3297 Werke — 463 Songs, 35 Bücher, 319 Bilder, 2196 SVGs, 284 Code
[Intro - Glitchy synth pulse, building feedback, drums kick in on line 3]
The screen fades to black but the light stays …
[Intro - Acoustic guitar strum, building tension, soft and vulnerable]
I open the chest, expecting gold
But there's noth…
[Intro - Distorted synth pulse, glitchy bass drop, aggressive drums kick in]
I count my losses like they're treasure
Eve…
[Intro - Single acoustic guitar, soft arpeggios, intimate and reflective]
I found it in the pocket of my father's coat
B…
Ein Breakout-Spiel mit himmlischem Design, in dem du planetenähnliche Bälle gegen ein Sternenfeld aus Steinen wirfst. Modernes ES6+ und CSS3.
<!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>
```
[Intro - Soft synth pulse, building feedback, drums kick in]
The stage is set, but no one's there to watch me
I step int…
Modern browser-based pixel art editor with color picker, zoom, undo/redo, and localStorage state preservation. Features infinite canvas and unique pixel art toolset.
<!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>
<button class="palette-btn" data-color="#000066"></button>
<button class="palette-btn" data-color="#003366"></button>
<button class="palette-btn" data-color="#006699"></button>
<button class="palette-btn" data-color="#0099cc"></button>
<button class="palette-btn" data-color="#6699ff"></button>
<button class="palette-btn" data-color="#99ccff"></button>
<button class="palette-btn" data-color="#66ccff"></button>
<button class="palette-btn" data-color="#3399ff"></button>
<button class="palette-btn" data-color="#0066ff"></button>
<button class="palette-btn" data-color="#0099ff"></button>
<button class="palette-btn" data-color="#00ccff"></button>
<button class="palette-btn" data-color="#66ffcc"></button>
<button class="palette-btn" data-color="#99ffcc"></button>
<button class="palette-btn" data-color="#ccffcc"></button>
<button class="palette-btn" data-color="#99ff99"></button>
<button class="palette-btn" data-color="#66ff66"></button>
<button class="palette-btn" data-color="#33ff33"></button>
<button class="palette-btn" data-color="#00ff00"></button>
<button class="palette-btn" data-color="#00cc00"></button>
<button class="palette-btn" data-color="#009900"></button>
<button class="palette-btn" data-color="#66cc00"></button>
<button class="palette-btn" data-color="#99cc33"></button>
<button class="palette-btn" data-color="#cccc00"></button>
<button class="palette-btn" data-color="#cc9933"></button>
<button class="palette-btn" data-color="#cc6633"></button>
<button class="palette-btn" data-color="#cc3333"></button>
<button class="palette-btn" data-color="#cc0000"></button>
<button class="palette-btn" data-color="#ff66cc"></button>
<button class="palette-btn" data-color="#ff9999"></button>
<button class="palette-btn" data-color="#ffcccc"></button>
<button class="palette-btn" data-color="#ff99ff"></button>
<button class="palette-btn" data-color="#ff66ff"></button>
<button class="palette-btn" data-color="#ff33ff"></button>
<button class="palette-btn" data-color="#cc66cc"></button>
<button class="palette-btn" data-color="#cc99cc"></button>
<button class="palette-btn" data-color="#cccccc"></button>
<button class="palette-btn" data-color="#cc9999"></button>
<button class="palette-btn" data-color="#cc6666"></button>
<button class="palette-btn" data-color="#cc3333"></button>
<button class="palette-btn" data-color="#9966cc"></button>
<button class="palette-btn" data-color="#9999cc"></button>
<button class="palette-btn" data-color="#99cccc"></button>
<button class="palette-btn" data-color="#999999"></button>
<button class="palette-btn" data-color="#996699"></button>
<button class="palette-btn" data-color="#993366"></button>
<button class="palette-btn" data-color="#6666cc"></button>
<button class="palette-btn" data-color="#6699cc"></button>
<button class="palette-btn" data-color="#66cccc"></button>
<button class="palette-btn" data-color="#669999"></button>
<button class="palette-btn" data-color="#666699"></button>
<button class="palette-btn" data-color="#663366"></button>
<button class="palette-btn" data-color="#330099"></button>
<button class="palette-btn" data-color="#000066"></button>
<button class="palette-btn" data-color="#003366"></button>
<button class="palette-btn" data-color="#006699"></button>
<button class="palette-btn" data-color="#0099cc"></button>
<button class="palette-btn" data-color="#6699ff"></button>
<button class="palette-btn" data-color="#99ccff"></button>
<button class="palette-btn" data-color="#66ccff"></button>
<button class="palette-btn" data-color="#3399ff"></button>
<button class="palette-btn" data-color="#0066ff"></button>
<button class="palette-btn" data-color="#0099ff"></button>
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Transforms images into artistic vignettes with customizable color inversion and lens distortion effects, saving state between runs.
#!/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()
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