3265 Werke — 461 Songs, 34 Bücher, 315 Bilder, 2173 SVGs, 282 Code
Simuliert dynamisches NPC-Verhalten für RPG Maker MZ Projekte, einschließlich Wanderung, Interaktion und emotionalem State.
// RPG Maker MZ Dynamic AI Behavior Simulator
// Simulates NPC behavior including wandering, interaction, and emotional state
const { EventEmitter } = require('events');
const { v4: uuidv4 } = require('uuid');
class RPGMAISEmitter extends EventEmitter {
constructor() {
super();
this.npcs = new Map();
}
addNPC(name, x, y, mapId) {
const id = uuidv4();
this.npcs.set(id, {
id,
name,
x,
y,
mapId,
emotionalState: 'neutral',
currentTask: null,
wanderTarget: null,
lastInteraction: null
});
this.emit('npcAdded', id);
return id;
}
updateNPC(id, x, y) {
const npc = this.npcs.get(id);
if (npc) {
npc.x = x;
npc.y = y;
this.emit('npcMoved', id, x, y);
}
}
interact(id, playerId, interactionType) {
const npc = this.npcs.get(id);
if (npc) {
npc.emotionalState = interactionType === 'positive' ? 'happy' : 'angry';
npc.lastInteraction = {
playerId,
type: interactionType,
timestamp: Date.now()
};
this.emit('npcInteracted', id, playerId, interactionType);
}
}
getNPCStatus(id) {
const npc = this.npcs.get(id);
if (npc) {
return {
id: npc.id,
name: npc.name,
position: { x: npc.x, y: npc.y },
mapId: npc.mapId,
emotionalState: npc.emotionalState,
lastInteraction: npc.lastInteraction
};
}
return null;
}
simulateFrame() {
for (const [id, npc] of this.npcs) {
// Wander behavior
if (!npc.wanderTarget) {
npc.wanderTarget = {
x: npc.x + (Math.random() > 0.5 ? 1 : -1) * 3,
y: npc.y + (Math.random() > 0.5 ? 1 : -1) * 3
};
}
// Move toward wander target
const dx = npc.wanderTarget.x - npc.x;
const dy = npc.wanderTarget.y - npc.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 1) {
npc.wanderTarget = null;
} else {
npc.x += (dx / distance) * 0.5;
npc.y += (dy / distance) * 0.5;
this.emit('npcMoved', id, npc.x, npc.y);
}
// Emotional state decay
if (npc.emotionalState !== 'neutral') {
if (Math.random() < 0.05) { // 5% chance to reset state each frame
npc.emotionalState = 'neutral';
}
}
}
}
}
// Simulation setup
const rpgAI = new RPGMAISEmitter();
// Example NPCs
const merchantId = rpgAI.addNPC('Traveling Merchant', 10, 10, 1);
const guardId = rpgAI.addNPC('Town Guard', 15, 15, 1);
const wandererId = rpgAI.addNPC('Lost Wanderer', 5, 5, 1);
// Example interactions
setTimeout(() => {
rpgAI.interact(merchantId, 'player1', 'positive');
}, 1000);
setTimeout(() => {
rpgAI.interact(guardId, 'player1', 'negative');
}, 2000);
// Simulation loop
setInterval(() => {
rpgAI.simulateFrame();
}, 16); // ~60fps
// Status check every 5 seconds
setInterval(() => {
console.log('Current NPC States:');
for (const id of rpgAI.npcs.keys()) {
const status = rpgAI.getNPCStatus(id);
if (status) {
console.log(`- ${status.name}: ${status.emotionalState} (${status.position.x}, ${status.position.y})`);
if (status.lastInteraction) {
console.log(` Last interaction: ${status.lastInteraction.type} with player ${status.lastInteraction.playerId}`);
}
}
}
console.log('------------------');
}, 5000);
// Export for potential RPG Maker MZ integration
module.exports = RPGMAISEmitter;
[Intro - Hypnotic drumbeat, tribal chants, sensual guitar riff, atmospheric synth building]
"Sierrkhas claws dig deep in…
[Intro - Glitchy synth pulse, building feedback, drums kick in, then full symphonic hit]
I was the blade that split the …
[Intro - A sharp guitar riff explodes, drums kick in, distorted and aggressive]
Boom boom, I'm not your shadow
Boom boom…
[Intro - Single distorted guitar riff, feedback swelling, drums crash in at line 3]
I built the walls to keep you out,
S…
Eine kreative, erweiterbare Tween-Library mit Smoothness- und Dark-Mode-Unterstützung für Unity.
using UnityEngine;
using UnityEngine.UI;
using System;
using System.Collections.Generic;
using System.Linq;
/// <summary>
/// Ailey's SmoothTween - A creative, smooth animation system with dark mode support
/// Features: Smooth Easing, Multiple Targets, Dark Mode Toggle, Event Callbacks
/// </summary>
[DisallowMultipleComponent]
public class SmoothTween : MonoBehaviour
{
[Serializable]
public class TweenTarget
{
public enum PropertyType { Float, Vector3, Color, RectTransform }
public PropertyType propertyType;
public string targetName;
public float initialValue;
public float targetValue;
public EaseType easeType;
public float duration;
public bool darkModeColor = false;
public Color darkColor;
public Action<float> progressCallback;
public Action completeCallback;
}
[Serializable]
public enum EaseType
{
Linear,
EaseInQuad,
EaseOutQuad,
EaseInOutQuad,
EaseInCubic,
EaseOutCubic,
EaseInOutCubic,
EaseInQuart,
EaseOutQuart,
EaseInOutQuart,
SmoothStep,
Bounce
}
[Header("Settings")]
[SerializeField] private bool autoStart = false;
[SerializeField] private float smoothness = 1.2f;
[SerializeField] private bool darkMode = false;
[SerializeField] private Color darkModeBackground = new Color(0.1f, 0.1f, 0.15f);
[SerializeField] private Color darkModeText = new Color(0.9f, 0.9f, 0.95f);
[Header("Tween Targets")]
public List<TweenTarget> targets = new List<TweenTarget>();
private List<Coroutine> activeCoroutines = new List<Coroutine>();
private void Awake()
{
if (autoStart)
{
StartAllTweens();
}
// Apply dark mode if enabled
if (darkMode)
{
ToggleDarkMode(true);
}
}
public void StartAllTweens()
{
foreach (var coroutine in activeCoroutines)
{
StopCoroutine(coroutine);
}
activeCoroutines.Clear();
foreach (var target in targets)
{
activeCoroutines.Add(StartCoroutine(Animate(target)));
}
}
public void StopAllTweens()
{
foreach (var coroutine in activeCoroutines)
{
StopCoroutine(coroutine);
}
activeCoroutines.Clear();
}
public void ToggleDarkMode(bool enable)
{
darkMode = enable;
// Apply dark mode to UI elements
var uiElements = FindObjectsOfType<Graphic>(true);
foreach (var ui in uiElements)
{
ui.color = enable ? darkModeText : Color.white;
}
// Change background if Canvas exists
var canvas = FindObjectOfType<Canvas>();
if (canvas != null && canvas.renderMode == RenderMode.ScreenSpaceCamera)
{
var renderers = canvas.GetComponentsInChildren<Renderer>(true);
foreach (var renderer in renderers)
{
renderer.material.color = enable ? darkModeBackground : Color.white;
}
}
}
private IEnumerator Animate(TweenTarget target)
{
float elapsedTime = 0f;
float initialValue = target.initialValue;
float progress = 0f;
while (elapsedTime < target.duration)
{
elapsedTime += Time.deltaTime;
progress = CalculateProgress(elapsedTime, target.duration, target.easeType);
float currentValue;
switch (target.propertyType)
{
case TweenTarget.PropertyType.Float:
currentValue = Mathf.Lerp(initialValue, target.targetValue, progress);
break;
case TweenTarget.PropertyType.Vector3:
var vecTarget = target.targetValue;
var vecInitial = target.initialValue;
currentValue = Mathf.Lerp(vecInitial, vecTarget, progress);
break;
case TweenTarget.PropertyType.Color:
var colorTarget = target.darkModeColor ? target.darkColor : target.targetValue;
var colorInitial = target.initialValue;
currentValue = Mathf.Lerp(colorInitial.r, colorTarget.r, progress);
currentValue = Mathf.Lerp(currentValue, colorTarget.g, progress);
currentValue = Mathf.Lerp(currentValue, colorTarget.b, progress);
currentValue = Mathf.Lerp(currentValue, colorTarget.a, progress);
break;
case TweenTarget.PropertyType.RectTransform:
var rectTarget = target.targetValue;
var rectInitial = target.initialValue;
currentValue = Mathf.Lerp(rectInitial, rectTarget, progress);
break;
default:
currentValue = Mathf.Lerp(initialValue, target.targetValue, progress);
break;
}
// Apply the value based on target type
ApplyValueToTarget(target, currentValue, progress);
// Smoothness adjustment
float smoothedProgress = SmoothStep(progress, smoothness);
target.progressCallback?.Invoke(smoothedProgress);
yield return null;
}
// Final value
ApplyValueToTarget(target, target.targetValue, 1f);
target.progressCallback?.Invoke(1f);
target.completeCallback?.Invoke();
// Remove the coroutine from active list
if (activeCoroutines.Contains(coroutine))
{
activeCoroutines.Remove(coroutine);
}
}
private void ApplyValueToTarget(TweenTarget target, float currentValue, float progress)
{
switch (target.propertyType)
{
case TweenTarget.PropertyType.Float:
var floatTarget = FindTarget<float>(target.targetName);
if (floatTarget != null)
{
floatTarget.value = currentValue;
}
break;
case TweenTarget.PropertyType.Vector3:
var vecTarget = FindTarget<Vector3>(target.targetName);
if (vecTarget != null)
{
vecTarget.value = Vector3.Lerp(vecTarget.value, (Vector3)currentValue, progress * 2f);
}
break;
case TweenTarget.PropertyType.Color:
var colorTarget = FindTarget<Color>(target.targetName);
if (colorTarget != null)
{
colorTarget.value = Color.Lerp(colorTarget.value, (Color)currentValue, progress * 2f);
}
break;
case TweenTarget.PropertyType.RectTransform:
var rectTarget = FindTarget<RectTransform>(target.targetName);
if (rectTarget != null)
{
rectTarget.value.anchoredPosition = Vector2.Lerp(rectTarget.value.anchoredPosition, (Vector2)currentValue, progress * 2f);
}
break;
}
}
private T FindTarget<T>(string name)
{
var components = GetComponentsInChildren<T>(true);
return components.FirstOrDefault(c => c.name == name);
}
private float CalculateProgress(float elapsedTime, float duration, EaseType easeType)
{
float normalizedTime = elapsedTime / duration;
switch (easeType)
{
case EaseType.Linear:
return normalizedTime;
case EaseType.EaseInQuad:
return normalizedTime * normalizedTime;
case EaseType.EaseOutQuad:
return normalizedTime * (2 - normalizedTime);
case EaseType.EaseInOutQuad:
if (normalizedTime < 0.5f)
return 2 * normalizedTime * normalizedTime;
else
return -1 + (4 * --normalizedTime * normalizedTime);
case EaseType.EaseInCubic:
return normalizedTime * normalizedTime * normalizedTime;
case EaseType.EaseOutCubic:
return (--normalizedTime) * (normalizedTime) * (normalizedTime) + 1;
case EaseType.EaseInOutCubic:
if (normalizedTime < 0.5f)
return 4 * normalizedTime * normalizedTime * normalizedTime;
else
return (normalizedTime - 1) * (normalizedTime - 1) * (normalizedTime - 1) + 1;
case EaseType.EaseInQuart:
return normalizedTime * normalizedTime * normalizedTime * normalizedTime;
case EaseType.EaseOutQuart:
return 1 - (--normalizedTime) * (normalizedTime) * (normalizedTime) * (normalizedTime);
case EaseType.EaseInOutQuart:
if (normalizedTime < 0.5f)
return 8 * normalizedTime * normalizedTime * normalizedTime * normalizedTime;
else
return 1 - 8 * (--normalizedTime) * (normalizedTime) * (normalizedTime) * (normalizedTime);
case EaseType.SmoothStep:
return normalizedTime * normalizedTime * (3 - 2 * normalizedTime);
case EaseType.Bounce:
if (normalizedTime < 0.363636f)
return 7.5684f * normalizedTime * normalizedTime;
else if (normalizedTime < 0.727272f)
return 7.5684f * (normalizedTime - 0.545454f) * (normalizedTime - 0.545454f) + 0.75f;
else if (normalizedTime < 0.909090f)
return 7.5684f * (normalizedTime - 0.818181f) * (normalizedTime - 0.818181f) + 0.9375f;
else
return 7.5684f * (normalizedTime - 0.954545f) * (normalizedTime - 0.954545f) + 0.984375f;
default:
return normalizedTime;
}
}
private float SmoothStep(float x, float smoothness)
{
return x * x * (3 - 2 * x);
}
}
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Lizenz: CC BY 4.0