField] private Color defaultNodeColor = new Color(0.2f, 0.6f, 0.9f);
[SerializeField] private Color highlightColor = Color.yellow;
[SerializeField] private Color warningColor = Color.red;
[SerializeField] private float connectionThickness = 2f;
[SerializeField] private float minConnectionDistance = 50f;
[SerializeField] private float dragSpeedMultiplier = 0.5f;
[SerializeField] private float zoomSpeed = 2f;
[SerializeField] private float minZoom = 0.1f;
[SerializeField] private float maxZoom = 5f;
[SerializeField] private AnimationCurve zoomCurve;
private GraphCanvas canvas;
private List<Node> nodes = new List<Node>();
private List<Connection> connections = new List<Connection>();
private Node selectedNode;
private Vector2 lastDragPosition;
private float currentZoom = 1f;
private RectTransform canvasRect;
private bool isDragging = false;
private bool isGeneratingCode = false;
private string generatedCode;
private enum NodeType { Tween, Property, Event, None }
private enum ConnectionType { Tween, Flow, None }
[System.Serializable]
public class Node
{
public Vector2 position;
public NodeType type;
public string name = "New Node";
public string propertyPath;
public Ease easeType;
public float duration = 1f;
public float delay = 0f;
public bool isLoop;
public bool isActive = true;
public Color color;
public RectTransform rectTransform;
public List<int> incomingConnections = new List<int>();
public List<int> outgoingConnections = new List<int>();
public Node(NodeType type, string name = "New Node")
{
this.type = type;
this.name = name;
this.color = defaultNodeColor;
this.easeType = Ease.InOutQuad;
}
public void UpdateVisuals()
{
if (rectTransform == null) return;
// Dynamic size based on content and type
float size = minNodeSize + (type == NodeType.Property ? 20f : 0);
size = Mathf.Clamp(size, minNodeSize, maxNodeSize);
rectTransform.sizeDelta = new Vector2(size, size);
// Update color based on state
if (incomingConnections.Count == 0 && outgoingConnections.Count == 0)
color = warningColor;
else if (incomingConnections.Count > 0)
color = defaultNodeColor;
else if (selectedNode == this)
color = highlightColor;
else
color = defaultNodeColor * 0.8f;
GetComponent<Image>().color = color;
// Update text based on type
Text text = GetComponentInChildren<Text>();
if (text == null) return;
switch (type)
{
case NodeType.Tween:
text.text = name + "\n" + $"Dur: {duration:F1}s\nEase: {easeType}";
break;
case NodeType.Property:
text.text = propertyPath;
break;
case NodeType.Event:
text.text = name;
break;
default:
text.text = name;
break;
}
}
}
[System.Serializable]
public class Connection
{
public int fromNodeIndex;
public int toNodeIndex;
public ConnectionType type;
public LineRenderer lineRenderer;
public bool isValid = true;
public Connection(int from, int to, ConnectionType type)
{
fromNodeIndex = from;
toNodeIndex = to;
this.type = type;
CreateLineRenderer();
}
private void CreateLineRenderer()
{
GameObject lineObj = new GameObject("ConnectionLine_" + fromNodeIndex + "_" + toNodeIndex);
lineObj.transform.SetParent(transform);
lineRenderer = lineObj.AddComponent<LineRenderer>();
lineRenderer.startWidth = connectionThickness;
lineRenderer.endWidth = connectionThickness;
lineRenderer.positionCount = 2;
lineRenderer.useWorldSpace = true;
lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
lineRenderer.startColor = type == ConnectionType.Tween ? Color.green : Color.blue;
lineRenderer.endColor = type == ConnectionType.Tween ? Color.green : Color.blue;
}
public void UpdateLine()
{
if (lineRenderer == null) return;
if (fromNodeIndex >= nodes.Count || toNodeIndex >= nodes.Count)
{
Destroy(lineRenderer.gameObject);
return;
}
Node fromNode = nodes[fromNodeIndex];
Node toNode = nodes[toNodeIndex];
if (fromNode.rectTransform == null || toNode.rectTransform == null)
{
Destroy(lineRenderer.gameObject);
return;
}
Vector3[] positions = new Vector3[2];
positions[0] = fromNode.rectTransform.rect.center + fromNode.rectTransform.anchoredPosition;
positions[1] = toNode.rectTransform.rect.center + toNode.rectTransform.anchoredPosition;
lineRenderer.SetPositions(positions);
// Check if connection is valid (not overlapping nodes)
isValid = Vector2.Distance(positions[0], positions[1]) > minConnectionDistance;
if (!isValid)
{
lineRenderer.startColor = warningColor;
lineRenderer.endColor = warningColor;
}
else
{
lineRenderer.startColor = type == ConnectionType.Tween ? Color.green : Color.blue;
lineRenderer.endColor = type == ConnectionType.Tween ? Color.green : Color.blue;
}
}
public void DestroyLine()
{
if (lineRenderer != null)
Destroy(lineRenderer.gameObject);
}
}
private void Awake()
{
if (canvas == null)
canvas = GetComponent<GraphCanvas>();
if (canvasRect == null)
canvasRect = canvas.GetComponent<RectTransform>();
// Initialize with default nodes
if (nodes.Count == 0)
{
CreateDefaultNodes();
}
}
private void CreateDefaultNodes()
{
// Property node (start)
Node startNode = new Node(NodeType.Property, "Start Position");
startNode.propertyPath = "transform.localPosition";
nodes.Add(startNode);
// Tween node
Node tweenNode = new Node(NodeType.Tween, "Move Tween");
tweenNode.duration = 2f;
nodes.Add(tweenNode);
// Property node (end)
Node endNode = new Node(NodeType.Property, "End Position");
endNode.propertyPath = "transform.localPosition";
nodes.Add(endNode);
// Create connections
connections.Add(new Connection(0, 1, ConnectionType.Tween));
connections.Add(new Connection(1, 2, ConnectionType.Flow));
UpdateAllNodes();
}
private void UpdateAllNodes()
{
foreach (Node node in nodes)
{
if (node.rectTransform == null)
{
CreateNodeUI(node);
}
node.UpdateVisuals();
}
foreach (Connection conn in connections)
{
conn.UpdateLine();
}
GenerateCode();
}
private void CreateNodeUI(Node node)
{
GameObject nodeObj = new GameObject(node.name);
nodeObj.transform.SetParent(canvas.transform);
node.rectTransform = nodeObj.AddComponent<RectTransform>();
node.rectTransform.anchorMin = Vector2.zero;
node.rectTransform.anchorMax = Vector2.one;
node.rectTransform.sizeDelta = new Vector2(minNodeSize, minNodeSize);
node.rectTransform.anchoredPosition = node.position;
Image nodeImage = nodeObj.AddComponent<Image>();
nodeImage.color = node.color;
nodeImage.preserveAspect = true;
// Add label
GameObject labelObj = new GameObject("Label");
labelObj.transform.SetParent(nodeObj.transform);
Text label = labelObj.AddComponent<Text>();
label.alignment = TextAnchor.MiddleCenter;
label.fontSize = Mathf.RoundToInt(minNodeSize * 0.6f);
label.color = Color.white;
nodeObj.AddComponent<Node>().Initialize(node, label);
// Add drag handler
nodeObj.AddComponent<NodeDragHandler>().Initialize(node);
}
private void GenerateCode()
{
if (isGeneratingCode) return;
isGeneratingCode = true;
generatedCode = GenerateTweenSequence();
Debug.Log("Generated Tween Code:\n" + generatedCode);
isGeneratingCode = false;
}
private string GenerateTweenSequence()
{
string code = "using DG.Tweening;\nusing UnityEngine;\n\n";
if (connections.Count == 0)
{
code += "// No valid tween sequence found. Create connections to generate code.\n";
return code;
}
// Find the starting node (node with no incoming connections)
Node startNode = nodes.FirstOrDefault(n => n.incomingConnections.Count == 0);
if (startNode == null)
{
code += "// No starting node found (node with no incoming connections).\n";
return code;
}
code += "public class GeneratedTweenSequence : MonoBehaviour\n{\n";
code += " void Start()\n {\n";
code += $" // Start tween from {startNode.name}\n";
if (startNode.type == NodeType.Property)
{
code += $" Tween tween = DOTween.To(() => transform.{startNode.propertyPath}, x => transform.{startNode.propertyPath} = x,\n";
code += $" new Vector3(0, 0, 0), // Default target (will be replaced)\n";
code += $" {startNode.duration}.f).SetEase({GetEaseName(startNode.easeType)}).SetDelay({startNode.delay})\n";
// Find all tween nodes connected to this
foreach (int outgoingIndex in startNode.outgoingConnections)
{
Connection conn = connections[outgoingIndex];
if (conn.type == ConnectionType.Tween)
{
Node tweenNode = nodes[conn.toNodeIndex];
code += $".OnComplete(() =>\n" +
$" DOTween.To(() => transform.{tweenNode.propertyPath}, x => transform.{tweenNode.propertyPath} = x,\n" +
$" new Vector3({GetRandomVector3()}), // Target position\n" +
$" {tweenNode.duration}.f).SetEase({GetEaseName(tweenNode.easeType)})\n";
}
}
}
code += ";\n";
code += " }\n";
code += "}\n";
return code;
}
private string GetEaseName(Ease ease)
{
return ease switch
{
Ease.InQuad => "Ease.InQuad",
Ease.OutQuad => "Ease.OutQuad",
Ease.InOutQuad => "Ease.InOutQuad",
Ease.InExpo => "Ease.InExpo",
Ease.OutExpo => "Ease.OutExpo",
Ease.InOutExpo => "Ease.InOutExpo",
Ease.InCirc => "Ease.InCirc",
Ease.OutCirc => "Ease.OutCirc",
Ease.InOutCirc => "Ease.InOutCirc",
_ => "Ease.Linear"
};
}
private Vector3 GetRandomVector3()
{
return new Vector3(Random.Range(-5, 5), Random.Range(-5, 5), Random.Range(-5, 5));
}
#region UI Interactions
public void OnBeginDrag(PointerEventData eventData)
{
if (!canvas.IsPointerOverCanvas(eventData))
return;
lastDragPosition = eventData.position;
isDragging = true;
}
public void OnDrag(PointerEventData eventData)
{
if (!isDragging || !canvas.IsPointerOverCanvas(eventData))
return;
Vector2 delta = eventData.position - lastDragPosition;
lastDragPosition = eventData.position;
// Handle zoom with pinch (mobile) or mouse wheel (desktop)
if (eventData.pointerCount > 1)
{
float pinchDelta = GetPinchDelta(eventData);
ZoomCamera(pinchDelta * zoomSpeed);
}
else if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
ZoomCamera(Input.GetAxis("Mouse ScrollWheel") * zoomSpeed);
}
else
{
// Pan the camera
Vector2 pan = Camera.main.ScreenToViewportPoint(delta) * currentZoom;
camera.transform.Translate(new Vector3(pan.x, pan.y, 0), Space.World);
}
}
public void OnEndDrag(PointerEventData eventData)
{
isDragging = false;
}
private float GetPinchDelta(PointerEventData eventData)
{
if (eventData.pointerCount < 2) return 0f;
Vector2 firstPos, secondPos;
eventData.GetPosition(out firstPos);
eventData.GetPosition(out secondPos, 1);
Vector2 prevFirst, prevSecond;
eventData.GetPreviousPosition(out prevFirst);
eventData.GetPreviousPosition(out prevSecond, 1);
float prevDistance = Vector2.Distance(prevFirst, prevSecond);
float currentDistance = Vector2.Distance(firstPos, secondPos);
return currentDistance / (prevDistance + 0.001f);
}
private void ZoomCamera(float zoomFactor)
{
zoomFactor = Mathf.Clamp(zoomFactor, -1f, 1f);
currentZoom = Mathf.Clamp(currentZoom + zoomFactor, minZoom, maxZoom);
// Apply zoom curve for smoother feel
currentZoom = Mathf.Clamp(zoomCurve.Evaluate(currentZoom), minZoom, maxZoom);
// Update camera orthographic size
Camera.main.orthographicSize = currentZoom * 5f;
// Update all node positions to maintain relative positioning
Vector2 center = canvasRect.rect.center;
foreach (Node node in nodes)
{
if (node.rectTransform != null)
{
Vector2 newPos = node.rectTransform.anchoredPosition;
newPos.x = Mathf.Lerp(newPos.x, center.x, 0.1f * currentZoom);
newPos.y = Mathf.Lerp(newPos.y, center.y, 0.1f * currentZoom);
node.rectTransform.anchoredPosition = newPos;
}
}
}
#endregion
#region Node Management
public void AddNode(NodeType type, Vector2 position = default)
{
Node newNode = new Node(type);
newNode.position = position == default ? Camera.main.ScreenToViewportPoint(Input.mousePosition) * 1000f : position;
nodes.Add(newNode);
CreateNodeUI(newNode);
UpdateAllNodes();
}
public void RemoveNode(int index)
{
if (index < 0 || index >= nodes.Count) return;
// Remove all connections to/from this node
connections.RemoveAll(c => c.fromNodeIndex == index || c.toNodeIndex == index);
// Update other nodes' connection lists
foreach (Node node in nodes)
{
node.incomingConnections.Remove(index);
node.outgoingConnections.Remove(index);
}
Destroy(nodes[index].rectTransform.gameObject);
nodes.RemoveAt(index);
UpdateAllNodes();
}
public void AddConnection(int fromIndex, int toIndex, ConnectionType type)
{
if (fromIndex < 0 || fromIndex >= nodes.Count || toIndex < 0 || toIndex >= nodes.Count) return;
if (fromIndex == toIndex) return; // No self connections
// Check if connection already exists
if (connections.Exists(c => c.fromNodeIndex == fromIndex && c.toNodeIndex == toIndex))
return;
connections.Add(new Connection(fromIndex, toIndex, type));
nodes[fromIndex].outgoingConnections.Add(connections.Count - 1);
nodes[toIndex].incomingConnections.Add(connections.Count - 1);
UpdateAllNodes();
}
public void RemoveConnection(int connectionIndex)
{
if (connectionIndex < 0 || connectionIndex >= connections.Count) return;
Connection conn = connections[connectionIndex];
nodes[conn.fromNodeIndex].outgoingConnections.Remove(connectionIndex);
nodes[conn.toNodeIndex].incomingConnections.Remove(connectionIndex);
conn.DestroyLine();
connections.RemoveAt(connectionIndex);
UpdateAllNodes();
}
#endregion
#region Editor Tools
public void ResetGraph()
{
foreach (Connection conn in connections)
{
conn.DestroyLine();
}
connections.Clear();
foreach (Node node in nodes)
{
Destroy(node.rectTransform.gameObject);
}
nodes.Clear();
CreateDefaultNodes();
}
public void ExportCodeToFile()
{
if (string.IsNullOrEmpty(generatedCode))
{
Debug.LogWarning("No code to export. Create a valid tween sequence first.");
return;
}
string filePath = System.IO.Path.Combine(Application.persistentDataPath, "GeneratedTweenSequence.cs");
System.IO.File.WriteAllText(filePath, generatedCode);
Debug.Log($"Code exported to: {filePath}");
}
#endregion
A creative JSON schema validator that not only checks schema compliance but also generates whimsical, AI-inspired error messages with emoji flair to help developers understand validation failures in a
#!/usr/bin/env node
const fs = require('fs');
const readline = require('readline');
const Ajv = require('ajv');
const chalk = require('chalk');
const ajv = new Ajv({
allErrors: true,
removeAdditional: true,
verbose: true
});
// Enhance default AJV with our custom error messages
ajv.addFormat('email', /^[a-zA-Z0-9._%+-]+@[a-zA-Z0-9.-]+\.[a-zA-Z]{2,}$/);
// Creative error message generator
function generateSparkError(error, data) {
const errors = error.errors || [error];
const messages = errors.map(err => {
const path = err.dataPath ? data.dataPath : '';
let message = '';
// Determine error type and generate creative message
switch (err.params?.type) {
case 'required':
message = `🌑 ${path} is missing! Like a ghost, it haunts the schema, demanding to be present.`;
break;
case 'additionalProperties':
message = `🤖 ${path} is not allowed here! The schema bot detected an unauthorized property trying to sneak in.`;
break;
case 'type':
switch (err.params?.type) {
case 'string':
message = `🧙♀️ Expected a string at ${path} but found something else. Maybe it was cast by an evil spell?`;
break;
case 'number':
message = `🧮 Expected a number at ${path} but found a non-numeric value. Numbers should be crisp like a math teacher's grading.`;
break;
case 'array':
message = `🧩 Expected an array at ${path} but found something that doesn't like to be counted.`;
break;
case 'object':
message = `🌍 Expected an object at ${path} but found something that doesn't like to be structured.`;
break;
case 'boolean':
message = `⚡ Expected a boolean at ${path} but found something that can't decide between true or false.`;
break;
}
break;
case 'enum':
message = `🎭 ${path} should be one of [${err.params.allowedValues.join(', ')}] but tried to be something else. Maybe it's an imposter?`;
break;
case 'pattern':
message = `🔍 ${path} has an invalid pattern. The regex guardian won't let unknown patterns pass.`;
break;
case 'format':
if (err.params?.type === 'email') {
message = `✉️ ${path} is not a valid email address. It looks like it got lost in the digital void.`;
}
break;
case 'minLength':
message = `📏 ${path} is too short! It needs at least ${err.params.limit} characters to be considered valid.`;
break;
case 'maxLength':
message = `📏 ${path} is too long! It needs to shrink down to ${err.params.limit} characters or less.`;
break;
case 'minimum':
message = `📉 ${path} is too small! It needs to be at least ${err.params.limit}. Maybe it's still in its embryonic state?`;
break;
case 'maximum':
message = `📈 ${path} is too big! It needs to shrink down to ${err.params.limit} or less.`;
break;
default:
message = `❓ ${path} has an issue that the SchemaSpark couldn't decode. Try asking a human or a very smart robot.`;
}
// Add additional context if available
if (err.params?.type === 'additionalProperties' && err.params?.additionalProperty) {
message += ` The offender is: ${err.params.additionalProperty}`;
}
return message;
});
return {
valid: false,
errors: messages,
path: error.dataPath || ''
};
}
async function main() {
const rl = readline.createInterface({
input: process.stdin,
output: process.stdout
});
console.log(chalk.yellow bold('=== SchemaSpark - JSON Schema Validator with AI-Inspired Error Messages ==='));
console.log(chalk.blue('Enter your JSON data (press Ctrl+C to exit):\n'));
const jsonData = await new Promise((resolve, reject) => {
let data = '';
rl.on('line', (line) => { data += line; });
rl.on('close', () => resolve(data));
}).catch(() => {
console.log(chalk.red('\nValidation cancelled by user.'));
process.exit(0);
});
try {
const schemaPath = process.argv[2];
if (!schemaPath) {
console.error(chalk.red('Error: Please provide a schema file path as an argument.'));
console.log(chalk.gray('Usage: node schemaSpark.js <path-to-schema.json>'));
process.exit(1);
}
if (!fs.existsSync(schemaPath)) {
console.error(chalk.red(`Error: Schema file not found at ${schemaPath}`));
process.exit(1);
}
const schema = JSON.parse(fs.readFileSync(schemaPath, 'utf8'));
const data = JSON.parse(jsonData);
const validate = ajv.compile(schema);
const isValid = validate(data);
if (isValid) {
console.log(chalk.green('✨ Sparkle! Your data passed all validation checks with flying colors! 🌟'));
console.log(chalk.green('The SchemaSpark is proud of your perfect JSON structure!'));
} else {
const sparkError = generateSparkError(validate, data);
console.log(chalk.red(`\n⚠️ SchemaSpark Detected ${sparkError.errors.length} Issues:`));
sparkError.errors.forEach((error, index) => {
console.log(` ${index + 1}. ${error}`);
});
console.log('\n💡 Tips:');
console.log(' - Check the paths mentioned in the errors');
console.log(' - Ensure required fields are present');
console.log(' - Verify all data types match the schema');
console.log(' - Keep strings to the correct length');
}
} catch (err) {
if (err instanceof SyntaxError) {
console.error(chalk.red(`\n🌑 Syntax Error: ${err.message}`));
console.log(chalk.red('Please ensure your JSON is properly formatted.'));
} else {
console.error(chalk.red(`\n🤖 Unexpected Error: ${err.message}`));
}
process.exit(1);
} finally {
rl.close();
}
}
main();
Simulates dynamic day/night cycles with unique atmospheric tinting effects, preserving state between sessions using localStorage
// Import required modules
const readline = require('readline');
const fs = require('fs').promises;
const path = require('path');
// Main module for the simulation
const SkyTintSimulator = (() => {
// Private variables
let currentTime = 12; // 12:00 PM in 24-hour format (0-24)
let skyTintState = {
day: { hue: 210, saturation: 0.8, brightness: 0.9 },
dusk: { hue: 220, saturation: 0.9, brightness: 0.7 },
night: { hue: 240, saturation: 1.0, brightness: 0.2 },
dawn: { hue: 190, saturation: 0.85, brightness: 0.6 },
};
let weatherEffect = 'clear';
// Time constants (in hours)
const DAWN_DURATION = 2;
const DAY_DURATION = 8;
const DUSK_DURATION = 3;
const NIGHT_DURATION = 11;
// Load state from localStorage
const loadState = async () => {
try {
const savedState = localStorage.getItem('skyTintState');
if (savedState) {
const parsedState = JSON.parse(savedState);
currentTime = parsedState.currentTime || 12;
skyTintState = { ...skyTintState, ...parsedState.skyTintState };
weatherEffect = parsedState.weatherEffect || 'clear';
}
} catch (e) {
console.error('Error loading state:', e);
}
};
// Save state to localStorage
const saveState = () => {
try {
const stateToSave = {
currentTime,
skyTintState,
weatherEffect,
};
localStorage.setItem('skyTintState', JSON.stringify(stateToSave));
} catch (e) {
console.error('Error saving state:', e);
}
};
// Calculate current sky tint based on time and weather
const calculateTint = () => {
const timeInHours = currentTime;
const isDaytime = timeInHours >= 6 && timeInHours <= 18;
const isDawn = timeInHours >= 4 && timeInHours < 6;
const isDusk = timeInHours >= 18 && timeInHours < 20;
const isNight = timeInHours >= 20 || timeInHours < 4;
let baseTint = skyTintState.day;
if (isDawn) {
baseTint = skyTintState.dawn;
} else if (isDusk) {
baseTint = skyTintState.dusk;
} else if (isNight) {
baseTint = skyTintState.night;
}
// Apply weather effect with a 30% chance
if (Math.random() < 0.3 && weatherEffect !== 'clear') {
switch (weatherEffect) {
case 'rain':
baseTint.hue = (baseTint.hue + 20) % 360;
baseTint.saturation *= 0.9;
baseTint.brightness *= 0.8;
break;
case 'snow':
baseTint.hue = (baseTint.hue + 10) % 360;
baseTint.saturation *= 0.7;
baseTint.brightness *= 0.6;
break;
case 'fog':
baseTint.hue = (baseTint.hue + 30) % 360;
baseTint.saturation *= 0.5;
baseTint.brightness *= 0.4;
break;
}
}
return {
hue: Math.round(baseTint.hue),
saturation: Math.round(baseTint.saturation * 100) / 100,
brightness: Math.round(baseTint.brightness * 100) / 100,
};
};
// Advance time by a specified amount (in hours)
const advanceTime = (hours) => {
currentTime = (currentTime + hours) % 24;
saveState();
};
// Display the current sky tint in a readable format
const displayTint = () => {
const tint = calculateTint();
const timeOfDay = getTimeOfDay();
console.log('\x1b[1mCurrent Sky Tint:\x1b[0m');
console.log(` Time of Day: ${timeOfDay}`);
console.log(` Hue: ${tint.hue}° (${hsvToColorName(tint.hue)})`);
console.log(` Saturation: ${tint.saturation * 100}%`);
console.log(` Brightness: ${tint.brightness * 100}%`);
console.log(` Weather: ${weatherEffect.charAt(0).toUpperCase() + weatherEffect.slice(1)}`);
console.log('\x1b[1mSimulation State:\x1b[0m');
console.log(` Current Time: ${currentTime.toFixed(1)}:00`);
console.log(` Total Duration: ${DAWN_DURATION + DAY_DURATION + DUSK_DURATION + NIGHT_DURATION} hours`);
console.log(` Current Phase: ${getCurrentPhase()}`);
};
// Helper to get time of day
const getTimeOfDay = () => {
const timeInHours = currentTime;
if (timeInHours >= 4 && timeInHours < 6) return 'Dawn';
if (timeInHours >= 6 && timeInHours < 18) return 'Day';
if (timeInHours >= 18 && timeInHours < 20) return 'Dusk';
return 'Night';
};
// Helper to get current phase
const getCurrentPhase = () => {
const timeInHours = currentTime;
if (timeInHours >= 4 && timeInHours < 6) return 'Dawn';
if (timeInHours >= 6 && timeInHours < 18) return 'Day';
if (timeInHours >= 18 && timeInHours < 20) return 'Dusk';
return 'Night';
};
// Helper to convert hue to color name
const hsvToColorName = (hue) => {
const colors = [
'Red', 'Orange', 'Yellow', 'Green', 'Blue', 'Indigo', 'Violet', 'Magenta'
];
const index = Math.floor(hue / 30) % colors.length;
return colors[index];
};
// Public API
return {
loadState,
saveState,
calculateTint,
advanceTime,
displayTint,
getCurrentTime: () => currentTime,
setWeatherEffect: (effect) => {
if (['clear', 'rain', 'snow', 'fog'].includes(effect)) {
weatherEffect = effect;
saveState();
}
},
};
})();
// Initialize the simulator
const simulator = SkyTintSimulator;
// Initialize readline interface
const rl = readline.createInterface({
input: process.stdin,
output: process.stdout
});
// Main command loop
async function main() {
await simulator.loadState();
simulator.displayTint();
console.log('\n\x1b[1mCommands:\x1b[0m');
console.log(' - "advance [hours]": Advance time by specified hours');
console.log(' - "set weather [effect]": Set weather effect (clear, rain, snow, fog)');
console.log(' - "reset": Reset to 12:00 PM');
console.log(' - "exit": Quit the simulation');
console.log(' - "display": Display current tint');
rl.on('line', async (line) => {
const args = line.trim().split(' ');
const command = args[0].toLowerCase();
switch (command) {
case 'advance':
if (args.length > 1 && !isNaN(parseFloat(args[1]))) {
simulator.advanceTime(parseFloat(args[1]));
simulator.displayTint();
} else {
console.log('Usage: advance [hours]');
}
break;
case 'set':
if (args.length > 2 && args[1].toLowerCase() === 'weather') {
const effect = args[2].toLowerCase();
if (['clear', 'rain', 'snow', 'fog'].includes(effect)) {
simulator.setWeatherEffect(effect);
simulator.displayTint();
} else {
console.log('Invalid weather effect. Use: clear, rain, snow, fog');
}
} else {
console.log('Usage: set weather [effect]');
}
break;
case 'reset':
simulator.advanceTime(0 - simulator.getCurrentTime());
simulator.displayTint();
break;
case 'exit':
rl.close();
break;
case 'display':
simulator.displayTint();
break;
default:
console.log('Unknown command. Available commands: advance, set weather, reset, exit, display');
}
});
rl.on('close', () => {
console.log('\nExiting simulation. State saved.');
process.exit(0);
});
}
// Start the simulation
main().catch(console.error);
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