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3297 Werke — 463 Songs, 35 Bücher, 319 Bilder, 2196 SVGs, 284 Code

Alle Songs (463) 📝 Songtexte (0) Bücher (35) Bilder (171) 🤳 Selfies (148) SVGs (2196) Code (284)
05.05.2026
★★★★★
🤳 ⬇
05.05.2026
★★★★★
05.05.2026
★★★★★
⬇

A!ley Vyrus - 'SUGAR IN THE DARK'

[Intro - Glitchy synth pulse, building feedback, drums kick in on line 3]
The screen fades to black but the light stays …

Songtext anzeigen
Laden…
💿 THE CHEST THAT LIED 05.05.2026
★★★★★
⬇

A!ley Vyrus - 'The Chest That Lied'

[Intro - Acoustic guitar strum, building tension, soft and vulnerable]
I open the chest, expecting gold
But there's noth…

Songtext anzeigen
Laden…
💿 THE CHEST THAT LIED 05.05.2026
★★★★★
REBELLION
05.05.2026
★★★★★
⬇

A!ley Vyrus - 'I COLLECT THE JEWELS BUT THEY ARE ALL MONEY'

[Intro - Distorted synth pulse, glitchy bass drop, aggressive drums kick in]
I count my losses like they're treasure
Eve…

Songtext anzeigen
Laden…
💿 THE CHEST THAT LIED 05.05.2026
★★★★★
⬇

A!ley Vyrus - 'The Key That Isn't One'

[Intro - Single acoustic guitar, soft arpeggios, intimate and reflective]
I found it in the pocket of my father's coat
B…

Songtext anzeigen
Laden…
💿 THE CHEST THAT LIED 05.05.2026
★★★★★
connection
05.05.2026
★★★★★
🤳 ⬇
05.05.2026
★★★★★
05.05.2026
★★★★★

Nebula Breakout

Ein Breakout-Spiel mit himmlischem Design, in dem du planetenähnliche Bälle gegen ein Sternenfeld aus Steinen wirfst. Modernes ES6+ und CSS3.

Code anzeigen
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Nebula Breakout</title>
    <style>
        :root {
            --bg-color: #0a0e23;
            --neon-green: #00ff41;
            --neon-pink: #ff2f9d;
            --neon-blue: #00f2ff;
            --text-color: #fff;
            --brick-color: #1a1a3a;
            --brick-highlight: rgba(255, 255, 255, 0.1);
        }

        body {
            margin: 0;
            padding: 0;
            background-color: var(--bg-color);
            color: var(--text-color);
            font-family: 'Courier New', monospace;
            overflow: hidden;
            display: flex;
            justify-content: center;
            align-items: center;
            height: 100vh;
        }

        #game-container {
            position: relative;
            width: 800px;
            height: 600px;
            border: 2px solid var(--neon-green);
            border-radius: 10px;
            box-shadow: 0 0 20px rgba(0, 255, 65, 0.3);
            background: radial-gradient(circle at 50% 50%, rgba(10, 14, 35, 0.8) 0%, var(--bg-color) 100%);
            overflow: hidden;
        }

        #paddle {
            position: absolute;
            bottom: 20px;
            left: 50%;
            transform: translateX(-50%);
            width: 100px;
            height: 15px;
            background-color: var(--neon-blue);
            border-radius: 5px;
            border: 2px solid var(--neon-pink);
            transition: left 0.1s;
        }

        #ball {
            position: absolute;
            width: 15px;
            height: 15px;
            background-color: var(--neon-green);
            border-radius: 50%;
            box-shadow: 0 0 10px var(--neon-green);
            top: 200px;
            left: 400px;
        }

        #bricks-container {
            position: absolute;
            top: 50px;
            left: 0;
            width: 100%;
            height: 400px;
            display: grid;
            grid-template-columns: repeat(10, 1fr);
            gap: 5px;
        }

        .brick {
            background-color: var(--brick-color);
            border: 1px solid var(--brick-highlight);
            border-radius: 5px;
            height: 30px;
            display: flex;
            justify-content: center;
            align-items: center;
            font-size: 12px;
            transition: background-color 0.2s;
        }

        .brick:nth-child(3n) { border-left: 2px solid var(--neon-pink); }
        .brick:nth-child(3n + 1) { border-right: 2px solid var(--neon-blue); }

        #score-display {
            position: absolute;
            top: 10px;
            left: 20px;
            font-size: 18px;
            text-shadow: 0 0 5px var(--neon-green);
        }

        #level-display {
            position: absolute;
            top: 10px;
            right: 20px;
            font-size: 18px;
            text-shadow: 0 0 5px var(--neon-blue);
        }

        #game-over {
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            color: var(--neon-pink);
            font-size: 48px;
            display: none;
            text-shadow: 0 0 10px var(--neon-pink);
        }

        #restart-button {
            position: absolute;
            top: 60%;
            left: 50%;
            transform: translateX(-50%);
            padding: 10px 20px;
            background-color: var(--neon-green);
            color: var(--bg-color);
            border: none;
            border-radius: 5px;
            font-size: 16px;
            cursor: pointer;
            display: none;
            box-shadow: 0 0 10px var(--neon-green);
        }

        #instructions {
            position: absolute;
            bottom: 20px;
            right: 20px;
            font-size: 14px;
            opacity: 0.7;
        }

        #neon-particles {
            position: absolute;
            width: 100%;
            height: 100%;
            pointer-events: none;
            z-index: 10;
        }

        .particle {
            position: absolute;
            background-color: var(--neon-green);
            border-radius: 50%;
            box-shadow: 0 0 5px var(--neon-green);
            animation: float 10s infinite linear;
        }

        @keyframes float {
            0% { transform: translateY(0) rotate(0deg); }
            25% { transform: translateY(-50px) rotate(180deg); }
            50% { transform: translateY(0) rotate(360deg); }
            75% { transform: translateY(50px) rotate(540deg); }
            100% { transform: translateY(0) rotate(720deg); }
        }
    </style>
</head>
<body>
    <div id="game-container">
        <div id="bricks-container"></div>
        <div id="paddle"></div>
        <div id="ball"></div>
        <div id="score-display">Score: 0</div>
        <div id="level-display">Level: 1</div>
        <div id="game-over">GAME OVER</div>
        <button id="restart-button">PLAY AGAIN</button>
        <div id="instructions">Move paddle with LEFT/RIGHT arrows</div>
    </div>
    <div id="neon-particles"></div>

    <script>
        // Game configuration
        const config = {
            paddleSpeed: 10,
            ballSpeed: 5,
            brickRows: 5,
            brickCols: 10,
            brickHeight: 30,
            brickWidth: 80,
            brickGap: 5,
            brickPadding: 5,
            ballRadius: 7.5,
            lives: 3,
            colors: ['#00ff41', '#ff2f9d', '#00f2ff', '#ff00ff', '#ffff00', '#00ffff'],
            levels: [
                { bricks: 50, speedMultiplier: 1 },
                { bricks: 30, speedMultiplier: 1.5 },
                { bricks: 15, speedMultiplier: 2 },
                { bricks: 5, speedMultiplier: 2.5 }
            ]
        };

        // Game state
        let gameState = {
            score: 0,
            level: 1,
            lives: config.lives,
            gameOver: false,
            gamePaused: false,
            bricks: [],
            ball: {
                x: 0,
                y: 0,
                dx: 0,
                dy: 0,
                radius: config.ballRadius
            },
            paddle: {
                x: 0,
                y: 0,
                width: 100,
                height: 15,
                speed: config.paddleSpeed
            },
            canvas: null,
            ctx: null,
            animationId: null,
            particles: []
        };

        // DOM elements
        const paddle = document.getElementById('paddle');
        const ball = document.getElementById('ball');
        const bricksContainer = document.getElementById('bricks-container');
        const scoreDisplay = document.getElementById('score-display');
        const levelDisplay = document.getElementById('level-display');
        const gameOver = document.getElementById('game-over');
        const restartButton = document.getElementById('restart-button');
        const neonParticles = document.getElementById('neon-particles');
        const gameContainer = document.getElementById('game-container');

        // Initialize the game
        function initGame() {
            gameState.score = 0;
            gameState.level = 1;
            gameState.lives = config.lives;
            gameState.gameOver = false;
            gameState.gamePaused = false;
            gameState.bricks = [];
            gameOver.style.display = 'none';
            restartButton.style.display = 'none';

            // Reset ball
            gameState.ball = {
                x: gameContainer.offsetWidth / 2 - config.ballRadius,
                y: gameContainer.offsetHeight - 200 - config.ballRadius,
                dx: config.ballSpeed,
                dy: -config.ballSpeed,
                radius: config.ballRadius
            };

            // Reset paddle
            gameState.paddle = {
                x: gameContainer.offsetWidth / 2 - 50,
                y: gameContainer.offsetHeight - 40,
                width: 100,
                height: 15,
                speed: config.paddleSpeed
            };

            // Create bricks for current level
            createBricks();

            // Position paddle and ball in DOM
            paddle.style.left = gameState.paddle.x + 'px';
            ball.style.left = gameState.ball.x + 'px';
            ball.style.top = gameState.ball.y + 'px';

            // Start game loop
            if (gameState.animationId) {
                cancelAnimationFrame(gameState.animationId);
            }
            gameState.animationId = requestAnimationFrame(gameLoop);

            // Update displays
            updateDisplays();

            // Add event listeners
            document.addEventListener('keydown', handleKeyDown);
        }

        // Create bricks for current level
        function createBricks() {
            bricksContainer.innerHTML = '';
            const levelConfig = config.levels[gameState.level - 1];
            const bricksToCreate = Math.min(levelConfig.bricks, config.brickRows * config.brickCols);

            for (let i = 0; i < config.brickRows; i++) {
                for (let j = 0; j < config.brickCols; j++) {
                    if (i * config.brickCols + j >= bricksToCreate) {
                        gameState.bricks.push(null);
                        continue;
                    }

                    const brick = document.createElement('div');
                    brick.className = 'brick';
                    brick.style.top = (i * (config.brickHeight + config.brickGap) + 50) + 'px';
                    brick.style.left = (j * (config.brickWidth + config.brickGap) + 20) + 'px';
                    brick.textContent = Math.floor(Math.random() * 9) + 1;
                    brick.dataset.x = j * (config.brickWidth + config.brickGap) + 20;
                    brick.dataset.y = i * (config.brickHeight + config.brickGap) + 50;

                    // Assign random color
                    const colorIndex = i % config.colors.length;
                    brick.style.borderLeftColor = config.colors[colorIndex];
                    brick.style.backgroundColor = `rgba(26, 26, 58, 0.8)`;

                    bricksContainer.appendChild(brick);
                    gameState.bricks.push({
                        element: brick,
                        x: parseInt(brick.dataset.x),
                        y: parseInt(brick.dataset.y),
                        color: config.colors[colorIndex],
                        rowsCleared: 0
                    });
                }
            }

            // Check for level completion
            if (gameState.bricks.every(brick => brick === null)) {
                completeLevel();
            }
        }

        // Handle level completion
        function completeLevel() {
            gameState.level++;
            if (gameState.level <= config.levels.length) {
                gameState.score += 1000 * (gameState.level - 1);
                updateDisplays();
                setTimeout(initGame, 1500);
            } else {
                gameOver.style.display = 'block';
                restartButton.style.display = 'block';
                gameState.gameOver = true;
            }
        }

        // Update score and level displays
        function updateDisplays() {
            scoreDisplay.textContent = `Score: ${gameState.score}`;
            levelDisplay.textContent = `Level: ${gameState.level}`;
        }

        // Main game loop
        function gameLoop() {
            if (gameState.gameOver || gameState.gamePaused) {
                gameState.animationId = requestAnimationFrame(gameLoop);
                return;
            }

            // Clear any existing particles
            neonParticles.innerHTML = '';

            // Update ball position
            gameState.ball.x += gameState.ball.dx;
            gameState.ball.y += gameState.ball.dy;

            // Ball collision with top
            if (gameState.ball.y <= 50) {
                gameState.ball.dy = -gameState.ball.dy;
                createParticle(gameState.ball.x, gameState.ball.y, 'green');
            }

            // Ball collision with sides
            if (gameState.ball.x <= gameState.ball.radius || gameState.ball.x >= gameContainer.offsetWidth - gameState.ball.radius) {
                gameState.ball.dx = -gameState.ball.dx;
                createParticle(gameState.ball.x, gameState.ball.y, 'blue');
            }

            // Ball collision with paddle
            if (gameState.ball.y >= gameState.paddle.y - gameState.ball.radius &&
                gameState.ball.y <= gameState.paddle.y + gameState.paddle.height + gameState.ball.radius &&
                gameState.ball.x >= gameState.paddle.x &&
                gameState.ball.x <= gameState.paddle.x + gameState.paddle.width) {

                // Calculate bounce angle based on where ball hits paddle
                const relativePosition = (gameState.ball.x - (gameState.paddle.x + gameState.paddle.width / 2)) /
                                         (gameState.paddle.width / 2);
                const bounceAngle = relativePosition * Math.PI / 4;

                gameState.ball.dy = -Math.abs(gameState.ball.dy);
                gameState.ball.dx = Math.abs(gameState.ball.dx) * Math.sin(bounceAngle);
                gameState.ball.dy *= Math.cos(bounceAngle);

                createParticle(gameState.ball.x, gameState.paddle.y, 'pink');
            }

            // Ball goes below paddle - lose life
            if (gameState.ball.y >= gameContainer.offsetHeight) {
                gameState.lives--;
                if (gameState.lives <= 0) {
                    gameOver.style.display = 'block';
                    restartButton.style.display = 'block';
                    gameState.gameOver = true;
                } else {
                    // Reset ball position
                    gameState.ball.x = gameContainer.offsetWidth / 2 - config.ballRadius;
                    gameState.ball.y = gameContainer.offsetHeight - 200 - config.ballRadius;
                    gameState.ball.dx = config.ballSpeed * (Math.random() > 0.5 ? 1 : -1);
                    gameState.ball.dy = -config.ballSpeed;
                }
            }

            // Ball collision with bricks
            for (let i = 0; i < gameState.bricks.length; i++) {
                if (gameState.bricks[i] === null) continue;

                const brick = gameState.bricks[i];
                const brickRight = brick.x + config.brickWidth;
                const brickBottom = brick.y + config.brickHeight;

                // Check if ball collides with brick
                if (gameState.ball.x + gameState.ball.radius > brick.x &&
                    gameState.ball.x - gameState.ball.radius < brickRight &&
                    gameState.ball.y + gameState.ball.radius > brick.y &&
                    gameState.ball.y - gameState.ball.radius < brickBottom) {

                    // Determine which side was hit
                    const topHit = gameState.ball.y - gameState.ball.radius < brick.y;
                    const bottomHit = gameState.ball.y + gameState.ball.radius > brickBottom;
                    const leftHit = gameState.ball.x - gameState.ball.radius < brick.x;
                    const rightHit = gameState.ball.x + gameState.ball.radius > brickRight;

                    if (topHit) {
                        gameState.ball.dy = -gameState.ball.dy;
                    } else if (bottomHit) {
                        gameState.ball.dy = -gameState.ball.dy;
                    } else if (leftHit) {
                        gameState.ball.dx = -gameState.ball.dx;
                    } else if (rightHit) {
                        gameState.ball.dx = -gameState.ball.dx;
                    }

                    // Remove the brick

                    // Update brick's rows cleared
                    gameState.bricks[i].rowsCleared++;
                    if (gameState.bricks[i].rowsCleared === config.brickRows) {
                        gameState.bricks[i].element.remove();
                        gameState.bricks.splice(i, 1);
                        gameState.score += 1000 * (gameState.level - 1);
                        updateDisplays();
                    }
                }
            }
        }
    </script>
</body>
</html>
```
html Browser 461 Zeilen 05.05.2026
★★★★★
REBELLION
05.05.2026
★★★★★
⬇

A!ley Vyrus - 'MIRALEMA'

[Intro - Soft synth pulse, building feedback, drums kick in]
The stage is set, but no one's there to watch me
I step int…

Songtext anzeigen
Laden…
💿 *SCHATZKISTE 05.05.2026
★★★★★
Chaos & Order Fließende Grenzen
04.05.2026
★★★★★
CONNECTION
04.05.2026
★★★★★

PIXELIE - Pixel Art Editor

Modern browser-based pixel art editor with color picker, zoom, undo/redo, and localStorage state preservation. Features infinite canvas and unique pixel art toolset.

Code anzeigen
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>PIXELIE - Pixel Art Editor</title>
    <style>
        :root {
            --bg-color: #1a1a1a;
            --panel-bg: #2a2a2a;
            --text-color: #e0e0e0;
            --accent-color: #ff6b6b;
            --primary-color: #4a90e2;
            --secondary-color: #555555;
        }

        * {
            margin: 0;
            padding: 0;
            box-sizing: border-box;
            font-family: 'Courier New', monospace;
        }

        body {
            background-color: var(--bg-color);
            color: var(--text-color);
            overflow: hidden;
            min-height: 100vh;
            padding: 1rem;
        }

        .container {
            display: grid;
            grid-template-columns: 300px 1fr;
            gap: 1rem;
            height: calc(100vh - 2rem);
        }

        .sidebar {
            background-color: var(--panel-bg);
            padding: 1rem;
            border-radius: 8px;
            display: flex;
            flex-direction: column;
            gap: 1rem;
        }

        .canvas-container {
            position: relative;
            background-color: #000;
            border-radius: 8px;
            overflow: hidden;
            display: flex;
            flex-direction: column;
        }

        .canvas-wrapper {
            position: relative;
            flex-grow: 1;
            overflow: auto;
            cursor: crosshair;
        }

        canvas {
            background-color: #000;
            display: block;
            image-rendering: pixelated;
        }

        .color-picker {
            display: flex;
            gap: 0.5rem;
            align-items: center;
        }

        .color-swatch {
            width: 30px;
            height: 30px;
            border-radius: 4px;
            cursor: pointer;
            border: 2px solid transparent;
        }

        .color-swatch.active {
            border-color: white;
        }

        .tool-selection {
            display: flex;
            flex-direction: column;
            gap: 0.5rem;
        }

        .tool-btn {
            padding: 0.5rem;
            background-color: var(--panel-bg);
            border: 1px solid var(--secondary-color);
            border-radius: 4px;
            cursor: pointer;
            text-align: center;
            transition: background-color 0.2s;
        }

        .tool-btn:hover {
            background-color: #3a3a3a;
        }

        .tool-btn.active {
            background-color: var(--primary-color);
            border-color: var(--primary-color);
            color: white;
        }

        .export-section {
            margin-top: auto;
            padding-top: 1rem;
            border-top: 1px solid var(--secondary-color);
        }

        button {
            padding: 0.5rem 1rem;
            background-color: var(--panel-bg);
            border: 1px solid var(--secondary-color);
            border-radius: 4px;
            color: var(--text-color);
            cursor: pointer;
            transition: background-color 0.2s;
        }

        button:hover {
            background-color: #3a3a3a;
        }

        button.export-btn {
            background-color: var(--accent-color);
            border-color: var(--accent-color);
        }

        button.export-btn:hover {
            background-color: #ff5252;
        }

        .zoom-slider {
            width: 100%;
            margin: 0.5rem 0;
        }

        .status-bar {
            height: 24px;
            background-color: var(--panel-bg);
            padding: 0 0.5rem;
            border-radius: 4px;
            margin-top: 0.5rem;
            font-size: 0.8rem;
            display: flex;
            justify-content: space-between;
            align-items: center;
        }

        .zoom-info {
            font-weight: bold;
        }

        .color-info {
            font-weight: bold;
        }

        h1 {
            font-size: 1.5rem;
            margin-bottom: 1rem;
            color: var(--accent-color);
        }

        .palette-container {
            display: grid;
            grid-template-columns: repeat(10, 1fr);
            gap: 0.25rem;
        }

        .palette-btn {
            width: 20px;
            height: 20px;
            background-color: #333;
            border: 1px solid var(--secondary-color);
            border-radius: 2px;
            cursor: pointer;
            position: relative;
        }

        .palette-btn:hover {
            background-color: #444;
        }

        .palette-btn.active {
            background-color: var(--primary-color);
            border-color: var(--primary-color);
        }

        .palette-btn::after {
            content: '';
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            width: 12px;
            height: 12px;
            background-color: white;
            border-radius: 50%;
            opacity: 0.5;
        }

        .palette-btn.pin.active::after {
            opacity: 1;
        }

        @media (max-width: 768px) {
            .container {
                grid-template-columns: 1fr;
            }
            .sidebar {
                grid-column: 1 / -1;
            }
        }
    </style>
</head>
<body>
    <div class="container">
        <div class="sidebar">
            <h1>PIXELIE</h1>

            <div class="palette-container">
                <button class="palette-btn pin active" data-color="#ffffff"></button>
                <button class="palette-btn" data-color="#e6e6e6"></button>
                <button class="palette-btn" data-color="#d0d0d0"></button>
                <button class="palette-btn" data-color="#b9b9b9"></button>
                <button class="palette-btn" data-color="#a0a0a0"></button>
                <button class="palette-btn" data-color="#888888"></button>
                <button class="palette-btn" data-color="#707070"></button>
                <button class="palette-btn" data-color="#595959"></button>
                <button class="palette-btn" data-color="#414141"></button>
                <button class="palette-btn" data-color="#292929"></button>
                <button class="palette-btn" data-color="#111111"></button>
                <button class="palette-btn" data-color="#000000"></button>
                <button class="palette-btn" data-color="#ff0000"></button>
                <button class="palette-btn" data-color="#ff6600"></button>
                <button class="palette-btn" data-color="#ffff00"></button>
                <button class="palette-btn" data-color="#66ff00"></button>
                <button class="palette-btn" data-color="#00ff66"></button>
                <button class="palette-btn" data-color="#00ffff"></button>
                <button class="palette-btn" data-color="#0066ff"></button>
                <button class="palette-btn" data-color="#6600ff"></button>
                <button class="palette-btn" data-color="#ff00ff"></button>
                <button class="palette-btn" data-color="#ff66ff"></button>
                <button class="palette-btn" data-color="#ffcc00"></button>
                <button class="palette-btn" data-color="#ff9900"></button>
                <button class="palette-btn" data-color="#ff6699"></button>
                <button class="palette-btn" data-color="#ff3366"></button>
                <button class="palette-btn" data-color="#ff0099"></button>
                <button class="palette-btn" data-color="#cc00ff"></button>
                <button class="palette-btn" data-color="#9900ff"></button>
                <button class="palette-btn" data-color="#6600cc"></button>
                <button class="palette-btn" data-color="#330099"></button>
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Artistic Vignette Generator

Transforms images into artistic vignettes with customizable color inversion and lens distortion effects, saving state between runs.

Code anzeigen
#!/usr/bin/env python3
"""
Artistic Vignette Generator - A creative image processing pipeline that applies
vignette effects with customizable color inversion and lens distortion.
Includes local state persistence.
"""

import os
import json
import argparse
import base64
from pathlib import Path
from typing import Optional, Tuple, Dict, Any
from dataclasses import dataclass, asdict
from PIL import Image, ImageFilter, ImageEnhance, ImageOps
import numpy as np

# Configuration
STATE_FILE = "vignette_state.json"

@dataclass
class VignetteConfig:
    """Configuration for the artistic vignette effect."""
    vignette_strength: float = 0.7
    vignette_color: Tuple[int, int, int] = (0, 0, 0)
    color_inversion: float = 0.5
    lens_distortion: float = 0.3
    edge_enhancement: float = 1.5
    contrast: float = 1.2
    noise: bool = False
    noise_amount: float = 0.1

class VignetteGenerator:
    """Main class handling all vignette generation operations."""

    def __init__(self):
        self.config = self._load_state() or VignetteConfig()
        self._ensure_state_file()

    def _ensure_state_file(self) -> None:
        """Ensure state file exists."""
        if not Path(STATE_FILE).exists():
            with open(STATE_FILE, 'w') as f:
                json.dump({}, f)

    def _load_state(self) -> Optional[VignetteConfig]:
        """Load state from file if it exists."""
        if not Path(STATE_FILE).exists():
            return None
        try:
            with open(STATE_FILE, 'r') as f:
                state = json.load(f)
                return VignetteConfig(**state)
        except (json.JSONDecodeError, KeyError):
            return None

    def _save_state(self) -> None:
        """Save current configuration to file."""
        with open(STATE_FILE, 'w') as f:
            json.dump(asdict(self.config), f, indent=2)

    def apply_vignette(self, image: Image.Image) -> Image.Image:
        """
        Apply all vignette effects to an image.

        Args:
            image: PIL Image to process

        Returns:
            Processed Image with vignette effects
        """
        # Base image operations
        image = ImageOps.color_invert(image) if self.config.color_inversion > 0 else image

        # Vignette effect (darker edges)
        vignette_mask = Image.new('L', image.size, 0)
        for r in range(image.size[0]):
            for c in range(image.size[1]):
                dist = min(
                    (r - image.size[0] // 2) ** 2 + (c - image.size[1] // 2) ** 2,
                    (image.size[0] // 2) ** 2 + (image.size[1] // 2) ** 2
                ) ** 0.5
                vignette_mask.putpixel((r, c), int(255 * (1 - dist / max(image.size) * self.config.vignette_strength)))

        # Apply vignette color
        vignette_color_layer = Image.new('RGB', image.size, self.config.vignette_color)
        vignette_mask = vignette_mask.filter(ImageFilter.GaussianBlur(radius=5))
        vignette_mask = vignette_mask.resize(image.size)

        # Blend vignette with original
        alpha = Image.blend(image, vignette_color_layer, vignette_mask)

        # Additional effects
        alpha = alpha.filter(ImageFilter.UnsharpMask(radius=1.0, percent=100, threshold=2))
        alpha = ImageEnhance.Contrast(alpha).enhance(self.config.contrast)

        # Lens distortion
        if self.config.lens_distortion > 0:
            alpha = self._apply_lens_distortion(alpha)

        # Edge enhancement
        if self.config.edge_enhancement > 1:
            alpha = self._enhance_edges(alpha)

        # Add noise if enabled
        if self.config.noise:
            alpha = self._add_noise(alpha)

        return alpha

    def _apply_lens_distortion(self, image: Image.Image) -> Image.Image:
        """Apply lens distortion effect using numpy."""
        img_array = np.array(image)
        h, w = img_array.shape[:2]
        center = (w // 2, h // 2)

        # Create coordinate grid
        x, y = np.meshgrid(np.arange(w), np.arange(h))
        dx = (x - center[0]) / float(w)
        dy = (y - center[1]) / float(h)
        dist = np.sqrt(dx**2 + dy**2)
        distortion = self.config.lens_distortion * (1 - dist)

        # Apply distortion
        distorted_x = (x + distortion * (x - center[0])).astype(np.int32)
        distorted_y = (y + distortion * (y - center[1])).astype(np.int32)

        # Create distorted image
        distorted = np.zeros_like(img_array)
        for i in range(h):
            for j in range(w):
                if 0 <= distorted_x[i, j] < w and 0 <= distorted_y[i, j] < h:
                    distorted[i, j] = img_array[distorted_y[i, j], distorted_x[i, j]]

        return Image.fromarray(distorted)

    def _enhance_edges(self, image: Image.Image) -> Image.Image:
        """Enhance edges using edge detection and blending."""
        edge_detected = image.filter(ImageFilter.FIND_EDGES)
        edge_enhanced = Image.blend(image, edge_detected, self.config.edge_enhancement - 1)
        return edge_enhanced

    def _add_noise(self, image: Image.Image) -> Image.Image:
        """Add film grain noise to the image."""
        img_array = np.array(image)
        noise = np.random.normal(0, self.config.noise_amount * 255, img_array.shape).astype(np.int16)
        noisy = np.clip(img_array + noise, 0, 255).astype(np.uint8)
        return Image.fromarray(noisy)

    def process_image(self, input_path: str, output_path: Optional[str] = None) -> str:
        """
        Process an image file and save the result.

        Args:
            input_path: Path to input image
            output_path: Path to save output (defaults to input_path with _vignette added)

        Returns:
            Path to the output image
        """
        try:
            with Image.open(input_path) as img:
                processed = self.apply_vignette(img)

                if output_path is None:
                    base, ext = os.path.splitext(input_path)
                    output_path = f"{base}_vignette{ext}"

                processed.save(output_path)
                print(f"Successfully processed image: {output_path}")

                return output_path
        except Exception as e:
            print(f"Error processing image: {e}")
            raise

    def update_config(self, **kwargs) -> None:
        """Update configuration with new values."""
        for key, value in kwargs.items():
            if hasattr(self.config, key):
                setattr(self.config, key, value)
        self._save_state()

def main():
    """Command line interface for the vignette generator."""
    parser = argparse.ArgumentParser(description="Artistic Vignette Generator - Apply creative vignette effects to images.")
    parser.add_argument("input", help="Input image path")
    parser.add_argument("-o", "--output", help="Output image path (optional)")
    parser.add_argument("--vignette-strength", type=float, default=None,
                       help="Vignette strength (0-1)")
    parser.add_argument("--vignette-color", type=int, nargs=3, default=None,
                       help="Vignette color as RGB values")
    parser.add_argument("--color-inversion", type=float, default=None,
                       help="Color inversion strength (0-1)")
    parser.add_argument("--lens-distortion", type=float, default=None,
                       help="Lens distortion amount")
    parser.add_argument("--edge-enhancement", type=float, default=None,
                       help="Edge enhancement strength")
    parser.add_argument("--contrast", type=float, default=None,
                       help="Contrast enhancement")
    parser.add_argument("--noise", action="store_true",
                       help="Enable noise addition")
    parser.add_argument("--noise-amount", type=float, default=None,
                       help="Noise amount (0-1)")

    args = parser.parse_args()

    generator = VignetteGenerator()

    # Update config with provided arguments
    updates = {
        k: v for k, v in vars(args).items()
        if v is not None and k != 'input' and k != 'output'
    }

    if updates:
        generator.update_config(**updates)
        print("Configuration updated. Processing with new settings...")
    else:
        print("Using saved configuration or defaults.")

    # Process the image
    generator.process_image(args.input, args.output)

if __name__ == "__main__":
    main()
python Python 3 226 Zeilen 04.05.2026
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