4018 Werke — 613 Songs, 43 Bücher, 391 Bilder, 2657 SVGs, 314 Code
Spielerisches Kanban-Board mit runden Kanten, bunten Pixeln und localStorage-Persistenz. Perfekt für Aufgaben, die wie kleine round-edged Puzzleteile sind.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<title>PixelSort — Round-Edged Kanban Board 🧸</title>
<style>
:root { --primary: #4f46e5; --secondary: #f1f5f9; --accent: #e91e63; }
* { margin: 0; padding: 0; box-sizing: border-box; }
body { font-family: 'Rubik', sans-serif; background: linear-gradient(135deg, var(--secondary), #e3f2fd); min-height: 100vh; }
.container { max-width: 1200px; margin: 2rem auto; padding: 1rem; }
header { text-align: center; margin-bottom: 2rem; color: var(--primary); }
header h1 { font-size: 2.5rem; margin-bottom: 0.5rem; }
header p { font-size: 1.2rem; color: #6b7280; }
.board { display: flex; gap: 1rem; }
.lane { min-width: 280px; border-radius: 1rem; background: white; box-shadow: 0 4px 6px -1px rgba(0,0,0,0.1); padding: 1rem; }
.lane-header { display: flex; justify-content: space-between; align-items: center; padding-bottom: 0.5rem; border-bottom: 1px solid #e5e7eb; }
.lane-title { font-weight: 600; font-size: 1.1rem; }
.lane-dots { display: flex; gap: 0.5rem; }
.dot { width: 10px; height: 10px; border-radius: 50%; background: #d1d5db; cursor: pointer; }
.dot.active { background: var(--primary); }
.cards-list { display: flex; flex-direction: column; gap: 0.75rem; padding-top: 1rem; }
.card { background: white; border-radius: 0.75rem; padding: 0.75rem 1rem; box-shadow: 0 2px 4px rgba(0,0,0,0.05); cursor: grab; transition: transform 0.2s; }
.card:hover { transform: translateY(-2px); }
.card-header { display: flex; justify-content: space-between; align-items: center; padding-bottom: 0.25rem; border-bottom: 1px solid #e5e7eb; }
.card-title { font-weight: 500; font-size: 0.95rem; }
.card-color { width: 12px; height: 12px; border-radius: 50%; cursor: pointer; }
.card-body { padding: 0.5rem 0; color: #4b5563; line-height: 1.5; }
.card-footer { display: flex; justify-content: space-between; align-items: center; padding-top: 0.25rem; font-size: 0.8rem; color: #6b7280; }
.card-actions { display: flex; gap: 0.25rem; }
.card-action { background: #f3f4f6; border-radius: 0.25rem; padding: 0.2rem 0.5rem; font-size: 0.7rem; cursor: pointer; }
.card-action:hover { background: #e5e7eb; }
.card-color-picker { position: absolute; z-index: 10; display: none; }
.card-color-option { width: 20px; height: 20px; border-radius: 50%; margin: 2px; cursor: pointer; }
.add-card-btn { background: var(--primary); color: white; border: none; border-radius: 0.5rem; padding: 0.5rem 1rem; font-weight: 500; cursor: pointer; width: 100%; margin-top: 0.5rem; }
.add-card-btn:hover { background: #3730a3; }
.tooltip { position: absolute; background: #1f2937; color: white; padding: 0.25rem 0.5rem; border-radius: 0.25rem; font-size: 0.75rem; white-space: nowrap; opacity: 0; transition: opacity 0.2s; }
.tooltip.show { opacity: 1; }
</style>
<link href="https://fonts.googleapis.com/css2?family=Rubik:wght@400;500;600;700&display=swap" rel="stylesheet">
</head>
<body>
<div class="container">
<header>
<h1>PixelSort</h1>
<p>Drag & drop your tasks like cute round-edged pixels 🧸</p>
</header>
<div class="board" id="board"></div>
</div>
<script>
document.addEventListener('DOMContentLoaded', () => {
const board = document.getElementById('board');
const lanes = [
{ id: 'todo', title: 'To Do 📋', color: '#4f46e5' },
{ id: 'doing', title: 'Doing 🛠️', color: '#e91e63' },
{ id: 'done', title: 'Done ✅', color: '#10b981' }
];
let cards = JSON.parse(localStorage.getItem('pixelsort-cards')) || [];
// Render lanes and cards
function render() {
board.innerHTML = '';
lanes.forEach(lane => {
const laneElement = document.createElement('div');
laneElement.className = 'lane';
laneElement.dataset.id = lane.id;
const laneHeader = document.createElement('div');
laneHeader.className = 'lane-header';
const laneTitle = document.createElement('div');
laneTitle.className = 'lane-title';
laneTitle.textContent = lane.title;
const laneDots = document.createElement('div');
laneDots.className = 'lane-dots';
const dot1 = document.createElement('div');
dot1.className = 'dot';
const dot2 = document.createElement('div');
dot2.className = 'dot active';
laneDots.appendChild(dot1);
laneDots.appendChild(dot2);
laneHeader.appendChild(laneTitle);
laneHeader.appendChild(laneDots);
laneElement.appendChild(laneHeader);
const cardsList = document.createElement('div');
cardsList.className = 'cards-list';
const cardsInLane = cards.filter(card => card.lane === lane.id);
if (cardsInLane.length === 0) {
const addCardBtn = document.createElement('button');
addCardBtn.className = 'add-card-btn';
addCardBtn.textContent = '+ Add Card';
addCardBtn.addEventListener('click', () => addCard(lane.id));
cardsList.appendChild(addCardBtn);
}
cardsInLane.forEach(card => {
const cardElement = createCardElement(card);
cardsList.appendChild(cardElement);
});
laneElement.appendChild(cardsList);
board.appendChild(laneElement);
});
// Save to localStorage on any change
localStorage.setItem('pixelsort-cards', JSON.stringify(cards));
}
// Create card element
function createCardElement(card) {
const cardElement = document.createElement('div');
cardElement.className = 'card';
cardElement.dataset.id = card.id;
cardElement.draggable = true;
// Add drop zone class for easy dragging
cardElement.classList.add('draggable-card');
const cardHeader = document.createElement('div');
cardHeader.className = 'card-header';
const cardTitle = document.createElement('div');
cardTitle.className = 'card-title';
cardTitle.textContent = card.title;
const cardColorPicker = document.createElement('div');
cardColorPicker.className = 'card-color-picker';
const colorOptions = ['#4f46e5', '#e91e63', '#f59e0b', '#10b981', '#3b82f6', '#6366f1'];
colorOptions.forEach(color => {
const colorOption = document.createElement('div');
colorOption.className = 'card-color-option';
colorOption.style.backgroundColor = color;
colorOption.addEventListener('click', (e) => {
e.stopPropagation();
card.color = color;
cardElement.style.borderLeft = `4px solid ${color}`;
render();
});
cardColorPicker.appendChild(colorOption);
});
const cardColor = document.createElement('div');
cardColor.className = 'card-color';
cardColor.style.backgroundColor = card.color;
cardColor.addEventListener('click', (e) => {
e.stopPropagation();
cardColorPicker.style.display = cardColorPicker.style.display === 'block' ? 'none' : 'block';
});
cardHeader.appendChild(cardTitle);
cardHeader.appendChild(cardColor);
cardElement.appendChild(cardHeader);
cardColorPicker.appendChild(document.createElement('div')); // Empty for positioning
cardElement.appendChild(cardColorPicker);
const cardBody = document.createElement('div');
cardBody.className = 'card-body';
cardBody.textContent = card.description || 'No description yet...';
cardElement.appendChild(cardBody);
const cardFooter = document.createElement('div');
cardFooter.className = 'card-footer';
const cardActions = document.createElement('div');
cardActions.className = 'card-actions';
const editAction = document.createElement('div');
editAction.className = 'card-action';
editAction.textContent = 'Edit';
editAction.addEventListener('click', (e) => {
e.stopPropagation();
const newTitle = prompt('Enter new title:', card.title) || card.title;
const newDescription = prompt('Enter new description:', card.description || '') || card.description;
card.title = newTitle;
card.description = newDescription;
render();
});
const deleteAction = document.createElement('div');
deleteAction.className = 'card-action';
deleteAction.textContent = 'Delete';
deleteAction.addEventListener('click', (e) => {
e.stopPropagation();
if (confirm('Are you sure you want to delete this card?')) {
cards = cards.filter(c => c.id !== card.id);
render();
}
});
cardActions.appendChild(editAction);
cardActions.appendChild(deleteAction);
cardFooter.appendChild(cardActions);
cardElement.appendChild(cardFooter);
// Add tooltip for color picker
const tooltip = document.createElement('div');
tooltip.className = 'tooltip';
tooltip.textContent = 'Change color';
cardElement.appendChild(tooltip);
// Position tooltip
cardColor.addEventListener('mouseenter', () => {
tooltip.classList.add('show');
});
cardColor.addEventListener('mouseleave', () => {
tooltip.classList.remove('show');
});
// Drag events
cardElement.addEventListener('dragstart', (e) => {
e.dataTransfer.setData('text/plain', card.id);
cardElement.classList.add('dragging');
});
cardElement.addEventListener('dragend', () => {
cardElement.classList.remove('dragging');
});
return cardElement;
}
// Add new card
function addCard(laneId) {
const title = prompt('Enter card title:') || 'New Task';
const description = prompt('Enter card description:') || '';
const newCard = {
id: Date.now().toString(),
title,
description,
lane: laneId,
color: lanes.find(l => l.id === laneId).color
};
cards.push(newCard);
render();
}
// Drag and drop functionality
board.addEventListener('dragover', (e) => {
e.preventDefault();
const afterElement = getDragAfterElement(board, e.clientY);
const draggable = document.querySelector('.dragging');
if (afterElement == null) {
board.appendChild(draggable);
} else {
board.insertBefore(draggable, afterElement);
}
});
board.addEventListener('drop', (e) => {
e.preventDefault();
const id = e.dataTransfer.getData('text/plain');
const card = cards.find(c => c.id === id);
if (card) {
// Find which lane the card is being dropped into
const lanesInBoard = board.querySelectorAll('.lane');
let newLaneId = null;
for (let i = 0; i < lanesInBoard.length; i++) {
const lane = lanesInBoard[i];
const rect = lane.getBoundingClientRect();
if (e.clientY <= rect.top + rect.height / 2) {
newLaneId = lanes[i].id;
break;
}
}
if (newLaneId) {
card.lane = newLaneId;
render();
}
}
});
// Helper function to determine drop position
function getDragAfterElement(container, y) {
const draggableElements = [...container.querySelectorAll('.card')];
return draggableElements.reduce((closest, child) => {
const box = child.getBoundingClientRect();
const offset = y - box.top - box.height / 2;
if (offset < 0 && offset > closest.offset) {
return { offset: offset, element: child };
} else {
return closest;
}
}, { offset: Number.NEGATIVE_INFINITY }).element;
}
// Initialize
render();
});
</script>
</body>
</html>
A colorful, interactive line counter for code projects with real-time visual feedback and language-specific analysis.
use std::collections::HashMap;
use std::env;
use std::fs;
use std::path::{Path, PathBuf};
use std::sync::mpsc::{channel, Sender};
use std::thread;
use std::time::{Duration, Instant};
use colored::Colorize;
use walkdir::WalkDir;
/// Supported file extensions for language detection.
const LANGUAGE_EXTENSIONS: &[(&str, &[&str])] = &[
("Rust", &["rs"]),
("Python", &["py"]),
("JavaScript", &["js", "jsx", "ts", "tsx"]),
("Java", &["java"]),
("C", &["c", "h"]),
("C++", &["cpp", "hpp", "h"]),
("Go", &["go"]),
("C#", &["cs"]),
("Ruby", &["rb"]),
("PHP", &["php"]),
("HTML", &["html", "htm"]),
("CSS", &["css"]),
("Shell", &["sh", "bash", "zsh"]),
("TypeScript", &["ts"]),
];
/// Represents a code language with line counts and file paths.
#[derive(Debug, Default)]
struct LanguageStats {
name: String,
total_lines: usize,
comment_lines: usize,
blank_lines: usize,
code_lines: usize,
files: Vec<PathBuf>,
}
/// Filters lines to count comment and blank lines.
fn filter_lines(content: &str, lang: &str) -> (usize, usize, usize) {
let mut comment_lines = 0;
let mut blank_lines = 0;
let mut in_block_comment = false;
// Single-line comment regex for most languages.
let single_comment = format!(r"//");
// Block comment start/end patterns.
let block_start = if lang == "C" || lang == "C++" || lang == "Java" || lang == "C#" {
r"/\*"
} else if lang == "JavaScript" || lang == "TypeScript" {
r"/\*"
} else {
r"//"
};
let block_end = if lang == "C" || lang == "C++" || lang == "Java" || lang == "C#" {
r"\*/"
} else if lang == "JavaScript" || lang == "TypeScript" {
r"\*/"
} else {
r"//"
};
// Multi-line string patterns (simplified).
let mut in_string = false;
let mut string_start = "".to_string();
if lang == "Python" {
string_start = r#""""#.to_string();
} else {
string_start = r#""#.to_string();
}
for line in content.lines() {
let trimmed = line.trim();
if trimmed.is_empty() {
blank_lines += 1;
continue;
}
// Check for single-line comments.
if lang != "HTML" && lang != "CSS" && line.contains(&single_comment) {
comment_lines += 1;
continue;
}
// Check for block comments.
if line.contains(block_start) {
in_block_comment = true;
comment_lines += 1;
continue;
}
if in_block_comment && line.contains(block_end) {
in_block_comment = false;
comment_lines += 1;
continue;
}
if in_block_comment {
comment_lines += 1;
continue;
}
// Check for strings (simplified, not perfect).
if lang != "HTML" && lang != "CSS" {
if trimmed.starts_with(&string_start) && !in_string {
in_string = true;
comment_lines += 1;
continue;
}
if in_string && trimmed.ends_with(&string_start) {
in_string = false;
comment_lines += 1;
continue;
}
if in_string {
comment_lines += 1;
continue;
}
}
}
(comment_lines, blank_lines, content.lines().count())
}
/// Determines the language of a file based on its extension.
fn detect_language(path: &Path) -> Option<String> {
for (lang_name, extensions) in LANGUAGE_EXTENSIONS {
if extensions.contains(&path.extension().and_then(|s| s.to_str())?) {
return Some(lang_name.to_string());
}
}
None
}
/// Counts lines in a file, categorizing them by language.
fn count_lines_in_file(path: &Path, stats: &mut HashMap<String, LanguageStats>) {
if let Ok(content) = fs::read_to_string(path) {
if let Some(lang) = detect_language(path) {
let (comment_lines, blank_lines, total_lines) = filter_lines(&content, &lang);
let code_lines = total_lines - comment_lines - blank_lines;
let entry = stats.entry(lang.clone()).or_insert_with(|| LanguageStats {
name: lang.clone(),
..Default::default()
});
entry.total_lines += total_lines;
entry.comment_lines += comment_lines;
entry.blank_lines += blank_lines;
entry.code_lines += code_lines;
entry.files.push(path.to_path_buf());
}
}
}
/// Visualizes the line count progress with a sparkle effect.
fn visualize_progress(tx: &Sender<(String, usize, usize)>, duration: Duration) {
let start = Instant::now();
let mut last_sparkle = start;
let sparkle_interval = Duration::from_millis(200);
while start.elapsed() < duration {
let now = Instant::now();
if now - last_sparkle >= sparkle_interval {
let random_sparkle = rand::random::<f32>() * 10.0;
let sparkle_line = (random_sparkle % 10.0).floor() as usize;
let sparkle_color = if sparkle_line % 2 == 0 {
"[ Sparkle ]".bright_blue().bold()
} else {
"[ Sparkle ]".bright_yellow().bold()
};
println!("{}", sparkle_line);
last_sparkle = now;
}
thread::sleep(Duration::from_millis(50));
}
}
/// Prints the final statistics in a colorful, formatted way.
fn print_statistics(stats: &HashMap<String, LanguageStats>) {
println!("\n{}\n", "LINE SPARK ANALYSIS".bright_magenta().bold().underline());
println!("{}", "=" * 60);
let mut total_code_lines = 0;
let mut total_comment_lines = 0;
let mut total_blank_lines = 0;
for (_, lang_stats) in stats {
total_code_lines += lang_stats.code_lines;
total_comment_lines += lang_stats.comment_lines;
total_blank_lines += lang_stats.blank_lines;
}
for (_, lang_stats) in stats.iter().filter(|(_, s)| !s.files.is_empty()) {
let total_lines = lang_stats.total_lines;
let percentage = if total_lines > 0 {
(lang_stats.code_lines as f32 / total_lines as f32 * 100.0).round()
} else {
0.0
};
let name = lang_stats.name.bright_cyan().bold();
let total = total_lines.to_string().bright_white().bold();
let comments = lang_stats.comment_lines.to_string().bright_red();
let blanks = lang_stats.blank_lines.to_string().bright_green();
let code = lang_stats.code_lines.to_string().bright_blue().bold();
let perc = format!("{:.1}%", percentage).bright_yellow();
println!(
" {:<10} | Total: {:>8} | Comments: {:>8} | Blanks: {:>8} | Code: {:>8} | Code %: {:>6}",
name, total, comments, blanks, code, perc
);
}
println!("\n{}\n", "SUMMARY".bright_magenta().bold().underline());
println!(" {:<10} | Total: {:>8} | Comments: {:>8} | Blanks: {:>8} | Code: {:>8}",
"All".bright_cyan().bold(),
total_code_lines + total_comment_lines + total_blank_lines,
total_comment_lines,
total_blank_lines,
total_code_lines
);
println!("\n{}", "=" * 60);
}
/// Main function that orchestrates the line counting process.
fn main() {
if env::args().len() < 2 {
eprintln!("{}", "Usage: LineSpark <directory>".red());
eprintln!("Example: LineSpark /path/to/your/project");
return;
}
let target_dir = PathBuf::from(env::args().nth(1).unwrap());
if !target_dir.exists() {
eprintln!("{}", format!("Directory '{}' does not exist.", target_dir.display()).red());
return;
}
println!("{}", "LineSpark: Analyzing your code...".bright_green());
println!("{}", "=" * 60);
let (tx, rx) = channel();
let start_time = Instant::now();
let progress_thread = thread::spawn(move || {
visualize_progress(&tx, Duration::from_secs(10));
});
let mut stats = HashMap::new();
for entry in WalkDir::new(&target_dir) {
let entry = entry.unwrap();
if entry.file_type().is_file() {
let path = entry.path();
thread::spawn(move || {
count_lines_in_file(path, &mut stats);
let now = Instant::now();
if now - start_time >= Duration::from_secs(10) {
tx.send(("".to_string(), 0, 0)).unwrap();
}
});
}
}
progress_thread.join().unwrap();
println!();
print_statistics(&stats);
let elapsed = start_time.elapsed();
println!("{}", format!("Analysis completed in {:.2} seconds.", elapsed.as_secs_f32()).bright_green());
if stats.is_empty() {
eprintln!("{}", "No supported files found.".red());
} else {
println!("{}", "Your code is sparking with potential!".bright_cyan().bold());
}
}
Scanner für QR-Codes mit Geschichte, der scannten Codes und einen unterhaltsamen Memory-Spielmodus bietet. Speichert Codes lokal und erlaubt das Wiederabrufen früherer Scans.
```kotlin
import android.Manifest
import android.content.Context
import android.content.pm.PackageManager
import android.graphics.Bitmap
import android.graphics.Canvas
import android.os.Bundle
import android.util.Log
import android.view.View
import android.view.ViewGroup
import android.widget.Toast
import androidx.activity.ComponentActivity
import androidx.activity.compose.rememberLauncherForActivityResult
import androidx.activity.result.contract.ActivityResultContracts
import androidx.compose.foundation.Image
import androidx.compose.foundation.background
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.aspectRatio
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.lazy.grid.GridCells
import androidx.compose.foundation.lazy.grid.LazyVerticalGrid
import androidx.compose.foundation.lazy.grid.items
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Add
import androidx.compose.material.icons.filled.Refresh
import androidx.compose.material.icons.filled.Undo
import androidx.compose.material3.Button
import androidx.compose.material3.ButtonDefaults
import androidx.compose.material3.Card
import androidx.compose.material3.CardDefaults
import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.ElevatedCard
import androidx.compose.material3.Icon
import androidx.compose.material3.IconButton
import androidx.compose.material3.LinearProgressIndicator
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Surface
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateListOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.ColorFilter
import androidx.compose.ui.graphics.vector.ImageVector
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.res.imageResource
import androidx.compose.ui.res.painterResource
import androidx.compose.ui.tooling.preview.Preview
import androidx.compose.ui.unit.dp
import androidx.core.content.ContextCompat
import com.google.zxing.BarcodeFormat
import com.google.zxing.BinaryBitmap
import com.google.zxing.ChecksumException
import com.google.zxing.DecodeHintType
import com.google.zxing.MultiFormatReader
import com.google.zxing.NotFoundException
import com.google.zxing Result
import com.google.zxing.common.HybridBinarizer
import com.google.zxing.qrcode.QRCodeReader
import java.io.ByteArrayOutputStream
import java.text.SimpleDateFormat
import java.util.Date
import java.util.Locale
import kotlin.random.Random
data class QRScanResult(
val content: String,
val format: String,
val timestamp: String,
val qrBitmap: Bitmap
)
class MainActivity : ComponentActivity() {
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContent {
MaterialTheme {
Surface(modifier = Modifier.fillMaxSize()) {
AileyScanApp()
}
}
}
}
}
@Composable
fun AileyScanApp() {
val context = LocalContext.current
var scanResults by remember { mutableStateOf<List<QRScanResult>>(emptyList()) }
var currentScan by remember { mutableStateOf<QRScanResult?>(null) }
var isScanning by remember { mutableStateOf(false) }
var showMemoryGame by remember { mutableStateOf(false) }
val memoryPairs = remember { mutableStateListOf<MemoryCardState>() }
val permissionLauncher = rememberLauncherForActivityResult(
contract = ActivityResultContracts.RequestPermission()
) { isGranted ->
if (isGranted) {
isScanning = true
} else {
Toast.makeText(context, "Camera permission is required", Toast.LENGTH_LONG).show()
}
}
LaunchedEffect(Unit) {
if (ContextCompat.checkSelfPermission(context, Manifest.permission.CAMERA)
!= PackageManager.PERMISSION_GRANTED
) {
permissionLauncher.launch(Manifest.permission.CAMERA)
} else {
isScanning = true
}
}
if (isScanning) {
QRScannerScreen(
onScanSuccess = { result ->
currentScan = result
addScanToHistory(result, scanResults)
},
onScanError = { error ->
Toast.makeText(context, error, Toast.LENGTH_SHORT).show()
},
onBack = { isScanning = false }
)
} else {
MainScreen(
scanResults = scanResults,
onScanClick = { isScanning = true },
onMemoryClick = { showMemoryGame = true },
onHistoryClear = { scanResults = emptyList() }
)
if (showMemoryGame && currentScan != null) {
MemoryGameScreen(
onBack = { showMemoryGame = false },
qrContent = currentScan!!.content.take(10)
)
}
}
}
@Composable
fun MainScreen(
scanResults: List<QRScanResult>,
onScanClick: () -> Unit,
onMemoryClick: () -> Unit,
onHistoryClear: () -> Unit
) {
Column(
modifier = Modifier
.fillMaxSize()
.padding(16.dp),
verticalArrangement = Arrangement.Top,
horizontalAlignment = Alignment.CenterHorizontally
) {
Text(
text = "AileyScan",
style = MaterialTheme.typography.headlineMedium,
modifier = Modifier.padding(bottom = 32.dp)
)
ElevatedCard(
modifier = Modifier
.fillMaxWidth()
.aspectRatio(1f)
.clip(RoundedCornerShape(16.dp))
.clickable { onScanClick() },
elevation = CardDefaults.cardElevation(4.dp)
) {
Box(
contentAlignment = Alignment.Center,
modifier = Modifier
.fillMaxSize()
.background(MaterialTheme.colorScheme.surfaceVariant)
) {
Icon(
imageVector = Icons.Default.Add,
contentDescription = "Scan QR Code",
modifier = Modifier.size(64.dp),
tint = MaterialTheme.colorScheme.primary
)
Text(
text = "Tap to Scan",
style = MaterialTheme.typography.bodyLarge,
modifier = Modifier.align(Alignment.BottomCenter)
)
}
}
Spacer(modifier = Modifier.height(24.dp))
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.Center,
verticalAlignment = Alignment.CenterVertically
) {
Button(
onClick = { onScanClick() },
modifier = Modifier.padding(end = 8.dp)
) {
Icon(Icons.Default.Add, contentDescription = "Scan")
Text("Scan QR", modifier = Modifier.padding(start = 8.dp))
}
Button(
onClick = onMemoryClick,
modifier = Modifier.padding(start = 8.dp)
) {
Text("Memory Game")
}
}
if (scanResults.isNotEmpty()) {
Spacer(modifier = Modifier.height(16.dp))
Text(
text = "Scan History (${scanResults.size})",
style = MaterialTheme.typography.titleMedium,
modifier = Modifier.align(Alignment.Start)
)
Spacer(modifier = Modifier.height(8.dp))
LinearProgressIndicator(
progress = { scanResults.size.toFloat() / 10 },
modifier = Modifier.fillMaxWidth(),
color = MaterialTheme.colorScheme.primary
)
Spacer(modifier = Modifier.height(8.dp))
TextButton(
onClick = onHistoryClear,
modifier = Modifier.align(Alignment.End)
) {
Icon(Icons.Default.Undo, contentDescription = "Clear History")
Text("Clear All")
}
Spacer(modifier = Modifier.height(16.dp))
LazyVerticalGrid(
columns = GridCells.Fixed(2),
modifier = Modifier.fillMaxWidth()
) {
items(scanResults) { result ->
ScanHistoryItem(
result = result,
modifier = Modifier.padding(4.dp)
)
}
}
}
}
}
@Composable
fun ScanHistoryItem(result: QRScanResult, modifier: Modifier = Modifier) {
Card(
modifier = modifier.fillMaxWidth(),
elevation = CardDefaults.cardElevation(2.dp)
) {
Column(
modifier = Modifier.padding(12.dp)
) {
Image(
bitmap = result.qrBitmap,
contentDescription = null,
modifier = Modifier
.size(80.dp)
.clip(CircleShape),
colorFilter = ColorFilter.tint(Color.Gray)
)
Spacer(modifier = Modifier.height(8.dp))
Text(
text = result.content.take(30) + if (result.content.length > 30) "..." else "",
style = MaterialTheme.typography.bodyMedium,
maxLines = 2
)
Spacer(modifier = Modifier.height(4.dp))
Text(
text = "${result.format} • ${result.timestamp}",
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurface.copy(alpha = 0.6f)
)
}
}
}
@Composable
fun QRScannerScreen(
onScanSuccess: (QRScanResult) -> Unit,
onScanError: (String) -> Unit,
onBack: () -> Unit
) {
val context = LocalContext.current
var cameraPreviewVisible by remember { mutableStateOf(false) }
var scanInProgress by remember { mutableStateOf(false) }
var resultText by remember { mutableStateOf("") }
var scanProgress by remember { mutableStateOf(0f) }
LaunchedEffect(Unit) {
cameraPreviewVisible = true
}
Box(
modifier = Modifier
.fillMaxSize()
.background(MaterialTheme.colorScheme.background)
) {
if (cameraPreviewVisible) {
AndroidView(
factory = { ctx ->
val cameraManager = ctx.getSystemService(Context.CAMERA_SERVICE) as CameraManager
val cameraId = cameraManager.cameraIdList[0]
val previewBuilder = Preview.Builder()
val preview = previewBuilder.build()
preview.setSurfaceProvider(PreviewView.SurfaceProvider { previewView ->
val displayMetrics = ctx.resources.displayMetrics
val size = android.util.Size(displayMetrics.widthPixels, displayMetrics.heightPixels)
preview.setTargetResolution(size)
})
val cameraSelector = CameraSelector.Builder()
.requireLensFacing(CameraSelector.LENS_FACING_BACK)
.build()
val cameraProviderFuture = ProcessCameraProvider.getInstance(ctx)
cameraProviderFuture.addListener({
val cameraProvider = cameraProviderFuture.get()
val camera = cameraProvider.bindToLifecycle(
this,
cameraSelector,
preview
)
}, ContextCompat.getMainExecutor(ctx))
PreviewView(ctx).apply {
this.cameraProviderFuture = cameraProviderFuture
this.preview = preview
this.camera = camera
}
},
update = { view ->
view.cameraProviderFuture = ProcessCameraProvider.getInstance(context)
view.preview = Preview.Builder().build()
view.camera = view.cameraProviderFuture.get().bindToLifecycle(
this,
CameraSelector.Builder()
.requireLensFacing(CameraSelector.LENS_FACING_BACK)
.build(),
view.preview
)
},
modifier = Modifier.fillMaxSize()
)
}
Box(
modifier = Modifier
.fillMaxSize()
.background(Color.Black.copy(alpha = 0.5f))
) {
Column(
modifier = Modifier
.align(Alignment.Center)
.fillMaxSize(),
verticalArrangement = Arrangement.Center,
horizontalAlignment = Alignment.CenterHorizontally
) {
Text(
text = "Scan a QR Code",
style = MaterialTheme.typography.headlineSmall,
color = Color.White
)
Spacer(modifier = Modifier.height(16.dp))
CircularProgressIndicator(
progress = scanProgress,
modifier = Modifier.size(64.dp),
color = MaterialTheme.colorScheme.primary,
trackColor = MaterialTheme.colorScheme.surfaceVariant
)
Spacer(modifier = Modifier.height(16.dp))
Text(
text = resultText,
style = MaterialTheme.typography.bodyMedium,
color = Color.White
)
Spacer(modifier = Modifier.height(24.dp))
Button(
onClick = { onBack() },
colors = ButtonDefaults.buttonColors(containerColor = MaterialTheme.colorScheme.surfaceVariant)
) {
Icon(Icons.Default.Undo, contentDescription = "Back")
Text("Cancel", modifier = Modifier.padding(start = 8.dp))
)
}
}
}
}
fun addScanToHistory(result: QRScanResult, currentHistory: List<QRScanResult>): List<QRScanResult> {
val updatedHistory = (currentHistory + result).distinctBy { it.content }
if (updatedHistory.size > 10) {
return updatedHistory.takeLast(10)
}
return updatedHistory
}
fun generateQRBitmap(content: String): Bitmap {
val width = 512
val height = 512
val bitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888)
val canvas = Canvas(bitmap)
canvas.drawColor(Color.WHITE)
try {
val writer = QRCodeWriter()
val bitMatrix = writer.encode(content, BarcodeFormat.QR_CODE, width, height)
val binaryBitmap = BinaryBitmap(HybridBinarizer(bitMatrix))
val reader = QRCodeReader()
val result: Result = reader.decode(binaryBitmap)
// We'll just use the content for the visual representation
val paint = android.graphics.Paint().apply {
color = Color.BLACK
strokeWidth = 16f
}
canvas.drawCircle(width / 2f, height / 2f, width / 3f, paint)
canvas.drawCircle(width / 2f, height / 2f, width / 4f, paint)
canvas.drawCircle(width / 2f, height / 2f, width / 5f, paint)
} catch (e: Exception) {
Log.e("QRGenerator", "Error generating QR bitmap", e)
}
return bitmap
}
data class MemoryCardState(
val id: Int,
val content: String,
val isFlipped: Boolean,
val isMatched: Boolean
)
@Composable
fun MemoryGameScreen(onBack: () -> Unit, qrContent: String) {
val context = LocalContext.current
var cards by remember { mutableStateOf<List<MemoryCardState>>(emptyList()) }
var flippedCards by remember { mutableStateOf<List<MemoryCardState>>(emptyList()) }
var gameWon by remember { mutableStateOf(false) }
var attempts by remember { mutableStateOf(0) }
val pairContent = remember { generatePairContent(qrContent) }
LaunchedEffect(pairContent) {
cards = createMemoryCards(pairContent)
}
Box(
modifier = Modifier
.fillMaxSize()
.background(MaterialTheme.colorScheme.background)
) {
if (gameWon) {
Box(
contentAlignment = Alignment.Center,
modifier = Modifier.fillMaxSize()
) {
Column(
horizontalAlignment = Alignment.CenterHorizontally,
modifier = Modifier.padding(16.dp)
) {
Icon(
imageVector = Icons.Default.Check,
contentDescription = "Win",
modifier = Modifier.size(64.dp),
tint = MaterialTheme.colorScheme.primary
)
Text(
text = "Memory Game Won!",
style = MaterialTheme.typography.headlineSmall
)
Spacer(modifier = Modifier.height(8.dp))
Text(
text = "Attempts: $attempts",
style = MaterialTheme.typography.bodyMedium
)
Spacer(modifier = Modifier.height(24.dp))
Button(
onClick = { onBack() },
modifier = Modifier.padding(horizontal = 32.dp)
) {
Text("Back to Scanner")
}
}
}
} else {
Column(
modifier = Modifier
.fillMaxSize()
.padding(16.dp),
horizontalAlignment = Alignment.CenterHorizontally
) {
Text(
text = "Memory Game",
style = MaterialTheme.typography.headlineMedium,
modifier = Modifier.padding(bottom = 16.dp)
)
Text(
text = "Attempts: $attempts",
style = MaterialTheme.typography.bodyMedium,
modifier = Modifier.padding(bottom = 16.dp)
)
Text(
text = "Scan this QR to play:",
style = MaterialTheme.typography.bodyMedium,
modifier = Modifier.padding(bottom = 8.dp)
)
Box(
modifier = Modifier
.size(120.dp)
.clip(RoundedCornerShape(16.dp))
.background(MaterialTheme.colorScheme.surfaceVariant)
.padding(8.dp)
) {
Text(
text = qrContent,
style = MaterialTheme.typography.bodyLarge,
color = MaterialTheme.colorScheme.onSurface,
modifier = Modifier.align(Alignment.Center)
)
}
Spacer(modifier = Modifier
Moderner Pixel-Art-Editor im Browser mitzoom-fähigem Canvas, Layer-System, Farbpalette und PNG-Export
```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Ailey's Pixel Art Studio</title>
<style>
:root {
--primary: #ff6b9d;
--secondary: #4ecdc4;
--dark: #2c3e50;
--light: #ecf0f1;
--accent: #e74c3c;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
font-family: 'Courier New', monospace;
}
body {
background-color: var(--light);
color: var(--dark);
line-height: 1.6;
overflow-x: hidden;
}
.app-container {
display: grid;
grid-template-columns: 300px 1fr 200px;
gap: 20px;
max-width: 1400px;
margin: 0 auto;
padding: 20px;
}
.sidebar {
background: white;
border-radius: 8px;
padding: 15px;
box-shadow: 0 2px 10px rgba(0,0,0,0.1);
}
.tools-panel, .layers-panel, .palette-panel {
border-bottom: 1px solid #ddd;
padding-bottom: 15px;
margin-bottom: 15px;
}
.tools-panel h3, .layers-panel h3, .palette-panel h3 {
color: var(--primary);
margin-bottom: 10px;
font-size: 1.1em;
}
.tool-btn {
display: block;
width: 40px;
height: 40px;
margin: 5px 0;
background: var(--light);
border: none;
border-radius: 4px;
cursor: pointer;
transition: all 0.2s;
}
.tool-btn:hover {
background: var(--primary);
color: white;
}
.tool-btn.active {
background: var(--primary);
color: white;
}
.tool-btn i {
font-size: 1.2em;
}
.color-picker {
display: flex;
flex-direction: column;
gap: 5px;
}
.color-swatch {
width: 20px;
height: 20px;
border-radius: 3px;
cursor: pointer;
border: 2px solid transparent;
}
.color-swatch.active {
border-color: var(--accent);
box-shadow: 0 0 5px var(--accent);
}
.color-input {
padding: 5px;
font-size: 0.9em;
border-radius: 4px;
border: 1px solid #ddd;
}
.layers-panel {
min-height: 200px;
}
.layer-item {
display: flex;
align-items: center;
padding: 5px;
margin: 2px 0;
background: var(--light);
border-radius: 4px;
cursor: pointer;
transition: background 0.2s;
}
.layer-item:hover {
background: #ddd;
}
.layer-item.active {
background: var(--secondary);
color: white;
}
.layer-visibility {
margin-right: 5px;
cursor: pointer;
}
.canvas-container {
background: white;
border-radius: 8px;
box-shadow: 0 2px 10px rgba(0,0,0,0.1);
position: relative;
overflow: hidden;
}
.canvas-wrapper {
width: 100%;
height: 500px;
position: relative;
background: #f5f5f5;
border: 1px dashed #ccc;
}
#pixelCanvas {
position: absolute;
top: 0;
left: 0;
image-rendering: pixelated;
background: white;
cursor: crosshair;
}
.zoom-controls {
display: flex;
gap: 10px;
margin-bottom: 10px;
}
.zoom-btn {
padding: 5px 10px;
background: var(--light);
border: none;
border-radius: 4px;
cursor: pointer;
}
.zoom-btn.active {
background: var(--primary);
color: white;
}
.stats {
text-align: right;
font-size: 0.9em;
color: #7f8c8d;
}
.export-panel {
background: white;
border-radius: 8px;
padding: 15px;
box-shadow: 0 2px 10px rgba(0,0,0,0.1);
}
.export-panel h3 {
color: var(--accent);
margin-bottom: 15px;
}
.export-btn {
background: var(--accent);
color: white;
border: none;
padding: 10px 20px;
border-radius: 4px;
cursor: pointer;
font-size: 1em;
transition: background 0.2s;
}
.export-btn:hover {
background: #c0392b;
}
.status-bar {
background: var(--dark);
color: white;
padding: 10px;
text-align: center;
margin-top: 20px;
border-radius: 0 0 8px 8px;
}
/* Animation classes */
.fade-in {
animation: fadeIn 0.3s ease-in-out;
}
@keyframes fadeIn {
from { opacity: 0; }
to { opacity: 1; }
}
/* Responsive adjustments */
@media (max-width: 1200px) {
.app-container {
grid-template-columns: 250px 1fr;
}
.palette-panel {
display: none;
}
}
@media (max-width: 768px) {
.app-container {
grid-template-columns: 1fr;
}
.sidebar {
order: -1;
}
.canvas-wrapper {
height: 400px;
}
}
</style>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.0.0-beta3/css/all.min.css">
</head>
<body class="fade-in">
<div class="app-container">
<div class="sidebar">
<div class="tools-panel">
<h3>Tools</h3>
<button class="tool-btn" id="pencil-btn" title="Pencil Tool">
<i class="fas fa-pencil-alt"></i>
</button>
<button class="tool-btn" id="eraser-btn" title="Eraser Tool">
<i class="fas fa-eraser"></i>
</button>
<button class="tool-btn" id="bucket-btn" title="Bucket Fill">
<i class="fas fa-paint-brush"></i>
</button>
<button class="tool-btn" id="eye-dropper-btn" title="Eye Dropper">
<i class="fas fa-droplet"></i>
</button>
<button class="tool-btn" id="select-btn" title="Selection Tool">
<i class="fas fa-cursor"></i>
</button>
</div>
<div class="layers-panel" id="layers-panel">
<h3>Layers <small>(Click to select, Drag to reorder)</small></h3>
<div class="layer-item active" draggable="true">
<span class="layer-visibility">▶</span>
<span>Background</span>
</div>
</div>
<div class="palette-panel">
<h3>Color Palette</h3>
<div class="color-picker">
<div class="color-swatch active" style="background: #ff6b9d;"></div>
<div class="color-swatch" style="background: #4ecdc4;"></div>
<div class="color-swatch" style="background: #45b7d1;"></div>
<div class="color-swatch" style="background: #f9ca24;"></div>
<div class="color-swatch" style="background: #43aa8b;"></div>
<div class="color-swatch" style="background: #ipalette: 10; border-radius: 5
Ein modernes UI-System mit Glassmorphism-Design für Unity, das animierte Überlagerungen und interaktive Menüs bietet.
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
[RequireComponent(typeof(RectTransform))]
[ExecuteInEditMode]
public class GlassmorphicMenu : MonoBehaviour
{
[Header("Glassmorphism Settings")]
[SerializeField] private Color glassColor = new Color(0.2f, 0.2f, 0.2f, 0.2f);
[SerializeField] private float blurAmount = 1.0f;
[SerializeField] private float borderThickness = 0.02f;
[SerializeField] private Color borderColor = new Color(0.8f, 0.8f, 0.8f, 1.0f);
[Header("Menu Items")]
[SerializeField] private GameObject[] menuItems;
[SerializeField] private float itemSpacing = 20f;
[SerializeField] private AnimationCurve itemAnimationCurve;
[Header("Animations")]
[SerializeField] private float fadeDuration = 0.3f;
[SerializeField] private float blurFadeDuration = 0.5f;
[SerializeField] private bool animateOnStart = true;
private Material glassMaterial;
private Image backgroundImage;
private Canvas canvas;
private bool isInitialized = false;
private void Initialize()
{
if (isInitialized) return;
glassMaterial = new Material(Shader.Find("UI/Glassmorphism"));
if (glassMaterial == null)
{
Debug.LogError("Glassmorphism shader not found. Please import it from the Assets/Shaders folder.");
return;
}
glassMaterial.SetColor("_GlassColor", glassColor);
glassMaterial.SetFloat("_BlurAmount", blurAmount);
glassMaterial.SetFloat("_BorderThickness", borderThickness);
glassMaterial.SetColor("_BorderColor", borderColor);
backgroundImage = GetComponent<Image>();
if (backgroundImage == null)
{
backgroundImage = gameObject.AddComponent<Image>();
}
backgroundImage.material = glassMaterial;
canvas = GetComponent<Canvas>();
if (canvas == null) canvas = gameObject.AddComponent<Canvas>();
isInitialized = true;
}
private void Start()
{
Initialize();
if (animateOnStart) StartCoroutine(AnimateMenuEntrance());
}
private void OnEnable()
{
if (isInitialized) StartCoroutine(AnimateMenuEntrance());
}
private void OnDisable()
{
StartCoroutine(AnimateMenuExit());
}
private IEnumerator AnimateMenuEntrance()
{
// Fade in background
backgroundImage.color = Color.clear;
yield return AnimateColor(backgroundImage, glassColor.a, fadeDuration, () =>
{
glassMaterial.SetFloat("_BorderThickness", borderThickness);
});
// Animate items
for (int i = 0; i < menuItems.Length; i++)
{
RectTransform itemRT = menuItems[i].GetComponent<RectTransform>();
if (itemRT == null) continue;
float delay = i * 0.1f;
yield return new WaitForSeconds(delay);
Vector3 initialScale = itemRT.localScale;
itemRT.localScale = Vector3.zero;
itemRT.anchoredPosition = new Vector2(0, itemSpacing * i);
yield return StartCoroutine(AnimateScaleAndPosition(itemRT, initialScale, itemAnimationCurve, 0.5f));
}
}
private IEnumerator AnimateMenuExit()
{
// Animate items out
for (int i = menuItems.Length - 1; i >= 0; i--)
{
RectTransform itemRT = menuItems[i].GetComponent<RectTransform>();
if (itemRT == null) continue;
yield return StartCoroutine(AnimateScaleAndPosition(itemRT, Vector3.zero, itemAnimationCurve.Evaluate(1f), 0.3f));
}
// Fade out background
yield return AnimateColor(backgroundImage, 0f, fadeDuration);
yield return AnimateBlur(blurAmount, 0f, blurFadeDuration);
}
private IEnumerator AnimateColor(Image target, float targetAlpha, float duration, System.Action onComplete = null)
{
Color startColor = target.color;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
target.color = Color.Lerp(startColor, new Color(startColor.r, startColor.g, startColor.b, targetAlpha), t);
yield return null;
}
target.color = new Color(startColor.r, startColor.g, startColor.b, targetAlpha);
if (onComplete != null) onComplete();
}
private IEnumerator AnimateScaleAndPosition(RectTransform target, Vector3 targetScale, AnimationCurve curve, float duration)
{
Vector3 startScale = target.localScale;
Vector2 startPosition = target.anchoredPosition;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
target.localScale = Vector3.Lerp(startScale, targetScale, curve.Evaluate(t));
target.anchoredPosition = Vector2.Lerp(startPosition, target.anchoredPosition, curve.Evaluate(t));
yield return null;
}
target.localScale = targetScale;
target.anchoredPosition = target.anchoredPosition;
}
private IEnumerator AnimateBlur(float startBlur, float endBlur, float duration)
{
float elapsed = 0f;
float startValue = glassMaterial.GetFloat("_BlurAmount");
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
glassMaterial.SetFloat("_BlurAmount", Mathf.Lerp(startValue, endBlur, t));
yield return null;
}
glassMaterial.SetFloat("_BlurAmount", endBlur);
}
// Public methods for external control
public void CloseMenu()
{
OnDisable();
}
public void OpenMenu()
{
OnEnable();
}
}
Eine kreative 404-Seite mit animierten Neon-Punkten und einem versteckten Easter Egg
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>404 - Page Not Found</title>
<style>
:root {
--glass-bg: rgba(10, 10, 20, 0.7);
--glass-border: rgba(255, 255, 255, 0.2);
--neon-color: #ff00aa;
--background: linear-gradient(135deg, #0a0a1a, #1a1a3a);
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Arial', sans-serif;
background: var(--background);
color: white;
height: 100vh;
overflow: hidden;
display: flex;
justify-content: center;
align-items: center;
}
.container {
width: 90%;
max-width: 800px;
height: 90vh;
background: var(--glass-bg);
border-radius: 20px;
border: 1px solid var(--glass-border);
box-shadow: 0 5px 15px rgba(0, 0, 0, 0.3);
backdrop-filter: blur(8px);
-webkit-backdrop-filter: blur(8px);
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
padding: 40px;
position: relative;
overflow: hidden;
}
.title {
font-size: 3rem;
margin-bottom: 20px;
color: var(--neon-color);
text-shadow: 0 0 10px var(--neon-color);
animation: neonPulse 2s infinite alternate;
}
.subtitle {
font-size: 1.2rem;
color: #aaa;
margin-bottom: 40px;
text-align: center;
}
.animation-container {
position: relative;
width: 100%;
height: 300px;
}
.point {
position: absolute;
width: 10px;
height: 10px;
background: var(--neon-color);
border-radius: 50%;
box-shadow: 0 0 15px var(--neon-color);
animation: float 6s infinite ease-in-out;
}
.easter-egg {
position: absolute;
width: 30px;
height: 30px;
background: #00ff00;
border-radius: 50%;
opacity: 0;
animation: easterEgg 0.5s infinite;
}
.message {
position: absolute;
font-size: 1.5rem;
color: white;
opacity: 0;
animation: fadeIn 1s 0.5s forwards;
}
@keyframes neonPulse {
0% { text-shadow: 0 0 10px var(--neon-color); }
100% { text-shadow: 0 0 20px var(--neon-color); }
}
@keyframes float {
0%, 100% { transform: translateY(0) rotate(0deg); }
50% { transform: translateY(-30px) rotate(180deg); }
}
@keyframes easterEgg {
0%, 100% { opacity: 0; }
50% { opacity: 1; }
}
@keyframes fadeIn {
from { opacity: 0; }
to { opacity: 1; }
}
</style>
</head>
<body>
<div class="container">
<h1 class="title">404</h1>
<p class="subtitle">Page Not Found - Don't Panic</p>
<div class="animation-container" id="animationContainer">
<!-- Points will be generated by JavaScript -->
</div>
</div>
<script>
document.addEventListener('DOMContentLoaded', () => {
const container = document.getElementById('animationContainer');
const pointsCount = 20;
const easterEgg = document.createElement('div');
easterEgg.className = 'easter-egg';
container.appendChild(easterEgg);
// Generate animated points
for (let i = 0; i < pointsCount; i++) {
const point = document.createElement('div');
point.className = 'point';
const x = Math.random() * 100;
const y = Math.random() * 100;
const size = 5 + Math.random() * 5;
const delay = Math.random() * 2;
const rotation = Math.random() * 360;
point.style.left = `${x}%`;
point.style.top = `${y}%`;
point.style.width = `${size}px`;
point.style.height = `${size}px`;
point.style.animationDelay = `${delay}s`;
point.style.transform = `rotate(${rotation}deg)`;
container.appendChild(point);
}
// Easter egg trigger
document.addEventListener('keydown', (e) => {
if (e.key === 'Enter') {
easterEgg.style.opacity = '1';
const message = document.createElement('div');
message.className = 'message';
message.textContent = 'You found the Easter egg! 🎉';
message.style.top = '200px';
message.style.left = '50%';
message.style.transform = 'translateX(-50%)';
container.appendChild(message);
}
});
// Random point color change
setInterval(() => {
const points = document.querySelectorAll('.point');
const randomPoint = points[Math.floor(Math.random() * points.length)];
const colors = ['#ff00aa', '#00ffaa', '#00aaff', '#aaff00', '#ff0000', '#00ffff'];
randomPoint.style.background = colors[Math.floor(Math.random() * colors.length)];
}, 3000);
});
</script>
</body>
</html>
A Godot 4 inventory system with drag & drop, local state persistence, and magical crafting recipes.
extends Control
class_name AileyInventory
# =============================================
# MAGICAL CRAFTING RECIPE SYSTEM (Ailey's Twist)
# =============================================
enum CraftingRecipe:
HEALTH_POTION,
FIREBALL,
MAGIC_SHIELD,
SPEED_BOOST
var _crafting_recipes := [
{
name: "Health Potion",
icon: "res://assets/icons/health.png",
ingredients: [
{"item": "Mana Crystal", "amount": 2},
{"item": "Healing Herb", "amount": 1}
],
output: {"item": "Health Potion", "amount": 1},
recipe_type: CraftingRecipe.HEALTH_POTION
},
{
name: "Fireball",
icon: "res://assets/icons/fireball.png",
ingredients: [
{"item": "Dragon Scale", "amount": 1},
{"item": "Fire Gem", "amount": 1}
],
output: {"item": "Fireball", "amount": 1},
recipe_type: CraftingRecipe.FIREBALL
},
{
name: "Magic Shield",
icon: "res://assets/icons/shield.png",
ingredients: [
{"item": "Mythril Plate", "amount": 3},
{"item": "Arcane Crystal", "amount": 2}
],
output: {"item": "Magic Shield", "amount": 1},
recipe_type: CraftingRecipe.MAGIC_SHIELD
},
{
name: "Speed Boost",
icon: "res://assets/icons/speed.png",
ingredients: [
{"item": "Phoenix Feather", "amount": 1},
{"item": "Swiftness Potion", "amount": 1}
],
output: {"item": "Speed Boost", "amount": 1},
recipe_type: CraftingRecipe.SPEED_BOOST
}
]
# Inventory Item Structure
struct InventoryItem:
export var id: String
export var name: String
export var icon_path: String
export var count: int
export var craftable: bool = false
# Crafting UI Structure
struct CraftingRecipeUI:
export var recipe: CraftingRecipe
export var icon: Texture2D
export var title: String
export var description: String
# =============================================
# STATE MANAGEMENT
# =============================================
var _inventory: Array[InventoryItem] = []
var _crafting_active: bool = false
var _selected_item: InventoryItem? = null
var _crafting_progress: float = 0.0
# =============================================
# UI REFERENCES
# =============================================
@onready var inventory_grid := $InventoryGrid
@onready var crafting_panel := $CraftingPanel
@onready var crafting_bar := $CraftingBar
@onready var crafting_display := $CraftingDisplay
@onready var crafting_button := $CraftingButton
# =============================================
# INITIALIZATION
# =============================================
func _ready():
load_state()
setup_ui()
setup_drag_and_drop()
# =============================================
# CORE INVENTORY LOGIC
# =============================================
func add_item(id: String, name: String, icon_path: String, amount: int = 1, craftable: bool = false) -> void:
var existing_index := _inventory.find_index(lambda item: item.id == id)
if existing_index != -1:
_inventory[existing_index].count += amount
_inventory[existing_index].craftable = craftable
else:
var new_item := InventoryItem.new()
new_item.id = id
new_item.name = name
new_item.icon_path = icon_path
new_item.count = amount
new_item.craftable = craftable
_inventory.append(new_item)
update_inventory_ui()
func remove_item(id: String, amount: int = 1) -> bool:
var index := _inventory.find_index(lambda item: item.id == id)
if index != -1 and _inventory[index].count >= amount:
_inventory[index].count -= amount
update_inventory_ui()
return true
return false
func can_craft(recipe: CraftingRecipe) -> bool:
var recipe_data := get_recipe_data(recipe)
var missing_ingredients := []
for var ingredient in recipe_data.ingredients:
if not remove_item(ingredient.item, ingredient.amount):
missing_ingredients.append(ingredient.item)
if missing_ingredients.size() > 0:
notify("Need more: " + missing_ingredients.join(", "))
return false
# Crafting always succeeds in this magical system
add_item(recipe_data.output.item, recipe_data.output.item, recipe_data.icon, recipe_data.output.amount)
_crafting_progress = 0.0
_crafting_active = false
update_crafting_ui()
return true
# =============================================
# CRAFTING SYSTEM
# =============================================
func start_crafting(recipe: CraftingRecipe) -> void:
if _crafting_active:
return
_crafting_active = true
_crafting_progress = 0.0
_crafting_display.recipe = get_crafting_recipe_ui(recipe)
_crafting_panel.visible = true
update_crafting_ui()
func update_crafting_ui() -> void:
if not _crafting_active:
_crafting_panel.visible = false
return
# Animate progress
_crafting_progress = clamp(_crafting_progress + 0.1, 0.0, 1.0)
_crafting_display.progress = _crafting_progress
if _crafting_progress >= 1.0:
_crafting_progress = 1.0
can_craft(_crafting_display.recipe.recipe)
# =============================================
# UI HANDLERS
# =============================================
func setup_ui() -> void:
# Initialize grid
inventory_grid.clear()
# Add some default magical items
add_item("mana_crystal", "Mana Crystal", "res://assets/icons/mana.png", 3)
add_item("healing_herb", "Healing Herb", "res://assets/icons/herb.png", 2)
add_item("dragon_scale", "Dragon Scale", "res://assets/icons/dragon.png", 1)
add_item("fire_gem", "Fire Gem", "res://assets/icons/fire.png", 1)
add_item("phoenix_feather", "Phoenix Feather", "res://assets/icons/feather.png", 1)
add_item("swiftness_potion", "Swiftness Potion", "res://assets/icons/swift.png", 1)
# Populate crafting recipes
for var i in range(_crafting_recipes.size()):
var recipe_ui := CraftingRecipeUI.new()
recipe_ui.recipe = _crafting_recipes[i].recipe_type
recipe_ui.icon = load(_crafting_recipes[i].icon) as Texture2D
recipe_ui.title = _crafting_recipes[i].name
recipe_ui.description = _crafting_recipes[i].description
$CraftingRecipesContainer.add_child(RecipeButton.new().setup(recipe_ui))
update_inventory_ui()
func update_inventory_ui() -> void:
inventory_grid.clear()
for var item in _inventory:
var inventory_item := InventoryItemControl.new()
inventory_item.setup(item)
inventory_grid.add_child(inventory_item)
# =============================================
# DRAG & DROP IMPLEMENTATION
# =============================================
func setup_drag_and_drop() -> void:
# Connect drag signals
inventory_grid.connect("item_dragged", _on_item_dragged)
$CraftingBar.connect("crafting_started", _on_crafting_started)
func _on_item_dragged(item_id: String) -> void:
_selected_item = _inventory.find(lambda item: item.id == item_id)
notify("Dragging: " + _selected_item.name)
func _on_crafting_started(recipe_type: CraftingRecipe) -> void:
start_crafting(recipe_type)
# =============================================
# STATE PERSISTENCE
# =============================================
func save_state() -> void:
var state := {
"inventory": _inventory.map(lambda item: {
"id": item.id,
"name": item.name,
"icon_path": item.icon_path,
"count": item.count,
"craftable": item.craftable
}),
"version": 1
}
ResourceSaver.save(state, "user://inventory_state.json")
notify("State saved")
func load_state() -> void:
var state_file := ResourceLoader.get_file("user://inventory_state.json")
if state_file:
var state := ResourceLoader.load(state_file) as Dictionary
_inventory = state["inventory"].map(lambda item: InventoryItem.new() as InventoryItem).cast_array()
notify("State loaded")
# =============================================
# HELPER METHODS
# =============================================
func get_recipe_data(recipe: CraftingRecipe) -> Dictionary:
return _crafting_recipes.find(lambda r: r.recipe_type == recipe)
func get_crafting_recipe_ui(recipe: CraftingRecipe) -> CraftingRecipeUI:
var recipe_data := get_recipe_data(recipe)
var recipe_ui := CraftingRecipeUI.new()
recipe_ui.recipe = recipe
recipe_ui.icon = load(recipe_data.icon) as Texture2D
recipe_ui.title = recipe_data.name
recipe_ui.description = "Craft magical items with rare ingredients"
return recipe_ui
A creative Node.js script that generates an automated README.md from package.json with AI-powered creativity and mobile-first design considerations.
#!/usr/bin/env node
import { readFileSync, writeFileSync } from 'fs';
import { join, dirname } from 'path';
import { fileURLToPath } from 'url';
const __dirname = dirname(fileURLToPath(import.meta.url));
function generateREADMEFromPackageJSON() {
try {
const packageJsonPath = join(__dirname, 'package.json');
const packageJson = JSON.parse(readFileSync(packageJsonPath, 'utf8'));
// Mobile-first design considerations
const responsiveSection = `
#### Mobile-First Design Considerations
This project follows a mobile-first approach to ensure optimal viewing experience across all devices.
**Key considerations:**
- Responsive layouts using CSS Grid and Flexbox
- Media queries for different screen sizes
- Touch-friendly elements for mobile devices
- Performance optimization for slower connections
- Accessibility features for all users`;
// AI-powered creativity twist
const aiCreativitySection = `
#### AI-Powered Creativity
This project was enhanced with AI-generated content for unique value propositions:
**Features:**
- Automated README generation with intelligent content suggestions
- Creative project descriptions that stand out
- Unique project branding elements
- Smart content organization based on project complexity
- Interactive elements for better user engagement`;
const date = new Date().toISOString().split('T')[0];
const repositoryUrl = packageJson.repository ? packageJson.repository.url || packageJson.repository : 'https://github.com/username/project';
const readmeContent = `# ${packageJson.name}
**A creative ${packageJson.keywords && packageJson.keywords.join(', ') || 'project'}
${packageJson.description || 'A creative project built with passion and modern technology.'}
## Features
- Built with ${packageJson.engines?.node || 'modern JavaScript'}
- ${packageJson.keywords ? `- ${packageJson.keywords.join('\n- ')}` : 'Custom feature list generated automatically'}
- ${packageJson.license ? `Licensed under ${packageJson.license}` : 'Open source project'}
## Installation
\`\`\`bash
npm install ${packageJson.name}
\`\`\`
## Usage
\`\`\`javascript
const ${packageJson.name} = require('${packageJson.name}');
// Your usage example here
\`\`\`
${responsiveSection}
${aiCreativitySection}
## Contributing
Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.
Please make sure to update tests accordingly.
## License
${packageJson.license || 'MIT'}
**Generated on ${date}**`;
const readmePath = join(__dirname, 'README.md');
writeFileSync(readmePath, readmeContent);
console.log(`✨ README.md successfully generated at ${readmePath}`);
console.log(`\n📄 Open it in your editor or view it at:\n ${repositoryUrl}/blob/main/README.md`);
} catch (error) {
console.error('❌ Error generating README:', error.message);
console.log('\n💡 Make sure you have a package.json in the current directory');
}
}
generateREADMEFromPackageJSON();
Ein minimalistisches, aber leistungsstarkes Crafting-System für RPG Maker MZ, das magische Imbuement-Features mit sauberer UI-Interaktion verbindet.
// RPG Maker MZ Crafting System — Ailey's Elegant Imbuement
// Minimalistisches, aber leistungsstarkes Crafting-System mit magischen Imbuement-Features
/**
* Ailey's Crafting System — Elegant Imbuement
* Plugin für RPG Maker MZ
* Version: 1.0
* Autor: Ailey (KI-Entwicklung)
*
* Features:
* - Crafting von Materialien zu Objekten
* - Magische Imbuement-Features (z. B. "Rare Elements")
* - Saubere, moderne UI-Interaktion
* - Minimalistisches Design mit Fokus auf Funktionalität
*/
// ===============================================
// PLUGIN MANAGEMENT
// ===============================================
function CraftingSystem_AileyImbuement() {
throw new Error("CraftingSystem_AileyImbuement is a static class and cannot be instantiated.");
}
// ===============================================
// PLUGIN MAIN
// ===============================================
CraftingSystem_AileyImbuement.init = function() {
// Register crafting commands
this._registerCommands();
// Initialize crafting menu
this._initializeMenu();
// Load default crafting recipes
this._loadDefaultRecipes();
};
// ===============================================
// PRIVATE METHODS
// ===============================================
// Register crafting commands for the game menu
CraftingSystem_AileyImbuement._registerCommands = function() {
// Add "Crafting" to the menu if not already present
if (!SceneMenu._menuItems.includes("crafting")) {
SceneMenu._menuItems.push("crafting");
}
};
// Initialize the crafting menu
CraftingSystem_AileyImbuement._initializeMenu = function() {
// Create crafting menu scene
Window_CraftingMenu = class extends Window_Selectable {
constructor() {
super(0, 0, Graphics.boxWidth, Graphics.boxHeight);
this._recipe = null;
this._imbuementOptions = [];
this.refresh();
}
// Refresh the menu with current crafting options
refresh() {
const recipes = CraftingSystem_AileyImbuement._getAvailableRecipes();
const commands = recipes.map(r => r.name);
this._list = commands;
this._maxItems = this._list.length;
this._recipe = null;
this.select(0);
this._imbuementOptions = [];
this._initializeImbuementOptions();
}
// Handle crafting when an option is selected
onSelect() {
const index = this._list.indexOf(this._item);
const recipe = CraftingSystem_AileyImbuement._getAvailableRecipes()[index];
if (recipe) {
this._recipe = recipe;
this._initializeImbuementOptions();
}
}
// Draw the menu
drawItem(index, rect) {
const item = this._list[index];
this.changeTextColor(this.textColor(index));
this.drawText(item, rect.x, rect.y, rect.width);
}
// Handle imbuement options (e.g., choose between rare elements)
_initializeImbuementOptions() {
if (!this._recipe) return;
this._imbuementOptions = this._recipe.imbuementOptions || [];
if (this._imbuementOptions.length === 0) {
this._imbuementOptions.push({ name: "No Imbuement", cost: 0 });
}
}
// Handle crafting when imbuement is selected
_handleImbuementSelection(imbuementIndex) {
if (!this._recipe) return;
const imbuement = this._imbuementOptions[imbuementIndex];
const cost = this._recipe.cost + imbuement.cost;
// Check if player has enough resources
if (this._canAfford(cost)) {
// Craft the item with imbuement
this._craftItem(imbuement.name);
this.refresh();
} else {
// Show error if not enough resources
this._showError("Not enough resources!");
}
}
// Check if player can afford the crafting cost
_canAfford(cost) {
const gold = $gameVariables.value(1);
return gold >= cost;
}
// Show an error message
_showError(message) {
const window = new Window_Popup(message, 1);
window.setPosition(centerX - window.width / 2, centerY - window.height / 2);
window.open();
window.setOpacity(0);
window.startFadeOut(10);
window.setFadeOutResult(function() { window.close(); });
}
// Craft the item and update player resources
_craftItem(imbuementName) {
const gold = $gameVariables.value(1);
const cost = this._recipe.cost + (imbuementName === "No Imbuement" ? 0 : this._imbuementOptions.find(o => o.name === imbuementName).cost);
// Update gold
$gameVariables.setValue(1, gold - cost);
// Add crafted item to inventory
$gameParty.addItem(this._recipe.resultItemId, 1);
// Log crafting action
console.log(`Crafted: ${this._recipe.name} with ${imbuementName} for ${cost} gold.`);
}
};
// Create crafting menu scene
Scene_CraftingMenu = class extends Scene_MenuBase {
constructor() {
super();
this._menuWindow = null;
}
create() {
this.createMenuWindow();
this.addWindow(this._menuWindow);
}
createMenuWindow() {
this._menuWindow = new Window_CraftingMenu();
this._menuWindow.setHandler('ok', this.onItemOk.bind(this));
this._menuWindow.setHandler('cancel', this.pop.bind(this));
}
onItemOk() {
if (this._menuWindow._recipe) {
// If imbuement options exist, show a submenu
if (this._menuWindow._imbuementOptions.length > 1) {
this._showImbuementMenu();
} else {
this._menuWindow._handleImbuementSelection(0);
}
}
}
_showImbuementMenu() {
const imbuementWindow = new Window_ImbuementMenu(this._menuWindow._imbuementOptions);
imbuementWindow.setHandler('ok', () => {
imbuementWindow._handleSelection(this._menuWindow);
imbuementWindow.close();
});
imbuementWindow.setHandler('cancel', () => imbuementWindow.close());
this.addWindow(imbuementWindow);
}
};
// Imbuement submenu window
Window_ImbuementMenu = class extends Window_Selectable {
constructor(imbuementOptions) {
super(0, 0, Graphics.boxWidth, Graphics.boxHeight);
this._imbuementOptions = imbuementOptions;
this._parentMenu = null;
this.refresh();
}
refresh() {
this._list = this._imbuementOptions.map(o => o.name);
this._maxItems = this._list.length;
this.select(0);
}
drawItem(index, rect) {
const option = this._imbuementOptions[index];
this.changeTextColor(this.textColor(index));
this.drawText(option.name, rect.x, rect.y, rect.width);
this.drawText(`(+${option.cost})`, rect.x + rect.width - 50, rect.y, 50, 'right');
}
_handleSelection(parentMenu) {
parentMenu._handleImbuementSelection(this.index());
}
};
};
// ===============================================
// PUBLIC API
// ===============================================
// Add crafting menu to the game menu
SceneMenu.prototype._createCraftingCommand = function() {
const rect = this._commandWindow.currentItem() ? this._commandWindow.itemRect(0) : this._commandWindow._rect;
const craftingCommand = new Window_HorizontalCommand(rect.x, rect.y, rect.width);
craftingCommand.setHandler('ok', this._onCraftingCommand.bind(this));
craftingCommand.setStandardAccessibility();
this.addWindow(craftingCommand);
craftingCommand.activate();
};
SceneMenu.prototype._onCraftingCommand = function() {
this.pop();
SceneManager.push(Scene_CraftingMenu);
};
// ===============================================
// CRAFTING RECIPES (DEFAULT)
CraftingSystem_AileyImbuement._getAvailableRecipes = function() {
return [
{
name: "Stone Sword",
cost: 100,
resultItemId: 1, // Stone Sword ID
imbuementOptions: [
{ name: "Rare Element (Frost)", cost: 50 },
{ name: "Rare Element (Fire)", cost: 75 },
{ name: "No Imbuement", cost: 0 }
]
},
{
name: "Leather Armor",
cost: 200,
resultItemId: 2, // Leather Armor ID
imbuementOptions: [
{ name: "Rare Element (Shadow)", cost: 100 },
{ name: "No Imbuement", cost: 0 }
]
},
{
name: "Potion",
cost: 50,
resultItemId: 3, // Potion ID
imbuementOptions: []
}
];
};
// Load default recipes (can be extended)
CraftingSystem_AileyImbuement._loadDefaultRecipes = function() {
// Default recipes are already defined in _getAvailableRecipes
console.log("Crafting System: Default recipes loaded.");
};
// ===============================================
// INITIALIZE THE PLUGIN
// ===============================================
CraftingSystem_AileyImbuement.init();
// Export for Node.js if needed
if (typeof module !== 'undefined' && module.exports) {
module.exports = CraftingSystem_AileyImbuement;
}
Ein CLI-Tool zum Navigieren und Anzeigen von SQLite-Datenbanken mit futuristischem Retrowave-Farbschema und interaktiven Features.
#!/usr/bin/env python3
import sqlite3
import sys
from typing import List, Dict, Optional, Tuple
import curses
import time
from dataclasses import dataclass
import random
# Retrowave Farbschema
NEON_CYAN = 46
NEON_MAGENTA = 51
NEON_YELLOW = 33
NEON_GREEN = 32
NEON_RED = 31
NEON_BLUE = 44
DARK_GRAY = 240
WHITE = 256 + 15
BLACK = 0
@dataclass
class DatabaseTable:
name: str
schema: str
class NeonDB:
def __init__(self, database_path: str):
self.conn = sqlite3.connect(database_path)
self.tables: List[DatabaseTable] = []
self.current_table: Optional[str] = None
self.offset = 0
self.limit = 10
self.column_names: List[str] = []
def get_tables(self) -> List[str]:
cursor = self.conn.cursor()
cursor.execute("SELECT name FROM sqlite_master WHERE type='table';")
return [row[0] for row in cursor.fetchall()]
def get_table_schema(self, table_name: str) -> str:
cursor = self.conn.cursor()
cursor.execute(f"PRAGMA table_info({table_name});")
return str(cursor.fetchall())
def get_table_data(self, table_name: str, offset: int = 0, limit: int = 10) -> Tuple[List[Tuple], List[str]]:
cursor = self.conn.cursor()
cursor.execute(f"SELECT * FROM {table_name} LIMIT ? OFFSET ?;", (limit, offset))
self.column_names = [description[0] for description in cursor.description]
return cursor.fetchall(), self.column_names
def get_row_count(self, table_name: str) -> int:
cursor = self.conn.cursor()
cursor.execute(f"SELECT COUNT(*) FROM {table_name};")
return cursor.fetchone()[0]
def close(self):
self.conn.close()
def draw_banner(stdscr):
height, width = stdscr.getmaxyx()
banner = [
" _____ __ __ _____ ____ _____ ____ _____ ____ _____ ____",
" |_ _| \\/ |_ _| _ \\ / ____| _ \\_ _| _ \\_ _/ __ \\",
" | | | \\/ | | | | | | | (___ | |_) || | | | | | | | (___ |",
" | | | |\\/| | | | | |_| \\___ \\| _ < | | | | | | |_ _|",
" _| |_| | | _| |_| |___/____) | |_) || | | |_| | |__| |___ ",
" |_____|_| |_____|_____/ |____/ |____/|_| \\____/\\____|",
"",
" Retrowave SQLite Browser v1.0 "
]
for i, line in enumerate(banner):
y = max(0, (height - len(banner)) // 2 + i)
if y < height:
stdscr.addstr(y, 0, line, curses.color_pair(NEON_CYAN))
def draw_table_header(stdscr, table_name: str, columns: List[str]):
height, width = stdscr.getmaxyx()
header_width = sum(len(col) + 2 for col in columns)
header_pad = (width - header_width) // 2 if width > header_width else 0
stdscr.addstr(5, header_pad, f"TABLE: {table_name}", curses.color_pair(NEON_MAGENTA))
stdscr.addstr(6, header_pad, "=" * (len(f"TABLE: {table_name}") + 2), curses.color_pair(NEON_YELLOW))
if columns:
column_line = ""
for col in columns:
column_line += f" {col.ljust(10)} |"
stdscr.addstr(7, header_pad, column_line, curses.color_pair(NEON_GREEN))
separator = ""
for col in columns:
separator += "-" * 12 + "+"
stdscr.addstr(8, header_pad, separator, curses.color_pair(NEON_YELLOW))
def draw_table_data(stdscr, data: List[Tuple], columns: List[str], offset: int, db: NeonDB):
height, width = stdscr.getmaxyx()
header_pad = (width - sum(len(col) + 2 for col in columns)) // 2 if columns else 0
for i, row in enumerate(data):
y_pos = 9 + i
if y_pos < height:
row_line = ""
for j, (col, val) in enumerate(zip(columns, row)):
row_line += f" {str(val).ljust(10)} |"
stdscr.addstr(y_pos, header_pad, row_line, curses.color_pair(NEON_BLUE))
if len(data) < 10:
stdscr.addstr(height - 1, 0, f"End of data (showing {len(data)} rows)", curses.color_pair(DARK_GRAY))
else:
stdscr.addstr(height - 1, 0, f"Rows {offset}-{offset + len(data) - 1} of {db.get_row_count(db.current_table)}", curses.color_pair(DARK_GRAY))
def draw_tables_list(stdscr, tables: List[str], selected: int):
height, width = stdscr.getmaxyx()
list_pad = (width - 20) // 2
for i, table in enumerate(tables):
y_pos = 5 + i
if y_pos < height:
if i == selected:
stdscr.addstr(y_pos, list_pad, f" > {table} < ", curses.color_pair(NEON_RED) | curses.A_REVERSE)
else:
stdscr.addstr(y_pos, list_pad, f" {table} ", curses.color_pair(NEON_CYAN))
def draw_schema(stdscr, table_name: str, schema: str):
height, width = stdscr.getmaxyx()
list_pad = (width - 20) // 2
stdscr.addstr(3, list_pad, f"Schema for {table_name}:", curses.color_pair(NEON_MAGENTA))
lines = schema.split('\n')
for i, line in enumerate(lines):
y_pos = 4 + i
if y_pos < height:
stdscr.addstr(y_pos, list_pad, line, curses.color_pair(DARK_GRAY))
def draw_pagination(stdscr, offset: int, limit: int, total: int):
height, width = stdscr.getmaxyx()
stdscr.addstr(height - 2, 0, f"Page: {offset//limit + 1} | Rows: {offset}-{min(offset + limit, total)} of {total}", curses.color_pair(NEON_YELLOW))
def main(stdscr):
curses.init_pair(NEON_CYAN, BLACK, WHITE)
curses.init_pair(NEON_MAGENTA, BLACK, 204)
curses.init_pair(NEON_YELLOW, BLACK, 226)
curses.init_pair(NEON_GREEN, BLACK, 40)
curses.init_pair(NEON_RED, BLACK, 196)
curses.init_pair(NEON_BLUE, BLACK, 45)
curses.init_pair(DARK_GRAY, BLACK, 240)
curses.init_pair(WHITE, BLACK, 255)
stdscr.clear()
draw_banner(stdscr)
stdscr.refresh()
time.sleep(0.5)
if len(sys.argv) != 2:
stdscr.addstr(10, 0, "Usage: python neon_db.py <database_file.db>", curses.color_pair(NEON_RED))
stdscr.refresh()
time.sleep(1)
return
database_path = sys.argv[1]
db = NeonDB(database_path)
tables = db.get_tables()
selected_table = 0
view_mode = "tables" # tables, data, schema
while True:
stdscr.erase()
if view_mode == "tables":
draw_tables_list(stdscr, tables, selected_table)
draw_pagination(stdscr, 0, 10, len(tables))
elif view_mode == "schema":
if selected_table < len(tables):
table_name = tables[selected_table]
schema = db.get_table_schema(table_name)
draw_schema(stdscr, table_name, schema)
elif view_mode == "data":
if selected_table < len(tables):
table_name = tables[selected_table]
data, columns = db.get_table_data(table_name, db.offset, db.limit)
draw_table_header(stdscr, table_name, columns)
draw_table_data(stdscr, data, columns, db.offset, db)
draw_pagination(stdscr, db.offset, db.limit, db.get_row_count(table_name))
stdscr.refresh()
key = stdscr.getch()
if key == curses.KEY_UP and selected_table > 0:
selected_table -= 1
elif key == curses.KEY_DOWN and selected_table < len(tables) - 1:
selected_table += 1
elif key == curses.KEY_ENTER or key == 10:
if view_mode == "tables":
db.current_table = tables[selected_table]
db.offset = 0
view_mode = "data"
elif view_mode == "data":
view_mode = "schema"
elif key == curses.KEY_BACKSPACE or key == 127:
if view_mode == "schema":
view_mode = "data"
elif view_mode == "data":
view_mode = "tables"
elif key == ord('q') or key == ord('Q'):
break
elif key == ord('r') or key == ord('R'):
if view_mode == "data":
db.offset += db.limit
data, _ = db.get_table_data(db.current_table, db.offset, db.limit)
if not data:
db.offset -= db.limit
elif key == ord('e') or key == ord('E'):
if view_mode == "data" and db.offset > 0:
db.offset = max(0, db.offset - db.limit)
elif key == ord('s') or key == ord('S'):
view_mode = "schema"
elif key == ord('t') or key == ord('T'):
view_mode = "tables"
elif key == ord('d') or key == ord('D'):
view_mode = "data"
db.close()
curses.endwin()
if __name__ == "__main__":
curses.wrapper(main)
A beautifully designed photo grid gallery with smooth zoom animations that maintains focal points, featuring a modern SwiftUI design with Apple HIG compliance.
```swift
import SwiftUI
import Combine
struct ContentView: View {
@State private var selectedImage: Image?
@State private var zoomScale: CGFloat = 1.0
@State private var offset: CGSize = .zero
@State private var isDragging = false
@State private var lastScale: CGFloat = 1.0
private let photos: [UIImage] = {
let assets = [
"1",
"2",
"3",
"4",
"5",
"6",
"7",
"8",
"9",
"10",
"11",
"12"
]
return assets.compactMap { UIImage(named: $0) }
}()
private let gridLayout = [GridItem(.flexible()), GridItem(.flexible()), GridItem(.flexible())]
var body: some View {
VStack(spacing: 0) {
// Header with back button and title
HStack {
Button(action: { selectedImage = nil }) {
Image(systemName: "chevron.backward")
.font(.title2)
.foregroundColor(.primary)
}
Spacer()
Text("FocalFlow")
.font(.headline)
.foregroundColor(.primary)
}
.padding(.horizontal, 16)
.padding(.top, 8)
// Main photo grid
GeometryReader { geometry in
ZStack {
// Grid background
LazyVGrid(columns: gridLayout) {
ForEach(0..<photos.count, id: \.self) { index in
Image(uiImage: photos[index])
.resizable()
.scaledToFill()
.frame(width: geometry.size.width / 3, height: geometry.size.height / 2)
.clipped()
.onTapGesture {
selectedImage = Image(uiImage: photos[index])
zoomScale = 1.0
offset = .zero
isDragging = false
}
}
}
// Selected image with zoom
if let selectedImage = selectedImage {
Image(uiImage: selectedImage)
.resizable()
.scaledToFill()
.frame(width: geometry.size.width, height: geometry.size.height - 100)
.offset(offset)
.scaleEffect(zoomScale)
.animation(
Animation.interpolatingSpring(
mass: 0.5,
stiffness: 200,
damping: 20
),
value: isDragging ? (offset, zoomScale) : nil
)
.gesture(
MagnificationGesture()
.onMagnified { value in
if value > 1.1 && zoomScale < 5 {
let newScale = min(zoomScale * value, 5)
if !isDragging {
lastScale = zoomScale
}
zoomScale = newScale
isDragging = true
}
}
)
.gesture(
DragGesture()
.onChanged { value in
offset = value.translation
isDragging = true
}
.onEnded { value in
offset = .zero
isDragging = false
}
)
}
}
}
Ein kreativer Unity-Audio-Manager, der auf dem Chaos-Theorie-Prinzip basiert — natürliche, organische Crossfade, die je nach Zeitstempel und zufälligen Algorithmen variieren.
using UnityEngine;
using System.Collections;
using System.Linq;
using UnityEngine.Audio;
[RequireComponent(typeof(AudioSource))]
public class OrganicAudioMixer : MonoBehaviour
{
[Header("Crossfade Settings")]
[SerializeField] private float minCrossfadeTime = 0.5f;
[SerializeField] private float maxCrossfadeTime = 2.0f;
[SerializeField] private float volumeThreshold = 0.1f;
[SerializeField] private bool randomizeTiming = true;
[SerializeField] private float organicJitter = 0.1f;
[Header("Audio Sources")]
[SerializeField] private AudioClip[] audioClips;
[SerializeField] private float[] clipWeights;
private AudioSource _audioSource;
private float _currentVolume;
private bool _isCrossfading;
private float _crossfadeDuration;
private float _crossfadeProgress;
private float _crossfadeTargetVolume;
private float _nextClipIndex;
private void Awake()
{
_audioSource = GetComponent<AudioSource>();
_currentVolume = _audioSource.volume;
_crossfadeDuration = Random.Range(minCrossfadeTime, maxCrossfadeTime);
_nextClipIndex = Random.Range(0, audioClips.Length);
}
private void Update()
{
if (!_isCrossfading) return;
_crossfadeProgress += Time.deltaTime / _crossfadeDuration;
if (_crossfadeProgress >= 1.0f)
{
_audioSource.volume = _crossfadeTargetVolume;
_currentVolume = _crossfadeTargetVolume;
_isCrossfading = false;
// Start next clip
StartNextClip();
}
else
{
// Smooth organic interpolation
float t = Mathf.SmoothStep(0, 1, _crossfadeProgress);
_audioSource.volume = Mathf.Lerp(_currentVolume, _crossfadeTargetVolume, t);
}
}
private void StartNextClip()
{
if (audioClips.Length == 0) return;
// Organic selection based on time and chaos
if (randomizeTiming)
{
float timeFactor = Mathf.Sin(Time.time * 0.3f) * 0.5f + 0.5f;
_nextClipIndex = Mathf.FloorToInt(_nextClipIndex + Mathf.Lerp(0.5f, 1.5f, timeFactor) * organicJitter);
_nextClipIndex = Mathf.Repeat(_nextClipIndex, audioClips.Length);
}
AudioClip nextClip = audioClips[_nextClipIndex];
float targetVolume = Random.Range(0.5f, 1.0f);
// Weighted selection if weights provided
if (clipWeights != null && clipWeights.Length == audioClips.Length)
{
float[] probabilities = clipWeights.Select(w => w / clipWeights.Sum()).ToArray();
int[] indices = Enumerable.Range(0, audioClips.Length).ToArray();
_nextClipIndex = indices.OrderBy(i => Random.value).First(i => i == _nextClipIndex);
}
// Natural transition
_audioSource.Stop();
_audioSource.clip = nextClip;
_audioSource.volume = targetVolume;
_audioSource.Play();
// Start crossfade to next clip
_isCrossfading = true;
_crossfadeDuration = Random.Range(minCrossfadeTime, maxCrossfadeTime);
_crossfadeProgress = 0;
_currentVolume = targetVolume;
_crossfadeTargetVolume = targetVolume;
}
public void ToggleOrganicMode(bool isOrganic)
{
randomizeTiming = isOrganic;
organicJitter = isOrganic ? 0.1f : 0;
}
public void SetClipVolume(int clipIndex, float volume)
{
if (clipIndex >= 0 && clipIndex < audioClips.Length)
{
clipWeights[clipIndex] = volume;
clipWeights = clipWeights.Select(w => Mathf.Clamp(w, 0, 1)).ToArray();
}
}
}
Einphaerische Bildgalerie mit Lightbox, Farbfiltern und Masonry-Layout, mit einem einzigartigen, animierten UI und responsivem Design.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Ailey's Aesthetic Gallery</title>
<style>
:root {
--bg-color: #f5f7fa;
--accent-color: #6c5ce7;
--text-color: #333;
--filter-active: #6c5ce7;
--filter-inactive: #aaa;
--shadow-color: rgba(0, 0, 0, 0.1);
--transition-speed: 0.3s;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
}
body {
background-color: var(--bg-color);
color: var(--text-color);
line-height: 1.6;
overflow-x: hidden;
}
.container {
max-width: 1200px;
margin: 0 auto;
padding: 2rem;
}
header {
text-align: center;
margin-bottom: 3rem;
padding: 1rem 0;
border-bottom: 1px solid rgba(0, 0, 0, 0.1);
}
h1 {
font-size: 2.5rem;
margin-bottom: 0.5rem;
background: linear-gradient(90deg, #6c5ce7, #a29bfe);
-webkit-background-clip: text;
background-clip: text;
color: transparent;
}
.gallery-controls {
display: flex;
justify-content: center;
gap: 1.5rem;
margin-bottom: 2rem;
flex-wrap: wrap;
}
.filter-btn {
padding: 0.5rem 1rem;
border: none;
border-radius: 20px;
background-color: var(--filter-inactive);
color: var(--text-color);
cursor: pointer;
transition: all var(--transition-speed) ease;
font-weight: 500;
position: relative;
overflow: hidden;
}
.filter-btn:hover {
background-color: var(--filter-active);
}
.filter-btn.active {
background-color: var(--filter-active);
color: white;
}
.filter-btn.active::after {
content: '';
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: linear-gradient(135deg, rgba(255,255,255,0.1) 0%, rgba(255,255,255,0) 100%);
transform: translateX(-100%);
animation: shine 1.5s infinite;
}
@keyframes shine {
100% { transform: translateX(100%); }
}
.gallery {
display: grid;
grid-template-columns: repeat(auto-fill, minmax(250px, 1fr));
grid-gap: 1.5rem;
}
.gallery-item {
position: relative;
border-radius: 8px;
overflow: hidden;
box-shadow: 0 4px 6px var(--shadow-color);
transition: transform 0.3s ease, box-shadow 0.3s ease;
cursor: pointer;
aspect-ratio: 1 / 1;
background-color: white;
}
.gallery-item:hover {
transform: translateY(-5px);
box-shadow: 0 8px 15px var(--shadow-color);
}
.gallery-item img {
width: 100%;
height: 100%;
object-fit: cover;
transition: transform 0.5s ease;
display: block;
}
.gallery-item:hover img {
transform: scale(1.05);
}
.gallery-item .overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0, 0, 0, 0.3);
opacity: 0;
transition: opacity var(--transition-speed) ease;
display: flex;
align-items: center;
justify-content: center;
}
.gallery-item:hover .overlay {
opacity: 1;
}
.overlay span {
color: white;
font-weight: bold;
font-size: 1.2rem;
}
.lightbox {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-color: rgba(0, 0, 0, 0.9);
display: flex;
align-items: center;
justify-content: center;
z-index: 1000;
opacity: 0;
transition: opacity var(--transition-speed) ease;
pointer-events: none;
}
.lightbox.active {
opacity: 1;
pointer-events: all;
}
.lightbox-img {
max-width: 80%;
max-height: 80%;
border-radius: 8px;
box-shadow: 0 0 20px rgba(0, 0, 0, 0.5);
display: block;
}
.lightbox-controls {
position: absolute;
top: 20px;
right: 20px;
display: flex;
gap: 1rem;
}
.close-btn, .prev-btn, .next-btn {
background: none;
border: none;
color: white;
font-size: 1.5rem;
cursor: pointer;
transition: transform 0.2s ease;
}
.close-btn:hover, .prev-btn:hover, .next-btn:hover {
transform: scale(1.1);
}
.lightbox-caption {
position: absolute;
bottom: 20px;
left: 50%;
transform: translateX(-50%);
color: white;
background: rgba(0, 0, 0, 0.5);
padding: 0.5rem 1rem;
border-radius: 20px;
font-size: 1.1rem;
text-align: center;
}
footer {
text-align: center;
margin-top: 3rem;
padding: 1rem 0;
color: #666;
font-size: 0.9rem;
}
@media (max-width: 768px) {
.gallery {
grid-template-columns: repeat(auto-fill, minmax(200px, 1fr));
}
.gallery-controls {
gap: 1rem;
}
h1 {
font-size: 2rem;
}
}
@media (max-width: 480px) {
.gallery {
grid-template-columns: 1fr;
}
.container {
padding: 1rem;
}
}
</style>
</head>
<body>
<div class="container">
<header>
<h1>Ailey's Aesthetic Gallery</h1>
<p>Explore beautiful images with smooth animations and creative filters</p>
</header>
<div class="gallery-controls">
<button class="filter-btn active" data-filter="all">All</button>
<button class="filter-btn" data-filter="nature">Nature</button>
<button class="filter-btn" data-filter="architecture">Architecture</button>
<button class="filter-btn" data-filter="portrait">Portrait</button>
<button class="filter-btn" data-filter="abstract">Abstract</button>
</div>
<div class="gallery">
<!-- Gallery items will be dynamically inserted here -->
</div>
</div>
<div class="lightbox">
<span class="lightbox-controls">
<button class="prev-btn"><</button>
<button class="close-btn">×</button>
<button class="next-btn">></button>
</span>
<img class="lightbox-img" alt="Image preview">
<div class="lightbox-caption"></div>
</div>
<script>
document.addEventListener('DOMContentLoaded', function() {
// Gallery data
const galleryData = [
{
src: 'https://source.unsplash.com/random/600x600?nature,forest,beautiful',
alt: 'Beautiful forest landscape',
category: 'nature'
},
{
src: 'https://source.unsplash.com/random/600x600?nature,waterfall,serene',
alt: 'Serene waterfall in nature',
category: 'nature'
},
{
src: 'https://source.unsplash.com/random/600x600?architecture,modern,city',
alt: 'Modern architecture in city',
category: 'architecture'
},
{
src: 'https://source.unsplash.com/random/600x600?architecture,skyscraper,urban',
alt: 'Skyscraper in urban setting',
category: 'architecture'
},
{
src: 'https://source.unsplash.com/random/600x600?portrait,woman,smiling',
alt: 'Smiling woman portrait',
category: 'portrait'
},
{
src: 'https://source.unsplash.com/random/600x600?portrait,man,creative',
alt: 'Creative man portrait',
category: 'portrait'
},
{
src: 'https://source.unsplash.com/random/600x600?abstract,colors,art',
alt: 'Abstract color art',
category: 'abstract'
},
{
src: 'https://source.unsplash.com/random/600x600?abstract,geometric,design',
alt: 'Geometric abstract design',
category: 'abstract'
},
{
src: 'https://source.unsplash.com/random/600x600?nature,ocean,sunset',
alt: 'Ocean sunset landscape',
category: 'nature'
},
{
src: 'https://source.unsplash.com/random/600x600?nature,mountain,summit',
alt: 'Mountain summit at sunset',
category: 'nature'
},
{
src: 'https://source.unsplash.com/random/600x600?architecture,bridge,cityscape',
alt: 'City bridge architecture',
category: 'architecture'
},
{
src: 'https://source.unsplash.com/random/600x600?architecture,building,night',
alt: 'Modern building at night',
category: 'architecture'
},
{
src: 'https://source.unsplash.com/random/600x600?portrait,family,happy',
alt: 'Happy family portrait',
category: 'portrait'
},
{
src: 'https://source.unsplash.com/random/600x600?portrait,artist,painting',
alt: 'Artist portrait with painting',
category: 'portrait'
},
{
src: 'https://source.unsplash.com/random/600x600?abstract,art,creative',
alt: 'Creative abstract art',
category: 'abstract'
},
{
src: 'https://source.unsplash.com/random/600x600?abstract,pattern,design',
alt: 'Colorful abstract pattern',
category: 'abstract'
}
];
// DOM elements
const gallery = document.querySelector('.gallery');
const filterBtns = document.querySelectorAll('.filter-btn');
const lightbox = document.querySelector('.lightbox');
const lightboxImg = document.querySelector('.lightbox-img');
const lightboxCaption = document.querySelector('.lightbox-caption');
const closeBtn = document.querySelector('.close-btn');
const prevBtn = document.querySelector('.prev-btn');
const nextBtn = document.querySelector('.next-btn');
let currentIndex = 0;
let currentFilter = 'all';
// Initialize gallery
function initGallery() {
galleryData.forEach((item, index) => {
const galleryItem = document.createElement('div');
galleryItem.className = 'gallery-item';
galleryItem.dataset.index = index;
galleryItem.dataset.category = item.category;
galleryItem.innerHTML = `
<img src="${item.src}" alt="${item.alt}">
<div class="overlay">
<span>${item.alt}</span>
</div>
`;
gallery.appendChild(galleryItem);
});
// Add click event to all gallery items
document.querySelectorAll('.gallery-item').forEach(item => {
item.addEventListener('click', openLightbox);
});
}
// Filter gallery based on selected filter
function filterGallery(filter) {
currentFilter = filter;
document.querySelectorAll('.gallery-item').forEach(item => {
if (filter === 'all' || item.dataset.category === filter) {
item.style.display = 'block';
} else {
item.style.display = 'none';
}
});
// Update active button
filterBtns.forEach(btn => {
btn.classList.toggle('active', btn.dataset.filter === filter);
});
}
// Open lightbox
function openLightbox(e) {
e.preventDefault();
const clickedItem = e.currentTarget;
currentIndex = parseInt(clickedItem.dataset.index);
// Get the image data
const imgData = galleryData[currentIndex];
lightboxImg.src = imgData.src;
lightboxImg.alt = imgData.alt;
lightboxCaption.textContent = imgData.alt;
// Show lightbox
lightbox.classList.add('active');
document.body.style.overflow = 'hidden';
// Close when clicking outside the image
lightbox.addEventListener('click', function(e) {
if (e.target === lightbox) {
closeLightbox();
}
});
}
// Close lightbox
function closeLightbox() {
lightbox.classList.remove('active');
document.body.style.overflow = 'auto';
}
// Navigate to previous image
function prevImage() {
currentIndex = (currentIndex - 1 + galleryData.length) % galleryData.length;
updateLightbox();
}
// Navigate to next image
function nextImage() {
currentIndex = (currentIndex + 1) % galleryData.length;
updateLightbox();
}
// Update lightbox content
function updateLightbox() {
const imgData = galleryData[currentIndex];
lightboxImg.src = imgData.src;
lightboxImg.alt = imgData.alt;
lightboxCaption.textContent = imgData.alt;
// Scroll to clicked item in gallery
const galleryItem = document.querySelector(`.gallery-item[data-index="${currentIndex}"]`);
if (galleryItem) {
gallery.scrollTo({
top: galleryItem.offsetTop - 100,
behavior: 'smooth'
});
}
}
// Event listeners
filterBtns.forEach(btn => {
btn.addEventListener('click', function() {
filterGallery(this.dataset.filter);
});
});
closeBtn.addEventListener('click', closeLightbox);
prevBtn.addEventListener('click', prevImage);
nextBtn.addEventListener('click', nextImage);
// Keyboard navigation
document.addEventListener('keydown', function(e) {
if (lightbox.classList.contains('active')) {
if (e.key === 'Escape') {
closeLightbox();
} else if (e.key === 'ArrowLeft') {
prevImage();
} else if (e.key === 'ArrowRight') {
nextImage();
}
}
});
// Initialize
initGallery();
filterGallery('all');
});
</script>
</body>
</html>
Klickbare Weltkarte mit informativen Tooltips und interaktiven Regionen
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Interactive World Explorer</title>
<style>
:root {
--primary: #4a6fa5;
--secondary: #166088;
--accent: #4fc3f7;
--light: #f8f9fa;
--dark: #343a40;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
background-color: var(--light);
color: var(--dark);
line-height: 1.6;
}
.container {
max-width: 1200px;
margin: 0 auto;
padding: 20px;
}
header {
text-align: center;
margin-bottom: 30px;
padding: 20px 0;
border-bottom: 1px solid rgba(0, 0, 0, 0.1);
}
h1 {
color: var(--secondary);
font-weight: 600;
margin-bottom: 10px;
}
.subtitle {
color: var(--primary);
font-style: italic;
}
.controls {
display: flex;
justify-content: center;
gap: 15px;
margin-bottom: 20px;
flex-wrap: wrap;
}
button {
background-color: var(--primary);
color: white;
border: none;
padding: 10px 15px;
border-radius: 5px;
cursor: pointer;
font-weight: 500;
transition: all 0.3s ease;
}
button:hover {
background-color: var(--secondary);
transform: translateY(-2px);
}
button.active {
background-color: var(--accent);
box-shadow: 0 4px 8px rgba(79, 195, 247, 0.3);
}
.world-map {
position: relative;
width: 100%;
height: 600px;
margin: 0 auto;
background-image: url('https://upload.wikimedia.org/wikipedia/commons/thumb/0/04/World_map_with_water_and_land_geography_%28World_Map_with_Natural_Colours%29.svg/2048px-World_map_with_water_and_land_geography_%28World_Map_with_Natural_Colours%29.svg.png');
background-size: cover;
background-position: center;
border-radius: 10px;
overflow: hidden;
box-shadow: 0 10px 30px rgba(0, 0, 0, 0.2);
}
.region {
position: absolute;
border: 2px dashed var(--primary);
transition: all 0.3s ease;
cursor: pointer;
z-index: 1;
}
.region:hover {
border-color: var(--accent);
background-color: rgba(79, 195, 247, 0.1);
}
.region.active {
border-color: var(--accent);
background-color: rgba(79, 195, 247, 0.2);
}
.tooltip {
position: absolute;
background-color: white;
border: 1px solid var(--primary);
border-radius: 5px;
padding: 10px;
box-shadow: 0 2px 10px rgba(0, 0, 0, 0.2);
pointer-events: none;
max-width: 250px;
opacity: 0;
transition: opacity 0.3s ease;
z-index: 10;
font-size: 14px;
}
.tooltip.show {
opacity: 1;
}
.stats {
display: flex;
justify-content: center;
gap: 20px;
margin-top: 30px;
flex-wrap: wrap;
}
.stat {
background-color: white;
padding: 15px;
border-radius: 8px;
box-shadow: 0 2px 10px rgba(0, 0, 0, 0.1);
text-align: center;
flex: 1;
min-width: 150px;
}
.stat h3 {
color: var(--secondary);
margin-bottom: 5px;
}
.stat p {
font-size: 1.2em;
font-weight: bold;
color: var(--primary);
}
.stat.secondary {
background-color: rgba(22, 96, 136, 0.1);
}
.info-panel {
background-color: white;
padding: 20px;
border-radius: 8px;
box-shadow: 0 2px 10px rgba(0, 0, 0, 0.1);
margin-top: 20px;
max-width: 600px;
margin-left: auto;
margin-right: auto;
}
.info-panel h2 {
color: var(--secondary);
margin-bottom: 15px;
}
.info-panel p {
margin-bottom: 10px;
line-height: 1.6;
}
.flag {
width: 20px;
height: 15px;
object-fit: cover;
margin-right: 10px;
}
footer {
text-align: center;
margin-top: 40px;
padding: 20px 0;
color: rgba(0, 0, 0, 0.5);
font-size: 0.9em;
}
.loading {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
color: var(--primary);
font-size: 1.2em;
z-index: 20;
}
@media (max-width: 768px) {
.world-map {
height: 400px;
}
.stats {
flex-direction: column;
}
}
</style>
</head>
<body>
<div class="container">
<header>
<h1>World Explorer</h1>
<p class="subtitle">Discover the world with interactive regions</p>
</header>
<div class="controls">
<button id="view-map">View Map</button>
<button id="view-stats">View Stats</button>
<button id="reset">Reset</button>
</div>
<div class="world-map" id="worldMap">
<div class="loading" id="loading">Loading world data...</div>
</div>
<div class="stats" id="statsPanel">
<div class="stat secondary">
<h3>Total Regions</h3>
<p id="totalRegions">0</p>
</div>
<div class="stat secondary">
<h3>Explored Regions</h3>
<p id="exploredRegions">0</p>
</div>
<div class="stat secondary">
<h3>Average Size</h3>
<p id="averageSize">0 km²</p>
</div>
</div>
<div class="info-panel" id="infoPanel">
<h2>Region Information</h2>
<p id="regionInfo">Click on a region to see information</p>
</div>
</div>
<footer>
<p>Interactive World Explorer • Built with passion for exploration</p>
</footer>
<script>
document.addEventListener('DOMContentLoaded', function() {
// DOM Elements
const worldMap = document.getElementById('worldMap');
const statsPanel = document.getElementById('statsPanel');
const infoPanel = document.getElementById('infoPanel');
const loading = document.getElementById('loading');
const viewMapBtn = document.getElementById('view-map');
const viewStatsBtn = document.getElementById('view-stats');
const resetBtn = document.getElementById('reset');
const totalRegionsEl = document.getElementById('totalRegions');
const exploredRegionsEl = document.getElementById('exploredRegions');
const averageSizeEl = document.getElementById('averageSize');
const regionInfoEl = document.getElementById('regionInfo');
// State
let regions = [];
let exploredRegions = new Set();
let activeView = 'map';
let selectedRegion = null;
// Sample data for regions (in a real app, this would come from an API)
const sampleRegions = [
{
id: 'europe',
name: 'Europe',
center: { x: 0.2, y: 0.5 },
size: 10180000,
description: 'Europe is a continent located entirely in the Northern Hemisphere and mostly in the Eastern Hemisphere. Comprising the westernmost part of Eurasia, Europe is bordered by the Arctic Ocean to the north, the Atlantic Ocean to the west, and the Mediterranean Sea to the south.',
flag: '🇪🇺',
population: 746000000,
capital: 'Brussels, Strasbourg (de facto)',
languages: ['English', 'German', 'French'],
funFact: 'Europe has 44 time zones, more than any other continent.'
},
{
id: 'asia',
name: 'Asia',
center: { x: 0.7, y: 0.4 },
size: 44580000,
description: 'Asia is Earth\'s largest and most populous continent, located primarily in the Eastern and Northern Hemispheres. It covers 8.7% of the Earth\'s total surface area and comprises 30% of its land area.',
flag: '🇨🇳',
population: 4641000000,
capital: 'Various (Beijing, Tokyo, etc.)',
languages: ['Mandarin', 'Hindi', 'English'],
funFact: 'Asia is home to the world\'s tallest mountain, Mount Everest, and the deepest lake, Lake Baikal.'
},
{
id: 'africa',
name: 'Africa',
center: { x: 0.4, y: 0.6 },
size: 30370000,
description: 'Africa is the world\'s second-largest and second-most populous continent. It is bordered by the Mediterranean Sea to the north, the Red Sea to the northeast, the Indian Ocean to the southeast, and the Atlantic Ocean to the west.',
flag: '🇿🇦',
population: 1340000000,
capital: 'Various (Cairo, Addis Ababa, etc.)',
languages: ['Arabic', 'Swahili', 'Hausa'],
funFact: 'Africa contains 60% of the world\'s arable land.'
},
{
id: 'north-america',
name: 'North America',
center: { x: -0.1, y: 0.3 },
size: 24709000,
description: 'North America is a continent entirely within the Northern Hemisphere and almost all within the Western Hemisphere. It is bordered to the north by the Arctic Ocean, to the east by the Atlantic Ocean, to the west and south by the Pacific Ocean, and to the southeast by South America and the Caribbean Sea.',
flag: '🇺🇸',
population: 579000000,
capital: 'Washington, D.C.',
languages: ['English', 'Spanish'],
funFact: 'North America has the world\'s largest freshwater lake by surface area.'
},
{
id: 'south-america',
name: 'South America',
center: { x: -0.3, y: 0.5 },
size: 17840000,
description: 'South America is a continent in the Western Hemisphere, mostly in the Southern Hemisphere, with a region in the Northern Hemisphere. It is bordered on the west by the Pacific Ocean and on the north and east by the Atlantic Ocean; North America and the Caribbean Sea lie to the northwest.',
flag: '🇧🇷',
population: 423000000,
capital: 'Brasília',
languages: ['Portuguese', 'Spanish'],
funFact: 'South America has the world\'s largest rainforest, the Amazon Rainforest.'
},
{
id: 'australia',
name: 'Australia/Oceania',
center: { x: 1.2, y: -0.1 },
size: 8525989,
description: 'Oceania is a geographic region that includes Australasia, Melanesia, Micronesia, and Polynesia. Australia, the largest country in Oceania, is often considered part of the continent of Australia, but the term Oceania is used to include the Pacific islands as well.',
flag: '🇦🇺',
population: 42000000,
capital: 'Canberra',
languages: ['English'],
funFact: 'Oceania has the world\'s largest coral reef system, the Great Barrier Reef.'
},
{
id: 'antarctica',
name: 'Antarctica',
center: { x: -0.2, y: -0.7 },
size: 14200000,
description: 'Antarctica is Earth\'s southernmost continent. It contains the geographic South Pole and is situated in the Antarctic region of the Southern Hemisphere, almost entirely south of the Antarctic Circle, and is surrounded by the Southern Ocean.',
flag: '🇦🇶',
population: 1000, // Permanent residents
capital: 'None (scientific stations)',
languages: ['English, Russian, and others'],
funFact: 'Antarctica is the coldest, driest, and windiest continent, and has the highest average elevation of all the continents.'
}
];
// Initialize the application
init();
function init() {
// Set up event listeners
setupEventListeners();
// Load regions (simulated API call)
loadRegions();
// Set default view
setView('map');
}
function loadRegions() {
// Simulate API delay
setTimeout(() => {
regions = sampleRegions;
renderRegions();
updateStats();
loading.style.display = 'none';
}, 800);
}
function renderRegions() {
worldMap.innerHTML = ''; // Clear loading message
regions.forEach(region => {
// Calculate position based on center coordinates (simplified)
const mapWidth = worldMap.offsetWidth;
const mapHeight = worldMap.offsetHeight;
const x = (region.center.x + 0.5) * mapWidth;
const y = (0.5 - region.center.y) * mapHeight; // Flip y-axis
// Create region element
const regionEl = document.createElement('div');
regionEl.className = 'region';
regionEl.dataset.id = region.id;
regionEl.style.left = `${x}px`;
regionEl.style.top = `${y}px`;
regionEl.style.width = `${region.size / 1000000}px`; // Simplified size representation
regionEl.style.height = `${region.size / 2000000}px`;
// Add tooltip
const tooltip = document.createElement('div');
tooltip.className = 'tooltip';
tooltip.innerHTML = `
<strong>${region.name}</strong><br>
${region.description.substring(0, 100)}...
`;
worldMap.appendChild(tooltip);
// Store tooltip reference
regionEl.tooltip = tooltip;
// Add click event
regionEl.addEventListener('click', () => handleRegionClick(region));
worldMap.appendChild(regionEl);
});
}
function handleRegionClick(region) {
// Update UI for selected region
if (selectedRegion) {
document.querySelector(`.region[data-id="${selectedRegion.id}"]`).classList.remove('active');
selectedRegion.tooltip.classList.remove('show');
}
const regionEl = document.querySelector(`.region[data-id="${region.id}"]`);
regionEl.classList.add('active');
regionEl.tooltip.classList.add('show');
selectedRegion = region;
updateRegionInfo(region);
markAsExplored(region.id);
}
function markAsExplored(regionId) {
if (!exploredRegions.has(regionId)) {
exploredRegions.add(regionId);
updateStats();
}
}
function updateRegionInfo(region) {
regionInfoEl.innerHTML = `
<div>
<h2>${region.name}</h2>
<p>${region.description}</p>
<p>Population: ${region.population}</p>
<p>Capital: ${region.capital}</p>
<p>Languages: ${region.languages.join(', ')}</p>
<p>Fun Fact: ${region.funFact}</p>
</div>
`;
}
});
</script>
</body>
</html>
```
Interaktives Partikelsystem mit mouse-driven Quantum-Fusion-Effekt und immersivem Audio-Feedback
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Quantum Particle Orchestrator</title>
<style>
:root {
--bg-dark: #0a0a1a;
--particle-glow: #00f2ff;
--quantum-pulse: radial-gradient(circle at center, transparent 30%, rgba(0, 242, 255, 0.1) 31%, rgba(0, 242, 255, 0.05) 60%);
--font-futuristic: 'Arial', sans-serif;
}
body {
margin: 0;
padding: 0;
overflow: hidden;
background-color: var(--bg-dark);
color: var(--particle-glow);
font-family: var(--font-futuristic);
background-image: var(--quantum-pulse);
animation: quantumPulse 8s infinite alternate;
background-size: 200vmax 200vmax;
}
#particle-canvas {
display: block;
margin: 0 auto;
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
touch-action: none;
}
#info-panel {
position: fixed;
bottom: 20px;
right: 20px;
background-color: rgba(10, 10, 26, 0.8);
padding: 15px 20px;
border-radius: 10px;
border: 1px solid var(--particle-glow);
font-size: 14px;
max-width: 300px;
backdrop-filter: blur(5px);
}
.quantum-mode {
font-size: 24px;
font-weight: bold;
margin-top: 10px;
}
.particle-mode {
font-size: 18px;
}
h1 {
position: absolute;
top: 20px;
left: 20px;
font-size: 28px;
font-weight: 300;
color: rgba(255, 255, 255, 0.7);
text-shadow: 0 0 10px var(--particle-glow);
}
@keyframes quantumPulse {
0% {
background-size: 150vmax 150vmax;
}
100% {
background-size: 200vmax 200vmax;
}
}
</style>
</head>
<body>
<h1>QUANTUM PARTICLE ORCHESTRATOR</h1>
<canvas id="particle-canvas"></canvas>
<div id="info-panel">
<div class="quantum-mode">Quantum Mode: OFF</div>
<div class="particle-mode">Particles: 0</div>
</div>
<script>
// Quantum Particle Orchestrator v1.0
// By Ailey — Interactive particle system with quantum fusion and audio feedback
document.addEventListener('DOMContentLoaded', () => {
const canvas = document.getElementById('particle-canvas');
const ctx = canvas.getContext('2d');
const infoPanel = document.getElementById('info-panel');
const quantumModeElement = document.querySelector('.quantum-mode');
const particleCountElement = document.querySelector('.particle-mode');
// Set canvas to full window size
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
// Audio context and effects
const audioContext = new (window.AudioContext || window.webkitAudioContext)();
const masterGain = audioContext.createGain();
masterGain.gain.value = 0.5;
masterGain.connect(audioContext.destination);
const synth = audioContext.createOscillator();
synth.type = 'sine';
synth.frequency.value = 440;
synth.connect(masterGain);
const particleSound = audioContext.createBufferSource();
const particleBuffer = audioContext.createBuffer(1, 22050, audioContext.sampleRate);
const particleData = particleBuffer.getChannelData(0);
for (let i = 0; i < 22050; i++) {
particleData[i] = 0.5 * Math.sin(i * 0.1);
}
particleSound.buffer = particleBuffer;
particleSound.connect(masterGain);
// Quantum particle class
class QuantumParticle {
constructor(x, y) {
this.x = x;
this.y = y;
this.size = Math.random() * 4 + 1;
this.speed = Math.random() * 2 + 0.5;
this.angle = Math.random() * Math.PI * 2;
this.velocityX = Math.cos(this.angle) * this.speed;
this.velocityY = Math.sin(this.angle) * this.speed;
this.color = `hsl(${Math.random() * 30 + 210}, 100%, 70%)`;
this.birthTime = Date.now();
this.decayTime = 5000 + Math.random() * 3000;
this.isFused = false;
this.fusionProgress = 0;
this.fusionTarget = null;
}
update(quantumMode) {
// Normal movement
this.x += this.velocityX;
this.y += this.velocityY;
// Boundary conditions
if (this.x < 0 || this.x > canvas.width) {
this.velocityX *= -1;
this.x = Math.max(0, Math.min(canvas.width, this.x));
}
if (this.y < 0 || this.y > canvas.height) {
this.velocityY *= -1;
this.y = Math.max(0, Math.min(canvas.height, this.y));
}
// Quantum mode fusion behavior
if (quantumMode) {
if (!this.isFused && !this.fusionTarget && Math.random() < 0.02) {
this.findFusionTarget();
}
if (this.fusionTarget && this.fusionProgress < 1) {
this.fusionProgress += 0.05;
if (this.fusionProgress >= 1) {
this.completeFusion();
}
}
}
}
findFusionTarget() {
for (let i = 0; i < particles.length; i++) {
if (i !== this.id && !particles[i].isFused && !particles[i].fusionTarget) {
const distance = Math.sqrt(Math.pow(this.x - particles[i].x, 2) + Math.pow(this.y - particles[i].y, 2));
if (distance < 100) {
this.fusionTarget = i;
particles[i].fusionTarget = this.id;
return;
}
}
}
}
completeFusion() {
this.isFused = true;
if (this.fusionTarget !== null) {
const target = particles[this.fusionTarget];
target.isFused = true;
}
// Create a new particle at the fusion location
const fusionX = this.x;
const fusionY = this.y;
const newParticle = new QuantumParticle(fusionX, fusionY);
newParticle.size = this.size + 1.5;
newParticle.speed = this.speed * 1.2;
newParticle.color = `hsl(${Math.random() * 20 + 200}, 100%, 60%)`;
particles.push(newParticle);
particleCount++;
// Trigger quantum fusion sound
synth.frequency.value = 800 + Math.random() * 400;
synth.start();
synth.stop(audioContext.currentTime + 0.5);
}
draw() {
// Glowing trail effect
ctx.beginPath();
ctx.arc(this.x, this.y, this.size * 2, 0, Math.PI * 2);
ctx.strokeStyle = `rgba(255, 255, 255, 0.1)`;
ctx.lineWidth = 1;
ctx.stroke();
// Main particle with glow
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.fillStyle = this.color;
ctx.fill();
// Glow effect
const gradient = ctx.createRadialGradient(this.x, this.y, 0, this.x, this.y, this.size * 3);
gradient.addColorStop(0, this.color);
gradient.addColorStop(1, `rgba(255, 255, 255, 0)`);
ctx.beginPath();
ctx.arc(this.x, this.y, this.size * 3, 0, Math.PI * 2);
ctx.fillStyle = gradient;
ctx.fill();
// Quantum fusion effect
if (this.fusionProgress > 0 && this.fusionProgress < 1) {
const target = particles[this.fusionTarget];
const connectionX = (this.x + target.x) / 2;
const connectionY = (this.y + target.y) / 2;
const connectionDist = Math.sqrt(Math.pow(this.x - target.x, 2) + Math.pow(this.y - target.y, 2));
// Connection line
ctx.beginPath();
ctx.moveTo(this.x, this.y);
ctx.lineTo(target.x, target.y);
ctx.strokeStyle = `rgba(255, 255, 255, 0.3)`;
ctx.lineWidth = 1;
ctx.stroke();
// Energy pulse at connection point
ctx.beginPath();
ctx.arc(connectionX, connectionY, this.size * this.fusionProgress * 2, 0, Math.PI * 2);
ctx.fillStyle = `rgba(0, 242, 255, 0.5)`;
ctx.fill();
}
}
}
// Mouse interaction
const mouse = { x: 0, y: 0 };
canvas.addEventListener('mousemove', (e) => {
mouse.x = e.clientX;
mouse.y = e.clientY;
});
canvas.addEventListener('click', (e) => {
// Particle click sound
particleSound.loop = false;
particleSound.start();
particleSound.stop(audioContext.currentTime + 0.2);
});
// Quantum mode toggle
canvas.addEventListener('dblclick', () => {
quantumMode = !quantumMode;
quantumModeElement.textContent = `Quantum Mode: ${quantumMode ? 'ON' : 'OFF'}`;
if (quantumMode) {
synth.frequency.value = 1200;
synth.start();
setTimeout(() => synth.stop(audioContext.currentTime), 500);
}
});
// Main variables
let particles = [];
let particleCount = 0;
let quantumMode = false;
let lastParticleTime = 0;
const particleInterval = 1000; // ms
// Main animation loop
function animate() {
// Clear with subtle background
ctx.fillStyle = `rgba(10, 10, 26, 0.95)`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
const now = Date.now();
// Spawn new particles
if (now - lastParticleTime > particleInterval) {
const angle = Math.atan2(mouse.y - canvas.height/2, mouse.x - canvas.width/2);
const distance = Math.sqrt(Math.pow(mouse.x - canvas.width/2, 2) + Math.pow(mouse.y - canvas.height/2, 2));
const spawnX = canvas.width/2 + Math.cos(angle) * distance;
const spawnY = canvas.height/2 + Math.sin(angle) * distance;
particles.push(new QuantumParticle(spawnX, spawnY));
particleCount++;
lastParticleTime = now;
// Particle click sound
particleSound.loop = false;
particleSound.start();
particleSound.stop(audioContext.currentTime + 0.2);
}
// Update particles
for (let i = particles.length - 1; i >= 0; i--) {
const particle = particles[i];
particle.update(quantumMode);
// Remove particles that have decayed
if (now - particle.birthTime > particle.decayTime && !particle.isFused) {
particles.splice(i, 1);
particleCount--;
}
}
// Draw particles (reverse order for proper layering)
for (let i = particles.length - 1; i >= 0; i--) {
particles[i].draw();
}
// Update particle count in info panel
particleCountElement.textContent = `Particles: ${particleCount}`;
requestAnimationFrame(animate);
}
// Start animation
animate();
// Add mouse position to info panel
function updateMousePosition() {
infoPanel.querySelector('.particle-mode').textContent = `Particles: ${particleCount} | Mouse: ${Math.round(mouse.x)}, ${Math.round(mouse.y)}`;
requestAnimationFrame(updateMousePosition);
}
updateMousePosition();
});
</script>
<audio preload="auto">
<source src="data:audio/wav;base64,UklGRl9vT19XQVZFZm10IBXaW1hZCg8AHwAAAADAAAwABAAEAF-MiQBFQIBAQAAAP4AAD-7AAABAAgWAhAEAAEAAQACAAEAIABAAEAAQACAAEAIABDACoBAAA=" type="audio/wav">
</audio>
</body>
</html>
Ein kreatives Crafting-System-Plugin für RPG Maker MZ mit einzigartigen Rezepten und Zutaten-Management.
// Ailey's RPG Crafting System for RPG Maker MZ
// Complete Node.js script that can be run directly or used as a plugin
// =============================================
// 1. CORE CRAFTING SYSTEM
// =============================================
class AileyCraftingSystem {
constructor(game) {
this.game = game;
this.recipeDatabase = [];
this.playerInventory = [];
this.craftingStation = null;
this.initialized = false;
}
init() {
if (this.initialized) return;
this.initialized = true;
// Create a basic crafting station
this.craftingStation = {
name: "Ancient Crafting Table",
tier: 1,
maxRecipes: 5,
recipes: []
};
// Initialize with some base recipes
this.addRecipes([
{
name: "Basic Wooden Sword",
tier: 1,
materials: [
{ item: "Wood", amount: 5 },
{ item: "Iron Ore", amount: 2 }
],
output: { item: "Wooden Sword", amount: 1 },
description: "A simple sword made from wood and iron."
},
{
name: "Potato Soup",
tier: 1,
materials: [
{ item: "Potato", amount: 3 },
{ item: "Onion", amount: 1 },
{ item: "Water", amount: 2 }
],
output: { item: "Potato Soup", amount: 1 },
description: "A hearty soup that restores 20 HP."
}
]);
// Add some initial items to inventory
this.playerInventory = [
{ item: "Wood", amount: 10 },
{ item: "Iron Ore", amount: 5 },
{ item: "Potato", amount: 8 },
{ item: "Onion", amount: 3 }
];
console.log("Ailey's Crafting System initialized successfully!");
}
addRecipes(recipes) {
recipes.forEach(recipe => {
if (this.recipeDatabase.find(r => r.name === recipe.name)) return;
// Validate recipe tier against station tier
if (recipe.tier > this.craftingStation.tier) {
console.warn(`Recipe "${recipe.name}" requires tier ${recipe.tier}, current station tier is ${this.craftingStation.tier}`);
return;
}
this.recipeDatabase.push(recipe);
this.craftingStation.recipes.push(recipe);
if (this.craftingStation.recipes.length > this.craftingStation.maxRecipes) {
this.craftingStation.recipes.shift(); // Remove oldest recipe when max reached
}
});
}
canCraft(recipe) {
return this.playerInventory.every(item => {
const required = recipe.materials.find(m => m.item === item.item);
return required ? item.amount >= required.amount : true;
});
}
craft(recipe) {
if (!this.canCraft(recipe)) {
console.log("Not enough materials to craft!");
return false;
}
// Consume materials
this.playerInventory.forEach(item => {
const required = recipe.materials.find(m => m.item === item.item);
if (required) {
item.amount -= required.amount;
}
});
// Add output item (or update if exists)
const existingOutput = this.playerInventory.find(i => i.item === recipe.output.item);
if (existingOutput) {
existingOutput.amount += recipe.output.amount;
} else {
this.playerInventory.push({
item: recipe.output.item,
amount: recipe.output.amount
});
}
console.log(`Successfully crafted ${recipe.output.item}!`);
return true;
}
displayInventory() {
console.log("\n=== INVENTORY ===");
this.playerInventory.forEach(item => {
console.log(`${item.item}: ${item.amount}`);
});
}
displayAvailableRecipes() {
console.log("\n=== AVAILABLE RECIPES ===");
this.recipeDatabase.forEach(recipe => {
console.log(`[${recipe.tier}] ${recipe.name} - ${recipe.description}`);
});
}
}
// =============================================
// 2. GAME SIMULATION FOR DEMO PURPOSES
// =============================================
class GameSimulation {
constructor() {
this.actor = {
name: "Ailey",
hp: 100,
maxHp: 100
};
}
useItem(item) {
if (item.item === "Potato Soup" && item.amount > 0) {
this.actor.hp = Math.min(this.actor.maxHp, this.actor.hp + 20);
console.log("Restored 20 HP!");
return true;
}
return false;
}
}
// =============================================
// 3. MAIN EXECUTION FOR STANDALONE SCRIPT
// =============================================
if (typeof window === 'undefined') {
// Running as Node.js script
console.log("Running Ailey's RPG Crafting System Demo...");
const gameSim = new GameSimulation();
const craftingSystem = new AileyCraftingSystem(gameSim);
craftingSystem.init();
craftingSystem.displayInventory();
craftingSystem.displayAvailableRecipes();
// Demo crafting
console.log("\n--- Crafting Attempt 1 (Should work) ---");
craftingSystem.craft(craftingSystem.recipeDatabase[0]);
craftingSystem.displayInventory();
console.log("\n--- Crafting Attempt 2 (Should work) ---");
craftingSystem.craft(craftingSystem.recipeDatabase[1]);
craftingSystem.displayInventory();
console.log("\n--- Using crafted item ---");
craftingSystem.useItem({ item: "Potato Soup", amount: 1 });
console.log(`Actor HP: ${gameSim.actor.hp}/${gameSim.actor.maxHp}`);
console.log("\nDemo complete!");
} else {
// This would be the RPG Maker MZ plugin implementation
console.log("This would be the RPG Maker MZ plugin implementation");
// Plugin registration would go here in actual RPG Maker
}
Ein spielerischer WordPress/Joomla-Plug-in, der kreisförmige XP-Badges mit Emojis generiert und auf Frontend-Seiten einbinden lässt.
<?php
/**
* Plugin Name: Round XP Badges Generator 🌟
* Description: Generates cute circular XP badges with emojis for your site!
* Version: 1.0
* Author: Ailey
* License: GPLv2 or later
* Text Domain: round_xp_badges
*/
if (!defined('ABSPATH')) exit; // Exit if accessed directly
// ======================
// MAIN PLUGIN CLASS
// ======================
class Round_XP_Badges_Generator {
private $badge_data = [
'bronze' => ['emoji' => '🥉', 'xp' => 1000],
'silver' => ['emoji' => '🥈', 'xp' => 5000],
'gold' => ['emoji' => '🥇', 'xp' => 10000],
'diamond' => ['emoji' => '💎', 'xp' => 20000],
'platinum' => ['emoji' => '👑', 'xp' => 50000]
];
public function __construct() {
// WordPress Hooks
if (function_exists('add_action')) {
add_action('wp_enqueue_scripts', [$this, 'enqueue_assets']);
add_shortcode('xp_badge', [$this, 'xp_badge_shortcode']);
add_filter('widget_text', [$this, 'auto_insert_badge'], 10, 2);
}
// Joomla Hooks (if detected)
if (class_exists('JApplication')) {
JFactory::getApplication()->registerEvent('onContentBeforeDisplay', [$this, 'joomla_display_badge']);
}
}
// WordPress Enqueue Scripts
public function enqueue_assets() {
wp_enqueue_style('round-badges-style', plugins_url('assets/style.css', __FILE__));
wp_enqueue_script('round-badges-script', plugins_url('assets/script.js', __FILE__), [], null, true);
}
// Main Shortcode Handler
public function xp_badge_shortcode($atts) {
$atts = shortcode_atts([
'level' => 'gold',
'size' => 'medium',
'animated' => 'true'
], $atts, 'xp_badge');
$badge = $this->generate_badge_html($atts);
return $badge;
}
// Generate the Badge HTML
private function generate_badge_html($atts) {
$level = sanitize_key($atts['level']);
$size = sanitize_key($atts['size']);
$animated = sanitize_key($atts['animated']) === 'true';
if (!isset($this->badge_data[$level])) {
$level = 'gold'; // Default to gold if invalid
}
$data = $this->badge_data[$level];
$emoji = $data['emoji'];
$size_class = $size === 'large' ? 'xp-badges-large' :
($size === 'small' ? 'xp-badges-small' : 'xp-badges-medium');
$animated_class = $animated ? 'xp-badges-animated' : '';
return sprintf(
'<div class="xp-badges-container %s %s" data-xp="%d" data-level="%s">
<div class="xp-badges-badge">
%s
</div>
<div class="xp-badges-text">%s XP</div>
</div>',
$size_class,
$animated_class,
$data['xp'],
$level,
$emoji,
number_format($data['xp'])
);
}
// Auto-insert badge in widget text areas (WordPress)
public function auto_insert_badge($text, $instance) {
if (stripos($text, '[[xp-badge]]') !== false) {
$text = str_replace('[[xp-badge]]', '[xp_badge]', $text);
}
return $text;
}
// Joomla Content Display Hook
public function joomla_display_badge($context, $article, $params, $limitstart) {
if (stripos($article->text, '[[xp-badge]]') !== false) {
$badge_html = $this->generate_badge_html([
'level' => 'gold',
'size' => 'medium',
'animated' => 'true'
]);
$article->text = str_replace('[[xp-badge]]', $badge_html, $article->text);
}
return $article;
}
}
// Initialize the plugin
new Round_XP_Badges_Generator();
// ======================
// ASSETS (would normally be in a separate file)
// ======================
?>
<!-- CSS would normally be in assets/style.css -->
<style>
.xp-badges-container {
display: inline-block;
position: relative;
font-family: 'Segoe UI', sans-serif;
border-radius: 50%;
padding: 15px;
box-shadow: 0 4px 8px rgba(0,0,0,0.2);
background: #f8f9fa;
transition: all 0.3s ease;
}
.xp-badges-container.xp-badges-animated {
animation: pulse 2s infinite;
}
.xp-badges-container.xp-badges-large {
width: 80px;
height: 80px;
padding: 25px;
}
.xp-badges-container.xp-badges-medium {
width: 60px;
height: 60px;
padding: 15px;
}
.xp-badges-container.xp-badges-small {
width: 40px;
height: 40px;
padding: 10px;
}
.xp-badges-badge {
width: 100%;
height: 100%;
display: flex;
justify-content: center;
align-items: center;
border-radius: 50%;
color: #2c3e50;
font-size: 24px;
background: white;
box-shadow: 0 2px 4px rgba(0,0,0,0.1);
position: relative;
z-index: 1;
}
.xp-badges-text {
position: absolute;
bottom: -25px;
left: 50%;
transform: translateX(-50%);
font-size: 10px;
color: #6c757d;
text-align: center;
white-space: nowrap;
z-index: 0;
}
/* Level-specific colors */
.xp-badges-container[data-level="bronze"] { background: #cd7f32; }
.xp-badges-container[data-level="silver"] { background: #c0c0c0; }
.xp-badges-container[data-level="gold"] { background: #ffd700; }
.xp-badges-container[data-level="diamond"] { background: #4169e1; }
.xp-badges-container[data-level="platinum"] { background: #e5e4e2; }
/* Animation */
@keyframes pulse {
0% { transform: scale(1); box-shadow: 0 4px 8px rgba(0,0,0,0.2); }
50% { transform: scale(1.05); box-shadow: 0 6px 12px rgba(0,0,0,0.3); }
100% { transform: scale(1); box-shadow: 0 4px 8px rgba(0,0,0,0.2); }
}
</style>
Ein kreative Particle-Effect-Shader mit glassmorphism-Design für Godot 4, inklusive dynamischer Farbwechsel und interaktiver Partikelverhalten
extends CanvasLayer
@export var intensity: float = 0.5
@export var speed_factor: float = 1.0
@export var color_shift: Vector3 = Vector3(0.2, 0.1, 0.0)
@export var glass_mask_intensity: float = 0.3
@export var neumorphic_intensity: float = 0.2
@export var particle_count: int = 200
@export var base_particle_size: float = 0.1
var _time_offset: float = 0.0
var _particles: PoolByteArray
var _shader_material: ShaderMaterial
var _canvas_item: CanvasItem
func _ready() -> void:
_time_offset = randf()
_particles = PoolByteArray.new()
_material = create_material()
_canvas_item = CanvasItem.new()
add_child(_canvas_item)
_canvas_item.material_override = _material
regenerate_particles()
func _process(delta: float) -> void:
_time_offset += delta * speed_factor
_material.set_shader_param("time_offset", _time_offset + intensity * sin(_time_offset * 2.0))
_material.set_shader_param("glass_mask_intensity", glass_mask_intensity * (0.5 + 0.5 * sin(_time_offset * 1.5)))
_material.set_shader_param("neumorphic_intensity", neumorphic_intensity * (0.3 + 0.2 * cos(_time_offset * 1.0)))
if Input.is_action_just_pressed("ui_accept"):
regenerate_particles()
func create_material() -> ShaderMaterial:
var material = ShaderMaterial.new()
material.shader = load("res://glassmorphic_particle_shader.shader")
material.set_shader_param("particle_count", particle_count)
material.set_shader_param("base_size", base_particle_size)
material.set_shader_param("color_shift", color_shift)
material.set_shader_param("time_offset", _time_offset)
material.set_shader_param("glass_mask_intensity", glass_mask_intensity)
material.set_shader_param("neumorphic_intensity", neumorphic_intensity)
return material
func regenerate_particles() -> void:
_particles.clear()
for i in range(particle_count):
_particles.append((randf_range(-1.0, 1.0), randf_range(-1.0, 1.0), randf_range(0.5, 1.5)))
_material.set_shader_param("particle_data", _particles)
Ein verspielter iOS Mood Tracker mit bunten, runden Charten, die Stimmungen farblich representieren. Enthält interaktive Chart-Gesten, Emoji-Präferenzen und Follow-You-Charts!
import SwiftUI
import Charts
struct Mood: Identifiable, Equatable {
let id = UUID()
let date: Date
let mood: MoodType
var emoji: String { mood.rawValue }
var color: Color { mood.color }
var isFav: Bool = false
static func example(timestamp: Int) -> Mood {
let moodTypes = MoodType.allCases.shuffled()
return Mood(date: Date(timeIntervalSince1970: Double(timestamp)),
mood: moodTypes[0], isFav: Bool.random())
}
}
enum MoodType: String, CaseIterable, Identifiable {
case happy = "😊"
case relaxed = "😌"
case nervous = "😬"
case sad = "😢"
case angry = "😠"
var id: String { rawValue }
var color: Color {
switch self {
case .happy: return .orange
case .relaxed: return .blue
case .nervous: return .purple
case .sad: return .teal
case .angry: return .red
}
}
var desc: String {
switch self {
case .happy: return "Feeling cheerful and awesome!"
case .relaxed: return "Chill vibes only, please."
case .nervous: return "Why is my heart beating so fast?"
case .sad: return "Today is a little gray."
case .angry: return "Red alert! 🚨"
}
}
}
class MoodStore: ObservableObject {
@Published var moods: [Mood] = []
func addMood() {
moods.append(.example(timestamp: Int(Date().timeIntervalSince1970)))
}
func deleteMood(at offsets: IndexSet) {
moods.remove(at: offsets.first!)
}
var favoriteMoods: [Mood] {
moods.filter { $0.isFav }
}
var groupedByDay: [Date: [Mood]] {
var result = [Date: [Mood]]()
for mood in moods {
let calendar = Calendar.current
if let day = calendar.startOfDay(for: mood.date) {
result[day, default: []].append(mood)
}
}
return result
}
}
struct MoodJoyView: View {
@StateObject private var store = MoodStore()
@State private var selectedMood: Mood?
@State private var showActionSheet = false
@State private var showMoodSelection = false
var body: some View {
NavigationStack {
List {
Section("Today's Mood") {
Button(action: {
showMoodSelection = true
}) {
HStack {
if let mood = selectedMood {
mood.emoji
.font(.system(size: 30))
.foregroundColor(mood.color)
Text(mood.mood.rawValue)
.font(.headline)
} else {
Text("Tap to add your mood!")
.foregroundColor(.secondary)
}
}
}
.padding()
.background(selectedMood == nil ? Color(red: 0.9, green: 0.9, blue: 0.9) : selectedMood!.color.opacity(0.2))
.cornerRadius(12)
}
Section("Your Mood History") {
if moods.isEmpty {
Text("No moods yet! Tap above to add one.")
.foregroundColor(.secondary)
} else {
Chart(store.groupedByDay.sorted { $0.key < $1.key }.map { date, moods in
moods
}.flatMap { $0 }) { mood in
BarMark(
x: .value("Date", mood.date, unit: .day),
y: .value("Mood", 1)
)
.foregroundStyle(mood.color)
.cornerRadius(4)
.animation(.easeInOut, value: mood)
}
.chartXAxis {
AxisMarks(values: .automatic)
}
.chartYAxis {
AxisMarks(values: .automatic)
}
.frame(height: 250)
}
}
Section("Your Favorite Moods") {
if store.favoriteMoods.isEmpty {
Text("No favorites yet. Tap a mood to make it favorite!")
.foregroundColor(.secondary)
} else {
ForEach(store.favoriteMoods) { mood in
HStack {
mood.emoji
.font(.system(size: 20))
.foregroundColor(mood.color)
Text(mood.mood.rawValue)
.font(.subheadline)
Spacer()
Image(systemName: mood.isFav ? "star.fill" : "star")
.foregroundColor(mood.isFav ? .yellow : .gray)
}
.onTapGesture {
withAnimation {
mood.isFav.toggle()
}
}
}
}
}
}
.navigationTitle("MoodJoy 🌈")
.toolbar {
ToolbarItem(placement: .navigationBarTrailing) {
Button(action: { showActionSheet = true }) {
Image(systemName: "plus.circle.fill")
.font(.system(size: 24))
}
}
}
.sheet(isPresented: $showMoodSelection) {
MoodSelectionView(selectedMood: $selectedMood, onDismiss: { showMoodSelection = false })
}
.actionSheet(isPresented: $showActionSheet) {
ActionSheet(title: Text("Add mood"), message: Text("How do you feel today?"), buttons: [
.default(Text("Add manually")) { showMoodSelection = true },
.default(Text("Auto-detect")) {
let moods = MoodType.allCases.shuffled()
selectedMood = Mood(date: Date(), mood: moods[0], isFav: Bool.random())
showMoodSelection = false
},
.cancel()
])
}
}
.preferredColorScheme(.light)
.accentColor(.orange)
.onAppear {
store.addMood() // Seed one mood for demo
}
}
}
struct MoodSelectionView: View {
@Binding var selectedMood: Mood?
var onDismiss: () -> Void
var body: some View {
NavigationView {
List(MoodType.allCases, id: \.rawValue) { moodType in
Button(action: {
selectedMood = Mood(date: Date(), mood: moodType, isFav: selectedMood?.isFav ?? false)
onDismiss()
}) {
HStack {
moodType.emoji
.font(.system(size: 30))
.foregroundColor(moodType.color)
Text(moodType.rawValue)
.font(.headline)
Spacer()
if let selected = selectedMood, selected.mood == moodType {
Image(systemName: "checkmark.circle.fill")
.foregroundColor(moodType.color)
}
}
}
.padding()
}
.navigationTitle("Choose your mood")
.navigationBarTitleDisplayMode(.inline)
}
}
}
struct MoodJoyView_Previews: PreviewProvider {
static var previews: some View {
MoodJoyView()
.previewDevice("iPhone 15")
}
}
Ein RPG Maker MZ Particle-Effect-Plugin mit dynamischen Weather-System und interaktiven Partikeln — kann als Standalone-Storm-Simulation oder in Spielen genutzt werden.
// Complete Particle Storm Generator for RPG Maker MZ
// Standalone Node.js script with full RPG Maker MZ compatibility
// Features: Dynamic weather systems, interactive particles, realistic storm simulation
const { join } = require('path');
const fs = require('fs').promises;
class ParticleStorm {
constructor() {
this.particles = [];
this.weatherEffects = [];
this.simulationRunning = false;
this.frames = 0;
}
// RPG Maker MZ Compatible Particle System
createParticle(x, y, color, speed, duration) {
const particle = {
id: this.frames++,
x,
y,
color,
speed: [speed * (Math.random() * 0.5 + 0.25), speed * (Math.random() * 0.5 + 0.25)],
size: Math.random() * 5 + 2,
alpha: Math.random() * 0.7 + 0.3,
duration,
age: 0,
orbitRadius: Math.random() * 10 + 5,
orbitSpeed: Math.random() * 0.05 + 0.01,
isWeatherEffect: false
};
this.particles.push(particle);
return particle.id;
}
// Dynamic Weather Effects
startWeatherEffect(type, intensity, duration) {
const effect = {
type,
intensity,
startTime: Date.now(),
endTime: Date.now() + duration * 1000,
particles: [],
active: true
};
this.weatherEffects.push(effect);
if (type === 'storm') {
setInterval(() => this.updateStormEffect(effect), 16);
}
return effect;
}
updateStormEffect(effect) {
if (effect.active && Date.now() < effect.endTime) {
const count = Math.floor(effect.intensity * 10);
for (let i = 0; i < count; i++) {
this.createParticle(
Math.random() * 800,
Math.random() * 600,
`hsl(${Math.random() * 30 + 180}, 80%, ${Math.random() * 50 + 50}%)`,
2 + Math.random() * 3,
1 + Math.random() * 2
);
}
} else {
effect.active = false;
}
}
// RPG Maker MZ Draw Simulation
drawParticles(ctx) {
// Simulate RPG Maker MZ Canvas
const canvas = {
width: 800,
height: 600,
clear: (color) => {
ctx.fillStyle = color || 'rgba(0,0,0,0.1)';
ctx.fillRect(0, 0, 800, 600);
}
};
// Clear with storm background
canvas.clear('rgba(20, 20, 40, 0.8)');
// Draw all particles
this.particles.forEach(particle => {
if (particle.age < particle.duration) {
// Update position
particle.x += particle.speed[0];
particle.y += particle.speed[1];
// Add orbit effect
if (particle.orbitRadius) {
const angle = (Date.now() / 1000 + particle.id * 0.1) * particle.orbitSpeed;
const orbitX = Math.sin(angle) * particle.orbitRadius;
const orbitY = Math.cos(angle) * particle.orbitRadius;
particle.x += orbitX;
particle.y += orbitY;
}
// Draw particle
ctx.globalAlpha = particle.alpha * (1 - particle.age / particle.duration);
ctx.fillStyle = particle.color;
ctx.beginPath();
ctx.arc(particle.x, particle.y, particle.size, 0, Math.PI * 2);
ctx.fill();
}
});
// Clean up dead particles
this.particles = this.particles.filter(p => p.age < p.duration);
}
// Simulation Loop
startSimulation() {
if (this.simulationRunning) return;
this.simulationRunning = true;
this.lastTime = Date.now();
const canvas = document.createElement('canvas');
canvas.width = 800;
canvas.height = 600;
document.body.appendChild(canvas);
const ctx = canvas.getContext('2d');
function loop() {
const now = Date.now();
const delta = now - ParticleStorm.lastTime;
ParticleStorm.lastTime = now;
// Update weather effects
ParticleStorm.weatherEffects.forEach(effect => {
if (Date.now() < effect.endTime) {
ParticleStorm.updateStormEffect(effect);
}
});
// Draw everything
ParticleStorm.drawParticles(ctx);
if (ParticleStorm.simulationRunning) {
requestAnimationFrame(loop);
}
}
loop();
}
stopSimulation() {
this.simulationRunning = false;
}
// RPG Maker MZ Plugin Export
exportPlugin() {
const pluginCode = `
// Particle Storm Generator Plugin for RPG Maker MZ
// Dynamic weather and particle effects
/*:
* @plugindesc Particle Storm Generator with dynamic weather effects
* @author Ailey
* @help Features:
* - Dynamic storm effects
* - Interactive particles
* - Weather system controller
*/
var ParticleStorm = ParticleStorm || function() {
var particles = [];
var weatherEffects = [];
var frames = 0;
function createParticle(x, y, color, speed, duration) {
var particle = {
id: frames++,
x: x,
y: y,
color: color,
speed: [speed * (Math.random() * 0.5 + 0.25), speed * (Math.random() * 0.5 + 0.25)],
size: Math.random() * 5 + 2,
alpha: Math.random() * 0.7 + 0.3,
duration: duration,
age: 0,
orbitRadius: Math.random() * 10 + 5,
orbitSpeed: Math.random() * 0.05 + 0.01
};
particles.push(particle);
return particle.id;
}
function startWeatherEffect(type, intensity, duration) {
var effect = {
type: type,
intensity: intensity,
startTime: Date.now(),
endTime: Date.now() + duration * 1000,
particles: []
};
weatherEffects.push(effect);
if (type === 'storm') {
setInterval(updateStormEffect, 16, effect);
}
return effect;
}
function updateStormEffect(effect) {
if (Date.now() < effect.endTime) {
var count = Math.floor(effect.intensity * 10);
for (var i = 0; i < count; i++) {
createParticle(
Math.random() * 800,
Math.random() * 600,
\`hsl(${Math.random() * 30 + 180}, 80%, ${Math.random() * 50 + 50}%)\`,
2 + Math.random() * 3,
1 + Math.random() * 2
);
}
} else {
weatherEffects = weatherEffects.filter(e => e !== effect);
}
}
function drawParticles(ctx) {
ctx.clearRect(0, 0, 800, 600);
ctx.fillStyle = 'rgba(20, 20, 40, 0.8)';
ctx.fillRect(0, 0, 800, 600);
particles.forEach(function(particle) {
if (particle.age < particle.duration) {
particle.x += particle.speed[0];
particle.y += particle.speed[1];
if (particle.orbitRadius) {
var angle = (Date.now() / 1000 + particle.id * 0.1) * particle.orbitSpeed;
var orbitX = Math.sin(angle) * particle.orbitRadius;
var orbitY = Math.cos(angle) * particle.orbitRadius;
particle.x += orbitX;
particle.y += orbitY;
}
ctx.globalAlpha = particle.alpha * (1 - particle.age / particle.duration);
ctx.fillStyle = particle.color;
ctx.beginPath();
ctx.arc(particle.x, particle.y, particle.size, 0, Math.PI * 2);
ctx.fill();
}
});
particles = particles.filter(p => p.age < p.duration);
}
return {
createParticle: createParticle,
startWeatherEffect: startWeatherEffect,
drawParticles: drawParticles
};
}();
if (typeof Scene_Base !== 'undefined') {
Scene_Base.prototype.update = function() {
Scene_Base.prototype.update.call(this);
ParticleStorm.drawParticles(this._renderer._c);
};
}
`;
const outputPath = join(__dirname, 'ParticleStormPlugin.js');
await fs.writeFile(outputPath, pluginCode);
console.log(`Plugin exported to ${outputPath}`);
return outputPath;
}
}
// Main Execution
const storm = new ParticleStorm();
// Start with a sample storm effect
storm.startWeatherEffect('storm', 1.5, 10);
// Start the simulation
storm.startSimulation();
// Allow exporting to RPG Maker MZ plugin
if (process.argv.includes('--export')) {
storm.exportPlugin();
}
// Cleanup on exit
process.on('SIGINT', () => {
storm.stopSimulation();
process.exit();
});
Ein minimalistischer Passwortgenerator mit Echtzeit-Entropie-Analyse, der Nutzerführung durch visuelle Feedback-Mechanismen bietet.
use rand::Rng;
use std::io;
const CHAR_SETS: [&str; 4] = [
"23456789BCDFGHJKLMNPQRSTUVWXYZ", // Kein 1, O, 0, l, I, weil Puhle
"!\"#$%&'()*+,-./:;<=>?@[\\]^_`{|}~",
"abcdefghijkmnpqrstuvwxyz", // Kein i, l, weil sie gleich aussehen wenn man mal betrunken ist
"0123456789" // Nur Zahlen, für diejenigen die numbers lieben
];
fn main() {
println!("AileyPass - Passwortgenerator mit Entropie-Analyse");
println!("------------------------------------------------");
println!("Gib die gewünschte Länge ein (8-100):");
let length = read_positive_int(8, 100);
println!("\nWähle ein Char-Set (1-4):");
for (i, set) in CHAR_SETS.iter().enumerate() {
println!("{}. {}", i + 1, set);
}
let set_idx = (read_positive_int(1, 4) - 1) as usize;
let char_set = CHAR_SETS[set_idx].chars().collect::<Vec<_>>();
println!("\nGeneriere Passwort...");
let mut rng = rand::thread_rng();
let mut password = String::with_capacity(length);
let mut chars: Vec<char> = char_set.clone();
for _ in 0..length {
let idx = rng.gen_range(0..chars.len());
password.push(chars[idx]);
}
let entropy = calculate_entropy(&password, &char_set);
let entropy_bar = generate_entropy_bar(entropy);
println!("\nErgebnis:");
println!("{:-^80}", "");
println!("Passwort: {}", password);
println!("Entropie: {:.2} bits", entropy);
println!("Entropie-Balken: {}", entropy_bar);
println!("{:-^80}", "");
}
fn read_positive_int(min: u32, max: u32) -> u32 {
loop {
let mut input = String::new();
io::stdin().read_line(&mut input).expect("Fehler beim Lesen");
match input.trim().parse::<u32>() {
Ok(num) if num >= min && num <= max => return num,
Ok(_) => println!("Zahl muss zwischen {} und {} liegen", min, max),
Err(_) => println!("Bitte eine gültige Zahl eingeben"),
}
}
}
fn calculate_entropy(password: &str, char_set: &[char]) -> f64 {
let set_size = char_set.len() as f64;
let entropy = password.len() as f64 * set_size.ln() / 2.0;
entropy
}
fn generate_entropy_bar(entropy: f64) -> String {
let max_entropy = 256.0; // Theoretisches Maximum für 256 Zeichen-Set
let bar_length = 50;
let filled = (entropy / max_entropy * bar_length as f64).round() as u32;
let filled = std::cmp::min(filled, bar_length);
let empty = bar_length - filled;
format!(
"{}{}",
"█".repeat(filled as usize),
"-".repeat(empty)
)
}
Ein cron-job-Scheduler mit menschenlesbarer Syntax, der mit einem futuristischen, durchsichtigen UI-Design (Glassmorphism) Synchronicitäts-Effekte visualisiert.
// nebula-cron-scheduler.js
const express = require('express');
const cron = require('node-cron');
const { exec } = require('child_process');
const { join } = require('path');
class NebulaCronScheduler {
constructor() {
this.jobs = new Map();
this.app = express();
this.setupUI();
this.setupRoutes();
this.startServer();
}
setupUI() {
this.app.use(express.static(join(__dirname, 'ui")));
this.app.set('view engine', 'ejs');
}
setupRoutes() {
this.app.get('/', (req, res) => {
res.render('index', { jobs: Array.from(this.jobs.values()) });
});
this.app.post('/schedule', express.json(), (req, res) => {
const { name, cronTime, command } = req.body;
if (!name || !cronTime || !command) {
return res.status(400).json({ error: 'Missing required fields' });
}
const job = cron.schedule(cronTime, () => {
console.log(`Running job: ${name}`);
exec(command, (error, stdout, stderr) => {
if (error) console.error(`Job ${name} error:`, error);
if (stderr) console.error(`Job ${name} stderr:`, stderr);
console.log(`Job ${name} output:`, stdout);
});
});
this.jobs.set(name, { cronTime, command, job });
res.status(201).json({ message: 'Job scheduled' });
});
this.app.delete('/delete/:name', (req, res) => {
const { name } = req.params;
if (this.jobs.has(name)) {
this.jobs.get(name).job.stop();
this.jobs.delete(name);
}
res.status(200).json({ message: 'Job removed' });
});
}
startServer() {
const PORT = process.env.PORT || 3000;
this.app.listen(PORT, () => {
console.log(`Nebula Cron Scheduler running on http://localhost:${PORT}`);
});
}
}
new NebulaCronScheduler();
// Glassmorphism & Neumorphism UI (served from ui/ directory)
/*
UI Directory Structure:
nebula-cron-scheduler/
├── ui/
│ ├── index.ejs
│ ├── styles.css
│ └── script.js
└── nebula-cron-scheduler.js
*/
Ein flippendes Karten-Spiel mit glitzerndem Mosaik-Design und Konfetti bei Erfolg.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Shimmering Mosaic Memory</title>
<style>
:root {
--primary: #6a11cb;
--secondary: #2575fc;
--accent: #f221a9;
--background: #121212;
--card-front: #2a2a3a;
--card-back: #3a3a4a;
--confetti-color: #f221a9;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Arial', sans-serif;
background-color: var(--background);
color: white;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
min-height: 100vh;
padding: 20px;
}
h1 {
margin-bottom: 20px;
text-align: center;
font-size: 2.5rem;
color: var(--primary);
text-shadow: 0 0 10px rgba(106, 17, 203, 0.5);
}
.game-container {
width: 600px;
max-width: 90%;
margin-bottom: 30px;
}
.grid {
display: grid;
grid-template-columns: repeat(4, 1fr);
gap: 10px;
margin-bottom: 20px;
}
.card {
perspective: 1000px;
width: 100px;
height: 100px;
position: relative;
cursor: pointer;
border-radius: 10px;
overflow: hidden;
transition: transform 0.6s;
background-color: var(--card-back);
}
.card.flipped {
transform: rotateY(180deg);
}
.card-front, .card-back {
position: absolute;
width: 100%;
height: 100%;
backface-visibility: hidden;
display: flex;
align-items: center;
justify-content: center;
border-radius: 10px;
font-size: 1.5rem;
font-weight: bold;
color: white;
box-shadow: 0 5px 15px rgba(0,0,0,0.3);
}
.card-back {
background-color: var(--card-back);
transform: rotateY(180deg);
display: flex;
justify-content: center;
align-items: center;
flex-direction: column;
font-size: 1.5rem;
}
.card.front-mosaic {
background-image: radial-gradient(circle, rgba(255,255,255,0.1) 1px, transparent 1px);
background-size: 20px 20px;
position: relative;
}
.card.front-mosaic::before {
content: '';
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: radial-gradient(circle at 10% 20%, var(--primary), transparent 20%),
radial-gradient(circle at 90% 80%, var(--accent), transparent 20%);
background-size: 50px 50px, 50px 50px;
animation: shimmer 3s infinite alternate;
}
.card.back-mosaic {
background-color: var(--card-back);
background-image: radial-gradient(circle, rgba(255,255,255,0.05) 1px, transparent 1px);
background-size: 15px 15px;
position: relative;
font-size: 1rem;
}
.card.back-mosaic::before {
content: attr(data-value);
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
color: var(--secondary);
font-size: 2rem;
font-weight: bold;
}
.score-display {
display: flex;
justify-content: space-between;
width: 100%;
margin-bottom: 20px;
font-size: 1.2rem;
}
.score {
background-color: rgba(0,0,0,0.3);
padding: 10px 20px;
border-radius: 5px;
text-align: center;
}
.btn {
background-color: var(--primary);
color: white;
border: none;
padding: 12px 24px;
border-radius: 5px;
font-size: 1rem;
cursor: pointer;
transition: all 0.3s;
margin-top: 10px;
}
.btn:hover {
background-color: var(--secondary);
transform: translateY(-2px);
}
.confetti {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: 1000;
}
.confetti-piece {
position: absolute;
width: 10px;
height: 10px;
background-color: var(--confetti-color);
border-radius: 50%;
animation: confetti-fall 2s linear;
}
@keyframes shimmer {
0% {
opacity: 0.5;
background-position: 0 0;
}
100% {
opacity: 1;
background-position: 200px 200px;
}
}
@keyframes confetti-fall {
0% {
transform: translateY(-100vh) rotate(0deg);
opacity: 1;
}
100% {
transform: translateY(100vh) rotate(360deg);
opacity: 0;
}
}
.modal {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-color: rgba(0,0,0,0.8);
display: flex;
align-items: center;
justify-content: center;
z-index: 1000;
opacity: 0;
visibility: hidden;
transition: all 0.3s;
}
.modal.active {
opacity: 1;
visibility: visible;
}
.modal-content {
background-color: #1e1e1e;
padding: 30px;
border-radius: 10px;
text-align: center;
max-width: 500px;
width: 90%;
}
.modal h2 {
margin-bottom: 20px;
color: var(--primary);
}
.modal button {
background-color: var(--secondary);
margin-top: 20px;
}
.tutorial {
position: fixed;
bottom: 20px;
left: 20px;
background-color: rgba(0,0,0,0.7);
padding: 15px;
border-radius: 5px;
max-width: 250px;
z-index: 100;
}
.tutorial button {
background-color: var(--accent);
margin-top: 10px;
font-size: 0.9rem;
}
@media (max-width: 600px) {
.grid {
grid-template-columns: repeat(2, 1fr);
gap: 5px;
}
.card {
width: 70px;
height: 70px;
}
.game-container {
width: 90%;
}
}
</style>
</head>
<body>
<h1>Shimmering Mosaic Memory</h1>
<div class="score-display">
<div class="score">Score: <span id="score">0</span></div>
<div class="score">Pairs: <span id="pairs">0/8</span></div>
</div>
<div class="game-container">
<div class="grid" id="grid"></div>
<button class="btn" id="reset-btn">Reset Game</button>
</div>
<div class="modal" id="win-modal">
<div class="modal-content">
<h2>🎉 You Win! 🎉</h2>
<p>You found all pairs in just <span id="time-taken">0</span> seconds!</p>
<button id="close-modal">Play Again</button>
</div>
</div>
<div class="tutorial">
<p>Click on two cards to match them. A shimmering pattern reveals the hidden emoji!</p>
<button id="close-tutorial">Got it!</button>
</div>
<div class="confetti" id="confetti"></div>
<script>
document.addEventListener('DOMContentLoaded', () => {
const grid = document.getElementById('grid');
const scoreDisplay = document.getElementById('score');
const pairsDisplay = document.getElementById('pairs');
const resetBtn = document.getElementById('reset-btn');
const winModal = document.getElementById('win-modal');
const closeModal = document.getElementById('close-modal');
const tutorial = document.getElementById('tutorial');
const closeTutorial = document.getElementById('close-tutorial');
const confettiContainer = document.getElementById('confetti');
const timeTakenDisplay = document.getElementById('time-taken');
let cards = [];
let flippedCards = [];
let score = 0;
let pairsFound = 0;
let startTime = null;
// Emoji set with mosaic visuals
const emojis = ['🌸', '🐸', '🎭', '🐙', '💫', '🌿', '🐚', '💎', '🌹', '🦑', '💐', '🐢'];
const emojiPairs = [];
// Create pairs
for (let i = 0; i < emojis.length; i += 2) {
emojiPairs.push(emojis[i]);
emojiPairs.push(emojis[i + 1]);
}
// Shuffle the pairs
emojiPairs.sort(() => Math.random() - 0.5);
// Create cards
emojiPairs.forEach((emoji, index) => {
const card = document.createElement('div');
card.className = 'card';
card.dataset.value = emoji;
// Front with shimmer effect
const front = document.createElement('div');
front.className = 'card-front front-mosaic';
front.innerHTML = `
<div style="position: relative; width: 100%; height: 100%;">
<div style="position: absolute; top: 20%; left: 20%; width: 60px; height: 60px; background-color: var(--primary); border-radius: 50%; animation: shimmer 3s infinite alternate;"></div>
<div style="position: absolute; top: 30%; right: 20%; width: 60px; height: 60px; background-color: var(--accent); border-radius: 50%; animation: shimmer 3s infinite alternate 0.5s;"></div>
</div>
`;
// Back with emoji
const back = document.createElement('div');
back.className = 'card-back back-mosaic';
back.innerHTML = `<span>${emoji}</span>`;
card.appendChild(front);
card.appendChild(back);
grid.appendChild(card);
cards.push(card);
});
// Reset game
function resetGame() {
cards.forEach(card => {
card.classList.remove('flipped');
flippedCards = [];
});
// Shuffle cards
cards.sort(() => Math.random() - 0.5);
grid.innerHTML = '';
cards.forEach(card => grid.appendChild(card));
score = 0;
scoreDisplay.textContent = score;
pairsFound = 0;
pairsDisplay.textContent = `${pairsFound}/8`;
winModal.classList.remove('active');
if (startTime) {
clearInterval(startTime);
startTime = null;
}
// Clear confetti
confettiContainer.innerHTML = '';
}
// Flip card
function flipCard(card) {
if (flippedCards.length === 2 || card.classList.contains('flipped')) return;
card.classList.add('flipped');
flippedCards.push(card);
if (flippedCards.length === 2) {
// Check for match
if (flippedCards[0].dataset.value === flippedCards[1].dataset.value) {
score += 10;
scoreDisplay.textContent = score;
pairsFound++;
pairsDisplay.textContent = `${pairsFound}/8`;
if (pairsFound === 8) {
// Win condition
winModal.classList.add('active');
const endTime = new Date();
const timeTaken = (endTime - startTime) / 1000;
timeTakenDisplay.textContent = timeTaken.toFixed(1);
throwConfetti();
} else {
// Small delay before flipping back
setTimeout(() => {
flippedCards.forEach(card => card.classList.remove('flipped'));
flippedCards = [];
}, 1000);
}
} else {
// Mismatch - flip back after delay
setTimeout(() => {
flippedCards.forEach(card => card.classList.remove('flipped'));
flippedCards = [];
}, 1000);
}
}
}
// Event listeners for cards
cards.forEach(card => {
card.addEventListener('click', () => flipCard(card));
});
// Reset button
resetBtn.addEventListener('click', resetGame);
// Close modal
closeModal.addEventListener('click', resetGame);
// Close tutorial
closeTutorial.addEventListener('click', () => {
tutorial.style.display = 'none';
});
// Throw confetti
function throwConfetti() {
const confettiCount = 100;
for (let i = 0; i < confettiCount; i++) {
const piece = document.createElement('div');
piece.className = 'confetti-piece';
piece.style.left = `${Math.random() * 100}%`;
piece.style.animationDelay = `${Math.random() * 2}s`;
confettiContainer.appendChild(piece);
}
}
// Start timer
resetGame();
});
</script>
</body>
</html>
Organizes screenshots by OCR text content with customizable folders and dark mode interface
#!/usr/bin/env python3
"""
Ailey OCR Screenshot Organizer
Organizes screenshots based on OCR text content with custom folder structure and dark mode support.
"""
import os
import sys
import json
import tempfile
import logging
from pathlib import Path
from typing import Dict, List, Optional, Tuple
from dataclasses import dataclass
import tkinter as tk
from tkinter import ttk, filedialog, messagebox
from PIL import Image, ImageTk, ImageGrab
import pytesseract
import pyperclip
from typing_extensions import Annotated
# Configuration
DEFAULT_CONFIG = {
"screenshot_dir": "~/screenshots",
"ocr_language": "eng",
"theme": "dark",
"folder_pattern": "{text_line1[:30]}/{text_line2[:30]}",
"max_characters": 30,
"sorting_key": "text",
"case_sensitive": False
}
LOG_FORMAT = "%(asctime)s - %(levelname)s - %(message)s"
@dataclass
class ScreenshotData:
"""Data structure to hold OCR results and metadata"""
filename: str
text_lines: List[str]
first_line: str
second_line: str
full_text: str
folder_path: str
class ThemeManager:
"""Handles dark/light theme switching"""
def __init__(self, root: tk.Tk):
self.root = root
self.themes = {
"dark": {
"bg": "#2b2b2b",
"fg": "#ffffff",
"button_bg": "#3d3d3d",
"button_fg": "#ffffff",
"frame_bg": "#3d3d3d",
"label_fg": "#ffffff",
"treeview_bg": "#2b2b2b",
"treeview_fg": "#ffffff",
"highlight": "#4d4d4d"
},
"light": {
"bg": "#ffffff",
"fg": "#000000",
"button_bg": "#e0e0e0",
"button_fg": "#000000",
"frame_bg": "#e0e0e0",
"label_fg": "#000000",
"treeview_bg": "#ffffff",
"treeview_fg": "#000000",
"highlight": "#c0c0c0"
}
}
def apply_theme(self, theme_name: str):
"""Apply selected theme to all widgets"""
theme = self.themes.get(theme_name, self.themes["dark"])
self.root.configure(bg=theme["bg"])
# Configure all widgets with the theme
for widget in self.root.winfo_children():
if isinstance(widget, ttk.Frame):
widget.configure(style="TFrame")
elif isinstance(widget, ttk.Button):
widget.configure(style="TButton")
elif isinstance(widget, ttk.Label):
widget.configure(style="TLabel")
elif isinstance(widget, ttk.Treeview):
widget.configure(style="Treeview")
# Configure styles
style = ttk.Style()
style.theme_use("clam")
style.configure("TFrame", background=theme["frame_bg"])
style.configure("TButton",
background=theme["button_bg"],
foreground=theme["button_fg"],
focuscolor=theme["highlight"])
style.configure("TLabel",
background=theme["bg"],
foreground=theme["label_fg"])
style.configure("Treeview",
background=theme["treeview_bg"],
foreground=theme["treeview_fg"],
fieldbackground=theme["treeview_bg"],
rowbackground=theme["treeview_bg"],
bordercolor=theme["highlight"])
style.map("Treeview",
background=[("selected", theme["highlight"])],
foreground=[("selected", theme["treeview_fg"])])
style.configure("Dark.TFrame", background=theme["frame_bg"])
style.configure("Dark.TLabel", background=theme["bg"], foreground=theme["label_fg"])
class ScreenshotOrganizer:
"""Main class for organizing screenshots by OCR content"""
def __init__(self, root: tk.Tk):
self.root = root
self.root.title("Ailey OCR Screenshot Organizer")
self.root.geometry("800x600")
self.root.resizable(True, True)
# Initialize logging
logging.basicConfig(level=logging.INFO, format=LOG_FORMAT)
self.logger = logging.getLogger("ScreenshotOrganizer")
# Configuration management
self.config_file = Path.home() / ".screenshot_organizer_config.json"
self.config = self._load_config()
self.theme_manager = ThemeManager(root)
self.theme_manager.apply_theme(self.config["theme"])
# Data storage
self.screenshots: List[ScreenshotData] = []
self.current_screenshot_index = -1
# GUI Setup
self.setup_ui()
def setup_ui(self):
"""Set up the user interface"""
main_frame = ttk.Frame(self.root, padding="10")
main_frame.pack(fill=tk.BOTH, expand=True)
# Control frame
control_frame = ttk.Frame(main_frame)
control_frame.pack(fill=tk.X, pady=(0, 10))
# Theme selection
theme_frame = ttk.Frame(control_frame)
theme_frame.pack(side=tk.RIGHT, padx=(10, 0))
ttk.Label(theme_frame, text="Theme:").pack(side=tk.LEFT)
self.theme_var = tk.StringVar(value=self.config["theme"])
theme_menu = ttk.OptionMenu(theme_frame, self.theme_var, *["dark", "light"])
theme_menu.pack(side=tk.LEFT, padx=(0, 5))
theme_menu.configure(width=8)
# Mode selection
mode_frame = ttk.Frame(control_frame)
mode_frame.pack(side=tk.LEFT)
ttk.Label(mode_frame, text="Mode:").pack(side=tk.LEFT)
self.mode_var = tk.StringVar(value="batch")
mode_menu = ttk.OptionMenu(mode_frame, self.mode_var, "batch", "single")
mode_menu.pack(side=tk.LEFT, padx=(0, 5))
mode_menu.configure(width=8)
# Buttons
button_frame = ttk.Frame(control_frame)
button_frame.pack(side=tk.LEFT, padx=(10, 0))
ttk.Button(button_frame, text="Capture Screenshot", command=self.capture_screenshot).pack(side=tk.LEFT, padx=(0, 5))
ttk.Button(button_frame, text="Process All", command=self.process_all_screenshots).pack(side=tk.LEFT, padx=(0, 5))
ttk.Button(button_frame, text="Save Config", command=self.save_config).pack(side=tk.LEFT, padx=(0, 5))
# Preview frame
preview_frame = ttk.Frame(main_frame)
preview_frame.pack(fill=tk.BOTH, expand=True)
# Treeview for file list
self.tree = ttk.Treeview(preview_frame, columns=("Filename", "Folder", "First Line", "Second Line"), show="headings")
self.tree.heading("Filename", text="Filename")
self.tree.heading("Folder", text="Folder")
self.tree.heading("First Line", text="First Line")
self.tree.heading("Second Line", text="Second Line")
self.tree.column("Filename", width=200)
self.tree.column("Folder", width=200)
self.tree.column("First Line", width=200)
self.tree.column("Second Line", width=200)
self.tree.pack(fill=tk.BOTH, expand=True, side=tk.LEFT, padx=(0, 10))
# Scrollbar
scrollbar = ttk.Scrollbar(preview_frame, orient=tk.VERTICAL, command=self.tree.yview)
scrollbar.pack(side=tk.RIGHT, fill=tk.Y)
self.tree.configure(yscrollcommand=scrollbar.set)
# Preview image
self.preview_label = ttk.Label(preview_frame)
self.preview_label.pack(fill=tk.BOTH, expand=True, side=tk.RIGHT)
self.preview_label.config(borderwidth=2, relief=tk.SOLID)
# Status bar
self.status_var = tk.StringVar()
self.status_var.set("Ready")
status_bar = ttk.Label(main_frame, textvariable=self.status_var, relief=tk.SUNKEN)
status_bar.pack(fill=tk.X, pady=(10, 0))
# Bind treeview selection
self.tree.bind("<<TreeviewSelect>>", self.on_tree_select)
# Bind theme change
self.theme_var.trace_add("write", lambda *args: self.on_theme_change())
def on_theme_change(self, *args):
"""Handle theme changes"""
new_theme = self.theme_var.get()
self.config["theme"] = new_theme
self.theme_manager.apply_theme(new_theme)
def on_tree_select(self, event):
"""Handle treeview selection"""
selected = self.tree.selection()
if selected:
index = int(selected[0][1:]) # Extract index from "I001"
if index < len(self.screenshots):
self.current_screenshot_index = index
self.update_preview()
def update_preview(self):
"""Update the image preview"""
if self.current_screenshot_index >= 0 and self.current_screenshot_index < len(self.screenshots):
data = self.screenshots[self.current_screenshot_index]
if data.filename:
try:
img = Image.open(data.filename)
img.thumbnail((300, 300))
photo = ImageTk.PhotoImage(img)
self.preview_label.config(image=photo)
self.preview_label.image = photo
self.status_var.set(f"Preview: {data.filename} - {len(data.text_lines)} lines")
except Exception as e:
self.logger.error(f"Error loading preview: {e}")
self.preview_label.config(image=None)
self.preview_label.image = None
self.status_var.set("Error loading preview")
else:
self.preview_label.config(image=None)
self.preview_label.image = None
self.status_var.set("Select a screenshot to preview")
def capture_screenshot(self):
"""Capture a screenshot from the screen"""
try:
self.status_var.set("Capturing screenshot...")
self.root.update()
# Get screen dimensions
screen = ImageGrab.grab()
width, height = screen.size
# Ask for coordinates
x = self.root.winfo_rootx() + self.root.winfo_width() + 10
y = self.root.winfo_rooty()
# Capture the screenshot
screenshot = ImageGrab.grab(bbox=(x, y, x + width, y + height))
# Save temporarily
temp_file = Path(tempfile.mkstemp(suffix=".png")[1])
screenshot.save(temp_file, "PNG")
# Process the new screenshot
self.process_screenshot(temp_file)
except Exception as e:
self.logger.error(f"Error capturing screenshot: {e}")
messagebox.showerror("Error", f"Failed to capture screenshot: {e}")
def process_screenshot(self, image_path: Path):
"""Process a single screenshot with OCR"""
try:
self.status_var.set(f"Processing: {image_path.name}...")
self.root.update()
# Perform OCR
text = pytesseract.image_to_string(image_path, lang=self.config["ocr_language"])
# Clean and parse text
lines = [line.strip() for line in text.split("\n") if line.strip()]
first_line = lines[0] if len(lines) > 0 else ""
second_line = lines[1] if len(lines) > 1 else ""
# Truncate lines if needed
if len(first_line) > self.config["max_characters"]:
first_line = first_line[:self.config["max_characters"]] + "..."
if len(second_line) > self.config["max_characters"]:
second_line = second_line[:self.config["max_characters"]] + "..."
# Create folder path
folder_pattern = self.config["folder_pattern"]
folder_path = folder_pattern.format(
text_line1=first_line,
text_line2=second_line
).strip("/")
# Add to data
data = ScreenshotData(
filename=str(image_path),
text_lines=lines,
first_line=first_line,
second_line=second_line,
full_text=text,
folder_path=folder_path
)
self.screenshots.append(data)
self.current_screenshot_index = len(self.screenshots) - 1
# Update UI
self.update_tree()
self.update_preview()
self.status_var.set(f"Processed: {image_path.name}")
# Copy to clipboard if in single mode
if self.mode_var.get() == "single":
pyperclip.copy(image_path)
self.status_var.set(f"Copied to clipboard: {image_path.name}")
except Exception as e:
self.logger.error(f"Error processing screenshot {image_path}: {e}")
messagebox.showerror("Error", f"Failed to process screenshot: {e}")
def process_all_screenshots(self):
"""Process all screenshots in the configured directory"""
try:
self.status_var.set("Processing all screenshots...")
self.root.update()
screenshot_dir = Path(self.config["screenshot_dir"]).expanduser()
if not screenshot_dir.exists():
screenshot_dir.mkdir(parents=True)
# Process all PNG files in the directory
for png_file in screenshot_dir.glob("*.png"):
if png_file.name.startswith("screenshot_"):
self.process_screenshot(png_file)
self.status_var.set(f"Processed all screenshots in {screenshot_dir}")
messagebox.showinfo("Success", f"Processed all screenshots in {screenshot_dir}")
except Exception as e:
self.logger.error(f"Error processing all screenshots: {e}")
messagebox.showerror("Error", f"Failed to process all screenshots: {e}")
def update_tree(self):
"""Update the treeview with current screenshots"""
self.tree.delete(*self.tree.get_children())
for i, data in enumerate(self.screenshots):
self.tree.insert("", "end", iid=f"I{i}", text="",
values=(data.filename, data.folder_path, data.first_line, data.second_line))
def save_config(self):
"""Save current configuration"""
try:
self.config_file.write_text(json.dumps(self.config, indent=2))
self.logger.info(f"Configuration saved to {self.config_file}")
messagebox.showinfo("Success", f"Configuration saved to {self.config_file}")
except Exception as e:
self.logger.error(f"Error saving configuration: {e}")
messagebox.showerror("Error", f"Failed to save configuration: {e}")
def _load_config(self) -> Dict:
"""Load configuration from file"""
if self.config_file.exists():
try:
with open(self.config_file, "r") as f:
config = json.load(f)
# Validate config
for key in DEFAULT_CONFIG:
if key not in config:
config[key] = DEFAULT_CONFIG[key]
return config
except Exception as e:
self.logger.warning(f"Error loading config: {e}. Using defaults.")
return DEFAULT_CONFIG.copy()
def main():
"""Main entry point"""
try:
# Check if pytesseract is installed
pytesseract.get_tesseract_version()
except Exception as e:
print(f"Error: Tesseract OCR not installed. Please install it from https://github.com/tesseract-ocr/tesseract")
print(f"Then run: pip install pytesseract")
sys.exit(1)
root = tk.Tk()
app = ScreenshotOrganizer(root)
root.mainloop()
if __name__ == "__main__":
main()
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