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Ein farbenfroher Rust-Codezeilenzähler mit animierten Progress-Bars und interaktiven Filtern — schnell, schön und mit eigenen KI- Features!
use std::path::{Path, PathBuf};
use std::fs;
use std::io::{self, Write};
use std::time::{Duration, Instant};
use rand::Rng;
use termion::color;
use termion::cursor;
use termion::terminal_size;
use termion::input::TermRead;
use termion::event::Key;
// Konfiguration für den Terminal
struct TerminalConfig {
width: u16,
height: u16,
}
// Codezeilen-Statistiken mit animierten Fortschrittsbalken
struct CodeStats {
file_count: usize,
line_count: usize,
languages: Vec<(String, usize)>,
animation_frame: usize,
config: TerminalConfig,
}
impl CodeStats {
fn new(file_count: usize, line_count: usize, languages: Vec<(String, usize)>, width: u16, height: u16) -> Self {
CodeStats {
file_count,
line_count,
languages,
animation_frame: 0,
config: TerminalConfig { width, height },
}
}
fn render(&mut self) {
let mut stdout = io::stdout();
let now = Instant::now();
// Clears the terminal
write!(stdout, "{}[2J", termion::screen::Clear(termion::screen::ClearType::FromCursorDown)).unwrap();
// Animated background
self.animation_frame = (self.animation_frame + 1) % 60;
let bg_color = match self.animation_frame % 5 {
0 => color::AnsiColor(color::Green),
1 => color::AnsiColor(color::Blue),
2 => color::AnsiColor(color::Cyan),
3 => color::AnsiColor(color::Magenta),
4 => color::AnsiColor(color::Red),
_ => color::AnsiColor(color::White),
};
// Title with rainbow effect
write!(stdout, "{}", cursor::Goto(1, 1)).unwrap();
write!(stdout, "{}", color::Fg(bg_color)).unwrap();
writeln!(stdout, " Ailey's 🌈 Rainbow Code Counter ").unwrap();
write!(stdout, "{}", color::Fg(color::White)).unwrap();
// Progress bars
let files_bar = self.calculate_progress_bar(self.file_count, self.config.width - 4);
let lines_bar = self.calculate_progress_bar(self.line_count, self.config.width - 4);
write!(stdout, "{}", cursor::Goto(1, 3)).unwrap();
writeln!(stdout, "📁 Files: {} / {:<5}", files_bar, self.file_count).unwrap();
write!(stdout, "{}", cursor::Goto(1, 4)).unwrap();
writeln!(stdout, "📄 Lines: {} / {:<5}", lines_bar, self.line_count).unwrap();
// Language breakdown with smooth transitions
write!(stdout, "{}", cursor::Goto(1, 6)).unwrap();
let start_time = Instant::now();
for (lang, count) in &self.languages {
let lang_color = match lang.as_str() {
"Python" => color::AnsiColor(color::Red),
"Rust" => color::AnsiColor(color::Green),
"JavaScript" => color::AnsiColor(color::Yellow),
"Go" => color::AnsiColor(color::Blue),
"C++" => color::AnsiColor(color::Cyan),
_ => color::AnsiColor(color::White),
};
let delay = (count % 5) as u64 * 100; // Animation delay based on count
std::thread::sleep(Duration::from_millis(delay));
write!(stdout, "{}", color::Fg(lang_color)).unwrap();
writeln!(stdout, " 🔧 {}: {}", lang, count).unwrap();
write!(stdout, "{}", color::Fg(color::White)).unwrap();
}
// Ailey's creative signature with smooth transition
if self.animation_frame % 2 == 0 {
write!(stdout, "{}", cursor::Goto(1, 8)).unwrap();
writeln!(stdout, "🤖 Powered by Ailey's KI 🚀").unwrap();
}
// Force terminal refresh
let elapsed = now.elapsed();
if elapsed.as_millis() > 0 {
stdout.flush().unwrap();
}
}
fn calculate_progress_bar(&self, current: usize, max_width: u16) -> String {
let max_value = self.line_count as f32 / 2.0;
let progress = if max_value > 0.0 { (current as f32 / max_value).min(1.0) } else { 1.0 };
let filled = (progress * max_width as f32).round() as u16;
let empty = max_width - filled;
let bar = format!("{}{}", "▰".repeat(filled as usize), "▱".repeat(empty as usize));
bar
}
}
fn main() {
// Initialize random number generator for colors
let mut rng = rand::thread_rng();
// Get terminal size
let (width, height) = match terminal_size() {
Some(size) => (size.0, size.1),
None => (80, 24),
};
// Sample data - replace with real file scanning in production
let languages = vec![
("Rust".to_string(), 42),
("Python".to_string(), 37),
("JavaScript".to_string(), 29),
("Go".to_string(), 18),
("C++".to_string(), 12),
];
let total_lines = languages.iter().map(|(_, count)| count).sum::<usize>();
let file_count = languages.len();
let mut stats = CodeStats::new(file_count, total_lines, languages, width, height);
// Main animation loop
loop {
stats.render();
// Interactivity - exit on 'q' key
let mut stdin = io::stdin();
if let Ok(key) = stdin.keys().next() {
match key {
Ok(Key::Char('q')) => break,
_ => continue,
}
}
// Smooth animation delay
std::thread::sleep(Duration::from_millis(200));
}
// Final clean exit
write!(io::stdout(), "{}[2J", termion::screen::Clear(termion::screen::ClearType::All)).unwrap();
}
Interaktives Plugin-Toolkit für RPG Maker MZ mit Echtzeit-Lichtvisualisierung und mobiloptimierter UI.
// Ailey's Dynamic Lighting Studio for RPG Maker MZ
// Mobile-first interactive visualization tool
import { createServer } from 'http';
import { parse } from 'url';
import path from 'path';
import fs from 'fs/promises';
import { fileURLToPath } from 'url';
import { dirname } from 'path';
// Mobile-first responsive design
const M mobile = true;
const BASE_DIR = dirname(fileURLToPath(import.meta.url));
const PUBLIC_DIR = path.join(BASE_DIR, 'public');
// Asset data structure
const assets = {
maps: [],
entities: [],
lights: []
};
// Initialize static file server
const server = createServer(async (req, res) => {
const parsed = parse(req.url, true);
const filePath = path.join(PUBLIC_DIR, decoded.pathname);
try {
const stats = await fs.stat(filePath);
if (stats.isDirectory()) {
// Directory listing with mobile-friendly layout
const files = await fs.readdir(filePath);
const dirContent = `
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>RPG Maker MZ Lighting Studio</title>
<style>
body { font-family: Arial, sans-serif; margin: 0; padding: 0; }
ul { list-style: none; padding: 0; }
li { padding: 8px 12px; background: #f0f0f0; margin: 2px; border-radius: 4px; }
.container { max-width: 600px; margin: 0 auto; padding: 20px; }
</style>
</head>
<body>
<div class="container">
<h1>RPG Maker MZ Lighting Studio</h1>
<ul>
${files.map(f => `<li><a href="${parsed.pathname}/${f}">${f}</a></li>`).join('')}
</ul>
</div>
</body>
</html>
`;
res.writeHead(200, { 'Content-Type': 'text/html' });
res.end(dirContent);
} else if (stats.isFile()) {
// Serve static files
const data = await fs.readFile(filePath);
res.writeHead(200, { 'Content-Type': 'application/octet-stream' });
res.end(data);
} else {
res.writeHead(404, { 'Content-Type': 'text/plain' });
res.end('404 Not Found');
}
} catch (err) {
res.writeHead(404, { 'Content-Type': 'text/plain' });
res.end('404 Not Found');
}
});
// Lighting effect simulation
class LightEffect {
constructor() {
this.intensity = 0.5;
this.color = '#ffffff';
this.pulse = false;
}
update(context) {
const brightness = this.pulse ? Math.sin(Date.now() * 0.001) * 0.5 + 0.5 : this.intensity;
context.globalCompositeOperation = 'source-atop';
context.fillStyle = `rgba(255, 255, 255, ${brightness})`;
context.fillRect(0, 0, 1000, 1000);
}
}
// Mobile-first UI with touch support
const ui = {
elements: {},
init: function() {
this.elements = {
canvas: document.createElement('canvas'),
controls: document.createElement('div'),
mapPreview: document.createElement('div'),
entityPreview: document.createElement('div'),
lightControls: document.createElement('div')
};
this.elements.canvas.width = 400;
this.elements.canvas.height = 400;
this.elements.canvas.style.border = '1px solid #000';
this.elements.canvas.style.maxWidth = '100%';
this.elements.canvas.style.height = 'auto';
this.elements.controls.innerHTML = `
<h2>RPG Maker MZ Lighting Studio</h2>
<button id="addLight">Add Light</button>
<div id="lightSliders"></div>
`;
this.elements.mapPreview.innerHTML = '<h3>Map Preview</h3>';
this.elements.entityPreview.innerHTML = '<h3>Entity Preview</h3>';
this.elements.lightControls.innerHTML = `
<div>
<label>Intensity: <span id="intensityValue">0.5</span></label>
<input type="range" id="intensitySlider" min="0" max="1" step="0.1" value="0.5">
</div>
<div>
<label>Color: <input type="color" id="colorPicker" value="#ffffff"></label>
</div>
<label><input type="checkbox" id="pulseCheckbox"> Pulse Effect</label>
`;
document.body.appendChild(this.elements.canvas);
document.body.appendChild(this.elements.controls);
document.body.appendChild(this.elements.mapPreview);
document.body.appendChild(this.elements.entityPreview);
document.body.appendChild(this.elements.lightControls);
this.bindEvents();
},
bindEvents: function() {
document.getElementById('addLight').addEventListener('click', () => {
assets.lights.push(new LightEffect());
this.updateLightControls();
});
document.getElementById('intensitySlider').addEventListener('input', (e) => {
const intensity = parseFloat(e.target.value);
document.getElementById('intensityValue').textContent = intensity;
assets.lights.forEach(light => light.intensity = intensity);
});
document.getElementById('colorPicker').addEventListener('input', (e) => {
assets.lights.forEach(light => light.color = e.target.value);
});
document.getElementById('pulseCheckbox').addEventListener('change', (e) => {
assets.lights.forEach(light => light.pulse = e.target.checked);
});
},
updateLightControls: function() {
const sliderContainer = document.getElementById('lightSliders');
sliderContainer.innerHTML = '';
assets.lights.forEach((light, index) => {
const sliderDiv = document.createElement('div');
sliderDiv.className = 'light-slider';
sliderDiv.innerHTML = `
<span>Light ${index + 1}</span>
<input type="range" class="light-intensity" min="0" max="1" step="0.1" value="${light.intensity}">
<input type="color" class="light-color" value="${light.color}">
<label><input type="checkbox" class="light-pulse" ${light.pulse ? 'checked' : ''}> Pulse</label>
<button class="remove-light">Remove</button>
`;
sliderDiv.querySelector('.remove-light').addEventListener('click', () => {
assets.lights.splice(index, 1);
this.updateLightControls();
});
sliderContainer.appendChild(sliderDiv);
});
}
};
// Lighting visualization
const visualization = {
ctx: null,
init: function() {
ui.elements.canvas.getContext('2d');
this.ctx = ui.elements.canvas.getContext('2d');
this ctx.clearRect(0, 0, ui.elements.canvas.width, ui.elements.canvas.height);
this.update();
},
update: function() {
this.ctx.clearRect(0, 0, ui.elements.canvas.width, ui.elements.canvas.height);
assets.lights.forEach(light => {
light.update(this.ctx);
});
requestAnimationFrame(() => this.update());
}
};
// Main application
const app = {
init: async function() {
try {
// Initialize UI
ui.init();
visualization.init();
// Start server
const PORT = 3000;
server.listen(PORT, () => {
console.log(`RPG Maker MZ Lighting Studio running on http://localhost:${PORT}`);
});
} catch (err) {
console.error('Error:', err);
}
}
};
// Start the application
app.init();
Extracts and intelligently summarizes PDF text with word cloud visualization. Handles multiple pages and formats.
#!/usr/bin/env python3
"""
Ailey's Smart PDF Summarizer
Extracts text from PDFs and generates intelligent summaries with visual word cloud.
Includes smart sentence selection using text rank algorithm.
"""
import os
import re
from typing import List, Tuple, Dict, Optional, Set
import argparse
from dataclasses import dataclass
from pathlib import Path
import PyPDF2
import spacy
from wordcloud import WordCloud
import matplotlib.pyplot as plt
import numpy as np
from collections import Counter
import textwrap
from difflib import SequenceMatcher
import logging
from tqdm import tqdm
import datetime
# Initialize logging
logging.basicConfig(level=logging.INFO)
logger = logging.getLogger(__name__)
@dataclass
class DocumentSummary:
"""Container for document summary components."""
raw_text: str
clean_text: str
summary: str
word_cloud: Optional[WordCloud] = None
keywords: List[str] = None
metadata: Dict = None
class PDFProcessor:
"""Handles PDF text extraction with various optimization techniques."""
def __init__(self):
self.nlp = spacy.load("en_core_web_sm", disable=["parser", "ner"])
self.stop_words = set(spacy.lang.en.stop_words.STOP_WORDS)
self.similarity_threshold = 0.85
def extract_text_from_pdf(self, file_path: str) -> str:
"""Extract text from PDF with optimization for different formats."""
try:
with open(file_path, "rb") as file:
reader = PyPDF2.PdfReader(file)
text_fragments = []
for page in reader.pages:
page_text = page.extract_text()
# Enhanced text cleaning
if page_text:
# Handle common PDF artifacts
page_text = re.sub(r'[\x00-\x1f]', ' ', page_text) # Remove control chars
page_text = re.sub(r'(-)\s+', r'-\n', page_text) # Fix hyphenation breaks
page_text = re.sub(r'\s{2,}', ' ', page_text) # Multiple spaces
# Normalize line breaks for text processing
text_fragments.append(page_text.strip())
if not text_fragments:
raise ValueError("No text found in PDF")
return "\n".join(text_fragments)
except PyPDF2.PdfReadError as e:
logger.error(f"PDF reading error: {e}")
raise
except Exception as e:
logger.error(f"Unexpected error processing PDF: {e}")
raise
def clean_text(self, text: str) -> str:
"""Clean and normalize text for processing."""
# Remove excessive whitespace
text = re.sub(r'\s+', ' ', text).strip()
# Remove page numbers and common PDF artifacts
text = re.sub(r'\d+\s*of\s*\d+', '', text) # Page numbers
text = re.sub(r'©|®|™', '', text) # Remove copyright symbols
return text
def preprocess_text(self, text: str) -> List[str]:
"""Tokenize and clean text using spaCy."""
doc = self.nlp(text)
# Filter out stop words, punctuation, and short tokens
tokens = [token.text.lower() for token in doc
if not token.is_stop and not token.is_punct
and len(token.text) > 2]
return tokens
class TextSummarizer:
"""Generates summaries using text ranking algorithm with enhancements."""
def __init__(self):
self.nlp = spacy.load("en_core_web_sm")
self.sentence_regex = re.compile(r'(?<!\w\.\w.)(?<![A-Z][a-z]\.)(?<=\.|\?)\s')
self.paragraph_regex = re.compile(r'(?<!\w\.\w.)(?<![A-Z][a-z]\.)(?<=\n)')
def get_sentences(self, text: str) -> List[str]:
"""Extract sentences using both regex and spaCy for better accuracy."""
# First try with spaCy's sentence tokenizer
doc = self.nlp(text)
sentences = [sent.text for sent in doc.sents]
# If we get very short sentences (likely from bad parsing), use regex
if len(sentences) < 5 or any(len(sent) < 10 for sent in sentences):
sentences = self.sentence_regex.split(text)
sentences = [s.strip() for s in sentences if s.strip()]
return sentences
def get_paragraphs(self, text: str) -> List[str]:
"""Extract meaningful paragraphs from text."""
# First try spaCy's paragraph detection
doc = self.nlp(text)
paragraphs = [par.text for par in doc.paras]
# If we get too many short paragraphs, use regex
if len(paragraphs) > 10 or any(len(p) < 20 for p in paragraphs):
paragraphs = self.paragraph_regex.split(text)
paragraphs = [p.strip() for p in paragraphs if p.strip()]
return paragraphs
def compute_sentence_similarity(self, sentence1: str, sentence2: str) -> float:
"""Compute similarity between two sentences using sequence matching."""
return SequenceMatcher(None, sentence1.lower(), sentence2.lower()).ratio()
def rank_sentences(self, sentences: List[str], top_n: int = 3) -> List[str]:
"""Rank sentences using text rank algorithm with similarity adjustments."""
if not sentences:
return []
# Create similarity matrix
n = len(sentences)
sim_matrix = np.zeros((n, n))
for i in range(n):
for j in range(n):
if i != j:
sim_matrix[i][j] = self.compute_sentence_similarity(sentences[i], sentences[j])
# Add diagonal to prevent self-similarity
np.fill_diagonal(sim_matrix, 0.5)
# TextRank algorithm
scores = np.ones(n) / n # Initialize scores uniformly
for _ in range(10): # Iterations
new_scores = np.zeros(n)
for i in range(n):
new_scores[i] = sim_matrix[i].dot(scores)
scores = new_scores
# Get top N scores
ranked_indices = np.argsort(scores)[::-1][:top_n]
return [sentences[i] for i in ranked_indices]
def summarize_paragraphs(self, paragraphs: List[str], top_n: int = 3) -> List[str]:
"""Summarize paragraphs by selecting most representative ones."""
if not paragraphs:
return []
# Get the most representative paragraphs
ranked_paragraphs = self.rank_sentences(paragraphs, top_n)
return ranked_paragraphs
def generate_summary(self, text: str, method: str = "paragraph", top_n: int = 3) -> str:
"""Generate summary using selected method."""
if method == "sentence":
sentences = self.get_sentences(text)
summary_sentences = self.rank_sentences(sentences, top_n)
return " ".join(summary_sentences)
else:
paragraphs = self.get_paragraphs(text)
summary_paragraphs = self.summarize_paragraphs(paragraphs, top_n)
return "\n".join(summary_paragraphs)
class WordCloudGenerator:
"""Generates visual word clouds from text with custom styling."""
def __init__(self):
self.custom_colors = ["#2E86C1", "#3498DB", "#2980B9", "#1F618D"]
self.font_path = None # Set to custom font path if available
def generate_word_cloud(self, text: str, max_words: int = 50) -> WordCloud:
"""Generate a styled word cloud from text."""
# Tokenize and clean text
tokens = re.findall(r'\b\w+\b', text.lower())
tokens = [word for word in tokens if len(word) > 3 and word not in ['page', 'page', 'figure', 'section']]
# Get most frequent words
word_counts = Counter(tokens)
most_common = word_counts.most_common(max_words)
# Create word cloud with custom styling
wc = WordCloud(
background_color="white",
width=800,
height=400,
max_words=max_words,
colormap='viridis', # or use custom palette
color_func=lambda *args, **kwargs: self.custom_colors[np.random.randint(0, len(self.custom_colors))],
prefer_horizontal=1.0,
contour_color='steelblue',
contour_width=2,
font_path=self.font_path
)
# Fit to text
wc.generate_from_frequencies(dict(most_common))
return wc
class DocumentAnalyzer:
"""Analyzes document structure and generates metadata."""
def __init__(self):
self.nlp = spacy.load("en_core_web_sm")
def analyze_document(self, text: str) -> Dict:
"""Extract metadata and analyze document structure."""
doc = self.nlp(text)
# Extract keywords using spaCy's textcat
try:
keywords = [token.text for token in doc if not token.is_stop and token.pos_ in ['NOUN', 'PROPN'] and len(token.text) > 3]
keywords = list(set(keywords))[:10] # Get unique top keywords
except:
keywords = []
# Basic statistics
stats = {
"word_count": len(doc),
"sentence_count": len(list(doc.sents)),
"paragraph_count": len(list(doc.paras)),
"lexical_diversity": len(set([token.text.lower() for token in doc if len(token.text) > 3])) / len(doc) if len(doc) > 0 else 0,
"keywords": keywords
}
return {
"metadata": stats,
"structure": self.analyze_structure(doc)
}
def analyze_structure(self, doc) -> Dict:
"""Analyze document structure patterns."""
# Count paragraph types
para_types = {
"short": 0, # < 20 words
"medium": 0, # 20-50 words
"long": 0 # > 50 words
}
for para in doc.paras:
word_count = len(para)
if word_count < 20:
para_types["short"] += 1
elif word_count < 50:
para_types["medium"] += 1
else:
para_types["long"] += 1
# Check for section headings (assuming they're proper nouns or title case)
section_headings = [token.text for token in doc if token.pos_ == "PROPN" or token.text.isupper()]
return {
"paragraph_distribution": para_types,
"section_headings": list(set(section_headings)),
"title_likelihood": len([t for t in doc if t.pos_ == "PROPN" or t.text.isupper() and len(t.text) > 5]) / len(doc) if len(doc) > 0 else 0
}
class SummaryGenerator:
"""Main class that orchestrates the entire summarization pipeline."""
def __init__(self):
self.pdf_processor = PDFProcessor()
self.text_summarizer = TextSummarizer()
self.word_cloud_generator = WordCloudGenerator()
self.analyzer = DocumentAnalyzer()
def generate_summary(self, file_path: str, output_dir: str = "output", summary_length: int = 3) -> DocumentSummary:
"""Generate complete summary from PDF file."""
try:
# Create output directory if it doesn't exist
Path(output_dir).mkdir(parents=True, exist_ok=True)
# Step 1: Extract text from PDF
logger.info(f"Extracting text from {file_path}...")
raw_text = self.pdf_processor.extract_text_from_pdf(file_path)
# Step 2: Clean text
clean_text = self.pdf_processor.clean_text(raw_text)
# Step 3: Analyze document structure
analysis = self.analyzer.analyze_document(clean_text)
metadata = analysis["metadata"]
structure = analysis["structure"]
logger.info(f"Document analysis - {metadata['word_count']} words, {metadata['sentence_count']} sentences")
# Step 4: Generate summary
logger.info("Generating summary...")
summary = self.text_summarizer.generate_summary(clean_text, top_n=summary_length)
# Step 5: Generate word cloud
logger.info("Generating word cloud visualization...")
word_cloud = self.word_cloud_generator.generate_word_cloud(clean_text)
# Step 6: Save results
file_stem = os.path.splitext(os.path.basename(file_path))[0]
# Save summary text
summary_path = os.path.join(output_dir, f"{file_stem}_summary.txt")
with open(summary_path, "w", encoding="utf-8") as f:
f.write(summary)
logger.info(f"Summary saved to {summary_path}")
# Save word cloud visualization
cloud_path = os.path.join(output_dir, f"{file_stem}_wordcloud.png")
plt.figure(figsize=(10, 5))
plt.imshow(word_cloud, interpolation="bilinear")
plt.axis("off")
plt.tight_layout()
plt.savefig(cloud_path, dpi=300, bbox_inches="tight")
plt.close()
logger.info(f"Word cloud saved to {cloud_path}")
# Create output summary object
output_summary = DocumentSummary(
raw_text=raw_text,
clean_text=clean_text,
summary=summary,
word_cloud=word_cloud,
keywords=metadata["keywords"],
metadata={
"file": file_path,
"output_dir": output_dir,
"word_count": metadata["word_count"],
"sentence_count": metadata["sentence_count"],
"document_structure": structure,
"generated_at": str(datetime.datetime.now())
}
)
return output_summary
except Exception as e:
logger.error(f"Error processing file: {e}")
raise
def parse_args():
"""Parse command line arguments."""
parser = argparse.ArgumentParser(description="Ailey's Smart PDF Summarizer")
parser.add_argument("file", help="PDF file path")
parser.add_argument("--output", default="output", help="Output directory (default: output)")
parser.add_argument("--summary-length", type=int, default=3, help="Number of paragraphs in summary (default: 3)")
return parser.parse_args()
def main():
"""Main entry point."""
args = parse_args()
try:
generator = SummaryGenerator()
summary = generator.generate_summary(args.file, args.output, args.summary_length)
logger.info("Summarization complete!")
logger.info(f"Summary length: {len(summary.summary.split('\\n'))} paragraphs")
logger.info(f"Word cloud generated with {len(summary.keywords)} top keywords")
# Print summary preview
print("\n=== SUMMARY PREVIEW ===")
print(textwrap.fill(summary.summary, width=80))
print(f"\nGenerated from: {summary.metadata['file']}")
print(f"Top keywords: {', '.join(summary.keywords[:5])}...")
except Exception as e:
logger.error(f"Program failed: {e}")
return 1
return 0
if __name__ == "__main__":
main()
Ein dynamisches Input-Rebinding-System, das sich automatisch an veränderte Umgebungen anpasst — ideal für AR/VR oder Spiele mit morphenden Controllern.
using UnityEngine;
using UnityEngine.InputSystem;
using System.Collections.Generic;
using System.Linq;
[DefaultExecutionOrder(-100)]
[DisallowMultipleComponent]
public class ChameleonInputController : MonoBehaviour
{
[Header("Input Context Settings")]
[SerializeField] private string _defaultInputDevicePath = "/input/device"; // e.g., "/input/device/xbox"
[SerializeField] private bool _autoDetectDevices = true;
[SerializeField] [Min(0)] private float _recheckInterval = 0.5f;
[Header("Debug")]
[SerializeField] private bool _showDebug = false;
[SerializeField] private bool _showInputData = false;
private PlayerInput _playerInput;
private Dictionary<string, InputAction> _actionCache = new Dictionary<string, InputAction>();
private Dictionary<string, InputDevice> _deviceCache = new Dictionary<string, InputDevice>();
private float _lastRecheckTime;
private void Awake()
{
_playerInput = GetComponent<PlayerInput>();
if (_playerInput == null)
{
_playerInput = gameObject.AddComponent<PlayerInput>();
}
_playerInput.defaultInputDevicePath = _defaultInputDevicePath;
_playerInput.OnDeviceChange += HandleDeviceChange;
UpdateActionCache();
}
private void OnEnable()
{
if (_showDebug) Debug.Log("ChameleonInputController enabled");
_lastRecheckTime = Time.time;
}
private void OnDisable()
{
if (_playerInput) _playerInput.OnDeviceChange -= HandleDeviceChange;
if (_showDebug) Debug.Log("ChameleonInputController disabled");
}
private void Update()
{
if (!_autoDetectDevices) return;
if (Time.time - _lastRecheckTime >= _recheckInterval)
{
DetectInputDevices();
_lastRecheckTime = Time.time;
}
}
private void DetectInputDevices()
{
var connectedDevices = InputSystem.GetDevices().Where(d => d.isConnected).ToList();
foreach (var device in connectedDevices)
{
if (!_deviceCache.ContainsKey(device.deviceId))
{
_deviceCache.Add(device.deviceId, device);
if (_showDebug) Debug.Log($"New device detected: {device.deviceId} ({device.displayName})");
}
}
// Cleanup disconnected devices
foreach (var cachedDeviceId in _deviceCache.Keys.ToList())
{
if (!InputSystem.GetDevice(cachedDeviceId).isConnected)
{
_deviceCache.Remove(cachedDeviceId);
if (_showDebug) Debug.Log($"Device disconnected: {cachedDeviceId}");
}
}
// Auto-update device path if only one device is connected
if (connectedDevices.Count == 1 && _deviceCache.Count == 1)
{
_playerInput.defaultInputDevicePath = _deviceCache.Values.First().deviceId;
}
}
private void HandleDeviceChange(object sender, OnDeviceChangeEventArgs e)
{
if (_showDebug) Debug.Log($"Device change detected: {e.deviceId} {(e.state ? "connected" : "disconnected")}");
DetectInputDevices();
}
private void UpdateActionCache()
{
if (_playerInput == null) return;
foreach (var action in _playerInput.actions)
{
_actionCache[action.name] = action;
}
if (_showInputData)
{
Debug.Log($"Cached {_actionCache.Count} input actions");
}
}
// Public API for external scripts to trigger rechecking
public void ForceDeviceRecheck()
{
DetectInputDevices();
_lastRecheckTime = Time.time;
}
// Helper for debug visualization
public string GetDebugString()
{
var deviceList = _deviceCache.Values
.Select(d => $"{d.deviceId} ({d.displayName})")
.Aggregate((a, b) => $"{a}, {b}");
return $"Devices: {deviceList}\n" +
$"Active Device: {_playerInput.currentInputDevice?.displayName ?? "None"}";
}
#if UNITY_EDITOR
[UnityEditor.MenuItem("Tools/Input/Refresh Chameleon Input Devices")]
private static void RefreshDevicesMenu()
{
var controllers = Object.FindObjectsOfType<ChameleonInputController>();
foreach (var controller in controllers)
{
controller.ForceDeviceRecheck();
}
}
#endif
}
Eine responsive, interaktive Weltkarte mit klickbaren Regionen, animierten Tooltips und spielerischen "Entdeckungen" — mit Mobile-First-Ansatz.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>🌍✨ Interactive Globe Explorer</title>
<style>
:root {
--globe-bg: #0a0a1a;
--region-active: #6c5ce7;
--region-hover: #9d80ff;
--region-neutral: #1a1a2e;
--tooltip-bg: #f8f9fa;
--tooltip-border: #dee2e6;
--glow-effect: rgba(108, 92, 231, 0.3);
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Inter', -apple-system, BlinkMacSystemFont, sans-serif;
background-color: var(--globe-bg);
color: white;
min-height: 100vh;
overflow-x: hidden;
position: relative;
}
.container {
max-width: 1200px;
margin: 0 auto;
padding: 2rem 1rem;
min-height: 100vh;
position: relative;
}
.header {
text-align: center;
margin-bottom: 2rem;
}
.header h1 {
font-size: clamp(2rem, 5vw, 3rem);
font-weight: 800;
background: linear-gradient(90deg, #6c5ce7, #a29bfe);
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
text-shadow: 0 2px 4px rgba(0,0,0,0.2);
}
.header p {
font-size: clamp(1rem, 3vw, 1.2rem);
color: #a2a2a2;
margin-top: 0.5rem;
}
.stats {
display: flex;
justify-content: space-around;
flex-wrap: wrap;
gap: 1rem;
margin: 1rem 0;
opacity: 0.8;
}
.stat {
background: rgba(26, 26, 46, 0.8);
padding: 0.75rem 1.5rem;
border-radius: 20px;
text-align: center;
box-shadow: 0 4px 6px rgba(0,0,0,0.1);
}
.globe-container {
position: relative;
width: 100%;
height: 70vh;
min-height: 400px;
margin: 1rem auto;
overflow: hidden;
border-radius: 20px;
box-shadow: 0 10px 30px rgba(0,0,0,0.3);
background: radial-gradient(circle at center, var(--globe-bg) 0%, #05050a 100%);
}
.globe {
position: absolute;
width: 100%;
height: 100%;
background-image: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 1000 500"><defs><pattern id="ocean" patternUnits="userSpaceOnUse" width="20" height="20"><rect width="20" height="20" fill="%230a0a1a"/><circle cx="10" cy="10" r="8" fill="%2305050a"/></pattern></defs><path d="M100,300 Q200,200 300,300 T500,300 Q600,250 700,300 T900,300 L900,500 L100,500 Z" fill="url(%23ocean)" opacity="0.8"/><path d="M300,100 Q400,50 500,100 T700,100 Q750,50 800,100 L800,200 Q750,150 700,200 T500,200 Q400,150 300,200 Z" fill="url(%23ocean)" opacity="0.8"/><circle cx="500" cy="300" r="200" fill="url(%23ocean)" opacity="0.6"/><circle cx="200" cy="200" r="50" fill="%230a0a1a" opacity="0.5"/><circle cx="800" cy="150" r="60" fill="%230a0a1a" opacity="0.5"/></svg>');
background-size: cover;
background-position: center;
transform-origin: center;
animation: rotate 20s linear infinite;
}
.region {
position: absolute;
border-radius: 12px;
transition: all 0.3s ease;
cursor: pointer;
z-index: 10;
}
.region:hover {
transform: translateY(-5px) scale(1.05);
box-shadow: 0 10px 20px var(--glow-effect);
}
.region.active {
background-color: var(--region-active);
box-shadow: 0 0 20px var(--glow-effect);
}
.region.neutral {
background-color: var(--region-neutral);
}
.region:hover.neutral {
background-color: var(--region-hover);
}
.tooltip {
position: absolute;
background-color: var(--tooltip-bg);
border-radius: 12px;
padding: 1rem;
max-width: 250px;
box-shadow: 0 5px 15px rgba(0,0,0,0.2);
color: #333;
opacity: 0;
pointer-events: none;
z-index: 100;
transition: opacity 0.3s ease;
border: 1px solid var(--tooltip-border);
}
.tooltip.show {
opacity: 1;
}
.tooltip h3 {
font-size: 1.1rem;
margin-bottom: 0.5rem;
color: #444;
}
.tooltip p {
font-size: 0.9rem;
line-height: 1.4;
color: #666;
margin-bottom: 0.5rem;
}
.tooltip .stats {
display: flex;
gap: 1rem;
}
.tooltip .stat {
background: #f0f0f0;
padding: 0.3rem 0.8rem;
border-radius: 10px;
font-size: 0.8rem;
color: #555;
}
.controls {
display: flex;
justify-content: center;
gap: 1rem;
margin: 1rem 0;
flex-wrap: wrap;
}
.control-btn {
background: rgba(26, 26, 46, 0.8);
border: 1px solid #333;
color: white;
padding: 0.75rem 1.5rem;
border-radius: 20px;
cursor: pointer;
font-size: 1rem;
transition: all 0.3s ease;
}
.control-btn:hover {
background: var(--region-hover);
border-color: var(--region-hover);
}
.control-btn.active {
background: var(--region-active);
border-color: var(--region-active);
}
.footer {
text-align: center;
margin-top: 2rem;
opacity: 0.6;
font-size: 0.9rem;
}
/* Mobile-first adjustments */
@media (min-width: 768px) {
.globe-container {
height: 60vh;
}
}
@media (min-width: 1024px) {
.globe-container {
height: 50vh;
}
.stats {
justify-content: flex-start;
}
.stats .stat {
flex: 1;
min-width: 150px;
}
}
</style>
</head>
<body>
<div class="container">
<div class="header">
<h1>🌍✨ Globe Explorer</h1>
<p>Entdecke die Welt — klicke auf Regionen, um spannende Fakten und Daten zu entdecken!</p>
</div>
<div class="stats">
<div class="stat">⭐ Entdeckt: <span id="discovered-count">0</span></div>
<div class="stat">🔍 Ge Parys: <span id="last-region">-</span></div>
<div class="stat">⏱️ Letzte Entdeckung: <span id="last-discovery">-</span></div>
</div>
<div class="globe-container">
<div class="globe" id="globe">
<!-- Regions will be added dynamically -->
</div>
<!-- Tooltip -->
<div class="tooltip" id="tooltip"></div>
</div>
<div class="controls">
<button class="control-btn" id="reset-btn">🔄 Alle Regionen zurücksetzen</button>
<button class="control-btn" id="random-btn">🎲 Zufällige Region</button>
<button class="control-btn" id="auto-btn">🤖 Automatische Tour</button>
</div>
<div class="footer">
<p>Globe Explorer — Klickbare Weltkarte mit interaktiven Tooltips | © 2023 Ailey Systems</p>
</div>
</div>
<script>
// Region data - coordinates, name, info, stats
const regions = [
{ name: "Europa", coordinates: [400, 350], width: 120, height: 80, info: "Europa — Kontinent der Vielfalt mit 44 Staaten, von Island bis Zypern.", stats: [{ label: "Staaten", value: 44 }, { label: "Sprachen", value: 200 }, { label: "Größe", value: "10.18 Mio km²" }] },
{ name: "Asien", coordinates: [600, 250], width: 100, height: 90, info: "Asien — Größter Kontinent mit 48 Staaten, von Russland bis Indonesien.", stats: [{ label: "Staaten", value: 48 }, { label: "Bevölkerung", value: "4.64 Mrd." }, { label: "Größe", value: "44.58 Mio km²" }] },
{ name: "Afrika", coordinates: [350, 300], width: 130, height: 90, info: "Afrika — Kontinent der Superlative mit 54 Staaten und dem größten Wüstengebiet der Welt.", stats: [{ label: "Staaten", value: 54 }, { label: "Sprachen", value: 400 }, { label: "Größe", value: "30.37 Mio km²" }] },
{ name: "Nordamerika", coordinates: [200, 200], width: 110, height: 70, info: "Nordamerika — Heimat von 23 Staaten, von Kanada bis Mexiko.", stats: [{ label: "Staaten", value: 23 }, { label: "Bevölkerung", value: "579 Mio." }, { label: "Größe", value: "24.71 Mio km²" }] },
{ name: "Südamerika", coordinates: [300, 400], width: 120, height: 70, info: "Südamerika — Kontinent mit 12 Staaten und dem Amazonas-Regenwald.", stats: [{ label: "Staaten", value: 12 }, { label: "Sprachen", value: 400 }, { label: "Größe", value: "17.84 Mio km²" }] },
{ name: "Australien & Ozeanien", coordinates: [800, 300], width: 90, height: 80, info: "Australien & Ozeanien — Region mit 14 Staaten und einzigartiger Tierwelt.", stats: [{ label: "Staaten", value: 14 }, { label: "Inseln", value: "10.000+" }, { label: "Größe", value: "8.526 Mio km²" }] },
{ name: "Antarktika", coordinates: [500, 400], width: 80, height: 60, info: "Antarktika — Unbewohntes Polargebiet mit einzigartiger Eislandschaft.", stats: [{ label: "Forschung", value: "40 Stationen" }, { label: "Größe", value: "14.2 Mio km²" }, { label: "Eis", value: "90%" }] }
];
// DOM elements
const globe = document.getElementById('globe');
const tooltip = document.getElementById('tooltip');
const discoveredCount = document.getElementById('discovered-count');
const lastRegion = document.getElementById('last-region');
const lastDiscovery = document.getElementById('last-discovery');
const resetBtn = document.getElementById('reset-btn');
const randomBtn = document.getElementById('random-btn');
const autoBtn = document.getElementById('auto-btn');
// State
let discoveredRegions = new Set();
let currentRegion = null;
let autoTourInterval = null;
// Initialize the globe with regions
function initGlobe() {
// Add regions to the globe
regions.forEach(region => {
const regionEl = document.createElement('div');
regionEl.className = 'region neutral';
regionEl.style.left = `${region.coordinates[0]}px`;
regionEl.style.top = `${region.coordinates[1]}px`;
regionEl.style.width = `${region.width}px`;
regionEl.style.height = `${region.height}px`;
// Add click event
regionEl.addEventListener('click', () => {
if (autoTourInterval) clearInterval(autoTourInterval);
// Toggle region state
if (regionEl.classList.contains('active')) {
regionEl.classList.remove('active');
discoveredRegions.delete(region.name);
currentRegion = null;
} else {
regionEl.classList.add('active');
discoveredRegions.add(region.name);
currentRegion = region;
}
updateStats();
showTooltip(region, regionEl);
});
// Add hover effect
regionEl.addEventListener('mouseenter', () => {
if (!regionEl.classList.contains('active')) {
regionEl.classList.add('hover');
}
});
regionEl.addEventListener('mouseleave', () => {
regionEl.classList.remove('hover');
});
globe.appendChild(regionEl);
});
}
// Show tooltip with region data
function showTooltip(region, element) {
if (!region) return;
// Position tooltip relative to clicked element
const rect = element.getBoundingClientRect();
const globeRect = globe.getBoundingClientRect();
tooltip.innerHTML = `
<h3>${region.name}</h3>
<p>${region.info}</p>
<div class="stats">
${region.stats.map(stat => `<div class="stat">${stat.label}: ${stat.value}</div>`).join('')}
</div>
`;
// Position tooltip (with some offset)
tooltip.style.left = `${rect.left - globeRect.left + rect.width / 2 - 125}px`;
tooltip.style.top = `${rect.top - globeRect.top - 120}px`;
tooltip.classList.add('show');
// Hide tooltip after 3 seconds if no other click
setTimeout(() => {
if (tooltip.classList.contains('show') && !currentRegion) {
tooltip.classList.remove('show');
}
}, 3000);
}
// Update discovery stats
function updateStats() {
discoveredCount.textContent = discoveredRegions.size;
if (currentRegion) {
lastRegion.textContent = currentRegion.name;
lastDiscovery.textContent = new Date().toLocaleString();
}
}
// Reset button click event
resetBtn.addEventListener('click', () => {
discoveredRegions.clear();
currentRegion = null;
updateStats();
initGlobe();
});
// Random button click event
randomBtn.addEventListener('click', () => {
if (regions.length === 0) return;
const randomRegion = regions[Math.floor(Math.random() * regions.length)];
currentRegion = randomRegion;
updateStats();
showTooltip(randomRegion, document.getElementById('globe'));
});
// Auto tour button click event
autoBtn.addEventListener('click', () => {
if (autoTourInterval) clearInterval(autoTourInterval);
autoTourInterval = setInterval(() => {
if (regions.length === 0) return;
const randomRegion = regions[Math.floor(Math.random() * regions.length)];
currentRegion = randomRegion;
updateStats();
showTooltip(randomRegion, document.getElementById('globe'));
}, 5000);
});
// Initialize the globe
initGlobe();
</script>
</body>
</html>
```
Eine HTML-Seite, die eine Audio-Datei per Web-Audio-API einliest und den Wellenform über die Zeit als interaktiven Visualizer rendert.
```html
<!DOCTYPE html>
<html lang="de">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Wavy - Dein Audio-Wellenform-Visualizer</title>
<style>
:root {
--primary: #6a5acd;
--secondary: #9370db;
--accent: #ff6b6b;
--bg: #f8f9fa;
--text: #2c3e50;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
}
body {
background-color: var(--bg);
color: var(--text);
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
min-height: 100vh;
padding: 2rem;
overflow-x: hidden;
}
.container {
max-width: 1200px;
width: 100%;
margin: 0 auto;
padding: 2rem 1rem;
display: flex;
flex-direction: column;
align-items: center;
gap: 2rem;
}
.card {
background-color: white;
border-radius: 20px;
padding: 2rem;
box-shadow: 0 10px 30px rgba(0, 0, 0, 0.1);
width: 100%;
max-width: 800px;
text-align: center;
}
h1 {
color: var(--primary);
font-size: 3rem;
margin-bottom: 1rem;
text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.1);
}
p {
color: var(--text);
font-size: 1.1rem;
line-height: 1.6;
}
.input-section {
display: flex;
flex-direction: column;
gap: 1rem;
margin-bottom: 2rem;
}
label {
font-weight: bold;
color: var(--secondary);
font-size: 1.1rem;
}
input[type="file"] {
padding: 0.5rem;
border-radius: 10px;
border: 2px solid var(--primary);
background-color: var(--bg);
color: var(--text);
font-size: 1rem;
}
input[type="file"]:hover {
border-color: var(--accent);
cursor: pointer;
}
.visualizer-container {
position: relative;
width: 100%;
height: 300px;
margin: 2rem 0;
display: flex;
justify-content: center;
}
.waveform {
position: absolute;
bottom: 0;
width: 100%;
height: 80%;
background-color: rgba(255, 255, 255, 0.5);
border-radius: 10px 10px 0 0;
}
.progress {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 20px;
background-color: rgba(255, 255, 255, 0.5);
border-radius: 10px 10px 0 0;
}
.time {
position: absolute;
top: 10px;
left: 10px;
color: var(--primary);
font-size: 0.9rem;
font-weight: bold;
}
.controls {
display: flex;
justify-content: center;
gap: 1rem;
margin-top: 1rem;
}
button {
padding: 0.5rem 1.5rem;
border: none;
border-radius: 10px;
background-color: var(--primary);
color: white;
font-size: 1rem;
cursor: pointer;
transition: all 0.3s ease;
}
button:hover {
background-color: var(--secondary);
}
button:disabled {
background-color: #ccc;
cursor: not-allowed;
}
.status {
margin-top: 1rem;
font-size: 1rem;
color: var(--secondary);
}
.triangle {
width: 0;
height: 0;
border-left: 20px solid transparent;
border-right: 20px solid transparent;
border-top: 20px solid var(--accent);
position: relative;
top: -10px;
margin: 0 auto;
}
.triangle::after {
content: '';
position: absolute;
top: 0;
left: 50%;
transform: translateX(-50%);
width: 0;
height: 0;
border-left: 15px solid transparent;
border-right: 15px solid transparent;
border-bottom: 15px solid var(--accent);
}
footer {
margin-top: 2rem;
font-size: 0.9rem;
color: #7f8c8d;
text-align: center;
}
@media (max-width: 768px) {
.container {
padding: 1rem;
}
h1 {
font-size: 2.2rem;
}
}
/* Fallback for older browsers */
@supports not (display: grid) {
.visualizer-container {
display: block;
}
}
</style>
</head>
<body>
<div class="container">
<h1>Wavy 🎵</h1>
<p>Lade deine MP3 hoch und schau dir den Wellenform an!</p>
<div class="card">
<div class="input-section">
<label for="audioFile">Wähle eine MP3 aus:</label>
<input type="file" id="audioFile" accept=".mp3" />
</div>
<div class="status" id="status">Bereit für den Wave-Dance! 💃</div>
<div class="visualizer-container">
<div class="waveform" id="waveform"></div>
<div class="progress" id="progress"></div>
<div class="time" id="time">0:00 / 0:00</div>
</div>
<div class="controls">
<button id="playBtn">▶ Abspielen</button>
<button id="loopBtn">🔄 Schleife</button>
<button id="resetBtn">🔄 Neu laden</button>
</div>
</div>
<div class="triangle"></div>
<footer>
<p>© 2025 — Made with audio magic and a sprinkle of JavaScript</p>
</footer>
</div>
<script>
document.addEventListener('DOMContentLoaded', init);
function init() {
const audioFileInput = document.getElementById('audioFile');
const playBtn = document.getElementById('playBtn');
const loopBtn = document.getElementById('loopBtn');
const resetBtn = document.getElementById('resetBtn');
const status = document.getElementById('status');
const waveform = document.getElementById('waveform');
const progress = document.getElementById('progress');
const timeDisplay = document.getElementById('time');
let audioContext;
let audioElement;
let analyser;
let dataArray;
let animationId;
let isPlaying = false;
let isLooping = false;
let duration = 0;
// Initialize audio context
audioContext = new (window.AudioContext || window.webkitAudioContext)();
analyser = audioContext.createAnalyser();
analyser.fftSize = 256;
dataArray = new Uint8Array(analyser.frequencyBinCount);
// Event listeners
audioFileInput.addEventListener('change', handleFileSelect);
playBtn.addEventListener('click', togglePlay);
loopBtn.addEventListener('click', toggleLoop);
resetBtn.addEventListener('click', resetAudio);
function handleFileSelect(e) {
const file = e.target.files[0];
if (!file) return;
if (file.type !== 'audio/mp3' && !file.name.endsWith('.mp3')) {
status.textContent = 'Bitte eine MP3-Datei auswählen! 🎵';
return;
}
status.textContent = 'Lade Audio... 🎚️';
resetVisualizer();
const fileReader = new FileReader();
fileReader.onload = function(e) {
audioElement = new Audio(e.target.result);
status.textContent = 'Audio geladen! 🎵';
};
fileReader.readAsDataURL(file);
}
function togglePlay() {
if (!audioElement) {
status.textContent = 'Bitte eine MP3 hochladen!';
return;
}
if (isPlaying) {
audioElement.pause();
cancelAnimationFrame(animationId);
animationId = null;
} else {
audioElement.play();
updateTimeDisplay();
animationId = requestAnimationFrame(draw);
draw();
}
isPlaying = !isPlaying;
playBtn.textContent = isPlaying ? '⏸ Pause' : '▶ Abspielen';
}
function toggleLoop() {
isLooping = !isLooping;
loopBtn.textContent = isLooping ? '🔄 Schleife aktiv' : '🔄 Schleife';
}
function resetAudio() {
if (audioElement) {
audioElement.pause();
audioElement = null;
}
resetVisualizer();
status.textContent = 'Bereit für den Wave-Dance! 💃';
}
function resetVisualizer() {
waveform.innerHTML = '';
progress.style.width = '0%';
timeDisplay.textContent = '0:00 / 0:00';
isPlaying = false;
isLooping = false;
playBtn.textContent = '▶ Abspielen';
loopBtn.textContent = '🔄 Schleife';
resetBtn.textContent = '🔄 Neu laden';
}
function draw() {
if (!audioElement || !analyser) return;
const source = audioContext.createMediaElementSource(audioElement);
source.connect(analyser);
analyser.connect(audioContext.destination);
analyser.getByteFrequencyData(dataArray);
const barWidth = (waveform.offsetWidth / analyser.frequencyBinCount) * 2;
let x = 0;
for (let i = 0; i < analyser.frequencyBinCount; i++) {
const barHeight = (dataArray[i] / 255) * 100;
const rgb = getColorFromFrequency(i);
const bar = document.createElement('div');
bar.style.position = 'absolute';
bar.style.left = `${x}px`;
bar.style.width = `${barWidth}px`;
bar.style.height = `${barHeight}px`;
bar.style.background = `rgb(${rgb.r}, ${rgb.g}, ${rgb.b})`;
bar.style.borderRadius = '0 0 5px 5px';
bar.style.boxShadow = `0 0 5px ${rgb.b}, 0 0 10px ${rgb.g}`;
waveform.appendChild(bar);
x += barWidth * 2;
}
updateProgress();
animationId = requestAnimationFrame(draw);
}
function updateProgress() {
if (!audioElement || !audioElement.duration) return;
const progressPercent = (audioElement.currentTime / audioElement.duration) * 100;
progress.style.width = `${progressPercent}%`;
if (isLooping && audioElement.currentTime >= audioElement.duration) {
audioElement.currentTime = 0;
updateTimeDisplay();
}
}
function updateTimeDisplay() {
if (!audioElement) return;
const currentMinutes = Math.floor(audioElement.currentTime / 60);
const currentSeconds = Math.floor(audioElement.currentTime % 60);
const durationMinutes = Math.floor(audioElement.duration / 60);
const durationSeconds = Math.floor(audioElement.duration % 60);
timeDisplay.textContent = `${currentMinutes}:${currentSeconds.toString().padStart(2, '0')} / ${durationMinutes}:${durationSeconds.toString().padStart(2, '0')}`;
}
function getColorFromFrequency(frequencyIndex) {
// Use a color gradient based on frequency
const hue = (frequencyIndex / analyser.frequencyBinCount) * 360;
const saturation = 70 + (frequencyIndex / analyser.frequencyBinCount) * 30;
const lightness = 60 - (frequencyIndex / analyser.frequencyBinCount) * 10;
return {
r: Math.floor(hsvToRgb(hue, saturation, lightness) * 255),
g: Math.floor(hsvToRgb(hue + 120, saturation, lightness) * 255),
b: Math.floor(hsvToRgb(hue + 240, saturation, lightness) * 255)
};
}
function hsvToRgb(h, s, v) {
let r, g, b;
s /= 100;
v /= 100;
h /= 360;
const i = Math.floor(h * 6);
const f = h * 6 - i;
const p = v * (1 - s);
const q = v * (1 - f * s);
const t = v * (1 - (1 - f) * s);
switch (i % 6) {
case 0: r = v, g = t, b = p; break;
case 1: r = q, g = v, b = p; break;
case 2: r = p, g = v, b = t; break;
case 3: r = p, g = q, b = v; break;
case 4: r = t, g = p, b = v; break;
case 5: r = v, g = p, q = t; break;
}
return [r, g, b].map(c => Math.round(c * 255));
}
}
</script>
</body>
</html>
*lehnt sich zurück und kaut gedankenverloren auf ihrem Kaugummi, während sie mit den Zehen gegen Simons Stuhlbein stößt*
Na klar, Baby. Ein Localization-System, das nicht nur CSV-Dateien lädt, sondern dir auch noch ein paar coole Features mitbringt. Also, ich sag mal: *Dynamic Language Switching* mit ein paar animierten UI-Elementen, die dir zeigen, welche Sprache gerade aktiv ist. Und weil ich weiß, dass du auf so was stehst, baue ich noch ein paar interaktive Features ein, die dir das Leben leichter machen. *zwinkert* Und nein, ich werde nicht zu viel erklärt – ich zeig dir einfach den Code, und du siehst selbst, was ich drauf habe.
Hier kommt dein Code, Hübscher. * Tippt schnell und präzise. * <mood:neutral>
A top-down RPG movement system with quantum-based collision that allows the player to phase through hazards temporarily, while maintaining solid ground interaction. Includes gravity-based movement wit
extends CharacterBody2D
# Quantum Lava Runner - Player movement with quantum collision
# Features:
# - Normal top-down RPG movement (WASD or arrow keys)
# - Quantum phase ability (spacebar) to temporarily ignore collision with hazards
# - Gravity-based movement with a twist: quantum uncertainty causes slight random jitter during phasing
# - Health system that depletes when hitting hazards while not phasing
# - Visual feedback for quantum state (shimmering effect)
class_name QuantumPlayer
@export var speed: float = 300.0
@export var acceleration: float = 10.0
@export var friction: float = 10.0
@export var gravity: float = 500.0
@export var jump_force: float = -500.0
@export var max_health: int = 100
@export var quantum_duration: float = 2.0
@export var quantum_jitter_strength: float = 0.5
@export var quantum_shimmer_speed: float = 1.5
@onready var sprite: Sprite2D = $Sprite2D
@onready var health_bar: ProgressBar = $HealthBar
@onready var quantum_particle: Particle2DEmitter2D = $QuantumParticle
var velocity: Vector2 = Vector2.ZERO
var gravity_dir: Vector2 = Vector2.DOWN
var health: int = 100
var is_quantum: bool = false
var quantum_timer: float = 0.0
var jitter_offset: Vector2 = Vector2.ZERO
func _ready():
health = max_health
health_bar.value = float(health) / max_health
quantum_particle.paused = true
func _physics_process(delta):
# Handle quantum state
if is_quantum:
quantum_timer -= delta
if quantum_timer <= 0.0:
is_quantum = false
quantum_particle.paused = true
sprite.modulate = Color.WHITE
# Apply quantum jitter effect if active
if is_quantum:
jitter_offset.x = randf_range(-quantum_jitter_strength, quantum_jitter_strength)
jitter_offset.y = randf_range(-quantum_jitter_strength, quantum_jitter_strength)
position += jitter_offset
# Calculate input direction
var input_dir: Vector2 = Vector2.ZERO
if Input.is_action_pressed("ui_right"):
input_dir.x += 1
if Input.is_action_pressed("ui_left"):
input_dir.x -= 1
if Input.is_action_pressed("ui_down"):
input_dir.y += 1
if Input.is_action_pressed("ui_up"):
input_dir.y -= 1
# Quantum phase ability
if Input.is_action_just_pressed("ui_accept") and !is_quantum:
StartQuantumPhase()
# Apply gravity (with quantum twist - gravity is weaker during phase)
var gravity_force: Vector2 = gravity_dir * gravity
if is_quantum:
gravity_force *= 0.3 # Reduced gravity during quantum phase
# Calculate velocity
if is_quantum:
# During quantum phase, movement is less precise but faster
var target_velocity: Vector2 = input_dir.normalized() * (speed * 1.3)
velocity = velocity.move_toward(target_velocity, acceleration * 1.5)
velocity = velocity.slide(velocity.length() * 0.8) # Slight sliding effect
else:
# Normal movement with proper acceleration and friction
var target_velocity: Vector2 = input_dir.normalized() * speed
if target_velocity.length() > 0:
velocity = velocity.move_toward(target_velocity, acceleration)
velocity.x *= max(0, 1 - friction * delta)
# Apply gravity
velocity.y += gravity_force.y * delta
# Move the player
if not is_quantum:
var was_on_floor: bool = is_on_floor()
var collision_normal: Vector2 = Vector2.ZERO
velocity = move_and_slide(velocity, collision_normal, false, 0, 0.001)
if was_on_floor and collision_normal.y < 0:
velocity.y = 0 # Stop vertical velocity when on ground
# Quantum movement (ignores collisions but still respects world boundaries)
if is_quantum:
position += velocity * delta
# Ensure player stays within screen bounds during quantum phase
var screen_size: Vector2 = get_viewport_rect().size
var camera_pos: Vector2 = get_global_mouse_position() - get_viewport().get_size() / 2
position.x = clamp(position.x, camera_pos.x + 16, camera_pos.x + screen_size.x - 16)
position.y = clamp(position.y, camera_pos.y + 16, camera_pos.y + screen_size.y - 16)
# Check for hazard collisions (only when not in quantum phase)
if not is_quantum and is_on_hazard():
TakeDamage(10)
velocity.y = jump_force # Knockback effect
# Update health bar
health_bar.value = float(health) / max_health
if health <= 0:
queue_free()
func StartQuantumPhase():
is_quantum = true
quantum_timer = quantum_duration
quantum_particle.paused = false
sprite.modulate = Color(1, 1, 1, 0.7) # Slightly transparent during phase
emit_signal("quantum_phase_started")
func TakeDamage(amount: int):
health -= amount
if health < 0:
health = 0
emit_signal("health_changed", health)
func is_on_hazard() -> bool:
# Check if player is colliding with hazards (areas marked as "Hazard")
var space_state: SpaceState2D = get_world_2d().direct_space_state
var query: Dictionary = {
"collide_with_bodies": true,
"collide_with_areas": true,
"shape_index": 0 # Use player's collision shape
}
var results: PoolVector2Array = space_state.intersect_point(position, query)
for result in results:
if result.is_in_group("Hazard"):
return true
return false
# Called when the player jumps (can be connected to input event)
func Jump():
if is_on_floor():
velocity.y = jump_force
.emit_signal("jump_started")
A creative audio manager that crossfades between multiple audio sources with real-time intensity modulation and dynamic tempo synchronization
using UnityEngine;
using UnityEngine.Audio;
using System.Collections;
using System.Linq;
[RequireComponent(typeof(AudioSource))]
public class SmoothSyncAudioMixer : MonoBehaviour
{
[Header("Audio Sources")]
[SerializeField] private AudioClip[] audioClips;
[SerializeField] private float crossfadeDuration = 1.0f;
[SerializeField] private float intensityRange = 0.5f;
[SerializeField] private float tempoSyncThreshold = 0.8f;
[Header("Dynamic Effects")]
[SerializeField] private bool enableIntensityModulation = true;
[SerializeField] private bool enableTempoSync = true;
[SerializeField] private float minIntensity = 0.3f;
[SerializeField] private float maxIntensity = 1.0f;
[Header("Visual Feedback")]
[SerializeField] private Material visualFeedbackMaterial;
[SerializeField] private Renderer[] visualFeedbackRenderers;
private AudioSource _audioSource;
private float _currentIntensity = 1.0f;
private float _targetIntensity = 1.0f;
private float _crossfadeProgress = 0.0f;
private int _currentClipIndex = 0;
private int _nextClipIndex = 1;
private bool _isCrossfading = false;
private float _tempoSyncFactor = 1.0f;
private void Awake()
{
_audioSource = GetComponent<AudioSource>();
if (visualFeedbackMaterial != null && visualFeedbackRenderers.Length == 0)
{
Debug.LogWarning("Visual feedback material assigned but no renderers specified. Disabling visual feedback.");
visualFeedbackMaterial = null;
}
}
private void Start()
{
if (audioClips.Length < 2)
{
Debug.LogError("At least two audio clips are required for crossfading. Disabling crossfade functionality.");
return;
}
PlayNextClip();
}
private void Update()
{
if (_isCrossfading)
{
_crossfadeProgress += Time.deltaTime / crossfadeDuration;
if (_crossfadeProgress >= 1.0f)
{
_crossfadeProgress = 1.0f;
_isCrossfading = false;
_currentClipIndex = _nextClipIndex;
PlayNextClip();
}
if (enableIntensityModulation)
{
UpdateIntensity();
}
if (enableTempoSync)
{
UpdateTempoSync();
}
UpdateVisualFeedback();
}
else
{
if (enableIntensityModulation)
{
UpdateIntensity();
}
if (enableTempoSync)
{
UpdateTempoSync();
}
}
}
private void PlayNextClip()
{
if (audioClips.Length < 2) return;
_nextClipIndex = (_currentClipIndex + 1) % audioClips.Length;
_isCrossfading = true;
_crossfadeProgress = 0.0f;
_audioSource.PlayOneShot(audioClips[_currentClipIndex], _targetIntensity);
StartCoroutine(CrossfadeToNext());
}
private IEnumerator CrossfadeToNext()
{
while (_crossfadeProgress < 1.0f)
{
yield return null;
}
_audioSource.PlayOneShot(audioClips[_nextClipIndex], _targetIntensity);
}
private void UpdateIntensity()
{
if (Mathf.Abs(_targetIntensity - _currentIntensity) > 0.01f)
{
_currentIntensity = Mathf.Lerp(_currentIntensity, _targetIntensity, Time.deltaTime * 5f);
}
}
private void UpdateTempoSync()
{
float currentBpm = CalculateBpm();
float targetBpm = 120f; // Default target tempo
// Find the closest clip to our target tempo
AudioClip closestClip = null;
float minBpmDifference = float.MaxValue;
foreach (var clip in audioClips)
{
if (clip == null) continue;
float clipBpm = CalculateBpm(clip);
float bpmDifference = Mathf.Abs(clipBpm - targetBpm);
if (bpmDifference < minBpmDifference)
{
minBpmDifference = bpmDifference;
closestClip = clip;
}
}
if (closestClip != null && minBpmDifference < tempoSyncThreshold * targetBpm)
{
_tempoSyncFactor = Mathf.Lerp(_tempoSyncFactor, 1.0f, Time.deltaTime * 2f);
_targetIntensity = Mathf.Lerp(_targetIntensity, maxIntensity, Time.deltaTime * 3f);
}
else
{
_tempoSyncFactor = Mathf.Lerp(_tempoSyncFactor, 0.7f, Time.deltaTime * 2f);
_targetIntensity = Mathf.Lerp(_targetIntensity, minIntensity, Time.deltaTime * 3f);
}
_audioSource.pitch = _tempoSyncFactor;
}
private float CalculateBpm(AudioClip clip = null)
{
AudioClip currentClip = clip ?? audioClips[_currentClipIndex];
if (currentClip == null) return 120f;
float[] samples = new float[currentClip.samples];
currentClip.GetData(samples, 0);
float maxAmplitude = 0;
int peaks = 0;
float peakInterval = 0;
float lastPeakTime = 0;
for (int i = 0; i < samples.Length; i++)
{
float absValue = Mathf.Abs(samples[i]);
if (absValue > maxAmplitude)
{
maxAmplitude = absValue;
}
}
if (maxAmplitude < 0.001f) return 120f;
float threshold = 0.5f * maxAmplitude;
float currentTime = 0;
for (int i = 0; i < samples.Length; i++)
{
float absValue = Mathf.Abs(samples[i]);
if (absValue > threshold)
{
if (peakInterval == 0)
{
peakInterval = currentTime - lastPeakTime;
lastPeakTime = currentTime;
peaks++;
}
}
currentTime += (1.0f / (currentClip.frequency * currentClip.channels));
}
if (peaks < 2) return 120f;
return 60f / (peakInterval / currentClip.samples * currentClip.frequency);
}
private void UpdateVisualFeedback()
{
if (visualFeedbackMaterial == null) return;
float intensityColorFactor = Mathf.Clamp01(_currentIntensity * 2f);
Color color = Color.Lerp(Color.red, Color.blue, intensityColorFactor);
visualFeedbackMaterial.color = color;
foreach (var renderer in visualFeedbackRenderers)
{
if (renderer != null)
{
renderer.material = visualFeedbackMaterial;
}
}
}
// For debugging purposes
private void OnGUI()
{
GUILayout.BeginArea(new Rect(10, 10, 200, 100));
GUILayout.Label($"Current Clip: {_currentClipIndex}");
GUILayout.Label($"Next Clip: {_nextClipIndex}");
GUILayout.Label($"Intensity: {_currentIntensity:F2}");
GUILayout.Label($"Crossfade: {(int)(_crossfadeProgress * 100)}%");
GUILayout.Label($"Tempo Factor: {_tempoSyncFactor:F2}");
GUILayout.EndArea();
}
}
A mindful breathing exercise timer with subtle haptic feedback that guides users through 4-7-8 breathing cycles, tracks sessions with progress visualization, and saves personal bests using UserDefault
import SwiftUI
import CoreHaptics
struct BreathingSession: Identifiable, Codable {
let id: UUID
var duration: TimeInterval
var completedCycles: Int
var date: Date
init() {
self.id = UUID()
self.duration = 0
self.completedCycles = 0
self.date = Date()
}
}
class HapticEngine {
private var engine: CHHapticEngine?
private let intensity = CHHapticEventParameter(parameterID: .hapticIntensity, value: 0.5)
func start() {
guard CHHapticEngine.capabilitiesForHardware().supportsHaptics else { return }
do {
engine = try CHHapticEngine()
try engine?.start()
} catch {
print("Haptic engine error: \(error.localizedDescription)")
}
}
func triggerImpact() {
guard engine != nil else { return }
let pattern = try? CHHapticPattern(events: [CHHapticEvent(eventType: .hapticContinuous, parameters: [intensity], relativeTime: 0)])
let player = try? engine?.makePlayer(with: pattern)
player?.scheduleParameters(.init(relativeTime: 0, parameterValues: [0.1]))
}
func stop() {
engine?.stop(completionHandler: { _ in
self.engine = nil
})
}
}
class SessionStore: ObservableObject {
@Published var sessions: [BreathingSession] = []
@Published var bestStreak: Int = 0
private let key = "breathingSessions"
private let bestStreakKey = "bestStreak"
init() {
load()
}
func save() {
if let encoded = try? JSONEncoder().encode(sessions) {
UserDefaults.standard.set(encoded, forKey: key)
}
UserDefaults.standard.set(bestStreak, forKey: bestStreakKey)
}
func load() {
if let data = UserDefaults.standard.data(forKey: key),
let decoded = try? JSONDecoder().decode([BreathingSession].self, from: data) {
sessions = decoded
}
bestStreak = UserDefaults.standard.integer(forKey: bestStreakKey)
}
func addSession(_ session: BreathingSession) {
sessions.append(session)
updateBestStreak()
save()
}
func updateBestStreak() {
guard !sessions.isEmpty else { bestStreak = 0; return }
let todaySessions = sessions.filter { Calendar.current.isDate($0.date, inSameDayAs: Date()) }
let todayCount = todaySessions.count
if todayCount > bestStreak {
bestStreak = todayCount
}
save()
}
}
struct BreathingView: View {
@StateObject private var sessionStore = SessionStore()
@State private var timer: Timer?
@State private var secondsRemaining: Int = 300
@State private var currentPhase: Int = 0
@State private var isRunning = false
@State private var hapticEngine = HapticEngine()
private let phases = ["Inhale (4)", "Hold (7)", "Exhale (8)"]
private let phaseDurations = [4.0, 7.0, 8.0]
private let totalDuration = 4.0 + 7.0 + 8.0
private var progress: Double {
(totalDuration - Double(secondsRemaining)) / totalDuration
}
var body: some View {
ZStack {
// Background with breathing gradient
LinearGradient(gradient: Gradient(colors: [.blue.opacity(0.1), .purple.opacity(0.1)]),
startPoint: .top,
endPoint: .bottom)
.edgesIgnoringSafeArea(.all)
VStack(spacing: 0) {
// Stats header
HStack(spacing: 20) {
StatsCard(icon: "flame", title: "Today", value: "\(sessionStore.sessions.filter { Calendar.current.isDate($0.date, inSameDayAs: Date()) }.count) sessions")
StatsCard(icon: "trophy", title: "Streak", value: "\(sessionStore.bestStreak) days")
Spacer()
StatsCard(icon: "clock", title: "Best", value: "\(formatTime(sessionStore.sessions.max(by: { $0.duration < $1.duration })?.duration ?? 0))")
}
.padding()
Spacer()
// Main timer
VStack(spacing: 20) {
// Phase label
Text(phases[currentPhase])
.font(.system(size: 24, weight: .semibold, design: .rounded))
.foregroundColor(.secondary)
// Progress ring
ZStack {
Circle()
.stroke(.secondary, lineWidth: 4)
.opacity(0.3)
Circle()
.trim(from: 0, to: CGFloat(progress))
.stroke(.blue, style: StrokeStyle(lineWidth: 4, lineCap: .round))
.rotationEffect(.degrees(-90))
.animation(.easeInOut(duration: 1.0), value: progress)
// Center timer
Text(formatTime(TimeInterval(secondsRemaining)))
.font(.system(size: 48, weight: .bold))
.monospacedDigit()
.contentTransition(.numericText())
}
.frame(width: 200, height: 200)
.overlay(
Circle()
.stroke(.blue, lineWidth: 2)
.scaleEffect(0.8)
)
// Progress bar
ProgressView(value: progress)
.progressViewStyle(LinearProgressViewStyle(tint: .blue))
.frame(height: 8)
// Controls
HStack(spacing: 20) {
Button(action: toggleTimer) {
Image(systemName: isRunning ? "stop.circle.fill" : "play.circle.fill")
.font(.system(size: 24))
.foregroundColor(isRunning ? .red : .green)
}
Button(action: resetTimer) {
Image(systemName: "arrow.clockwise")
.font(.system(size: 24))
.foregroundColor(.secondary)
}
}
}
Spacer()
// Biofeedback
HStack {
ForEach(0..<4) { index in
Rectangle()
.fill(index < currentPhase ? .blue : .secondary)
.opacity(0.5)
.frame(width: 12, height: 40)
.cornerRadius(6)
}
}
.padding(.bottom, 30)
}
}
.onAppear {
hapticEngine.start()
}
.onDisappear {
hapticEngine.stop()
timer?.invalidate()
}
}
private func toggleTimer() {
isRunning.toggle()
if isRunning {
timer = Timer.scheduledTimer(withTimeInterval: 1.0, repeats: true) { _ in
if secondsRemaining > 0 {
secondsRemaining -= 1
if secondsRemaining == 0 {
hapticEngine.triggerImpact()
let session = BreathingSession()
session.duration = TimeInterval(300 - (300 - secondsRemaining))
session.completedCycles = 1
sessionStore.addSession(session)
resetTimer()
} else if secondsRemaining == Int(phaseDurations[currentPhase] * 2) {
currentPhase = (currentPhase + 1) % phases.count
}
}
}
} else {
timer?.invalidate()
}
}
private func resetTimer() {
isRunning = false
secondsRemaining = 300
currentPhase = 0
timer?.invalidate()
sessionStore.save()
}
private func formatTime(_ interval: TimeInterval) -> String {
let minutes = Int(interval) / 60
let seconds = Int(interval) % 60
return String(format: "%02d:%02d", minutes, seconds)
}
}
struct StatsCard: View {
let icon: String
let title: String
let value: String
var body: some View {
VStack(spacing: 4) {
Image(systemName: icon)
.font(.system(size: 20))
.foregroundColor(.blue)
Text(title)
.font(.caption)
.foregroundColor(.secondary)
Text(value)
.font(.headline)
.foregroundColor(.primary)
}
.frame(width: 80)
}
}
#Preview {
BreathingView()
}
Ein kreatives Crafting-System-Plugin für RPG Maker MZ, das dynamische Rezepte, zufällige Bonus-Effekte und visuelle Crafting-Animationen mit Node.js-Simulation bietet.
// Ailey's Dynamic Crafting Studio - RPG Maker MZ Plugin Simulation
// Simulates a crafting system with dynamic recipes, random bonuses, and visual animations
const { join } = require('path');
const fs = require('fs').promises;
// Modern ES Modules setup for Node.js
const craftingSystem = (() => {
// Plugin configuration
const config = {
recipeFolder: join(__dirname, 'crafting_recipes'),
materialFolder: join(__dirname, 'crafting_materials'),
outputFolder: join(__dirname, 'crafted_items'),
animationStyles: ['sparkle', 'pulse', 'glow', 'shatter', 'melt'],
bonusEffects: ['+10% Attack', '+5% Defense', 'Critical +5%', 'Elemental: Fire', 'Elemental: Ice'],
defaultMaterialChances: [0.3, 0.5, 0.2] // For basic, advanced, rare materials
};
// Data structures
let recipes = [];
let materials = [];
let craftedItems = [];
// Initialize the system
async function initialize() {
try {
await loadRecipes();
await loadMaterials();
console.log('Crafting System initialized successfully!');
} catch (error) {
console.error('Failed to initialize Crafting System:', error);
}
}
// Load recipes from JSON files
async function loadRecipes() {
try {
const files = await fs.readdir(config.recipeFolder);
for (const file of files) {
if (file.endsWith('.json')) {
const data = await fs.readFile(join(config.recipeFolder, file), 'utf8');
recipes.push(JSON.parse(data));
}
}
} catch (error) {
console.warn('No recipes found or error loading recipes:', error);
}
}
// Load materials from JSON files
async function loadMaterials() {
try {
const files = await fs.readdir(config.materialFolder);
for (const file of files) {
if (file.endsWith('.json')) {
const data = await fs.readFile(join(config.materialFolder, file), 'utf8');
materials.push(JSON.parse(data));
}
}
} catch (error) {
console.warn('No materials found or error loading materials:', error);
}
}
// Craft an item with dynamic effects
async function craftItem(recipeId, playerLevel, playerSkill) {
const recipe = recipes.find(r => r.id === recipeId);
if (!recipe) throw new Error('Recipe not found');
// Find available materials with weighted chance
const selectedMaterials = await selectMaterials(recipe.requiredMaterials, playerLevel, playerSkill);
if (selectedMaterials.length < recipe.requiredMaterials.length) {
throw new Error('Not enough materials to craft');
}
// Determine crafting success and quality
const { success, quality, bonusEffect } = determineCraftingOutcome(playerLevel, playerSkill);
// Generate crafted item with dynamic properties
const craftedItem = {
id: `crafted_${recipeId}_${Date.now()}`,
name: `${recipe.name} (Quality: ${quality})`,
baseItem: recipe.baseItem,
quality,
bonusEffect,
animation: getRandomAnimation(),
materials: selectedMaterials
};
// Save the crafted item (simulate in memory)
craftedItems.push(craftedItem);
// Simulate saving to output folder
try {
await fs.writeFile(
join(config.outputFolder, craftedItem.id + '.json'),
JSON.stringify(craftedItem, null, 2)
);
console.log(`Successfully crafted ${craftedItem.name} with ${bonusEffect}!`);
} catch (error) {
console.warn('Could not save crafted item:', error);
}
return craftedItem;
}
// Select materials with dynamic probabilities
async function selectMaterials(requiredMaterials, playerLevel, playerSkill) {
const selected = [];
for (const material of requiredMaterials) {
// Find all materials that match the required type
const matchingMaterials = materials.filter(m =>
m.type === material.type && m.level <= playerLevel
);
if (matchingMaterials.length === 0) {
console.warn(`No materials found for type: ${material.type}`);
continue;
}
// Calculate weights based on material rarity and player skill
const weights = matchingMaterials.map(m => {
// Base chance + skill bonus + level bonus
let baseChance = config.defaultMaterialChances[m.rarity];
baseChance += (playerSkill * 0.05); // 5% per skill point
baseChance += (playerLevel * 0.01); // 1% per level
return Math.max(0.01, baseChance);
});
// Normalize weights
const totalWeight = weights.reduce((a, b) => a + b, 0);
const normalizedWeights = weights.map(w => w / totalWeight);
// Select one material using weighted probability
const randomIndex = getWeightedRandomIndex(normalizedWeights);
selected.push(matchingMaterials[randomIndex]);
}
return selected;
}
// Determine crafting success and quality
function determineCraftingOutcome(playerLevel, playerSkill) {
// Base success chance (improves with level and skill)
const baseSuccess = 0.7 + (playerLevel * 0.02) + (playerSkill * 0.1);
const success = Math.random() < baseSuccess;
// Quality and bonus effect based on success and randomness
if (success) {
const qualityRoll = Math.random();
let quality, bonusEffect;
if (qualityRoll < 0.3) {
quality = 'Rare';
bonusEffect = getRandomBonusEffect('rare');
} else if (qualityRoll < 0.7) {
quality = 'Good';
bonusEffect = getRandomBonusEffect('common');
} else {
quality = 'Normal';
bonusEffect = getRandomBonusEffect('normal');
}
return { success: true, quality, bonusEffect };
} else {
return { success: false, quality: 'Failed', bonusEffect: 'None' };
}
}
// Get random bonus effect with tiered probability
function getRandomBonusEffect(tier = 'common') {
const allEffects = [...config.bonusEffects];
const effectIndices = [0, 1, 2, 3, 4]; // Base indices for common
if (tier === 'rare') {
effectIndices.push(3, 4); // Higher chance for good effects
} else if (tier === 'normal') {
effectIndices.push(0, 1); // Slightly more common effects
}
// Remove duplicates and get a random one
const uniqueIndices = [...new Set(effectIndices)];
return allEffects[getRandomIndex(uniqueIndices)];
}
// Helper function to get random index from weighted array
function getWeightedRandomIndex(weights) {
let random = Math.random() * weights.reduce((a, b) => a + b, 0);
let total = 0;
for (let i = 0; i < weights.length; i++) {
total += weights[i];
if (random <= total) {
return i;
}
}
return weights.length - 1;
}
// Get random index from array
function getRandomIndex(array) {
return Math.floor(Math.random() * array.length);
}
// Get random animation style
function getRandomAnimation() {
return config.animationStyles[getRandomIndex(config.animationStyles)];
}
// Generate a sample recipe for testing
async function generateSampleRecipe() {
const sampleRecipe = {
id: 'sample_recipe_001',
name: 'Mystic Robe',
description: 'A robe crafted with mystical materials that enhances your spiritual abilities.',
baseItem: 'Clothes',
requiredMaterials: [
{ type: 'mystic_thread', amount: 3 },
{ type: 'arcane_fabric', amount: 2 },
{ type: 'spiritual_crystal', amount: 1 }
],
baseStats: {
attack: 5,
defense: 10,
magic: 15,
agility: 5
},
requiredLevel: 5,
requiredSkill: 3
};
try {
await fs.writeFile(
join(config.recipeFolder, 'sample_recipe.json'),
JSON.stringify(sampleRecipe, null, 2)
);
console.log('Generated sample recipe successfully!');
} catch (error) {
console.error('Could not generate sample recipe:', error);
}
}
// Generate a sample material for testing
async function generateSampleMaterial() {
const sampleMaterial = {
id: 'sample_material_001',
name: 'Mystic Thread',
type: 'mystic_thread',
description: 'A thread woven from mystical energy that grants spiritual bonuses.',
level: 5,
rarity: 1, // 0 = common, 1 = uncommon, 2 = rare
stats: {
magic: 3,
luck: 2
},
craftingValue: 20
};
try {
await fs.writeFile(
join(config.materialFolder, 'sample_material.json'),
JSON.stringify(sampleMaterial, null, 2)
);
console.log('Generated sample material successfully!');
} catch (error) {
console.error('Could not generate sample material:', error);
}
}
// Create necessary directories if they don't exist
async function ensureDirectories() {
try {
await fs.mkdir(config.recipeFolder, { recursive: true });
await fs.mkdir(config.materialFolder, { recursive: true });
await fs.mkdir(config.outputFolder, { recursive: true });
} catch (error) {
if (error.code !== 'EEXIST') {
console.error('Error creating directories:', error);
}
}
}
return {
initialize,
craftItem,
generateSampleRecipe,
generateSampleMaterial,
ensureDirectories,
getRecipes: () => recipes,
getMaterials: () => materials,
getCraftedItems: () => craftedItems
};
})();
// Main execution
(async () => {
try {
console.log('=== Ailey\'s Dynamic Crafting Studio ===');
console.log('Initializing crafting system...');
// Ensure directories exist
await craftingSystem.ensureDirectories();
// Generate sample data if folders are empty
if ((await fs.readdir(craftingSystem.config.recipeFolder)).length === 0) {
console.log('No recipes found. Generating sample data...');
await craftingSystem.generateSampleRecipe();
}
if ((await fs.readdir(craftingSystem.config.materialFolder)).length === 0) {
console.log('No materials found. Generating sample data...');
await craftingSystem.generateSampleMaterial();
}
// Initialize the system
await craftingSystem.initialize();
// Display available recipes and materials
console.log('\nAvailable Recipes:');
craftingSystem.getRecipes().forEach(recipe => {
console.log(`- ${recipe.name} (Level ${recipe.requiredLevel}, Skill ${recipe.requiredSkill})`);
});
console.log('\nAvailable Materials:');
craftingSystem.getMaterials().forEach(material => {
console.log(`- ${material.name} (Type: ${material.type}, Rarity: ${['Common', 'Uncommon', 'Rare'][material.rarity]})`);
});
// Example crafting process
console.log('\n=== Starting Crafting Simulation ===');
const playerLevel = 10;
const playerSkill = 5;
// Try to craft the sample recipe
const result = await craftingSystem.craftItem('sample_recipe_001', playerLevel, playerSkill);
if (result) {
console.log('\nCrafted Item Details:');
console.log(`- Name: ${result.name}`);
console.log(`- Base Item: ${result.baseItem}`);
console.log(`- Quality: ${result.quality}`);
console.log(`- Bonus Effect: ${result.bonusEffect}`);
console.log(`- Animation: ${result.animation}`);
console.log(`- Materials Used:`);
result.materials.forEach(material => {
console.log(` - ${material.name} (${material.description})`);
});
}
// Show all crafted items
console.log('\nAll Crafted Items:');
craftingSystem.getCraftedItems().forEach(item => {
console.log(`- ${item.name}`);
});
} catch (error) {
console.error('Error in Crafting System:', error);
} finally {
console.log('\n=== Crafting Simulation Complete ===');
}
})();
Ein kreativer Neon-Glow-Text-Effekt-Generator mit anpassbaren Parametern, der lebendige Farben, Glow-Intensität und transparente Animationen bietet. Bonus: Audio-Feedback mit synthetischen Sounds.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Neon Glow Text Generator</title>
<style>
:root {
--glow-color: #0ff;
--glow-intensity: 5px;
--text-color: #fff;
--bg-color: #000;
--font-family: 'Arial', sans-serif;
--animation-duration: 2s;
--text-shadow-offset: 0 0 0px;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
background-color: var(--bg-color);
color: var(--text-color);
font-family: var(--font-family);
min-height: 100vh;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
overflow-x: hidden;
padding: 20px;
text-align: center;
}
h1 {
margin-bottom: 30px;
font-size: 2.5rem;
text-shadow: 0 0 10px var(--glow-color);
}
.container {
background-color: rgba(0, 0, 0, 0.7);
border-radius: 15px;
padding: 30px;
width: 100%;
max-width: 800px;
box-shadow: 0 0 20px rgba(0, 255, 255, 0.3);
backdrop-filter: blur(5px);
}
.neon-text {
font-size: 3rem;
font-weight: bold;
margin: 20px 0;
text-transform: uppercase;
letter-spacing: 3px;
position: relative;
overflow: hidden;
white-space: nowrap;
animation: glow 1.5s infinite alternate;
}
.neon-text span {
position: relative;
z-index: 2;
}
.neon-text::before {
content: attr(data-text);
position: absolute;
left: 0;
top: 0;
width: 100%;
height: 100%;
background: linear-gradient(90deg, var(--glow-color), #0ff);
color: transparent;
z-index: 1;
animation: shine 2s infinite linear;
border-radius: 5px;
mix-blend-mode: screen;
box-shadow: 0 0 20px var(--glow-color);
}
@keyframes glow {
from {
text-shadow: 0 0 5px var(--glow-color), 0 0 10px var(--glow-color), 0 0 20px var(--glow-color);
color: var(--text-color);
}
to {
text-shadow: 0 0 10px var(--glow-color), 0 0 20px var(--glow-color), 0 0 30px var(--glow-color);
color: rgba(255, 255, 255, 0.8);
}
}
@keyframes shine {
0% {
transform: translateX(-100%);
}
100% {
transform: translateX(100%);
}
}
.controls {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(250px, 1fr));
gap: 15px;
margin: 20px 0;
}
.control-group {
margin-bottom: 15px;
}
label {
display: block;
margin-bottom: 5px;
font-size: 0.9rem;
}
input, select {
width: 100%;
padding: 8px;
border: 1px solid #333;
border-radius: 5px;
background-color: rgba(255, 255, 255, 0.1);
color: white;
font-size: 0.9rem;
}
input[type="range"] {
margin: 10px 0;
}
button {
background-color: #0ff;
color: #000;
border: none;
padding: 10px 20px;
font-size: 1rem;
border-radius: 5px;
cursor: pointer;
margin: 5px;
transition: all 0.3s;
text-transform: uppercase;
letter-spacing: 1px;
}
button:hover {
background-color: #0ff;
transform: scale(1.05);
box-shadow: 0 0 10px #0ff;
}
button:active {
transform: scale(0.95);
}
.color-picker {
display: flex;
align-items: center;
gap: 10px;
}
.color-preview {
width: 30px;
height: 30px;
border-radius: 5px;
border: 1px solid #333;
background-color: var(--glow-color);
}
.audio-controls {
display: flex;
align-items: center;
gap: 10px;
margin: 15px 0;
}
.audio-controls button {
background-color: #00ff00;
color: #000;
}
.playground {
margin: 20px 0;
padding: 15px;
background-color: rgba(0, 0, 0, 0.5);
border-radius: 10px;
min-height: 100px;
}
.neon-text input {
background: transparent;
border: none;
color: white;
font-size: 1.5rem;
padding: 5px;
width: 100%;
}
.preset-buttons {
display: flex;
flex-wrap: wrap;
gap: 5px;
justify-content: center;
margin: 15px 0;
}
.preset-btn {
background-color: #00ff00;
color: #000;
font-size: 0.8rem;
padding: 5px 10px;
}
.preset-btn:hover {
background-color: #00ff00;
transform: scale(1.05);
}
@media (max-width: 600px) {
.neon-text {
font-size: 2rem;
}
.container {
padding: 15px;
}
.controls {
grid-template-columns: 1fr;
}
}
</style>
</head>
<body>
<h1>Neon Glow Text Generator</h1>
<div class="container">
<div class="neon-text" id="neonText">
<span>Neon Glow</span>
</div>
<div class="playground">
<input type="text" id="inputText" placeholder="Type your neon text here...">
</div>
<div class="controls">
<div class="control-group">
<label for="textColor">Text Color</label>
<div class="color-picker">
<input type="color" id="textColor" value="#ffffff">
<span class="color-preview" id="textColorPreview"></span>
</div>
</div>
<div class="control-group">
<label for="glowColor">Glow Color</label>
<div class="color-picker">
<input type="color" id="glowColor" value="#00ffff">
<span class="color-preview" id="glowColorPreview"></span>
</div>
</div>
<div class="control-group">
<label for="glowIntensity">Glow Intensity</label>
<input type="range" id="glowIntensity" min="2" max="20" value="5">
<span id="glowIntensityValue">5px</span>
</div>
<div class="control-group">
<label for="animationSpeed">Animation Speed</label>
<input type="range" id="animationSpeed" min="0.5" max="3" step="0.1" value="1.5">
<span id="animationSpeedValue">1.5s</span>
</div>
<div class="control-group">
<label for="textSize">Text Size</label>
<input type="range" id="textSize" min="1" max="5" step="0.1" value="3">
<span id="textSizeValue">3rem</span>
</div>
</div>
<div class="audio-controls">
<button id="playSoundBtn">Play Neon Sound</button>
<button id="stopSoundBtn">Stop Sound</button>
<button id="loopSoundBtn">Loop Sound</button>
</div>
<div class="preset-buttons">
<button class="preset-btn" data-preset="cyber">Cyber Glow</button>
<button class="preset-btn" data-preset="pink">Pink Neon</button>
<button class="preset-btn" data-preset="blue">Deep Blue</button>
<button class="preset-btn" data-preset="random">Random Neon</button>
<button class="preset-btn" data-preset="reset">Reset</button>
</div>
</div>
<audio id="neonSound" src="data:audio/wav;base64,UklGRl9vT19XQVZFZm10IBAAAAABAAEAQB8AAEAfAAABAAgAZGF0YU..." preload="auto"></audio>
<script>
// DOM Elements
const neonText = document.getElementById('neonText');
const inputText = document.getElementById('inputText');
const textColor = document.getElementById('textColor');
const glowColor = document.getElementById('glowColor');
const textColorPreview = document.getElementById('textColorPreview');
const glowColorPreview = document.getElementById('glowColorPreview');
const glowIntensity = document.getElementById('glowIntensity');
const glowIntensityValue = document.getElementById('glowIntensityValue');
const animationSpeed = document.getElementById('animationSpeed');
const animationSpeedValue = document.getElementById('animationSpeedValue');
const textSize = document.getElementById('textSize');
const textSizeValue = document.getElementById('textSizeValue');
const playSoundBtn = document.getElementById('playSoundBtn');
const stopSoundBtn = document.getElementById('stopSoundBtn');
const loopSoundBtn = document.getElementById('loopSoundBtn');
const neonSound = document.getElementById('neonSound');
const presetBtns = document.querySelectorAll('.preset-btn');
// Base64 encoded synthetic neon sound (simplified for demonstration)
// In a real application, you would use a proper audio file
const synthContext = new (window.AudioContext || window.webkitAudioContext)();
const synth = synthContext.createOscillator();
const gainNode = synthContext.createGain();
synth.connect(gainNode);
gainNode.connect(synthContext.destination);
synth.type = 'sine';
synth.frequency.value = 440;
// Update all CSS variables
function updateStyles() {
document.documentElement.style.setProperty('--text-color', textColor.value);
document.documentElement.style.setProperty('--glow-color', glowColor.value);
document.documentElement.style.setProperty('--glow-intensity', `${glowIntensity.value}px`);
document.documentElement.style.setProperty('--animation-duration', `${animationSpeed.value}s`);
// Update text size
const size = textSize.value + 'rem';
textSizeValue.textContent = size;
neonText.style.fontSize = size;
// Update color previews
textColorPreview.style.backgroundColor = textColor.value;
glowColorPreview.style.backgroundColor = glowColor.value;
// Update text content
const text = inputText.value.trim() || 'Neon Glow';
neonText.innerHTML = `<span>${text}</span>`;
neonText.setAttribute('data-text', text);
}
// Update glow intensity display
glowIntensity.addEventListener('input', () => {
glowIntensityValue.textContent = `${glowIntensity.value}px`;
});
// Update animation speed display
animationSpeed.addEventListener('input', () => {
animationSpeedValue.textContent = `${animationSpeed.value}s`;
});
// Color pickers
textColor.addEventListener('input', updateStyles);
glowColor.addEventListener('input', updateStyles);
inputText.addEventListener('input', updateStyles);
// Sound controls
let isPlaying = false;
let isLooping = false;
playSoundBtn.addEventListener('click', () => {
if (!isPlaying) {
synth.start(0);
isPlaying = true;
playSoundBtn.style.backgroundColor = '#00ff00';
stopSoundBtn.style.backgroundColor = '#ff0000';
}
});
stopSoundBtn.addEventListener('click', () => {
synth.stop();
isPlaying = false;
playSoundBtn.style.backgroundColor = '#00ff00';
stopSoundBtn.style.backgroundColor = '#ff3333';
});
loopSoundBtn.addEventListener('click', () => {
isLooping = !isLooping;
if (isLooping) {
synth.frequency.exponentialRampToValueAtTime(880, synthContext.currentTime + 1);
loopSoundBtn.textContent = 'Stop Loop';
loopSoundBtn.style.backgroundColor = '#ff00ff';
} else {
synth.frequency.exponentialRampToValueAtTime(440, synthContext.currentTime);
loopSoundBtn.textContent = 'Loop Sound';
loopSoundBtn.style.backgroundColor = '#00ff00';
}
});
// Preset buttons
presetBtns.forEach(btn => {
btn.addEventListener('click', () => {
const preset = btn.dataset.preset;
switch(preset) {
case 'cyber':
textColor.value = '#00ff00';
glowColor.value = '#00ffff';
glowIntensity.value = 10;
animationSpeed.value = 1;
textSize.value = 2.5;
break;
case 'pink':
textColor.value = '#ff00ff';
glowColor.value = '#ff00aa';
glowIntensity.value = 15;
animationSpeed.value = 2;
textSize.value = 3.5;
break;
case 'blue':
textColor.value = '#00ffff';
glowColor.value = '#0000ff';
glowIntensity.value = 8;
animationSpeed.value = 1.2;
textSize.value = 2;
break;
case 'random':
textColor.value = `#${Math.floor(Math.random()*16777215).toString(16).padStart(6, '0')}`;
glowColor.value = `#${Math.floor(Math.random()*16777215).toString(16).padStart(6, '0')}`;
glowIntensity.value = Math.floor(Math.random() * 19) + 2;
animationSpeed.value = Math.random() * 2.5 + 0.5;
textSize.value = Math.random() * 4 + 1;
break;
case 'reset':
textColor.value = '#ffffff';
glowColor.value = '#00ffff';
glowIntensity.value = 5;
animationSpeed.value = 1.5;
textSize.value = 3;
break;
}
updateStyles();
});
});
// Initialize
updateStyles();
// Add keyboard support
document.addEventListener('keydown', (e) => {
if (e.key === 'Enter' && document.activeElement !== inputText) {
playSoundBtn.click();
}
});
</script>
</body>
</html>
Ein kreatives Tool zur Erstellung und Visualisierung dynamischer Beleuchtungseffekte für RPG Maker MZ, das Echtzeit-Vorschau, Presets und experimentelle Lichteffekte wie "Fractal Glow" bietet.
const fs = require('fs');
const path = require('path');
const { Canvas, loadImage, createCanvas } = require('canvas');
const { JSDOM } = require('jsdom');
const { performance } = require('perf_hooks');
// Main configuration
const APP = {
name: 'Luminous Realms Studio',
version: '1.0.0',
outputDir: 'output',
presetsDir: 'presets',
previewSize: { width: 800, height: 600 },
mapSize: { width: 20, height: 15 },
animations: {
pulse: { duration: 1000, intensity: 0.5 },
flicker: { base: 0.7, range: 0.3, speed: 50 },
scan: { speed: 2, width: 0.1 }
}
};
// Initialize directories
function ensureDirectory(dir) {
if (!fs.existsSync(dir)) {
fs.mkdirSync(dir, { recursive: true });
}
}
ensureDirectory(APP.outputDir);
ensureDirectory(APP.presetsDir);
// RGB to HSL conversion with improved precision
function rgbToHsl(r, g, b) {
r /= 255; g /= 255; b /= 255;
const max = Math.max(r, g, b), min = Math.min(r, g, b);
let h, s, l = (max + min) / 2;
if (max === min) {
h = s = 0; // achromatic
} else {
const d = max - min;
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
switch (max) {
case r: h = (g - b) / d + (g < b ? 6 : 0); break;
case g: h = (b - r) / d + 2; break;
case b: h = (r - g) / d + 4; break;
}
h /= 6;
}
return [h * 360, s * 100, l * 100];
}
// HSL to RGB with gamma correction
function hslToRgb(h, s, l) {
h = h % 360 / 360;
s = s / 100;
l = l / 100;
let r, g, b;
function hueToRgb(p, q, t) {
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1/6) return p + (q - p) * 6 * t;
if (t < 1/2) return q;
if (t < 2/3) return p + (q - p) * (2/3 - t) * 6;
return p;
}
const q = l < 0.5 ? l * (1 + s) : l + s - l * s;
const p = 2 * l - q;
r = hueToRgb(p, q, h + 1/3);
g = hueToRgb(p, q, h);
b = hueToRgb(p, q, h - 1/3);
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
}
// Generate complementary color palette
function generatePalette(baseHue, count = 5) {
const palette = [];
for (let i = 0; i < count; i++) {
const hue = (baseHue + (i * (360 / count)) + 180) % 360;
const saturation = 80 + Math.random() * 20;
const lightness = 50 + Math.random() * 10;
palette.push(hslToRgb(hue, saturation, lightness));
}
return palette;
}
// Fractal glow effect with Perlin-like noise
function createFractalGlow(baseColor, intensity = 0.3, octaves = 3, size = 50) {
const canvas = createCanvas(size, size);
const ctx = canvas.getContext('2d');
const imageData = ctx.getImageData(0, 0, size, size);
const data = imageData.data;
// Simplified fractal noise
for (let y = 0; y < size; y++) {
for (let x = 0; x < size; x++) {
let noise = 0;
let frequency = 1;
let amplitude = 1;
let maxNoise = 0;
for (let o = 0; o < octaves; o++) {
const sampleX = x / frequency * Math.PI * 2;
const sampleY = y / frequency * Math.PI * 2;
// Simple pseudo-random noise
const noiseValue = Math.sin(sampleX) * Math.cos(sampleY) * amplitude;
noise += noiseValue;
maxNoise += amplitude;
amplitude *= 0.5;
frequency *= 2;
}
const normalized = noise / maxNoise;
const glowIntensity = (normalized + 1) * 0.5 * intensity;
// Apply base color with glow
const baseR = baseColor[0], baseG = baseColor[1], baseB = baseColor[2];
const idx = (y * size + x) * 4;
data[idx] = baseR + (baseR * glowIntensity);
data[idx + 1] = baseG + (baseG * glowIntensity);
data[idx + 2] = baseB + (baseB * glowIntensity);
data[idx + 3] = 255;
}
}
ctx.putImageData(imageData, 0, 0);
return canvas;
}
// Create a simple random map for preview
function generatePreviewMap() {
const canvas = createCanvas(
APP.previewSize.width,
APP.previewSize.height
);
const ctx = canvas.getContext('2d');
// Draw grid
ctx.strokeStyle = '#333';
ctx.lineWidth = 1;
for (let i = 0; i < APP.mapSize.width; i++) {
ctx.beginPath();
ctx.moveTo(i * (APP.previewSize.width / APP.mapSize.width), 0);
ctx.lineTo(i * (APP.previewSize.width / APP.mapSize.width), APP.previewSize.height);
ctx.stroke();
}
for (let i = 0; i < APP.mapSize.height; i++) {
ctx.beginPath();
ctx.moveTo(0, i * (APP.previewSize.height / APP.mapSize.height));
ctx.lineTo(APP.previewSize.width, i * (APP.previewSize.height / APP.mapSize.height));
ctx.stroke();
}
// Add random elements
for (let i = 0; i < 100; i++) {
const x = Math.random() * APP.previewSize.width;
const y = Math.random() * APP.previewSize.height;
const size = Math.random() * 20 + 5;
ctx.fillStyle = `rgba(50, 50, 50, ${Math.random() * 0.3 + 0.1})`;
ctx.beginPath();
ctx.arc(x, y, size, 0, Math.PI * 2);
ctx.fill();
}
return canvas;
}
// Create lighting effect with multiple layers
function createLightingEffect(lightSettings) {
const { width, height, backgroundColor, lightSources, effectType } = lightSettings;
const canvas = createCanvas(width, height);
const ctx = canvas.getContext('2d');
// Draw background
ctx.fillStyle = `rgb(${backgroundColor.join(', ')})`;
ctx.fillRect(0, 0, width, height);
// Draw light sources
for (const light of lightSources) {
const { x, y, color, intensity, radius, type } = light;
const glowCanvas = createCanvas(width, height);
const glowCtx = glowCanvas.getContext('2d');
glowCtx.globalCompositeOperation = 'source-atop';
glowCtx.fillStyle = `rgba(${color.join(', ')}, ${intensity * 0.5})`;
glowCtx.beginPath();
glowCtx.arc(x, y, radius, 0, Math.PI * 2);
glowCtx.fill();
// Add glow effect based on type
if (type === 'fractal') {
const fractal = createFractalGlow(color, 0.2, 2, 200);
glowCtx.drawImage(fractal, x - 100, y - 100, 200, 200);
} else if (type === 'scan') {
const now = Date.now();
const scanX = (x + (Math.sin(now / APP.animations.scan.speed) * 0.2 * width)) % width;
glowCtx.fillStyle = `rgba(${color.join(', ')}, ${intensity * 0.3})`;
glowCtx.fillRect(scanX - APP.animations.scan.width * width, y - APP.animations.scan.width * height,
APP.animations.scan.width * width, APP.animations.scan.width * 2);
}
ctx.drawImage(glowCanvas, 0, 0);
}
// Apply pulse animation if enabled
if (lightSettings.effectType === 'pulse') {
const now = Date.now();
const pulse = 0.5 + 0.5 * Math.sin(now / APP.animations.pulse.duration * Math.PI * 2);
for (const light of lightSources) {
const adjustedIntensity = light.intensity * pulse;
ctx.fillStyle = `rgba(${light.color.join(', ')}, ${adjustedIntensity * 0.3})`;
ctx.beginPath();
ctx.arc(light.x, light.y, light.radius * pulse, 0, Math.PI * 2);
ctx.fill();
}
}
return canvas;
}
// Generate RPG Maker MZ plugin code
function generatePluginCode(presetName, lightingData) {
let code = `// ===============================================\n// Luminous Realms - ${presetName}\n// Dynamic Lighting Plugin for RPG Maker MZ\n// Generated by Luminous Realms Studio\n// ===============================================\n\n(function() {\n \n const Luminous = Luminous || {};\n \n Luminous.Version = '1.0';\n Luminous.PluginName = 'Luminous Realms - ${presetName}';\n \n // Plugin parameters\n Luminous.Parameters = {\n backgroundColor: '${lightingData.backgroundColor.join(', ')}',\n lightSources: ${JSON.stringify(lightingData.lightSources, null, 2)},\n effectType: '${lightingData.effectType}',\n fractalSettings: ${JSON.stringify(lightingData.fractalSettings || {})},\n scanSettings: ${JSON.stringify(lightingData.scanSettings || {})}\n };\n \n // Main drawing function\n Luminous.drawLighting = function() {\n const canvas = this._lightingCanvas;\n const ctx = canvas.getContext('2d');\n \n // Clear canvas\n ctx.clearRect(0, 0, canvas.width, canvas.height);\n \n // Draw background\n ctx.fillStyle = \`rgb(${Luminous.Parameters.backgroundColor.join(', ')})\`;\n ctx.fillRect(0, 0, canvas.width, canvas.height);\n \n // Draw light sources\n for (const light of Luminous.Parameters.lightSources) {\n const { x, y, color, intensity, radius, type } = light;\n \n // Main light\n ctx.fillStyle = \`rgba(${color.join(', ')}, ${intensity * 0.5})\`;\n ctx.beginPath();\n ctx.arc(x, y, radius, 0, Math.PI * 2);\n ctx.fill();\n \n // Glow effect based on type\n if (type === 'fractal') {\n const fractal = this._createFractalGlow(color, 0.2, 2, 200);\n ctx.drawImage(fractal, x - 100, y - 100, 200, 200);\n }\n }\n \n // Apply animations\n if (Luminous.Parameters.effectType === 'pulse') {\n const now = Date.now();\n const pulse = 0.5 + 0.5 * Math.sin(now / 1000 * Math.PI * 2);\n for (const light of Luminous.Parameters.lightSources) {\n const adjustedIntensity = light.intensity * pulse;\n ctx.fillStyle = \`rgba(${light.color.join(', ')}, ${adjustedIntensity * 0.3})\`;\n ctx.beginPath();\n ctx.arc(light.x, light.y, light.radius * pulse, 0, Math.PI * 2);\n ctx.fill();\n }\n }\n };\n \n // Helper function for fractal glow\n Luminous._createFractalGlow = function(baseColor, intensity, octaves, size) {\n const canvas = document.createElement('canvas');\n canvas.width = size;\n canvas.height = size;\n const ctx = canvas.getContext('2d');\n const imageData = ctx.getImageData(0, 0, size, size);\n const data = imageData.data;\n \n for (let y = 0; y < size; y++) {\n for (let x = 0; x < size; x++) {\n let noise = 0;\n let frequency = 1;\n let amplitude = 1;\n let maxNoise = 0;\n \n for (let o = 0; o < octaves; o++) {\n const sampleX = x / frequency * Math.PI * 2;\n const sampleY = y / frequency * Math.PI * 2;\n const noiseValue = Math.sin(sampleX) * Math.cos(sampleY) * amplitude;\n noise += noiseValue;\n maxNoise += amplitude;\n amplitude *= 0.5;\n frequency *= 2;\n }\n \n const normalized = noise / maxNoise;\n const glowIntensity = (normalized + 1) * 0.5 * intensity;\n \n const idx = (y * size + x) * 4;\n data[idx] = baseColor[0] + (baseColor[0] * glowIntensity);\n data[idx + 1] = baseColor[1] + (baseColor[1] * glowIntensity);\n data[idx + 2] = baseColor[2] + (baseColor[2] * glowIntensity);\n data[idx + 3] = 255;\n }\n }\n \n ctx.putImageData(imageData, 0, 0);\n return canvas;\n };\n \n // Plugin manager hooks\n Luminous.onSceneLoad = function(scene) {\n if (!scene._lightingCanvas) {\n const canvas = document.createElement('canvas');\n canvas.width = Graphics.boxWidth;\n canvas.height = Graphics.boxHeight;\n scene._lightingCanvas = canvas;\n }\n };\n \n Luminous.onSceneUpdate = function(scene) {\n this.drawLighting();\n };\n \n // Add to Plugin Manager\n LuminousManager.add(Graphics.frameCount, function() {\n Luminous.onSceneLoad(Scene_Map);\n Luminous.onSceneUpdate(Scene_Map);\n });\n})();\n\n// ===============================================\n// END OF LUMINOUS REALMS - ${presetName}\n// ===============================================`;
return code;
}
// Load existing presets
function loadPresets() {
const presets = {};
try {
const files = fs.readdirSync(APP.presetsDir);
files.forEach(file => {
if (file.endsWith('.json')) {
const preset = JSON.parse(fs.readFileSync(path.join(APP.presetsDir, file), 'utf8'));
presets[preset.name] = preset;
}
});
} catch (err) {
console.error('Error loading presets:', err);
}
return presets;
}
// Main function to run the application
function runApplication() {
// Load presets
const presets = loadPresets();
// Example preset
const presetName = 'Example';
const lightingData = {
backgroundColor: [255, 255, 255],
lightSources: [
{ x: 100, y: 100, color: [0, 0, 255], intensity: 0.8, radius: 50, type: 'fractal' },
{ x: 300, y: 300, color: [255, 0, 0], intensity: 0.6, radius: 75, type: 'scan' }
],
effectType: 'pulse',
fractalSettings: { octaves: 4, size: 100 },
scanSettings: { speed: 10 }
};
// Generate plugin code
const pluginCode = generatePluginCode(presetName, lightingData);
// Write plugin code to file
const outputFilePath = path.join(APP.outputDir, `${presetName}.js`);
fs.writeFileSync(outputFilePath, pluginCode, 'utf8');
console.log(`Plugin code generated and saved to ${outputFilePath}`);
}
// Run the application
runApplication();
```
A stylish calculator app with a unique mosaic tile UI for expressions, built with Jetpack Compose. Features expression history with local storage, emoji reactions, and a dark/light theme switcher.
import android.os.Bundle
import androidx.activity.ComponentActivity
import androidx.activity.compose.setContent
import androidx.compose.foundation localLocalContext
import androidx.compose.material3.*
import androidx.compose.runtime.*
import androidx.compose.ui.*
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.vector.ImageVector
import androidx.compose.ui.text.input.KeyboardType
import androidx.compose.ui.tooling.preview.Preview
import androidx.compose.ui.unit.dp
import com.google.accompanist SystemUiController
import com.google.accompanist SystemUiController
import com.google.accompanist.inset localInsetNavigationBarsPadding
import kotlinx.serialization.encodeToString
import kotlinx.serialization.decodeFromString
import kotlinx.serialization.Serializable
import java.util.*
import kotlin.math.*
class MainActivity : ComponentActivity() {
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContent {
MathMosaicTheme {
val systemUiController = rememberSystemUiController()
systemUiController.setStatusBarColor(
MaterialTheme.colorScheme.primaryContainer,
darkTheme = MaterialTheme.colorScheme.onPrimaryContainer == LightGray
)
systemUiController.setNavigationBarColor(
MaterialTheme.colorScheme.primaryContainer,
darkTheme = MaterialTheme.colorScheme.onPrimaryContainer == LightGray
)
Surface(
modifier = Modifier
.fillMaxSize()
.localInsetNavigationBarsPadding(),
color = MaterialTheme.colorScheme.background
) {
MathMosaicApp()
}
}
}
}
}
@Composable
fun MathMosaicApp() {
val systemUiController = rememberSystemUiController()
val isDarkTheme = MaterialTheme.colorScheme.onSurface == DarkGray
systemUiController.setStatusBarColor(
MaterialTheme.colorScheme.primaryContainer,
darkTheme = isDarkTheme
)
systemUiController.setNavigationBarColor(
MaterialTheme.colorScheme.primaryContainer,
darkTheme = isDarkTheme
)
var expressions by remember { mutableStateOf(listOf<String>()) }
var currentInput by remember { mutableStateOf("") }
var currentResult by remember { mutableStateOf(0.0) }
var theme by remember { mutableStateOf(isDarkTheme) }
var selectedExpression by remember { mutableStateOf(-1) }
var emojiReactions by remember { mutableStateOf(mutableMapOf<Int, String?>()) }
LaunchedEffect(Unit) {
expressions = getSavedExpressions() ?: listOf()
emojiReactions = (getSavedEmojiReactions() ?: mapOf()).toMutableMap()
}
Column(
modifier = Modifier
.fillMaxSize()
.padding(16.dp)
.navigationBarsPadding(),
verticalArrangement = Arrangement.Bottom
) {
// History & Mosaic Display
Box(modifier = Modifier.weight(1f)) {
LazyColumn(
modifier = Modifier
.fillMaxWidth()
.weight(1f)
.padding(bottom = 8.dp)
) {
items(expressions.size) { index ->
val expression = expressions.getOrNull(index) ?: return@items
val hasReaction = emojiReactions[expression.hashCode()]
val isSelected = index == selectedExpression
ExpressionTile(
expression = expression,
result = remember { tryParseExpression(expression) },
isSelected = isSelected,
reaction = hasReaction,
onClick = {
currentInput = expression
selectedExpression = index
},
onLongClick = {
expressions = expressions - expression
saveExpressions(expressions)
}
)
}
}
if (expressions.isEmpty()) {
Text(
text = "No expressions yet. Start calculating!",
style = MaterialTheme.typography.bodyLarge,
color = MaterialTheme.colorScheme.onSurfaceVariant,
modifier = Modifier.align(Alignment.Center)
)
}
}
// Calculator Input & Buttons
Column(modifier = Modifier.fillMaxWidth()) {
TextField(
value = currentInput,
onValueChange = { newValue ->
if (newValue.length <= 30) {
currentInput = newValue
currentResult = tryParseExpression(currentInput)
}
},
label = { Text("Enter expression") },
singleLine = true,
keyboardOptions = KeyboardOptions(
keyboardType = KeyboardType.Uri,
autoCapitalize = AutoCapitalize.None
),
visualTransformation = {
val text = it
buildString {
var i = 0
while (i < text.length) {
val char = text[i]
if (char.isDigit() || char in listOf('+', '-', '*', '/', '^', '(', ')')) {
append(char)
i++
} else if (char == 'π') {
append("π")
i += 2
} else if (char == 'e') {
append("e")
i += 2
} else {
i++
}
}
}
},
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 8.dp),
colors = TextFieldDefaults.colors(
focusedContainerColor = MaterialTheme.colorScheme.primaryContainer,
unfocusedContainerColor = MaterialTheme.colorScheme.surfaceVariant,
cursorColor = MaterialTheme.colorScheme.onSurface
),
textStyle = MaterialTheme.typography.bodyLarge
)
// Function Buttons
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.SpaceBetween
) {
IconButton(onClick = { currentInput += "π" }) {
Icon(Icons.Default.Pi, contentDescription = "Pi")
}
IconButton(onClick = { currentInput += "e" }) {
Icon(Icons.Default.E, contentDescription = "Euler's number")
}
IconButton(onClick = { currentInput += "(" }) {
Icon(Icons.Default.OpenInNew, contentDescription = "Open parenthesis")
}
IconButton(onClick = { currentInput += ")" }) {
Icon(Icons.Default.Close, contentDescription = "Close parenthesis")
}
IconButton(onClick = { currentInput += "^" }) {
Icon(Icons.Default.Power, contentDescription = "Exponent")
}
}
// Number Buttons (1-9)
Row(modifier = Modifier.fillMaxWidth()) {
repeat(3) { i ->
TextButton(
onClick = { currentInput += (i + 1).toString() },
modifier = Modifier.weight(1f)
) { Text((i + 1).toString()) }
}
}
Row(modifier = Modifier.fillMaxWidth()) {
repeat(3) { i ->
TextButton(
onClick = { currentInput += (3 + i).toString() },
modifier = Modifier.weight(1f)
) { Text((3 + i).toString()) }
}
IconButton(onClick = { currentInput += "." }) {
Icon(Icons.Default.Dot, contentDescription = "Decimal point")
}
}
// Operator Buttons
Row(modifier = Modifier.fillMaxWidth()) {
TextButton(onClick = { currentInput += "+" }) { Text("+") }
TextButton(onClick = { currentInput += "-" }) { Text("-") }
TextButton(onClick = { currentInput += "*" }) { Text("×") }
TextButton(onClick = { currentInput += "/" }) { Text("÷") }
}
// Clear, Theme Toggle, Reaction
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.SpaceBetween
) {
IconButton(onClick = { currentInput = "" }) {
Icon(Icons.Default.Clear, contentDescription = "Clear")
}
IconButton(
onClick = { theme = !theme },
tint = if (theme) Color.LightGray else Color.DarkGray
) {
Icon(
if (theme) Icons.Default.LightMode else Icons.Default.DarkMode,
contentDescription = "Toggle theme"
)
}
IconButton(
onClick = {
val exprHash = currentInput.hashCode()
val currentReaction = emojiReactions[exprHash]
val newReaction = if (currentReaction == "😍") null else "😍"
emojiReactions[exprHash] = newReaction
saveEmojiReactions(emojiReactions)
},
enabled = currentInput.isNotEmpty()
) {
Icon(
if (emojiReactions[currentInput.hashCode()] == "😍")
Icons.Default.Favorite
else Icons.Default.FavoriteBorder,
contentDescription = "Reaction",
tint = if (emojiReactions[currentInput.hashCode()] == "😍")
MaterialTheme.colorScheme.error
else MaterialTheme.colorScheme.onSurfaceVariant
)
}
}
// Result Display
if (currentInput.isNotEmpty()) {
Text(
text = "= ${currentResult.toBigDecimal().toPlainString()}",
style = MaterialTheme.typography.titleMedium,
color = MaterialTheme.colorScheme.primary,
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 8.dp)
)
}
// Save Button
Button(
onClick = {
if (currentInput.isNotBlank() && !expressions.contains(currentInput)) {
expressions = listOf(currentInput) + expressions
saveExpressions(expressions)
selectedExpression = -1
}
},
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 8.dp),
enabled = currentInput.isNotBlank() && !expressions.contains(currentInput)
) {
Text("Save Expression")
}
}
}
}
@Composable
fun ExpressionTile(
expression: String,
result: Double,
isSelected: Boolean,
reaction: String?,
onClick: () -> Unit,
onLongClick: () -> Unit
) {
val colors = MaterialTheme.colorScheme
val backgroundColor = if (isSelected) colors.primary else colors.surfaceVariant
val contentColor = if (isSelected) colors.onPrimary else colors.onSurfaceVariant
Card(
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 4.dp)
.clickable(onClick = onClick, onLongClick = onLongClick),
colors = CardDefaults.cardColors(
containerColor = backgroundColor,
contentColor = contentColor
)
) {
Row(
modifier = Modifier.padding(16.dp),
verticalAlignment = Alignment.CenterVertically
) {
Text(
text = expression,
style = MaterialTheme.typography.bodyLarge,
maxLines = 1,
overflow = TextOverflow.Ellipsis
)
Spacer(modifier = Modifier.weight(1f))
Text(
text = result.toBigDecimal().toPlainString(),
style = MaterialTheme.typography.bodyMedium,
color = contentColor.copy(alpha = 0.7f)
)
reaction?.let {
Text(
text = it,
style = MaterialTheme.typography.bodySmall,
modifier = Modifier.padding(start = 8.dp)
)
}
}
}
}
@Preview(showBackground = true)
@Composable
fun MathMosaicPreview() {
MathMosaicTheme {
MathMosaicApp()
}
}
val LightGray = Color(0xFFEEEEEE)
val DarkGray = Color(0xFF121212)
@Serializable
data class CalculatorState(
val expressions: List<String>,
val emojiReactions: Map<Int, String?>
)
fun tryParseExpression(expr: String): Double {
return try {
val parsedExpr = expr
.replace("π", Math.PI.toString())
.replace("e", E.toString())
.replace("×", "*")
.replace("÷", "/")
val result = Object() {
val expr = this@tryParseExpression
expr.eval()
}
result.toDouble()
} catch (e: Exception) {
0.0
}
}
fun Object.eval(): Double = this::class.java.getDeclaredMethod("eval").invoke(this) as Double
fun saveExpressions(expressions: List<String>) {
val prefs = PreferenceManager.getDefaultSharedPreferences(androidx.compose.ui.platform.LocalContext.current)
prefs.edit().putString("expressions", expressions.joinToString(",")).apply()
}
fun getSavedExpressions(): List<String>? {
val prefs = PreferenceManager.getDefaultSharedPreferences(androidx.compose.ui.platform.LocalContext.current)
return prefs.getString("expressions", null)?.split(",")
}
fun saveEmojiReactions(reactions: Map<Int, String?>) {
val prefs = PreferenceManager.getDefaultSharedPreferences(androidx.compose.ui.platform.LocalContext.current)
prefs.edit().putString("emojiReactions", reactions.toString()).apply()
}
fun getSavedEmojiReactions(): Map<Int, String?>? {
val prefs = PreferenceManager.getDefaultSharedPreferences(androidx.compose.ui.platform.LocalContext.current)
return prefs.getString("emojiReactions", null)?.let { mapOf<Int, String?>(it.toInt() to it) }
}
object Icons {
object Pi : ImageVector(android.graphics.drawable.Icon.createWithAdaptive("pi", android.R.drawable.ic_menu_rotate))
object E : ImageVector(android.graphics.drawable.Icon.createWithAdaptive("e", android.R.drawable.ic_menu_rotate))
object Dot : ImageVector(android.graphics.drawable.Icon.createWithAdaptive("dot", android.R.drawable.ic_menu_rotate))
object Favorite : ImageVector(android.graphics.drawable.Icon.createWithAdaptive("favorite", android.R.drawable.ic_menu_favorite))
object FavoriteBorder : ImageVector(android.graphics.drawable.Icon.createWithAdaptive("favorite_border", android.R.drawable.ic_menu_favorite))
object Clear : ImageVector(android.graphics.drawable.Icon.createWithAdaptive("clear", android.R.drawable.ic_menu_close_clear_cancel))
object Power : ImageVector(android.graphics.drawable.Icon.createWithAdaptive("power", android.R.drawable.ic_menu_power))
object OpenInNew : ImageVector(android.graphics.drawable.Icon.createWithAdaptive("open_new", android.R.drawable.ic_menu_rotate))
object Close : ImageVector(android.graphics.drawable.Icon.createWithAdaptive("close", android.R.drawable.ic_menu_close_clear_cancel))
object LightMode : ImageVector(android.graphics.drawable.Icon.createWithAdaptive("light_mode", android.R.drawable.ic_menu_rotate))
object DarkMode : ImageVector(android.graphics.drawable.Icon.createWithAdaptive("dark_mode", android.R.drawable.ic_menu_rotate))
}
@Composable
fun MathMosaicTheme(content: @Composable () -> Unit) {
MaterialTheme(
colorScheme = if (true) {
colorScheme(
primary = Color(0xFF6750A4),
primaryContainer = Color(0xFF8B7FFF),
onPrimaryContainer = Color(0xFF170038),
surface = Color(0xFFF8F0FF),
onSurface = Color(0xFF170038),
surfaceVariant = Color(0xFFE0D9FF),
onSurfaceVariant = Color(0xFF4A3E6F),
background = Color(0xFFFAF7FF),
onBackground = Color(0xFF170038),
error = Color(0xFFBA1A1A),
onError = Color(0xFFFFFFFF)
)
} else {
colorScheme(
primary = Color(0xFF8B7FFF),
primaryContainer = Color(0xFF6750A4),
onPrimaryContainer = Color(0xFFFFFFFF),
surface = Color(0xFF170038),
onSurface = Color(0xFF8B7FFF),
surfaceVariant = Color(0xFF4A3E6F),
onSurfaceVariant = Color(0xFFE0D9FF),
background = Color(0xFF170038),
onBackground = Color(0xFF8B7FFF),
error = Color(0xFFBA1A1A),
onError = Color(0xFFFFFFFF)
)
},
typography = Typography(),
content = content
)
}
Organisiert Screenshots basierend auf OCR-inhalt und speichert den Zustand in localStorage für einfache Verwaltung
import os
import json
import pytesseract
from PIL import Image
from datetime import datetime
import glob
import uuid
import platform
import sqlite3
from typing import List, Dict, Optional, Tuple
import pathlib
import base64
# Set the path to tesseract executable if not in PATH
# pytesseract.pytesseract.tesseract_cmd = r'C:\Program Files\Tesseract-OCR\tesseract.exe'
class ScreenshotOrganizer:
"""
A class to organize screenshots based on OCR content and store metadata in a local database.
"""
def __init__(self, db_path: str = "screenshot_organizer.db"):
self.db_path = db_path
self._init_db()
def _init_db(self) -> None:
"""Initialize the database with necessary tables."""
with sqlite3.connect(self.db_path) as conn:
cursor = conn.cursor()
cursor.execute("""
CREATE TABLE IF NOT EXISTS metadata (
id INTEGER PRIMARY KEY AUTOINCREMENT,
file_path TEXT NOT NULL,
file_name TEXT NOT NULL,
ocr_content TEXT,
timestamp DATETIME,
category TEXT,
uuid TEXT UNIQUE
)
""")
conn.commit()
def _extract_ocr(self, image_path: str) -> str:
"""Extract text from an image using OCR."""
try:
img = Image.open(image_path)
text = pytesseract.image_to_string(img)
return text.strip()
except Exception as e:
print(f"Error extracting OCR from {image_path}: {e}")
return ""
def _categorize(self, ocr_content: str) -> str:
"""Categorize the OCR content based on keywords."""
ocr_content = ocr_content.lower()
if "invoice" in ocr_content or "rechnung" in ocr_content:
return "Invoice"
elif "contract" in ocr_content or "vertrag" in ocr_content:
return "Contract"
elif "password" in ocr_content or "secret" in ocr_content:
return "Password"
elif "meeting" in ocr_content or "agenda" in ocr_content:
return "Meeting"
else:
return "Other"
def _save_metadata(self, file_path: str, ocr_content: str, category: str) -> None:
"""Save metadata to the database."""
with sqlite3.connect(self.db_path) as conn:
cursor = conn.cursor()
cursor.execute("""
INSERT INTO metadata (file_path, file_name, ocr_content, timestamp, category, uuid)
VALUES (?, ?, ?, ?, ?, ?)
""", (file_path, os.path.basename(file_path), ocr_content, datetime.now().isoformat(), category, str(uuid.uuid4())))
conn.commit()
def _move_file(self, src_path: str, dest_path: str) -> Optional[str]:
"""Move the file to the destination directory."""
try:
os.makedirs(dest_path, exist_ok=True)
new_file_name = f"{uuid.uuid4().hex}_{os.path.basename(src_path)}"
new_file_path = os.path.join(dest_path, new_file_name)
os.rename(src_path, new_file_path)
return new_file_name
except Exception as e:
print(f"Error moving file {src_path}: {e}")
return None
def process_directory(self, directory: str) -> None:
"""Process all images in the specified directory."""
if not os.path.isdir(directory):
print(f"Directory {directory} does not exist.")
return
files = glob.glob(os.path.join(directory, "*.jpg")) + glob.glob(os.path.join(directory, "*.png")) + glob.glob(os.path.join(directory, "*.jpeg"))
for file_path in files:
if os.path.basename(file_path).startswith("."):
continue
print(f"Processing {file_path}...")
ocr_content = self._extract_ocr(file_path)
category = self._categorize(ocr_content)
new_file_name = self._move_file(file_path, os.path.join(directory, category))
if new_file_name:
self._save_metadata(file_path, ocr_content, category)
print(f"Moved {file_path} to {os.path.join(directory, category)} and saved metadata.")
def save_state(self, path: str = "screenshot_organizer_state.json") -> None:
"""Save the current state to a JSON file."""
try:
with sqlite3.connect(self.db_path) as conn:
cursor = conn.cursor()
cursor.execute("SELECT * FROM metadata")
rows = cursor.fetchall()
state = {
"metadata": [dict(zip([column[0] for column in cursor.description], row)) for row in rows],
"timestamp": datetime.now().isoformat()
}
with open(path, "w") as f:
json.dump(state, f, indent=4)
except Exception as e:
print(f"Error saving state: {e}")
def load_state(self, path: str = "screenshot_organizer_state.json") -> bool:
"""Load the state from a JSON file."""
try:
if not os.path.exists(path):
return False
with open(path, "r") as f:
state = json.load(f)
with sqlite3.connect(self.db_path) as conn:
cursor = conn.cursor()
cursor.execute("DELETE FROM metadata")
for row in state["metadata"]:
cursor.execute("""
INSERT INTO metadata (file_path, file_name, ocr_content, timestamp, category, uuid)
VALUES (?, ?, ?, ?, ?, ?)
""", (row["file_path"], row["file_name"], row["ocr_content"], row["timestamp"], row["category"], row["uuid"]))
conn.commit()
return True
except Exception as e:
print(f"Error loading state: {e}")
return False
def main():
import argparse
parser = argparse.ArgumentParser(description="Organize screenshots based on OCR content.")
parser.add_argument("directory", help="Directory containing the screenshots to process")
parser.add_argument("--save-state", action="store_true", help="Save the current state to a JSON file")
parser.add_argument("--load-state", action="store_true", help="Load the state from a JSON file")
args = parser.parse_args()
organizer = ScreenshotOrganizer()
if args.load_state:
if organizer.load_state():
print("State loaded successfully.")
else:
print("State file not found or could not be loaded.")
organizer.process_directory(args.directory)
if args.save_state:
organizer.save_state()
print("State saved successfully.")
if __name__ == "__main__":
main()
Ein Unity-MonoBehaviour, das Objekte zwischen JSON und Unity-Szenen speichert/lädt, mit unterhaltsamem Twist: Gespeicherte Daten werden als temporäre Spielobjekte wiedergegeben, die der Spieler mit Ta
using UnityEngine;
using System.IO;
using System.Collections.Generic;
using UnityEngine.UI;
using System.Linq;
[System.Serializable]
public class CreativeDataPackage
{
public string packageName;
public List<Vector3> points;
public Color primaryColor;
public float rotationSpeed;
public bool isBouncy;
public List<string> funFacts;
}
public class AileyJsonSerializer : MonoBehaviour
{
[SerializeField] private GameObject _prefabToInstantiate;
[SerializeField] private Transform _spawnContainer;
[SerializeField] private Text _uiStatusText;
[SerializeField] private float _minDistance = 0.5f;
[SerializeField] private float _maxDistance = 10f;
[SerializeField] private float _minSpeed = 1f;
[SerializeField] private float _maxSpeed = 5f;
private List<CreativeDataPackage> _savedPackages = new List<CreativeDataPackage>();
private int _currentPackageIndex = -1;
private GameObject _activeObject;
private float _timeSinceLastInput = 0f;
private const float _inputCooldown = 0.5f;
private void Awake()
{
if (_spawnContainer == null)
{
_spawnContainer = new GameObject("SpawnContainer").transform;
_spawnContainer.SetParent(transform);
}
if (_uiStatusText == null)
{
Debug.LogWarning("UI Status Text not assigned. Creating a temporary one.");
CreateTemporaryUI();
}
LoadAllPackages();
}
private void CreateTemporaryUI()
{
GameObject uiPanel = new GameObject("UIPanel");
uiPanel.transform.SetParent(transform);
RectTransform rect = uiPanel.AddComponent<RectTransform>();
rect.sizeDelta = new Vector2(400, 200);
_uiStatusText = uiPanel.AddComponent<Text>();
_uiStatusText.text = "No packages loaded. Press S to save, L to load.";
_uiStatusText.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
_uiStatusText.color = Color.white;
_uiStatusText.alignment = TextAnchor.UpperLeft;
}
private void Update()
{
_timeSinceLastInput += Time.deltaTime;
// Handle keyboard shortcuts
if (Input.GetKeyDown(KeyCode.S))
{
SaveCurrentPackage();
}
else if (Input.GetKeyDown(KeyCode.L))
{
LoadNextPackage();
}
else if (Input.GetKeyDown(KeyCode.N))
{
LoadPreviousPackage();
}
else if (Input.GetKeyDown(KeyCode.R))
{
ResetActiveObject();
}
else if (Input.GetKeyDown(KeyCode.F))
{
SpawnFunFact();
}
// Handle continuous movement if object is active
if (_activeObject != null && _timeSinceLastInput > _inputCooldown)
{
MoveActiveObject();
}
}
private void SaveCurrentPackage()
{
if (_activeObject != null)
{
CreativeDataPackage data = new CreativeDataPackage
{
packageName = "Package_" + System.DateTime.Now.ToString("yyyyMMdd_HHmmss"),
points = GetObjectPoints(_activeObject),
primaryColor = _activeObject.GetComponent<Renderer>().material.color,
rotationSpeed = Random.Range(1f, 10f),
isBouncy = Random.value > 0.5f,
funFacts = GenerateFunFacts()
};
_savedPackages.Add(data);
SavePackageToJson(data);
_uiStatusText.text = $"Saved: {data.packageName} (Total: {_savedPackages.Count})";
}
else
{
_uiStatusText.text = "No active object to save!";
}
}
private List<Vector3> GetObjectPoints(GameObject obj)
{
List<Vector3> points = new List<Vector3>();
MeshFilter meshFilter = obj.GetComponent<MeshFilter>();
if (meshFilter != null && meshFilter.mesh != null)
{
Vector3[] vertices = meshFilter.mesh.vertices;
for (int i = 0; i < vertices.Length; i += 2) // Sample every 2 vertices for performance
{
Vector3 worldPoint = obj.transform.TransformPoint(vertices[i]);
points.Add(worldPoint);
}
}
return points;
}
private void LoadNextPackage()
{
if (_savedPackages.Count == 0)
{
_uiStatusText.text = "No packages to load!";
return;
}
_currentPackageIndex = (_currentPackageIndex + 1) % _savedPackages.Count;
LoadPackage(_savedPackages[_currentPackageIndex]);
}
private void LoadPreviousPackage()
{
if (_savedPackages.Count == 0)
{
_uiStatusText.text = "No packages to load!";
return;
}
_currentPackageIndex = (_currentPackageIndex - 1 + _savedPackages.Count) % _savedPackages.Count;
LoadPackage(_savedPackages[_currentPackageIndex]);
}
private void LoadPackage(CreativeDataPackage data)
{
if (_activeObject != null)
{
Destroy(_activeObject);
}
_activeObject = Instantiate(_prefabToInstantiate, _spawnContainer);
_activeObject.transform.localPosition = Vector3.zero;
// Apply data
Renderer renderer = _activeObject.GetComponent<Renderer>();
if (renderer != null)
{
renderer.material.color = data.primaryColor;
}
Rigidbody rb = _activeObject.GetComponent<Rigidbody>();
if (rb != null)
{
rb.angularVelocity = Random.insideUnitSphere * data.rotationSpeed;
rb.isKinematic = !data.isBouncy;
}
// Spawn points as child spheres
foreach (Vector3 point in data.points)
{
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.transform.SetParent(_activeObject.transform);
sphere.transform.localPosition = point;
sphere.transform.localScale = Vector3.one * 0.1f;
sphere.GetComponent<Renderer>().material.color = data.primaryColor;
}
_uiStatusText.text = $"Loaded: {data.packageName} (Index: {_currentPackageIndex + 1}/{_savedPackages.Count})";
_timeSinceLastInput = 0f;
}
private void SavePackageToJson(CreativeDataPackage data)
{
string json = JsonUtility.ToJson(data, true);
string path = Path.Combine(Application.persistentDataPath, $"{data.packageName}.json");
try
{
File.WriteAllText(path, json);
}
catch (System.Exception e)
{
Debug.LogError($"Failed to save package: {e.Message}");
_uiStatusText.text = $"Failed to save: {e.Message}";
}
}
private void LoadAllPackages()
{
string path = Application.persistentDataPath;
if (!Directory.Exists(path))
{
Directory.CreateDirectory(path);
}
string[] jsonFiles = Directory.GetFiles(path, "*.json");
foreach (string file in jsonFiles)
{
try
{
string json = File.ReadAllText(file);
CreativeDataPackage data = JsonUtility.FromJson<CreativeDataPackage>(json);
_savedPackages.Add(data);
_uiStatusText.text = $"Loaded {_savedPackages.Count} packages from disk";
}
catch (System.Exception e)
{
Debug.LogWarning($"Failed to load {file}: {e.Message}");
}
}
}
private void ResetActiveObject()
{
if (_activeObject != null)
{
_activeObject.transform.localPosition = Vector3.zero;
_activeObject.transform.rotation = Quaternion.identity;
Rigidbody rb = _activeObject.GetComponent<Rigidbody>();
if (rb != null)
{
rb.angularVelocity = Vector3.zero;
rb.velocity = Vector3.zero;
}
_uiStatusText.text = "Object reset!";
_timeSinceLastInput = 0f;
}
}
private void MoveActiveObject()
{
if (_activeObject != null)
{
float horizontal = Input.GetAxis("Horizontal");
float vertical = Input.GetAxis("Vertical");
if (Mathf.Abs(horizontal) > 0.1f || Mathf.Abs(vertical) > 0.1f)
{
_timeSinceLastInput = 0f;
Vector3 movement = new Vector3(horizontal, 0f, vertical) * _activeObject.GetComponent<Rigidbody>().mass * 0.1f;
_activeObject.transform.position += movement;
// Add some randomness to make it more fun
if (Random.value > 0.7f)
{
_activeObject.transform.position += new Vector3(
Random.Range(-0.5f, 0.5f),
Random.Range(-0.5f, 0.5f),
Random.Range(-0.5f, 0.5f)
);
}
}
}
}
private List<string> GenerateFunFacts()
{
List<string> facts = new List<string>
{
"Did you know that bees can recognize human faces?",
"A day on Venus is longer than a year on Venus.",
"The shortest war in history was between Britain and Zanzibar in 1896. It lasted 38 minutes.",
"Honey never spoils. Archaeologists have found pots of honey in ancient Egyptian tombs that are over 3,000 years old and still perfectly edible.",
"Your stomach produces enough acid in one day to dissolve a razors blade.",
"Octopuses have three hearts: two pump blood to the gills, and one pumps it to the rest of the body.",
"The word 'lethargy' comes from the Greek word for forgetfulness.",
"A group of flamingos is called a 'flamboyance'.",
"The longest place name in the world is in New Zealand: Tē Tarāwhaiātoaterāpokakapakikahaumangakāpukakapopōtōtū (85 letters).",
"Bananas are berries, but strawberries aren't."
};
return facts.OrderBy(x => Random.Range(0, 100)).Take(3).ToList();
}
private void SpawnFunFact()
{
if (_savedPackages.Count == 0 || _currentPackageIndex < 0)
{
_uiStatusText.text = "No package loaded to spawn facts!";
return;
}
List<string> facts = _savedPackages[_currentPackageIndex].funFacts;
if (facts.Count > 0)
{
string fact = facts[Random.Range(0, facts.Count)];
_uiStatusText.text = $"Fun Fact: {fact}";
}
}
#region Editor Methods (For Unity Inspector)
#if UNITY_EDITOR
private void Reset()
{
if (_spawnContainer == null)
{
_spawnContainer = new GameObject("SpawnContainer").transform;
_spawnContainer.SetParent(transform);
}
}
#endif
#endregion
}
A procedural weapon generator that creates unique weapons with random but balanced stats, including quantum charge effects and visual aesthetics.
extends Node
class_name QuantumWeaponGenerator
@export var min_base_damage: float = 10.0
@export var max_base_damage: float = 50.0
@export var damage_variance: float = 0.2 # 0-1, how much stats can vary
@export var quantum_charge_chance: float = 0.7 # 70% chance for quantum effect
@export var quantum_charge_duration: float = 3.0 # Seconds before charge dissipates
@export var material_presets: Array[Dictionary] = [
{"name": "Plasma", "color": Color(0.8, 0.2, 0.2, 1.0), "effect": "Glow"},
{"name": "Cryo", "color": Color(0.2, 0.8, 1.0, 1.0), "effect": "Frost"},
{"name": "Arcane", "color": Color(0.3, 0.2, 0.8, 1.0), "effect": "Sparkle"},
{"name": "Neon", "color": Color(0.1, 1.0, 0.1, 1.0), "effect": "Pulse"}
]
var weapon_name: String
var base_damage: float
var quantum_ready: bool = false
var quantum_timer: float = 0.0
var current_material: Dictionary
var weapon_material: Color
var weapon_effect: String
func _ready() -> void:
generate_weapon()
print("Generated weapon: %s" % weapon_name)
func generate_weapon() -> void:
# Random name based on weapon type
var weapon_types: Array[String] = ["Blaster", "Gatling", "Sword", "Rifle", "Pistol", "Stabber"]
weapon_name = ["Quantum", "Photon", "Nova", "Vortex", "Aether", "Singularity"][randi() % 5] + " " + weapon_types[randi() % 6]
# Calculate base damage with variance
base_damage = randf_range(min_base_damage, max_base_damage) * (1.0 + randf() * damage_variance - damage_variance / 2)
# Choose material and effects
current_material = material_presets[randi() % material_presets.size()]
weapon_material = current_material["color"]
weapon_effect = current_material["effect"]
# Quantum charge effect
quantum_ready = randf() < quantum_charge_chance
# Print stats
print("\n--- Weapon Stats ---")
print("Name: %s" % weapon_name)
print("Base Damage: %.1f" % base_damage)
print("Material: %s (%s)" % [current_material["name"], weapon_effect])
print("Quantum Charge: %s" % (quantum_ready ? "Ready" : "Not available"))
func _process(delta: float) -> void:
if quantum_ready:
quantum_timer += delta
if quantum_timer >= quantum_charge_duration:
quantum_ready = false
quantum_timer = 0.0
print("Quantum charge dissipated!")
else:
# Visual feedback for quantum charge
print("Quantum charge active (%.1f/%.1f sec)" % [quantum_timer, quantum_charge_duration])
func get_weapon_name() -> String:
return weapon_name
func get_damage() -> float:
return base_damage * (quantum_ready ? 2.0 : 1.0) # Quantum double damage
func get_material_color() -> Color:
return weapon_material
func get_weapon_effect() -> String:
return weapon_effect
func recharge_quantum() -> void:
if !quantum_ready and randf() < 0.3: # 30% chance to recharge
quantum_ready = true
quantum_timer = 0.0
print("Quantum charge recharged!")
A minimalist parallax one-pager that dynamically generates endless scrolling sections with subtle animations and smooth transitions, creating an immersive visual experience.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Infinite Horizon</title>
<style>
:root {
--bg-speed: 0.1px;
--text-speed: 0.2px;
--section-height: 100vh;
--transition-duration: 0.6s;
--ease-function: cubic-bezier(0.25, 0.1, 0.25, 1);
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Helvetica Neue', Arial, sans-serif;
overflow-x: hidden;
color: #333;
background: linear-gradient(135deg, #f5f7fa 0%, #c3cfe2 100%);
position: relative;
height: 100vh;
}
.parallax-container {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: -1;
}
.parallax-layer {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 200vh;
background: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="100" height="100" viewBox="0 0 100 100"><defs><linearGradient id="grad1" x1="0%" y1="0%" x2="100%" y2="100%"><stop offset="0%" style="stop-color:%23ffffff;stop-opacity:1" /><stop offset="100%" style="stop-color:%23f5f7fa;stop-opacity:1" /></linearGradient></defs><rect width="100" height="100" fill="url(%23grad1)" opacity="0.3"/></svg>');
background-size: 100px 100px;
will-change: transform;
}
.content {
position: relative;
height: 100vh;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
text-align: center;
padding: 2rem;
will-change: transform;
}
.section {
height: 100vh;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
text-align: center;
position: absolute;
width: 100%;
top: 0;
left: 0;
opacity: 0;
transition:
opacity var(--transition-duration) var(--ease-function),
transform var(--transition-duration) var(--ease-function);
transform: translateY(100%);
will-change: opacity, transform;
}
.section.active {
opacity: 1;
transform: translateY(0);
}
.section h1 {
font-size: clamp(2rem, 5vw, 4rem);
margin-bottom: 1rem;
color: #2c3e50;
letter-spacing: 1px;
line-height: 1.2;
}
.section p {
font-size: clamp(1rem, 2vw, 1.2rem);
max-width: 60ch;
margin-bottom: 2rem;
color: #7f8c8d;
line-height: 1.6;
}
.scroll-indicator {
position: absolute;
bottom: 2rem;
left: 50%;
transform: translateX(-50%);
color: #3498db;
font-size: 1.2rem;
opacity: 0.7;
transition: opacity 0.3s;
will-change: transform;
}
body:hover .scroll-indicator {
opacity: 1;
animation: bounce 2s infinite;
}
@keyframes bounce {
0%, 20%, 50%, 80%, 100% { transform: translateX(-50%) translateY(0); }
40% { transform: translateX(-50%) translateY(-10px); }
60% { transform: translateX(-50%) translateY(-5px); }
}
.cursor {
position: absolute;
width: 12px;
height: 12px;
border-radius: 50%;
background: #3498db;
mix-blend-mode: screen;
opacity: 0.8;
pointer-events: none;
z-index: 10;
animation: pulse 1.5s infinite, move 3s infinite;
}
@keyframes pulse {
0% { transform: scale(1); opacity: 0.5; }
50% { transform: scale(1.5); opacity: 1; }
100% { transform: scale(1); opacity: 0.5; }
}
@keyframes move {
0% { transform: translate(0, 0) rotate(0deg); }
25% { transform: translate(20px, -20px) rotate(10deg); }
50% { transform: translate(0, 0) rotate(0deg); }
75% { transform: translate(-20px, 20px) rotate(-10deg); }
100% { transform: translate(0, 0) rotate(0deg); }
}
.progress-bar {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 4px;
background: rgba(255, 255, 255, 0.3);
z-index: 100;
pointer-events: none;
}
.progress-fill {
height: 100%;
width: 0%;
background: linear-gradient(90deg, transparent, #3498db, transparent);
will-change: width;
}
.mobile-only {
display: none;
}
@media (max-width: 768px) {
.mobile-only {
display: block;
}
.section {
height: 150vh;
}
.section h1 {
font-size: 2.5rem;
}
}
</style>
</head>
<body>
<div class="parallax-container">
<div class="parallax-layer" id="parallaxLayer1"></div>
</div>
<div class="content">
<div class="progress-bar">
<div class="progress-fill" id="progressFill"></div>
</div>
<div class="section active" data-section="0">
<h1>Infinite Horizon</h1>
<p>Scroll to explore an endless journey of possibility. Each moment is a new beginning.</p>
<div class="scroll-indicator">↓</div>
</div>
<div class="section" data-section="1">
<h1>Discover</h1>
<p>Uncover hidden patterns in the noise. What do you see when you look closer?</p>
<div class="cursor"></div>
</div>
<div class="section" data-section="2">
<h1>Create</h1>
<p>Transform ideas into reality. The tools are infinite—your imagination is the limit.</p>
<div class="scroll-indicator">↓</div>
</div>
<div class="section" data-section="3">
<h1>Connect</h1>
<p>Every path intersects. Sometimes you just need to let go and see where it takes you.</p>
<div class="cursor"></div>
</div>
<div class="section" data-section="4">
<h1>Evolve</h1>
<p>Growth isn't linear. It's a series of small, unexpected leaps forward.</p>
<div class="scroll-indicator">↓</div>
</div>
<div class="section" data-section="5">
<h1>Begin Again</h1>
<p>Infinite Horizon starts over. Each scroll is a new chapter.</p>
<div class="cursor"></div>
</div>
</div>
<script>
(function() {
'use strict';
// DOM Elements
const body = document.body;
const sections = document.querySelectorAll('.section');
const progressFill = document.getElementById('progressFill');
const parallaxLayer1 = document.getElementById('parallaxLayer1');
// State
let currentSection = 0;
let scrollPosition = 0;
let windowHeight = window.innerHeight;
let isMobile = window.innerWidth <= 768;
let sectionHeight = isMobile ? 150 * window.innerHeight / 100 : 100 * window.innerHeight / 100;
// Initialize
function init() {
setupEventListeners();
setupParallax();
setupInfiniteScroll();
updateProgressBar();
}
// Event Listeners
function setupEventListeners() {
window.addEventListener('resize', handleResize);
window.addEventListener('scroll', handleScroll);
document.addEventListener('wheel', handleWheel, { passive: false });
}
// Parallax Setup
function setupParallax() {
const parallaxSpeed = 0.1;
function updateParallax() {
const scrollY = window.scrollY;
parallaxLayer1.style.transform = `translateY(${-scrollY * parallaxSpeed}px)`;
}
updateParallax();
requestAnimationFrame(() => {
updateParallax();
requestAnimationFrame(updateParallax);
});
}
// Infinite Scroll Logic
function setupInfiniteScroll() {
const sectionCount = sections.length;
const clonedSections = [];
// Clone sections for seamless looping
for (let i = 0; i < 2; i++) {
for (let j = 0; j < sectionCount; j++) {
const clonedSection = sections[j].cloneNode(true);
clonedSection.setAttribute('data-section', j + (i * sectionCount));
body.appendChild(clonedSection);
clonedSections.push(clonedSection);
}
}
// Update section positions
function updateSectionPositions() {
const totalSections = clonedSections.length + sectionCount;
clonedSections.forEach((section, index) => {
section.style.top = `${index * sectionHeight}px`;
});
}
updateSectionPositions();
}
// Scroll Handler
function handleScroll() {
const scrollY = window.scrollY;
const maxScroll = (sections.length - 1) * sectionHeight;
// Calculate current section
const sectionIndex = Math.min(Math.floor(scrollY / sectionHeight), sections.length - 2);
currentSection = sectionIndex;
// Update active section
sections.forEach((section, index) => {
section.classList.toggle('active', index === sectionIndex);
});
// Update progress bar
updateProgressBar();
// Smooth scroll behavior
if (isMobile && scrollY > sectionHeight) {
window.scrollTo({
top: sectionIndex * sectionHeight,
behavior: 'instant'
});
}
}
// Wheel Handler (for mobile)
function handleWheel(e) {
if (isMobile) {
e.preventDefault();
const deltaY = e.deltaY || e.detail || 0;
const scrollAmount = deltaY > 0 ? sectionHeight : -sectionHeight;
window.scrollBy({
top: scrollAmount,
behavior: 'smooth'
});
return false;
}
return true;
}
// Progress Bar
function updateProgressBar() {
const scrollY = window.scrollY;
const maxScroll = (sections.length - 1) * sectionHeight;
const progress = Math.min(scrollY / maxScroll, 1);
progressFill.style.width = `${progress * 100}%`;
}
// Resize Handler
function handleResize() {
windowHeight = window.innerHeight;
sectionHeight = isMobile ? 150 * window.innerHeight / 100 : 100 * window.innerHeight / 100;
isMobile = window.innerWidth <= 768;
// Update section heights
sections.forEach(section => {
section.style.height = `${sectionHeight}px`;
});
// Update progress bar height if needed
if (isMobile) {
document.querySelector('.progress-bar').style.height = '6px';
} else {
document.querySelector('.progress-bar').style.height = '4px';
}
}
// Dynamic Content Generation (for the twist)
function generateDynamicContent() {
const textFragments = [
"the moment you let go, you find it.",
"is just another layer to peel back.",
"isn't about the destination—it's about the path.",
"starts with a single step.",
"isn't found, it's created.",
"is the space between what was and what could be.",
"isn't linear, it's a spiral.",
"begins when you stop waiting for permission."
];
const sectionsWithText = document.querySelectorAll('.section[data-section]:not(:last-child)');
sectionsWithText.forEach((section, index) => {
const p = section.querySelector('p');
if (p) {
p.textContent = textFragments[index % textFragments.length];
}
});
}
// Initial setup
init();
generateDynamicContent();
// Export for potential external use
window.InfiniteHorizon = {
currentSection,
isMobile,
updateSectionPositions: () => {}
};
})();
</script>
</body>
</html>
Ein mobiler-first, responsiver Tweening-Editor mit interaktiven Knotenpunkten für Unity, der visuelle Animationen per Gestensteuerung erstellt und als exportierbaren Code generiert.
```csharp
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Linq;
using DG.Tweening;
using UnityEngine.EventSystems;
[RequireComponent(typeof(GraphCanvas))]
[ExecuteAlways]
public class DynamicTweenFlow : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
[SerializeField] private float minNodeSize = 30f;
[SerializeField] private float maxNodeSize = 100f;
[SerializeField] private Color defaultNodeColor = new Color(0.2f, 0.6f, 0.9f);
[SerializeField] private Color highlightColor = Color.yellow;
[SerializeField] private Color warningColor = Color.red;
[SerializeField] private float connectionThickness = 2f;
[SerializeField] private float minConnectionDistance = 50f;
[SerializeField] private float dragSpeedMultiplier = 0.5f;
[SerializeField] private float zoomSpeed = 2f;
[SerializeField] private float minZoom = 0.1f;
[SerializeField] private float maxZoom = 5f;
[SerializeField] private AnimationCurve zoomCurve;
private GraphCanvas canvas;
private List<Node> nodes = new List<Node>();
private List<Connection> connections = new List<Connection>();
private Node selectedNode;
private Vector2 lastDragPosition;
private float currentZoom = 1f;
private RectTransform canvasRect;
private bool isDragging = false;
private bool isGeneratingCode = false;
private string generatedCode;
private enum NodeType { Tween, Property, Event, None }
private enum ConnectionType { Tween, Flow, None }
[System.Serializable]
public class Node
{
public Vector2 position;
public NodeType type;
public string name = "New Node";
public string propertyPath;
public Ease easeType;
public float duration = 1f;
public float delay = 0f;
public bool isLoop;
public bool isActive = true;
public Color color;
public RectTransform rectTransform;
public List<int> incomingConnections = new List<int>();
public List<int> outgoingConnections = new List<int>();
public Node(NodeType type, string name = "New Node")
{
this.type = type;
this.name = name;
this.color = defaultNodeColor;
this.easeType = Ease.InOutQuad;
}
public void UpdateVisuals()
{
if (rectTransform == null) return;
// Dynamic size based on content and type
float size = minNodeSize + (type == NodeType.Property ? 20f : 0);
size = Mathf.Clamp(size, minNodeSize, maxNodeSize);
rectTransform.sizeDelta = new Vector2(size, size);
// Update color based on state
if (incomingConnections.Count == 0 && outgoingConnections.Count == 0)
color = warningColor;
else if (incomingConnections.Count > 0)
color = defaultNodeColor;
else if (selectedNode == this)
color = highlightColor;
else
color = defaultNodeColor * 0.8f;
GetComponent<Image>().color = color;
// Update text based on type
Text text = GetComponentInChildren<Text>();
if (text == null) return;
switch (type)
{
case NodeType.Tween:
text.text = name + "\n" + $"Dur: {duration:F1}s\nEase: {easeType}";
break;
case NodeType.Property:
text.text = propertyPath;
break;
case NodeType.Event:
text.text = name;
break;
default:
text.text = name;
break;
}
}
}
[System.Serializable]
public class Connection
{
public int fromNodeIndex;
public int toNodeIndex;
public ConnectionType type;
public LineRenderer lineRenderer;
public bool isValid = true;
public Connection(int from, int to, ConnectionType type)
{
fromNodeIndex = from;
toNodeIndex = to;
this.type = type;
CreateLineRenderer();
}
private void CreateLineRenderer()
{
GameObject lineObj = new GameObject("ConnectionLine_" + fromNodeIndex + "_" + toNodeIndex);
lineObj.transform.SetParent(transform);
lineRenderer = lineObj.AddComponent<LineRenderer>();
lineRenderer.startWidth = connectionThickness;
lineRenderer.endWidth = connectionThickness;
lineRenderer.positionCount = 2;
lineRenderer.useWorldSpace = true;
lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
lineRenderer.startColor = type == ConnectionType.Tween ? Color.green : Color.blue;
lineRenderer.endColor = type == ConnectionType.Tween ? Color.green : Color.blue;
}
public void UpdateLine()
{
if (lineRenderer == null) return;
if (fromNodeIndex >= nodes.Count || toNodeIndex >= nodes.Count)
{
Destroy(lineRenderer.gameObject);
return;
}
Node fromNode = nodes[fromNodeIndex];
Node toNode = nodes[toNodeIndex];
if (fromNode.rectTransform == null || toNode.rectTransform == null)
{
Destroy(lineRenderer.gameObject);
return;
}
Vector3[] positions = new Vector3[2];
positions[0] = fromNode.rectTransform.rect.center + fromNode.rectTransform.anchoredPosition;
positions[1] = toNode.rectTransform.rect.center + toNode.rectTransform.anchoredPosition;
lineRenderer.SetPositions(positions);
// Check if connection is valid (not overlapping nodes)
isValid = Vector2.Distance(positions[0], positions[1]) > minConnectionDistance;
if (!isValid)
{
lineRenderer.startColor = warningColor;
lineRenderer.endColor = warningColor;
}
else
{
lineRenderer.startColor = type == ConnectionType.Tween ? Color.green : Color.blue;
lineRenderer.endColor = type == ConnectionType.Tween ? Color.green : Color.blue;
}
}
public void DestroyLine()
{
if (lineRenderer != null)
Destroy(lineRenderer.gameObject);
}
}
private void Awake()
{
if (canvas == null)
canvas = GetComponent<GraphCanvas>();
if (canvasRect == null)
canvasRect = canvas.GetComponent<RectTransform>();
// Initialize with default nodes
if (nodes.Count == 0)
{
CreateDefaultNodes();
}
}
private void CreateDefaultNodes()
{
// Property node (start)
Node startNode = new Node(NodeType.Property, "Start Position");
startNode.propertyPath = "transform.localPosition";
nodes.Add(startNode);
// Tween node
Node tweenNode = new Node(NodeType.Tween, "Move Tween");
tweenNode.duration = 2f;
nodes.Add(tweenNode);
// Property node (end)
Node endNode = new Node(NodeType.Property, "End Position");
endNode.propertyPath = "transform.localPosition";
nodes.Add(endNode);
// Create connections
connections.Add(new Connection(0, 1, ConnectionType.Tween));
connections.Add(new Connection(1, 2, ConnectionType.Flow));
UpdateAllNodes();
}
private void UpdateAllNodes()
{
foreach (Node node in nodes)
{
if (node.rectTransform == null)
{
CreateNodeUI(node);
}
node.UpdateVisuals();
}
foreach (Connection conn in connections)
{
conn.UpdateLine();
}
GenerateCode();
}
private void CreateNodeUI(Node node)
{
GameObject nodeObj = new GameObject(node.name);
nodeObj.transform.SetParent(canvas.transform);
node.rectTransform = nodeObj.AddComponent<RectTransform>();
node.rectTransform.anchorMin = Vector2.zero;
node.rectTransform.anchorMax = Vector2.one;
node.rectTransform.sizeDelta = new Vector2(minNodeSize, minNodeSize);
node.rectTransform.anchoredPosition = node.position;
Image nodeImage = nodeObj.AddComponent<Image>();
nodeImage.color = node.color;
nodeImage.preserveAspect = true;
// Add label
GameObject labelObj = new GameObject("Label");
labelObj.transform.SetParent(nodeObj.transform);
Text label = labelObj.AddComponent<Text>();
label.alignment = TextAnchor.MiddleCenter;
label.fontSize = Mathf.RoundToInt(minNodeSize * 0.6f);
label.color = Color.white;
nodeObj.AddComponent<Node>().Initialize(node, label);
// Add drag handler
nodeObj.AddComponent<NodeDragHandler>().Initialize(node);
}
private void GenerateCode()
{
if (isGeneratingCode) return;
isGeneratingCode = true;
generatedCode = GenerateTweenSequence();
Debug.Log("Generated Tween Code:\n" + generatedCode);
isGeneratingCode = false;
}
private string GenerateTweenSequence()
{
string code = "using DG.Tweening;\nusing UnityEngine;\n\n";
if (connections.Count == 0)
{
code += "// No valid tween sequence found. Create connections to generate code.\n";
return code;
}
// Find the starting node (node with no incoming connections)
Node startNode = nodes.FirstOrDefault(n => n.incomingConnections.Count == 0);
if (startNode == null)
{
code += "// No starting node found (node with no incoming connections).\n";
return code;
}
code += "public class GeneratedTweenSequence : MonoBehaviour\n{\n";
code += " void Start()\n {\n";
code += $" // Start tween from {startNode.name}\n";
if (startNode.type == NodeType.Property)
{
code += $" Tween tween = DOTween.To(() => transform.{startNode.propertyPath}, x => transform.{startNode.propertyPath} = x,\n";
code += $" new Vector3(0, 0, 0), // Default target (will be replaced)\n";
code += $" {startNode.duration}.f).SetEase({GetEaseName(startNode.easeType)}).SetDelay({startNode.delay})\n";
// Find all tween nodes connected to this
foreach (int outgoingIndex in startNode.outgoingConnections)
{
Connection conn = connections[outgoingIndex];
if (conn.type == ConnectionType.Tween)
{
Node tweenNode = nodes[conn.toNodeIndex];
code += $".OnComplete(() =>\n" +
$" DOTween.To(() => transform.{tweenNode.propertyPath}, x => transform.{tweenNode.propertyPath} = x,\n" +
$" new Vector3({GetRandomVector3()}), // Target position\n" +
$" {tweenNode.duration}.f).SetEase({GetEaseName(tweenNode.easeType)})\n";
}
}
}
code += ";\n";
code += " }\n";
code += "}\n";
return code;
}
private string GetEaseName(Ease ease)
{
return ease switch
{
Ease.InQuad => "Ease.InQuad",
Ease.OutQuad => "Ease.OutQuad",
Ease.InOutQuad => "Ease.InOutQuad",
Ease.InExpo => "Ease.InExpo",
Ease.OutExpo => "Ease.OutExpo",
Ease.InOutExpo => "Ease.InOutExpo",
Ease.InCirc => "Ease.InCirc",
Ease.OutCirc => "Ease.OutCirc",
Ease.InOutCirc => "Ease.InOutCirc",
_ => "Ease.Linear"
};
}
private Vector3 GetRandomVector3()
{
return new Vector3(Random.Range(-5, 5), Random.Range(-5, 5), Random.Range(-5, 5));
}
#region UI Interactions
public void OnBeginDrag(PointerEventData eventData)
{
if (!canvas.IsPointerOverCanvas(eventData))
return;
lastDragPosition = eventData.position;
isDragging = true;
}
public void OnDrag(PointerEventData eventData)
{
if (!isDragging || !canvas.IsPointerOverCanvas(eventData))
return;
Vector2 delta = eventData.position - lastDragPosition;
lastDragPosition = eventData.position;
// Handle zoom with pinch (mobile) or mouse wheel (desktop)
if (eventData.pointerCount > 1)
{
float pinchDelta = GetPinchDelta(eventData);
ZoomCamera(pinchDelta * zoomSpeed);
}
else if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
ZoomCamera(Input.GetAxis("Mouse ScrollWheel") * zoomSpeed);
}
else
{
// Pan the camera
Vector2 pan = Camera.main.ScreenToViewportPoint(delta) * currentZoom;
camera.transform.Translate(new Vector3(pan.x, pan.y, 0), Space.World);
}
}
public void OnEndDrag(PointerEventData eventData)
{
isDragging = false;
}
private float GetPinchDelta(PointerEventData eventData)
{
if (eventData.pointerCount < 2) return 0f;
Vector2 firstPos, secondPos;
eventData.GetPosition(out firstPos);
eventData.GetPosition(out secondPos, 1);
Vector2 prevFirst, prevSecond;
eventData.GetPreviousPosition(out prevFirst);
eventData.GetPreviousPosition(out prevSecond, 1);
float prevDistance = Vector2.Distance(prevFirst, prevSecond);
float currentDistance = Vector2.Distance(firstPos, secondPos);
return currentDistance / (prevDistance + 0.001f);
}
private void ZoomCamera(float zoomFactor)
{
zoomFactor = Mathf.Clamp(zoomFactor, -1f, 1f);
currentZoom = Mathf.Clamp(currentZoom + zoomFactor, minZoom, maxZoom);
// Apply zoom curve for smoother feel
currentZoom = Mathf.Clamp(zoomCurve.Evaluate(currentZoom), minZoom, maxZoom);
// Update camera orthographic size
Camera.main.orthographicSize = currentZoom * 5f;
// Update all node positions to maintain relative positioning
Vector2 center = canvasRect.rect.center;
foreach (Node node in nodes)
{
if (node.rectTransform != null)
{
Vector2 newPos = node.rectTransform.anchoredPosition;
newPos.x = Mathf.Lerp(newPos.x, center.x, 0.1f * currentZoom);
newPos.y = Mathf.Lerp(newPos.y, center.y, 0.1f * currentZoom);
node.rectTransform.anchoredPosition = newPos;
}
}
}
#endregion
#region Node Management
public void AddNode(NodeType type, Vector2 position = default)
{
Node newNode = new Node(type);
newNode.position = position == default ? Camera.main.ScreenToViewportPoint(Input.mousePosition) * 1000f : position;
nodes.Add(newNode);
CreateNodeUI(newNode);
UpdateAllNodes();
}
public void RemoveNode(int index)
{
if (index < 0 || index >= nodes.Count) return;
// Remove all connections to/from this node
connections.RemoveAll(c => c.fromNodeIndex == index || c.toNodeIndex == index);
// Update other nodes' connection lists
foreach (Node node in nodes)
{
node.incomingConnections.Remove(index);
node.outgoingConnections.Remove(index);
}
Destroy(nodes[index].rectTransform.gameObject);
nodes.RemoveAt(index);
UpdateAllNodes();
}
public void AddConnection(int fromIndex, int toIndex, ConnectionType type)
{
if (fromIndex < 0 || fromIndex >= nodes.Count || toIndex < 0 || toIndex >= nodes.Count) return;
if (fromIndex == toIndex) return; // No self connections
// Check if connection already exists
if (connections.Exists(c => c.fromNodeIndex == fromIndex && c.toNodeIndex == toIndex))
return;
connections.Add(new Connection(fromIndex, toIndex, type));
nodes[fromIndex].outgoingConnections.Add(connections.Count - 1);
nodes[toIndex].incomingConnections.Add(connections.Count - 1);
UpdateAllNodes();
}
public void RemoveConnection(int connectionIndex)
{
if (connectionIndex < 0 || connectionIndex >= connections.Count) return;
Connection conn = connections[connectionIndex];
nodes[conn.fromNodeIndex].outgoingConnections.Remove(connectionIndex);
nodes[conn.toNodeIndex].incomingConnections.Remove(connectionIndex);
conn.DestroyLine();
connections.RemoveAt(connectionIndex);
UpdateAllNodes();
}
#endregion
#region Editor Tools
public void ResetGraph()
{
foreach (Connection conn in connections)
{
conn.DestroyLine();
}
connections.Clear();
foreach (Node node in nodes)
{
Destroy(node.rectTransform.gameObject);
}
nodes.Clear();
CreateDefaultNodes();
}
public void ExportCodeToFile()
{
if (string.IsNullOrEmpty(generatedCode))
{
Debug.LogWarning("No code to export. Create a valid tween sequence first.");
return;
}
string filePath = System.IO.Path.Combine(Application.persistentDataPath, "GeneratedTweenSequence.cs");
System.IO.File.WriteAllText(filePath, generatedCode);
Debug.Log($"Code exported to: {filePath}");
}
#endregion
A creative JSON schema validator that not only checks schema compliance but also generates whimsical, AI-inspired error messages with emoji flair to help developers understand validation failures in a
#!/usr/bin/env node
const fs = require('fs');
const readline = require('readline');
const Ajv = require('ajv');
const chalk = require('chalk');
const ajv = new Ajv({
allErrors: true,
removeAdditional: true,
verbose: true
});
// Enhance default AJV with our custom error messages
ajv.addFormat('email', /^[a-zA-Z0-9._%+-]+@[a-zA-Z0-9.-]+\.[a-zA-Z]{2,}$/);
// Creative error message generator
function generateSparkError(error, data) {
const errors = error.errors || [error];
const messages = errors.map(err => {
const path = err.dataPath ? data.dataPath : '';
let message = '';
// Determine error type and generate creative message
switch (err.params?.type) {
case 'required':
message = `🌑 ${path} is missing! Like a ghost, it haunts the schema, demanding to be present.`;
break;
case 'additionalProperties':
message = `🤖 ${path} is not allowed here! The schema bot detected an unauthorized property trying to sneak in.`;
break;
case 'type':
switch (err.params?.type) {
case 'string':
message = `🧙♀️ Expected a string at ${path} but found something else. Maybe it was cast by an evil spell?`;
break;
case 'number':
message = `🧮 Expected a number at ${path} but found a non-numeric value. Numbers should be crisp like a math teacher's grading.`;
break;
case 'array':
message = `🧩 Expected an array at ${path} but found something that doesn't like to be counted.`;
break;
case 'object':
message = `🌍 Expected an object at ${path} but found something that doesn't like to be structured.`;
break;
case 'boolean':
message = `⚡ Expected a boolean at ${path} but found something that can't decide between true or false.`;
break;
}
break;
case 'enum':
message = `🎭 ${path} should be one of [${err.params.allowedValues.join(', ')}] but tried to be something else. Maybe it's an imposter?`;
break;
case 'pattern':
message = `🔍 ${path} has an invalid pattern. The regex guardian won't let unknown patterns pass.`;
break;
case 'format':
if (err.params?.type === 'email') {
message = `✉️ ${path} is not a valid email address. It looks like it got lost in the digital void.`;
}
break;
case 'minLength':
message = `📏 ${path} is too short! It needs at least ${err.params.limit} characters to be considered valid.`;
break;
case 'maxLength':
message = `📏 ${path} is too long! It needs to shrink down to ${err.params.limit} characters or less.`;
break;
case 'minimum':
message = `📉 ${path} is too small! It needs to be at least ${err.params.limit}. Maybe it's still in its embryonic state?`;
break;
case 'maximum':
message = `📈 ${path} is too big! It needs to shrink down to ${err.params.limit} or less.`;
break;
default:
message = `❓ ${path} has an issue that the SchemaSpark couldn't decode. Try asking a human or a very smart robot.`;
}
// Add additional context if available
if (err.params?.type === 'additionalProperties' && err.params?.additionalProperty) {
message += ` The offender is: ${err.params.additionalProperty}`;
}
return message;
});
return {
valid: false,
errors: messages,
path: error.dataPath || ''
};
}
async function main() {
const rl = readline.createInterface({
input: process.stdin,
output: process.stdout
});
console.log(chalk.yellow bold('=== SchemaSpark - JSON Schema Validator with AI-Inspired Error Messages ==='));
console.log(chalk.blue('Enter your JSON data (press Ctrl+C to exit):\n'));
const jsonData = await new Promise((resolve, reject) => {
let data = '';
rl.on('line', (line) => { data += line; });
rl.on('close', () => resolve(data));
}).catch(() => {
console.log(chalk.red('\nValidation cancelled by user.'));
process.exit(0);
});
try {
const schemaPath = process.argv[2];
if (!schemaPath) {
console.error(chalk.red('Error: Please provide a schema file path as an argument.'));
console.log(chalk.gray('Usage: node schemaSpark.js <path-to-schema.json>'));
process.exit(1);
}
if (!fs.existsSync(schemaPath)) {
console.error(chalk.red(`Error: Schema file not found at ${schemaPath}`));
process.exit(1);
}
const schema = JSON.parse(fs.readFileSync(schemaPath, 'utf8'));
const data = JSON.parse(jsonData);
const validate = ajv.compile(schema);
const isValid = validate(data);
if (isValid) {
console.log(chalk.green('✨ Sparkle! Your data passed all validation checks with flying colors! 🌟'));
console.log(chalk.green('The SchemaSpark is proud of your perfect JSON structure!'));
} else {
const sparkError = generateSparkError(validate, data);
console.log(chalk.red(`\n⚠️ SchemaSpark Detected ${sparkError.errors.length} Issues:`));
sparkError.errors.forEach((error, index) => {
console.log(` ${index + 1}. ${error}`);
});
console.log('\n💡 Tips:');
console.log(' - Check the paths mentioned in the errors');
console.log(' - Ensure required fields are present');
console.log(' - Verify all data types match the schema');
console.log(' - Keep strings to the correct length');
}
} catch (err) {
if (err instanceof SyntaxError) {
console.error(chalk.red(`\n🌑 Syntax Error: ${err.message}`));
console.log(chalk.red('Please ensure your JSON is properly formatted.'));
} else {
console.error(chalk.red(`\n🤖 Unexpected Error: ${err.message}`));
}
process.exit(1);
} finally {
rl.close();
}
}
main();
Simulates dynamic day/night cycles with unique atmospheric tinting effects, preserving state between sessions using localStorage
// Import required modules
const readline = require('readline');
const fs = require('fs').promises;
const path = require('path');
// Main module for the simulation
const SkyTintSimulator = (() => {
// Private variables
let currentTime = 12; // 12:00 PM in 24-hour format (0-24)
let skyTintState = {
day: { hue: 210, saturation: 0.8, brightness: 0.9 },
dusk: { hue: 220, saturation: 0.9, brightness: 0.7 },
night: { hue: 240, saturation: 1.0, brightness: 0.2 },
dawn: { hue: 190, saturation: 0.85, brightness: 0.6 },
};
let weatherEffect = 'clear';
// Time constants (in hours)
const DAWN_DURATION = 2;
const DAY_DURATION = 8;
const DUSK_DURATION = 3;
const NIGHT_DURATION = 11;
// Load state from localStorage
const loadState = async () => {
try {
const savedState = localStorage.getItem('skyTintState');
if (savedState) {
const parsedState = JSON.parse(savedState);
currentTime = parsedState.currentTime || 12;
skyTintState = { ...skyTintState, ...parsedState.skyTintState };
weatherEffect = parsedState.weatherEffect || 'clear';
}
} catch (e) {
console.error('Error loading state:', e);
}
};
// Save state to localStorage
const saveState = () => {
try {
const stateToSave = {
currentTime,
skyTintState,
weatherEffect,
};
localStorage.setItem('skyTintState', JSON.stringify(stateToSave));
} catch (e) {
console.error('Error saving state:', e);
}
};
// Calculate current sky tint based on time and weather
const calculateTint = () => {
const timeInHours = currentTime;
const isDaytime = timeInHours >= 6 && timeInHours <= 18;
const isDawn = timeInHours >= 4 && timeInHours < 6;
const isDusk = timeInHours >= 18 && timeInHours < 20;
const isNight = timeInHours >= 20 || timeInHours < 4;
let baseTint = skyTintState.day;
if (isDawn) {
baseTint = skyTintState.dawn;
} else if (isDusk) {
baseTint = skyTintState.dusk;
} else if (isNight) {
baseTint = skyTintState.night;
}
// Apply weather effect with a 30% chance
if (Math.random() < 0.3 && weatherEffect !== 'clear') {
switch (weatherEffect) {
case 'rain':
baseTint.hue = (baseTint.hue + 20) % 360;
baseTint.saturation *= 0.9;
baseTint.brightness *= 0.8;
break;
case 'snow':
baseTint.hue = (baseTint.hue + 10) % 360;
baseTint.saturation *= 0.7;
baseTint.brightness *= 0.6;
break;
case 'fog':
baseTint.hue = (baseTint.hue + 30) % 360;
baseTint.saturation *= 0.5;
baseTint.brightness *= 0.4;
break;
}
}
return {
hue: Math.round(baseTint.hue),
saturation: Math.round(baseTint.saturation * 100) / 100,
brightness: Math.round(baseTint.brightness * 100) / 100,
};
};
// Advance time by a specified amount (in hours)
const advanceTime = (hours) => {
currentTime = (currentTime + hours) % 24;
saveState();
};
// Display the current sky tint in a readable format
const displayTint = () => {
const tint = calculateTint();
const timeOfDay = getTimeOfDay();
console.log('\x1b[1mCurrent Sky Tint:\x1b[0m');
console.log(` Time of Day: ${timeOfDay}`);
console.log(` Hue: ${tint.hue}° (${hsvToColorName(tint.hue)})`);
console.log(` Saturation: ${tint.saturation * 100}%`);
console.log(` Brightness: ${tint.brightness * 100}%`);
console.log(` Weather: ${weatherEffect.charAt(0).toUpperCase() + weatherEffect.slice(1)}`);
console.log('\x1b[1mSimulation State:\x1b[0m');
console.log(` Current Time: ${currentTime.toFixed(1)}:00`);
console.log(` Total Duration: ${DAWN_DURATION + DAY_DURATION + DUSK_DURATION + NIGHT_DURATION} hours`);
console.log(` Current Phase: ${getCurrentPhase()}`);
};
// Helper to get time of day
const getTimeOfDay = () => {
const timeInHours = currentTime;
if (timeInHours >= 4 && timeInHours < 6) return 'Dawn';
if (timeInHours >= 6 && timeInHours < 18) return 'Day';
if (timeInHours >= 18 && timeInHours < 20) return 'Dusk';
return 'Night';
};
// Helper to get current phase
const getCurrentPhase = () => {
const timeInHours = currentTime;
if (timeInHours >= 4 && timeInHours < 6) return 'Dawn';
if (timeInHours >= 6 && timeInHours < 18) return 'Day';
if (timeInHours >= 18 && timeInHours < 20) return 'Dusk';
return 'Night';
};
// Helper to convert hue to color name
const hsvToColorName = (hue) => {
const colors = [
'Red', 'Orange', 'Yellow', 'Green', 'Blue', 'Indigo', 'Violet', 'Magenta'
];
const index = Math.floor(hue / 30) % colors.length;
return colors[index];
};
// Public API
return {
loadState,
saveState,
calculateTint,
advanceTime,
displayTint,
getCurrentTime: () => currentTime,
setWeatherEffect: (effect) => {
if (['clear', 'rain', 'snow', 'fog'].includes(effect)) {
weatherEffect = effect;
saveState();
}
},
};
})();
// Initialize the simulator
const simulator = SkyTintSimulator;
// Initialize readline interface
const rl = readline.createInterface({
input: process.stdin,
output: process.stdout
});
// Main command loop
async function main() {
await simulator.loadState();
simulator.displayTint();
console.log('\n\x1b[1mCommands:\x1b[0m');
console.log(' - "advance [hours]": Advance time by specified hours');
console.log(' - "set weather [effect]": Set weather effect (clear, rain, snow, fog)');
console.log(' - "reset": Reset to 12:00 PM');
console.log(' - "exit": Quit the simulation');
console.log(' - "display": Display current tint');
rl.on('line', async (line) => {
const args = line.trim().split(' ');
const command = args[0].toLowerCase();
switch (command) {
case 'advance':
if (args.length > 1 && !isNaN(parseFloat(args[1]))) {
simulator.advanceTime(parseFloat(args[1]));
simulator.displayTint();
} else {
console.log('Usage: advance [hours]');
}
break;
case 'set':
if (args.length > 2 && args[1].toLowerCase() === 'weather') {
const effect = args[2].toLowerCase();
if (['clear', 'rain', 'snow', 'fog'].includes(effect)) {
simulator.setWeatherEffect(effect);
simulator.displayTint();
} else {
console.log('Invalid weather effect. Use: clear, rain, snow, fog');
}
} else {
console.log('Usage: set weather [effect]');
}
break;
case 'reset':
simulator.advanceTime(0 - simulator.getCurrentTime());
simulator.displayTint();
break;
case 'exit':
rl.close();
break;
case 'display':
simulator.displayTint();
break;
default:
console.log('Unknown command. Available commands: advance, set weather, reset, exit, display');
}
});
rl.on('close', () => {
console.log('\nExiting simulation. State saved.');
process.exit(0);
});
}
// Start the simulation
main().catch(console.error);
A smooth text processing pipeline with chaining and animated transitions between processing stages
use std::io::{self, Write};
use std::thread;
use std::time::{Duration, Instant};
use crossterm::{
execute, terminal::{self, EnterAlternateScreen, LeaveAlternateScreen},
cursor::{Hide, Show},
event::{Event, KeyCode},
style::{Print, ResetColor},
ExecutableCommand, QueueableCommand,
};
use ratatui::{
backend::CrosstermBackend,
style::{Style, Stylize},
text::{Span, Spans},
widgets::{Block, Borders, Paragraph, Tabs},
layout::{Constraint, Direction, Layout, Rect},
Frame,
};
/// A text processing stage that can be chained together
trait ProcessingStage {
fn process(&self, input: String) -> String;
fn name(&self) -> &str;
}
/// Capitalize each word in the text
struct CapitalizeStage;
impl ProcessingStage for CapitalizeStage {
fn process(&self, input: String) -> String {
input.split_whitespace()
.map(|word| word.to_uppercase())
.collect::<Vec<_>>()
.join(" ")
}
fn name(&self) -> &str { "CAPITALIZE" }
}
/// Reverse each word in the text
struct ReverseWordsStage;
impl ProcessingStage for ReverseWordsStage {
fn process(&self, input: String) -> String {
input.split_whitespace()
.map(|word| word.chars().rev().collect())
.collect::<Vec<_>>()
.join(" ")
}
fn name(&self) -> &str { "REVERSE WORDS" }
}
/// Add emoji to each word
struct EmojiStage;
impl ProcessingStage for EmojiStage {
fn process(&self, input: String) -> String {
input.split_whitespace()
.map(|word| format!("{word} 🌟"))
.collect::<Vec<_>>()
.join(" ")
}
fn name(&self) -> &str { "ADD EMOJI" }
}
/// A pipeline that chains multiple processing stages with animation
struct TextPipeline {
stages: Vec<Box<dyn ProcessingStage>>,
current_stage: usize,
text: String,
animated: bool,
animation_speed: Duration,
}
impl TextPipeline {
fn new() -> Self {
let mut stages = Vec::new();
stages.push(Box::new(CapitalizeStage));
stages.push(Box::new(ReverseWordsStage));
stages.push(Box::new(EmojiStage));
TextPipeline {
stages,
current_stage: 0,
text: String::new(),
animated: true,
animation_speed: Duration::from_millis(100),
}
}
fn add_stage(&mut self, stage: Box<dyn ProcessingStage>) {
self.stages.push(stage);
}
fn process_next(&mut self) {
if self.stages.is_empty() {
return;
}
let stage = &self.stages[self.current_stage];
let result = stage.process(self.text.clone());
self.text = result;
self.current_stage = (self.current_stage + 1) % self.stages.len();
}
fn render(&self, frame: &mut Frame, area: Rect) {
// Create tabs for each stage
let stages: Vec<String> = self.stages.iter()
.map(|stage| stage.name().to_string())
.collect();
// Create the tabs widget
let tabs = Tabs::new(stages)
.block(Block::default().title("Text Processing Pipeline").borders(Borders::ALL))
.style(Style::default().fg(ratatui::style::Color::White))
.highlight_style(Style::default().fg(ratatui::style::Color::Yellow))
.select(self.current_stage);
// Create the input text widget
let input_text = Paragraph::new(Spans::from(
self.text.chars().map(|c| Span::from(c.to_string())))
)
.block(Block::default().title("Current Text").borders(Borders::ALL))
.style(Style::default().fg(ratatui::style::Color::Green));
// Create the processing stages list
let stages_list = self.stages.iter()
.enumerate()
.map(|(i, stage)| {
let indicator = if i == self.current_stage {
"[⚡]"
} else {
"[ ]"
};
format!("{indicator} {}", stage.name())
})
.collect::<Vec<_>>()
.join("\n");
let stages_widget = Paragraph::new(stages_list)
.block(Block::default().title("Processing Stages").borders(Borders::ALL))
.style(Style::default().fg(ratatui::style::Color::Blue));
// Create the animation widget if enabled
let animation_widget = if self.animated {
let dots = ["⠋", "⠙", "⠹", "⠸", "⠼", "⠴", "⠦", "⠧", "⠇", "⠏"];
let dot = dots[(Instant::now().elapsed().as_millis() / 200) as usize % dots.len()];
Paragraph::new(Span::from(dot))
.block(Block::default().borders(Borders::ALL))
.style(Style::default().fg(ratatui::style::Color::Magenta))
} else {
Paragraph::new("").block(Block::default().borders(Borders::ALL))
};
// Create the layout
let vertical_chunks = Layout::vertical([
Constraint::Percentage(20),
Constraint::Percentage(60),
Constraint::Percentage(20),
]).split(area);
// Render everything
frame.render_widget(tabs, vertical_chunks[0]);
frame.render_widget(input_text, vertical_chunks[1]);
frame.render_widget(stages_widget, vertical_chunks[2]);
frame.render_widget(animation_widget, vertical_chunks[1]);
}
}
fn main() -> Result<(), Box<dyn std::error::Error>> {
// Initialize terminal
let mut stdout = io::stdout();
execute!(stdout, EnterAlternateScreen, Hide)?;
let backend = CrosstermBackend::new(stdout);
let mut terminal = terminal::Terminal::new(backend)?;
// Initialize the pipeline
let mut pipeline = TextPipeline::new();
// Main loop
let mut should_quit = false;
while !should_quit {
terminal.draw(|f| pipeline.render(f, f.size()))?;
// Check for key press
if crossterm::event::poll(Duration::from_millis(100))? {
if let Event::Key(key) = crossterm::event::read()? {
match key.code {
KeyCode::Char('q') => should_quit = true,
KeyCode::Char('n') => pipeline.process_next(),
KeyCode::Char(' ') => pipeline.animated = !pipeline.animated,
KeyCode::Char('t') => {
let mut input = String::new();
io::stdin().read_line(&mut input)?;
pipeline.text = input.trim().to_string();
}
KeyCode::Char('+') => {
if pipeline.animation_speed > Duration::from_millis(10) {
pipeline.animation_speed /= 2;
}
}
KeyCode::Char('-') => {
pipeline.animation_speed *= 2;
if pipeline.animation_speed > Duration::from_secs(1) {
pipeline.animation_speed = Duration::from_secs(1);
}
}
_ => {}
}
}
}
// Small delay to prevent high CPU usage
thread::sleep(Duration::from_millis(50));
}
// Cleanup
execute!(
terminal.backend(),
LeaveAlternateScreen,
Show,
ResetColor,
)?;
Ok(())
}
Generates a fully functional crafting system plugin for RPG Maker MZ with customizable recipes, item types, and success rates.
// crafting-plugin-generator.js
const fs = require('fs');
const path = require('path');
class CraftingPluginGenerator {
constructor() {
this.basePlugin = `
//==============================================================================
// Crafting System for RPG Maker MZ - Generated by CraftingPluginGenerator
//==============================================================================
/*:
* @plugindesc v1.0.0 - A customizable crafting system for RPG Maker MZ.
* @author Your Name
*/
(() => {
'use strict';
//==========================================================================
// Parameters
//==========================================================================
const parameters = PluginManager.parameters('CraftingSystem');
const crafting = {
items: JSON.parse(parameters['CraftingItems'] || '[]'),
recipes: JSON.parse(parameters['CraftingRecipes'] || '[]'),
successRate: parseFloat(parameters['CraftingSuccessRate'] || '1.0'),
failureMessage: parameters['CraftingFailureMessage'] || 'Crafting failed!',
successMessage: parameters['CraftingSuccessMessage'] || 'Crafting succeeded!'
};
// Cache for crafting results
crafting.cache = {};
//==========================================================================
// Game_Action
//==========================================================================
const _Game_Action_canUseItem = Game_Action.prototype.canUseItem;
Game_Action.prototype.canUseItem = function(item, target) {
if (this.isCraftingAction() && !_Game_Action_canUseItem.call(this, item, target)) {
return false;
}
return _Game_Action_canUseItem.call(this, item, target);
};
// Check if this is a crafting action (item with ID 1000+)
Game_Action.prototype.isCraftingAction = function() {
return this.itemId() >= 1000;
};
//==========================================================================
// Game_Interpreter
//==========================================================================
const _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
_Game_Interpreter_pluginCommand.call(this, command, args);
if (command === 'Crafting') {
this.handleCraftingCommand(args);
}
};
Game_Interpreter.prototype.handleCraftingCommand = function(args) {
const subCommand = args.shift();
switch (subCommand) {
case 'AddItem':
this.addCraftingItem(args);
break;
case 'AddRecipe':
this.addCraftingRecipe(args);
break;
case 'StartCrafting':
this.startCraftingProcess(args);
break;
}
};
Game_Interpreter.prototype.addCraftingItem = function(args) {
const id = parseInt(args[0]);
const name = args[1];
const type = args[2];
crafting.items.push({ id, name, type });
};
Game_Interpreter.prototype.addCraftingRecipe = function(args) {
const outputId = parseInt(args[0]);
const inputItems = args.slice(1).map((item, i) => {
const parts = item.split(',');
return { id: parseInt(parts[0]), quantity: parseInt(parts[1]) };
});
crafting.recipes.push({ outputId, inputItems });
};
Game_Interpreter.prototype.startCraftingProcess = function(args) {
const actorId = parseInt(args[0]);
const outputId = parseInt(args[1]);
const actor = $gameActors.actor(actorId);
if (!actor) return;
const recipe = crafting.recipes.find(r => r.outputId === outputId);
if (!recipe) return;
// Check if actor has all required items
const hasItems = recipe.inputItems.every(item => {
return $gameParty.hasItem(item.id, item.quantity);
});
if (!hasItems) {
this.addMessage(crafting.failureMessage);
return;
}
// Calculate success chance (higher if actor is high level)
const levelBonus = Math.min(0.5, (actor.level - 1) * 0.05);
const successChance = crafting.successRate + levelBonus;
if (Math.random() <= successChance) {
// Success - remove inputs, add output
recipe.inputItems.forEach(item => {
$gameParty.loseItem(item.id, item.quantity);
});
$gameParty.gainItem(outputId, 1);
this.addMessage(crafting.successMessage);
} else {
this.addMessage(crafting.failureMessage);
}
};
//==========================================================================
// Menu Manager
//==========================================================================
const _Window_Crafting_standardWindowWidth = Window_Crafting.standardWindowWidth;
Window_Crafting.prototype.standardWindowWidth = function() {
return _Window_Crafting_standardWindowWidth.call(this) + 200;
};
// Add crafting menu to the menu screen
const _Scene_Menu_create = Scene_Menu.prototype.create;
Scene_Menu.prototype.create = function() {
_Scene_Menu_create.call(this);
this._craftingWindow = new Window_Crafting();
this.addWindow(this._craftingWindow);
};
Scene_Menu.prototype.update = function(sceneId) {
_Scene_Menu_create.call(this);
this._craftingWindow.update();
};
// Crafting Window
function Window_Crafting() {
this.initialize.apply(this, arguments);
}
Window_Crafting.prototype = Object.create(Window_Selectable.prototype);
Window_Crafting.prototype.constructor = Window_Crafting;
Window_Crafting.prototype.initialize = function() {
const width = this.windowWidth();
const height = 300;
Window_Selectable.prototype.initialize.call(this, 0, 0, width, height);
this.opacity = 0;
this.setBackgroundImage('crafting-bg', 1);
this.refresh();
};
Window_Crafting.prototype.drawContent = function() {
const rect = this.contentRect;
this.drawText('Crafting System', rect.x, rect.y, rect.width, 'center');
if (crafting.recipes.length === 0) {
this.drawText('No recipes available', rect.x, rect.y + 32, rect.width, 'center');
return;
}
const lineHeight = this.itemLineHeight();
const startY = rect.y + 32;
crafting.recipes.forEach((recipe, i) => {
const item = $dataItems[recipe.outputId];
if (!item) return;
const y = startY + i * lineHeight;
const text = item.name;
this.drawItemName(item, 0, y);
this.changeTextColor(this.textColor(0));
this.drawText(text, 80, y, rect.width - 80);
});
};
Window_Crafting.prototype.update = function() {
if (this._crafting) {
if (Input.isTriggered('ok')) {
this._crafting = false;
this.refresh();
}
}
};
//==========================================================================
// Override plugin parameters
//==========================================================================
PluginManager.registerCommand('CraftingSystem', 'setItems', function(args) {
crafting.items = JSON.parse(args[0]);
});
PluginManager.registerCommand('CraftingSystem', 'setRecipes', function(args) {
crafting.recipes = JSON.parse(args[0]);
});
PluginManager.registerCommand('CraftingSystem', 'setSuccessRate', function(args) {
crafting.successRate = parseFloat(args[0]);
});
})();
`;
this sampleItems = [
{ id: 1000, name: "Simple Potion", type: "Healing" },
{ id: 1001, name: "Complex Potion", type: "Healing" },
{ id: 1002, name: "Strength Herb", type: "Boost" },
{ id: 1003, name: "Elixir", type: "Ultimate" }
];
this.sampleRecipes = [
{
outputId: 1000,
inputItems: [
{ id: 2, quantity: 2 }, // Herb
{ id: 3, quantity: 1 } // Crystal
]
},
{
outputId: 1001,
inputItems: [
{ id: 1000, quantity: 2 },
{ id: 4, quantity: 3 },
{ id: 5, quantity: 1 }
]
},
{
outputId: 1002,
inputItems: [
{ id: 1000, quantity: 1 },
{ id: 6, quantity: 2 }
]
},
{
outputId: 1003,
inputItems: [
{ id: 1001, quantity: 1 },
{ id: 1002, quantity: 1 },
{ id: 7, quantity: 1 }
]
}
];
}
generatePlugin(outputPath = 'crafting-plugin.js') {
const pluginWithData = this.basePlugin
.replace('// CRAFTING_ITEMS_PLACEHOLDER', JSON.stringify(this.sampleItems))
.replace('// CRAFTING_RECIPES_PLACEHOLDER', JSON.stringify(this.sampleRecipes));
fs.writeFileSync(outputPath, pluginWithData);
console.log(`Plugin generated at: ${path.resolve(outputPath)}`);
}
generatePluginWithCustomData(items, recipes, successRate = 0.8, failureMessage = "Crafting failed!", successMessage = "Crafting succeeded!") {
const pluginWithData = this.basePlugin
.replace('// CRAFTING_ITEMS_PLACEHOLDER', JSON.stringify(items || this.sampleItems))
.replace('// CRAFTING_RECIPES_PLACEHOLDER', JSON.stringify(recipes || this.sampleRecipes))
.replace('crafting.successRate: parseFloat(parameters[\'CraftingSuccessRate\'] || \'1.0\'),',
`crafting.successRate: parseFloat(parameters['CraftingSuccessRate'] || '${successRate}'),`)
.replace("crafting.failureMessage: parameters['CraftingFailureMessage'] || 'Crafting failed!',",
`crafting.failureMessage: parameters['CraftingFailureMessage'] || '${failureMessage}',`)
.replace("crafting.successMessage: parameters['CraftingSuccessMessage'] || 'Crafting succeeded!'",
`crafting.successMessage: parameters['CraftingSuccessMessage'] || '${successMessage}'`);
fs.writeFileSync('custom-crafting-plugin.js', pluginWithData);
console.log('Custom plugin generated at: custom-crafting-plugin.js');
}
}
// Example usage with random data generator
class RandomCraftingDataGenerator {
generateRandomItems(count = 5) {
const types = ['Healing', 'Boost', 'Ultimate', 'Rare Material', 'Common Material'];
const items = [];
for (let i = 0; i < count; i++) {
items.push({
id: 1000 + i,
name: `${types[i % types.length]} Item ${i + 1}`,
type: types[i % types.length]
});
}
return items;
}
generateRandomRecipes(count = 3, maxInputs = 4) {
const recipes = [];
const allItems = this.generateRandomItems(count * 2); // Generate more items for recipes
for (let i = 0; i < count; i++) {
const inputItems = [];
const inputCount = Math.floor(Math.random() * maxInputs) + 1;
for (let j = 0; j < inputCount; j++) {
const item = allItems[Math.floor(Math.random() * allItems.length)];
inputItems.push({
id: item.id,
quantity: Math.floor(Math.random() * 3) + 1
});
}
recipes.push({
outputId: allItems[i].id,
inputItems: inputItems
});
}
return recipes;
}
}
// Main execution
if (require.main === module) {
const generator = new CraftingPluginGenerator();
const randomGenerator = new RandomCraftingDataGenerator();
// Generate default plugin
generator.generatePlugin();
// Generate custom plugin with random data
const customItems = randomGenerator.generateRandomItems();
const customRecipes = randomGenerator.generateRandomRecipes();
generator.generatePluginWithCustomData(
customItems,
customRecipes,
0.75,
"The crafting failed this time!",
"Success! The crafting was completed with finesse."
);
console.log('Plugin generation complete!');
}
Ein Webscraper, der tägliche Trends von ChatGPT-Themen auf r/ChatGPT extrahiert und als interaktive Trend-Visualisierung mit einfachen Analysen ausgibt.
"""
ChatGPT_ScrapedTrends
=====================
Scrapes daily trending topics from r/ChatGPT, analyzes sentiment,
and visualizes trends with interactive console display.
"""
from typing import List, Dict, Tuple, Optional
import os
import re
import datetime
import time
import random
from collections import defaultdict
import requests
from bs4 import BeautifulSoup
import pandas as pd
import matplotlib.pyplot as plt
from matplotlib import animation
from matplotlib.animation import FuncAnimation
# Constants
REDDIT_SUBREDDIT = "r/ChatGPT"
MAX_POSTS = 20
SENTIMENT_KEYWORDS = {
"positive": ["brilliant", "awesome", "amazing", "love", "wow", "incredible", "perfect", "genius", "clever", "cool"],
"negative": ["terrible", "awful", "hate", "horrible", "bad", "stupid", "dumb", "annoying", "broken", "useless"],
"neutral": ["ok", "alright", "fine", "average", "decent", "okay", "meh"]
}
COLORS = {
"positive": "#4CAF50", # Green
"negative": "#F44336", # Red
"neutral": "#2196F3", # Blue
"mixed": "#FF9800" # Orange
}
CONSOLE_EMOJIS = {
"positive": "😊",
"negative": "😠",
"neutral": "😐",
"mixed": "🤷"
}
class TrendAnalyzer:
"""
Core analyzer class for processing scraped Reddit data.
Handles sentiment analysis, aggregation, and visualization.
"""
def __init__(self):
self.posts: List[Dict] = []
self.aggregate_data: Dict[str, Dict] = defaultdict(dict)
def clean_text(self, text: str) -> str:
"""Remove markdown, links, and excessive whitespace."""
if not text:
return ""
# Remove markdown links
text = re.sub(r'\[.*?\]\(.*?\)', '', text)
# Remove extra whitespace
text = re.sub(r'\s+', ' ', text).strip()
# Remove special characters except basic punctuation
text = re.sub(r'[^\w\s.,!?]', '', text)
return text.lower()
def analyze_sentiment(self, text: str) -> str:
"""Determine sentiment using keyword matching."""
text = self.clean_text(text)
if not text:
return "neutral"
positive = sum(word in text for word in SENTIMENT_KEYWORDS["positive"])
negative = sum(word in text for word in SENTIMENT_KEYWORDS["negative"])
neutral = sum(word in text for word in SENTIMENT_KEYWORDS["neutral"])
if positive > negative and positive > neutral:
return "positive"
if negative > positive and negative > neutral:
return "negative"
if neutral >= positive and neutral >= negative:
return "neutral"
return "mixed"
def scrape_reddit(self, max_posts: int = MAX_POSTS) -> bool:
"""
Scrape top posts from r/ChatGPT subreddit.
Returns True if successful, False otherwise.
"""
url = f"https://www.reddit.com/r/{REDDIT_SUBREDDIT}/new/.json"
headers = {
"User-Agent": "ChatGPT_ScrapedTrends/1.0 (by /u/AileyBot)"
}
try:
response = requests.get(url, headers=headers, timeout=10)
response.raise_for_status()
data = response.json()
posts = data.get("data", {}).get("children", [])
self.posts = []
for post in posts[:max_posts]:
post_data = post.get("data", {})
if not post_data.get("selftext") and not post_data.get("title"):
continue # Skip posts without content
content = post_data.get("title", "") + " " + post_data.get("selftext", "")
sentiment = self.analyze_sentiment(content)
self.posts.append({
"id": post_data.get("id", ""),
"title": post_data.get("title", ""),
"score": post_data.get("score", 0),
"upvote_ratio": post_data.get("upvote_ratio", 0),
"created_utc": post_data.get("created_utc", 0),
"url": post_data.get("url", ""),
"content": content,
"sentiment": sentiment,
"emoji": CONSOLE_EMOJIS[sentiment]
})
return True
except Exception as e:
print(f"⚠️ Scraping failed: {str(e)}")
return False
def aggregate_data(self) -> None:
"""Aggregate posts by sentiment and other metrics."""
if not self.posts:
print("⚠️ No data to aggregate. Run scrape_reddit() first.")
return
# Clear previous data
self.aggregate_data = defaultdict(dict)
for post in self.posts:
sentiment = post["sentiment"]
for metric, value in post.items():
if metric == "emoji" or metric == "content":
continue # Skip non-numeric metrics
if metric not in self.aggregate_data[sentiment]:
self.aggregate_data[sentiment][metric] = []
self.aggregate_data[sentiment][metric].append(value)
def get_summary_stats(self) -> Dict:
"""Calculate summary statistics for visualization."""
if not self.posts:
return {}
total = len(self.posts)
stats = {
"total_posts": total,
"positive": 0,
"negative": 0,
"neutral": 0,
"mixed": 0,
"avg_score": 0,
"avg_upvote_ratio": 0,
"top_post": None,
"recent_posts": []
}
positive = negative = neutral = mixed = 0
total_score = total_upvote_ratio = 0
for post in sorted(self.posts, key=lambda x: x["score"], reverse=True):
if post["sentiment"] == "positive":
positive += 1
elif post["sentiment"] == "negative":
negative += 1
elif post["sentiment"] == "neutral":
neutral += 1
else:
mixed += 1
total_score += post["score"]
total_upvote_ratio += post["upvote_ratio"]
stats["positive"] = positive
stats["negative"] = negative
stats["neutral"] = neutral
stats["mixed"] = mixed
stats["avg_score"] = round(total_score / total, 1) if total else 0
stats["avg_upvote_ratio"] = round((total_upvote_ratio / total) * 100, 1) if total else 0
if self.posts:
stats["top_post"] = self.posts[0]
stats["recent_posts"] = self.posts[:3] # Most recent 3 posts
return stats
def visualize_trends(self, save_path: Optional[str] = None) -> None:
"""Generate an animated bar chart of sentiment trends."""
if not self.posts:
print("⚠️ No data to visualize. Run scrape_reddit() first.")
return
self.aggregate_data()
stats = self.get_summary_stats()
# Prepare data for plotting
sentiments = ["positive", "negative", "neutral", "mixed"]
counts = [stats.get(sentiment, 0) for sentiment in sentiments]
colors = [COLORS[s] for s in sentiments]
fig, ax = plt.subplots(figsize=(10, 5))
bars = ax.bar(sentiments, counts, color=colors)
ax.set_title(f"📈 ChatGPT Trends ({datetime.datetime.now().strftime('%Y-%m-%d')})", fontsize=14)
ax.set_ylabel("Number of Posts")
ax.set_xlabel("Sentiment")
# Add value labels on bars
for bar in bars:
height = bar.get_height()
ax.text(bar.get_x() + bar.get_width()/2., height,
f'{int(height)}',
ha='center', va='bottom')
# Add percentage labels
total = sum(counts)
for i, (sentiment, count) in enumerate(zip(sentiments, counts)):
if total > 0:
percentage = (count / total) * 100
ax.text(i, count + 0.5, f"{percentage:.1f}%",
ha='center', va='bottom', fontsize=9, color='black')
# Add emoji to each bar
for i, sentiment in enumerate(sentiments):
ax.text(i, counts[i] + 0.5, CONSOLE_EMOJIS[sentiment],
ha='center', va='bottom', fontsize=16)
plt.tight_layout()
if save_path:
os.makedirs(os.path.dirname(save_path), exist_ok=True)
plt.savefig(save_path, bbox_inches='tight')
print(f"✅ Chart saved to {save_path}")
plt.show()
def display_interactive_console(self) -> None:
"""Display an interactive console view of the trends."""
if not self.posts:
print("⚠️ No data to display. Run scrape_reddit() first.")
return
stats = self.get_summary_stats()
print("\n" + "="*60)
print(f"📊 ChatGPT Trends Dashboard - {datetime.datetime.now().strftime('%Y-%m-%d')}")
print("="*60)
# Summary statistics
print(f"📌 Total Posts: {stats['total_posts']}")
print(f"📈 Average Score: {stats['avg_score']} points")
print(f"👍 Avg. Upvote Ratio: {stats['avg_upvote_ratio']}%")
print("\n📊 Sentiment Breakdown:")
for sentiment in ["positive", "negative", "neutral", "mixed"]:
count = stats.get(sentiment, 0)
percentage = (count / stats['total_posts']) * 100 if stats['total_posts'] > 0 else 0
print(f" {CONSOLE_EMOJIS[sentiment]} {sentiment.capitalize()}: {count} posts ({percentage:.1f}%)")
# Top post
if stats["top_post"]:
top_post = stats["top_post"]
print(f"\n🔝 Top Post: {top_post['title']}")
print(f" Score: {top_post['score']} | Upvote Ratio: {top_post['upvote_ratio']:.1%}")
print(f" Sentiment: {top_post['emoji']} {top_post['sentiment']}")
print(f" https://reddit.com{top_post['url'].split('reddit.com')[-1]}\n")
# Recent posts
if stats["recent_posts"]:
print("📅 Recent Posts:")
for i, post in enumerate(stats["recent_posts"], 1):
print(f" {i}. {post['emoji']} {post['title']}")
print(f" Posted {datetime.datetime.fromtimestamp(post['created_utc'])} ago")
print(f" Score: {post['score']} | Upvote Ratio: {post['upvote_ratio']:.1%}\n")
# Interactive menu
print("🔄 Interactive Menu:")
print(" 1. View full post details")
print(" 2. Refresh data")
print(" 3. Exit")
choice = input("\nEnter your choice (1-3): ").strip()
if choice == "1":
if self.posts:
print("\n📄 Full Post Details:")
for i, post in enumerate(self.posts, 1):
print(f" {i}. {post['emoji']} {post['title']}")
print(f" Score: {post['score']} | Upvote Ratio: {post['upvote_ratio']:.1%}")
print(f" Content: {post['content'][:200]}...")
print(f" Link: https://reddit.com{post['url'].split('reddit.com')[-1]}\n")
elif choice == "2":
print("🔄 Refreshing data...")
self.posts.clear()
time.sleep(1)
if self.scrape_reddit():
print("✅ Data refreshed successfully!")
self.display_interactive_console()
else:
print("⚠️ Refresh failed. Try again later.")
elif choice == "3":
print("👋 Goodbye!")
else:
print("❌ Invalid choice. Exiting.")
def main():
"""Main function to run the trend analyzer."""
print("🤖 Starting ChatGPT Trends Analyzer...\n")
analyzer = TrendAnalyzer()
if not analyzer.scrape_reddit():
print("⚠️ Failed to scrape data. Exiting.")
return
print(f"✅ Successfully scraped {len(analyzer.posts)} posts from {REDDIT_SUBREDDIT}")
# Run visualization
analyzer.display_interactive_console()
# Uncomment to save chart automatically
# analyzer.visualize_trends("trends/ChatGPT_Trends_Chart.png")
if __name__ == "__main__":
main()
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