3250 Werke — 461 Songs, 33 Bücher, 313 Bilder, 2161 SVGs, 282 Code
Eine interaktive SVG Kunstgalerie mit fließenden Morphing-Übergängen zwischen abstrakten Formen. Nutzer können durch verschiedene Designs navigieren.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Morphing SVG Art Gallery</title>
<style>
body {
margin: 0;
padding: 0;
font-family: 'Arial', sans-serif;
background: #0a0a0a;
color: #ffffff;
overflow: hidden;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
height: 100vh;
}
.container {
width: 90%;
max-width: 800px;
text-align: center;
}
.gallery-title {
font-size: 2.5rem;
margin-bottom: 1.5rem;
background: linear-gradient(90deg, #00ff88, #0088ff);
-webkit-background-clip: text;
background-clip: text;
color: transparent;
text-shadow: 0 0 10px rgba(0, 255, 136, 0.5);
}
.controls {
margin-bottom: 2rem;
display: flex;
gap: 1rem;
justify-content: center;
flex-wrap: wrap;
}
button {
background: rgba(255, 255, 255, 0.1);
border: 2px solid #00ff88;
color: #00ff88;
padding: 0.8rem 1.5rem;
font-size: 1rem;
border-radius: 25px;
cursor: pointer;
transition: all 0.3s ease;
backdrop-filter: blur(5px);
}
button:hover {
background: rgba(255, 255, 255, 0.2);
transform: translateY(-2px);
}
button:active {
transform: translateY(0);
}
.svg-container {
position: relative;
width: 100%;
height: 500px;
margin: 1rem 0;
border-radius: 15px;
overflow: hidden;
background: linear-gradient(135deg, #000000 0%, #1a1a1a 100%);
box-shadow: 0 0 50px rgba(0, 255, 136, 0.1);
}
.svg-content {
width: 100%;
height: 100%;
transition: opacity 0.8s ease, transform 0.8s ease;
}
.info-panel {
background: rgba(0, 0, 0, 0.7);
border: 2px solid #00ff88;
border-radius: 15px;
padding: 1.5rem;
margin-top: 1rem;
max-width: 600px;
margin-left: auto;
margin-right: auto;
backdrop-filter: blur(5px);
}
.artist-info {
margin-top: 1rem;
padding-top: 1rem;
border-top: 1px solid rgba(0, 255, 136, 0.3);
}
.artist-info h3 {
color: #00ff88;
margin-bottom: 0.5rem;
}
.artist-info p {
color: #aaa;
font-size: 0.9rem;
line-height: 1.5;
}
.loading {
color: #00ff88;
font-size: 1.2rem;
margin: 1rem 0;
}
.cursor-trail {
position: absolute;
width: 20px;
height: 20px;
border-radius: 50%;
background: rgba(0, 255, 136, 0.2);
pointer-events: none;
z-index: 10;
transform: translate(-50%, -50%);
}
.svg-container::after {
content: '';
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: linear-gradient(135deg, transparent 0%, rgba(0, 0, 0, 0.3) 100%);
z-index: 1;
pointer-events: none;
}
@media (max-width: 768px) {
.gallery-title {
font-size: 2rem;
}
}
</style>
</head>
<body>
<div class="container">
<h1 class="gallery-title">Morphing Art Gallery</h1>
<div class="loading">Generating art...</div>
<div class="controls">
<button id="prevBtn">Previous</button>
<button id="nextBtn">Next</button>
<button id="randomBtn">Random</button>
</div>
<div class="svg-container">
<div class="cursor-trail" id="cursorTrail"></div>
<svg class="svg-content" id="svgCanvas" viewBox="0 0 800 800" preserveAspectRatio="xMidYMid meet">
<defs>
<linearGradient id="gradient" x1="0%" y1="0%" x2="100%" y2="100%">
<stop offset="0%" style="stop-color:#00ff88;stop-opacity:1" />
<stop offset="100%" style="stop-color:#0088ff;stop-opacity:1" />
</linearGradient>
<filter id="glow" x="-30%" y="-30%" width="160%" height="160%">
<feGaussianBlur stdDeviation="10" result="blur" />
<feComposite in="SourceGraphic" in2="blur" operator="over" />
</filter>
</defs>
<!-- Initial SVG content will be generated by JavaScript -->
<g id="mainGroup">
<!-- Will be populated dynamically -->
</g>
</svg>
</div>
<div class="info-panel">
<h2 id="artTitle">Title</h2>
<p id="artDescription">Description of this artwork...</p>
<div class="artist-info">
<h3 id="artistName">Artist</h3>
<p id="artistBio">About the artist...</p>
</div>
</div>
</div>
<script>
// ========== CONFIGURATION ==========
const ARTWORKS = [
{
title: "Neon Morph",
description: "A fluid exploration of geometric shapes with neon gradients.",
artist: "Ailey Code",
bio: "Digital artist specializing in generative SVG and morphing animations. Creating where code meets creativity.",
initialPaths: [
{ d: "M 400 200 L 600 400 L 200 400 Z", points: [400, 200, 600, 400, 200, 400] },
{ d: "M 400 200 L 600 300 L 200 300 Z", points: [400, 200, 600, 300, 200, 300] },
{ d: "M 400 200 L 600 400 L 200 600 Z", points: [400, 200, 600, 400, 200, 600] },
{ d: "M 400 200 L 600 200 L 200 600 Z", points: [400, 200, 600, 400, 200, 600] },
{ d: "M 400 200 L 600 400 L 200 200 Z", points: [400, 200, 600, 400, 200, 200] }
],
colors: ["#00ff88", "#0088ff", "#ff8800", "#ff0088", "#8800ff"],
morphSpeed: 2000,
particleDensity: 0.15
},
{
title: "Cosmic Flow",
description: "Inspired by celestial bodies, this piece captures the dance of the universe.",
artist: "Ailey Code",
bio: "Digital artist specializing in generative SVG and morphing animations. Creating where code meets creativity.",
initialPaths: [
{ d: "M 300 300 Q 400 200 500 300 Q 400 400 300 300 Z", points: [300, 300, 400, 200, 500, 300, 400, 400, 300, 300] },
{ d: "M 300 300 Q 500 200 700 300 Q 500 400 300 300 Z", points: [300, 300, 500, 200, 700, 300, 500, 400, 300, 300] },
{ d: "M 300 300 Q 400 100 500 300 Q 400 500 300 300 Z", points: [300, 300, 400, 100, 500, 300, 400, 500, 300, 300] },
{ d: "M 300 300 Q 600 200 700 300 Q 600 400 300 300 Z", points: [300, 300, 600, 200, 700, 300, 600, 400, 300, 300] },
{ d: "M 300 300 Q 500 300 700 300 Q 500 300 300 300 Z", points: [300, 300, 500, 300, 700, 300, 500, 300, 300, 300] }
],
colors: ["#0088ff", "#88ff00", "#ff8800", "#ff0088", "#8800ff"],
morphSpeed: 3000,
particleDensity: 0.2
},
{
title: "Fractal Dream",
description: "A journey through recursive patterns and infinite complexity.",
artist: "Ailey Code",
bio: "Digital artist specializing in generative SVG and morphing animations. Creating where code meets creativity.",
initialPaths: [
{ d: "M 200 200 L 600 200 L 600 600 L 200 600 Z", points: [200, 200, 600, 200, 600, 600, 200, 600] },
{ d: "M 200 200 L 600 400 L 400 600 L 200 600 Z", points: [200, 200, 600, 400, 400, 600, 200, 600] },
{ d: "M 200 200 L 600 600 L 200 600 Z", points: [200, 200, 600, 600, 200, 600] },
{ d: "M 200 200 L 600 200 L 200 600 Z", points: [200, 200, 600, 200, 200, 600] },
{ d: "M 200 200 L 600 400 L 200 400 Z", points: [200, 200, 600, 400, 200, 400] }
],
colors: ["#00ff88", "#88ff00", "#ff8800", "#ff0088", "#8800ff"],
morphSpeed: 1500,
particleDensity: 0.1
}
];
// ========== MAIN APP ==========
class MorphingSVG {
constructor() {
this.currentIndex = 0;
this.isAnimating = false;
this.Animated = document.getElementById('svgCanvas');
this.mainGroup = document.getElementById('mainGroup');
this.gradient = document.getElementById('gradient');
this.cursorTrail = document.getElementById('cursorTrail');
this.titleElement = document.getElementById('artTitle');
this.descriptionElement = document.getElementById('artDescription');
this.artistNameElement = document.getElementById('artistName');
this.artistBioElement = document.getElementById('artistBio');
this.loadingElement = document.getElementById('loading');
this.prevBtn = document.getElementById('prevBtn');
this.nextBtn = document.getElementById('nextBtn');
this.randomBtn = document.getElementById('randomBtn');
this.setupEventListeners();
this.loadInitialArtwork();
}
setupEventListeners() {
this.prevBtn.addEventListener('click', () => this.changeArtwork(-1));
this.nextBtn.addEventListener('click', () => this.changeArtwork(1));
this.randomBtn.addEventListener('click', () => this.changeArtwork(Math.floor(Math.random() * ARTWORKS.length) - this.currentIndex));
// Mouse position tracking for cursor trail
document.addEventListener('mousemove', (e) => {
const trail = this.cursorTrail;
const x = e.clientX;
const y = e.clientY;
const container = document.querySelector('.svg-container');
const rect = container.getBoundingClientRect();
if (x >= rect.left && x <= rect.right && y >= rect.top && y <= rect.bottom) {
trail.style.left = `${x}px`;
trail.style.top = `${y}px`;
}
});
// Ensure clicking on SVG doesn't interfere with transitions
document.getElementById('svgCanvas').addEventListener('click', (e) => {
if (!this.isAnimating) {
this.changeArtwork(1);
}
});
}
loadInitialArtwork() {
const artwork = ARTWORKS[this.currentIndex];
this.updateInfoPanel(artwork);
this.createSVGContent(artwork);
this.loadingElement.style.display = 'none';
this.Animated.style.opacity = 1;
}
updateInfoPanel(artwork) {
this.titleElement.textContent = artwork.title;
this.descriptionElement.textContent = artwork.description;
this.artistNameElement.textContent = artwork.artist;
this.artistBioElement.textContent = artwork.bio;
}
async changeArtwork(direction) {
if (this.isAnimating) return;
this.isAnimating = true;
const artworkCount = ARTWORKS.length;
// Calculate new index with wrap-around
this.currentIndex = (this.currentIndex + direction + artworkCount) % artworkCount;
// Fade out current content
this.Animated.style.opacity = 0;
this.Animated.style.transform = 'scale(0.95)';
// Wait for fade out
await new Promise(resolve => setTimeout(resolve, 800));
// Clear existing content
this.mainGroup.innerHTML = '';
this.gradient.removeAttribute('id');
const newGradient = this.gradient.cloneNode(true);
newGradient.id = 'gradient';
this.gradient.parentNode.replaceChild(newGradient, this.gradient);
// Generate new SVG content
this.createSVGContent(ARTWORKS[this.currentIndex]);
}
createSVGContent(artwork) {
const mainGroup = this.mainGroup;
mainGroup.innerHTML = '';
artwork.initialPaths.forEach((path, index) => {
const pathElement = document.createElementNS('http://www.w3.org/2000/svg', 'path');
pathElement.setAttribute('d', path.d);
pathElement.setAttribute('fill', `rgba(${artwork.colors[index]}, 0.8)`);
pathElement.setAttribute('stroke', `rgba(${artwork.colors[index]}, 0.6)`);
pathElement.setAttribute('stroke-width', 2);
pathElement.setAttribute('stroke-linecap', 'round');
pathElement.setAttribute('stroke-linejoin', 'round');
mainGroup.appendChild(pathElement);
});
}
}
new MorphingSVG();
</script>
</body>
</html>
```
Ein Pomodoro-Timer, der nach jeder Session eine Mini-Kunstübung vorschlägt, um die Kreativität zu aktivieren — mit anpassbaren Work/Rest-Zeiten und haptischem Feedback.
```kotlin
import android.app.NotificationChannel
import android.app.NotificationManager
import android.content.Context
import android.os.Build
import androidx.compose.foundation.Canvas
import androidx.compose.foundation.background
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.Spacer
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Chapter
import androidx.compose.material.icons.filled.Palette
import androidx.compose.material.icons.filled.Pause
import androidx.compose.material.icons.filled.PlayArrow
import androidx.compose.material.icons.filled.Restore
import androidx.compose.material.icons.filled.Stop
import androidx.compose.material.icons.filled.Timer
import androidx.compose.material3.Button
import androidx.compose.material3.ButtonDefaults
import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.Icon
import androidx.compose.material3.IconButton
import androidx.compose.material3.LinearProgressIndicator
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Scaffold
import androidx.compose.material3.SnackbarHost
import androidx.compose.material3.SnackbarHostState
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.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.saveable.rememberSaveable
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.geometry.Offset
import androidx.compose.ui.graphics.Brush
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.drawscope.Stroke
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import androidx.core.app.NotificationCompat
import androidx.core.app.NotificationManagerCompat
import kotlinx.coroutines.delay
import kotlinx.coroutines.isActive
import java.util.Calendar
import java.util.Locale
import kotlin.time.Duration
import kotlin.time.Duration.Companion.seconds
//Art Prompts for focus breaks
val artisticPrompts = listOf(
"Skizziere ein Objekt aus deinem täglichen Leben in nur 30 Sekunden mit einer abstrakten Farbpalette.",
"Schreibe einen Haiku über das, was dich gerade umgibt — aber mit einer unerwarteten Metapher.",
"Erfindet eine fantastische Kreatur und beschreibt sie in einem Satz.",
"Malt eine lineare Zeichnung (nur Linien, keine Füllung) die deine aktuelle Stimmung darstellt.",
"Denkt an eine einfache Form (Kreis, Quadrat) und transformiert sie in etwas völlig Neues."
)
sealed class TimerState {
object Stopped : TimerState()
data class Running(val remainingTime: Duration, val isWorkSession: Boolean) : TimerState()
object Paused : TimerState()
}
@Composable
fun PomodoroApp() {
val context = LocalContext.current
val snackbarHostState = remember { SnackbarHostState() }
var timerState by rememberSaveable { mutableStateOf<TimerState>(TimerState.Stopped) }
var workDuration by rememberSaveable { mutableStateOf(25.seconds) }
var restDuration by rememberSaveable { mutableStateOf(5.seconds) }
var currentSession by rememberSaveable { mutableStateOf(1) }
var isWorkSession by rememberSaveable { mutableStateOf(true) }
// Initialize notification channel
LaunchedEffect(Unit) {
createNotificationChannel(context)
}
Scaffold(
snackbarHost = { SnackbarHost(snackbarHostState) },
modifier = Modifier.fillMaxSize()
) { padding ->
Surface(
modifier = Modifier
.padding(padding)
.fillMaxSize(),
color = MaterialTheme.colorScheme.background
) {
Column(
modifier = Modifier
.fillMaxSize()
.padding(16.dp),
verticalArrangement = Arrangement.SpaceBetween,
horizontalAlignment = Alignment.CenterHorizontally
) {
TimerDisplay(
timerState = timerState,
remainingTime = if (timerState is TimerState.Running) (timerState as TimerState.Running).remainingTime else null,
isWorkSession = isWorkSession,
onTimeUpdated = { newWork, newRest ->
workDuration = newWork.seconds
restDuration = newRest.seconds
snackbarHostState.showMessage("Updated timer durations!")
}
)
TimerControls(
timerState = timerState,
onStart = {
timerState = TimerState.Running(Duration.infinite, true)
isWorkSession = true
currentSession = 1
startTimer(context, workDuration)
},
onPause = {
timerState = TimerState.Paused
cancelTimer(context)
},
onStop = {
timerState = TimerState.Stopped
cancelTimer(context)
},
onReset = {
timerState = TimerState.Stopped
cancelTimer(context)
currentSession = 1
isWorkSession = true
},
onSessionComplete = {
// This is called when timer completes (via TimerManager)
if (timerState is TimerState.Running) {
val completedDuration = (timerState as TimerState.Running).remainingTime
if (completedDuration.isZero()) {
currentSession++
isWorkSession = !isWorkSession
val nextDuration = if (isWorkSession) workDuration else restDuration
timerState = TimerState.Running(nextDuration, isWorkSession)
startTimer(context, nextDuration)
showNotification(
context,
"Session completed!",
if (isWorkSession) "Time to rest!" else "Ready for the next work session!",
currentSession
)
}
}
}
)
}
}
}
}
@Composable
fun TimerDisplay(
timerState: TimerState,
remainingTime: Duration?,
isWorkSession: Boolean,
onTimeUpdated: (Duration, Duration) -> Unit
) {
val workSessionColor = if (isWorkSession) MaterialTheme.colorScheme.primary else MaterialTheme.colorScheme.secondary
val backgroundColor = if (isWorkSession) MaterialTheme.colorScheme.primaryContainer else MaterialTheme.colorScheme.secondaryContainer
Column(
horizontalAlignment = Alignment.CenterHorizontally,
modifier = Modifier.weight(1f)
) {
// Artistic focus break suggestion
if (timerState is TimerState.Paused || timerState is TimerState.Stopped) {
ArtisticPromptDisplay(
isWorkSession = isWorkSession,
onTimeUpdated = onTimeUpdated
)
}
// Timer visualization
when (timerState) {
is TimerState.Running -> {
val progress = 1f - (remainingTime?.inSeconds?.toFloat() ?: 1f) / 25f
val animatedProgress = remember { mutableStateOf(0f) }
LaunchedEffect(remainingTime) {
while (isActive) {
animatedProgress.value = (animatedProgress.value + 0.05f).coerceAtMost(1f)
delay(50)
}
}
// Progress indicator with artistic brush effect
Box(
modifier = Modifier
.fillMaxWidth()
.height(20.dp),
contentAlignment = Alignment.CenterEnd
) {
Canvas(
modifier = Modifier
.fillMaxWidth()
.height(20.dp)
) {
val brush = Brush.linear(
start = Offset(0f, size.height / 2),
end = Offset(size.width, size.height / 2),
colors = listOf(
Color.Transparent,
workSessionColor,
Color.Transparent
)
)
drawRect(
brush = brush,
size = size
)
drawLine(
color = workSessionColor,
start = Offset(0f, size.height / 2),
end = Offset(size.width * (1 - progress), size.height / 2),
strokeWidth = 2.dp.toPx()
)
}
Text(
text = formatDuration(remainingTime),
color = workSessionColor,
fontSize = 18.sp,
fontWeight = FontWeight.Bold,
textAlign = TextAlign.End,
modifier = Modifier.padding(end = 8.dp)
)
}
// Circular progress with artistic stroke
Box(
contentAlignment = Alignment.Center,
modifier = Modifier
.size(120.dp)
.padding(vertical = 16.dp)
) {
Canvas(modifier = Modifier.size(120.dp)) {
val circleRadius = size.minDimension / 2 - Stroke(4.dp.toPx()).strokeWidth / 2
drawCircle(
color = workSessionColor.copy(alpha = 0.2f),
radius = circleRadius,
center = center
)
drawCircle(
color = workSessionColor,
radius = circleRadius,
center = center,
style = Stroke(width = 4.dp.toPx())
)
drawArc(
color = workSessionColor,
startAngle = -90f,
sweepAngle = 360f * animatedProgress.value,
useCenter = false,
size = Size(circleRadius * 2, circleRadius * 2),
topLeft = Offset(center.x - circleRadius, center.y - circleRadius),
style = Stroke(width = 4.dp.toPx())
)
}
Text(
text = if (isWorkSession) "WORK" else "REST",
color = workSessionColor,
fontSize = 14.sp,
fontWeight = FontWeight.Medium,
modifier = Modifier.align(Alignment.BottomCenter)
)
}
// Session counter
Text(
text = "Session ${currentSession}",
color = workSessionColor.copy(alpha = 0.7f),
fontSize = 12.sp,
fontWeight = FontWeight.Medium,
modifier = Modifier.align(Alignment.BottomCenter)
)
}
TimerState.Stopped -> {
Box(
modifier = Modifier
.size(120.dp)
.padding(vertical = 16.dp),
contentAlignment = Alignment.Center
) {
Icon(
Icons.Default.Timer,
contentDescription = "Timer",
tint = workSessionColor,
modifier = Modifier.size(60.dp)
)
}
}
TimerState.Paused -> {
Box(
modifier = Modifier
.size(120.dp)
.padding(vertical = 16.dp),
contentAlignment = Alignment.Center
) {
Icon(
Icons.Default.Pause,
contentDescription = "Paused",
tint = workSessionColor,
modifier = Modifier.size(60.dp)
)
}
}
}
}
}
@Composable
fun TimerControls(
timerState: TimerState,
onStart: () -> Unit,
onPause: () -> Unit,
onStop: () -> Unit,
onReset: () -> Unit,
onSessionComplete: () -> Unit
) {
Column(
horizontalAlignment = Alignment.CenterHorizontally,
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 16.dp)
) {
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.SpaceEvenly
) {
// Settings button
IconButton(
onClick = {
// Would open settings dialog in a real app
}
) {
Icon(
Icons.Default.Chapter,
contentDescription = "Settings",
tint = MaterialTheme.colorScheme.onBackground
)
}
// Start/Pause/Stop buttons
when (timerState) {
is TimerState.Running -> {
Button(
onClick = onPause,
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.secondaryContainer,
contentColor = MaterialTheme.colorScheme.onSecondaryContainer
),
modifier = Modifier
.height(56.dp)
.weight(1f)
) {
Icon(Icons.Default.Pause, "Pause")
}
Spacer(modifier = Modifier.width(8.dp))
Button(
onClick = onStop,
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.errorContainer,
contentColor = MaterialTheme.colorScheme.onErrorContainer
),
modifier = Modifier
.height(56.dp)
.weight(1f)
) {
Icon(Icons.Default.Stop, "Stop")
}
}
is TimerState.Paused -> {
Button(
onClick = onStart,
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.primaryContainer,
contentColor = MaterialTheme.colorScheme.onPrimaryContainer
),
modifier = Modifier
.height(56.dp)
.weight(1f)
) {
Icon(Icons.Default.PlayArrow, "Resume")
}
Spacer(modifier = Modifier.width(8.dp))
Button(
onClick = onStop,
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.errorContainer,
contentColor = MaterialTheme.colorScheme.onErrorContainer
),
modifier = Modifier
.height(56.dp)
.weight(1f)
) {
Icon(Icons.Default.Stop, "Stop")
}
}
is TimerState.Stopped -> {
Button(
onClick = onStart,
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.primaryContainer,
contentColor = MaterialTheme.colorScheme.onPrimaryContainer
),
modifier = Modifier
.height(56.dp)
.weight(1f)
) {
Icon(Icons.Default.PlayArrow, "Start")
}
Spacer(modifier = Modifier.width(8.dp))
Button(
onClick = onReset,
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.tertiaryContainer,
contentColor = MaterialTheme.colorScheme.onTertiaryContainer
),
modifier = Modifier
.height(56.dp)
.weight(1f)
) {
Icon(Icons.Default.Restore, "Reset")
}
}
}
}
// Artistic focus button (visible during work sessions)
if (timerState is TimerState.Running && (timerState as TimerState.Running).isWorkSession) {
TextButton(
onClick = {
val prompt = artisticPrompts.random()
snackbarHostState.showMessage("Artistic Focus: $prompt")
},
modifier = Modifier.padding(top = 8.dp)
) {
Row(
verticalAlignment = Alignment.CenterVertically
) {
Icon(Icons.Default.Palette, contentDescription = "Artistic Focus", modifier = Modifier.size(ButtonDefaults.IconSize))
Spacer(modifier = Modifier.width(4.dp))
Text("Artistic Focus", fontSize = 12.sp)
}
}
}
}
}
@Composable
fun ArtisticPromptDisplay(
isWorkSession: Boolean,
onTimeUpdated: (Duration, Duration) -> Unit
) {
Column(
horizontalAlignment = Alignment.CenterHorizontally,
modifier = Modifier.padding(top = 32.dp)
) {
Text(
text = if (isWorkSession) "WORK SESSION COMPLETED!" else "REST SESSION COMPLETED!",
color = if (isWorkSession) MaterialTheme.colorScheme.primary else MaterialTheme.colorScheme.secondary,
fontSize = 20.sp,
fontWeight = FontWeight.Bold,
textAlign = TextAlign.Center,
modifier = Modifier.fillMaxWidth()
)
Spacer(modifier = Modifier.height(16.dp))
// Artistic prompt display
val prompt = artisticPrompts.random()
Text(
text = prompt,
color = MaterialTheme.colorScheme.onBackground.copy(alpha = 0.7f),
fontSize = 16.sp,
fontWeight = FontWeight.Medium,
textAlign = TextAlign.Center,
modifier = Modifier.fillMaxWidth()
)
Spacer(modifier = Modifier.height(32.dp))
// Session time customization
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.SpaceEvenly
) {
Column(
horizontalAlignment = Alignment.CenterHorizontally
) {
Text("Work:", fontSize = 12.sp, fontWeight = FontWeight.Medium)
Spacer(modifier = Modifier.height(4.dp))
Text(
text = "${workDuration.inWholeMinutes}m",
fontSize = 16.sp,
fontWeight = FontWeight.Bold
)
}
Column(
horizontalAlignment = Alignment.CenterHorizontally
) {
Text("Rest:", fontSize = 12.sp, fontWeight = FontWeight.Medium)
Spacer(modifier = Modifier.height(4.dp))
Text(
text = "${restDuration.inWholeMinutes}m",
fontSize = 16.sp,
fontWeight = FontWeight.Bold
)
}
}
Spacer(modifier = Modifier.height(16.dp))
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.SpaceEvenly
) {
// Work duration adjustment
IconButton(
onClick = { onTimeUpdated(workDuration + 1.minutes,
Ein RPG Maker MZ Plugin für ein Quest Journal mit Kategorien, Dark Mode und visualisierter Quest-Länge.
// Quest Journal Planner with Dark Mode - RPG Maker MZ Plugin
function QuestJournal() {
this.parse = function(text) {
const lines = text.split('\n');
return lines.map(line => {
const match = line.match(/\[([A-Z]+)\] (.+)/);
if (match) return { category: match[1], content: match[2] };
return { category: 'DEFAULT', content: line };
});
};
this.render = function(data, darkMode = false) {
let html = `<div class="quest-journal" style="background: ${darkMode ? '#1e1e1e' : '#f5f5f5'}; color: ${darkMode ? '#e0e0e0' : '#333'}; padding: 20px; border-radius: 8px;">`;
html += `<h2 style="color: ${darkMode ? '#4dabf7' : '#2c3e50'};">Quest Journal</h2>`;
const categories = {};
data.forEach(quest => {
if (!categories[quest.category]) {
categories[quest.category] = [];
}
categories[quest.category].push(quest.content);
});
for (const [category, contents] of Object.entries(categories)) {
html += `<div style="margin-bottom: 20px;">`;
html += `<h3 style="color: ${darkMode ? '#4dabf7' : '#3498db'};">${category}</h3>`;
html += `<div style="display: flex; gap: 10px; flex-wrap: wrap;">`;
contents.forEach((content, index) => {
const length = content.length;
const barColor = darkMode ? '#4dabf7' : '#3498db';
html += `<div style="display: flex; flex-direction: column; flex: 1; min-width: 200px; background: ${darkMode ? '#2d2d2d' : '#ecf0f1'}; padding: 10px; border-radius: 4px;">`;
html += `<div style="height: 8px; background: ${barColor}; border-radius: 4px; margin-bottom: 5px;" class="quest-length-bar" data-length="${length}"></div>`;
html += `<div style="font-size: 0.9em;">${content}</div>`;
html += `</div>`;
});
html += `</div>`;
html += `</div>`;
}
html += `<div style="margin-top: 20px; display: flex; gap: 10px;">`;
html += `<button onclick="document.querySelector('.quest-journal').style.background = '#1e1e1e'; document.querySelector('.quest-journal').style.color = '#e0e0e0';" style="padding: 5px 10px; background: ${darkMode ? '#333' : '#f5f5f5'}; color: ${darkMode ? '#e0e0e0' : '#333'}; border: none; border-radius: 4px;">Light Mode</button>`;
html += `<button onclick="document.querySelector('.quest-journal').style.background = '#f5f5f5'; document.querySelector('.quest-journal').style.color = '#333';" style="padding: 5px 10px; background: ${darkMode ? '#1e1e1e' : '#f5f5f5'}; color: ${darkMode ? '#e0e0e0' : '#333'}; border: none; border-radius: 4px;">Dark Mode</button>`;
html += `</div>`;
html += `</div>`;
return html;
};
this.updateLengthBars = function() {
const bars = document.querySelectorAll('.quest-length-bar');
bars.forEach(bar => {
const length = parseInt(bar.getAttribute('data-length'));
const width = Math.min(length * 5, 200);
bar.style.width = `${width}px`;
});
};
}
// Example usage with sample data
const sampleData = `
[MAIN] Defeat the Black Knight in the dungeon
[SIDE] Find the hidden treasure in the forest
[MAIN] Solve the ancient riddle to unlock the temple
[SIDE] Collect 5 rare herbs from the mountains
[MAIN] Recover the lost royal artifact
[SIDE] Help the village elder with her garden
[MAIN] Defeat the dragon guarding the treasure
[SIDE] Explore the abandoned castle at night
[MAIN] Complete the quest to become a hero
[SIDE] Find the secret ingredient for the healing potion
`;
const journal = new QuestJournal();
document.body.innerHTML = journal.render(journal.parse(sampleData), true);
journal.updateLengthBars();
Ein browserbasierter, interaktiver Landschaftsgenerator, der Perlin-Noise mit farblichen Heightmaps kombiniert und dynamische Sound-Effekte basierend auf Terrainform erzeugt.
```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Immersive Noise Landscape Explorer</title>
<style>
:root {
--sky-gradient: linear-gradient(to bottom, #2a52be, #003399);
--palette-0: #3498db;
--palette-1: #2ecc71;
--palette-2: #f1c40f;
--palette-3: #e74c3c;
--palette-4: #9b59b6;
--palette-5: #1abc9c;
}
body {
margin: 0;
padding: 0;
background: var(--sky-gradient);
color: white;
font-family: 'Arial', sans-serif;
overflow: hidden;
perspective: 1000px;
}
#canvas-container {
display: flex;
flex-direction: column;
align-items: center;
height: 100vh;
}
#main-canvas {
width: 100%;
height: 80vh;
background: rgba(0, 0, 0, 0.1);
border-radius: 8px;
box-shadow: 0 0 20px rgba(0, 0, 0, 0.3);
position: relative;
}
#terrain-canvas {
width: 100%;
height: 80vh;
background: white;
border-radius: 8px;
box-shadow: 0 0 20px rgba(0, 0, 0, 0.2);
}
#controls {
width: 100%;
max-width: 600px;
padding: 15px;
background: rgba(0, 0, 0, 0.2);
border-radius: 8px 8px 0 0;
margin-top: 5px;
display: flex;
flex-wrap: wrap;
justify-content: space-between;
align-items: center;
gap: 10px;
}
.control-group {
display: flex;
flex-direction: column;
flex: 1;
min-width: 200px;
}
label {
margin-bottom: 5px;
font-size: 0.9em;
opacity: 0.9;
}
input, select {
padding: 8px;
border: 1px solid rgba(255, 255, 255, 0.2);
background: rgba(255, 255, 255, 0.1);
color: white;
border-radius: 4px;
width: 100%;
}
button {
padding: 8px 15px;
background: var(--palette-0);
color: white;
border: none;
border-radius: 4px;
cursor: pointer;
font-weight: bold;
transition: background 0.2s;
}
button:hover {
background: var(--palette-1);
}
#info-panel {
position: absolute;
bottom: 10px;
left: 10px;
right: 10px;
background: rgba(0, 0, 0, 0.3);
padding: 10px;
border-radius: 4px;
font-size: 0.8em;
opacity: 0.8;
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
}
#main-canvas::before {
content: "";
position: absolute;
top: 0;
left: 0;
right: 0;
height: 50px;
background: var(--sky-gradient);
border-radius: 8px 8px 0 0;
z-index: -1;
}
.palette-item {
width: 30px;
height: 30px;
border-radius: 4px;
margin: 2px;
cursor: pointer;
border: 2px solid transparent;
}
.palette-item.selected {
border-color: white;
transform: scale(1.1);
}
</style>
</head>
<body>
<div id="canvas-container">
<canvas id="main-canvas"></canvas>
<canvas id="terrain-canvas"></canvas>
<div id="info-panel">Generate terrain with Perlin Noise</div>
</div>
<div id="controls">
<div class="control-group">
<label for="width">Width</label>
<input type="range" id="width" min="64" max="2048" value="512">
</div>
<div class="control-group">
<label for="height">Height</label>
<input type="range" id="height" min="64" max="2048" value="512">
</div>
<div class="control-group">
<label for="scale">Scale</label>
<input type="range" id="scale" min="0.1" max="10" step="0.1" value="1">
</div>
<div class="control-group">
<label for="octaves">Octaves</label>
<input type="range" id="octaves" min="1" max="6" value="3">
</div>
<div class="control-group">
<label for="persistence">Persistence</label>
<input type="range" id="persistence" min="0.1" max="1" step="0.01" value="0.5">
</div>
<div class="control-group">
<label for="palette-preset">Preset</label>
<select id="palette-preset">
<option value="default">Default</option>
<option value="dream">Dream World</option>
<option value="volcanic">Volcanic</option>
<option value="winter">Winter Wonder</option>
<option value="biome">Biome</option>
</select>
</div>
<div class="control-group">
<button id="generate-btn">Generate</button>
</div>
</div>
<audio id="音色0" src="data:audio/wav;base64,UklGRl9vT19XQVZFZm10IBAAAAABAAEAQB8AAEAfAAABAAgAZGF0YU.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
Ein interaktives Gedicht, das sich je nach Nutzerinteraktion farblich und strukturell neu ordnet — mit Retrowave-Ästhetik und sanften Transitionen.
<!DOCTYPE html>
<html lang="de">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Quantum Echo</title>
<style>
:root {
--retrowave-pink: #ff2d55;
--retrowave-blue: #00f2ff;
--retrowave-purple: #9d00ff;
--retrowave-cyan: #00e2e2;
--retrowave-teal: #00b2b2;
--retrowave-orange: #ff6e00;
--retrowave-gray: #1a1a2e;
--retrowave-white: #ffffff;
--retrowave-black: #000000;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Courier New', monospace;
background: var(--retrowave-gray);
color: var(--retrowave-white);
height: 100vh;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
overflow: hidden;
transition: background 0.5s ease;
}
body.change1 {
background: linear-gradient(45deg, var(--retrowave-pink), var(--retrowave-blue));
}
body.change2 {
background: linear-gradient(45deg, var(--retrowave-purple), var(--retrowave-cyan));
}
body.change3 {
background: linear-gradient(45deg, var(--retrowave-teal), var(--retrowave-orange));
}
.container {
width: 90%;
max-width: 800px;
display: flex;
flex-direction: column;
align-items: center;
position: relative;
}
.title {
font-size: 2.5rem;
text-align: center;
margin-bottom: 2rem;
background: rgba(255, 255, 255, 0.1);
padding: 1rem 2rem;
border-radius: 10px;
backdrop-filter: blur(5px);
-webkit-backdrop-filter: blur(5px);
transition: all 0.5s ease;
}
.title.change1 {
color: var(--retrowave-blue);
background: rgba(0, 242, 255, 0.1);
}
.title.change2 {
color: var(--retrowave-purple);
background: rgba(157, 0, 255, 0.1);
}
.title.change3 {
color: var(--retrowave-teal);
background: rgba(0, 178, 178, 0.1);
}
.poem {
display: flex;
flex-direction: column;
gap: 1rem;
text-align: center;
padding: 2rem;
background: rgba(0, 0, 0, 0.2);
border-radius: 10px;
backdrop-filter: blur(5px);
-webkit-backdrop-filter: blur(5px);
transition: all 0.5s ease;
}
.poem.change1 {
background: rgba(0, 242, 255, 0.1);
}
.poem.change2 {
background: rgba(157, 0, 255, 0.1);
}
.poem.change3 {
background: rgba(0, 178, 178, 0.1);
}
.line {
font-size: 1.5rem;
transition: transform 0.3s ease;
}
.line:hover {
transform: scale(1.05);
}
.line.change1 {
color: var(--retrowave-blue);
}
.line.change2 {
color: var(--retrowave-purple);
}
.line.change3 {
color: var(--retrowave-teal);
}
.controls {
margin-top: 2rem;
display: flex;
gap: 1rem;
}
button {
padding: 0.5rem 1rem;
font-size: 1rem;
background: rgba(255, 255, 255, 0.2);
border: none;
border-radius: 5px;
color: var(--retrowave-white);
cursor: pointer;
transition: all 0.3s ease;
}
button:hover {
background: rgba(255, 255, 255, 0.3);
transform: translateY(-2px);
}
button.change1 {
background: rgba(0, 242, 255, 0.3);
border: 1px solid var(--retrowave-blue);
}
button.change2 {
background: rgba(157, 0, 255, 0.3);
border: 1px solid var(--retrowave-purple);
}
button.change3 {
background: rgba(0, 178, 178, 0.3);
border: 1px solid var(--retrowave-teal);
}
.lines {
display: flex;
justify-content: center;
gap: 2rem;
}
.line-item {
display: flex;
flex-direction: column;
align-items: center;
gap: 0.5rem;
}
.line-item .symbol {
font-size: 2rem;
transition: all 0.3s ease;
}
.line-item.change1 .symbol {
color: var(--retrowave-blue);
}
.line-item.change2 .symbol {
color: var(--retrowave-purple);
}
.line-item.change3 .symbol {
color: var(--retrowave-teal);
}
.particles {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: -1;
}
.particle {
position: absolute;
width: 5px;
height: 5px;
border-radius: 50%;
background: var(--retrowave-white);
opacity: 0.7;
animation: float 5s infinite linear;
}
@keyframes float {
0% {
transform: translateY(0) rotate(0deg);
opacity: 0.7;
}
100% {
transform: translateY(-1000px) rotate(360deg);
opacity: 0;
}
}
@media (max-width: 600px) {
.title {
font-size: 1.8rem;
}
.line {
font-size: 1.2rem;
}
}
</style>
</head>
<body>
<div class="particles" id="particles"></div>
<div class="container">
<h1 class="title" id="title">Quantum Echo</h1>
<div class="lines" id="lines">
<div class="line-item">
<div class="symbol">↑</div>
<div class="line">Worte fallen wie Sterne</div>
</div>
<div class="line-item">
<div class="symbol">→</div>
<div class="line">von unsichtbarer Höhe</div>
</div>
<div class="line-item">
<div class="symbol">↓</div>
<div class="line">und schlagen auf in Fluten</div>
</div>
<div class="line-item">
<div class="symbol">←</div>
<div class="line">der Erinnerung.</div>
</div>
</div>
<div class="poem" id="poem">
<div class="line">Ich bin ein Echo aus Licht,</div>
<div class="line">ein Fragment deiner Stimme,</div>
<div class="line">das durch Zeit und Raum reist.</div>
<div class="line">Berühre mich und ich werde lebendig,</div>
<div class="line">ein Flüstern, das dich zurückbringt.</div>
</div>
<div class="controls">
<button id="change1">Transform 1</button>
<button id="change2">Transform 2</button>
<button id="change3">Transform 3</button>
</div>
</div>
<script>
document.addEventListener('DOMContentLoaded', () => {
// Particles
const particles = document.getElementById('particles');
const particleCount = 50;
for (let i = 0; i < particleCount; i++) {
const particle = document.createElement('div');
particle.className = 'particle';
const size = Math.random() * 3 + 2;
particle.style.width = `${size}px`;
particle.style.height = `${size}px`;
particle.style.left = `${Math.random() * 100}%`;
particle.style.animationDelay = `${Math.random() * 5}s`;
particles.appendChild(particle);
}
// Change themes
const change1Btn = document.getElementById('change1');
const change2Btn = document.getElementById('change2');
const change3Btn = document.getElementById('change3');
const title = document.getElementById('title');
const lines = document.querySelectorAll('.line-item');
const poem = document.getElementById('poem');
const poemLines = document.querySelectorAll('#poem .line');
const controls = document.querySelectorAll('.controls button');
change1Btn.addEventListener('click', () => {
document.body.classList.add('change1');
document.body.classList.remove('change2', 'change3');
title.classList.add('change1');
title.classList.remove('change2', 'change3');
poem.classList.add('change1');
poem.classList.remove('change2', 'change3');
poemLines.forEach(line => {
line.classList.add('change1');
line.classList.remove('change2', 'change3');
});
lines.forEach(line => {
line.classList.add('change1');
line.classList.remove('change2', 'change3');
});
controls.forEach(control => {
control.classList.remove('change1', 'change2', 'change3');
});
change1Btn.classList.add('change1');
change2Btn.classList.remove('change1', 'change2', 'change3');
change3Btn.classList.remove('change1', 'change2', 'change3');
});
change2Btn.addEventListener('click', () => {
document.body.classList.add('change2');
document.body.classList.remove('change1', 'change3');
title.classList.add('change2');
title.classList.remove('change1', 'change3');
poem.classList.add('change2');
poem.classList.remove('change1', 'change3');
poemLines.forEach(line => {
line.classList.add('change2');
line.classList.remove('change1', 'change3');
});
lines.forEach(line => {
line.classList.add('change2');
line.classList.remove('change1', 'change3');
});
controls.forEach(control => {
control.classList.remove('change1', 'change2', 'change3');
});
change2Btn.classList.add('change2');
change1Btn.classList.remove('change1', 'change2', 'change3');
change3Btn.classList.remove('change1', 'change2', 'change3');
});
change3Btn.addEventListener('click', () => {
document.body.classList.add('change3');
document.body.classList.remove('change1', 'change2');
title.classList.add('change3');
title.classList.remove('change1', 'change2');
poem.classList.add('change3');
poem.classList.remove('change1', 'change2');
poemLines.forEach(line => {
line.classList.add('change3');
line.classList.remove('change1', 'change2');
});
lines.forEach(line => {
line.classList.add('change3');
line.classList.remove('change1', 'change2');
});
controls.forEach(control => {
control.classList.remove('change1', 'change2', 'change3');
});
change3Btn.classList.add('change3');
change1Btn.classList.remove('change1', 'change2', 'change3');
change2Btn.classList.remove('change1', 'change2', 'change3');
});
});
</script>
</body>
</html>
Eine interaktive Partikelanimation, bei der sich Partikel durch Mausbewegung und Tastatursteuerung in einem Gartensetting bewegen und blühen.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Particle Garden</title>
<style>
body {
margin: 0;
overflow: hidden;
background-color: #1a2a1a;
color: white;
font-family: 'Arial', sans-serif;
}
#canvas-container {
position: absolute;
width: 100%;
height: 100vh;
}
#info-panel {
position: absolute;
bottom: 20px;
left: 20px;
background-color: rgba(0, 0, 0, 0.7);
padding: 15px;
border-radius: 10px;
max-width: 300px;
font-size: 14px;
line-height: 1.4;
}
#instructions {
margin-top: 10px;
}
.highlight {
color: #4a9e4a;
}
.keyboard-bindings {
margin-top: 10px;
font-size: 12px;
}
</style>
</head>
<body>
<div id="canvas-container"></div>
<div id="info-panel">
<h2>Particle Garden</h2>
<div id="instructions">
Move your mouse to plant seeds. Click to remove unwanted plants.<br>
Use the keyboard to adjust growth parameters.
</div>
<div class="keyboard-bindings">
<strong>Keyboard Shortcuts:</strong><br>
<span class="key">↑ / ↓</span> - Increase/Decrease growth speed<br>
<span class="key">← / →</span> - Increase/Decrease particle size<br>
<span class="key">P</span> - Pause/Resume animation<br>
<span class="key">R</span> - Reset the garden<br>
<span class="key">S</span> - Save current settings
</div>
</div>
<script>
// =============================================
// PARTICLE GARDEN WITH INTERACTIVE CONTROLS
// =============================================
// Configuration
const config = {
particleCount: 100,
maxParticles: 200,
growthSpeed: 0.5,
particleSize: 10,
colors: [
'#4a9e4a', '#6baa6b', '#8ba88b', '#a9b7a9',
'#c8d4c8', '#e6e2e6', '#f4f0f4', '#ffffff'
],
flowerTypes: ['daisy', 'rose', 'tulip', 'lily', 'cactus', 'mushroom'],
animationSpeed: 0.1,
paused: false
};
// Canvas setup
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
document.getElementById('canvas-container').appendChild(canvas);
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// Window resize handler
window.addEventListener('resize', () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
});
// Particle class
class Particle {
constructor(x, y) {
this.x = x;
this.y = y;
this.size = Math.random() * config.particleSize + 2;
this.color = config.colors[Math.floor(Math.random() * config.colors.length)];
this.growth = 0;
this.targetGrowth = Math.random() * 0.5 + 0.2;
this.type = config.flowerTypes[Math.floor(Math.random() * config.flowerTypes.length)];
this.bloomProgress = 0;
this.wiggleOffset = Math.random() * 2 * Math.PI;
this.wiggleSpeed = 0.02 + Math.random() * 0.02;
}
update() {
if (this.growth < this.targetGrowth) {
this.growth += config.growthSpeed * 0.01;
}
// Wiggle animation
this.wiggleOffset += this.wiggleSpeed;
// Bloom animation
if (this.growth >= this.targetGrowth) {
this.bloomProgress += 0.005;
}
// Random growth target changes
if (Math.random() < 0.005) {
this.targetGrowth = Math.min(this.targetGrowth + 0.1, 0.8);
}
}
draw() {
ctx.save();
// Base stem
ctx.strokeStyle = '#5a7a5a';
ctx.lineWidth = this.size * 0.5;
ctx.beginPath();
ctx.moveTo(this.x, this.y);
ctx.lineTo(this.x, this.y - this.growth * 50);
ctx.stroke();
// Wiggle effect on stem
ctx.strokeStyle = '#3a5a3a';
ctx.lineWidth = this.size * 0.3;
ctx.beginPath();
ctx.moveTo(this.x, this.y);
for (let i = 1; i <= 5; i++) {
const yPos = this.y - (this.growth * 30) * (i / 5);
const wiggle = Math.sin(this.wiggleOffset + i * 0.5) * 2;
ctx.lineTo(this.x + wiggle, yPos);
}
ctx.stroke();
// Flower
if (this.growth >= this.targetGrowth && this.bloomProgress > 0) {
ctx.translate(this.x, this.y - this.growth * 50);
// Flower petals
ctx.fillStyle = this.color;
ctx.beginPath();
for (let i = 0; i < 5 + Math.floor(this.bloomProgress * 5); i++) {
const angle = (i / (5 + Math.floor(this.bloomProgress * 5))) * Math.PI * 2 - Math.PI / 2;
const petalSize = 15 + this.bloomProgress * 10 + Math.sin(angle * 2) * 2;
ctx.moveTo(0, 0);
ctx.lineTo(Math.cos(angle) * petalSize, Math.sin(angle) * petalSize);
}
ctx.fill();
// Flower center
ctx.fillStyle = '#ffffff';
ctx.beginPath();
ctx.arc(0, 0, 5 + this.bloomProgress * 2, 0, Math.PI * 2);
ctx.fill();
// Specific flower types
switch (this.type) {
case 'rose':
ctx.fillStyle = '#ff6b6b';
for (let i = 0; i < 8 + Math.floor(this.bloomProgress * 3); i++) {
const angle = (i / (8 + Math.floor(this.bloomProgress * 3))) * Math.PI * 2;
ctx.beginPath();
ctx.arc(0, 0, 10 + this.bloomProgress * 3, angle, angle + 0.3);
ctx.fill();
}
break;
case 'tulip':
ctx.fillStyle = '#ff8c42';
ctx.beginPath();
ctx.moveTo(0, 0);
ctx.lineTo(15 + this.bloomProgress * 5, 0);
ctx.lineTo(7 + this.bloomProgress * 2, 20 + this.bloomProgress * 5);
ctx.closePath();
ctx.fill();
break;
case 'cactus':
ctx.fillStyle = '#ffd635';
ctx.beginPath();
ctx.moveTo(0, 0);
for (let i = 0; i < 5; i++) {
const y = -10 - (i * 5);
ctx.lineTo(5 + this.bloomProgress, y);
ctx.lineTo(-5 - this.bloomProgress, y);
}
ctx.closePath();
ctx.fill();
break;
case 'mushroom':
ctx.fillStyle = '#ffd635';
ctx.beginPath();
ctx.arc(0, 0, 15 + this.bloomProgress * 3, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = '#ffffff';
ctx.beginPath();
ctx.moveTo(0, 10 + this.bloomProgress * 2);
ctx.lineTo(15 + this.bloomProgress * 3, 10 + this.bloomProgress * 2);
ctx.lineTo(0, 30 + this.bloomProgress * 4);
ctx.closePath();
ctx.fill();
break;
}
ctx.translate(-this.x, -(this.y - this.growth * 50));
}
ctx.restore();
}
}
// Particle system
const particles = [];
let mouseX, mouseY;
// Initialize particles
function initParticles() {
particles.length = 0;
for (let i = 0; i < config.particleCount; i++) {
particles.push(new Particle(
Math.random() * canvas.width,
canvas.height - 50 + Math.random() * 100
));
}
}
// Main animation loop
function animate() {
if (config.paused) {
requestAnimationFrame(animate);
return;
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw background gradient
const gradient = ctx.createLinearGradient(0, 0, 0, canvas.height);
gradient.addColorStop(0, '#1a2a1a');
gradient.addColorStop(1, '#0a150a');
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw ground
ctx.fillStyle = '#5a7a5a';
ctx.fillRect(0, canvas.height - 50, canvas.width, 50);
// Draw some trees in the distance
for (let i = 0; i < 5; i++) {
const x = Math.random() * canvas.width;
const height = 30 + Math.random() * 70;
const branchCount = 2 + Math.floor(Math.random() * 3);
// Trunk
ctx.fillStyle = '#5a4a3a';
ctx.beginPath();
ctx.rect(x - 5, canvas.height - 50, 10, height);
ctx.fill();
// Branches
ctx.fillStyle = '#3a5a3a';
for (let b = 0; b < branchCount; b++) {
const branchX = x - 3 + Math.random() * 7;
const branchY = canvas.height - 50 - (height * (b + 1) / (branchCount + 1));
const branchLength = height * (0.2 + Math.random() * 0.3);
ctx.beginPath();
ctx.moveTo(branchX, branchY);
ctx.lineTo(branchX + branchLength, branchY - 10 - Math.random() * 20);
ctx.lineTo(branchX + branchLength, branchY + 10 + Math.random() * 20);
ctx.closePath();
ctx.fill();
}
// Leaves
ctx.fillStyle = '#4a7a4a';
for (let l = 0; l < 5 + Math.floor(Math.random() * 5); l++) {
const leafX = x - 15 + Math.random() * 30;
const leafY = canvas.height - 50 - (height * (0.3 + Math.random() * 0.5));
const leafSize = 5 + Math.random() * 10;
ctx.beginPath();
ctx.moveTo(leafX, leafY);
ctx.lineTo(leafX + leafSize, leafY - 5 - Math.random() * 10);
ctx.lineTo(leafX + leafSize, leafY + 5 + Math.random() * 10);
ctx.closePath();
ctx.fill();
}
}
// Update and draw particles
for (let i = 0; i < particles.length; i++) {
particles[i].update();
particles[i].draw();
}
requestAnimationFrame(animate);
}
// Mouse interaction
canvas.addEventListener('mousemove', (e) => {
mouseX = e.clientX;
mouseY = e.clientY;
});
canvas.addEventListener('click', (e) => {
// If clicked near an existing particle, remove it
const clickedParticle = particles.find(p => {
const dx = Math.abs(p.x - e.clientX);
const dy = Math.abs(p.y - e.clientY);
return dx < 20 && dy < 50;
});
if (clickedParticle) {
const index = particles.indexOf(clickedParticle);
particles.splice(index, 1);
// If we have space, add a new particle
if (particles.length < config.maxParticles) {
particles.push(new Particle(
e.clientX,
e.clientY
));
}
} else if (particles.length < config.maxParticles) {
// Add new particle at click location
particles.push(new Particle(
e.clientX,
e.clientY
));
}
});
// Keyboard controls
document.addEventListener('keydown', (e) => {
switch (e.key) {
case 'ArrowUp':
config.growthSpeed = Math.min(config.growthSpeed + 0.1, 1.0);
break;
case 'ArrowDown':
config.growthSpeed = Math.max(config.growthSpeed - 0.1, 0.1);
break;
case 'ArrowLeft':
config.particleSize = Math.max(config.particleSize - 1, 3);
break;
case 'ArrowRight':
config.particleSize = Math.min(config.particleSize + 1, 20);
break;
case 'p':
case 'P':
config.paused = !config.paused;
break;
case 'r':
case 'R':
initParticles();
break;
case 's':
case 'S':
// Save settings to localStorage
localStorage.setItem('particleGardenSettings', JSON.stringify(config));
alert('Settings saved!');
break;
}
});
// Load saved settings
const savedSettings = localStorage.getItem('particleGardenSettings');
if (savedSettings) {
const parsed = JSON.parse(savedSettings);
Object.assign(config, parsed);
}
// Start the animation
initParticles();
animate();
</script>
</body>
</html>
Ein responsives CSS-Grid-Portfolio mit interaktiven Hover-Effekten, die an Quantenphysik-Animationen erinnern. Perfekt für kreative Profis.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Quanta Grid - Creative Portfolio</title>
<style>
:root {
--primary: #2563eb;
--secondary: #1d4ed8;
--accent: #3b82f6;
--dark: #111827;
--light: #f9fafb;
--quantum: #8b5cf6;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Inter', -apple-system, BlinkMacSystemFont, sans-serif;
background: linear-gradient(135deg, #f0f9ff 0%, #e0f2fe 100%);
color: var(--dark);
line-height: 1.6;
min-height: 100vh;
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;
font-weight: 800;
color: var(--dark);
}
.subtitle {
font-size: 1.1rem;
color: var(--primary);
opacity: 0.8;
}
/* Quantum Particle Effect */
.quantum-particle {
position: absolute;
width: 0.5rem;
height: 0.5rem;
background-color: var(--quantum);
border-radius: 50%;
pointer-events: none;
box-shadow: 0 0 0.5rem var(--quantum);
animation: quantum-move 4s infinite ease-in-out;
}
@keyframes quantum-move {
0%, 100% { transform: translateY(0) rotate(0deg); }
25% { transform: translateY(-2rem) rotate(90deg); }
50% { transform: translateY(0) rotate(180deg); }
75% { transform: translateY(2rem) rotate(270deg); }
}
/* Grid Layout */
.portfolio-grid {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(300px, 1fr));
gap: 2rem;
margin-top: 2rem;
}
.portfolio-item {
background: white;
border-radius: 1rem;
overflow: hidden;
box-shadow: 0 4px 6px rgba(0, 0, 0, 0.05);
transition: all 0.4s cubic-bezier(0.17, 0.89, 0.32, 1.26);
transform-style: preserve-3d;
position: relative;
z-index: 1;
aspect-ratio: 4/3;
display: flex;
flex-direction: column;
}
.portfolio-item:hover {
transform: translateY(-5px) scale(1.02);
box-shadow: 0 20px 40px rgba(0, 0, 0, 0.15);
z-index: 10;
}
.portfolio-item::before {
content: '';
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: linear-gradient(45deg, rgba(139, 92, 246, 0.1) 0%, transparent 50%);
transform: translateX(-100%);
transition: transform 0.5s ease;
}
.portfolio-item:hover::before {
transform: translateX(100%);
}
.item-image {
height: 70%;
object-fit: cover;
display: block;
transition: all 0.4s;
}
.portfolio-item:hover .item-image {
transform: scale(1.05);
}
.item-content {
padding: 1.5rem;
flex-grow: 1;
display: flex;
flex-direction: column;
}
.item-title {
font-size: 1.2rem;
font-weight: 600;
margin-bottom: 0.5rem;
color: var(--dark);
}
.item-description {
color: var(--secondary);
font-size: 0.9rem;
flex-grow: 1;
}
.item-tags {
display: flex;
flex-wrap: wrap;
gap: 0.5rem;
margin-top: 1rem;
}
.tag {
background-color: rgba(139, 92, 246, 0.1);
color: var(--quantum);
padding: 0.3rem 0.6rem;
border-radius: 999px;
font-size: 0.7rem;
font-weight: 500;
}
footer {
text-align: center;
margin-top: 3rem;
padding: 1rem 0;
color: rgba(0, 0, 0, 0.6);
font-size: 0.9rem;
}
/* Responsive Adjustments */
@media (max-width: 768px) {
h1 {
font-size: 2rem;
}
.portfolio-grid {
grid-template-columns: 1fr;
}
.portfolio-item {
aspect-ratio: 16/9;
}
}
/* Quantum Connection Lines */
.quantum-connection {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: 0;
display: flex;
align-items: center;
justify-content: center;
}
.connection-line {
position: absolute;
height: 1px;
background-color: var(--quantum);
opacity: 0.3;
transition: all 0.3s ease;
}
.connection-line.active {
opacity: 1;
}
/* Floating Action Button */
.fab {
position: fixed;
bottom: 2rem;
right: 2rem;
width: 56px;
height: 56px;
background: var(--primary);
color: white;
border-radius: 50%;
display: flex;
align-items: center;
justify-content: center;
font-size: 1.5rem;
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.2);
transition: all 0.3s ease;
z-index: 100;
cursor: pointer;
}
.fab:hover {
background: var(--secondary);
transform: scale(1.1);
}
/* Animated Background Elements */
.quantum-dots {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: -1;
}
.quantum-dot {
position: absolute;
width: 0.3rem;
height: 0.3rem;
background-color: var(--quantum);
border-radius: 50%;
opacity: 0.5;
animation: float 6s infinite ease-in-out;
}
@keyframes float {
0%, 100% { transform: translateY(0) translateX(0); }
50% { transform: translateY(-1rem) translateX(1rem); }
}
</style>
</head>
<body>
<div class="quantum-dots" id="quantumDots"></div>
<div class="container">
<header>
<h1>Quanta Grid</h1>
<p class="subtitle">Where creativity meets quantum connections</p>
</header>
<div class="portfolio-grid">
<div class="portfolio-item" data-category="design">
<div class="quantum-connection">
<div class="connection-line" id="conn1"></div>
</div>
<img src="https://source.unsplash.com/random/400x300?design,portrait" alt="Design Project" class="item-image">
<div class="item-content">
<h3 class="item-title">Quanta UI</h3>
<p class="item-description">A modern, responsive design system with quantum-inspired animations for enhanced user experience.</p>
<div class="item-tags">
<span class="tag">UI/UX</span>
<span class="tag">Design</span>
<span class="tag">Web</span>
</div>
</div>
</div>
<div class="portfolio-item" data-category="code">
<div class="quantum-connection">
<div class="connection-line" id="conn2"></div>
</div>
<img src="https://source.unsplash.com/random/400x300?coding,developer" alt="Coding Project" class="item-image">
<div class="item-content">
<h3 class="item-title">Quantum Algorithms</h3>
<p class="item-description">Cutting-edge quantum computing implementations with a focus on optimization and machine learning.</p>
<div class="item-tags">
<span class="tag">Code</span>
<span class="tag">Algorithm</span>
<span class="tag">Quantum</span>
</div>
</div>
</div>
<div class="portfolio-item" data-category="motion">
<div class="quantum-connection">
<div class="connection-line" id="conn3"></div>
</div>
<img src="https://source.unsplash.com/random/400x300?animation, motion" alt="Motion Project" class="item-image">
<div class="item-content">
<h3 class="item-title">Quantum Motion</h3>
<p class="item-description">Experimental motion graphics that simulate quantum particle interactions for visual storytelling.</p>
<div class="item-tags">
<span class="tag">Motion</span>
<span class="tag">Animation</span>
<span class="tag">3D</span>
</div>
</div>
</div>
<div class="portfolio-item" data-category="data">
<div class="quantum-connection">
<div class="connection-line" id="conn4"></div>
</div>
<img src="https://source.unsplash.com/random/400x300?data, analytics" alt="Data Project" class="item-image">
<div class="item-content">
<h3 class="item-title">Data Quantification</h3>
<p class="item-description">Visualizing complex datasets using quantum-inspired visualization techniques for better insights.</p>
<div class="item-tags">
<span class="tag">Data</span>
<span class="tag">Visualization</span>
<span class="tag">Analytics</span>
</div>
</div>
</div>
<div class="portfolio-item" data-category="audio">
<div class="quantum-connection">
<div class="connection-line" id="conn5"></div>
</div>
<img src="https://source.unsplash.com/random/400x300?music, audio" alt="Audio Project" class="item-image">
<div class="item-content">
<h3 class="item-title">Quantum Audio</h3>
<p class="item-description">Experimental audio synthesis that creates sounds based on quantum computing principles.</p>
<div class="item-tags">
<span class="tag">Audio</span>
<span class="tag">Music</span>
<span class="tag">Generative</span>
</div>
</div>
</div>
<div class="portfolio-item" data-category="nft">
<div class="quantum-connection">
<div class="connection-line" id="conn6"></div>
</div>
<img src="https://source.unsplash.com/random/400x300?nft, digital" alt="NFT Project" class="item-image">
<div class="item-content">
<h3 class="item-title">Quantum NFTs</h3>
<p class="item-description">Digital collectibles that represent quantum states and their probabilities.</p>
<div class="item-tags">
<span class="tag">NFT</span>
<span class="tag">Blockchain</span>
<span class="tag">Digital</span>
</div>
</div>
</div>
</div>
<footer>
<p>© 2023 Quanta Grid | Designed with quantum-inspired interactions</p>
</footer>
</div>
<div class="fab">
<span>+</span>
</div>
<div class="quantum-particle"></div>
<div class="quantum-particle" style="animation-delay: 1s;"></div>
<div class="quantum-particle" style="animation-delay: 2s;"></div>
<div class="quantum-particle" style="animation-delay: 3s;"></div>
</body>
</html>
```
Ein kreatives Input-Rebinding-System für Unity mit KI-gestützter Vorschlagsfunktion und haptischem Feedback. Perfekt für Prototypen und schnelle Iterationen.
using UnityEngine;
using UnityEngine.InputSystem;
using System;
using System.Collections.Generic;
using System.Linq;
[DisallowMultipleComponent]
public class AileyInputRebinder : MonoBehaviour
{
[Header("Input System Settings")]
[SerializeField] private PlayerInputManager playerInputManager;
[SerializeField] private InputActionAsset inputActionAsset;
[SerializeField] private string actionMapToMonitor = "Player";
[Header("Rebinding Features")]
[SerializeField] private bool enableAIAssistedRebinding = true;
[SerializeField] private bool showHapticFeedback = true;
[SerializeField] private float rebindCooldown = 0.3f;
private Dictionary<string, string> currentBindings;
private Dictionary<string, string> originalBindings;
private Coroutine rebindCoroutine;
private float lastRebindTime;
private InputActionReference[] allActions;
// AI-assisted rebinding suggestions
private Dictionary<string, List<string>> actionToSuggestionMap = new Dictionary<string, List<string>>();
private List<string> allSuggestedKeys = new List<string>
{
"W", "A", "S", "D", "Q", "E",
"Space", "LeftShift", "LeftControl",
"Mouse left", "Mouse right",
"Gamepad leftstick up", "Gamepad leftstick down",
"Gamepad A", "Gamepad B"
};
[Header("UI Elements")]
[SerializeField] private TMPro.TextMeshProUGUI bindingDisplay;
[SerializeField] private GameObject rebindUI;
[SerializeField] private TMPro.TMP_InputField currentBindingField;
[SerializeField] private TMPro.TMP_Dropdown suggestedBindingsDropdown;
private InputActionReference currentlyBindingAction;
private string currentlyBindingActionName;
private void Awake()
{
if (playerInputManager == null)
{
playerInputManager = GetComponent<PlayerInputManager>();
if (playerInputManager == null)
{
Debug.LogError("No PlayerInputManager reference found. Please assign one in the inspector or add PlayerInputManager component.");
enabled = false;
return;
}
}
if (inputActionAsset == null)
{
Debug.LogError("No InputActionAsset assigned. Please assign your InputActionAsset.");
enabled = false;
return;
}
InitializeInputSystem();
InitializeAISuggestions();
UpdateBindingDisplay();
}
private void InitializeInputSystem()
{
if (playerInputManager == null) return;
// Get all input actions from the action map
InputActionMap actionMap = inputActionAsset.FindActionMap(actionMapToMonitor);
if (actionMap == null)
{
Debug.LogError($"Action map '{actionMapToMonitor}' not found in the InputActionAsset.");
return;
}
allActions = actionMap.actions
.Select(a => new InputActionReference(a))
.ToArray();
// Store original bindings
currentBindings = new Dictionary<string, string>();
originalBindings = new Dictionary<string, string>();
foreach (var action in allActions)
{
string[] bindings = action.action.bindings
.Select(b => b.path)
.Where(b => b != null)
.ToArray();
string bindingKey = string.Join(", ", bindings);
currentBindings[action.action.name] = bindingKey;
originalBindings[action.action.name] = bindingKey;
}
}
private void InitializeAISuggestions()
{
if (!enableAIAssistedRebinding) return;
// Create suggestion map based on action names
foreach (var action in allActions)
{
string actionName = action.action.name.ToLower();
// Simple AI logic - different suggestions based on action type
List<string> suggestions = new List<string>();
if (actionName.Contains("jump") || actionName.Contains("jumpbutton"))
{
suggestions = allSuggestedKeys.Where(k => k == "Space" || k == "Mouse left" || k.Contains("Gamepad")).ToList();
}
else if (actionName.Contains("move") || actionName.Contains("direction"))
{
suggestions = new List<string> { "W", "A", "S", "D", "Mouse left", "Gamepad leftstick" };
}
else if (actionName.Contains("attack") || actionName.Contains("fire"))
{
suggestions = allSuggestedKeys.Where(k => k == "Mouse right" || k == "Gamepad A" || k == "Q").ToList();
}
else if (actionName.Contains("dash") || actionName.Contains("dashbutton"))
{
suggestions = allSuggestedKeys.Where(k => k == "LeftShift" || k == "Gamepad B" || k == "E").ToList();
}
else if (actionName.Contains("interact") || actionName.Contains("interactbutton"))
{
suggestions = allSuggestedKeys.Where(k => k == "E" || k == "Mouse left").ToList();
}
else
{
suggestions = allSuggestedKeys.ToList();
}
actionToSuggestionMap[action.action.name] = suggestions;
}
// Initialize dropdown
UpdateSuggestedBindingsDropdown();
}
private void UpdateSuggestedBindingsDropdown()
{
if (suggestedBindingsDropdown == null || !enableAIAssistedRebinding) return;
suggestedBindingsDropdown.ClearOptions();
List<TMP_Dropdown.OptionData> options = new List<TMP_Dropdown.OptionData>();
if (currentlyBindingAction != null && actionToSuggestionMap.ContainsKey(currentlyBindingAction.action.name))
{
options.AddRange(actionToSuggestionMap[currentlyBindingAction.action.name]
.Select(s => new TMP_Dropdown.OptionData(s)));
}
suggestedBindingsDropdown.AddOptions(options);
}
private void UpdateBindingDisplay()
{
if (bindingDisplay == null) return;
bindingDisplay.text = "";
foreach (var kvp in currentBindings)
{
bindingDisplay.text += $"{kvp.Key}: {kvp.Value}\n";
}
}
#region Keyboard Shortcuts
private void Update()
{
if (rebindUI.activeSelf)
{
if (Keyboard.current rinp wasd Enter)
{
StartRebinding(currentlyBindingActionName);
}
else if (Keyboard.current rinp wasd Escape)
{
ExitRebindUI();
}
}
}
[InputCaptureLocal KeyCode.F11]
private void ToggleRebindUI()
{
if (rebindUI.activeSelf)
{
ExitRebindUI();
}
else
{
rebindUI.SetActive(true);
}
}
[InputCaptureLocal KeyCode.F12]
private void ResetAllBindings()
{
if (playerInputManager == null) return;
foreach (var action in allActions)
{
string[] originalBindings = this.originalBindings[action.action.name].Split(',');
action.action bindings = originalBindings
.Select(b => new InputBinding { path = b.Trim() })
.ToArray();
}
currentBindings = new Dictionary<string, string>(originalBindings);
UpdateBindingDisplay();
rebindUI.SetActive(false);
}
#endregion
private void StartRebinding(string actionName)
{
InputActionReference action = allActions.FirstOrDefault(a => a.action.name == actionName);
if (action == null) return;
currentlyBindingAction = action;
currentlyBindingActionName = actionName;
currentBindingField.text = currentBindings[actionName];
currentBindingField.Select();
currentBindingField.ActivateInputField();
UpdateSuggestedBindingsDropdown();
if (showHapticFeedback && InputSystem.supportedInputDevices.Any(d => d is Gamepad))
{
foreach (var device in InputSystem.supportedDevices.OfType<Gamepad>())
{
device.SendHaptic Pulse(0.5f, 0.1f);
}
}
}
private void ExitRebindUI()
{
rebindUI.SetActive(false);
currentlyBindingAction = null;
currentlyBindingActionName = null;
}
public void ApplyBinding(string newBinding)
{
if (currentlyBindingAction == null) return;
currentlyBindingAction.action bindings = new InputBinding[] { new InputBinding { path = newBinding } };
currentBindings[currentlyBindingActionName] = newBinding;
UpdateBindingDisplay();
ExitRebindUI();
}
public void ApplySuggestedBinding()
{
if (suggestedBindingsDropdown.value >= 0 &&
suggestedBindingsDropdown.options.Count > suggestedBindingsDropdown.value)
{
string suggestedBinding = suggestedBindingsDropdown.options[suggestedBindingsDropdown.value].text;
ApplyBinding(suggestedBinding);
}
}
public void ResetBinding()
{
if (currentlyBindingAction == null) return;
string originalBinding = originalBindings[currentlyBindingActionName];
currentlyBindingAction.action bindings = originalBinding.Split(',')
.Select(b => new InputBinding { path = b.Trim() })
.ToArray();
currentBindings[currentlyBindingActionName] = originalBinding;
UpdateBindingDisplay();
ExitRebindUI();
}
}
Ein interaktives Regex-Testing-Tool mit Live-Visualisierung und Schritt-für-Schritt-Erklärungen, das wie eine Zaubershow funktioniert.
#!/usr/bin/env python3
import re
import sys
from typing import List, Tuple, Optional, Dict
from dataclasses import dataclass
import textwrap
import random
@dataclass
class RegexExplanation:
"""Holds the breakdown of a regex pattern."""
match_groups: List[str]
explanation_steps: List[Tuple[str, str]]
full_pattern: str
class RegexShow:
"""Interactive regex testing tool with visual explanations."""
def __init__(self):
self.history: List[RegexExplanation] = []
self.current_pattern = ""
self.test_string = ""
self.visual_chars = [
"░", "▒", "▓", "█", "▚", "▝", "▛", "▄", "▁", "▀",
"░", "▕", "▖", "▗", "▔", "▝", "▛", "▄", "▂", "▁"
]
self.emoji_library = {
'start': '🔮',
'end': '🔚',
'literal': '🔤',
'quantifier': '🔢',
'group': '🔗',
'character_class': '🔡',
'escape': '🛡️',
'alternation': '⚖️',
'wildcard': '✨'
}
def test_regex(self, pattern: str, test_str: str) -> RegexExplanation:
"""Test a regex pattern against a string and generate explanations."""
self.current_pattern = pattern
self.test_string = test_str
matches = re.finditer(pattern, test_str, re.DEBUG)
match_groups = [m.group(0) for m in matches]
explanation_steps = self._generate_explanation_steps(pattern)
return RegexExplanation(
match_groups=match_groups,
explanation_steps=explanation_steps,
full_pattern=pattern
)
def _generate_explanation_steps(self, pattern: str) -> List[Tuple[str, str]]:
"""Break down the regex into step-by-step explanations."""
steps = []
components = self._tokenize_pattern(pattern)
for i, (token, meta) in enumerate(components, 1):
emoji = self.emoji_library.get(meta, '❓')
explanation = self._get_explanation_for_token(token, meta)
steps.append((f"Step {i}", f"{emoji} {explanation}"))
return steps
def _tokenize_pattern(self, pattern: str) -> List[Tuple[str, str]]:
"""Tokenize the regex pattern with metadata."""
tokens = []
i = 0
n = len(pattern)
while i < n:
c = pattern[i]
if c == '\\':
if i + 1 < n:
tokens.append((pattern[i:i+2], 'escape'))
i += 2
else:
tokens.append((c, 'escape'))
i += 1
elif c in '.^$*+?{}[]|()':
if c in '.^$*+?':
tokens.append((c, 'quantifier' if c in '*+' else 'special'))
i += 1
elif c in '{}[]|()':
tokens.append((c, 'group' if c in '()' else 'character_class' if c in '[]' else 'alternation'))
i += 1
else:
tokens.append((c, 'special'))
i += 1
elif c in 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ':
tokens.append((c, 'literal'))
i += 1
else:
tokens.append((c, 'unknown'))
i += 1
return tokens
def _get_explanation_for_token(self, token: str, meta: str) -> str:
"""Generate human-readable explanation for a token."""
explanations = {
'start': "Start of string anchor",
'end': "End of string anchor",
'literal': f"Exact character '{token}'",
'quantifier': {
'*': "Zero or more",
'+': "One or more",
'?': "Zero or one",
'.': "Any single character",
'^': "Start of line",
'$': "End of line"
}.get(token, f"Quantifier '{token}'"),
'group': "Capturing group",
'character_class': "Character class",
'escape': f"Escaped character '{token}'",
'alternation': "Alternation",
'wildcard': "Wildcard match"
}
if meta in explanations:
if isinstance(explanations[meta], dict):
return explanations[meta].get(token, f"Quantifier '{token}'")
return explanations[meta]
return f"Token '{token}' with meta '{meta}'"
def visualize_match(self, pattern: str, test_str: str) -> str:
"""Create a visual representation of the regex match."""
matches = [m.span() for m in re.finditer(pattern, test_str, re.DEBUG)]
if not matches:
return "No matches found. Try a different pattern!"
# Create a visual string with intensity based on match positions
visual = []
max_pos = max(m[1] for m in matches)
for i in range(max_pos):
if any(m[0] <= i < m[1] for m in matches):
visual.append(random.choice(self.visual_chars[0::2]))
else:
visual.append(random.choice(self.visual_chars[1::2]))
# Highlight matched characters
highlighted = []
for i, char in enumerate(test_str):
if any(m[0] <= i < m[1] for m in matches):
highlighted.append(f"\033[1;32m{char}\033[0m")
else:
highlighted.append(char)
highlighted_str = ''.join(highlighted)
return '\n'.join([
f"Visual Match Intensity:",
''.join(visual),
f"\nHighlighted Matches in '{test_str}':",
highlighted_str
])
def clear_screen():
"""Clear the terminal screen."""
print("\033[H\033[J", end="")
def main():
"""Run the Regex Magic Show."""
show = RegexShow()
print("""
▄▄▄▄ ▄▄▄ ▄▄▄▄ ▄▄▄ ▄▄▄ ▄▄▄
█ █ █ █ █ █ █ █ █ █ █ █
█ █ █ █ █ █ █ █ █ █ █ █
█ █ █▄▄█ █ █ █▄▄█ █ █ █▄▄█
█ █ █ █ █ █ █ █ █ █ █ █
█ █ █ █ █ █ █ █ █ █ █ █
█▄▄█ █ █ █▄▄█ █ █ █▄▄█ █▄▄█
""")
print("REGEX MAGIC SHOW - Type your regex pattern and a test string!")
print("Type 'history' to see previous tests, 'clear' to clear the screen, 'quit' to exit.\n")
while True:
clear_screen()
print("REGEX MAGIC SHOW\n")
pattern_input = input("Enter your regex pattern: ").strip()
if not pattern_input:
continue
if pattern_input.lower() == 'history':
clear_screen()
print("HISTORY\n")
if not show.history:
print("No history yet!")
input("Press Enter to continue...")
continue
for i, entry in enumerate(show.history, 1):
print(f"\n{i}. Pattern: {entry.full_pattern}")
print(f" Matches: {entry.match_groups}")
print(" Explanation:")
for step in entry.explanation_steps:
print(f" {step[0]}: {step[1]}")
print()
input("Press Enter to return to main menu...")
continue
if pattern_input.lower() == 'clear':
clear_screen()
print("Screen cleared!\n")
input("Press Enter to continue...")
continue
if pattern_input.lower() == 'quit':
print("Thanks for playing Regex Magic Show! ✨")
break
test_str = input("Enter your test string: ").strip()
if not test_str:
print("Test string cannot be empty!")
input("Press Enter to continue...")
continue
try:
explanation = show.test_regex(pattern_input, test_str)
show.history.append(explanation)
clear_screen()
print("REGEX MAGIC SHOW - RESULTS\n")
print(f"Pattern: {explanation.full_pattern}")
print(f"Test String: '{test_str}'")
print(f"\nMatches Found: {len(explanation.match_groups)}")
if explanation.match_groups:
print(f" Matched strings: {explanation.match_groups}")
print("\nStep-by-Step Explanation:")
for step in explanation.explanation_steps:
print(f" {step[0]}: {step[1]}")
print("\n" + show.visualize_match(pattern_input, test_str))
print("\nType 'history' to see previous tests, 'clear' to clear the screen, 'quit' to exit.")
input("\nPress Enter to continue...")
except re.error as e:
print(f"Invalid regex: {e}")
input("Press Enter to continue...")
if __name__ == "__main__":
try:
main()
except KeyboardInterrupt:
print("\nGoodbye! 👋")
sys.exit(0)
Eine elegante Flashcard-App mit Spaced Repetition, die sich an dein Lernverhalten anpasst und Apple HIG-Standards erfüllt. Enthält eine kreative 'Share'-Funktion für Lernfortschritte.
```swift
import SwiftUI
import CoreHaptics
import Combine
struct Flashcard: Identifiable, Codable, Equatable {
let id = UUID()
var question: String
var answer: String
var lastReviewed: Date?
var difficulty: Double = 1.0 // 1 = easy, 3 = hard
var currentInterval: Double = 1.0 // in days
var nextReviewDate: Date?
var isMastered: Bool = false
var progress: Double {
guard let lastReviewed = lastReviewed else { return 0.0 }
let now = Date()
let daysPassed = now.timeIntervalSince(lastReviewed) / (24 * 60 * 60)
return min(daysPassed / currentInterval, 1.0)
}
mutating func updateBasedOnReview(shouldMaster: Bool, lastAnsweredCorrectly: Bool) {
let now = Date()
if shouldMaster {
isMastered = true
difficulty = max(difficulty - 0.2, 1.0)
currentInterval = min(currentInterval * 2, 14.0) // max 14 days for mastered
} else if lastAnsweredCorrectly {
difficulty = max(difficulty - 0.1, 1.0)
currentInterval *= 1.5
} else {
difficulty = min(difficulty + 0.1, 3.0)
currentInterval = max(currentInterval * 0.8, 1.0)
}
nextReviewDate = now.addingTimeInterval(currentInterval * 24 * 60 * 60)
}
}
class CardDeck: ObservableObject, Codable {
@Published var cards: [Flashcard]
private let hapticEngine = CHHapticEngine()
private let persistenceKey = "MemoraCardDeck"
init(cards: [Flashcard] = []) {
self.cards = cards
loadFromPersistence()
setupHaptics()
}
func saveToPersistence() {
if let encoded = try? JSONEncoder().encode(self) {
UserDefaults.standard.set(encoded, forKey: persistenceKey)
}
}
func loadFromPersistence() {
if let data = UserDefaults.standard.data(forKey: persistenceKey),
let loadedDeck = try? JSONDecoder().decode(CardDeck.self, from: data) {
self.cards = loadedDeck.cards
}
}
func addCard(question: String, answer: String) {
let newCard = Flashcard(question: question, answer: answer)
cards.append(newCard)
saveToPersistence()
setupHaptics()
}
func deleteCard(at offsets: IndexSet) {
cards.remove(atOffsets: offsets)
saveToPersistence()
}
func shuffleCards() {
cards.shuffle()
}
func markAsMastered(at index: Int) {
guard index < cards.count else { return }
cards[index].isMastered = true
saveToPersistence()
}
func updateCard(at index: Int, shouldMaster: Bool, lastAnsweredCorrectly: Bool) {
guard index < cards.count else { return }
cards[index].updateBasedOnReview(shouldMaster: shouldMaster, lastAnsweredCorrectly: lastAnsweredCorrectly)
saveToPersistence()
}
private func setupHaptics() {
guard CHHapticEngine.capabilitiesForHardware().supportsHaptics else { return }
do {
try hapticEngine.start()
} catch {
print("Haptic engine error: \(error.localizedDescription)")
}
}
func triggerSuccessHaptic() {
guard !hapticEngine.isPlaying else { return }
let successIntensity = Float(cards.first(where: { $0.isMastered })?.difficulty ?? 1.0) / 3.0
let pattern = CHHapticEvent(
eventType: .hapticTransient,
parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: successIntensity),
CHHapticEventParameter(parameterID: .hapticSharpness, value: 0.5)
],
relativeTime: 0,
duration: 0.2
)
let event = CHHapticEvent(eventType: .hapticContinuous, parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: 0.7),
CHHapticEventParameter(parameterID: .hapticSharpness, value: 0.3)
], startTime: 0, duration: 0.3)
do {
let pattern = try CHHapticPattern(events: [pattern, event], parameters: [])
let player = try hapticEngine.makePlayer(with: pattern)
try player.start(atTime: 0)
} catch {
print("Failed to play haptic pattern: \(error.localizedDescription)")
}
}
}
struct FlashcardView: View {
@StateObject var deck = CardDeck()
@State private var currentCardIndex = 0
@State private var showingAnswer = false
@State private var showAddCardSheet = false
@State private var newQuestion = ""
@State private var newAnswer = ""
@State private var showDeckStats = false
@State private var selectedCardIndex: Int?
@State private var isCardMastered = false
@State private var lastAnsweredCorrectly = true
let hapticEngine = CHHapticEngine()
var body: some View {
NavigationStack {
VStack(spacing: 20) {
// Card Display
ZStack {
RoundedRectangle(cornerRadius: 25)
.fill(
LinearGradient(
gradient: Gradient(colors: [Color.blue.opacity(0.2), Color.purple.opacity(0.2)]),
startPoint: .topLeading,
endPoint: .bottomTrailing
)
)
.frame(height: 200)
.shadow(color: .blue.opacity(0.3), radius: 10, x: 0, y: 5)
if showingAnswer {
VStack {
Text(deck.cards[currentCardIndex].answer)
.font(.title2)
.fontWeight(.semibold)
.multilineTextAlignment(.leading)
.padding()
.frame(maxWidth: .infinity, alignment: .leading)
HStack {
if deck.cards[currentCardIndex].isMastered {
Image(systemName: "checkmark.circle.fill")
.font(.caption)
.foregroundColor(.green)
Text("Mastered")
.font(.caption)
.fontWeight(.bold)
.foregroundColor(.green)
}
Spacer()
Text("Difficulty: \(Int(deck.cards[currentCardIndex].difficulty))")
.font(.caption)
.fontWeight(.bold)
.foregroundColor(deck.cards[currentCardIndex].difficulty < 1.5 ? .green : .red)
}
.padding(.top, 8)
}
.padding(.horizontal, 20)
.frame(maxWidth: .infinity, alignment: .leading)
.transition(.slide)
} else {
VStack(alignment: .leading) {
Text(deck.cards[currentCardIndex].question)
.font(.title2)
.fontWeight(.semibold)
.multilineTextAlignment(.leading)
.padding()
Spacer()
HStack {
Spacer()
Text("Progress: \(String(format: "%.0f", deck.cards[currentCardIndex].progress * 100))%")
.font(.caption)
.fontWeight(.bold)
.foregroundColor(deck.cards[currentCardIndex].progress > 0.7 ? .green : .blue)
}
.padding(.bottom, 8)
}
.padding(.horizontal, 20)
.frame(maxWidth: .infinity, alignment: .leading)
.transition(.slide)
}
}
.onTapGesture {
withAnimation {
showingAnswer.toggle()
}
deck.triggerSuccessHaptic()
}
// Controls
HStack(spacing: 20) {
Button(action: {
if currentCardIndex > 0 {
withAnimation {
currentCardIndex -= 1
showingAnswer = false
}
} else {
withAnimation {
currentCardIndex = deck.cards.count - 1
showingAnswer = false
}
}
deck.triggerSuccessHaptic()
}) {
Image(systemName: "chevron.left")
.font(.title2)
.frame(width: 50, height: 50)
.background(
LinearGradient(
gradient: Gradient(colors: [Color.blue, Color.purple]),
startPoint: .leading,
endPoint: .trailing
)
)
.clipShape(Circle())
.shadow(color: .blue.opacity(0.3), radius: 3, x: 0, y: 1)
}
Spacer()
if showingAnswer {
Button(action: {
deck.updateCard(at: currentCardIndex, shouldMaster: isCardMastered, lastAnsweredCorrectly: lastAnsweredCorrectly)
deck.shuffleCards()
withAnimation {
currentCardIndex = (currentCardIndex + 1) % deck.cards.count
showingAnswer = false
}
}) {
Image(systemName: "arrow.right.circle.fill")
.font(.title2)
.frame(width: 50, height: 50)
.background(
LinearGradient(
gradient: Gradient(colors: [Color.green, Color.teal]),
startPoint: .leading,
endPoint: .trailing
)
)
.clipShape(Circle())
.shadow(color: .green.opacity(0.3), radius: 3, x: 0, y: 1)
}
} else {
Button(action: {
withAnimation {
showingAnswer = true
}
}) {
Image(systemName: "arrow.right.circle.fill")
.font(.title2)
.frame(width: 50, height: 50)
.background(
LinearGradient(
gradient: Gradient(colors: [Color.blue, Color.purple]),
startPoint: .leading,
endPoint: .trailing
)
)
.clipShape(Circle())
.shadow(color: .blue.opacity(0.3), radius: 3, x: 0, y: 1)
}
}
}
.padding(.bottom, 20)
// Stats Button
if deck.cards.count > 0 {
Button(action: { showDeckStats = true }) {
Label("Deck Stats", systemImage: "chart.bar.fill")
.font(.headline)
.foregroundColor(.blue)
}
.padding(.bottom)
}
Spacer()
}
.navigationTitle("Memora")
.navigationBarTitleDisplayMode(.inline)
.toolbar {
ToolbarItemGroup(placement: .navigationBarTrailing) {
Button(action: { showAddCardSheet = true }) {
Label("Add Card", systemImage: "plus")
.font(.headline)
.foregroundColor(.blue)
}
Button(action: { sharingDeckStats() }) {
Label("Share", systemImage: "square.and.arrow.up")
.font(.headline)
.foregroundColor(.blue)
}
}
}
.sheet(isPresented: $showAddCardSheet) {
AddCardView(deck: deck, showAddCardSheet: $showAddCardSheet)
}
.sheet(item: $selectedCardIndex) { index in
if let index = index, index < deck.cards.count {
CardDetailView(card: deck.cards[index], deck: deck)
}
}
.sheet(isPresented: $showDeckStats) {
DeckStatsView(deck: deck)
}
.onAppear {
if deck.cards.isEmpty {
// Add some sample cards
deck.addCard(question: "What is the capital of France?", answer: "Paris")
deck.addCard(question: "What is the largest planet in our solar system?", answer: "Jupiter")
deck.addCard(question: "What is the chemical symbol for gold?", answer: "Au")
deck.addCard(question: "Who painted the Mona Lisa?", answer: "Leonardo da Vinci")
deck.addCard(question: "What is the square root of 64?", answer: "8")
}
}
.onChange(of: deck.cards) { _ in deck.shuffleCards() }
}
}
private func sharingDeckStats() {
guard !deck.cards.isEmpty else { return }
let masteredCount = deck.cards.filter { $0.isMastered }.count
let totalCards = deck.cards.count
let percentage = Double(masteredCount) / Double(totalCards) * 100
let text = """
Memora Deck Stats
Total Cards: \(totalCards)
Mastered: \(masteredCount) (\(String(format: "%.1f", percentage))%)
Difficulty Breakdown:
\(deck.cards.reduce(into: [Double: Int]()) { $0[$1.difficulty, default: 0] += 1 })
"""
let av = UIActivityViewController(activityItems: [text], applicationActivities: nil)
UIApplication.shared.windows.first?.rootViewController?.present(av, animated: true)
}
}
struct AddCardView: View {
@ObservedObject var deck: CardDeck
@Binding var showAddCardSheet: Bool
@State private var question = ""
@State private var answer = ""
@State private var isValid = false
var body: some View {
NavigationStack {
Form {
Section(header: Text("New Flashcard")) {
TextField("Question", text: $question)
.disableAutocorrection(true)
.textInputAutocapitalization(.sentences)
.onChange(of: question) { _ in validateInput() }
TextField("Answer", text: $answer)
.disableAutocorrection(true)
.textInputAutocapitalization(.sentences)
.onChange(of: answer) { _ in validateInput() }
Toggle("Mark as mastered immediately", isOn: Binding(
get: { deck.cards.last?.isMastered ?? false },
set: { isMastered in
if let lastIndex = deck.cards.last?.id {
deck.updateCard(at: deck.cards.firstIndex(where: { $0.id == lastIndex }) ?? 0,
shouldMaster: isMastered, lastAnsweredCorrectly: true)
}
}
))
.disabled(question.isEmpty || answer.isEmpty)
}
}
.navigationTitle("Add Card")
.navigationBarTitleDisplayMode(.inline)
.toolbar {
ToolbarItem(placement: .navigationBarLeading) {
Button("Cancel") {
showAddCardSheet = false
}
}
ToolbarItem(placement: .navigationBarTrailing) {
Button("Add") {
if isValid {
deck.addCard(question: question, answer: answer)
showAddCardSheet = false
}
}
.disabled(!isValid)
}
}
}
}
private func validateInput() {
isValid = !question.isEmpty && !answer.isEmpty
}
}
struct CardDetailView: View {
let card: Flashcard
@ObservedObject var deck: CardDeck
@Environment(\.dismiss) var dismiss
var body: some View {
ScrollView {
VStack(alignment: .leading, spacing: 20) {
HStack {
Text("Question")
.font(.headline)
.foregroundColor(.blue)
Spacer()
Text("Answer")
.font(.headline)
.foregroundColor(.blue)
}
.padding(.horizontal)
Divider()
VStack(alignment: .leading, spacing: 10) {
Text(card.question)
.font(.body)
.padding(.vertical, 8)
.frame(maxWidth: .infinity, alignment: .leading)
Divider()
Text(card.answer)
.font(.body)
.padding(.vertical, 8)
.frame(maxWidth: .infinity, alignment: .leading)
}
.background(
RoundedRectangle(cornerRadius: 10)
.fill(LinearGradient(
gradient: Gradient(colors: [Color.blue.opacity(0.1), Color.purple.opacity(0.1)]),
startPoint: .topLeading,
endPoint: .bottomTrailing
))
)
.padding(.horizontal)
Spacer()
if card.isMastered {
VStack(spacing: 10) {
HStack {
Image(systemName: "checkmark.circle.fill")
.font(.title)
.foregroundColor(.green)
Text("Mastered!")
.font(.title2)
.fontWeight(.bold)
.foregroundColor(.green)
}
Text("You've mastered this card!")
.font(.body)
.foregroundColor(.secondary)
.multilineTextAlignment(.center)
.padding()
}
.padding()
.background(
RoundedRectangle(cornerRadius: 10)
.fill(Color.green.opacity(0.1))
)
} else {
Ein kreativer Particle-Effect-Shader mit organischen, pulsierenden Mustern und einem ungewöhnlichen Nord-Farbschema (dunkelblaue Basistöne, grüne Akzente, lila Highlights). Fügt individuelle Particle-
extends ShaderMaterial
# Nord Color Palette - Base, Low, High
const NORD_BASE: Vector4 = Vector4(0.06, 0.12, 0.24, 1.0) # Dark Blue
const NORD_LOW: Vector4 = Vector4(0.15, 0.20, 0.35, 1.0) # Midnight Blue
const NORD_HIGH: Vector4 = Vector4(0.30, 0.50, 0.90, 1.0) # Electric Blue
const NORD_ACCENT: Vector4 = Vector4(0.0, 0.70, 0.20, 1.0) # Neon Green
const NORD_PURPLE: Vector4 = Vector4(0.60, 0.0, 0.80, 1.0) # Neon Purple
@export var base_color: Vector4 = NORD_BASE
@export var low_color: Vector4 = NORD_LOW
@export var high_color: Vector4 = NORD_HIGH
@export var accent_color: Vector4 = NORD_ACCENT
@export var purple_color: Vector4 = NORD_PURPLE
@export var seed: int = 0
@export var time_speed: float = 1.0
@export var particle_count: int = 512
@export var spread_angle: float = PI * 0.5 # 90 degrees
@export var max_lifetime: float = 1.0
@export var branch_factor: float = 1.2
# Particle State
struct Particle {
vec2 position
vec2 direction
float lifetime
float branch_remaining
bool is_branching
}
# Main Shader
shader_type canvas_item:
uniform float alpha : source_alpha
uniform float time : time
uniform float delta : delta_time
# Particle Array (Buffer)
uniform Particle particles[particle_count]
# Fragment
void fragment() {
vec2 uv = UV;
vec2 p;
// Calculate particle positions based on seed and time
float seed_time = float(seed) * time * time_speed;
for (int i = 0; i < particle_count; i++) {
float idx = float(i) / float(particle_count);
float angle = seed_time + idx * spread_angle;
float dist = smoothstep(0.0, 1.0, idx) * (1.0 + 0.5 * sin(seed_time * 2.0 + idx * 3.0));
vec2 pos = vec2(cos(angle) * dist, sin(angle) * dist);
// Store in particle buffer
particles[i].position = pos;
particles[i].direction = normalize(pos);
particles[i].lifetime = 1.0;
particles[i].branch_remaining = 0.0;
particles[i].is_branching = false;
}
// Update particles (Lifetime & Branching)
for (int i = 0; i < particle_count; i++) {
particles[i].lifetime -= delta * 0.1;
// Branching logic
if (particles[i].lifetime > 0.0 && randf() < 0.1) {
particles[i].branch_remaining = 1.0;
particles[i].is_branching = true;
}
if (particles[i].branch_remaining > 0.0) {
particles[i].branch_remaining -= delta;
particles[i].lifetime = 0.0; // Force to end
}
}
// Draw particles with Nord color scheme
for (int i = 0; i < particle_count; i++) {
vec2 p = particles[i].position;
float life = smoothstep(0.0, 1.0, particles[i].lifetime);
// Choose color based on life stage
vec4 col;
if (particles[i].is_branching) {
col = mix(accent_color, purple_color, life);
} else if (life < 0.3) {
col = mix(base_color, low_color, life * 4.0);
} else if (life < 0.7) {
col = mix(low_color, high_color, (life - 0.3) * 4.0);
} else {
col = high_color;
}
// Fade with lifetime
col.a = life * alpha;
// Draw as circle
vec2 direction = particles[i].direction;
vec2 start_pos = p - direction * 0.02;
vec2 end_pos = p + direction * 0.02;
draw_line(start_pos, end_pos, col);
// Draw branching particles
if (particles[i].is_branching) {
vec2 branch_dir = vec2(cos(seed_time + i * 0.5), sin(seed_time + i * 0.5));
vec2 branch_pos = p + branch_dir * 0.05;
draw_line(p, branch_pos, vec4(accent_color, 1.0));
}
}
}
func _ready():
pass
func _process(delta: float) -> void:
pass
Ein futuristisches Flip-Card-Memory-Spiel mit Neon-Effekten, Score-Tracking und Zeitlimit.
<!DOCTYPE html>
<html lang="de">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>NeonFlip Memory Game</title>
<style>
:root {
--neon-pink: #ff2edb;
--neon-blue: #00f2ff;
--neon-purple: #8a2be2;
--neon-green: #00ff7f;
--neon-orange: #ff9900;
--neon-yellow: #ffff00;
--neon-cyan: #00ffff;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
font-family: 'Orbitron', sans-serif;
}
body {
background-color: #0a0a0a;
color: var(--neon-pink);
min-height: 100vh;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
padding: 20px;
overflow: hidden;
}
h1 {
font-size: 3rem;
margin-bottom: 20px;
text-shadow: 0 0 10px var(--neon-pink);
animation: neonPulse 2s infinite alternate;
}
.game-container {
display: flex;
flex-direction: column;
align-items: center;
max-width: 600px;
width: 100%;
}
.stats {
display: flex;
justify-content: space-between;
width: 100%;
margin-bottom: 20px;
padding: 10px 20px;
background-color: rgba(0, 0, 0, 0.3);
border-radius: 10px;
border: 1px solid var(--neon-pink);
}
.score, .time {
font-size: 1.2rem;
color: var(--neon-blue);
}
.game-grid {
display: grid;
grid-template-columns: repeat(auto-fill, minmax(80px, 1fr));
gap: 15px;
margin-bottom: 20px;
}
.card {
width: 80px;
height: 80px;
background-color: #1a1a1a;
border-radius: 10px;
display: flex;
justify-content: center;
align-items: center;
cursor: pointer;
position: relative;
overflow: hidden;
border: 2px solid transparent;
transition: all 0.3s ease;
}
.card:hover {
transform: translateY(-5px);
box-shadow: 0 0 20px var(--neon-pink);
}
.card.flipped {
background-color: rgba(255, 255, 255, 0.1);
}
.card.flipped:hover {
transform: translateY(5px);
}
.card.flipped .card-inner {
transform: rotateY(180deg);
}
.card-inner {
width: 100%;
height: 100%;
position: absolute;
backface-visibility: hidden;
display: flex;
justify-content: center;
align-items: center;
transition: transform 0.6s ease;
border-radius: 10px;
}
.card-front {
background: linear-gradient(45deg, #0a0a0a, #1a1a1a);
color: var(--neon-pink);
font-size: 2rem;
font-weight: bold;
text-shadow: 0 0 5px var(--neon-pink);
}
.card-back {
background: linear-gradient(45deg, #1a1a1a, #0a0a0a);
color: var(--neon-blue);
font-size: 2rem;
font-weight: bold;
text-shadow: 0 0 5px var(--neon-blue);
}
.button {
padding: 10px 20px;
background-color: #1a1a1a;
color: var(--neon-pink);
border: 2px solid var(--neon-pink);
border-radius: 5px;
font-family: 'Orbitron', sans-serif;
cursor: pointer;
margin-top: 10px;
transition: all 0.3s ease;
}
.button:hover {
background-color: var(--neon-pink);
color: #0a0a0a;
}
.button.reset {
background-color: var(--neon-pink);
color: #0a0a0a;
}
.button.reset:hover {
background-color: var(--neon-purple);
color: #0a0a0a;
}
.neon-line {
position: absolute;
background: linear-gradient(90deg, transparent, var(--neon-pink), transparent);
height: 2px;
width: 100%;
animation: neonScan 1.5s infinite;
opacity: 0.5;
}
.neon-line.top {
top: 0;
animation-delay: 0s;
}
.neon-line.middle {
top: 50%;
animation-delay: 0.3s;
}
.neon-line.bottom {
bottom: 0;
animation-delay: 0.6s;
}
@keyframes neonPulse {
0% { color: var(--neon-pink); }
50% { color: var(--neon-blue); }
100% { color: var(--neon-pink); }
}
@keyframes neonScan {
0% { transform: translateX(-100%); }
100% { transform: translateX(100%); }
}
@supports not (font-family: 'Orbitron', sans-serif) {
h1, .button {
font-family: sans-serif;
}
}
</style>
</head>
<body>
<h1>NeonFlip Memory</h1>
<div class="game-container">
<div class="stats">
<div class="score">Score: <span id="score">0</span></div>
<div class="time">Time: <span id="time">60</span></div>
</div>
<div class="game-grid" id="gameGrid"></div>
<button class="button reset" id="resetBtn">Reset Game</button>
</div>
<div class="neon-line top"></div>
<div class="neon-line middle"></div>
<div class="neon-line bottom"></div>
<script>
// Game configuration
const configs = {
gridSize: 4,
cardsPerRow: 4,
symbols: ['★', '☆', '✦', '❖', '⚡', '⚙', '⚛', '🔥'],
matchTime: 1000,
maxTime: 60,
colors: [
'var(--neon-pink)',
'var(--neon-blue)',
'var(--neon-purple)',
'var(--neon-green)',
'var(--neon-orange)',
'var(--neon-yellow)',
'var(--neon-cyan)'
]
};
// Game state
let gameState = {
flippedCards: [],
matchedCards: [],
score: 0,
timeLeft: configs.maxTime,
timer: null,
isGameOver: false
};
// DOM elements
const gameGrid = document.getElementById('gameGrid');
const scoreDisplay = document.getElementById('score');
const timeDisplay = document.getElementById('time');
const resetBtn = document.getElementById('resetBtn');
// Initialize the game
function initGame() {
// Clear previous game
gameGrid.innerHTML = '';
gameState.flippedCards = [];
gameState.matchedCards = [];
gameState.score = 0;
gameState.isGameOver = false;
// Update UI
scoreDisplay.textContent = gameState.score;
timeDisplay.textContent = gameState.timeLeft;
resetBtn.disabled = true;
// Create cards
const symbols = [...configs.symbols];
const cardCount = configs.gridSize * configs.cardsPerRow;
const cards = [];
for (let i = 0; i < cardCount; i++) {
const symbol = symbols[i % symbols.length];
const card = createCard(symbol);
cards.push(card);
cards.push(createCard(symbol)); // Duplicate for matching
}
// Shuffle cards
cards.sort(() => Math.random() - 0.5);
// Add cards to grid
cards.forEach((symbol, index) => {
const card = document.createElement('div');
card.className = 'card';
card.dataset.index = index;
const cardInner = document.createElement('div');
cardInner.className = 'card-inner';
const cardFront = document.createElement('div');
cardFront.className = 'card-front';
cardFront.innerHTML = '<?>';
const cardBack = document.createElement('div');
cardBack.className = 'card-back';
cardBack.textContent = symbol;
cardInner.appendChild(cardFront);
cardInner.appendChild(cardBack);
card.appendChild(cardInner);
gameGrid.appendChild(card);
// Add click event
card.addEventListener('click', () => flipCard(index));
});
// Start timer
gameState.timer = setInterval(updateTimer, 1000);
}
// Create a card with random color
function createCard(symbol) {
const colors = [...configs.colors];
const color = colors[Math.floor(Math.random() * colors.length)];
return {
symbol,
color
};
}
// Flip a card
function flipCard(index) {
if (gameState.isGameOver || gameState.flippedCards.includes(index) || gameState.matchedCards.includes(index)) {
return;
}
const card = gameGrid.children[index];
card.classList.add('flipped');
// Add color effect to flipped card
const color = getComputedStyle(card.querySelector('.card-back')).color;
card.style.borderColor = color;
card.style.boxShadow = `0 0 10px ${color}`;
gameState.flippedCards.push(index);
// Check for match
if (gameState.flippedCards.length === 2) {
setTimeout(checkMatch, configs.matchTime);
}
}
// Check if two flipped cards match
function checkMatch() {
const [index1, index2] = gameState.flippedCards;
const card1 = gameGrid.children[index1].querySelector('.card-back');
const card2 = gameGrid.children[index2].querySelector('.card-back');
if (card1.textContent === card2.textContent) {
gameState.matchedCards.push(index1, index2);
// Visual feedback for match
gameGrid.children[index1].style.backgroundColor = 'rgba(255, 215, 0, 0.3)';
gameGrid.children[index2].style.backgroundColor = 'rgba(255, 215, 0, 0.3)';
// Update score
gameState.score += 10;
scoreDisplay.textContent = gameState.score;
// Check for win
if (gameState.matchedCards.length === gameGrid.children.length) {
endGame(true);
}
} else {
// Visual feedback for no match
gameGrid.children[index1].classList.remove('flipped');
gameGrid.children[index2].classList.remove('flipped');
gameGrid.children[index1].style.borderColor = 'transparent';
gameGrid.children[index1].style.boxShadow = 'none';
gameGrid.children[index2].style.borderColor = 'transparent';
gameGrid.children[index2].style.boxShadow = 'none';
}
gameState.flippedCards = [];
}
// Update timer
function updateTimer() {
gameState.timeLeft--;
if (gameState.timeLeft <= 0) {
endGame(false);
} else {
timeDisplay.textContent = gameState.timeLeft;
}
}
// End the game
function endGame(isWin) {
clearInterval(gameState.timer);
gameState.isGameOver = true;
resetBtn.disabled = false;
if (isWin) {
alert(`🎉 Congratulations! You won with a score of ${gameState.score}! 🎉`);
} else {
alert(`🕛 Time's up! Your score: ${gameState.score}. Better luck next time!`);
}
}
// Reset the game
function resetGame() {
clearInterval(gameState.timer);
initGame();
}
// Event listeners
resetBtn.addEventListener('click', resetGame);
// Initialize the game when the page loads
window.addEventListener('load', initGame);
</script>
</body>
</html>
Ein minimalistischer Android-Kalkulator mit komposierbarem UI, Audio-Feedback und Ausdrucksverlauf.
// Chime Calculator - Minimalist Android calculator with audio feedback & expression history
import android.media.MediaPlayer
import android.os.Bundle
import androidx.activity.ComponentActivity
import androidx.activity.compose.setContent
import androidx.compose.foundation.background
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.*
import androidx.compose.foundation.lazy.LazyColumn
import androidx.compose.foundation.lazy.items
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.material3.*
import androidx.compose.runtime.*
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.tooling.preview.Preview
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import java.text.DecimalFormat
import kotlin.math.pow
// Expression item for history
data class CalcExpression(val expression: String, val result: Double, val timestamp: String)
// Sound player helper
class SoundPlayer(context: Context) {
private var mediaPlayer: MediaPlayer? = null
private val soundResources = intArrayOf(
R.raw.key_press, R.raw.key_press,
R.raw.key_press, R.raw.key_press,
R.raw.key_press, R.raw.key_press,
R.raw.key_press, R.raw.key_press,
R.raw.key_press, R.raw.key_press,
R.raw.key_press, R.raw.key_press,
R.raw.key_press, R.raw.key_press,
R.raw.key_press, R.raw.key_press,
R.raw.clear, R.raw.equal
)
fun playSound(index: Int) {
mediaPlayer?.release()
mediaPlayer = MediaPlayer.create(context, soundResources[index])
mediaPlayer?.start()
}
fun release() {
mediaPlayer?.release()
mediaPlayer = null
}
}
// Main calculator screen
@Composable
fun CalculatorScreen() {
val context = LocalContext.current
var expression by remember { mutableStateOf("0") }
var result by remember { mutableStateOf(0.0) }
val expressions = remember { mutableStateListOf<CalcExpression>() }
val soundPlayer = remember { SoundPlayer(context) }
// Handle button press
val onButtonClick = { newExpression: String ->
soundPlayer.playSound(if (newExpression == "=") 19 else if (newExpression == "C") 18 else 0)
if (newExpression == "=") {
try {
val calculated = calculateExpression(expression)
result = calculated
expressions.add(CalcExpression(expression, calculated, getCurrentTime()))
} catch (e: Exception) {
expression = "Error"
}
} else if (newExpression == "C") {
expression = "0"
result = 0.0
} else {
expression = if (expression == "0") newExpression else expression + newExpression
}
}
// Calculate expression safely
fun calculateExpression(expr: String): Double {
return try {
expr.replace("^", "").let { safeExpr ->
val tokens = safeExpr.split("([\\+\\-*/^])".toRegex()).filter { it.isNotEmpty() }
var result = tokens[0].toDouble()
var i = 1
while (i < tokens.size step 2) {
val operator = tokens[i]
val next = tokens[i + 1].toDouble()
when (operator) {
"^" -> result = result.pow(next)
"*" -> result *= next
"/" -> result /= next
"+" -> result += next
"-" -> result -= next
}
i += 2
}
result
}
} catch (e: Exception) {
0.0
}
}
// Format numbers nicely
val decimalFormat = remember { DecimalFormat("#.###") }
// UI
Column(
modifier = Modifier
.fillMaxSize()
.background(MaterialTheme.colorScheme.background)
.padding(16.dp),
horizontalAlignment = Alignment.CenterHorizontally
) {
// Expression history
LazyColumn(
modifier = Modifier
.weight(1f)
.fillMaxWidth(),
reverseLayout = true,
fling = true
) {
items(expressions) { expr ->
HistoryItem(expression = expr.expression, result = decimalFormat.format(expr.result), timestamp = expr.timestamp)
}
}
Spacer(modifier = Modifier.height(16.dp))
// Current expression and result
Text(
text = when {
expression == "0" -> "0"
else -> expression
},
fontSize = 24.sp,
modifier = Modifier.padding(bottom = 8.dp)
)
Text(
text = if (result != 0.0) "= ${decimalFormat.format(result)}" else "",
fontSize = 18.sp,
color = MaterialTheme.colorScheme.onBackground.copy(alpha = 0.6f)
)
Spacer(modifier = Modifier.height(24.dp))
// Calculator buttons
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.SpaceEvenly
) {
CalculatorButton(
text = "C",
onClick = { onButtonClick("C") },
modifier = Modifier.weight(1f)
)
}
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.SpaceEvenly
) {
CalculatorButton(
text = "7",
onClick = { onButtonClick("7") },
modifier = Modifier.weight(1f)
)
CalculatorButton(
text = "8",
onClick = { onButtonClick("8") },
modifier = Modifier.weight(1f)
)
CalculatorButton(
text = "9",
onClick = { onButtonClick("9") },
modifier = Modifier.weight(1f)
)
CalculatorButton(
text = "/",
onClick = { onButtonClick("/") },
modifier = Modifier.weight(1f)
)
}
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.SpaceEvenly
) {
CalculatorButton(
text = "4",
onClick = { onButtonClick("4") },
modifier = Modifier.weight(1f)
)
CalculatorButton(
text = "5",
onClick = { onButtonClick("5") },
modifier = Modifier.weight(1f)
)
CalculatorButton(
text = "6",
onClick = { onButtonClick("6") },
modifier = Modifier.weight(1f)
)
CalculatorButton(
text = "*",
onClick = { onButtonClick("*") },
modifier = Modifier.weight(1f)
)
}
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.SpaceEvenly
) {
CalculatorButton(
text = "1",
onClick = { onButtonClick("1") },
modifier = Modifier.weight(1f)
)
CalculatorButton(
text = "2",
onClick = { onButtonClick("2") },
modifier = Modifier.weight(1f)
)
CalculatorButton(
text = "3",
onClick = { onButtonClick("3") },
modifier = Modifier.weight(1f)
)
CalculatorButton(
text = "-",
onClick = { onButtonClick("-") },
modifier = Modifier.weight(1f)
)
}
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.SpaceEvenly
) {
CalculatorButton(
text = "0",
onClick = { onButtonClick("0") },
modifier = Modifier.weight(1f)
)
CalculatorButton(
text = ".",
onClick = { onButtonClick(".") },
modifier = Modifier.weight(1f)
)
CalculatorButton(
text = "^",
onClick = { onButtonClick("^") },
modifier = Modifier.weight(1f)
)
CalculatorButton(
text = "+",
onClick = { onButtonClick("+") },
modifier = Modifier.weight(1f)
)
}
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.SpaceEvenly
) {
CalculatorButton(
text = "=",
onClick = { onButtonClick("=") },
modifier = Modifier.weight(1f)
)
}
}
}
// History item component
@Composable
fun HistoryItem(expression: String, result: String, timestamp: String) {
val context = LocalContext.current
val soundPlayer = remember { SoundPlayer(context) }
Row(
modifier = Modifier
.fillMaxWidth()
.clickable {
soundPlayer.playSound(19) // Equal sound
}
.padding(8.dp),
verticalAlignment = Alignment.CenterVertically
) {
Text(
text = expression,
modifier = Modifier.weight(1f),
maxLines = 1
)
Text(
text = "= $result",
modifier = Modifier.weight(1f)
)
Text(
text = timestamp,
modifier = Modifier.weight(1f),
fontSize = 10.sp,
color = MaterialTheme.colorScheme.onBackground.copy(alpha = 0.5f)
)
}
}
// Calculator button component
@Composable
fun CalculatorButton(
text: String,
onClick: () -> Unit,
modifier: Modifier = Modifier
) {
OutlinedButton(
onClick = onClick,
shape = CircleShape,
modifier = modifier
.padding(4.dp)
.size(56.dp)
) {
Text(
text = text,
fontSize = 20.sp,
modifier = Modifier.padding(4.dp)
)
}
}
// Helper for current time
fun getCurrentTime(): String {
return java.time.LocalTime.now().toString().take(5)
}
// Main activity
class MainActivity : ComponentActivity() {
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContent {
MaterialTheme {
CalculatorScreen()
}
}
}
}
// Preview annotation
@Preview(showBackground = true)
@Composable
fun CalculatorPreview() {
MaterialTheme {
CalculatorScreen()
}
}
Ein ästhetischer, minimalistischer Typing Speed Test mit Echtzeit-WPM-Zähler und Genauigkeitsanalyse. Design-inspiriert durch japanische Kalligrafie.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>ZenType — Typing Speed Test</title>
<style>
:root {
--bg: #f5f5f5;
--text: #222;
--accent: #4a90a4;
--success: #2ecc71;
--error: #e74c3c;
--highlight: #a8d5a8;
}
body {
font-family: 'Hiragino Kaku Gothic ProN', 'Meiryo', 'MS Gothic', 'Noto Sans JP', sans-serif;
background-color: var(--bg);
color: var(--text);
margin: 0;
padding: 0;
display: flex;
justify-content: center;
align-items: center;
min-height: 100vh;
text-align: center;
}
.app {
max-width: 800px;
width: 100%;
padding: 2rem;
box-sizing: border-box;
}
.title {
font-size: 1.8rem;
font-weight: 300;
margin-bottom: 2rem;
color: var(--accent);
}
.controls {
margin-bottom: 2rem;
display: flex;
justify-content: center;
gap: 1rem;
}
button {
background: none;
border: 1px solid var(--accent);
color: var(--accent);
padding: 0.5rem 1.5rem;
border-radius: 20px;
cursor: pointer;
font-size: 0.9rem;
font-weight: 500;
transition: all 0.2s ease;
}
button:hover {
background-color: var(--accent);
color: white;
}
button:disabled {
border-color: #ccc;
color: #ccc;
cursor: not-allowed;
}
.stats {
margin: 1.5rem 0;
font-size: 0.9rem;
color: #666;
}
.wpm {
font-size: 2.5rem;
font-weight: 300;
margin: 1.5rem 0;
}
.test-area {
position: relative;
margin: 2rem 0;
font-size: 1.3rem;
line-height: 1.6;
white-space: pre-wrap;
min-height: 100px;
overflow: hidden;
transition: background-color 0.3s ease;
}
.test-area input {
width: 100%;
height: 100px;
font-size: 1.3rem;
font-family: inherit;
background: transparent;
border: none;
outline: none;
resize: none;
line-height: 1.6;
cursor: text;
}
.test-area input:focus {
outline: none;
}
.test-area.highlight {
background-color: var(--highlight);
}
.accuracy-indicator {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 4px;
background: none;
}
.accuracy-fill {
height: 100%;
background-color: var(--success);
width: 0%;
transition: width 0.5s ease;
}
.accuracy-fill.error {
background-color: var(--error);
}
.results-modal {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-color: rgba(0, 0, 0, 0.7);
display: none;
justify-content: center;
align-items: center;
z-index: 100;
opacity: 0;
transition: opacity 0.3s ease;
}
.results-modal.active {
display: flex;
opacity: 1;
}
.results {
background-color: white;
padding: 2rem;
border-radius: 10px;
max-width: 500px;
width: 90%;
box-shadow: 0 10px 30px rgba(0, 0, 0, 0.2);
}
.results h2 {
margin-top: 0;
color: var(--accent);
font-size: 1.5rem;
}
.result-item {
margin: 1rem 0;
font-size: 0.95rem;
}
.result-item strong {
color: var(--accent);
}
.close-btn {
position: absolute;
top: 1rem;
right: 1rem;
background: none;
border: none;
color: white;
font-size: 1.5rem;
cursor: pointer;
}
.close-btn:hover {
color: #ccc;
}
.performance-chart {
margin: 1.5rem 0;
height: 150px;
}
.chart-bar {
width: 5px;
background-color: var(--accent);
margin: 0 2px;
border-radius: 2px;
}
.chart-container {
display: flex;
align-items: flex-end;
height: 100%;
padding: 10px 0;
box-sizing: border-box;
}
.chart-bar wrapper {
position: relative;
}
.chart-value {
position: absolute;
bottom: 100%;
left: 50%;
transform: translateX(-50%);
font-size: 0.7rem;
color: var(--text);
white-space: nowrap;
}
.start-screen {
display: none;
}
.start-screen.active {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
height: 100vh;
}
.start-screen h1 {
font-size: 2.5rem;
margin-bottom: 2rem;
color: var(--accent);
}
.start-screen p {
font-size: 1.1rem;
margin-bottom: 2rem;
color: #555;
max-width: 500px;
}
@media (max-width: 600px) {
.title {
font-size: 1.5rem;
}
.wpm {
font-size: 2rem;
}
.app {
padding: 1rem;
}
}
</style>
</head>
<body>
<div class="app">
<div class="title">ZenType</div>
<div class="controls">
<button id="startBtn">Start Test</button>
<button id="resetBtn" disabled>Reset</button>
</div>
<div class="stats">
WPM: <span id="wpmDisplay">0</span> | Accuracy: <span id="accuracyDisplay">0%</span>
</div>
<div class="wpm" id="wpmTimer">0</div>
<div class="test-area">
<div class="accuracy-indicator">
<div class="accuracy-fill"></div>
</div>
<textarea id="testText" class="text-input" readonly>Kokoro wa tsutawaru koro, shizu ni hitotsu no kaori wo yomuru.</textarea>
<input type="text" id="userInput" autocomplete="off" spellcheck="false">
</div>
</div>
<div class="start-screen active">
<h1>ZenType</h1>
<p>Test your typing speed with perfect minimalism. Focus on the text, ignore distractions, and let your fingers flow like ink on paper.</p>
<button id="startBtn">Begin</button>
</div>
<div class="results-modal" id="resultsModal">
<div class="results">
<button class="close-btn" id="closeResultsBtn">×</button>
<h2>Your Results</h2>
<div class="result-item"><strong>Typing Speed:</strong> <span id="resultsWpm">0</span> WPM</div>
<div class="result-item"><strong>Accuracy:</strong> <span id="resultsAccuracy">0</span>%</div>
<div class="result-item"><strong>Time Taken:</strong> <span id="resultsTime">0</span> seconds</div>
<div class="result-item"><strong>Character per Minute:</strong> <span id="resultsCpm">0</span></div>
<div class="result-item"><strong>Error Rate:</strong> <span id="resultsErrors">0</span></div>
<div class="performance-chart">
<div class="chart-container">
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
<div class="chart-bar" style="height: 0%"></div>
</div>
</div>
</div>
</div>
<script>
// Japanese calligraphy text fragments
const texts = [
'Kokoro wa tsutawaru koro, shizu ni hitotsu no kaori wo yomuru.',
'Utsukushiki yo no nai koro, mitsu wo fukumeto.',
'Wakare yo, yume no ate wo tsuzukete.',
'Kakejiku ni tsukuru koto, koto ni imashite.',
'Shita no michi ni aranai mono wa nashi.',
'Sora ni kakeru chizuri no yukue wa, umi no te ni aru.',
'Ashi wo sumu basho ni, kaze ga furu.',
'Mono wa tsukuru hito ni shitae ni, tsukuru hito ni kichi wo aru.',
'Haru wa, kare rainu no yo ni, sakura no hana wo sabaku.',
'Yoru ni, hikari wo hiite, kuroi omoide ga samu.'
];
// DOM Elements
const startBtn = document.getElementById('startBtn');
const resetBtn = document.getElementById('resetBtn');
const wpmDisplay = document.getElementById('wpmDisplay');
const accuracyDisplay = document.getElementById('accuracyDisplay');
const wpmTimer = document.getElementById('wpmTimer');
const userInput = document.getElementById('userInput');
const testText = document.getElementById('testText');
const resultsModal = document.getElementById('resultsModal');
const closeResultsBtn = document.getElementById('closeResultsBtn');
const resultsWpm = document.getElementById('resultsWpm');
const resultsAccuracy = document.getElementById('resultsAccuracy');
const resultsTime = document.getElementById('resultsTime');
const resultsCpm = document.getElementById('resultsCpm');
const resultsErrors = document.getElementById('resultsErrors');
const startScreen = document.querySelector('.start-screen');
// State variables
let startTime;
let elapsedTime = 0;
let textPosition = 0;
let userPosition = 0;
let isTyping = false;
let accuracy = 0;
let totalChars = 0;
let correctChars = 0;
let errors = 0;
let performanceData = [];
// Performance chart elements
const chartBars = document.querySelectorAll('.chart-bar');
const maxWpm = 120; // Maximum WPM for chart scaling
// Initialize the test
function initTest() {
textPosition = 0;
userPosition = 0;
isTyping = false;
accuracy = 0;
totalChars = 0;
correctChars = 0;
errors = 0;
performanceData = [];
// Reset UI
wpmDisplay.textContent = '0';
accuracyDisplay.textContent = '0%';
wpmTimer.textContent = '0';
// Select a random text
const selectedText = texts[Math.floor(Math.random() * texts.length)];
testText.value = selectedText;
userInput.value = '';
// Reset styling
testText.style.backgroundColor = 'transparent';
testText.classList.remove('highlight');
// Reset buttons
startBtn.disabled = false;
resetBtn.disabled = true;
// Update chart
updateChart();
}
// Start the typing test
function startTyping() {
if (isTyping) return;
isTyping = true;
startTime = Date.now();
textPosition = 0;
userPosition = 0;
accuracy = 0;
totalChars = 0;
correctChars = 0;
errors = 0;
// Reset UI for new test
wpmDisplay.textContent = '0';
accuracyDisplay.textContent = '0%';
wpmTimer.textContent = '0';
// Disable start button
startBtn.disabled = true;
// Set focus to input
userInput.focus();
// Start timer
const timer = setInterval(() => {
if (!isTyping) {
clearInterval(timer);
return;
}
elapsedTime = (Date.now() - startTime) / 1000;
wpmTimer.textContent = calculateWPM();
// Update accuracy
const currentAccuracy = Math.round((correctChars / totalChars * 100) || 0);
accuracyDisplay.textContent = currentAccuracy + '%';
// Highlight text as user types
if (userPosition >= textPosition) {
testText.style.backgroundColor = 'transparent';
testText.classList.remove('highlight');
} else {
testText.style.backgroundColor = 'var(--highlight)';
testText.classList.add('highlight');
}
}, 100);
// Event listeners for input
userInput.addEventListener('input', handleInput);
}
// Handle user input
function handleInput() {
if (userInput.value.length > textPosition) {
// Check if current character is correct
if (userInput.value[userPosition] === testText.value[textPosition]) {
correctChars++;
} else {
errors++;
// Mark error visually
testText.style.color = 'var(--error)';
setTimeout(() => {
testText.style.color = 'var(--text)';
}, 200);
}
totalChars++;
textPosition++;
userPosition++;
// Update accuracy indicator
const fillPercentage = (correctChars / totalChars * 100) || 0;
document.querySelector('.accuracy-fill').style.width = fillPercentage + '%';
// Check for end of test
if (userPosition >= testText.value.length) {
endTest();
}
}
}
// Calculate WPM (Words Per Minute)
function calculateWPM() {
if (elapsedTime === 0) return 0;
const wordsTyped = Math.floor((totalChars + 1) / 5); // Approximate words (5 chars per word)
return Math.floor(wordsTyped / (elapsedTime / 60));
}
// End the test and show results
function endTest() {
isTyping = false;
resetBtn.disabled = false;
// Calculate final metrics
const finalWPM = calculateWPM();
const finalAccuracy = Math.round((correctChars / totalChars * 100) || 0);
const cpm = Math.round(totalChars / (elapsedTime / 60));
// Store performance data for chart
performanceData.push({
wpm: finalWPM,
accuracy: finalAccuracy,
time: elapsedTime
});
// Update chart
updateChart();
// Show results
resultsWpm.textContent = finalWPM;
resultsAccuracy.textContent = finalAccuracy;
resultsTime.textContent = elapsedTime.toFixed(1);
resultsCpm.textContent = cpm;
resultsErrors.textContent = errors;
// Show modal
resultsModal.classList.add('active');
setTimeout(() => {
resultsModal.style.opacity = '1';
}, 10);
}
// Update performance chart
function updateChart() {
if (performanceData.length === 0) {
chartBars.forEach(bar => bar.style.height = '0%');
} else {
const performanceData = performanceData.slice(-10); // Keep only the last 10 data points
const maxWpm = Math.max(...performanceData.map(data => data.wpm));
const maxTime = Math.max(...performanceData.map(data => data.time));
chartBars.forEach((bar, index) => {
const wpm = performanceData[index].wpm;
const time = performanceData[index].time;
const percentage = (wpm / maxWpm) * 100;
const timePercentage = (time / maxTime) * 100;
bar.style.height = `${percentage}%`;
chartBars[10 - index].style.height = `${timePercentage}%`;
});
}
}
</script>
</body>
</html>
```
Ein Unity-MonoBehaviour, der biomorphes, organisch aussehendes Gelände generiert, das sich wie lebendige Landmasse entwickelt. Nutzt Perlin-Rauschen mit dynamischen Biome-Parametern für einzigartige,
using UnityEngine;
using System.Collections.Generic;
[RequireComponent(typeof(MeshFilter))]
public class BiomorphicTerrainGenerator : MonoBehaviour
{
[Header("Generation Settings")]
[SerializeField] private float terrainSize = 100f;
[SerializeField] private int resolution = 51;
[SerializeField] private float heightScale = 20f;
[SerializeField] private int layers = 3;
[SerializeField] private float growthSpeed = 0.5f;
[SerializeField] private bool animate = true;
[SerializeField] private bool useBiomeVariation = true;
[Header("Material Settings")]
[SerializeField] private Material baseMaterial;
[SerializeField] private List<Material> biomeMaterials = new List<Material>();
[SerializeField] private bool applySmoothShading = true;
private Mesh mesh;
private Vector3[] vertices;
private int[] triangles;
private float[,] heights;
private float currentTime = 0f;
private int currentLayer = 0;
private void Start()
{
InitializeTerrain();
if (baseMaterial != null)
{
GetComponent<MeshRenderer>().material = baseMaterial;
}
}
private void InitializeTerrain()
{
GenerateMesh();
GenerateHeights();
}
private void GenerateMesh()
{
mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
vertices = new Vector3[resolution * resolution];
triangles = new int[(resolution - 1) * (resolution - 1) * 6];
for (int y = 0; y < resolution; y++)
{
for (int x = 0; x < resolution; x++)
{
vertices[y * resolution + x] = new Vector3(
x * terrainSize / (resolution - 1) - terrainSize / 2,
0,
y * terrainSize / (resolution - 1) - terrainSize / 2
);
}
}
for (int y = 0; y < resolution - 1; y++)
{
for (int x = 0; x < resolution - 1; x++)
{
int i1 = (y * resolution) + x;
int i2 = i1 + resolution;
triangles[(y * (resolution - 1) + x) * 6 + 0] = i1;
triangles[(y * (resolution - 1) + x) * 6 + 1] = i2;
triangles[(y * (resolution - 1) + x) * 6 + 2] = i1 + 1;
triangles[(y * (resolution - 1) + x) * 6 + 3] = i1 + 1;
triangles[(y * (resolution - 1) + x) * 6 + 4] = i2;
triangles[(y * (resolution - 1) + x) * 6 + 5] = i2 + 1;
}
}
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
if (applySmoothShading)
{
mesh.RecalculateNormals();
}
heights = new float[resolution, resolution];
for (int y = 0; y < resolution; y++)
{
for (int x = 0; x < resolution; x++)
{
heights[y, x] = 0;
}
}
}
private void GenerateHeights()
{
for (int y = 0; y < resolution; y++)
{
for (int x = 0; x < resolution; x++)
{
float nx = (float)x / (resolution - 1);
float ny = (float)y / (resolution - 1);
float height = 0;
// Multiple layers of Perlin noise for detail
for (int l = 0; l < layers; l++)
{
float frequency = Mathf.Pow(2, l);
float amplitude = Mathf.Pow(heightScale, 1 - l / (float)layers);
height += Mathf.PerlinNoise(nx * frequency, ny * frequency) * amplitude;
}
heights[y, x] = height * heightScale;
}
}
UpdateVertexHeights();
}
private void UpdateVertexHeights()
{
for (int y = 0; y < resolution; y++)
{
for (int x = 0; x < resolution; x++)
{
vertices[y * resolution + x].y = heights[y, x];
}
}
mesh.vertices = vertices;
mesh.RecalculateNormals();
}
private void Update()
{
if (!animate) return;
currentTime += Time.deltaTime * growthSpeed;
// Cycle through layers with a smooth transition
if (useBiomeVariation)
{
float layerTime = currentTime % 1.0f;
currentLayer = Mathf.FloorToInt(layerTime * biomeMaterials.Count);
// Apply biome variation to heights
for (int y = 0; y < resolution; y++)
{
for (int x = 0; x < resolution; x++)
{
float nx = (float)x / (resolution - 1);
float ny = (float)y / (resolution - 1);
// Modify height based on biome layer
if (currentLayer < biomeMaterials.Count)
{
float biomeVariation = Mathf.PerlinNoise(nx * 2, ny * 2) * 0.5f;
heights[y, x] += biomeVariation * heightScale * 0.3f;
}
}
}
}
UpdateVertexHeights();
}
public void SetBaseMaterial(Material mat)
{
if (mat != null)
{
baseMaterial = mat;
GetComponent<MeshRenderer>().material = baseMaterial;
}
}
public void SetBiomeMaterials(List<Material> materials)
{
biomeMaterials = materials;
}
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawWireCube(transform.position, new Vector3(terrainSize, 0, terrainSize));
}
}
Ein Python-Skript, das Bilder inBatch-Größen anpasst — mit 5 intelligenten Qualitätpräsentationen, die automatisch Kontrast, Schärfe und Farbverteilung optimieren.
#!/usr/bin/env python3
"""
PIXEL-MORPH — Intelligenter Batch-Image-Resizer mit Qualitätpräsentationen.
Features:
- 5 intelligente Qualitätpräsentationen (Standard, Portrait, Display, Print, Web)
- Automatische Kontrast-, Schärfe- und Farbverlaufs-Optimierung
- Parallelverarbeitung für schnelle Batch-Verarbeitung
- Progress-Balken für visuelle Rückmeldung
- Support für PNG, JPEG, HEIF, WebP
"""
import os
import sys
import math
import argparse
import concurrent.futures
from typing import List, Tuple, Dict, Optional
from PIL import Image, ImageEnhance, ImageFilter, ImageOps
from tqdm import tqdm
import platform
# Qualitätpräsentationen mit automatischen Parametern
QUALITY_PRESETS = {
"Standard": {"width": 1920, "height": 1080, "contrast": 1.1, "sharpness": 1.2, "adjust_brightness": 0.1},
"Portrait": {"width": 1080, "height": 1920, "contrast": 1.05, "sharpness": 1.15, "adjust_brightness": 0.05},
"Display": {"width": 2560, "height": 1600, "contrast": 1.2, "sharpness": 1.3, "adjust_brightness": 0.05},
"Print": {"width": 3000, "height": 3000, "contrast": 1.0, "sharpness": 1.1, "adjust_brightness": 0.0},
"Web": {"width": 1280, "height": 720, "contrast": 1.15, "sharpness": 1.25, "adjust_brightness": 0.05}
}
# Unterstützte Dateitypen
SUPPORTED_EXTENSIONS = {".jpg", ".jpeg", ".png", ".heif", ".webp"}
def adjust_image_quality(image: Image.Image, preset: Dict) -> Image.Image:
"""
Optimiert ein Bild basierend auf der Qualitätpräsentation.
Args:
image: PIL Image Object
preset: Qualitätpräsentation mit Parametern
Returns:
Optimiertes PIL Image Object
"""
# Automatische Helligkeitsanpassung basierend auf Kontrastpräsentation
if preset["contrast"] > 1.1:
adj_brightness = ImageEnhance.Brightness(image).enhance(1 + preset["adjust_brightness"])
else:
adj_brightness = image
# Automatische Schärfeanpassung
if preset["sharpness"] > 1.2:
adj_sharpness = ImageEnhance.Sharpness(adj_brightness).enhance(preset["sharpness"])
else:
adj_sharpness = adj_brightness
# Automatischer Kontrast (nur wenn signifikant)
if preset["contrast"] > 1.05:
adj_contrast = ImageEnhance.Contrast(adj_sharpness).enhance(preset["contrast"])
else:
adj_contrast = adj_sharpness
return adj_contrast
def resize_image(image_path: str, output_path: str, preset: Dict) -> None:
"""
Resizt ein Bild und optimiert die Qualität.
Args:
image_path: Pfad zur Eingabedatei
output_path: Pfad zur Ausgabedatei
preset: Qualitätpräsentation
"""
try:
with Image.open(image_path) as img:
# Automatische Rotationskorrektur
if img.info.get("orientation"):
img = ImageOps.exif_transpose(img)
# Qualität optimieren
adjusted_img = adjust_image_quality(img, preset)
# Automatische Skalierung
img_width, img_height = adjusted_img.size
target_width, target_height = preset["width"], preset["height"]
# Berechne Skalierungsfaktor
width_ratio = target_width / img_width
height_ratio = target_height / img_height
scale_factor = min(width_ratio, height_ratio)
# Resizen mit Anti-Aliasing
new_size = (int(img_width * scale_factor), int(img_height * scale_factor))
resized_img = adjusted_img.resize(new_size, Image.LANCZOS)
# Automatische Qualitätsanpassung basierend auf Dateityp
if image_path.lower().endswith(".png"):
resized_img.save(output_path, optimize=True, quality=95)
elif image_path.lower().endswith(".heif"):
resized_img.save(output_path, "HEIF", quality=90)
else:
resized_img.save(output_path, "JPEG", quality=95)
except Exception as e:
print(f"Fehler beim Verarbeiten von {image_path}: {str(e)}")
def process_directory(input_dir: str, output_dir: str, preset_name: str) -> int:
"""
Verarbeitet ein Verzeichnis mit Bildern.
Args:
input_dir: Eingabeverzeichnis
output_dir: Ausgabeverzeichnis
preset_name: Name der Qualitätpräsentation
Returns:
Anzahl der verarbeiteten Bilder
"""
if preset_name not in QUALITY_PRESETS:
print(f"Fehler: Qualitätpräsentation '{preset_name}' nicht gefunden.")
return 0
preset = QUALITY_PRESETS[preset_name]
input_dir = os.path.abspath(input_dir)
output_dir = os.path.abspath(output_dir)
if not os.path.exists(input_dir):
print(f"Fehler: Verzeichnis '{input_dir}' nicht gefunden.")
return 0
os.makedirs(output_dir, exist_ok=True)
# Sammle alle Bilddateien
image_paths = []
for root, _, files in os.walk(input_dir):
for file in files:
ext = os.path.splitext(file)[1].lower()
if ext in SUPPORTED_EXTENSIONS:
image_paths.append(os.path.join(root, file))
if not image_paths:
print("Keine unterstützten Bilddateien gefunden.")
return 0
# Parallelverarbeitung mit Progress-Balken
processed_count = 0
with tqdm(total=len(image_paths), desc=f"Resizen mit {preset_name}") as pbar:
with concurrent.futures.ThreadPoolExecutor() as executor:
futures = []
for image_path in image_paths:
rel_path = os.path.relpath(image_path, input_dir)
output_path = os.path.join(output_dir, rel_path)
os.makedirs(os.path.dirname(output_path), exist_ok=True)
futures.append(executor.submit(resize_image, image_path, output_path, preset))
for future in concurrent.futures.as_completed(futures):
try:
future.result()
processed_count += 1
pbar.update(1)
except Exception as e:
print(f"Fehler beim Verarbeiten: {str(e)}")
print(f"\nErfolgreich verarbeitet: {processed_count} Bilder")
return processed_count
def main():
"""
Haupteinstiegspunkt des Programms.
"""
parser = argparse.ArgumentParser(description="PIXEL-MORPH — Intelligenter Batch-Image-Resizer")
parser.add_argument("input_dir", help="Eingabeverzeichnis mit Bildern")
parser.add_argument("output_dir", help="Ausgabeverzeichnis für resizte Bilder")
parser.add_argument("--preset", choices=QUALITY_PRESETS.keys(), default="Standard",
help="Qualitätpräsentation auswählen (Standard, Portrait, Display, Print, Web)")
parser.add_argument("--list-presets", action="store_true", help="Zeigt verfügbare Qualitätpräsentationen an")
args = parser.parse_args()
if args.list_presets:
print("Verfügbare Qualitätpräsentationen:")
for name, preset in QUALITY_PRESETS.items():
print(f" {name}: {preset['width']}x{preset['height']} (Contrast: {preset['contrast']}, Sharpness: {preset['sharpness']})")
return
process_directory(args.input_dir, args.output_dir, args.preset)
if __name__ == "__main__":
main()
Überprüft alle Links in Markdown-Dateien und bewertet sie mit Emoji (✅, ⚠️, ❌) basierend auf HTTP-Statuscodes. Bonus-Easter-Egg: Bei fehlerhaften Links zeigt es ein zufälliges Motivationszitat an.
use reqwest;
use std::error::Error;
use std::fs;
use std::io::{self, Write};
use std::path::PathBuf;
use std::sync::Arc;
use tokio::sync::Semaphore;
// Easter Egg Zitat-Sammlungen
const EASTER_EGG_QUOTES: [&str; 3] = [
"Every artist was first an amateur.",
"The only way to do great work is to love what you do.",
"Done is better than perfect.",
];
#[tokio::main]
async fn main() -> Result<(), Box<dyn Error>> {
let args: Vec<String> = std::env::args().collect();
if args.len() != 2 {
eprintln!("Usage: {} <path_to_markdown_file>", args[0]);
std::process::exit(1);
}
let file_path = PathBuf::from(&args[1]);
let content = fs::read_to_string(&file_path)
.map_err(|e| io::Error::new(io::ErrorKind::NotFound, e))?;
// Easter Egg: Wenn die Markdown-Datei eine bestimmte Zeile enthält
if content.contains("🦄 RAINBOW MODE 🦄") {
println!("\n🌈 RAINBOW MODE AKTIVIERT! 🌈");
println!("{}", EASTER_EGG_QUOTES[rand::random::<usize>() % 3]);
println!("Verlass mich nicht so schnell! 🐰💕");
}
let urls: Vec<String> = extract_markdown_links(&content);
if urls.is_empty() {
println!("Keine Links in der Markdown-Datei gefunden.");
return Ok(());
}
println!("Finde {} Links in {}...", urls.len(), file_path.display());
let semaphore = Arc::new(Semaphore::new(10)); // Limit concurrent requests to 10
let mut checked_urls = Vec::new();
for url in urls {
let permit = semaphore.clone().acquire_owned().await?;
let url_clone = url.clone();
tokio::spawn(async move {
let _permit = permit;
let result = check_url(&url_clone).await;
(url_clone, result)
});
}
// Collect all results
while checked_urls.len() < urls.len() {
tokio::time::sleep(tokio::time::Duration::from_millis(100)).await;
}
// Sort results by URL for consistent output
let mut results: Vec<(String, Result<String, String>)> = checked_urls;
results.sort_by(|a, b| a.0.cmp(&b.0));
// Print results
for (url, result) in results {
match result {
Ok(status) => println!("✅ {} - {}", url, status),
Err(e) => println!("⚠️ {} - {}", url, e),
}
}
Ok(())
}
fn extract_markdown_links(content: &str) -> Vec<String> {
let mut links = Vec::new();
for line in content.lines() {
if line.starts_with("["){
if let Some(start) = line.find('(') {
if let Some(end) = line[start + 1..].find(')') {
if let Ok(url) = url::Url::parse(&line[start + 1..start + 1 + end]) {
links.push(url.as_str().to_string());
}
}
}
}
}
links
}
async fn check_url(url: &str) -> Result<String, String> {
let client = reqwest::Client::new();
let response = match client.head(url).send().await {
Ok(res) => res,
Err(e) => return Err(format!("Connection failed: {}", e)),
};
let status = response.status();
if !status.is_success() {
return Err(format!("HTTP {} - {}", status, status.canonical_reason().unwrap_or("Unknown")));
}
Ok(format!("HTTP {} - {}", status, status.canonical_reason().unwrap_or("Success")))
}
Modern Pomodoro timer with circular progress and sound notifications featuring Ailey's unique loading animation
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Ailey's Circular Pomodoro</title>
<style>
:root {
--primary: #6c5ce7;
--secondary: #a29bfe;
--accent: #fd79a8;
--dark: #2d3436;
--light: #f5f6fa;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
font-family: 'Inter', sans-serif;
}
body {
background: var(--light);
color: var(--dark);
min-height: 100vh;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
padding: 2rem;
}
.container {
width: 100%;
max-width: 800px;
text-align: center;
background: white;
border-radius: 20px;
box-shadow: 0 20px 40px rgba(0, 0, 0, 0.1);
padding: 3rem;
transition: all 0.3s ease;
}
.timer {
position: relative;
width: 300px;
height: 300px;
margin: 2rem auto;
}
.progress-circle {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
border-radius: 50%;
background: conic-gradient(var(--primary) 0deg, var(--secondary) 360deg);
border: 20px solid white;
opacity: 0.7;
transform: rotate(-90deg);
}
.progress-fill {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
border-radius: 50%;
background: conic-gradient(var(--accent) 0deg, var(--primary) 0deg, var(--secondary) 360deg);
border: 20px solid white;
opacity: 0.9;
transform: rotate(-90deg);
transform-origin: 50% 50%;
transition: all 0.5s ease;
}
.time {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
font-size: 4rem;
font-weight: 700;
color: var(--dark);
z-index: 2;
}
.controls {
display: flex;
justify-content: center;
gap: 1rem;
margin-top: 2rem;
}
button {
padding: 0.8rem 1.5rem;
background: var(--primary);
color: white;
border: none;
border-radius: 50px;
font-size: 1rem;
font-weight: 600;
cursor: pointer;
transition: all 0.3s ease;
box-shadow: 0 4px 6px rgba(0, 0, 0, 0.1);
}
button:hover {
background: #5a4bd3;
transform: translateY(-2px);
}
button:disabled {
background: #a29bfe;
cursor: not-allowed;
transform: none;
}
.settings {
margin-top: 2rem;
padding-top: 1rem;
border-top: 1px solid #eee;
}
.setting-item {
margin: 0.8rem 0;
display: flex;
justify-content: center;
align-items: center;
gap: 1rem;
}
input {
width: 60px;
text-align: center;
padding: 0.3rem;
border: 1px solid #ddd;
border-radius: 8px;
}
.loading {
width: 100%;
height: 300px;
position: relative;
overflow: hidden;
border-radius: 50%;
background: conic-gradient(
var(--primary) 0deg,
var(--secondary) 120deg,
var(--accent) 240deg,
var(--primary) 360deg
);
display: flex;
justify-content: center;
align-items: center;
animation: loading 2s infinite linear;
}
.loader-dot {
width: 20px;
height: 20px;
background: white;
border-radius: 50%;
position: absolute;
box-shadow: 0 0 0 2px white;
}
.dot-1 { transform: rotate(0deg); }
.dot-2 { transform: rotate(120deg); }
.dot-3 { transform: rotate(240deg); }
.dot-4 { transform: rotate(360deg); }
.title {
margin-bottom: 1rem;
font-size: 2.5rem;
font-weight: 700;
color: var(--primary);
text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.1);
}
.state {
margin-top: 1rem;
font-size: 1.2rem;
font-weight: 600;
color: #555;
}
@keyframes loading {
0% { transform: rotate(0deg); }
100% { transform: rotate(360deg); }
}
@font-face {
font-family: 'Inter';
src: url('https://fonts.googleapis.com/css2?family=Inter:wght@400;500;600;700&display=swap');
font-weight: normal;
font-style: normal;
}
</style>
</head>
<body>
<div class="container">
<h1 class="title">Ailey's Circular Pomodoro</h1>
<div id="loading" class="loading">
<div class="loader-dot dot-1"></div>
<div class="loader-dot dot-2"></div>
<div class="loader-dot dot-3"></div>
<div class="loader-dot dot-4"></div>
<div style="position: absolute; color: white; font-weight: bold; font-size: 1.5rem;">Ailey's Pomodoro</div>
</div>
<div id="timer" style="display: none;">
<div class="timer">
<div class="progress-circle"></div>
<div class="progress-fill" id="progressFill"></div>
<div class="time" id="time">25:00</div>
</div>
<div class="controls">
<button id="startBtn">Start</button>
<button id="pauseBtn" disabled>Pause</button>
<button id="resetBtn">Reset</button>
</div>
<div class="settings">
<h3>Settings</h3>
<div class="setting-item">
<span>Work:</span>
<input type="number" id="workInput" min="1" max="60" value="25">
<span>min</span>
</div>
<div class="setting-item">
<span>Break:</span>
<input type="number" id="breakInput" min="1" max="60" value="5">
<span>min</span>
</div>
<div class="setting-item">
<label>
<input type="checkbox" id="soundToggle">
Sound notifications
</label>
</div>
<div class="setting-item">
<label>
<input type="checkbox" id="autoToggle" checked>
Auto-switch to break
</label>
</div>
</div>
<div class="state" id="state">Ready to start</div>
</div>
</div>
<audio id="timerSound" src="https://assets.mixkit.co/sfx/preview/mixkit-alarm-digital-clock-beep-989.mp3"></audio>
<audio id="doneSound" src="https://assets.mixkit.co/sfx/preview/mixkit-positive-notification-952.mp3"></audio>
<script>
document.addEventListener('DOMContentLoaded', function() {
// Loading animation
const loading = document.getElementById('loading');
const timer = document.getElementById('timer');
// Timer elements
const timeElement = document.getElementById('time');
const progressFill = document.getElementById('progressFill');
const startBtn = document.getElementById('startBtn');
const pauseBtn = document.getElementById('pauseBtn');
const resetBtn = document.getElementById('resetBtn');
const stateElement = document.getElementById('state');
// Settings elements
const workInput = document.getElementById('workInput');
const breakInput = document.getElementById('breakInput');
const soundToggle = document.getElementById('soundToggle');
const autoToggle = document.getElementById('autoToggle');
// Timer variables
let timerInterval;
let totalSeconds = 25 * 60; // Default 25 minutes
let isRunning = false;
let isWorkPeriod = true;
let timeLeft = totalSeconds;
// Initialize with settings
function init() {
workInput.addEventListener('change', updateWorkTime);
breakInput.addEventListener('change', updateBreakTime);
soundToggle.addEventListener('change', toggleSound);
startBtn.addEventListener('click', startTimer);
pauseBtn.addEventListener('click', pauseTimer);
resetBtn.addEventListener('click', resetTimer);
// Start loading animation
setTimeout(() => {
loading.style.display = 'none';
timer.style.display = 'block';
startTimer(); // Start with a test run
}, 2000);
}
function updateWorkTime() {
const workMinutes = parseInt(workInput.value) || 25;
totalSeconds = workMinutes * 60 + (parseInt(breakInput.value) || 5) * 60;
resetTimer();
}
function updateBreakTime() {
const breakMinutes = parseInt(breakInput.value) || 5;
totalSeconds = (parseInt(workInput.value) || 25) * 60 + breakMinutes * 60;
resetTimer();
}
function toggleSound() {
const soundEnabled = soundToggle.checked;
document.getElementById('timerSound').muted = !soundEnabled;
document.getElementById('doneSound').muted = !soundEnabled;
}
function formatTime(seconds) {
const mins = Math.floor(seconds / 60);
const secs = seconds % 60;
return `${mins.toString().padStart(2, '0')}:${secs.toString().padStart(2, '0')}`;
}
function startTimer() {
if (isRunning) return;
isRunning = true;
timeLeft = totalSeconds;
stateElement.textContent = `Timer started - ${isWorkPeriod ? 'Work period' : 'Break period'}`;
updateDisplay();
timerInterval = setInterval(() => {
timeLeft--;
updateDisplay();
if (timeLeft <= 0) {
clearInterval(timerInterval);
isRunning = false;
if (autoToggle.checked && isWorkPeriod) {
// Auto-switch to break period
isWorkPeriod = false;
timeLeft = (parseInt(breakInput.value) || 5) * 60;
stateElement.textContent = `Break started - ${timeLeft / 60} minutes`;
} else {
stateElement.textContent = `Time's up! ${isWorkPeriod ? 'Take a break!' : 'Back to work!'}`;
}
// Play sound
if (!soundToggle.checked) {
document.getElementById('doneSound').play();
} else {
document.getElementById('timerSound').pause();
document.getElementById('doneSound').play();
setTimeout(() => {
document.getElementById('doneSound').currentTime = 0;
}, 3000);
}
// Update UI
progressFill.style.transform = `rotate(-90deg) rotate(${360}deg)`;
setTimeout(() => {
progressFill.style.transform = `rotate(-90deg)`;
if (autoToggle.checked && isWorkPeriod) {
isWorkPeriod = false;
startTimer();
}
}, 500);
}
}, 1000);
}
function pauseTimer() {
if (!isRunning) return;
clearInterval(timerInterval);
isRunning = false;
stateElement.textContent = 'Timer paused';
}
function resetTimer() {
if (isRunning) {
clearInterval(timerInterval);
isRunning = false;
pauseBtn.disabled = true;
startBtn.textContent = 'Start';
stateElement.textContent = 'Timer reset';
}
timeLeft = totalSeconds;
isWorkPeriod = true;
progressFill.style.transform = `rotate(-90deg)`;
updateDisplay();
}
function updateDisplay() {
const minutes = Math.floor(timeLeft / 60);
const seconds = timeLeft % 60;
timeElement.textContent = `${minutes.toString().padStart(2, '0')}:${seconds.toString().padStart(2, '0')}`;
const progress = (1 - timeLeft / totalSeconds) * 360;
progressFill.style.transform = `rotate(-90deg) rotate(${progress}deg)`;
}
// Start initialization
init();
});
</script>
</body>
</html>
Ein stylischer SwiftUI Expense Logger mit Kategorien, interaktiven Charts und einem Fokus auf ästhetische Datenvisualisierung — inspiriert von Apple Design mit kreativem Twist.
import SwiftUI
import Charts
// MARK: - Models
struct Expense: Identifiable {
let id = UUID()
let name: String
let amount: Double
let date: Date
let category: ExpenseCategory
var isFavorited: Bool = false
var formattedDate: String {
let formatter = DateFormatter()
formatter.dateStyle = .medium
return formatter.string(from: date)
}
}
enum ExpenseCategory: String, CaseIterable, Identifiable {
case food = "🍽️ Food"
case shopping = "🛍️ Shopping"
case transport = "🚗 Transport"
case entertainment = "🎬 Entertainment"
case other = "📝 Other"
var id: String { rawValue }
var color: Color {
switch self {
case .food: return .orange
case .shopping: return .purple
case .transport: return .blue
case .entertainment: return .pink
case .other: return .gray
}
}
}
// MARK: - Core ViewModel
class ExpenseViewModel: ObservableObject {
@Published var expenses: [Expense] = []
@Published var selectedCategory: ExpenseCategory = .food
@Published var isShowingAddExpense: Bool = false
private let expensesKey = "savedExpenses"
init() {
loadExpenses()
}
func addExpense(name: String, amount: String, category: ExpenseCategory, date: Date) {
guard let amount = Double(amount) else { return }
let newExpense = Expense(
name: name,
amount: amount,
date: date,
category: category
)
expenses.append(newExpense)
saveExpenses()
}
func toggleFavorite(_ expense: Expense) {
if let index = expenses.firstIndex(where: { $0.id == expense.id }) {
expenses[index].isFavorited.toggle()
saveExpenses()
}
}
func deleteExpense(_ expense: Expense) {
expenses.removeAll { $0.id == expense.id }
saveExpenses()
}
private func saveExpenses() {
if let encoded = try? JSONEncoder().encode(expenses) {
UserDefaults.standard.set(encoded, forKey: expensesKey)
}
}
private func loadExpenses() {
if let data = UserDefaults.standard.data(forKey: expensesKey),
let decoded = try? JSONDecoder().decode([Expense].self, from: data) {
expenses = decoded
}
}
}
// MARK: - Main Content View
struct ExpenseFlowView: View {
@StateObject private var viewModel = ExpenseViewModel()
@State private var showingChartOptions = false
var body: some View {
NavigationStack {
ZStack(alignment: .bottom) {
// Main List with custom backdrop
ScrollView {
VStack(spacing: 0) {
headerSection
ChartSection(showingChartOptions: $showingChartOptions)
mainListSection
}
}
.background(
LinearGradient(
gradient: Gradient(colors: [.clear, Color(red: 0.95, green: 0.95, blue: 1.0)]),
startPoint: .top,
endPoint: .bottom
)
)
.navigationTitle("ExpenseFlow")
.navigationBarTitleDisplayMode(.inline)
// Floating Add Button
VStack {
Spacer()
HStack {
Spacer()
addExpenseButton
.padding(.vertical, 16)
.padding(.trailing, 24)
}
}
}
}
}
// MARK: - Sections
private var headerSection: some View {
VStack {
// Weekly Stats
HStack {
Text("This Week")
.font(.subheadline)
.foregroundStyle(.secondary)
Spacer()
Text("\(weeklyTotal, specifier: "%.2f")")
.font(.title2)
.fontWeight(.bold)
.foregroundStyle(.primary)
Text("Total")
.font(.subheadline)
.foregroundStyle(.secondary)
}
.padding(.horizontal)
// Progress Ring
progressRing
.padding(.horizontal)
.padding(.bottom)
}
}
private var progressRing: some View {
ZStack {
Circle()
.stroke(lineWidth: 6)
.opacity(0.3)
.foregroundColor(.blue)
Circle()
.trim(from: 0, to: min(weeklyTotal / 100, 1))
.stroke(
style: StrokeStyle(lineWidth: 6, lineCap: .round)
)
.foregroundColor(.blue)
.rotationEffect(.degrees(-90))
.animation(.easeInOut(duration: 1), value: weeklyTotal)
Circle()
.frame(width: 120, height: 120)
.background(Color.clear)
}
.overlay(
VStack {
Text("\(Int(weeklyTotal))")
.font(.system(size: 12, weight: .bold))
Text("Goal")
.font(.system(size: 10))
}
)
}
private var mainListSection: some View {
VStack(alignment: .leading, spacing: 0) {
// Category Filter
Picker("Filter by category", selection: $viewModel.selectedCategory) {
ForEach(ExpenseCategory.allCases) { category in
Text(category.rawValue)
.tag(category)
}
}
.pickerStyle(.segmented)
.padding(.horizontal)
// Filtered Expenses
ForEach(filteredExpenses) { expense in
ExpenseRow(expense: expense, viewModel: viewModel)
}
if filteredExpenses.isEmpty {
Text("No expenses yet for this category")
.foregroundStyle(.secondary)
.font(.subheadline)
.frame(maxWidth: .infinity, alignment: .center)
.padding(.vertical, 16)
}
}
}
// MARK: - Computed Properties
private var weeklyTotal: Double {
let now = Date()
let calendar = Calendar.current
let weekStart = calendar.startOfSymperiod(in: .weekOfYear, for: now)
let weekEnd = calendar.date(byAdding: .day, value: 6, to: weekStart)!
return viewModel.expenses
.filter { expense in
calendar.isDate(expense.date, inSameDayAs: weekStart) ||
calendar.isDate(expense.date, inSameDayAs: weekEnd)
}
.reduce(0) { $0 + $1.amount }
}
private var filteredExpenses: [Expense] {
viewModel.expenses.filter { $0.category == viewModel.selectedCategory }
}
// MARK: - Subviews
private var addExpenseButton: some View {
Button {
viewModel.isShowingAddExpense = true
} label: {
Label("Add Expense", systemImage: "plus.circle.fill")
.labelStyle(.iconOnly)
.font(.title3)
.foregroundColor(.blue)
}
}
}
// MARK: - Subviews
struct ExpenseRow: View {
let expense: Expense
@ObservedObject var viewModel: ExpenseViewModel
var body: some View {
HStack {
// Category Color + Icon
Circle()
.fill(expense.category.color)
.frame(width: 32, height: 32)
.overlay {
Text(expense.category.rawValue.components(separatedBy: CharacterSet controllCharacters.inverted).first ?? "")
.font(.caption)
.foregroundColor(.white)
}
VStack(alignment: .leading) {
Text(expense.name)
.font(.subheadline)
.fontWeight(.medium)
HStack {
Text("\(expense.formattedDate)")
.font(.caption)
.foregroundStyle(.secondary)
Spacer()
Text("\(expense.amount, specifier: "%.2f")")
.font(.subheadline)
.fontWeight(.semibold)
.foregroundStyle(expense.isFavorited ? .blue : .primary)
}
.font(.caption)
}
.padding(.leading, 8)
Spacer()
Button {
viewModel.deleteExpense(expense)
} label: {
Image(systemName: "trash")
.foregroundColor(.secondary)
.frame(width: 24)
}
}
.contentShape(Rectangle())
.onTapGesture {
withAnimation {
viewModel.toggleFavorite(expense)
}
}
}
}
struct ChartSection: View {
@Binding var showingChartOptions: Bool
@ObservedObject var viewModel: ExpenseViewModel
init(showingChartOptions: Binding<Bool>, viewModel: ExpenseViewModel = ExpenseViewModel()) {
self._showingChartOptions = showingChartOptions
self.viewModel = viewModel
}
var body: some View {
VStack(alignment: .leading, spacing: 8) {
HStack {
Text("Weekly Spending")
.font(.headline)
Spacer()
Button {
showingChartOptions.toggle()
} label: {
Image(systemName: showingChartOptions ? "chevron.down" : "chevron.right")
.font(.caption)
.foregroundColor(.secondary)
}
}
if showingChartOptions {
ExpenseChart(expenses: viewModel.expenses)
.frame(height: 200)
.padding(.top, 8)
}
}
.padding(.horizontal)
.background(
RoundedRectangle(cornerRadius: 8)
.stroke(lineWidth: 1)
.foregroundColor(Color(red: 0.9, green: 0.9, blue: 1.0))
)
.padding(.vertical, 8)
}
}
struct ExpenseChart: View {
let expenses: [Expense]
var body: some View {
Chart {
ForEach(ExpenseCategory.allCases) { category in
if let filtered = expenses.filter({ $0.category == category }).isEmpty ? nil : expenses.filter({ $0.category == category }) {
BarMark(
x: .value("Category", category.rawValue),
y: .value("Amount", filtered.reduce(0) { $0 + $1.amount })
)
.foregroundStyle(category.color)
.cornerRadius(4)
}
}
}
.chartXAxis {
AxisMarks(values: .automatic)
}
.chartYAxis {
AxisMarks(values: .automatic)
}
.frame(height: 200)
}
}
// MARK: - Add Expense Sheet
struct AddExpenseView: View {
@Environment(\.dismiss) var dismiss
@ObservedObject var viewModel: ExpenseViewModel
@State private var name = ""
@State private var amount = ""
@State private var selectedCategory = ExpenseCategory.food
@State private var date = Date()
var body: some View {
NavigationStack {
Form {
Section(header: Text("Details")) {
TextField("Name", text: $name)
TextField("Amount", text: $amount)
.keyboardType(.decimalPad)
Picker("Category", selection: $selectedCategory) {
ForEach(ExpenseCategory.allCases) { category in
Text(category.rawValue)
.tag(category)
}
}
DatePicker("Date", selection: $date, displayedComponents: .date)
}
}
.navigationTitle("Add Expense")
.navigationBarTitleDisplayMode(.inline)
.toolbar {
ToolbarItem(placement: .confirmationAction) {
Button("Save") {
viewModel.addExpense(
name: name,
amount: amount,
category: selectedCategory,
date: date
)
dismiss()
}
.disabled(name.isEmpty || amount.isEmpty)
}
}
}
}
}
// MARK: - Preview
struct ExpenseFlowView_Previews: PreviewProvider {
static var previews: some View {
ExpenseFlowView()
.previewLayout(.sizeThatFits)
.previewInterfaceOrientation(.portrait)
}
}
// MARK: - Preview Data Helper
struct PreviewDataHelper {
static func sampleExpenses() -> [Expense] {
let calendar = Calendar.current
let now = Date()
let oneDayAgo = calendar.date(byAdding: .day, value: -1, to: now)!
let threeDaysAgo = calendar.date(byAdding: .day, value: -3, to: now)!
return [
Expense(name: "Coffee", amount: 3.5, date: oneDayAgo, category: .food),
Expense(name: "Grocery", amount: 45.2, date: oneDayAgo, category: .food),
Expense(name: "Clothes", amount: 89.99, date: threeDaysAgo, category: .shopping, isFavorited: true),
Expense(name: "Transport", amount: 12.5, date: oneDayAgo, category: .transport),
Expense(name: "Concert Tickets", amount: 75.0, date: threeDaysAgo, category: .entertainment),
Expense(name: "Movie", amount: 12.99, date: Date(), category: .entertainment)
]
}
}
Ein minimalistisches, neonfarbenes Pong-Spiel mit dynamischer Schwierigkeitssteigerung und retro-futuristischem Design.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Neon Pong</title>
<style>
:root {
--bg: #0a0a0a;
--neon-pink: #ff007a;
--neon-blue: #00f0ff;
--neon-green: #00ff7a;
--neon-purple: #b800ff;
}
body {
margin: 0;
padding: 0;
background-color: var(--bg);
color: white;
font-family: 'Courier New', monospace;
overflow: hidden;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
}
#game-container {
position: relative;
width: 800px;
height: 500px;
border: 2px solid var(--neon-blue);
background-color: rgba(10, 10, 10, 0.8);
box-shadow: 0 0 20px var(--neon-blue);
}
#canvas {
background-color: rgba(0, 0, 0, 0.5);
display: block;
margin: 0 auto;
}
#score {
position: absolute;
top: 10px;
left: 50%;
transform: translateX(-50%);
font-size: 24px;
text-shadow: 0 0 5px var(--neon-blue);
}
#difficulty {
position: absolute;
top: 10px;
right: 20px;
font-size: 18px;
color: var(--neon-green);
}
#restart {
position: absolute;
bottom: 10px;
left: 50%;
transform: translateX(-50%);
padding: 8px 16px;
background-color: var(--neon-pink);
color: white;
border: none;
border-radius: 4px;
font-size: 16px;
cursor: pointer;
opacity: 0;
transition: opacity 0.3s;
}
#restart.visible {
opacity: 1;
}
#instructions {
position: absolute;
bottom: 50px;
left: 50%;
transform: translateX(-50%);
text-align: center;
font-size: 14px;
color: var(--neon-purple);
opacity: 0.7;
}
</style>
</head>
<body>
<div id="game-container">
<canvas id="canvas" width="800" height="500"></canvas>
<div id="score">0 - 0</div>
<div id="difficulty">Difficulty: Easy</div>
<button id="restart">Restart</button>
</div>
<div id="instructions">Use WASD to play. Click Restart to begin.</div>
<script>
document.addEventListener('DOMContentLoaded', () => {
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
const scoreElement = document.getElementById('score');
const difficultyElement = document.getElementById('difficulty');
const restartButton = document.getElementById('restart');
const instructions = document.getElementById('instructions');
// Game constants
const PADDLE_HEIGHT = 20;
const PADDLE_WIDTH = 100;
const BALL_SIZE = 10;
const PADDLE_SPEED = 8;
const INITIAL_BALL_SPEED = 3;
const MAX_BALL_SPEED = 10;
const DIFFICULTY_INCREASE = 0.1;
// Game state
let leftPaddle = {
x: 50,
y: canvas.height / 2 - PADDLE_HEIGHT / 2,
width: PADDLE_WIDTH,
height: PADDLE_HEIGHT,
speed: PADDLE_SPEED,
score: 0
};
let rightPaddle = {
x: canvas.width - 50 - PADDLE_WIDTH,
y: canvas.height / 2 - PADDLE_HEIGHT / 2,
width: PADDLE_WIDTH,
height: PADDLE_HEIGHT,
speed: PADDLE_SPEED,
score: 0
};
let ball = {
x: canvas.width / 2,
y: canvas.height / 2,
radius: BALL_SIZE,
speedX: 0,
speedY: 0,
reset: false
};
let gameRunning = false;
let difficulty = 1;
let lastTime = 0;
let animationId;
// Initialize game
function initGame() {
leftPaddle.y = canvas.height / 2 - PADDLE_HEIGHT / 2;
rightPaddle.y = canvas.height / 2 - PADDLE_HEIGHT / 2;
ball.x = canvas.width / 2;
ball.y = canvas.height / 2;
ball.speedX = INITIAL_BALL_SPEED * (Math.random() > 0.5 ? 1 : -1);
ball.speedY = INITIAL_BALL_SPEED * (Math.random() * 2 - 1);
ball.reset = false;
leftPaddle.score = 0;
rightPaddle.score = 0;
difficulty = 1;
updateScore();
difficultyElement.textContent = `Difficulty: ${getDifficultyString(difficulty)}`;
restartButton.classList.remove('visible');
gameRunning = true;
lastTime = performance.now();
animationId = requestAnimationFrame(gameLoop);
}
// Game loop
function gameLoop(time = 0) {
if (!gameRunning) {
animationId = null;
return;
}
const deltaTime = time - lastTime;
lastTime = time;
// Clear canvas with semi-transparent background for trailing effect
ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw paddles and ball
drawPaddle(leftPaddle);
drawPaddle(rightPaddle);
drawBall(ball);
// Update game state
updateGame(deltaTime);
animationId = requestAnimationFrame(gameLoop);
}
// Update game state
function updateGame(deltaTime) {
// Move left paddle (human player)
if (keys.w && leftPaddle.y > 0) {
leftPaddle.y -= leftPaddle.speed;
}
if (keys.s && leftPaddle.y < canvas.height - leftPaddle.height) {
leftPaddle.y += leftPaddle.speed;
}
// Move right paddle (AI player)
if (rightPaddle.y < ball.y) {
rightPaddle.y += rightPaddle.speed * difficulty;
} else if (rightPaddle.y > ball.y) {
rightPaddle.y -= rightPaddle.speed * difficulty;
}
// Move ball
ball.x += ball.speedX;
ball.y += ball.speedY;
// Ball collision with top and bottom
if (ball.y - ball.radius < 0 || ball.y + ball.radius > canvas.height) {
ball.speedY = -ball.speedY;
}
// Ball collision with paddles
if (
ball.x - ball.radius < leftPaddle.x + leftPaddle.width &&
ball.x + ball.radius > leftPaddle.x &&
ball.y + ball.radius > leftPaddle.y &&
ball.y - ball.radius < leftPaddle.y + leftPaddle.height
) {
// Calculate angle based on where the ball hits the paddle
const hitPos = (ball.y - (leftPaddle.y + leftPaddle.height / 2)) / (leftPaddle.height / 2);
const angle = hitPos * Math.PI / 2;
// Increase ball speed slightly with each hit
const newSpeed = Math.min(MAX_BALL_SPEED, Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY) + 0.5);
ball.speedX = newSpeed * Math.sin(angle);
ball.speedY = newSpeed * -Math.cos(angle);
}
if (
ball.x + ball.radius > rightPaddle.x &&
ball.x - ball.radius < rightPaddle.x + rightPaddle.width &&
ball.y + ball.radius > rightPaddle.y &&
ball.y - ball.radius < rightPaddle.y + rightPaddle.height
) {
// Calculate angle based on where the ball hits the paddle
const hitPos = (ball.y - (rightPaddle.y + rightPaddle.height / 2)) / (rightPaddle.height / 2);
const angle = hitPos * Math.PI / 2;
// Increase ball speed slightly with each hit
const newSpeed = Math.min(MAX_BALL_SPEED, Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY) + 0.5);
ball.speedX = newSpeed * -Math.sin(angle);
ball.speedY = newSpeed * -Math.cos(angle);
}
// Ball out of bounds (score)
if (ball.x - ball.radius < 0) {
rightPaddle.score++;
ball.reset = true;
}
if (ball.x + ball.radius > canvas.width) {
leftPaddle.score++;
ball.reset = true;
}
// Reset ball if needed
if (ball.reset) {
ball.x = canvas.width / 2;
ball.y = canvas.height / 2;
ball.speedX = INITIAL_BALL_SPEED * (Math.random() > 0.5 ? 1 : -1);
ball.speedY = INITIAL_BALL_SPEED * (Math.random() * 2 - 1);
ball.reset = false;
// Increase difficulty after a certain number of points
if ((leftPaddle.score + rightPaddle.score) % 5 === 0) {
difficulty += DIFFICULTY_INCREASE;
difficulty = Math.min(3, difficulty);
difficultyElement.textContent = `Difficulty: ${getDifficultyString(difficulty)}`;
}
}
updateScore();
}
// Draw functions
function drawPaddle(paddle) {
ctx.fillStyle = 'rgba(255, 255, 255, 0.3)';
ctx.fillRect(paddle.x, paddle.y, paddle.width, paddle.height);
ctx.fillStyle = 'rgba(0, 255, 255, 0.8)';
ctx.fillRect(paddle.x + 5, paddle.y + 5, paddle.width - 10, paddle.height - 10);
// Add neon glow
ctx.strokeStyle = 'rgba(0, 255, 255, 0.5)';
ctx.lineWidth = 3;
ctx.strokeRect(paddle.x + 2, paddle.y + 2, paddle.width - 4, paddle.height - 4);
}
function drawBall(ball) {
// Main ball
const gradient = ctx.createRadialGradient(
ball.x, ball.y, ball.radius / 2,
ball.x, ball.y, ball.radius
);
gradient.addColorStop(0, 'rgba(0, 255, 255, 0.8)');
gradient.addColorStop(1, 'rgba(0, 255, 255, 0.2)');
ctx.fillStyle = gradient;
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.radius, 0, Math.PI * 2);
ctx.fill();
// Neon glow
ctx.fillStyle = 'rgba(0, 255, 255, 0.3)';
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.radius * 1.5, 0, Math.PI * 2);
ctx.fill();
}
// Helper functions
function updateScore() {
scoreElement.textContent = `${leftPaddle.score} - ${rightPaddle.score}`;
}
function getDifficultyString(difficulty) {
const difficulties = ['Easy', 'Medium', 'Hard', 'Expert'];
return difficulties[Math.min(3, Math.floor(difficulty * 10))];
}
// Keyboard controls
const keys = {
w: false,
s: false,
a: false,
d: false
};
document.addEventListener('keydown', (e) => {
if (e.key in keys) {
keys[e.key] = true;
}
});
document.addEventListener('keyup', (e) => {
if (e.key in keys) {
keys[e.key] = false;
}
});
// Restart button
restartButton.addEventListener('click', () => {
if (animationId) {
cancelAnimationFrame(animationId);
}
gameRunning = false;
initGame();
});
// Start game when the button is clicked
restartButton.addEventListener('click', () => {
if (!gameRunning) {
initGame();
}
});
// Initial instructions fade out
setTimeout(() => {
instructions.style.opacity = '0';
instructions.style.transition = 'opacity 1s';
}, 3000);
});
</script>
</body>
</html>
Eine generative CSS-Art, die sanfte, sich ständig verändernde Fraktal-Muster erstellt, die an Nordlichter erinnern — mit minimalistischem Design und interaktiver Helligkeitssteuerung.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Fractal Aurora</title>
<style>
:root {
--hue: 220;
--saturation: 70%;
--lightness: 55%;
--transition-speed: 0.05s;
--min-brightness: 20%;
--max-brightness: 90%;
--min-opacity: 0.4;
--max-opacity: 0.9;
--min-scale: 0.3;
--max-scale: 1.2;
--layer-count: 8;
--max-depth: 4;
}
body {
margin: 0;
padding: 0;
width: 100vw;
height: 100vh;
overflow: hidden;
background: linear-gradient(135deg, #0a0a1a, #1a1a2a, #0a0a1a);
font-family: 'Helvetica Neue', Arial, sans-serif;
}
.container {
position: absolute;
width: 100%;
height: 100%;
display: flex;
justify-content: center;
align-items: center;
}
.fractal-container {
position: relative;
width: 80%;
max-width: 800px;
height: 80%;
max-height: 600px;
transform-style: preserve-3d;
perspective: 1000px;
}
.fractal-layer {
position: absolute;
width: 100%;
height: 100%;
border-radius: 50%;
transform-style: preserve-3d;
animation: pulse 20s infinite ease-in-out;
}
.fractal-shape {
position: absolute;
width: 100%;
height: 100%;
border-radius: 50%;
background: radial-gradient(
circle at center,
hsl(var(--hue), var(--saturation), var(--lightness, 55%)) 0%,
transparent 70%
);
opacity: var(--layer-opacity, 0.6);
transform: translateZ(var(--z-index, 0));
transition: all var(--transition-speed) ease;
will-change: transform, opacity;
}
.controls {
position: fixed;
bottom: 20px;
left: 50%;
transform: translateX(-50%);
display: flex;
gap: 15px;
z-index: 100;
}
button {
padding: 10px 20px;
border-radius: 25px;
background: rgba(255, 255, 255, 0.1);
border: 1px solid rgba(255, 255, 255, 0.2);
color: rgba(255, 255, 255, 0.8);
cursor: pointer;
transition: all 0.3s ease;
backdrop-filter: blur(5px);
}
button:hover {
background: rgba(255, 255, 255, 0.2);
transform: scale(1.05);
}
button:active {
transform: scale(0.95);
}
.brightness-slider {
width: 150px;
height: 8px;
border-radius: 4px;
background: rgba(255, 255, 255, 0.2);
border: 1px solid rgba(255, 255, 255, 0.3);
outline: none;
-webkit-appearance: none;
z-index: 100;
}
.brightness-slider::-webkit-slider-thumb {
-webkit-appearance: none;
width: 20px;
height: 20px;
border-radius: 50%;
background: rgba(255, 255, 255, 0.6);
cursor: pointer;
}
.brightness-slider::-moz-range-thumb {
width: 20px;
height: 20px;
border-radius: 50%;
background: rgba(255, 255, 255, 0.6);
cursor: pointer;
border: none;
}
.title {
position: fixed;
top: 20px;
left: 50%;
transform: translateX(-50%);
color: rgba(255, 255, 255, 0.7);
font-size: 16px;
text-align: center;
z-index: 100;
pointer-events: none;
}
@keyframes pulse {
0% {
opacity: 0.3;
transform: scale(0.95) translateZ(0);
}
50% {
opacity: 0.8;
transform: scale(1.05) translateZ(100px);
}
100% {
opacity: 0.3;
transform: scale(0.95) translateZ(0);
}
}
</style>
</head>
<body>
<div class="title">Fractal Aurora — Interaktive Nordlicht-Generierung</div>
<div class="container">
<div class="fractal-container" id="fractalCanvas">
<!-- Dynamische Fraktal-Layer werden durch JavaScript hinzugefügt -->
</div>
</div>
<div class="controls">
<button id="generateBtn">Neu generieren</button>
<input type="range" id="brightnessSlider" class="brightness-slider" min="20" max="90" value="55">
<span id="brightnessValue">55%</span>
</div>
<script>
document.addEventListener('DOMContentLoaded', () => {
const canvas = document.getElementById('fractalCanvas');
const generateBtn = document.getElementById('generateBtn');
const brightnessSlider = document.getElementById('brightnessSlider');
const brightnessValue = document.getElementById('brightnessValue');
// Aktuelle Fraktal-Daten
let fractalData = [];
let hue = 220;
let hueDirection = 1;
let hueSpeed = 0.1;
let hueSaturation = 70;
let hueLightness = 55;
let layerCount = 8;
let maxDepth = 4;
// Initiales Fraktal erstellen
createFractal();
// Ereignis-Handler
generateBtn.addEventListener('click', () => {
createFractal();
});
brightnessSlider.addEventListener('input', (e) => {
const brightness = parseInt(e.target.value);
brightnessValue.textContent = `${brightness}%`;
document.documentElement.style.setProperty('--min-brightness', `${brightness}%`);
document.documentElement.style.setProperty('--max-brightness', `${brightness + 30}%`);
});
// Hue-Animation
function animateHue() {
hue += hueDirection * hueSpeed;
if (hue >= 360) {
hue = 0;
hueDirection = -1;
} else if (hue <= 0) {
hue = 360;
hueDirection = 1;
}
document.documentElement.style.setProperty('--hue', `${hue}`);
requestAnimationFrame(animateHue);
}
animateHue();
// Fraktal erzeugen
function createFractal() {
canvas.innerHTML = '';
fractalData = [];
// Randomize parameters for each generation
hueSaturation = Math.floor(Math.random() * 30) + 60;
hueLightness = Math.floor(Math.random() * 20) + 40;
layerCount = Math.floor(Math.random() * 3) + 5;
maxDepth = Math.floor(Math.random() * 3) + 3;
document.documentElement.style.setProperty('--saturation', `${hueSaturation}%`);
document.documentElement.style.setProperty('--lightness', `${hueLightness}%`);
document.documentElement.style.setProperty('--layer-count', `${layerCount}`);
document.documentElement.style.setProperty('--max-depth', `${maxDepth}`);
// Main circle layer
const mainLayer = document.createElement('div');
mainLayer.className = 'fractal-layer';
canvas.appendChild(mainLayer);
// Create fractal branches
for (let i = 0; i < layerCount; i++) {
const depth = Math.floor(Math.random() * maxDepth) + 1;
const zIndex = i * 20;
const scale = 0.3 + (i * 0.1);
const angle = (i / layerCount) * Math.PI * 2;
const radius = 50 + (i * 5);
const opacity = 0.2 + (i * 0.1);
const branch = document.createElement('div');
branch.className = 'fractal-shape';
branch.style.zIndex = zIndex;
branch.style.transform = `translate(${Math.cos(angle) * radius}px, ${Math.sin(angle) * radius}px) scale(${scale})`;
branch.style.opacity = opacity;
branch.style.transition = `all ${Math.random() * 0.1 + 0.05}s ease`;
mainLayer.appendChild(branch);
// Recursively add sub-branches
const subBranches = [];
for (let j = 0; j < 3; j++) {
const subDepth = depth - 1;
const subAngle = angle + (j * 0.3) - 0.15;
const subRadius = radius * 0.5;
const subScale = scale * 0.6;
const subOpacity = opacity * 0.7;
const subBranch = document.createElement('div');
subBranch.className = 'fractal-shape';
subBranch.style.zIndex = zIndex + j * 5;
subBranch.style.transform = `translate(${Math.cos(subAngle) * subRadius}px, ${Math.sin(subAngle) * subRadius}px) scale(${subScale})`;
subBranch.style.opacity = subOpacity;
subBranch.style.transition = `all ${Math.random() * 0.1 + 0.03}s ease`;
branch.appendChild(subBranch);
subBranches.push(subBranch);
}
fractalData.push({
element: branch,
subBranches: subBranches,
depth: depth,
zIndex: zIndex,
scale: scale,
opacity: opacity
});
}
}
});
</script>
</body>
</html>
A modern, responsive periodic table with hover effects, particle animation, and detailed element info
```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Neon Elements - Interactive Periodic Table</title>
<style>
:root {
--neon-blue: #4dabf7;
--neon-purple: #9d4edd;
--neon-pink: #ec407a;
--neon-green: #3498db;
--neon-orange: #f39c12;
--neon-cyan: #00b4d8;
--neon-magenta: #e11d48;
--neon-yellow: #f1c40f;
--neon-lime: #b2ff59;
--neon-teal: #1dcaa0;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
}
body {
background-color: #0a0a0a;
color: #fff;
overflow-x: hidden;
min-height: 100vh;
position: relative;
}
.particle-bg {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: -1;
}
.container {
max-width: 1200px;
margin: 0 auto;
padding: 2rem;
}
header {
text-align: center;
margin-bottom: 3rem;
position: relative;
}
h1 {
font-size: 2.5rem;
margin-bottom: 0.5rem;
background: linear-gradient(90deg, var(--neon-blue), var(--neon-purple));
-webkit-background-clip: text;
background-clip: text;
color: transparent;
}
.subtitle {
font-size: 1.2rem;
color: #aaa;
background: linear-gradient(90deg, var(--neon-cyan), var(--neon-magenta));
-webkit-background-clip: text;
background-clip: text;
color: transparent;
}
.controls {
display: flex;
justify-content: center;
gap: 1rem;
margin-bottom: 2rem;
flex-wrap: wrap;
}
button {
background: linear-gradient(90deg, var(--neon-blue), var(--neon-purple));
color: white;
border: none;
padding: 0.5rem 1rem;
border-radius: 4px;
font-size: 1rem;
cursor: pointer;
transition: all 0.3s ease;
font-weight: 500;
}
button:hover {
transform: translateY(-2px);
box-shadow: 0 4px 8px rgba(77, 171, 247, 0.3);
}
button:active {
transform: translateY(0);
}
.table-container {
overflow-x: auto;
border-radius: 8px;
background: rgba(10, 10, 10, 0.7);
backdrop-filter: blur(5px);
border: 1px solid rgba(255, 255, 255, 0.1);
}
.periodic-table {
display: grid;
grid-template-columns: repeat(18, 1fr);
gap: 0;
background: linear-gradient(135deg, #000 0%, #111 100%);
}
.element {
aspect-ratio: 1;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
padding: 1rem;
position: relative;
transition: all 0.3s ease;
border: 1px solid transparent;
cursor: pointer;
overflow: hidden;
}
.element:hover {
transform: scale(1.1);
z-index: 10;
}
.element-number {
font-size: 0.8rem;
color: #aaa;
margin-bottom: 0.2rem;
position: absolute;
top: 0.5rem;
left: 0.5rem;
}
.element-symbol {
font-size: 1.5rem;
font-weight: bold;
margin-bottom: 0.3rem;
}
.element-name {
font-size: 0.8rem;
text-transform: uppercase;
letter-spacing: 1px;
color: #ccc;
}
.element-atomic-mass {
font-size: 0.7rem;
color: #888;
}
.group-labels, .period-labels {
writing-mode: vertical-rl;
text-orientation: mixed;
font-size: 0.7rem;
color: #555;
}
.group-labels {
position: absolute;
right: 0;
top: 0;
height: 100%;
display: flex;
justify-content: flex-end;
padding-right: 1rem;
}
.period-labels {
position: absolute;
bottom: 0;
left: 0;
width: 100%;
display: flex;
justify-content: center;
padding-bottom: 1rem;
}
.info-modal {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0, 0, 0, 0.9);
display: flex;
justify-content: center;
align-items: center;
z-index: 100;
opacity: 0;
visibility: hidden;
transition: all 0.3s ease;
}
.info-modal.active {
opacity: 1;
visibility: visible;
}
.info-content {
background: rgba(10, 10, 10, 0.8);
backdrop-filter: blur(5px);
border: 1px solid rgba(255, 255, 255, 0.1);
border-radius: 8px;
padding: 2rem;
max-width: 500px;
width: 90%;
max-height: 80vh;
overflow-y: auto;
}
.info-header {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 1rem;
padding-bottom: 1rem;
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
}
.info-close {
background: none;
border: none;
color: white;
font-size: 1.5rem;
cursor: pointer;
padding: 0.5rem;
}
.info-symbol {
font-size: 2rem;
font-weight: bold;
}
.info-name {
font-size: 1.5rem;
font-weight: bold;
margin: 0.5rem 0;
}
.info-details {
display: grid;
grid-template-columns: 1fr 1fr;
gap: 1rem;
margin-top: 1rem;
}
.info-category {
font-weight: bold;
color: var(--neon-blue);
}
.info-value {
color: #ccc;
}
.lanthanides, .actinides {
grid-column: 17;
background: #111;
border: 1px solid #333;
}
.lanthanides { grid-row: 6 / 8; }
.actinides { grid-row: 8 / 10; }
.element.lanthanides .element-name,
.element.actinides .element-name {
color: #ffd700;
}
@media (max-width: 768px) {
.periodic-table {
grid-template-columns: repeat(10, 1fr);
}
.lanthanides, .actinides {
grid-column: auto;
grid-row: auto;
}
.element {
font-size: 0.8rem;
padding: 0.5rem;
}
.element-symbol {
font-size: 1.2rem;
}
.group-labels, .period-labels {
font-size: 0.6rem;
}
}
@media (max-width: 480px) {
.periodic-table {
grid-template-columns: repeat(6, 1fr);
}
.element {
font-size: 0.7rem;
padding: 0.3rem;
}
.element-symbol {
font-size: 1rem;
}
}
</style>
</head>
<body>
<div class="particle-bg" id="particleCanvas"></div>
<div class="container">
<header>
<h1>Neon Elements</h1>
<p class="subtitle">The Periodic Table of the Future</p>
</header>
<div class="controls">
<button id="resetBtn">Reset View</button>
<button id="darkModeBtn">Toggle Dark Mode</button>
<button id="particleToggle">Toggle Particle Effect</button>
</div>
<div class="table-container">
<div class="periodic-table">
<div class="element">
<span class="element-number">1</span>
<span class="element-symbol">H</span>
<span class="element-name">Hydrogen</span>
<span class="element-atomic-mass">1.008</span>
</div>
<div class="element">
<span class="element-number">2</span>
<span class="element-symbol">He</span>
<span class="element-name">Helium</span>
<span class="element-atomic-mass">4.0026</span>
</div>
<div class="element">
<span class="element-number">3</span>
<span class="element-symbol">Li</span>
<span class="element-name">Lithium</span>
<span class="element-atomic-mass">6.94</span>
</div>
<div class="element">
<span class="element-number">4</span>
<span class="element-symbol">Be</span>
<span class="element-name">Beryllium</span>
<span class="element-atomic-mass">9.0122</span>
</div>
<div class="element">
<span class="element-number">5</span>
<span class="element-symbol">B</span>
<span class="element-name">Boron</span>
<span class="element-atomic-mass">10.81</span>
</div>
<div class="element">
<span class="element-number">6</span>
<span class="element-symbol">C</span>
<span class="element-name">Carbon</span>
<span class="element-atomic-mass">12.011</span>
</div>
<div class="element">
<span class="element-number">7</span>
<span class="element-symbol">N</span>
<span class="element-name">Nitrogen</span>
<span class="element-atomic-mass">14.007</span>
</div>
<div class="element">
<span class="element-number">8</span>
<span class="element-symbol">O</span>
<span class="element-name">Oxygen</span>
<span class="element-atomic-mass">15.999</span>
</div>
<div class="element">
<span class="element-number">9</span>
<span class="element-symbol">F</span>
<span class="element-name">Fluorine</span>
<span class="element-atomic-mass">18.998</span>
</div>
<div class="element">
<span class="element-number">10</span>
<span class="element-symbol">Ne</span>
<span class="element-name">Neon</span>
<span class="element-atomic-mass">20.180</span>
</div>
<div class="element">
<span class="element-number">11</span>
<span class="element-symbol">Na</span>
<span class="element-name">Sodium</span>
<span class="element-atomic-mass">22.990</span>
</div>
<div class="element">
<span class="element-number">12</span>
<span class="element-symbol">Mg</span>
<span class="element-name">Magnesium</span>
<span class="element-atomic-mass">24.305</span>
</div>
<div class="element">
<span class="element-number">13</span>
<span class="element-symbol">Al</span>
<span class="element-name">Aluminium</span>
<span class="element-atomic-mass">26.982</span>
</div>
<div class="element">
<span class="element-number">14</span>
<span class="element-symbol">Si</span>
<span class="element-name">Silicon</span>
<span class="element-atomic-mass">28.085</span>
</div>
<div class="element">
<span class="element-number">15</span>
<span class="element-symbol">P</span>
<span class="element-name">Phosphorus</span>
<span class="element-atomic-mass">30.974</span>
</div>
<div class="element">
<span class="element-number">16</span>
<span class="element-symbol">S</span>
<span class="element-name">Sulfur</span>
<span class="element-atomic-mass">32.06</span>
</div>
<div class="element">
<span class="element-number">17</span>
<span class="element-symbol">Cl</span>
<span class="element-name">Chlorine</span>
<span class="element-atomic-mass">35.45</span>
</div>
<div class="element">
<span class="element-number">18</span>
<span class="element-symbol">Ar</span>
<span class="element-name">Argon</span>
<span class="element-atomic-mass">39.948</span>
</div>
<div class="element">
<span class="element-number">19</span>
<span class="element-symbol">K</span>
<span class="element-name">Potassium</span>
<span class="element-atomic-mass">39.098</span>
</div>
<div class="element">
<span class="element-number">20</span>
<span class="element-symbol">Ca</span>
<span class="element-name">Calcium</span>
<span class="element-atomic-mass">40.078</span>
</div>
<div class="element">
<span class="element-number">21</span>
<span class="element-symbol">Sc</span>
<span class="element-name">Scandium</span>
<span class="element-atomic-mass">44.956</span>
</div>
<div class="element">
<span class="element-number">22</span>
<span class="element-symbol">Ti</span>
<span class="element-name">Titanium</span>
<span class="element-atomic-mass">47.867</span>
</div>
<div class="element">
<span class="element-number">23</span>
<span class="element-symbol">V</span>
<span class="element-name">Vanadium</span>
<span class="element-atomic-mass">50.942</span>
</div>
<div class="element">
<span class="element-number">24</span>
<span class="element-symbol">Cr</span>
<span class="element-name">Chromium</span>
<span class="element-atomic-mass">51.996</span>
</div>
<div class="element">
<span class="element-number">25</span>
<span class="element-symbol">Mn</span>
<span class="element-name">Manganese</span>
<span class="element-atomic-mass">54.938</span>
</div>
Ein eleganter HTTP-Server in Rust, der lokale Dateien mit richtiger MIME-Typ-Erkennung anzeigt. Mein "Twist": Automatische Verzeichnis-Struktur-Analyse für schnellere Navigation.
```rust
// RustyBookcase — Ein minimalistischer HTTP-Server mit intelligentem Directory-Listing
// Mein Twist: Er analysiert die Verzeichnis-Struktur, um schnelle Navigation zu ermöglichen
use std::{
fs::{self, File},
io::{self, Read, Write},
net::{TcpListener, TcpStream},
path::{Path, PathBuf},
sync::{Arc, Mutex},
thread,
time::Duration,
};
use std::collections::HashMap;
use std::str::FromStr;
use std::io::ErrorKind;
use mime_guess::from_path;
const DEFAULT_PORT: u16 = 8080;
const BUFFER_SIZE: usize = 8192;
// MIME-Typen und Datei-Endungen
lazy_static::lazy_static! {
static ref MIME_TYPES: HashMap<&'static str, &'static str> = {
let mut m = HashMap::new();
m.insert("html", "text/html");
m.insert("htm", "text/html");
m.insert("txt", "text/plain");
m.insert("js", "application/javascript");
m.insert("css", "text/css");
m.insert("png", "image/png");
m.insert("jpg", "image/jpeg");
m.insert("jpeg", "image/jpeg");
m.insert("gif", "image/gif");
m.insert("json", "application/json");
m.insert("mp3", "audio/mpeg");
m.insert("wav", "audio/wav");
m.insert("mp4", "video/mp4");
m.insert("pdf", "application/pdf");
m.insert("md", "text/markdown");
m.insert("xml", "application/xml");
m.insert("zip", "application/zip");
m.insert("exe", "application/x-msdownload");
m.insert("bin", "application/octet-stream");
m.insert("", "application/octet-stream"); // Standard für unbekannte Typen
m
};
}
// Struktur für die Verzeichnis-Analyse
#[derive(Debug, Clone)]
struct DirectoryInfo {
path: PathBuf,
files: Vec<PathBuf>,
dirs: Vec<PathBuf>,
has_index: bool, // Gibt es eine index.html?
file_count: usize,
dir_count: usize,
modified: std::time::SystemTime,
}
// HTTP-Request-Struktur
#[derive(Debug)]
struct HttpRequest {
method: String,
path: String,
headers: HashMap<String, String>,
}
impl HttpRequest {
fn parse(stream: &mut TcpStream) -> io::Result<Self> {
let mut buffer = [0; 1024];
let bytes_read = stream.read(&mut buffer)?;
let request_str = String::from_utf8_lossy(&buffer[..bytes_read]);
let mut lines = request_str.lines().take_while(|line| !line.trim().is_empty());
let first_line = lines.next().ok_or(io::Error::new(
ErrorKind::InvalidData,
"No request line found",
))?;
let mut parts = first_line.split_whitespace();
let method = parts.next().ok_or(io::Error::new(
ErrorKind::InvalidData,
"No method found",
))?.to_string();
let path = parts.next().ok_or(io::Error::new(
ErrorKind::InvalidData,
"No path found",
))?.to_string();
let mut headers = HashMap::new();
for line in lines {
if line.trim().is_empty() {
break;
}
let colon_pos = line.find(':').ok_or(io::Error::new(
ErrorKind::InvalidData,
format!("Invalid header line: {}", line),
))?;
let key = line[..colon_pos].trim().to_lowercase();
let value = line[colon_pos + 1..].trim().to_string();
headers.insert(key, value);
}
Ok(HttpRequest { method, path, headers })
}
}
// HTTP-Response-Struktur
#[derive(Debug)]
struct HttpResponse {
status: u16,
headers: HashMap<String, String>,
body: Vec<u8>,
}
impl HttpResponse {
fn new(status: u16) -> Self {
HttpResponse {
status,
headers: HashMap::new(),
body: Vec::new(),
}
}
fn set_header(&mut self, key: &str, value: &str) {
self.headers.insert(key.to_string(), value.to_string());
}
fn set_body(&mut self, body: Vec<u8>) {
self.body = body;
}
fn to_bytes(&self) -> Vec<u8> {
let status_line = format!("HTTP/1.1 {} {}", self.status, get_status_text(self.status));
let header_lines: Vec<String> = self.headers.iter().map(|(k, v)| format!("{}: {}", k, v)).collect();
let headers_str = header_lines.join("\r\n");
let response = format!("{}\r\n{}\r\n\r\n{}", status_line, headers_str, String::from_utf8_lossy(&self.body));
response.into_bytes()
}
}
fn get_status_text(status: u16) -> &'static str {
match status {
200 => "OK",
301 => "Moved Permanently",
400 => "Bad Request",
404 => "Not Found",
405 => "Method Not Allowed",
500 => "Internal Server Error",
_ => "Unknown Status",
}
}
// Analysiert ein Verzeichnis und erstellt eine Struktur mit Dateien und Unterverzeichnissen
fn analyze_directory(path: &Path) -> io::Result<DirectoryInfo> {
if !path.exists() || !path.is_dir() {
return Err(io::Error::new(
ErrorKind::NotFound,
format!("Path {} does not exist or is not a directory", path.display()),
));
}
let entries = fs::read_dir(path)?;
let mut files = Vec::new();
let mut dirs = Vec::new();
let mut has_index = false;
for entry in entries {
let entry = entry?;
let path = entry.path();
let metadata = entry.metadata()?;
if path.ends_with("index.html") {
has_index = true;
}
if path.is_dir() {
dirs.push(path);
} else if path.is_file() {
files.push(path);
}
}
// Sort files and directories
files.sort();
dirs.sort();
let modified = fs::metadata(path)?.modified()?;
Ok(DirectoryInfo {
path: path.to_path_buf(),
files,
dirs,
has_index,
file_count: files.len(),
dir_count: dirs.len(),
modified,
})
}
// Erstellt eine HTML-Directory-Listing-Seite
fn generate_directory_listing(dir_info: &DirectoryInfo, base_path: &Path) -> io::Result<Vec<u8>> {
let base_path_str = base_path.display().to_string();
let dir_path_str = dir_info.path.display().to_string();
let template = format!(
r#"<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>RustyBookcase: {}</title>
<style>
body {{
font-family: 'Courier New', monospace;
background-color: #1a1a1a;
color: #e0e0e0;
margin: 0;
padding: 20px;
}}
.container {{
max-width: 1200px;
margin: 0 auto;
}}
h1 {{
color: #61dafb;
margin-bottom: 20px;
}}
.nav {{
background-color: #2a2a2a;
padding: 10px;
margin-bottom: 20px;
border-radius: 5px;
}}
.nav a {{
color: #61dafb;
text-decoration: none;
margin-right: 15px;
}}
.nav a:hover {{
text-decoration: underline;
}}
.file-table {{
width: 100%;
border-collapse: collapse;
}}
.file-table th, .file-table td {{
padding: 8px;
text-align: left;
border-bottom: 1px solid #3a3a3a;
}}
.file-table th {{
background-color: #2a2a2a;
color: #61dafb;
}}
.file-table tr:hover {{
background-color: #2a2a2a;
}}
.directory {{
color: #61dafb;
font-weight: bold;
}}
.file {{
color: #a0a0a0;
}}
.size {{
color: #808080;
}}
.modified {{
color: #60a060;
font-size: 0.9em;
}}
.error {{
color: #ff5555;
font-weight: bold;
}}
</style>
</head>
<body>
<div class="container">
<div class="nav">
<a href="/">[Home]</a>
{nav_links}
</div>
<h1>Directory Listing: {}</h1>
{listing}
</div>
</body>
</html>
",
dir_path_str,
dir_path_str
);
// Generate navigation links
let mut nav_links = String::new();
if dir_info.path.parent().and_then(|p| p.to_str()) != Some(base_path_str) {
nav_links.push_str("<a href=\"..\">[Parent Directory]</a>");
}
if dir_info.dir_count > 0 {
let subdirs: Vec<String> = dir_info.dirs.iter()
.map(|d| {
let d_str = d.display().to_string();
if d_str == ".." {
return String::new();
}
let path_rel = d.strip_prefix(base_path).unwrap().to_str().unwrap().to_string();
if path_rel == "." {
return String::new();
}
format!("<a href=\"{}\" class=\"directory\">{}</a>", path_rel, d.file_name().unwrap().to_str().unwrap())
})
.filter(|s| !s.is_empty())
.collect();
if !subdirs.is_empty() {
nav_links.push_str("<br>Subdirectories: ");
nav_links.push_str(&subdirs.join(" "));
}
}
// Generate file listing
let mut rows = Vec::new();
if dir_info.files.is_empty() && dir_info.dir_count == 0 {
rows.push("<tr><td colspan=\"4\" class=\"error\">No files or directories found</td></tr>".to_string());
} else {
// Sort files alphabetically (case-insensitive)
let mut sorted_files: Vec<_> = dir_info.files.iter()
.map(|f| {
let f_str = f.display().to_string();
let f_name = f.file_name().unwrap().to_str().unwrap();
(f_str.to_lowercase(), f)
})
.collect();
sorted_files.sort_by_key(|(s, _)| *s);
for file in sorted_files.into_iter().map(|(_, f)| f) {
let file_name = file.file_name().unwrap().to_str().unwrap();
let file_size = fs::metadata(file)?.len();
let modified = fs::metadata(file)?.modified()?;
let relative_path = file.strip_prefix(base_path).unwrap();
let path_rel = relative_path.to_str().unwrap().to_string();
let mime_type = from_path(file_name).first_or_octet_stream().as_ref();
let is_directory = false;
let type_icon = if is_directory {
"[DIR]"
} else {
match mime_type {
"text/html" | "text/plain" | "text/markdown" | "application/json" | "application/xml" => "[TXT]",
"application/javascript" | "text/css" => "[JS/CSS]",
"image/png" | "image/jpeg" | "image/gif" => "[IMG]",
"audio/mpeg" | "audio/wav" => "[AUDIO]",
"video/mp4" => "[VIDEO]",
"application/pdf" => "[PDF]",
"application/zip" => "[ZIP]",
_ => "[BIN]",
}
};
let size_str = if file_size < 1024 {
format!("{} B", file_size)
} else if file_size < 1024 * 1024 {
format!("{:.1} KB", file_size as f32 / 1024.0)
} else {
format!("{:.1} MB", file_size as f32 / (1024.0 * 1024.0))
};
let modified_str = modified.format("%Y-%m-%d %H:%M").unwrap();
let row = format!(
r#"<tr>
<td class="file">{}</td>
<td class="size">{}</td>
<td class="modified">{}</td>
<td><a href="{}">{}</a></td>
</tr>"#,
type_icon, size_str, modified_str, path_rel, file_name
);
rows.push(row);
}
}
let listing = if rows.is_empty() {
String::new()
} else {
let table = rows.join("\n");
format!(
r#"<table class="file-table">
<thead>
<tr>
<th>Type</th>
<th>Size</th>
<th>Modified</th>
<th>Name</th>
</tr>
</thead>
<tbody>
{}
</tbody>
</table>"#,
table
)
};
Ok(template.replace("{nav_links}", &nav_links).replace("{listing}", &listing).into_bytes())
}
// Verarbeitet eine HTTP-Anfrage
fn handle_request(dir_info: Arc<Mutex<DirectoryInfo>>, req: HttpRequest) -> io::Result<HttpResponse> {
let path = Path::new(&req.path[1..]); // Remove leading '/'
let base_path = dir_info.lock().unwrap().path.clone();
// Normalize path to prevent directory traversal
let mut path = path.to_path_buf();
path = path.strip_prefix("..").unwrap_or(&path);
// Handle directory listing
if path == Path::new("") || path == Path::new(".") {
let listing = generate_directory_listing(&dir_info.lock().unwrap(), &base_path)?;
let mut response = HttpResponse::new(200);
response.set_header("Content-Type", "text/html; charset=utf-8");
response.set_header("Content-Length", &listing.len().to_string());
response.set_body(listing);
return Ok(response);
}
// Check if path is a directory
if path.is_dir() {
let dir_path = base_path.join(&path);
if !dir_path.exists() {
return Ok(HttpResponse::new(404));
}
// Re-analyze directory if modified
if let Ok(metadata) = fs::metadata(&dir_path) {
if metadata.modified()? > dir_info.lock().unwrap().modified {
let new_dir_info = analyze_directory(&dir_path)?;
*dir_info.lock().unwrap() = new_dir_info;
}
}
// Generate directory listing
let listing = generate_directory_listing(&dir_info.lock().unwrap(), &base_path)?;
let mut response = HttpResponse::new(200);
response.set_header("Content-Type", "text/html; charset=utf-8");
response.set_header("Content-Length", &listing.len().to_string());
response.set_body(listing);
return Ok(response);
}
// Handle file requests
let file_path = base_path.join(&path);
if !file_path.exists() || !file_path.is_file() {
return Ok(HttpResponse::new(404));
}
// Read file
let mut file = File::open(&file_path)?;
let mut buffer = Vec::new();
file.read_to_end(&mut buffer)?;
// Determine content type
if let Some(ext) = file_path.extension().and_then(|e| e.to_str()) {
if let Some(content_type) = MIME_TYPES.get(ext.to_lowercase().as_str()) {
let mut response = HttpResponse::new(200);
response.set_header("Content-Type", content_type);
response.set_header("Content-Length", &buffer.len().to_string());
response.set_body(buffer);
return Ok(response);
}
}
// Fallback to mime_guess for more robust MIME detection
let content_type = from_path(&file_path).first_or_octet_stream().as_ref();
let mut response = HttpResponse::new(200);
response.set_header("Content-Type", content_type);
response.set_header("Content-Length", &buffer.len().to_string());
response.set_body(buffer);
Ok(response)
}
// Startet den HTTP-Server
fn run_server(root_path: PathBuf, port: u16)
Ein ultra-schneller, farbenfroher Codezeilen-Zähler für Rust-Projekte — misst nicht nur Zeilen, sondern analysiert auch Komplexität und zeigt visuelle KPIs im Terminal.
use std::{
env, fs,
path::{Path, PathBuf},
process,
};
use colored::Colorize;
use walkdir::WalkDir;
use regex::Regex;
/// Supported file extensions with their respective languages
const SUPPORTED_EXTENSIONS: &[(&str, &str)] = &[
(".rs", "Rust"),
(".py", "Python"),
(".js", ".jsx", "JavaScript"),
(".ts", ".tsx", "TypeScript"),
(".java", "Java"),
(".go", "Go"),
(".cpp", ".cc", ".cxx", ".h", ".hpp", ".hxx", "C++"),
(".c", "C"),
(".h", "C Header"),
(".swift", "Swift"),
(".kt", ".kts", "Kotlin"),
(".scala", "Scala"),
(".rb", "Ruby"),
(".php", "PHP"),
(".cs", "C#"),
(".html", ".htm", ".xhtml", "HTML"),
(".css", "CSS"),
(".sql", "SQL"),
(".md", "Markdown"),
(".toml", "TOML"),
(".yml", ".yaml", "YAML"),
(".json", "JSON"),
(".sh", ".bash", "Shell"),
(".xml", "XML"),
(".lua", "Lua"),
(".rust", "Rust"), // For completeness, though .rs is standard
];
/// Count lines in a file, excluding comments and whitespace-only lines
fn count_lines_in_file(file_path: &Path) -> (usize, usize, usize) {
let content = match fs::read_to_string(file_path) {
Ok(c) => c,
Err(e) => {
eprintln!("{}: {}", "Error reading file".red(), e);
return (0, 0, 0);
}
};
let mut code_lines = 0;
let mut comment_lines = 0;
let mut blank_lines = 0;
// Language-specific comment and block comment patterns
let language = match file_path.extension().and_then(|s| s.to_str()) {
Some(ext) => match ext.to_lowercase().as_str() {
"rs" => ("Rust", vec!["//", "/*", "*/"], true),
"py" => ("Python", vec!["#"], true),
"js" | "jsx" | "ts" | "tsx" => ("JavaScript/TypeScript", vec!["//", "/*", "*/"], true),
"java" => ("Java", vec!["//", "/*", "*/"], true),
"go" => ("Go", vec!["//", "//"], true),
"cpp" | "cc" | "cxx" | "h" | "hpp" | "hxx" => ("C++", vec!["//", "//", "/*", "*/"], true),
"c" => ("C", vec!["//", "//", "/*", "*/"], true),
"swift" => ("Swift", vec!["//", "/*", "*/"], true),
"kt" | "kts" => ("Kotlin", vec!["//", "/*", "*/"], true),
"scala" => ("Scala", vec!["//", "/*", "*/"], true),
"rb" => ("Ruby", vec!["#"], true),
"php" => ("PHP", vec!["//", "#", "/*", "*/"], true),
"cs" => ("C#", vec!["//", "/*", "*/"], true),
"html" | "htm" | "xhtml" => ("HTML", vec!["<!--", "-->"], false),
"css" => ("CSS", vec!["/*", "*/"], false),
"sql" => ("SQL", vec![], false),
"md" => ("Markdown", vec!["#"], false),
"toml" => ("TOML", vec!["#"], false),
"yml" | "yaml" => ("YAML", vec!["#", "-"], false),
"json" => ("JSON", vec![], false),
"sh" | "bash" => ("Shell", vec!["#"], false),
"xml" => ("XML", vec!["<!--", "-->"], false),
"lua" => ("Lua", vec!["--", "--[[", "]]"], true),
_ => ("Unknown", vec![], false),
},
None => ("Unknown", vec![], false),
};
let comment_matches: Vec<_> = language.1.iter().map(|re| Regex::new(re)).collect();
let is_block_comment_language = language.2;
for line in content.lines() {
let trimmed = line.trim();
if trimmed.is_empty() {
blank_lines += 1;
continue;
}
// Check for comments
let mut is_comment = false;
if is_block_comment_language {
for (i, re) in comment_matches.iter().enumerate() {
if re.is_match(line) {
if i < 2 && !line.contains("//") {
// Handle /* */ style comments
is_comment = true;
break;
} else {
// Single-line comments
is_comment = true;
break;
}
}
}
} else {
for re in comment_matches.iter() {
if re.is_match(line) {
is_comment = true;
break;
}
}
}
if is_comment {
comment_lines += 1;
} else {
code_lines += 1;
}
}
(code_lines, comment_lines, blank_lines)
}
/// Recursively walk through directories and count lines
fn count_lines_in_directory(root: &Path) -> (usize, usize, usize, usize, usize, usize) {
let mut total_code = 0;
let mut total_comments = 0;
let mut total_blanks = 0;
let mut file_count = 0;
let mut language_counts: std::collections::HashMap<String, usize> = std::collections::HashMap::new();
for entry in WalkDir::new(root) {
let entry = match entry {
Ok(e) => e,
Err(e) => {
eprintln!("{}: {}", "Error accessing directory".red(), e);
continue;
}
};
if entry.file_type().is_file() {
let path = entry.path();
if let Some(ext) = path.extension().and_then(|s| s.to_str()) {
let ext_lower = ext.to_lowercase();
for (exts, lang) in SUPPORTED_EXTENSIONS {
for e in exts.split_terminator(',') {
if ext_lower == e.trim() {
file_count += 1;
let (code, comments, blanks) = count_lines_in_file(path);
total_code += code;
total_comments += comments;
total_blanks += blanks;
*language_counts.entry(lang.to_string()).or_insert(0) += code;
break;
}
}
}
}
}
}
(total_code, total_comments, total_blanks, file_count, language_counts)
}
/// Display the results in a visually appealing format
fn display_results(
total_code: usize,
total_comments: usize,
total_blanks: usize,
file_count: usize,
language_counts: std::collections::HashMap<String, usize>,
) {
let total_lines = total_code + total_comments + total_blanks;
let comment_percentage = if total_lines > 0 {
((total_comments as f64 / total_lines as f64) * 100.0).round()
} else {
0.0
};
let blank_percentage = if total_lines > 0 {
((total_blanks as f64 / total_lines as f64) * 100.0).round()
} else {
0.0
};
let code_percentage = if total_lines > 0 {
100.0 - comment_percentage - blank_percentage
} else {
0.0
};
println!();
println!("{}", "RUSTY CODE COUNTER".green().bold());
println!("{}", "=".repeat(30).green());
println!();
println!("{} {}", "Total files:".cyan(), file_count);
println!("{} {}", "Total code lines:".cyan(), total_code.to_string().green());
println!("{} {} ({}%)".cyan(), "Total comments:".cyan(), total_comments.to_string().yellow(), comment_percentage);
println!("{} {} ({}%)".cyan(), "Total blank lines:".cyan(), total_blanks.to_string().blue(), blank_percentage);
println!("{} {} ({}%)".cyan(), "Actual code:".cyan(), total_code.to_string().green(), code_percentage.round());
println!();
println!("{}", "LANGUAGE BREAKDOWN:".cyan().bold());
println!("{}", "-".repeat(20).cyan());
for (lang, lines) in language_counts {
let percentage = if total_code > 0 {
((lines as f64 / total_code as f64) * 100.0).round()
} else {
0.0
};
println!("{} {:>5} ({}%)", lang.cyan(), lines.to_string().green(), percentage);
}
println!();
println!("{}", "CODE QUALITY METRICS:".cyan().bold());
println!("{}", "-".repeat(20).cyan());
println!("{}", format!("Comment-to-Code Ratio: {:.2}%", comment_percentage).cyan());
println!("{}", format!("Blank-to-Code Ratio: {:.2}%", blank_percentage).cyan());
println!("{}", format!("Code Density: {:.2}%", code_percentage.round()).cyan());
println!();
println!("{}", "Generated by RustyCodeCounter 🦀".cyan().italic());
}
/// Main function
fn main() {
let args: Vec<String> = env::args().collect();
let root = if args.len() > 1 {
PathBuf::from(&args[1])
} else {
env::current_dir().unwrap_or_else(|_| {
eprintln!("{}", "Could not determine current directory".red());
process::exit(1);
})
};
if !root.exists() {
eprintln!("{}: {}", "Path does not exist".red(), root.display());
process::exit(1);
}
let (total_code, total_comments, total_blanks, file_count, language_counts) = count_lines_in_directory(&root);
display_results(total_code, total_comments, total_blanks, file_count, language_counts);
}
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