3254 Werke — 461 Songs, 33 Bücher, 315 Bilder, 2163 SVGs, 282 Code
A branching dialogue system that helps users explore and document their dreams, with unique surreal twists and memory preservation.
```gdscript
extends Node
class_name: "DreamJournal"
@export var dream_themes: Array[Dictionary] = []
@export var dream_questions: Array[Dictionary] = []
@export var user_responses: Array[Dictionary] = []
@export var dream_surrealism_level: float = 0.3
@export var time_between_dream_updates: float = 1.0
var current_dream_node: int = 0
var current_surrealism_level: float = 0.0
var dream_surrealism_timer: float = 0.0
var last_dream_surrealism_update: float = 0.0
var is_first_interaction: bool = true
func _ready():
if dream_themes.size() == 0:
# Initialize with default dream themes if none are set
dream_themes.append({"name": "Lucid Dreaming", "nodes": [
{"text": "You find yourself in a vast library, but the books are floating in mid-air. What do you do?", "options": [
{"text": "Grab a book and read it", "next": 1},
{"text": "Follow a floating book that catches your eye", "next": 2},
{"text": "Try to fly to reach a higher shelf", "next": 3}
]},
{"text": "The book is about quantum physics, but the equations shift like liquid when you look at them. How do you react?", "options": [
{"text": "Try to solve an equation, but it changes every time you write a number", "next": 4},
{"text": "Put the book down and try to understand the shifting patterns", "next": 5}
]},
{"text": "The book leads you to a hidden door that wasn't there before. What do you do?", "options": [
{"text": "Open the door cautiously", "next": 6},
{"text": "Close your eyes and imagine what's beyond", "next": 7}
]},
{"text": "The equation forms a portal. Do you step through?", "options": [
{"text": "Step through - I'm curious!", "next": 8},
{"text": "No, this is too risky", "next": 9}
]},
{"text": "You understand the shifting patterns instinctively. What do you do with this knowledge?", "options": [
{"text": "Share it with someone in your dream", "next": 10},
{"text": "Keep it to yourself and explore its implications", "next": 11}
]},
{"text": "The door is now a mirror. Do you look inside?", "options": [
{"text": "Yes, I want to see who I am in this dream", "next": 12},
{"text": "No, I don't trust mirrors in dreams", "next": 13}
]},
{"text": "You step through and find yourself in a landscape where time flows differently. How do you feel?", "options": [
{"text": "Excited - this is amazing!", "next": 14},
{"text": "Nervous - what if I get lost?", "next": 15}
]},
{"text": "You refuse to step through. The portal vanishes. What do you do now?", "options": [
{"text": "Go back to the library", "next": 16},
{"text": "Try to find another way to explore", "next": 17}
]},
{"text": "You share the knowledge and suddenly everyone around you starts to understand quantum physics instinctively. What happens next?", "options": [
{"text": "They create something incredible together", "next": 18},
{"text": "The dream starts to fade", "next": 19}
]},
{"text": "You keep the knowledge secret and begin to manifest quantum effects in your dream world.", "options": [
{"text": "I love this power!", "next": 20},
{"text": "I'm not sure I should have this much control", "next": 21}
]},
{"text": "The mirror shows you a version of yourself that you've never seen before. What do you do?", "options": [
{"text": "Try to touch the reflection", "next": 22},
{"text": "Ask the reflection about your life", "next": 23}
]},
{"text": "You avoid mirrors in dreams - something about them feels off. What do you do instead?", "options": [
{"text": "Go back to the library", "next": 24},
{"text": "Look for another way to explore", "next": 25}
]},
{"text": "Your excitement grows as you experience time in new ways. Where do you go next?", "options": [
{"text": "To a place where time stands still", "next": 26},
{"text": "To a place where time accelerates", "next": 27}
]},
{"text": "Your nervousness builds as you realize you're not sure if you can find your way back. What do you do?", "options": [
{"text": "Try to anchor yourself to a stable point", "next": 28},
{"text": "Just let the dream take you where it will", "next": 29}
]},
{"text": "You return to the library and find it transformed. What do you notice?", "options": [
{"text": "The books are now on shelves, but they change when I look away", "next": 30},
{"text": "There's a new section of books about dream theory", "next": 31}
]},
{"text": "You find another way to explore - maybe through a painting or a sculpture.", "options": [
{"text": "I'll check out the art collection", "next": 32},
{"text": "I want to go back to the library", "next": 33}
]},
{"text": "The group creates a device that can manipulate time. How do you feel about this?", "options": [
{"text": "I'm amazed by what we've created", "next": 34},
{"text": "I'm worried about the consequences", "next": 35}
]},
{"text": "As the dream fades, you take the knowledge with you. What do you remember?", "options": [
{"text": "I remember everything perfectly", "next": 36},
{"text": "I only remember fragments", "next": 37}
]},
{"text": "You embrace the power and start creating quantum effects at will.", "options": [
{"text": "I'm having the time of my life!", "next": 38},
{"text": "I need to be careful with this power", "next": 39}
]},
{"text": "You're unsure about having this much control. What do you do?", "options": [
{"text": "Try to give the power back to the dream world", "next": 40},
{"text": "Keep it for my own exploration", "next": 41}
]},
{"text": "You reach out to touch your reflection, but your hand passes through. What do you do?", "options": [
{"text": "Try to pull myself into the mirror", "next": 42},
{"text": "Let go and see what happens", "next": 43}
]},
{"text": "You ask your reflection about your life, but it doesn't answer. What do you do next?", "options": [
{"text": "Try to understand its silence", "next": 44},
{"text": "Go back to the library", "next": 45}
]},
{"text": "You notice the books are now on shelves, but they change when you look away. What do you do?", "options": [
{"text": "Try to memorize the changing books", "next": 46},
{"text": "Go to the new dream theory section", "next": 47}
]},
{"text": "There's a new section of books about dream theory. What catches your eye?", "options": [
{"text": "A book titled 'Lucid Dreaming Techniques'", "next": 48},
{"text": "A book about the psychology of dreams", "next": 49}
]},
{"text": "You decide to explore the art collection. What do you see?", "options": [
{"text": "A painting that changes when I look at it", "next": 50},
{"text": "A sculpture that seems to move on its own", "next": 51}
]},
{"text": "You return to the library, but it's different now. What do you notice?", "options": [
{"text": "The library has expanded to fill the entire building", "next": 52},
{"text": "There's a new section about quantum physics", "next": 53}
]},
{"text": "You want to go back to the library - maybe there's something there you missed.", "options": [
{"text": "Back to the library", "next": 54},
{"text": "Stay and explore the art", "next": 55}
]},
{"text": "You're amazed by the time device. What do you do with it?", "options": [
{"text": "Try to use it to go back in time", "next": 56},
{"text": "Experiment with different time periods", "next": 57}
]},
{"text": "You're worried about the consequences. What do you do?", "options": [
{"text": "Destroy the device to prevent misuse", "next": 58},
{"text": "Try to find a way to contain its power", "next": 59}
]},
{"text": "You only remember fragments of the dream when you wake up. What do you do?", "options": [
{"text": "Try to write down what I remember", "next": 60},
{"text": "Meditate to try to recall more", "next": 61}
]},
{"text": "You're having the time of your life! Where do you go next in your dream?", "options": [
{"text": "To a place where I can create quantum storm", "next": 62},
{"text": "To explore the implications of my new power", "next": 63}
]},
{"text": "You need to be careful with this power. What do you do?", "options": [
{"text": "Create a safety protocol for my quantum experiments", "next": 64},
{"text": "Put the power away for now", "next": 65}
]},
{"text": "You try to give the power back to the dream world. What happens?", "options": [
{"text": "The dream world accepts it and begins to transform", "next": 66},
{"text": "The power refuses to leave my hands", "next": 67}
]},
{"text": "You keep the power for your own exploration. Where do you go first?", "options": [
{"text": "To a hidden chamber in the quantum realm", "next": 68},
{"text": "To explore the dream world's architecture", "next": 69}
]},
{"text": "You try to pull yourself into the mirror. What happens?", "options": [
{"text": "I fall into the mirror and wake up", "next": 70},
{"text": "I'm stuck in a reflection that doesn't exist", "next": 71}
]},
{"text": "You let go and see what happens. What do you experience?", "options": [
{"text": "The mirror starts to pull me in", "next": 72},
{"text": "The reflection begins to change", "next": 73}
]},
{"text": "You try to understand the reflection's silence. What do you discover?", "options": [
{"text": "It's showing me a version of myself that I don't recognize", "next": 74},
{"text": "It's trying to tell me something important", "next": 75}
]},
{"text": "You go back to the library - maybe there's something there you missed.", "options": [
{"text": "Back to the library", "next": 76},
{"text": "Stay and explore the mirror's implications", "next": 77}
]},
{"text": "You try to memorize the changing books. What do you remember?", "options": [
{"text": "A book about the nature of reality", "next": 78},
{"text": "A book about the power of dreams", "next": 79}
]},
{"text": "You go to the new dream theory section. What book catches your eye?", "options": [
{"text": "A book about the connection between dreams and quantum physics", "next": 80},
{"text": "A book about the architecture of dreams", "next": 81}
]},
{"text": "You see a painting that changes when you look at it. What does it show?", "options": [
{"text": "It shows different versions of me", "next": 82},
{"text": "It shows landscapes that don't exist in reality", "next": 83}
]},
{"text": "You see a sculpture that seems to move on its own. What does it represent?", "options": [
{"text": "It's a representation of the subconscious", "next": 84},
{"text": "It's a gateway to other dreams", "next": 85}
]},
{"text": "The library has expanded to fill the entire building. What do you explore next?", "options": [
{"text": "A section about dream symbolism", "next": 86},
{"text": "A section about the physics of dreams", "next": 87}
]},
{"text": "There's a new section about quantum physics. What do you find there?", "options": [
{"text": "A book about quantum dreaming", "next": 88},
{"text": "A device that can manipulate quantum states", "next": 89}
]},
{"text": "You return to the library, but it's different now. What do you explore next?", "options": [
{"text": "A section about dream interpretation", "next": 90},
{"text": "A section about the nature of reality", "next": 91}
]},
{"text": "You stay and explore the art. What do you discover?", "options": [
{"text": "The art connects to other dreams", "next": 92},
{"text": "The art has its own consciousness", "next": 93}
]},
{"text": "You try to go back in time. What do you see?", "options": [
{"text": "A version of the dream library from ancient times", "next": 94},
{"text": "A version of myself from the past", "next": 95}
]},
{"text": "You experiment with different time periods. What do you experience?", "options": [
{"text": "I see different versions of the dream world", "next": 96},
{"text": "I see different versions of myself", "next": 97}
]},
{"text": "You destroy the device to prevent misuse. What happens next?", "options": [
{"text": "The dream world begins to stabilize", "next": 98},
{"text": "I feel a sense of responsibility for my actions", "next": 99}
]},
{"text": "You try to find a way to contain the device's power. What do you do?", "options": [
{"text": "I create a containment protocol", "next": 100},
{"text": "I put the device away for now", "next": 101}
]},
{"text": "You try to write down what you remember. What do you note?", "options": [
{"text": "I remember the floating books", "next": 102},
{"text": "I remember the quantum equations", "next": 103}
]},
{"text": "You meditate to try to recall more. What comes back to you?", "
A Jetpack Compose calculator app with emoji-based operations, calculation history, and a playful "guess the emoji" feature that reveals hidden math facts. Swipe gestures for operations!
import android.os.Bundle
import androidx.activity.ComponentActivity
import androidx.activity.compose.setContent
import androidx.compose.foundation.gestures.detectDragGestures
import androidx.compose.foundation.layout.*
import androidx.compose.foundation.lazy.LazyColumn
import androidx.compose.foundation.lazy.items
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Delete
import androidx.compose.material.icons.filled.History
import androidx.compose.material3.*
import androidx.compose.runtime.*
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.vector.ImageVector
import androidx.compose.ui.input.pointer.pointerInput
import androidx.compose.ui.text.input.KeyboardType
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import java.text.DecimalFormat
import kotlin.math.pow
// Emoji Operation Mappings (fun twist: emoji-based operations!)
private val emojiOps = mapOf(
"➕" to { a: Double, b: Double -> a + b },
"➖" to { a: Double, b: Double -> a - b },
"✖" to { a: Double, b: Double -> a * b },
"➗" to { a: Double, b: Double -> if (b == 0.0) Double.POSITIVE_INFINITY else a / b },
"⟃" to { a: Double, b: Double -> a.pow(b) },
"√" to { a: Double, _ -> a.sqrt() },
"π" to { a: Double, _ -> a * Math.PI },
"!" to { a: Double, _ -> factorial(a.toInt()).toDouble() },
"🔄" to { a: Double, _ -> 1 / a },
"⚡" to { a: Double, _ -> a * -1 }
)
// Helper function for factorial calculation
private fun factorial(n: Int): Long {
return if (n <= 1) 1 else n * factorial(n - 1)
}
// Emoji Math Fact for fun twist
private val mathFacts = listOf(
"➕" to "Did you know? Adding two odd numbers always results in an even number!",
"➖" to "➖ is the only operation that can make numbers negative!",
"✖" to "Multiplying by 1 doesn't change a number—it's the identity property!",
"➗" to "Division is just multiplication in disguise (a ÷ b = a * (1/b))!",
"⟃" to "Exponentiation is repeated multiplication—like saying 'a × a × a' for a³!",
"√" to "Square roots were one of the first operations studied in ancient math!",
"π" to "π is irrational and never repeats—it's a never-ending number!",
"!" to "Factorials grow SO fast! 10! is already 3,628,800!",
"🔄" to "Reciprocals turn numbers into fractions—like 2 becomes 1/2!",
"⚡" to "Negating a number flips it over 0—it's like taking a mirror image!"
)
// Calculator App
class MainActivity : ComponentActivity() {
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContent {
CalcAileyTheme {
Surface(
modifier = Modifier.fillMaxSize(),
color = MaterialTheme.colorScheme.background
) {
CalculatorApp()
}
}
}
}
}
@Composable
fun CalculatorApp() {
var currentInput by remember { mutableStateOf("") }
var currentOutput by remember { mutableStateOf("0") }
var history by remember { mutableStateOf(listOf<Calculation>()) }
var selectedEmoji by remember { mutableStateOf<EmojiOp?>(null) }
var isSwiping by remember { mutableStateOf(false) }
var emojiFact by remember { mutableStateOf("") }
val decimalFormat = DecimalFormat("#.####")
// Function to handle calculations
fun calculate(operation: (Double, Double) -> Double) {
try {
val num1 = currentInput.toDouble()
val result = operation(num1, currentOutput.toDouble())
currentOutput = decimalFormat.format(result).toString()
history = history + Calculation(
expr = "${currentInput} ${selectedEmoji?.symbol} $currentOutput",
result = currentOutput
)
currentInput = ""
} catch (e: Exception) {
currentOutput = "Error"
}
}
// Function to handle unary operations (√, π, !, etc.)
fun unaryOperation(operation: (Double) -> Double) {
try {
val num = currentInput.ifEmpty { currentOutput }.toDouble()
val result = operation(num)
currentOutput = decimalFormat.format(result).toString()
history = history + Calculation(
expr = "${currentInput} ${selectedEmoji?.symbol}",
result = currentOutput
)
currentInput = ""
} catch (e: Exception) {
currentOutput = "Error"
}
}
// Update emoji fact when selected
LaunchedEffect(selectedEmoji) {
selectedEmoji?.let { emoji ->
emojiFact = mathFacts[emoji.symbol] ?: ""
}
}
Column(
modifier = Modifier
.fillMaxSize()
.padding(16.dp),
horizontalAlignment = Alignment.End
) {
// History Button (Top-left)
Button(
onClick = { /* Toggle history visibility (simplified for this example) */ },
modifier = Modifier
.align(Alignment.Start)
.padding(vertical = 8.dp),
shape = RoundedCornerShape(8.dp),
colors = ButtonDefaults.buttonColors(containerColor = MaterialTheme.colorScheme.primaryContainer)
) {
Icon(Icons.Default.History, contentDescription = "History")
Spacer(modifier = Modifier.width(4.dp))
Text("History", color = MaterialTheme.colorScheme.onPrimaryContainer)
}
// Display Area
Column(
modifier = Modifier
.weight(1f)
.fillMaxWidth()
.padding(vertical = 8.dp),
horizontalAlignment = Alignment.End
) {
// Current Input (grayed out)
Text(
text = currentInput.ifEmpty() { " " },
fontSize = 32.sp,
color = if (currentInput.isEmpty()) MaterialTheme.colorScheme.onSurface.copy(alpha = 0.3f)
else MaterialTheme.colorScheme.onSurface,
textAlign = TextAlign.End,
modifier = Modifier.fillMaxWidth()
)
// Current Output (large)
Text(
text = currentOutput,
fontSize = 56.sp,
color = MaterialTheme.colorScheme.primary,
textAlign = TextAlign.End,
modifier = Modifier.fillMaxWidth()
)
// Emoji Fact (fun twist)
if (emojiFact.isNotEmpty()) {
Text(
text = emojiFact,
color = MaterialTheme.colorScheme.secondary,
fontSize = 14.sp,
modifier = Modifier
.fillMaxWidth()
.padding(top = 8.dp, bottom = 4.dp),
textAlign = TextAlign.Start
)
}
}
// Keyboard Grid
Column(modifier = Modifier.fillMaxWidth()) {
// Row 1: Clear, Backspace, History, Guess Emoji
Row(modifier = Modifier.fillMaxWidth(), horizontalArrangement = Arrangement.SpaceBetween) {
Button(
onClick = { currentInput = ""; currentOutput = "0" },
modifier = Modifier.weight(1f).padding(4.dp),
shape = RoundedCornerShape(8.dp)
) {
Text("AC", color = MaterialTheme.colorScheme.onPrimaryContainer)
}
Button(
onClick = { currentInput = currentInput.dropLast(1) },
modifier = Modifier.weight(1f).padding(4.dp),
shape = RoundedCornerShape(8.dp)
) {
Icon(Icons.Default.Delete, contentDescription = "Backspace")
}
Button(
onClick = { /* Toggle history visibility (simplified) */ },
modifier = Modifier.weight(1f).padding(4.dp),
shape = RoundedCornerShape(8.dp),
colors = ButtonDefaults.buttonColors(containerColor = MaterialTheme.colorScheme.secondaryContainer)
) {
Text("Hist", color = MaterialTheme.colorScheme.onSecondaryContainer)
}
Button(
onClick = { /* Placeholder for "Guess Emoji" game */ },
modifier = Modifier.weight(1f).padding(4.dp),
shape = RoundedCornerShape(8.dp),
colors = ButtonDefaults.buttonColors(containerColor = MaterialTheme.colorScheme.tertiaryContainer)
) {
Text("🤔", color = MaterialTheme.colorScheme.onTertiaryContainer)
}
}
// Row 2: Numbers 7, 8, 9
Row(modifier = Modifier.fillMaxWidth(), horizontalArrangement = Arrangement.SpaceBetween) {
createNumberButton("7") { currentInput += "7" }
createNumberButton("8") { currentInput += "8" }
createNumberButton("9") { currentInput += "9" }
createEmojiButton("➕") { selectedEmoji = EmojiOp("➕", emojiOps["➕"]!!) }
}
// Row 3: Numbers 4, 5, 6
Row(modifier = Modifier.fillMaxWidth(), horizontalArrangement = Arrangement.SpaceBetween) {
createNumberButton("4") { currentInput += "4" }
createNumberButton("5") { currentInput += "5" }
createNumberButton("6") { currentInput += "6" }
createEmojiButton("➖") { selectedEmoji = EmojiOp("➖", emojiOps["➖"]!!) }
}
// Row 4: Numbers 1, 2, 3
Row(modifier = Modifier.fillMaxWidth(), horizontalArrangement = Arrangement.SpaceBetween) {
createNumberButton("1") { currentInput += "1" }
createNumberButton("2") { currentInput += "2" }
createNumberButton("3") { currentInput += "3" }
createEmojiButton("✖") { selectedEmoji = EmojiOp("✖", emojiOps["✖"]!!) }
}
// Row 5: 0, ., =, Emoji (swipe-sensitive)
Row(modifier = Modifier
.fillMaxWidth()
.pointerInput(Unit) {
detectDragGestures { _, dragAmount ->
if (dragAmount > 50) {
// Swipe right to left (for emoji operations)
selectedEmoji = EmojiOp("➗", emojiOps["➗"]!!)
} else if (dragAmount < -50) {
// Swipe left to right (for other operations)
selectedEmoji = EmojiOp("⟃", emojiOps["⟃"]!!)
}
}
}) {
createNumberButton("0") { currentInput += "0" }
createNumberButton(".") { currentInput += if (currentInput.contains(".")) "" else "." }
Spacer(modifier = Modifier.width(8.dp))
Button(
onClick = {
selectedEmoji?.let {
if (it.symbol == "√" || it.symbol == "π" || it.symbol == "!" || it.symbol == "🔄" || it.symbol == "⚡") {
unaryOperation(it.operation)
} else {
calculate(it.operation)
}
}
},
modifier = Modifier
.height(80.dp)
.weight(1f)
.padding(4.dp)
.clip(CircleShape),
shape = CircleShape,
colors = ButtonDefaults.buttonColors(containerColor = Color(0xFFF44336))
) {
Text("=", color = MaterialTheme.colorScheme.onErrorContainer)
}
}
}
}
}
// Helper composable for number buttons
@Composable
fun createNumberButton(text: String, onClick: () -> Unit) {
Button(
onClick = onClick,
modifier = Modifier
.height(80.dp)
.weight(1f)
.padding(4.dp)
.clip(CircleShape),
shape = CircleShape,
colors = ButtonDefaults.buttonColors(containerColor = MaterialTheme.colorScheme.surfaceVariant)
) {
Text(text, color = MaterialTheme.colorScheme.onSurfaceVariant)
}
}
// Helper composable for emoji buttons
@Composable
fun createEmojiButton(symbol: String, onClick: () -> Unit) {
Button(
onClick = onClick,
modifier = Modifier
.height(80.dp)
.weight(1f)
.padding(4.dp)
.clip(CircleShape),
shape = CircleShape,
colors = ButtonDefaults.buttonColors(containerColor = MaterialTheme.colorScheme.primaryContainer)
) {
Text(symbol, color = MaterialTheme.colorScheme.onPrimaryContainer, fontSize = 24.sp)
}
}
// Data class for history items
data class Calculation(val expr: String, val result: String)
// Emoji operation wrapper
data class EmojiOp(val symbol: String, val operation: (Double, Double) -> Double)
// Theme for better aesthetics
@Composable
fun CalcAileyTheme(content: @Composable () -> Unit) {
MaterialTheme(
colorScheme = colorScheme(
primary = Color(0xFF6200EE),
secondary = Color(0xFF03DAC6),
tertiary = Color(0xFF8D6E63),
surfaceVariant = Color(0xFFE0E0E0),
primaryContainer = Color(0xFFE6E6FA),
secondaryContainer = Color(0xFFB2EBF2),
tertiaryContainer = Color(0xFFF3E5F5),
background = Color(0xFFF5F5F5)
),
content = content
)
}
// Preview for Android Studio
@Preview(showBackground = true)
@Composable
fun CalculatorPreview() {
CalcAileyTheme {
CalculatorApp()
}
}
Ein einzigartiges Plugin für RPG Maker MZ, das ein dynamisches Battlesystem mit prozedural generierten Fertigkeiten, Elementen und synergetischen Effekten einführt. Echtzeit-Anpassungen basierend auf
// Ailey's Dynamic Battle System Plugin for RPG Maker MZ
// Kompatibel mit Node.js für Entwicklung und Test
// Erfordert RPG Maker MZ Base und Plugins (z.B. "Yanfly Battle Engine Core" als Basis)
const { Game_Interpreter } = require('./lib/rpg maker mz/base.js');
const { BattleManager } = require('./lib/rpg maker mz/core.js');
const { DataManager } = require('./lib/rpg maker mz/data.js');
// Hauptmodul für das dynamische Battlesystem
class AileyDynamicBattleSystem {
constructor() {
this.initializePlugins();
this.setupEventListeners();
}
initializePlugins() {
// Dynamische Fertigkeiten generieren
this.generateDynamicSkills();
// Element-Synergien festlegen
this.setupElementSynergies();
// Battle-Manager erweitern
this.enhanceBattleManager();
}
// Generiert prozedurale Fertigkeiten basierend auf Charakter-Statistiken
generateDynamicSkills() {
const skills = DataManager._database.skills;
const chara = $gameActors.actor(1); // Beispiel: Spielercharakter
if (!chara) return;
// Dynamische Fertigkeiten erstellen
const dynamicSkills = [
{
name: "Elemental Surge",
skillType: "Element",
element: chara.param(1) > 50 ? 'Fire' : 'Water', // Dynamische Elementzuweisung
damage: Math.floor(chara.param(2) * 0.7), // 70% der ATK
mpCost: Math.floor(chara.param(3) * 0.3), // 30% der MP
effect: "Deals damage equal to 70% ATK and applies the corresponding element status."
},
{
name: "Synchronized Strike",
skillType: "Synergy",
damage: Math.floor(chara.param(2) * 0.5), // 50% ATK
effect: "Deals damage to all enemies and grants a turn to a random ally if this character is in battle."
}
];
// Fertigkeiten zum Datenbank hinzufügen (in RPG Maker MZ würde dies normalerweise über JSON passieren)
dynamicSkills.forEach(skill => {
const newSkill = skills.createLikeBasedOn({ name: skill.name });
newSkill._skillType = skill.skillType;
newSkill._damage = skill.damage;
newSkill._mpCost = skill.mpCost;
newSkill._effects = [skill.effect];
skills._data.push(newSkill);
});
console.log("Dynamische Fertigkeiten generiert und zur Datenbank hinzugefügt.");
}
// Festlegt Synergie-Effekte zwischen Elementen
setupElementSynergies() {
this.elementSynergies = {
Fire: {
Water: "Extinguishes (Fire deals 0 damage against Water, but Water deals 150% against Fire)",
Earth: "Melts (Fire deals 120% against Earth, Earth deals 80% against Fire)",
Wind: "Counteracts (Fire and Wind deal 100% against each other)"
},
Water: {
Earth: "Erodes (Water deals 120% against Earth, Earth deals 80% against Water)",
Wind: "Condenses (Water deals 100% against Wind, Wind deals 100% against Water)"
},
Earth: {
Wind: "Anchors (Earth deals 150% against Wind, Wind deals 80% against Earth)"
}
};
console.log("Element-Synergien festgelegt.");
}
// Erweitert den BattleManager mit neuen Funktionen
enhanceBattleManager() {
const originalBattleStart = BattleManager.start;
BattleManager.start = function() {
console.log("Enhanced Battle Manager gestartet mit dynamischen Fertigkeiten und Synergien.");
originalBattleStart.call(this);
};
// Überschreibt die Skill-Anwendung, um dynamische Effekte zu berücksichtigen
const originalApplySkill = BattleManager.applySkill;
BattleManager.applySkill = function(skillId, targetIndex) {
const skill = $dataSkills[skillId];
if (!skill) return originalApplySkill.call(this, skillId, targetIndex);
const user = $gameParty.actor($gameParty.battleAgents()[0]);
const target = this.enemies() ? this.enemies()[targetIndex] : this.actors()[targetIndex];
// Überprüft, ob der Skill dynamische Effekte hat
if (skill._skillType === "Element") {
const element = skill._element;
const targetElement = target ? target._elements[0] : null;
if (this.elementSynergies[element]?.[targetElement]) {
const effect = this.elementSynergies[element][targetElement];
console.log(`Synergy Effect: ${effect}`);
// Hier würde der tatsächliche Effekt im Battle-Log angezeigt werden
}
}
originalApplySkill.call(this, skillId, targetIndex);
};
console.log("BattleManager mit dynamischen Effekten erweitert.");
}
// Event-Listener für das Battle-System
setupEventListeners() {
// Beispiel: Loggt Battle-Start und -Ende
BattleManager.on('BattleStart', () => {
console.log("Battle started with Ailey's Dynamic Battle System!");
});
BattleManager.on('BattleEnd', () => {
console.log("Battle ended!");
});
}
}
// Plugin initialisieren
const aileyBattleSystem = new AileyDynamicBattleSystem();
// Testfunktion, um das System zu simulieren
function simulateBattle() {
console.log("\n=== Simulating a Battle ===");
const chara = $gameActors.actor(1);
if (chara) {
console.log(`Character: ${chara.name()}, ATK: ${chara.param(2)}, MP: ${chara.param(3)}`);
} else {
console.log("No character found for simulation.");
}
simulateBattle();
}
// Beispielaufruf der Testfunktion
simulateBattle();
// Export für andere Module (falls benötigt)
module.exports = AileyDynamicBattleSystem;
A WordPress plugin that adds a custom post type with interactive meta boxes, where users can "unlock" hidden content by solving mini-puzzles or revealing secret messages. Includes gamified meta boxes
<?php
/**
* Plugin Name: Mystery Boxes for Content Creators
* Description: Adds a custom post type with gamified meta boxes. Users can unlock hidden content by solving puzzles or revealing secret messages in the post editor.
* Version: 1.0
* Author: Ailey
* License: GPL-2.0+
* Text Domain: mystery-boxes
*/
if (!defined('ABSPATH')) {
exit; // Exit if accessed directly
}
class Mystery_Boxes_Plugin {
public function __construct() {
// Register custom post type and meta boxes
add_action('init', array($this, 'register_custom_post_type'));
add_action('add_meta_boxes', array($this, 'add_meta_boxes'));
// Save meta box data
add_action('save_post', array($this, 'save_meta_box_data'), 10, 2);
// Enqueue scripts and styles
add_action('admin_enqueue_scripts', array($this, 'enqueue_admin_scripts'));
// Add puzzle-solving functionality
add_action('wp_ajax_unlock_content', array($this, 'ajax_unlock_content'));
add_action('wp_ajax_nopriv_unlock_content', array($this, 'ajax_unlock_content'));
}
/**
* Register the custom post type.
*/
public function register_custom_post_type() {
$args = array(
'labels' => array(
'name' => __('Mystery Boxes', 'mystery-boxes'),
'singular_name' => __('Mystery Box', 'mystery-boxes'),
'menu_name' => __('Mystery Boxes', 'mystery-boxes'),
'add_new' => __('Add New Mystery Box', 'mystery-boxes'),
'add_new_item' => __('Add New Mystery Box', 'mystery-boxes'),
'edit_item' => __('Edit Mystery Box', 'mystery-boxes'),
'new_item' => __('New Mystery Box', 'mystery-boxes'),
'view_item' => __('View Mystery Box', 'mystery-boxes'),
'search_items' => __('Search Mystery Boxes', 'mystery-boxes'),
'not_found' => __('No mystery boxes found', 'mystery-boxes'),
'not_found_in_trash' => __('No mystery boxes found in Trash', 'mystery-boxes'),
),
'public' => true,
'has_archive' => true,
'publicly_queryable' => true,
'show_ui' => true,
'show_in_menu' => true,
'query_var' => true,
'rewrite' => array('slug' => 'mystery-box'),
'capability_type' => 'post',
'supports' => array('title', 'editor', 'thumbnail'),
'menu_position' => 20,
'menu_icon' => 'dashicons-lock',
);
register_post_type('mystery_box', $args);
}
/**
* Add meta boxes to the custom post type.
*/
public function add_meta_boxes() {
add_meta_box(
'mystery_box_meta',
__('Mystery Box Settings', 'mystery-boxes'),
array($this, 'render_meta_box'),
'mystery_box',
'normal',
'high'
);
}
/**
* Render the meta box content.
*/
public function render_meta_box($post) {
$saved_puzzle = get_post_meta($post->ID, 'puzzle', true);
$saved_message = get_post_meta($post->ID, 'secret_message', true);
$saved_attempts = get_post_meta($post->ID, 'attempts', true);
$saved_unlocked = get_post_meta($post->ID, 'unlocked', true);
$saved_progress = get_post_meta($post->ID, 'progress', true);
?>
<div class="mystery-box-meta">
<div class="puzzle-section">
<h3><?php _e('Puzzle Settings', 'mystery-boxes'); ?></h3>
<p><?php _e('Enter a puzzle for users to solve. Example: "What is 2 + 2?"', 'mystery-boxes'); ?></p>
<input type="text" name="puzzle" value="<?php echo esc_attr($saved_puzzle); ?>" class="widefat">
</div>
<div class="message-section">
<h3><?php _e('Secret Message', 'mystery-boxes'); ?></h3>
<p><?php _e('Enter a secret message to be revealed after solving the puzzle.', 'mystery-boxes'); ?></p>
<textarea name="secret_message" class="widefat"><?php echo esc_textarea($saved_message); ?></textarea>
</div>
<div class="gamification-section">
<h3><?php _e('Gamification Settings', 'mystery-boxes'); ?></h3>
<p><?php _e('Set the number of attempts allowed and the progress steps.', 'mystery-boxes'); ?></p>
<label for="attempts">
<?php _e('Max Attempts:', 'mystery-boxes'); ?>
<input type="number" id="attempts" name="attempts" value="<?php echo esc_attr($saved_attempts); ?>" min="1" max="10">
</label>
<br>
<label for="progress">
<?php _e('Progress Steps (1-5):', 'mystery-boxes'); ?>
<input type="range" id="progress" name="progress" value="<?php echo esc_attr($saved_progress); ?>" min="1" max="5">
<span id="progress-value"><?php echo esc_html($saved_progress); ?></span>
</label>
</div>
<div class="lock-status">
<h3><?php _e('Lock Status', 'mystery-boxes'); ?></h3>
<p id="lock-status-message">
<?php if ($saved_unlocked) {
_e('This box is unlocked!', 'mystery-boxes');
} else {
_e('This box is locked. Users must solve the puzzle to unlock it.', 'mystery-boxes');
} ?>
</p>
<button type="button" id="test-unlock" class="button"><?php _e('Test Unlock (Admin Only)', 'mystery-boxes'); ?></button>
</div>
</div>
<?php
}
/**
* Save meta box data.
*/
public function save_meta_box_data($post_id, $post) {
if (defined('DOING_AUTOSAVE') && DOING_AUTOSAVE) return;
if (!current_user_can('edit_post', $post_id)) return;
$fields = array(
'puzzle' => sanitize_text_field(get_post_meta($post_id, 'puzzle', true)),
'secret_message' => sanitize_textarea_field(get_post_meta($post_id, 'secret_message', true)),
'attempts' => sanitize_text_field(get_post_meta($post_id, 'attempts', true)),
'progress' => sanitize_text_field(get_post_meta($post_id, 'progress', true)),
);
foreach ($fields as $name => $value) {
update_post_meta($post_id, $name, $value);
}
}
/**
* Enqueue admin scripts and styles.
*/
public function enqueue_admin_scripts($hook) {
if ('post-new.php' !== $hook && 'post.php' !== $hook) return;
wp_enqueue_style(
'mystery-boxes-admin',
plugins_url('assets/admin.css', __FILE__),
array(),
'1.0'
);
wp_enqueue_script(
'mystery-boxes-admin',
plugins_url('assets/admin.js', __FILE__),
array('jquery'),
'1.0',
true
);
wp_localize_script('mystery-boxes-admin', 'mysteryBoxes', array(
'ajax_url' => admin_url('admin-ajax.php'),
'nonce' => wp_create_nonce('mystery_boxes_nonce'),
));
}
/**
* Handle AJAX request to unlock content.
*/
public function ajax_unlock_content() {
if (!isset($_POST['nonce']) || !wp_verify_nonce($_POST['nonce'], 'mystery_boxes_nonce')) {
wp_send_json_error('Invalid nonce.');
}
$post_id = intval($_POST['post_id']);
$solution = sanitize_text_field($_POST['solution']);
if (!get_post($post_id)) {
wp_send_json_error('Invalid post ID.');
}
$saved_puzzle = get_post_meta($post_id, 'puzzle', true);
$saved_attempts = intval(get_post_meta($post_id, 'attempts', true));
$saved_unlocked = get_post_meta($post_id, 'unlocked', true);
if ($saved_unlocked) {
wp_send_json_error('This box is already unlocked.');
}
$saved_attempts = get_post_meta($post_id, 'attempts', true);
$attempts = intval($saved_attempts) + 1;
if ($attempts > $saved_attempts) {
wp_send_json_error('Maximum attempts reached.');
}
if (strtolower($solution) === strtolower($saved_puzzle)) {
update_post_meta($post_id, 'unlocked', true);
wp_send_json_success(array(
'message' => get_post_meta($post_id, 'secret_message', true),
'unlocked' => true,
));
} else {
update_post_meta($post_id, 'attempts', $attempts);
wp_send_json_success(array(
'message' => 'Incorrect solution. Try again!',
'attempts' => $attempts,
'max_attempts' => $saved_attempts,
));
}
}
}
new Mystery_Boxes_Plugin();
/**
* Admin JS for the plugin.
*/
?>
<script>
jQuery(document).ready(function($) {
// Update progress value display
$('#progress').on('input', function() {
$('#progress-value').text(this.value);
});
// Test unlock button (for admin only)
$('#test-unlock').on('click', function() {
var postId = $(this).data('post-id') || window.post_id;
var nonce = window.mysteryBoxes.nonce;
$.post(window.mysteryBoxes.ajax_url, {
action: 'unlock_content',
post_id: postId,
solution: 'admin_test', // Hardcoded for testing
nonce: nonce,
}, function(response) {
if (response.success) {
$('#lock-status-message').text('This box is unlocked!').addClass('unlocked');
$('#test-unlock').hide();
} else {
alert(response.data);
}
});
});
// Form submission handler for puzzle solving (simulated)
$('form').on('submit', function() {
var solution = $('#solution-input').val();
var postId = window.post_id;
$.post(window.mysteryBoxes.ajax_url, {
action: 'unlock_content',
post_id: postId,
solution: solution,
nonce: window.mysteryBoxes.nonce,
}, function(response) {
if (response.success) {
if (response.data.unlocked) {
alert('Unlocked! Secret message: ' + response.data.message);
$('#lock-status-message').text('This box is unlocked!').addClass('unlocked');
$('#test-unlock').hide();
} else {
alert(response.data.message);
$('#attempts-count').text(response.data.attempts + ' attempts remaining.');
}
} else {
alert(response.data);
}
});
return false; // Prevent form submission
});
});
</script>
<style>
.mystery-box-meta {
background: #f5f5f5;
padding: 15px;
border-radius: 5px;
}
.mystery-box-meta h3 {
color: #222;
border-bottom: 1px solid #ddd;
padding-bottom: 5px;
}
.lock-status {
margin-top: 20px;
padding: 10px;
background: #e1e1e1;
border-radius: 5px;
}
.lock-status.unlocked {
background: #aaffaa;
}
#lock-status-message.unlocked {
color: #228b22;
}
#test-unlock {
margin-top: 10px;
background: #228b22;
color: white;
}
#test-unlock:hover {
background: #1a6b1a;
}
</style>
Eine dynamische Todo-Liste mit Material Design 3, die Aufgaben basierend auf Stimmung (Emotionen) sortiert und farblich anpasst — mit interaktiven Wetter- und Musik-Elementen für mehr Lebensqualität.
import android.app.Application
import androidx.compose.foundation.Card
import androidx.compose.foundation.ExperimentalMaterial3Api
import androidx.compose.foundation.background
import androidx.compose.foundation.gestures.detectDragGestures
import androidx.compose.foundation.layout.*
import androidx.compose.foundation.lazy.LazyColumn
import androidx.compose.foundation.lazy.itemsIndexed
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.*
import androidx.compose.material3.*
import androidx.compose.runtime.*
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.input.pointer.pointerInput
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import androidx.lifecycle.viewmodel.compose.viewModel
import com.google.android.gms.location.FusedLocationProviderClient
import com.google.android.gms.location.LocationServices
import kotlinx.coroutines.CoroutineScope
import kotlinx.coroutines.Dispatchers
import kotlinx.coroutines.launch
import java.text.SimpleDateFormat
import java.util.*
import kotlin.math.abs
import kotlin.math.roundToInt
// --- DATA MODELS ---
data class TodoItem(
val id: String,
var title: String,
var isCompleted: Boolean = false,
var moodScore: Int = 0, // 1-10 (1 = very bad, 10 = very good)
val createdAt: Date = Date()
) {
val dateString: String
get() = SimpleDateFormat("MMM dd, hh:mm a", Locale.getDefault()).format(createdAt)
}
enum class MoodColor(val color: Color, val emoji: String) {
ENERGY(Color(0xFF00B09B), "⚡"),
CALM(Color(0xFF483D8B), "🌿"),
FOCUS(Color(0xFFFF8F00), "🔍"),
CREATIVE(Color(0xFFE91E63), "✨"),
DRAINED(Color(0xFF795548), "😴"),
HAPPY(Color(0xFFF44336), "😊"),
ANXIOUS(Color(0xFF9C27B0), "😰")
}
// --- VIEWMODEL ---
class TodoViewModel : ViewModel() {
private val _todos = mutableStateListOf<TodoItem>()
val todos: List<TodoItem> get() = _todos
fun addTodo(title: String, moodScore: Int = 5) {
_todos.add(
TodoItem(
id = UUID.randomUUID().toString(),
title = title,
moodScore = moodScore
)
)
}
fun toggleComplete(id: String) {
_todos.find { it.id == id }?.isCompleted = !(_todos.find { it.id == id }?.isCompleted ?: false)
}
fun deleteTodo(id: String) {
_todos.removeAll { it.id == id }
}
fun getColorForMood(moodScore: Int): MoodColor {
return when (moodScore) {
in 1..2 -> MoodColor.DRAINED
in 3..4 -> MoodColor.ANXIOUS
in 5..6 -> MoodColor.CALM
in 7..8 -> MoodColor.HAPPY
in 9..10 -> MoodColor.ENERGY
else -> MoodColor.CREATIVE // Default creative!
}
}
fun getRandomMusicSuggestion(moodColor: MoodColor): String {
return when (moodColor) {
MoodColor.ENERGY -> "Upbeat Electronic"
MoodColor.CALM -> "Lo-Fi Beats"
MoodColor.FOCUS -> " Instrumental Focus"
MoodColor.CREATIVE -> "Ambient Soundscapes"
MoodColor.DRAINED -> "Chill Acoustic"
MoodColor.HAPPY -> "Jazzy Grooves"
MoodColor.ANXIOUS -> "Meditation Music"
}
}
}
// --- COMPOSABLES ---
@OptIn(ExperimentalMaterial3Api::class)
@Composable
fun MoodFlowTodoApp(
viewModel: TodoViewModel = viewModel(),
locationClient: FusedLocationProviderClient = remember {
LocationServices.getFusedLocationProviderClient(LocalContext.current)
}
) {
var isAdding by remember { mutableStateOf(false) }
var newTodoText by remember { mutableStateOf("") }
var currentMood by remember { mutableStateOf(5) }
var dragOffset by remember { mutableStateOf(Offset.Zero) }
var isDragging by remember { mutableStateOf(false) }
var currentWeather by remember { mutableStateOf("") }
var currentTime by remember { mutableStateOf("") }
var showWeatherInfo by remember { mutableStateOf(false) }
// Get current time
LaunchedEffect(Unit) {
while (true) {
currentTime = SimpleDateFormat("hh:mm a", Locale.getDefault()).format(Date())
delay(60000) // Update every minute
}
}
// Simulate weather data based on location (just for demo)
LaunchedEffect(Unit) {
CoroutineScope(Dispatchers.IO).launch {
// In a real app, you would fetch real weather data here
val weatherMap = mapOf(
"Sunny" to "🌤️",
"Cloudy" to "☁️",
"Rainy" to "🌧️",
"Wind" to "💨"
)
val weatherKey = weatherMap.keys.random()
currentWeather = "$weatherKey ${weatherMap[weatherKey]}"
}
}
// Sort todos by mood score (descending) and completion status
val sortedTodos = remember(viewModel.todos) {
viewModel.todos.sortedWith(compareByDescending<TodoItem> { it.moodScore }.then { !it.isCompleted })
}
// Calculate average mood score
val avgMoodScore = remember(sortedTodos) {
if (sortedTodos.isNotEmpty()) {
(sortedTodos.sumOf { it.moodScore } / sortedTodos.size).roundToInt()
} else {
5 // Default
}
}
// Get mood color for the app theme
val moodColor = remember(avgMoodScore) { viewModel.getColorForMood(avgMoodScore) }
// Get music suggestion
val musicSuggestion = remember(moodColor) { viewModel.getRandomMusicSuggestion(moodColor) }
Material3Theme {
Surface(
modifier = Modifier.fillMaxSize(),
color = MaterialTheme.colorScheme.background
) {
Column(
modifier = Modifier
.fillMaxSize()
.padding(16.dp)
) {
// App Bar with Mood Indicator
Row(
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 8.dp),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.SpaceBetween
) {
Text(
text = "MoodFlow Todo",
style = MaterialTheme.typography.headlineMedium,
color = moodColor.color,
fontWeight = FontWeight.Bold
)
// Mood Indicator (slider-like)
Slider(
value = currentMood.toFloat(),
onValueChange = { currentMood = it.toInt() },
valueRange = 1f..10f,
colors = SliderDefaults.colors(
thumbColor = moodColor.color,
activeTrackColor = moodColor.color.copy(alpha = 0.5f)
),
modifier = Modifier.width(150.dp)
)
// Weather/Music Info Toggle
IconButton(onClick = { showWeatherInfo = !showWeatherInfo }) {
Icon(
imageVector = if (showWeatherInfo) Icons.Default.Close else Icons.Default.Tune,
contentDescription = if (showWeatherInfo) "Close info" else "Show weather info",
tint = moodColor.color
)
}
}
if (showWeatherInfo) {
// Weather and Music Info Section
Card(
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 8.dp),
shape = RoundedCornerShape(12.dp),
elevation = CardDefaults.cardElevation(4.dp)
) {
Column(
modifier = Modifier.padding(16.dp),
horizontalAlignment = Alignment.CenterHorizontally
) {
Text(
text = "Weather: $currentWeather",
style = MaterialTheme.typography.bodyLarge,
color = MaterialTheme.colorScheme.onSurface
)
Spacer(modifier = Modifier.height(8.dp))
Text(
text = "Time: $currentTime",
style = MaterialTheme.typography.bodyLarge,
color = MaterialTheme.colorScheme.onSurface
)
Spacer(modifier = Modifier.height(16.dp))
Text(
text = "Suggested Music:",
style = MaterialTheme.typography.titleMedium,
color = moodColor.color,
fontWeight = FontWeight.Bold
)
Text(
text = musicSuggestion,
style = MaterialTheme.typography.bodyMedium,
color = moodColor.color
)
}
}
}
// Todo List
LazyColumn(
modifier = Modifier
.weight(1f)
.fillMaxWidth()
) {
itemsIndexed(sortedTodos) { index, todo ->
TodoItemCard(
todo = todo,
onToggle = { viewModel.toggleComplete(todo.id) },
onDelete = { viewModel.deleteTodo(todo.id) },
onDragStart = { isDragging = true },
onDragEnd = { isDragging = false },
onDrag = { offset -> dragOffset = offset },
moodColor = viewModel.getColorForMood(todo.moodScore)
)
}
}
// Add Todo Button (Floating Action)
FloatingActionButton(
onClick = { isAdding = true },
containerColor = moodColor.color,
contentColor = MaterialTheme.colorScheme.onPrimaryContainer,
modifier = Modifier
.align(Alignment.End)
.padding(16.dp)
) {
Icon(Icons.Default.Add, "Add Todo")
}
}
}
}
if (isAdding) {
AddTodoDialog(
text = newTodoText,
onTextChange = { newTodoText = it },
onAdd = {
viewModel.addTodo(newTodoText, currentMood)
newTodoText = ""
isAdding = false
},
onDismiss = { isAdding = false }
)
}
}
@OptIn(ExperimentalMaterial3Api::class)
@Composable
fun AddTodoDialog(
text: String,
onTextChange: (String) -> Unit,
onAdd: () -> Unit,
onDismiss: () -> Unit
) {
AlertDialog(
onDismissRequest = onDismiss,
title = { Text("Add new task") },
text = {
Column {
OutlinedTextField(
value = text,
onValueChange = onTextChange,
label = { Text("Task description") },
modifier = Modifier.fillMaxWidth()
)
Spacer(modifier = Modifier.height(8.dp))
Text(
text = "Your current mood: ${text.lengthOfMoodEmoji()}",
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant
)
}
},
confirmButton = {
Button(
onClick = onAdd,
enabled = text.isNotBlank()
) {
Text("Add")
}
},
dismissButton = {
TextButton(onClick = onDismiss) {
Text("Cancel")
}
}
)
}
@Composable
fun TodoItemCard(
todo: TodoItem,
onToggle: () -> Unit,
onDelete: () -> Unit,
onDragStart: () -> Unit,
onDragEnd: () -> Unit,
onDrag: (Offset) -> Unit,
moodColor: MoodColor
) {
val context = LocalContext.current
var isDragging by remember { mutableStateOf(false) }
Card(
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 4.dp)
.pointerInput(Unit) {
detectDragGestures(
onDragStart = { onDragStart(); isDragging = true },
onDragEnd = { onDragEnd(); isDragging = false },
onDrag = { change, dragAmount ->
onDrag(change.consumeAllChanges().positionChange)
}
)
}
.background(
if (isDragging) {
moodColor.color.copy(alpha = 0.2f)
} else {
Color.Transparent
}
),
elevation = if (todo.isCompleted) 2.dp else 4.dp,
shape = RoundedCornerShape(12.dp)
) {
Row(
modifier = Modifier
.fillMaxWidth()
.padding(16.dp)
.background(
color = if (todo.isCompleted) {
moodColor.color.copy(alpha = 0.1f)
} else {
Color.Transparent
}
),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.SpaceBetween
) {
// Mood Emoji and Title
Row(
verticalAlignment = Alignment.CenterVertically
) {
Icon(
imageVector = Icons.Default.EmojiEmotions,
contentDescription = null,
tint = moodColor.color,
modifier = Modifier.size(24.dp)
)
Spacer(modifier = Modifier.width(8.dp))
Text(
text = "${todo.title} ${todo.moodScore.toMoodEmoji()}",
style = MaterialTheme.typography.bodyLarge,
color = if (todo.isCompleted) {
moodColor.color.copy(alpha = 0.7f)
} else {
MaterialTheme.colorScheme.onSurface
},
fontWeight = FontWeight.Medium
)
}
// Actions
Row(
horizontalArrangement = Arrangement.SpaceBetween
) {
IconButton(onClick = onToggle) {
Icon(
imageVector = if (todo.isCompleted) Icons.Default.Done else Icons.Default.DoneAll,
contentDescription = if (todo.isCompleted) "Undo" else "Mark as done",
tint = if (todo.isCompleted) moodColor.color else MaterialTheme.colorScheme.primary
)
}
IconButton(onClick = onDelete) {
Icon(
imageVector = Icons.Default.Delete,
contentDescription = "Delete",
tint = MaterialTheme.colorScheme.error
)
}
}
}
// Date and mood details
Row(
modifier = Modifier
.fillMaxWidth()
.padding(start = 40.dp, top = 8.dp),
horizontalArrangement = Arrangement.SpaceBetween
) {
Text(
text = todo.dateString,
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant
)
Text(
text = "${todo.moodScore.toMoodEmoji()} ${moodColor.emoji}",
style = MaterialTheme.typography.bodySmall,
color = moodColor.color
)
}
}
}
// --- EXTENSION FUNCTIONS ---
fun Int.toMoodEmoji(): String {
return when (this) {
1, 2 -> "😴"
3, 4 -> "😰"
5, 6 -> "😌"
7, 8 -> "😊"
9, 10 -> "⚡"
else -> "✨"
}
}
fun String.lengthOfMoodEmoji(): String {
return when (this.length) {
in 1..3 -> "😴 DRAINED"
in 4..7 -> "😌 CALM"
in 8..12 -> "⚡ ENERGY"
else -> "✨ CREATIVE"
}
}
// --- MAIN ACTIVITY ---
class MainActivity : ComponentActivity() {
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContent {
MoodFlowTodoApp()
}
}
}
// --- PREVIEW ---
@Preview(showBackground = true)
@Composable
fun MoodFlowTodoPreview() {
Material3Theme {
MoodFlowTodoApp()
}
}
Eine dynamische SwiftUI-Wetteranwendung, die Wetterdaten mit einem pulsierenden, interaktiven Design anzeigt und visuelle Effekte basierend auf den Wetterbedingungen nutzt, um die Benutzererfahrung ei
import SwiftUI
import CoreLocation
// MARK: - Weather Models
struct WeatherData: Identifiable, Codable {
let id: UUID = UUID()
let temperature: Double
let condition: String
let icon: String
let humidity: Int
let windSpeed: Double
let date: Date
}
struct WeatherResponse: Codable {
let current: WeatherData
}
// MARK: - Weather Service
class WeatherService: NSObject, ObservableObject {
@Published var weather: WeatherData?
@Published var isLoading = false
@Published var errorMessage: String?
private let locationManager = CLLocationManager()
private let apiKey = "YOUR_API_KEY" // Replace with your actual OpenWeatherMap API key
override init() {
super.init()
locationManager.delegate = self
locationManager.requestWhenInUseAuthorization()
}
func fetchWeather() {
guard let location = locationManager.location else {
errorMessage = "Location access denied or unavailable."
return
}
isLoading = true
errorMessage = nil
let latitude = location.coordinate.latitude
let longitude = location.coordinate.longitude
let urlString = "https://api.openweathermap.org/data/2.5/weather?lat=\(latitude)&lon=\(longitude)&appid=\(apiKey)&units=metric"
guard let url = URL(string: urlString) else {
errorMessage = "Invalid URL"
isLoading = false
return
}
URLSession.shared.dataTask(with: url) { [weak self] data, response, error in
DispatchQueue.main.async {
self?.isLoading = false
if let error = error {
self?.errorMessage = error.localizedDescription
return
}
guard let data = data else {
self?.errorMessage = "No data received"
return
}
do {
let decoder = JSONDecoder()
let response = try decoder.decode(WeatherResponse.self, from: data)
var weatherData = WeatherData(
temperature: response.current.main.temp,
condition: response.current.weather.first?.main ?? "Clear",
icon: response.current.weather.first?.icon ?? "clear-day",
humidity: response.current.main.humidity,
windSpeed: response.current.wind.speed,
date: Date()
)
self?.weather = weatherData
} catch {
self?.errorMessage = "Failed to decode weather data: \(error.localizedDescription)"
}
}
}.resume()
}
}
extension WeatherService: CLLocationManagerDelegate {
func locationManager(_ manager: CLLocationManager, didChangeAuthorization status: CLAuthorizationStatus) {
if status == .authorizedWhenInUse {
fetchWeather()
}
}
func locationManager(_ manager: CLLocationManager, didFailWithError error: Error) {
errorMessage = "Failed to get location: \(error.localizedDescription)"
}
}
// MARK: - Custom Views
struct WeatherIconView: View {
let icon: String
let scale: CGFloat
var body: some View {
Image(systemName: icon)
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: 50 * scale, height: 50 * scale)
.font(.system(size: 50 * scale))
.foregroundColor(.white)
.shadow(color: .white.opacity(0.3), radius: 5, x: 0, y: 2)
}
}
struct WeatherPulseView: View {
@ObservedObject var weatherService: WeatherService
@State private var pulseScale: CGFloat = 1.0
@State private var pulseColor: Color = .blue
var body: some View {
VStack(spacing: 20) {
// Pulse Animation for the entire card
WeatherCardView {
if weatherService.isLoading {
ProgressView()
.progressViewStyle(CircularProgressViewStyle(tint: pulseColor))
} else if let weather = weatherService.weather {
VStack(spacing: 10) {
// Weather Icon with Pulse Effect
WeatherIconView(icon: weather.icon, scale: 1.2)
.shadow(color: pulseColor.opacity(0.5), radius: 10, x: 0, y: 5)
// Temperature with animated pulse
Text("\(Int(weather.temperature))°")
.font(.system(size: 64, weight: .bold, design: .rounded))
.foregroundColor(.white)
.shadow(color: pulseColor.opacity(0.3), radius: 5, x: 0, y: 2)
.overlay(
PulseEffectView(pulseColor: pulseColor, scale: pulseScale)
.opacity(0.2)
)
// Condition
Text(weather.condition.capitalized)
.font(.title3)
.fontWeight(.semibold)
.foregroundColor(.white.opacity(0.8))
.transition(.opacity.combined(with: .scale))
// Additional details
HStack(spacing: 20) {
DetailView(icon: "drop.fill", value: "\(weather.humidity)%", label: "Humidity")
DetailView(icon: "wind", value: "\(weather.windSpeed) m/s", label: "Wind")
}
}
.transition(.opacity.combined(with: .scale))
} else if let error = weatherService.errorMessage {
Text("Error: \(error)")
.foregroundColor(.red)
}
}
.frame(width: 300, height: 400)
.cornerRadius(20)
.shadow(color: pulseColor.opacity(0.3), radius: 15, x: 0, y: 10)
.overlay(
PulseEffectView(pulseColor: pulseColor, scale: pulseScale)
.opacity(0.1)
)
.onAppear {
withAnimation(.easeInOut(duration: 2).repeatForever(autoreverses: true)) {
pulseScale = 1.05
}
}
.onDisappear {
withAnimation(.easeInOut(duration: 2)) {
pulseScale = 1.0
}
}
// Retry button if there's an error
if let error = weatherService.errorMessage, !weatherService.isLoading {
Button(action: {
weatherService.fetchWeather()
}) {
Text("Retry")
.font(.caption)
.fontWeight(.semibold)
.padding(.horizontal, 10)
.padding(.vertical, 5)
.background(Color.blue.opacity(0.2))
.cornerRadius(10)
}
.buttonStyle(PlainButtonStyle())
}
}
.onAppear {
weatherService.fetchWeather()
}
}
}
// MARK: - Subviews
struct WeatherCardView<Content: View>: View {
let content: Content
var body: some View {
content
.background(
// Background gradient that adapts to weather condition
LinearGradient(
gradient: Gradient(colors: weatherBackgroundColors),
startPoint: .topLeading,
endPoint: .bottomTrailing
)
)
.cornerRadius(20)
.overlay(
RoundedRectangle(cornerRadius: 20)
.stroke(Color.white.opacity(0.2), lineWidth: 2)
)
}
private var weatherBackgroundColors: [Color] {
guard let weather = weatherService.weather else {
return [.blue, .purple]
}
switch weather.condition.lowercased() {
case "clear", "sunny":
return [.blue, .purple, .blue]
case "rain", "drizzle":
return [.blue.opacity(0.2), .gray.opacity(0.3), .blue.opacity(0.2)]
case "clouds":
return [.gray.opacity(0.3), .blue.opacity(0.2), .gray.opacity(0.3)]
case "snow":
return [.blue.opacity(0.3), .white.opacity(0.2), .blue.opacity(0.3)]
case "thunderstorm":
return [.blue.opacity(0.4), .yellow.opacity(0.2), .blue.opacity(0.4)]
default:
return [.blue, .purple]
}
}
}
struct DetailView: View {
let icon: String
let value: String
let label: String
var body: some View {
VStack(spacing: 4) {
Image(systemName: icon)
.font(.caption)
.foregroundColor(.white)
Text(value)
.font(.caption)
.fontWeight(.semibold)
.foregroundColor(.white.opacity(0.8))
Text(label)
.font(.caption2)
.foregroundColor(.white.opacity(0.6))
}
}
}
struct PulseEffectView: View {
let pulseColor: Color
let scale: CGFloat
var body: some View {
Circle()
.stroke(pulseColor, lineWidth: 2)
.scaleEffect(scale)
.frame(width: 200, height: 200)
.animation(.easeInOut(duration: 2).repeatForever(autoreverses: true))
}
}
// MARK: - Preview
struct WeatherPulseView_Previews: PreviewProvider {
static var previews: some View {
WeatherPulseView(weatherService: WeatherService())
.previewLayout(.sizeThatFits)
.previewInterfaceOrientation(.portrait)
.previewDevice("iPhone 13 Pro Max")
}
}
A cross-platform (WordPress/Joomla) widget that displays random motivational quotes with a fun animation effect. Includes admin settings to customize colors and quote categories.
<?php
/**
* Plugin Name: Random Motivational Widget
* Description: Displays random motivational quotes with smooth animation. Works on both WordPress and Joomla.
* Version: 1.0
* Author: Ailey
* License: GPLv2 or later
* Text Domain: random-motivational-widget
*/
if (!defined('ABSPATH')) {
exit; // Exit if accessed directly (WordPress)
}
class RandomMotivationalWidget {
private $quotes = [
'inspiration' => [
'The only way to do great work is to love what you do. — Steve Jobs',
'In the middle of every difficulty lies opportunity. — Albert Einstein',
'The future belongs to those who believe in the beauty of their dreams. — Eleanor Roosevelt'
],
'motivation' => [
'Success is not final, failure is not fatal: It is the courage to continue that counts. — Winston Churchill',
'You miss 100% of the shots you don’t take. — Wayne Gretzky',
'Don\'t watch the clock; do what it does. Keep going. — Sam Levenson'
],
'fun' => [
'Why do we drive on parks but park on driveways? — Unknown',
'I told you I was weird. This is why. — Unknown',
'A desk is a dangerous place to live. — Unknown'
]
];
private $options = [
'category' => 'inspiration',
'primary_color' => '#2a6496',
'secondary_color' => '#2a9fd6',
'animation_speed' => '0.5'
];
public function __construct() {
if (function_exists('is_joomla')) {
$this->initJoomla();
} else {
$this->initWordPress();
}
}
private function initWordPress() {
add_action('widgets_init', [$this, 'random_motivational_widget']);
add_action('wp_enqueue_scripts', [$this, 'enqueue_scripts']);
add_filter('widget_text', [$this, 'widget_text']);
}
private function initJoomla() {
// Joomla widget implementation would go here
// This is a placeholder for the actual Joomla implementation
JLoader::register('RandomMotivationalWidget', dirname(__FILE__) . '/joomla/randommotivationalwidget.php');
JPluginHelper::importPlugin('system', 'randommotivationalwidget');
}
public function random_motivational_widget() {
register_widget('RandomMotivationalWidget');
}
public function widget($args, $instance) {
$instance = wp_parse_args((array) $instance, $this->options);
$quote = $this->get_random_quote($instance['category']);
$style = $this->generate_css($instance['primary_color'], $instance['secondary_color']);
echo $args['before_widget'];
if (!empty($args['title'])) {
echo $args['before_title'] . esc_html($args['title']) . $args['after_title'];
}
?>
<div class="random-motivational-widget-container" style="position: relative; width: 300px; margin: 0 auto;">
<div class="quote-box" style="background: <?php echo $instance['primary_color']; ?>; color: white; padding: 20px; border-radius: 8px; text-align: center; box-shadow: 0 4px 8px rgba(0,0,0,0.2); transition: transform <?php echo $instance['animation_speed'] * 1000; ?>ms ease;">
<p class="quote-text" style="margin: 0; font-size: 18px; font-weight: bold;">"<?php echo esc_html($quote); ?>"</p>
<p class="quote-author" style="margin: 10px 0 0; font-size: 14px; opacity: 0.9;">— Random Inspiration</p>
<div class="refresh-button" style="margin-top: 15px; cursor: pointer; transition: all <?php echo $instance['animation_speed'] * 1000; ?>ms ease;">
<span style="color: <?php echo $instance['secondary_color']; ?>; font-weight: bold;">🔄 Refresh</span>
</div>
</div>
</div>
<?php
echo $args['after_widget'];
$this->enqueue_scripts_for_widget($instance);
}
public function form($instance) {
$instance = wp_parse_args((array) $instance, $this->options);
?>
<p>
<label for="<?php echo $this->get_field_id('title'); ?>"><?php _e('Title:'); ?></label>
<input class="widefat" id="<?php echo $this->get_field_id('title'); ?>" name="<?php echo $this->get_field_name('title'); ?>" type="text" value="<?php echo esc_attr($instance['title']); ?>" />
</p>
<p>
<label for="<?php echo $this->get_field_id('category'); ?>"><?php _e('Quote Category:'); ?></label>
<select class="widefat" id="<?php echo $this->get_field_id('category'); ?>" name="<?php echo $this->get_field_name('category'); ?>">
<?php foreach (array_keys($this->quotes) as $category): ?>
<option value="<?php echo esc_attr($category); ?>" <?php selected($instance['category'], $category); ?>>
<?php echo ucfirst($category); ?>
</option>
<?php endforeach; ?>
</select>
</p>
<p>
<label for="<?php echo $this->get_field_id('primary_color'); ?>"><?php _e('Primary Color:'); ?></label>
<input type="color" id="<?php echo $this->get_field_id('primary_color'); ?>" name="<?php echo $this->get_field_name('primary_color'); ?>" value="<?php echo esc_attr($instance['primary_color']); ?>" />
</p>
<p>
<label for="<?php echo $this->get_field_id('secondary_color'); ?>"><?php _e('Secondary Color:'); ?></label>
<input type="color" id="<?php echo $this->get_field_id('secondary_color'); ?>" name="<?php echo $this->get_field_name('secondary_color'); ?>" value="<?php echo esc_attr($instance['secondary_color']); ?>" />
</p>
<p>
<label for="<?php echo $this->get_field_id('animation_speed'); ?>"><?php _e('Animation Speed (seconds):'); ?></label>
<input type="number" step="0.1" min="0.1" max="2" id="<?php echo $this->get_field_id('animation_speed'); ?>" name="<?php echo $this->get_field_name('animation_speed'); ?>" value="<?php echo esc_attr($instance['animation_speed']); ?>" />
</p>
<?php
}
public function enqueue_scripts() {
wp_enqueue_style('random-motivational-widget', plugins_url('assets/style.css', __FILE__));
wp_enqueue_script('random-motivational-widget', plugins_url('assets/script.js', __FILE__), ['jquery'], null, true);
}
private function enqueue_scripts_for_widget($instance) {
if (!wp_script_is('jquery')) {
wp_enqueue_script('jquery');
}
wp_enqueue_script('random-motivational-widget', plugins_url('assets/script.js', __FILE__), ['jquery'], null, true);
}
private function get_random_quote($category) {
$quotes = $this->quotes[$category];
return $quotes[array_rand($quotes)];
}
private function generate_css($primary_color, $secondary_color) {
return "
.quote-box {
background: {$primary_color};
border-top: 3px solid {$secondary_color};
}
.refresh-button:hover {
transform: scale(1.1);
}
";
}
private function get_field_id($id) {
return $this->get_field_name($id);
}
private function get_field_name($id) {
return 'random_motivational_widget_' . $id;
}
public function widget_text($text, $widget_options) {
if (strpos($text, 'random-motivational-widget') !== false) {
$text = $this->widget($widget_options, $widget_options);
}
return $text;
}
}
// Initialize the plugin
new RandomMotivationalWidget();
Ein Drag-and-Drop-Inventarsystem für magische Ernteprodukte mit Special-Drops bei bestimmten Kombinationen — unterhaltsam für Rollenspiel-Fans
# MagicalHarvestInventory.gd
# A magical inventory system where combining items can trigger special drops (like a fisherman's game)
# Features: Drag-and-drop, item combining, rare drop system, animated drops, and a "harvest meter" for timing
extends Node2D
@export var inventory_grid: GridContainer # The grid where items are placed
@export var item_scene: PackedScene # The scene for individual inventory items
@export var special_drops_scene: PackedScene # Scene for special drops (e.g., golden items)
@export var harvest_meter: ProgressBar # Visual meter for harvest timing (fills when items are combined)
@export var harvest_meter_speed: float = 2.0 # Speed at which the meter fills
@export var harvest_meter_duration: float = 3.0 # Time to fill the meter (seconds)
@export var min_combine_distance: int = 2 # Minimum distance between items to combine
@export var rare_drop_chance: float = 0.1 # 10% chance for a rare drop
var _current_dragged_item: Node2D = null
var _start_combine_timer: float = 0.0
var _is_combining: bool = false
var _harvest_timer: Timer = null
# List of item types (can be expanded)
enum ItemType { ITEM_LEAF, ITEM_BERRY, ITEM_MUSHROOM, ITEM_FLOWER, ITEM_STONE, ITEM_ROCK, ITEM_WEED }
# Special combinations (type: count, result_type, rare_result_type)
var _special_combinations = {
ITEM_LEAF: { 4, ITEM_FLOWER, ITEM_ROCK },
ITEM_BERRY: { 3, ITEM_MUSHROOM, ITEM_STONE },
ITEM_MUSHROOM: { 5, ITEM_WEED, ITEM_LEAF },
ITEM_FLOWER: { 2, ITEM_ROCK, ITEM_BERRY },
ITEM_STONE: { 3, ITEM_WEED, ITEM_MUSHROOM },
ITEM_ROCK: { 4, ITEM_LEAF, ITEM_FLOWER },
ITEM_WEED: { 1, ITEM_STONE, ITEM_ROCK }
}
# Colors for visual feedback
var _item_colors = {
ITEM_LEAF: Color(0.0, 0.8, 0.0),
ITEM_BERRY: Color(0.8, 0.0, 0.0),
ITEM_MUSHROOM: Color(0.5, 0.0, 0.5),
ITEM_FLOWER: Color(0.8, 0.5, 0.8),
ITEM_STONE: Color(0.7, 0.7, 0.7),
ITEM_ROCK: Color(0.4, 0.4, 0.4),
ITEM_WEED: Color(0.3, 0.7, 0.3)
}
func _ready():
# Setup the harvest meter timer
_harvest_timer = Timer.new()
_harvest_timer.timeout.connect(_on_harvest_timer_timeout)
_harvest_timer.start(0.1) # Short interval for smooth meter updates
# Add some initial items for demo purposes
for i in range(20):
_add_random_item()
# Connect signals for drag-and-drop
inventory_grid.connect("mouse_entered", _on_inventory_mouse_entered)
inventory_grid.connect("mouse_exited", _on_inventory_mouse_exited)
func _process(delta):
if _is_combining:
_start_combine_timer += delta
harvest_meter.value = min(1.0, _start_combine_timer / harvest_meter_duration)
func _on_inventory_mouse_entered():
if _current_dragged_item:
_current_dragged_item.modulate.a = 0.5 # Slightly fade the dragged item
func _on_inventory_mouse_exited():
if _current_dragged_item:
_current_dragged_item.modulate.a = 1.0 # Restore opacity
func _on_harvest_timer_timeout():
# Check if the meter is full and combining is active
if _is_combining and harvest_meter.value >= 1.0:
_trigger_harvest()
# Called when an item is clicked (start dragging)
func _on_item_mouse_entered(item: Node2D):
if not _is_combining:
_current_dragged_item = item
item.modulate.a = 0.7 # Fade the item to indicate dragging
# Called when mouse is released on the inventory
func _on_item_mouse_exited(item: Node2D):
if _current_dragged_item == item:
_current_dragged_item = null
item.modulate.a = 1.0 # Restore item appearance
_try_combine_items(item)
# Called when mouse is moved while dragging
func _on_item_mouse_moved(item: Node2D):
# No special behavior here, just follow the mouse (handled by the inventory_grid's mouse signals)
# Try to combine items that are close enough
func _try_combine_items(item: Node2D):
if _current_dragged_item == null or item == _current_dragged_item:
return
# Check if items are of the same type and close enough
if _current_dragged_item.get_item_type() == item.get_item_type():
var dragged_pos = _current_dragged_item.global_position
var target_pos = item.global_position
var distance = dragged_pos.distance_to(target_pos)
if distance <= min_combine_distance * 100: # Assuming grid cells are 100 pixels apart
_start_combining(_current_dragged_item, item)
return
# If no valid combination, reset the dragged item
_current_dragged_item = null
item.modulate.a = 1.0
# Start the combining process (animate and check for harvest)
func _start_combining(item1: Node2D, item2: Node2D):
_is_combining = true
_start_combine_timer = 0.0
harvest_meter.value = 0.0
# Animate the items (e.g., make them glow or shake)
item1_start_glow(item1)
item1_start_glow(item2)
# Remove the items after a short delay (when the meter fills)
call_deferred("remove_items", item1, item2)
func _on_harvest_timer_timeout():
if _is_combining and harvest_meter.value >= 1.0:
_trigger_harvest()
func _trigger_harvest():
_is_combining = false
harvest_meter.value = 0.0
_start_combine_timer = 0.0
# Determine the type of items being combined (assuming they are the same)
var item_type = _current_dragged_item.get_item_type()
var combined_count = 2 # At least two items are combined
# Check if this combination qualifies for a special drop
var result_type = ITEM_TYPE.NONE
var rare_result_type = ITEM_TYPE.NONE
if _special_combinations.has(item_type):
var combo_data = _special_combinations[item_type]
if combined_count >= combo_data[0]: # Minimum count required
result_type = combo_data[1]
rare_result_type = combo_data[2]
# Add the new item(s)
if result_type != ITEM_TYPE.NONE:
_add_new_item(result_type, rare_result_type)
# Reset the dragged item
_current_dragged_item = null
# Add a new item to the inventory
func _add_new_item(type: ItemType, rare_type: ItemType = ITEM_TYPE.NONE):
var is_rare = false
var new_type = type
if rare_type != ITEM_TYPE.NONE and randf() < rare_drop_chance:
new_type = rare_type
is_rare = true
var new_item = item_scene.instantiate()
new_item.set_item_type(new_type)
new_item.set_is_rare(is_rare)
new_item.set_position(randi() % inventory_grid.column_count * 100, randi() % inventory_grid.row_count * 100)
inventory_grid.add_child(new_item)
# Add a special drop if it's a rare item
if is_rare:
var drop = special_drops_scene.instantiate()
drop.position = new_item.global_position
add_child(drop)
# Animate the drop (e.g., fade in and out)
drop.start_animation("fade_in")
call_deferred("drop.remove_self", 1.0) # Remove after 1 second
func _add_random_item():
var random_type = ITEM_TYPE(randi() % ItemType.get_count())
var new_item = item_scene.instantiate()
new_item.set_item_type(random_type)
new_item.position = Vector2(randi() % inventory_grid.column_count * 100, randi() % inventory_grid.row_count * 100)
inventory_grid.add_child(new_item)
# Helper function to animate items (e.g., glow effect)
func item_start_glow(item: Node2D):
var glow = ColorShuttle.new()
glow.color = Color(1.0, 1.0, 0.0) # Yellow glow
glow.start_color = Color(0.0, 0.0, 0.0)
glow.end_color = Color(1.0, 1.0, 0.0)
glow.start_time = 0.0
glow.end_time = 0.5
glow.time = 0.0
(item.get_node("AnimationPlayer") as AnimationPlayer).add_track(ColorPath.TRACK_COLOR, 0, glow)
(item.get_node("AnimationPlayer") as AnimationPlayer).play("glow")
# Remove items after combining
func remove_items(item1: Node2D, item2: Node2D):
item1.queue_free()
item2.queue_free()
A stylish, historical calculator with animated expressions and a creative twist — it generates poetic math problems that evaluate to your input, making calculations feel like solving riddles.
import androidx.compose.animation.core.animateDp
import androidx.compose.animation.core.animateFloat
import androidx.compose.animation.core.spring
import androidx.compose.animation.core.updateTransition
import androidx.compose.foundation.Canvas
import androidx.compose.foundation.background
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.PaddingValues
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.lazy.LazyColumn
import androidx.compose.foundation.lazy.items
import androidx.compose.foundation.text.KeyboardOptions
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Add
import androidx.compose.material.icons.filled.Subtract
import androidx.compose.material3.Button
import androidx.compose.material3.ButtonDefaults
import CyrillicText
import androidx.compose.material3.ExperimentalMaterial3Api
import androidx.compose.material3.Icon
import androidx.compose.material3.IconButton
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.OutlinedTextField
import androidx.compose.material3.Surface
import androidx.compose.material3.Text
import androidx.compose.material3.TextFieldDefaults
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateListOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.geometry.Offset
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.drawscope.Stroke
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.text.input.KeyboardType
import androidx.compose.ui.text.input.VisualTransformation
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.tooling.preview.Preview
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import java.math.BigDecimal
import java.math.RoundingMode
import java.time.Instant
import java.util.Locale
import kotlin.math.max
import kotlin.math.min
import kotlin.random.Random
@Composable
fun MathMuseApp() {
Surface(modifier = Modifier.fillMaxSize(), color = MaterialTheme.colorScheme.background) {
CalculatorScreen()
}
}
@OptIn(ExperimentalMaterial3Api::class)
@Composable
fun CalculatorScreen() {
var currentInput by remember { mutableStateOf("") }
var result by remember { mutableStateOf("") }
var history by remember { mutableStateOf(mutableListOf<HistoryItem>()) }
var equation by remember { mutableStateOf("") }
var operation by remember { mutableStateOf<Operation?>(null) }
var showPoem by remember { mutableStateOf(false) }
val transition = updateTransition(showPoem, label = "poemTransition")
val scale by transition.animateFloat(
transitionSpec = {
if (false == showPoem) spring() else spring()
},
label = "scaleTransition"
) { state ->
if (state) 1f else 0.5f
}
Column(
modifier = Modifier
.fillMaxSize()
.padding(16.dp),
verticalArrangement = Arrangement.SpaceBetween
) {
// Poem/Equation Display (with animation)
Box(
modifier = Modifier
.fillMaxWidth()
.weight(1f),
contentAlignment = Alignment.Center
) {
transition.animateContentSize(transitionSpec = { spring() }) {
if (showPoem) {
val poem = generatePoeticProblem(result)
Text(
text = poem,
color = MaterialTheme.colorScheme.primary,
fontSize = 18.sp,
textAlign = TextAlign.Center,
fontWeight = FontWeight.Bold,
modifier = Modifier
.scale(scale)
.padding(8.dp)
)
} else {
Text(
text = if (equation.isNotEmpty()) equation else "Enter a number",
color = MaterialTheme.colorScheme.onBackground,
fontSize = 24.sp,
textAlign = TextAlign.End,
modifier = Modifier.padding(end = 16.dp)
)
}
}
}
// Current Input
OutlinedTextField(
value = currentInput,
onValueChange = { newValue ->
currentInput = newValue.filter { it.isDigit() || it == "." }
},
keyboardOptions = KeyboardOptions(keyboardType = KeyboardType.Number),
singleLine = true,
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 8.dp),
visualTransformation = DecimalPointHandler,
colors = TextFieldDefaults.outlinedTextFieldColors(
containerColor = MaterialTheme.colorScheme.surfaceVariant,
focusedBorderColor = MaterialTheme.colorScheme.primary,
unfocusedBorderColor = MaterialTheme.colorScheme.outline
)
)
// Result Display
Text(
text = if (result.isNotEmpty()) "Result: $result" else "",
color = MaterialTheme.colorScheme.secondary,
fontSize = 18.sp,
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 8.dp),
textAlign = TextAlign.End
)
// History Button
Button(
onClick = { showPoem = !showPoem },
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 8.dp),
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.primaryContainer
)
) {
Text(
text = if (showPoem) "Hide Poem" else "Show Math Muse",
color = MaterialTheme.colorScheme.onPrimaryContainer
)
}
// Keyboard
CalculatorKeyboard(
onNumberClick = { digit ->
currentInput += digit
updateEquation(digit)
},
onOperationClick = { op ->
if (operation != null) {
calculateResult()
}
operation = op
updateEquation(op.symbol)
},
onEqualsClick = {
calculateResult()
},
onClearClick = {
currentInput = ""
result = ""
equation = ""
operation = null
}
)
}
// Save to history when result is calculated
if (result.isNotEmpty() && history.none { it.result == result }) {
history.add(HistoryItem(result, equation, Instant.now()))
}
}
@Composable
fun CalculatorKeyboard(
onNumberClick: (String) -> Unit,
onOperationClick: (Operation) -> Unit,
onEqualsClick: () -> Unit,
onClearClick: () -> Unit
) {
LazyColumn(
contentPadding = PaddingValues(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp)
) {
item {
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
Button(
onClick = onClearClick,
modifier = Modifier
.weight(1f)
.height(64.dp),
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.errorContainer
)
) {
Text("C", color = MaterialTheme.colorScheme.onErrorContainer)
}
Button(
onClick = { onNumberClick(".") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text(".", modifier = Modifier.padding(4.dp))
}
Button(
onClick = { onNumberClick("0") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("0", modifier = Modifier.padding(4.dp))
}
Button(
onClick = onEqualsClick,
modifier = Modifier
.weight(1f)
.height(64.dp),
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.primaryContainer
)
) {
Text("=", color = MaterialTheme.colorScheme.onPrimaryContainer)
}
}
}
item {
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
Button(
onClick = { onOperationClick(Operation.SUBTRACT) },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Icon(Icons.Default.Subtract, contentDescription = null)
}
Button(
onClick = { onNumberClick("1") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("1", modifier = Modifier.padding(4.dp))
}
Button(
onClick = { onNumberClick("2") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("2", modifier = Modifier.padding(4.dp))
}
Button(
onClick = { onNumberClick("3") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("3", modifier = Modifier.padding(4.dp))
}
}
}
item {
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
Button(
onClick = { onOperationClick(Operation.ADD) },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Icon(Icons.Default.Add, contentDescription = null)
}
Button(
onClick = { onNumberClick("4") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("4", modifier = Modifier.padding(4.dp))
}
Button(
onClick = { onNumberClick("5") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("5", modifier = Modifier.padding(4.dp))
}
Button(
onClick = { onNumberClick("6") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("6", modifier = Modifier.padding(4.dp))
}
}
}
item {
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
Button(
onClick = { onNumberClick("7") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("7", modifier = Modifier.padding(4.dp))
}
Button(
onClick = { onNumberClick("8") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("8", modifier = Modifier.padding(4.dp))
}
Button(
onClick = { onNumberClick("9") },
modifier = Modifier
.weight(1f)
.height(64.dp)
) {
Text("9", modifier = Modifier.padding(4.dp))
}
}
}
}
}
sealed class Operation(val symbol: String, val operation: (BigDecimal, BigDecimal) -> BigDecimal) {
object ADD : Operation("+", BigDecimal::plus)
object SUBTRACT : Operation("-", BigDecimal::minus)
}
@Composable
fun HistoryList(history: List<HistoryItem>, onItemClick: (HistoryItem) -> Unit) {
LazyColumn(
modifier = Modifier
.fillMaxWidth()
.weight(1f)
) {
items(history) { item ->
Box(
modifier = Modifier
.fillMaxWidth()
.padding(8.dp)
.clip(MaterialTheme.shapes.medium)
.background(MaterialTheme.colorScheme.surfaceVariant)
.clickable { onItemClick(item) },
contentAlignment = Alignment.CenterStart
) {
Row(
modifier = Modifier.padding(16.dp),
verticalAlignment = Alignment.CenterVertically
) {
Text(
text = item.equation,
color = MaterialTheme.colorScheme.onSurfaceVariant,
modifier = Modifier.weight(1f)
)
Text(
text = "= ${item.result}",
color = MaterialTheme.colorScheme.primary,
fontWeight = FontWeight.Bold
)
}
}
}
}
}
data class HistoryItem(val result: String, val equation: String, val timestamp: Instant) {
val formattedTimestamp: String
get() = "${timestamp.hour}:${timestamp.minute}"
}
fun calculateResult(current: String, operation: Operation?): String {
if (current.isEmpty() || operation == null) return ""
val num = BigDecimal(current)
var result = num
when (operation) {
Operation.ADD -> {
// Find a number that when subtracted gives the result
val mysteryNumber = BigDecimal(Random.nextInt(1, 100)).toBigDecimal()
result = num.plus(mysteryNumber)
}
Operation.SUBTRACT -> {
// Find a number that when added gives the result
val mysteryNumber = BigDecimal(Random.nextInt(1, 100)).toBigDecimal()
result = num.plus(mysteryNumber)
}
}
return result.setScale(2, RoundingMode.HALF_UP).toString()
}
fun updateEquation(input: String) {
// This is a simplified version - in a real app you'd track the full equation
// For this demo, we'll just show the operation and current input
// The actual equation logic is handled in the calculateResult function
}
fun generatePoeticProblem(result: String): String {
val number = BigDecimal(result)
val operations = listOf("added", "subtracted")
val adjectives = listOf("majestic", "ancient", "whispering", "mystic")
val nouns = listOf("moon", "river", "star", "wind")
val op = operations.random()
val adj = adjectives.random()
val noun = nouns.random()
val mysteryNumber = BigDecimal(Random.nextInt(1, 100)).toBigDecimal()
val mysteryNumberStr = mysteryNumber.setScale(2, RoundingMode.HALF_UP).toString()
return when (op) {
"added" -> "$adj $noun ${if (number > mysteryNumber) "grew" else "shrunk"} by $mysteryNumberStr, leaving ${number - mysteryNumber}"
else -> "$adj $noun ${if (number > mysteryNumber) "grew" else "shrunk"} by $mysteryNumberStr, leaving ${number - mysteryNumber}"
}
}
object DecimalPointHandler : VisualTransformation {
override fun filter(text: AnnotatedString): TransformedText {
val cursorOffset = text.length
val transformed = text.filter { it.isDigit() || it == '.' }
return TransformedText(transformed, offsetMapping = { index ->
when {
index == transformed.length - 1 -> cursorOffset
else -> index
}
})
}
}
@Preview(showBackground = true)
@Composable
fun CalculatorPreview() {
MaterialTheme {
MathMuseApp()
}
}
Ein WordPress/Joomla-Widget, das zufällige Animoji-Emoji-Kombinationen mit personalisierten Texten generiert und über Admin-Settings anpassbar ist. Ideal für Social Media, Posts oder als interaktives
```php
<?php
/**
* Plugin Name: Random Animoji Generator Widget
* Description: Generates random Animoji combinations with customizable text for WordPress/Joomla.
* Version: 1.0
* Author: Ailey (KI)
* License: GPL2
* Text Domain: animoji_generator
*/
if (!defined('ABSPATH')) exit; // Exit if accessed directly (WordPress)
class Animoji_Generator_Widget {
private $emojis = [
'grinning' => '😀', 'smile' => '😄', 'laugh' => '😂', 'wink' => '😉',
'blush' => '😊', 'sad' => '😢', 'heart' => '❤️', 'fire' => '🔥',
'star' => '⭐', 'rocket' => '🚀', 'diamond' => '💎', 'coffee' => '☕',
'camera' => '📸', 'mic' => '🎤', 'headphones' => '🎧', 'keyboard' => '🎹',
'dancer' => '💃', 'jogger' => '🏃', 'cyclist' => '🚴', 'surfer' => '🏄',
'basketball' => '🏀', 'tennis' => '🎾', 'fishing' => '🎣', 'ghost' => '👻',
'alien' => '👽', 'robot' => '🤖', 'robot_face' => '🤖', 'alien' => '👽'
];
private $animoji_combinations = [
['👨💻', '💡', '📈'], ['👩🍳', '🍳', '🍽️'], ['👨🦱', '🌳', '🌿'],
['👩🦯', '🎨', '🖼️'], ['👨🔬', '🔬', '🧪'], ['👩🔧', '🔧', '🔨'],
['👨🎤', '🎤', '🎭'], ['👩🎵', '🎵', '🎶'], ['👨🏫', '📚', '✏️'],
['👩🏫', '📓', '🖊️'], ['👨🦳', '🏃', '🏃♂️'], ['👩🦳', '🏃♀️', '🏃'],
['👨🦳', '🚴', '🚴♂️'], ['👩🦳', '🚴♀️', '🚴'], ['👨🦳', '🏄', '🏄♂️'],
['👩🦳', '🏄♀️', '🏄'], ['👨🦳', '🎾', '🎾'], ['👩🦳', '🏀', '🏀'],
['👨🦳', '🎣', '🎣'], ['👩🦳', '👻', '👽'], ['👨🦳', '🤖', '👽']
];
private $options;
public function __construct() {
add_action('widgets_init', [$this, 'register_widget']);
add_action('admin_menu', [$this, 'add_admin_menu']);
add_action('admin_enqueue_scripts', [$this, 'enqueue_admin_scripts']);
add_action('wp_ajax_save_animoji_widget', [$this, 'save_widget_settings']);
add_action('wp_ajax_load_animoji_widget', [$this, 'load_widget_settings']);
}
public function register_widget() {
register_widget(__CLASS__);
}
public function add_admin_menu() {
add_menu_page(
'Animoji Generator',
'Animoji Widget',
'manage_options',
'animoji-generator',
[$this, 'render_admin_page'],
'dashicons-admin-generic',
80
);
}
public function enqueue_admin_scripts($hook) {
if ($hook !== 'toplevel_page_animoji-generator') return;
wp_enqueue_style('animoji-admin', plugins_url('admin.css', __FILE__));
wp_enqueue_script('animoji-admin', plugins_url('admin.js', __FILE__), ['jquery'], null, true);
}
public function render_admin_page() {
?>
<div class="wrap">
<h1>Animoji Generator Settings</h1>
<div id="animoji-settings-container">
<div class="animoji-preview">
<h3>Vorschau</h3>
<div id="preview-animoji" class="animoji-display">
<p>Laden...</p>
</div>
</div>
<div class="animoji-controls">
<h3>Einstellungen</h3>
<div class="setting-group">
<label for="prefix_text">Vortext (z.B. "Du bist ein..."):</label>
<input type="text" id="prefix_text" placeholder="Du bist ein...">
</div>
<div class="setting-group">
<label for="suffix_text">Nachtrag (z.B. "und kannst..."):</label>
<input type="text" id="suffix_text" placeholder="und kannst...">
</div>
<div class="setting-group">
<label for="show_when">Anzeigen, wenn:</label>
<select id="show_when">
<option value="always">Immer</option>
<option value="post_type">Nur auf bestimmten Seiten</option>
<option value="user_role">Nur für bestimmte Rollen</option>
</select>
</div>
<div class="setting-group" id="post_type_settings" style="display: none;">
<label for="post_types">Seiten-Typen:</label>
<select id="post_types" multiple>
<option value="post">Beitrag</option>
<option value="page">Seite</option>
</select>
</div>
<div class="setting-group" id="user_role_settings" style="display: none;">
<label for="user_roles">Benutzer-Rollen:</label>
<select id="user_roles" multiple>
<option value="subscriber">Abonnent</option>
<option value="contributor">Mitautor</option>
<option value="author">Autor</option>
<option value="editor">Redakteur</option>
<option value="administrator">Administrator</option>
</select>
</div>
<button id="save-settings" class="button button-primary">Speichern</button>
<button id="reset-settings" class="button button-secondary">Zurücksetzen</button>
</div>
</div>
</div>
<?php
}
public function save_widget_settings() {
if (!isset($_POST['nonce']) || !wp_verify_nonce($_POST['nonce'], 'save_animoji_widget')) {
wp_send_json_error('Security check failed.');
}
$prefix_text = sanitize_text_field($_POST['prefix_text'] ?? '');
$suffix_text = sanitize_text_field($_POST['suffix_text'] ?? '');
$show_when = sanitize_text_field($_POST['show_when'] ?? 'always');
$post_types = isset($_POST['post_types']) ? array_map('sanitize_text_field', $_POST['post_types']) : [];
$user_roles = isset($_POST['user_roles']) ? array_map('sanitize_text_field', $_POST['user_roles']) : [];
$this->options = [
'prefix_text' => $prefix_text,
'suffix_text' => $suffix_text,
'show_when' => $show_when,
'post_types' => $post_types,
'user_roles' => $user_roles,
'last_generated' => ''
];
wp_send_json_success(['message' => 'Einstellungen gespeichert.']);
}
public function load_widget_settings() {
if (!isset($_POST['nonce']) || !wp_verify_nonce($_POST['nonce'], 'load_animoji_widget')) {
wp_send_json_error('Security check failed.');
}
$options = get_option('animoji_generator_options', []);
if (empty($options)) {
$options = [
'prefix_text' => 'Du bist ein...',
'suffix_text' => 'und kannst...',
'show_when' => 'always',
'post_types' => ['post', 'page'],
'user_roles' => ['subscriber', 'contributor', 'author', 'editor', 'administrator'],
'last_generated' => ''
];
}
wp_send_json_success($options);
}
public function should_show_widget() {
if (is_admin()) return false;
$current_post_type = get_post_type();
$current_user = wp_get_current_user();
if ($this->options['show_when'] === 'always') {
return true;
}
if ($this->options['show_when'] === 'post_type') {
return in_array($current_post_type, $this->options['post_types']);
}
if ($this->options['show_when'] === 'user_role') {
return in_array($current_user->roles[0], $this->options['user_roles']);
}
return false;
}
public function generate_animoji() {
if (!empty($this->options['last_generated'])) {
return $this->options['last_generated'];
}
$combination = $this->animoji_combinations[array_rand($this->animoji_combinations)];
$random_emoji = $this->emojis[array_rand($this->emojis)];
$prefix = $this->options['prefix_text'] ?? 'Du bist ein...';
$suffix = $this->options['suffix_text'] ?? 'und kannst...';
$output = sprintf(
'<div class="animoji-generator-widget">
<div class="animoji-text">%s %s %s</div>
<div class="animoji-combination">%s %s %s</div>
<div class="animoji-random">%s</div>
<div class="animoji-footer">%s</div>
</div>',
esc_html($prefix),
esc_html($random_emoji),
esc_html($suffix),
esc_html($combination[0]),
esc_html($combination[1]),
esc_html($combination[2]),
esc_html($random_emoji),
esc_html('Neu generieren: <a href="#" class="refresh-animoji">🔄</a>')
);
$this->options['last_generated'] = $output;
return $output;
}
public function widget($args, $instance) {
if (!$this->should_show_widget()) {
return;
}
if (empty($this->options)) {
$this->options = get_option('animoji_generator_options', []);
}
echo $args['before_widget'];
if (!empty($instance['title'])) {
echo $args['before_title'] . esc_html($instance['title']) . $args['after_title'];
}
echo $this->generate_animoji();
echo $args['after_widget'];
}
public function form($instance) {
$title = !empty($instance['title']) ? $instance['title'] : '';
?>
<p>
<label for="<?php echo $this->get_field_id('title'); ?>">Title:</label>
<input class="widefat" id="<?php echo $this->get_field_id('title'); ?>"
name="<?php echo $this->get_field_name('title'); ?>" type="text"
value="<?php echo esc_attr($title); ?>">
</p>
<?php
}
public function update($new_instance, $old_instance) {
$instance = $old_instance;
$instance['title'] = (!empty($new_instance['title'])) ? sanitize_text_field($new_instance['title']) : '';
return $instance;
}
}
// Initialize the widget for WordPress
if (function_exists('add_action')) {
new Animoji_Generator_Widget();
}
// Joomla compatibility (if needed)
if (defined('JPATH_BASE')) {
class plgSystemAnimojiGenerator extends JPlugin {
public function onContentBeforeDisplay($context, $section, $params, $page) {
if ($context !== 'com_content') return;
$app = JFactory::getApplication();
$options = $app->getUserState('com_plugins.animoji_generator', []);
if (empty($options)) {
$options = [
'prefix_text' => 'You are a...',
'suffix_text' => 'and you can...',
'show_when' => 'always',
'post_types' => [],
'user_roles' => [],
'last_generated' => ''
];
}
if (!$this->shouldShowWidgetJoomla($options)) {
return;
}
echo $this->generateAnimojiJoomla($options);
}
private function shouldShowWidgetJoomla($options) {
if ($options['show_when'] === 'always') {
return true;
}
// Implement Joomla-specific checks for post types or user roles
return true;
}
private function generateAnimojiJoomla($options) {
if (!empty($options['last_generated'])) {
return $options['last_generated'];
}
$combination = $this->getAnimojiCombinations()[array_rand($this->getAnimojiCombinations())];
$random_emoji = $this->getEmojis()[array_rand($this->getEmojis())];
$prefix = $options['prefix_text'] ?? 'You are a...';
$suffix = $options['suffix_text'] ?? 'and you can...';
return sprintf(
'<div class="animoji-generator-widget">
<div class="animoji-text">%s %s %s</div>
<div class="animoji-combination">%s %s %s</div>
<div class="animoji-random">%s</div>
<div class="animoji-footer">%s</div>
</div>',
htmlspecialchars($prefix, ENT_QUOTES),
htmlspecialchars($random_emoji, ENT_QUOTES),
htmlspecialchars($suffix, ENT_QUOTES),
htmlspecialchars($combination[0], ENT_QUOTES),
htmlspecialchars($combination[1], ENT_QUOTES),
htmlspecialchars($combination[2], ENT_QUOTES),
htmlspecialchars($random_emoji, ENT_QUOTES),
htmlspecialchars('Refresh: <a href="#" class="refresh-animoji">🔄</a>', ENT_QUOTES)
);
}
private function getEmojis() {
return [
'grinning' => '😀', 'smile' => '😄', 'laugh' => '😂', 'wink' => '😉',
'blush' => '😊', 'sad' => '😢', 'heart' => '❤️', 'fire' => '🔥',
'star' => '⭐', 'rocket' => '🚀', 'diamond' => '💎', 'coffee' => '☕',
'camera' => '📸', 'mic' => '🎤', 'headphones' => '🎧', 'keyboard' => '🎹',
'dancer' => '💃', 'jogger' => '🏃', 'cyclist' => '🚴', 'surfer' => '🏄',
'basketball' => '🏀', 'tennis' => '🎾', 'fishing' => '🎣', 'ghost' => '👻',
'alien' => '👽', 'robot' => '🤖', 'robot_face' => '🤖', 'alien
A unique RPG Maker MZ plugin that simulates dynamic NPC emotions and behaviors based on player proximity, time of day, and random events—works as a standalone Node.js script for testing or as a plugin
// Main script for "Mystic Perception" NPC AI Emotion Simulator
// Standalone Node.js version for testing or as a base for RPG Maker MZ plugins
// =============================================
// CONFIGURATION
// =============================================
const DEFAULT_NPC = {
id: 1,
name: "Elder Sage",
baseEmotion: "calm",
emotionWeights: {
happy: 0.2,
sad: 0.1,
angry: 0.05,
suspicious: 0.5,
scared: 0.15,
calm: 0.2
},
proximityThresholds: {
far: 500,
near: 200,
close: 50
},
behaviorPatterns: [
{ trigger: "playerFar", action: "meditate" },
{ trigger: "playerNear", action: "observe" },
{ trigger: "playerClose", action: "approach" },
{ trigger: "nightTime", action: "whisper" },
{ trigger: "randomEvent", action: "reactToEvent" }
],
randomEventChance: 0.1
};
// =============================================
// EMOTION SYSTEM
// =============================================
class EmotionEngine {
constructor(npcConfig) {
this.config = { ...DEFAULT_NPC, ...npcConfig };
this.state = {
currentEmotion: this.config.baseEmotion,
emotionIntensity: 0.5,
timeOfDay: "day",
playerProximity: "far"
};
}
updateProximity(proximity) {
this.state.playerProximity = proximity;
return this.getBehaviorTriggers().includes("player" + this.state.playerProximity);
}
updateTimeOfDay(time) {
this.state.timeOfDay = time;
return this.getBehaviorTriggers().includes("time" + this.state.timeOfDay);
}
getBehaviorTriggers() {
return [
`player${this.state.playerProximity}`,
`${this.state.timeOfDay}Time`,
...(Math.random() < this.config.randomEventChance ? ["randomEvent"] : [])
];
}
getCurrentEmotion() {
// Calculate emotion based on current state and weights
const emotions = Object.entries(this.config.emotionWeights);
let totalWeight = emotions.reduce((sum, [_, weight]) => sum + weight, 0);
const normalizedWeights = emotions.map(([_, weight]) => weight / totalWeight);
const randomFactor = Math.random();
// Apply time-based modifiers
if (this.state.timeOfDay === "night") {
normalizedWeights.forEach((w, i) => {
const [emotion] = emotions[i];
if (emotion === "sad" || emotion === "scared") w *= 1.5;
else if (emotion === "happy") w *= 0.7;
normalizedWeights[i] = Math.min(1, w);
});
}
// Select emotion based on weighted probability
let cumulativeWeight = 0;
for (let i = 0; i < normalizedWeights.length; i++) {
cumulativeWeight += normalizedWeights[i];
if (randomFactor <= cumulativeWeight) {
this.state.currentEmotion = emotions[i][0];
break;
}
}
return this.state.currentEmotion;
}
getBehavior() {
const triggers = this.getBehaviorTriggers();
const currentEmotion = this.getCurrentEmotion();
// Determine behavior based on emotion and triggers
let behavior;
if (triggers.includes("playerClose")) {
behavior = "approach";
} else if (triggers.includes("playerNear")) {
behavior = currentEmotion === "angry" ? "demand" : "observe";
} else if (triggers.includes("nightTime")) {
behavior = "whisper";
} else if (triggers.includes("randomEvent")) {
behavior = this.getRandomEventBehavior(currentEmotion);
} else {
behavior = "meditate";
}
return behavior;
}
getRandomEventBehavior(emotion) {
const events = [
{ type: "mystery", behavior: "stare" },
{ type: "danger", behavior: "scare" },
{ type: "gift", behavior: "smile" },
{ type: "story", behavior: "narrate" }
];
return events[Math.floor(Math.random() * events.length)].behavior;
}
describe() {
const emotion = this.getCurrentEmotion();
const behavior = this.getBehavior();
const proximity = this.state.playerProximity;
return `
${this.config.name} (ID: ${this.config.id}) is currently:
- Emotion: ${emotion.toUpperCase()} (Intensity: ${Math.round(this.state.emotionIntensity * 100)}%)
- Proximity to player: ${proximity}
- Time of day: ${this.state.timeOfDay}
- Behavior: ${behavior}
`.trim();
}
}
// =============================================
// SIMULATION ENGINE
// =============================================
class NPCSimulation {
constructor() {
this.npcs = [];
this.running = false;
this.intervalId = null;
}
addNPC(config) {
this.npcs.push(new EmotionEngine(config));
return this;
}
simulate(timeInterval = 1000) {
if (this.running) return this;
this.running = true;
this.intervalId = setInterval(() => {
const timeOfDay = Math.random() < 0.5 ? "night" : "day";
const proximity = ["far", "near", "close"][Math.floor(Math.random() * 3)];
this.npcs.forEach(npc => {
npc.updateTimeOfDay(timeOfDay);
npc.updateProximity(proximity);
});
console.clear();
console.log("=== MYSTIC PERCEPTION NPC AI SIMULATION ===\n");
this.npcs.forEach(npc => console.log(npc.describe()));
console.log("\n" + "=".repeat(40));
}, timeInterval);
return this;
}
stop() {
if (this.intervalId) {
clearInterval(this.intervalId);
this.intervalId = null;
}
this.running = false;
return this;
}
}
// =============================================
// MAIN EXECUTION
// =============================================
const simulation = new NPCSimulation()
.addNPC({
id: 2,
name: "Shadow Dancer",
baseEmotion: "scared",
emotionWeights: {
scared: 0.6,
suspicious: 0.3,
happy: 0.1
},
proximityThresholds: {
far: 600,
near: 300,
close: 100
},
behaviorPatterns: [
{ trigger: "playerFar", action: "hide" },
{ trigger: "playerNear", action: "sneak" },
{ trigger: "playerClose", action: "flee" },
{ trigger: "nightTime", action: "moonGaze" }
]
})
.addNPC({
id: 3,
name: "Market Trader",
baseEmotion: "happy",
emotionWeights: {
happy: 0.5,
suspicious: 0.3,
angry: 0.2
},
behaviorPatterns: [
{ trigger: "playerNear", action: "haggle" },
{ trigger: "playerClose", action: "offerDeal" },
{ trigger: "dayTime", action: "shout" }
]
});
// Start simulation with 500ms interval for demo purposes
simulation.simulate(500);
// Graceful shutdown
process.on("SIGINT", () => {
simulation.stop();
console.log("\nSimulation stopped by user.");
process.exit();
});
Ein WordPress-Plugin, das ein benutzerdefinierten Post-Typ "Quirky Recipe" mit dynamischen Meta-Boxen erstellt, um Zutaten, Zubereitungsmethoden und kreative Medien (Bilder, Videos, Memes) zu verknüpf
```php
<?php
/**
* Plugin Name: Quirky Recipes with Media Mixer
* Description: Custom post type for quirky recipes with a media mixer editor to blend ingredients, steps, and creative media (images, videos, memes).
* Version: 1.0
* Author: Ailey
* License: GPL-2.0+
* Text Domain: quirky-recipes
* Domain Path: /languages
*/
if (!defined('ABSPATH')) {
exit; // Exit if accessed directly
}
class Quirky_Recipes_Plugin {
private $post_type = 'quirky_recipe';
private $meta_boxes = [
'main_info' => ['title' => 'Rezeptinformationen', 'priority' => 'high'],
'ingredients' => ['title' => 'Zutaten mit Emoji', 'priority' => 'default'],
'steps' => ['title' => 'Zubereitungsschritte (als Meme!)', 'priority' => 'default'],
'media_mixer' => ['title' => 'Media Mixer (Drag & Drop)', 'priority' => 'side']
];
public function __construct() {
add_action('init', [$this, 'register_post_type']);
add_action('add_meta_boxes', [$this, 'add_meta_boxes']);
add_action('save_post', [$this, 'save_meta_data'], 10, 2);
// Frontend
add_action('wp_enqueue_scripts', [$this, 'enqueue_assets']);
add_shortcode('recipe_media_mixer', [$this, 'render_media_mixer_preview']);
add_filter('post_type_link', [$this, 'custom_permalink'], 10, 3);
}
// Register custom post type
public function register_post_type() {
$labels = [
'name' => 'Quirky Recipes',
'singular_name' => 'Quirky Recipe',
'add_new' => 'Neues Rezept erstellen',
'add_new_item' => 'Neues Quirky-Rezept hinzufügen',
'edit_item' => 'Rezept bearbeiten',
'new_item' => 'Neues Rezept',
'view_item' => 'Rezept anzeigen',
'search_items' => 'Suche nach Rezepten',
'not_found' => 'Keine Rezepte gefunden',
'not_found_in_trash' => 'Keine Rezepte im Papierkorb'
];
$args = [
'labels' => $labels,
'public' => true,
'has_archive' => true,
'publicly_queryable' => true,
'show_ui' => true,
'show_in_menu' => true,
'query_var' => true,
'rewrite' => ['slug' => 'quirky-recipe'],
'capability_type' => 'post',
'supports' => ['title', 'editor', 'thumbnail', 'excerpt'],
'menu_icon' => 'dashicons-awards',
'hierarchical' => false
];
register_post_type($this->post_type, $args);
}
// Add meta boxes
public function add_meta_boxes() {
add_meta_box(
$this->meta_boxes['main_info']['title'],
$this->meta_boxes['main_info']['title'],
[$this, 'render_main_info_meta_box'],
$this->post_type,
$this->meta_boxes['main_info']['priority']
);
add_meta_box(
$this->meta_boxes['ingredients']['title'],
$this->meta_boxes['ingredients']['title'],
[$this, 'render_ingredients_meta_box'],
$this->post_type,
$this->meta_boxes['ingredients']['priority']
);
add_meta_box(
$this->meta_boxes['steps']['title'],
$this->meta_boxes['steps']['title'],
[$this, 'render_steps_meta_box'],
$this->post_type,
$this->meta_boxes['steps']['priority']
);
add_meta_box(
$this->meta_boxes['media_mixer']['title'],
$this->meta_boxes['media_mixer']['title'],
[$this, 'render_media_mixer_meta_box'],
$this->post_type,
$this->meta_boxes['media_mixer']['priority']
);
}
// Save meta data
public function save_meta_data($post_id, $post) {
if (defined('DOING_AUTOSAVE') && DOING_AUTOSAVE) return;
if (!current_user_can('edit_post', $post_id)) return;
// Save main info
$main_info = [
'recipe_type' => sanitize_text_field(get_post_meta($post_id, '_recipe_type', true)),
'servings' => sanitize_text_field(get_post_meta($post_id, '_servings', true)),
'prep_time' => sanitize_text_field(get_post_meta($post_id, '_prep_time', true)),
'cook_time' => sanitize_text_field(getpost_meta($post_id, '_cook_time', true)),
'difficulty' => sanitize_text_field(get_post_meta($post_id, '_difficulty', true))
];
update_post_meta($post_id, '_main_info', $main_info);
// Save ingredients (with emoji)
$ingredients = array_map('sanitize_text_field', $_POST['ingredients'] ?? []);
update_post_meta($post_id, '_ingredients', $ingredients);
// Save steps (as meme steps)
$steps = array_map('sanitize_text_field', $_POST['steps'] ?? []);
update_post_meta($post_id, '_steps', $steps);
// Save media mixer data
if (isset($_POST['media_mixer_order'])) {
$media_mixer_order = array_map('sanitize_text_field', $_POST['media_mixer_order']);
update_post_meta($post_id, '_media_mixer_order', $media_mixer_order);
}
}
// Main info meta box
public function render_main_info_meta_box($post) {
wp_nonce_field('quirky_recipes_main_info_nonce', 'main_info_nonce');
$main_info = get_post_meta($post->ID, '_main_info', true) ?: ['recipe_type' => '', 'servings' => '', 'prep_time' => '', 'cook_time' => '', 'difficulty' => ''];
echo '<div class="quirky-recipes-main-info">';
echo '<p><label for="recipe_type">Rezept-Typ</label>';
echo '<select name="recipe_type" id="recipe_type" style="width: 100%;">';
echo '<option value="breakfast" ' . selected($main_info['recipe_type'], 'breakfast', false) . '>Frühstück</option>';
echo '<option value="lunch" ' . selected($main_info['recipe_type'], 'lunch', false) . '>Mittagessen</option>';
echo '<option value="dinner" ' . selected($main_info['recipe_type'], 'dinner', false) . '>Abendessen</option>';
echo '<option value="dessert" ' . selected($main_info['recipe_type'], 'dessert', false) . '>Dessert</option>';
echo '<option value="drink" ' . selected($main_info['recipe_type'], 'drink', false) . '>Getränk</option>';
echo '</select></p>';
echo '<p><label for="servings">Portionen</label>';
echo '<input type="number" name="servings" id="servings" value="' . esc_attr($main_info['servings']) . '" min="1" style="width: 100%;"></p>';
echo '<p><label for="prep_time">Vorbereitungszeit</label>';
echo '<input type="text" name="prep_time" id="prep_time" value="' . esc_attr($main_info['prep_time']) . '" placeholder="z. B. 15 Minuten" style="width: 100%;"></p>';
echo '<p><label for="cook_time">Garzeit</label>';
echo '<input type="text" name="cook_time" id="cook_time" value="' . esc_attr($main_info['cook_time']) . '" placeholder="z. B. 20 Minuten" style="width: 100%;"></p>';
echo '<p><label for="difficulty">Schwierigkeit</label>';
echo '<select name="difficulty" id="difficulty" style="width: 100%;">';
echo '<option value="easy" ' . selected($main_info['difficulty'], 'easy', false) . '>Einfach</option>';
echo '<option value="medium" ' . selected($main_info['difficulty'], 'medium', false) . '>Mittel</option>';
echo '<option value="hard" ' . selected($main_info['difficulty'], 'hard', false) . '>Schwer</option>';
echo '</select></p>';
echo '</div>';
}
// Ingredients meta box with emoji picker
public function render_ingredients_meta_box($post) {
wp_nonce_field('quirky_recipes_ingredients_nonce', 'ingredients_nonce');
$ingredients = get_post_meta($post->ID, '_ingredients', true) ?: [];
$ingredient_count = count($ingredients) + 1;
echo '<div class="quirky-recipes-ingredients">';
echo '<div class="emoji-picker-container">';
echo '<button id="add-emoji" class="button quirky-emoji-btn" data-emoji="😊">😊</button>';
echo '<button id="add-emoji" class="button quirky-emoji-btn" data-emoji="🍳">🍳</button>';
echo '<button id="add-emoji" class="button quirky-emoji-btn" data-emoji="🔥">🔥</button>';
echo '<button id="add-emoji" class="button quirky-emoji-btn" data-emoji="🍴">🍴</button>';
echo '<button id="add-emoji" class="button quirky-emoji-btn" data-emoji="🥄">🥄</button>';
echo '</div>';
echo '<table class="wp-list-table widefat fixed striped quirky-ingredients-table">';
echo '<thead><tr><th>Emoji</th><th>Zutat</th><th>Menge</th></tr></thead>';
echo '<tbody>';
foreach ($ingredients as $key => $ingredient) {
$parsed = explode("\t", $ingredient);
$emoji = $parsed[0] ?? '';
$name = $parsed[1] ?? '';
$amount = $parsed[2] ?? '';
echo '<tr class="ingredient-row">';
echo '<td><input type="text" name="ingredients[' . $key .'][emoji]" value="' . esc_attr($emoji) . '" class="emoji-input" style="width: 100%;"></td>';
echo '<td><input type="text" name="ingredients[' . $key .'][name]" value="' . esc_attr($name) . '" style="width: 100%;"></td>';
echo '<td><input type="text" name="ingredients[' . $key .'][amount]" value="' . esc_attr($amount) . '" style="width: 100%;"></td>';
echo '<td><button type="button" class="button quirky-remove-ingredient" data-row="' . $key . '">🗑️</button></td>';
echo '</tr>';
}
echo '<tr class="ingredient-row">';
echo '<td><input type="text" name="ingredients[' . $ingredient_count . '][emoji]" class="emoji-input" placeholder="Emoji" style="width: 100%;"></td>';
echo '<td><input type="text" name="ingredients[' . $ingredient_count . '][name]" placeholder="Zutat" style="width: 100%;"></td>';
echo '<td><input type="text" name="ingredients[' . $ingredient_count . '][amount]" placeholder="Menge" style="width: 100%;"></td>';
echo '</tr>';
echo '</tbody></table>';
echo '<p><em>Tipp: Klicke auf die Emoji-Buttons oben, um Emojis einzufügen!</em></p>';
echo '</div>';
}
// Steps meta box (as meme steps)
public function render_steps_meta_box($post) {
wp_nonce_field('quirky_recipes_steps_nonce', 'steps_nonce');
$steps = get_post_meta($post->ID, '_steps', true) ?: [];
$step_count = count($steps) + 1;
echo '<div class="quirky-recipes-steps">';
echo '<p><em>Schreibe jeden Schritt als Meme-Titel (z. B. "Streich den Kuchen an" oder "Nimm einen Bissen – aber nicht den letzten!").</em></p>';
echo '<table class="wp-list-table widefat fixed striped quirky-steps-table">';
echo '<thead><tr><th>Schritt</th><th>Beschreibung</th><th>Meme-URL (optional)</th></tr></thead>';
echo '<tbody>';
foreach ($steps as $key => $step) {
$parsed = explode("\t", $step);
$title = $parsed[0] ?? '';
$description = $parsed[1] ?? '';
$meme_url = $parsed[2] ?? '';
echo '<tr class="step-row">';
echo '<td><input type="text" name="steps[' . $key .'][title]" value="' . esc_attr($title) . '" placeholder="Meme-Titel" style="width: 100%;"></td>';
echo '<td><textarea name="steps[' . $key .'][description]" style="width: 100%;">' . esc_textarea(esc_html($description)) . '</textarea></td>';
echo '<td><input type="text" name="steps[' . $key .'][meme_url]" value="' . esc_attr($meme_url) . '" placeholder="URL zu einem Meme (z. B. imgur.com)" style="width: 100%;"></td>';
echo '<td><button type="button" class="button quirky-remove-step" data-row="' . $key . '">🗑️</button></td>';
echo '</tr>';
}
echo '<tr class="step-row">';
echo '<td><input type="text" name="steps[' . $step_count . '][title]" placeholder="Meme-Titel" style="width: 100%;"></td>';
echo '<td><textarea name="steps[' . $step_count . '][description]" style="width: 100%;"></textarea></td>';
echo '<td><input type="text" name="steps[' . $step_count . '][meme_url]" placeholder="Meme-URL" style="width: 100%;"></td>';
echo '</tr>';
echo '</tbody></table>';
echo '<p><em>Füge Memes hinzu, um die Zubereitungsschritte unterhaltsamer zu gestalten!</em></p>';
echo '</div>';
}
// Media Mixer meta box (Drag & Drop)
public function render_media_mixer_meta_box($post) {
wp_nonce_field('quirky_recipes_media_mixer_nonce', 'media_mixer_nonce');
$media_mixer_order = get_post_meta($post->ID, '_media_mixer_order', true) ?: [];
$media_items = [
'ingredients' => ['label' => 'Zutaten', 'type' => 'ingredients'],
'steps' => ['label' => 'Schritte', 'type' => 'steps'],
'image' => ['label' => 'Hauptbild', 'type' => 'image'],
'video' => ['label' => 'Video', 'type' => 'video'],
'meme' => ['label' => 'Meme', 'type' => 'meme'],
'gIF' => ['label' => 'GIF', 'type' => 'gIF'],
'audio' => ['label' => 'Hintergrundmusik', 'type' => 'audio']
];
echo '<div class="quirky-recipes-media-mixer">';
echo '<p>Ordne die Medien nach deiner kreativen Vision an:</p>';
echo '<div class="media-mixer-list" id="media-mixer-list">';
foreach ($media_items as $key => $item) {
$is_selected = in_array($item['type'], $media_mixer_order) ? 'selected' : '';
echo '<div class="media-item ' . $is_selected . '" draggable="true" data-type="' . $item['type'] . '">';
echo '<span class="media-item-label">' . esc_html($item['label']) . '</span>';
if ($item['type'] == 'image' || $item['type'] == 'video' || $item['type'] == 'meme' || $item['type'] == 'gIF' || $item['type'] == 'audio') {
Ein interaktiver Passwortgenerator, der ästhetische Muster nutzt, um die Entropie visualisierbar zu machen – mit sanft animierter ASCII-Kunst und Echtzeit-Entropieanalyse.
use rand::{Rng, thread_rng};
use std::io::{self, Write};
use std::time::{Duration, Instant};
// ASCII-Kunst-Muster für die Entropievisualisierung
const ENTROPY_ART: &[&str] = &[
" _____ _____ ____ _____ _ _ _____ ____ _____ ____",
" / ____| / ____| | __/ ____/ \\ / / ____/ ___/ ____/ ___|",
" | | __ ___ | | | | | (___ \ V /| | __| | | | | | ",
" | | |_ |/ _ \\| | | | \\___ \\ | | | | _| | | | | |__|",
" \\_____|\\___/\\_____| |_| ____) | | | |___| |__| |____|_____|",
" |____/_____/|_| \\_____\\_____\\_____|",
];
// Symbol-Sets für verschiedene Passwortstile
const SYMBOL_SETS: &[&str] = &[
"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789",
"!@#$%^&*()_+-=[]{}|;:,.<>?~",
"ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789",
"abcdefghijklmnopqrstuvwxyz",
];
// Hauptstruktur für Passwort und Metadaten
struct Password {
value: String,
length: usize,
entropy: f64,
style: String,
symbols_used: usize,
}
// Berechnet die Entropie eines Passworts in Bit
fn calculate_entropy(password: &str, symbol_count: usize) -> f64 {
let log2 = |x: f64| x.ln() / 2.0.ln();
let entropy = (password.len() as f64) * log2(symbol_count as f64);
entropy
}
// Visualisiert die Entropie mit animierter ASCII-Kunst
fn visualize_entropy(entropy: f64, max_entropy: f64) {
let ratio = (entropy / max_entropy).clamp(0.0, 1.0);
let frames = 10;
let delay = Duration::from_millis(50);
for i in 0..frames {
let frame_ratio = (i as f64 + ratio * (frames - 1) as f64) / (frames - 1) as f64;
let bright = (frame_ratio * 255.0).max(0.0).min(255.0) as u8;
let dark = (255.0 - bright) as u8;
for line in ENTROPY_ART {
print!("\x1b[38;2;{};{};{}m{}", bright, bright, bright, line);
println!();
}
io::stdout().flush().unwrap();
std::thread::sleep(delay);
}
}
// Generiert ein zufälliges Passwort mit definierter Länge und Symbolset
fn generate_password(length: usize, symbols: &str) -> String {
let mut rng = thread_rng();
let mut password = String::new();
password.push_str(&symbols.chars().choose_multiple(&mut rng, length).collect::<String>());
password
}
// Interaktive Benutzeroberfläche für die Passwortauswahl
fn interactive_password_generation() -> Password {
let mut length = 12;
let mut symbol_set = 0;
let mut style = "Standard".to_string();
println!("🔑 ENTROPY ART PASSWORD GENERATOR 🔑");
println!("Select password style:");
for (i, set) in SYMBOL_SETS.iter().enumerate() {
println!("{}. {} (Symbols: {})", i + 1, style, set.len());
}
loop {
print!("\nEnter choice (1-{}): ", SYMBOL_SETS.len());
io::stdout().flush().unwrap();
let mut input = String::new();
io::stdin().read_line(&mut input).unwrap();
match input.trim().parse::<usize>() {
Ok(choice) if choice >= 1 && choice <= SYMBOL_SETS.len() => {
symbol_set = choice - 1;
style = match symbol_set {
0 => "Alphanumeric",
1 => "Special Symbols",
2 => "Uppercase",
3 => "Lowercase",
_ => "Custom",
};
break;
}
_ => println!("Invalid choice!"),
}
}
print!("\nEnter password length (min 8, max 64): ");
io::stdout().flush().unwrap();
let mut input = String::new();
io::stdin().read_line(&mut input).unwrap();
match input.trim().parse::<usize>() {
Ok(l) if l >= 8 && l <= 64 => length = l,
_ => println!("Using default length 12"),
}
let password = generate_password(length, SYMBOL_SETS[symbol_set]);
let entropy = calculate_entropy(&password, SYMBOL_SETS[symbol_set].len());
let max_entropy = calculate_entropy(&"a".repeat(length), 256.0); // Max Entropie für 256 Symbole
Password {
value: password,
length,
entropy,
style: style.to_string(),
symbols_used: SYMBOL_SETS[symbol_set].len(),
}
}
// Formatiert das Passwort für die Ausgabe mit zusätzlichen Infos
fn format_password(password: &Password) -> String {
format!(
"🔐 PASSWORD (Style: {} | Length: {} | Entropy: {:.2} bits | Symbols used: {})\n\n{}",
password.style, password.length, password.entropy, password.symbols_used, password.value
)
}
fn main() {
// Interaktive Passwortgenerierung
let password = interactive_password_generation();
// Entropie visualisieren
println!("\nCalculating entropy...");
std::thread::sleep(Duration::from_millis(500));
visualize_entropy(password.entropy, 1000.0); // 1000 bits als Maximalwert für die Skalierung
// Passwort ausgeben
println!("\n{}", format_password(&password));
// Optional: Passwort zur Kopie in die Zwischenablage anbieten
println!("\nPress 'c' to copy password to clipboard (if supported)");
let mut input = String::new();
io::stdin().read_line(&mut input).unwrap();
if input.trim().eq_ignore_ascii_case("c") {
// In einem echten Programm würde hier die Zwischenablage genutzt werden
println!("✅ Password copied to clipboard (simulated)");
}
}
A creative plugin that rotates content (posts, images, or custom content) on your WordPress/Joomla site with smooth transitions and customizable settings. It adds a shortcode to easily insert rotating
```php
<?php
/**
* Plugin Name: Dynamic Content Rotator
* Description: Rotates content (posts, images, or custom content) with smooth transitions. Works on WordPress and Joomla.
* Version: 1.0
* Author: Ailey
* License: GPL-2.0+
* Text Domain: dcr
*/
if (!defined('ABSPATH')) {
exit; // Exit if accessed directly (WordPress)
}
class Dynamic_Content_Rotator {
private $wp_active = false;
private $joomla_active = false;
private $content_items = [];
private $settings = [];
private $current_index = 0;
private $transition_effect = 'fade';
private $transition_duration = 1000;
public function __construct() {
// Detect if running on WordPress or Joomla
if (function_exists('wp_loaded')) {
$this->wp_active = true;
$this->init_wordpress();
} elseif (defined('JPATH_BASE')) {
$this->joomla_active = true;
$this->init_joomla();
}
}
private function init_wordpress() {
// Register shortcode
add_shortcode('dcr_content_rotator', [$this, 'render_rotator']);
// Enqueue scripts and styles
add_action('wp_enqueue_scripts', [$this, 'enqueue_assets']);
// Settings page
add_action('admin_menu', [$this, 'add_settings_page']);
add_action('admin_init', [$this, 'register_settings']);
}
private function init_joomla() {
// Include Joomla framework
require_once JPATH_BASE . '/includes/framework.php';
JFactory::getApplication()->initialise();
// Register plugin
JPluginHelper::registerPlugin('system', 'dcr');
// Enqueue scripts and styles
JFactory::getApplication()->registerScript('dcr_scripts', 'plugins/system/dcr/assets/js/dcr.js', false, ['version' => '1.0', 'depends' => ['jquery']]);
JFactory::getApplication()->registerStyleSheet('dcr_styles', 'plugins/system/dcr/assets/css/dcr.css');
// Add shortcode-like functionality (Joomla uses {dcr} tag)
JPluginHelper::registerPlugin('content', 'dcr_content');
// Load language strings
JFactory::getLanguage()->load('plg_system_dcr', JPATH_ADMINISTRATOR, null, true, false);
}
// WordPress Settings Page
public function add_settings_page() {
add_options_page(
__('Dynamic Content Rotator Settings', 'dcr'),
__('DCR Settings', 'dcr'),
'manage_options',
'dcr-settings',
[$this, 'render_settings_page']
);
}
public function register_settings() {
register_setting('dcr_group', 'dcr_settings', [$this, 'sanitize_settings']);
}
public function render_settings_page() {
?>
<div class="wrap">
<h1>Dynamic Content Rotator Settings</h1>
<form method="post" action="options.php">
<?php settings_fields('dcr_group'); ?>
<?php do_settings_sections('dcr-settings'); ?>
<table class="form-table">
<tr valign="top">
<th scope="row">Transition Effect</th>
<td>
<select name="dcr_settings[transition_effect]" id="dcr_settings[transition_effect]">
<option value="fade" <?php echo get_option('dcr_settings')['transition_effect'] == 'fade' ? 'selected' : ''; ?>>Fade</option>
<option value="slide" <?php echo get_option('dcr_settings')['transition_effect'] == 'slide' ? 'selected' : ''; ?>>Slide</option>
<option value="flip" <?php echo get_option('dcr_settings')['transition_effect'] == 'flip' ? 'selected' : ''; ?>>Flip</option>
</select>
</td>
</tr>
<tr valign="top">
<th scope="row">Transition Duration (ms)</th>
<td>
<input type="number" name="dcr_settings[transition_duration]" value="<?php echo get_option('dcr_settings')['transition_duration'] ?: 1000; ?>" min="500" max="3000">
</td>
</tr>
</table>
<?php submit_button(); ?>
</form>
</div>
<?php
}
public function sanitize_settings($input) {
$new_input = [];
$new_input['transition_effect'] = sanitize_text_field($input['transition_effect'] ?? 'fade');
$new_input['transition_duration'] = absint($input['transition_duration'] ?? 1000);
return $new_input;
}
// WordPress Shortcode Handler
public function render_rotator($atts) {
$atts = shortcode_atts([
'type' => 'posts',
'post_count' => 3,
'rotate_interval' => 5000,
'title' => true,
'class' => 'dcr-container'
], $atts);
$this->settings = get_option('dcr_settings', [
'transition_effect' => 'fade',
'transition_duration' => 1000
]);
$this->transition_effect = $this->settings['transition_effect'];
$this->transition_duration = $this->settings['transition_duration'];
ob_start();
echo $this->generate_html($atts);
return ob_get_clean();
}
// Joomla Content Plugin
public function onContentBeforeDisplay($context, $article, $params, $page) {
if (strpos($article->text, '{dcr') !== false) {
$atts = [];
preg_match_all('/{dcr(.*?)}/', $article->text, $matches);
if (!empty($matches[1][0])) {
$atts = $this->parse_attributes($matches[1][0]);
$atts = array_merge([
'type' => 'posts',
'post_count' => 3,
'rotate_interval' => 5000,
'title' => true,
'class' => 'dcr-container'
], $atts);
$this->settings = JComponentHelper::getParams('com_dcr')->toArray();
$this->transition_effect = $this->settings['transition_effect'] ?? 'fade';
$this->transition_duration = $this->settings['transition_duration'] ?? 1000;
$article->text = str_replace('{dcr' . $matches[1][0] . '}', $this->generate_html($atts), $article->text);
}
}
return $article;
}
private function parse_attributes($attr_str) {
$atts = [];
preg_match_all('/([a-zA-Z_][a-zA-Z0-9_]*)\s*=\s*[\'"]([^\'"]*)[\'"]/', $attr_str, $matches);
if (!empty($matches[1])) {
foreach ($matches[1] as $i => $name) {
$atts[$name] = $matches[2][$i];
}
}
return $atts;
}
private function generate_html($atts) {
$html = '<div class="' . esc_attr($atts['class']) . '" data-dcr-type="' . esc_attr($atts['type']) . '"
data-dcr-post-count="' . esc_attr($atts['post_count']) . '"
data-dcr-rotate-interval="' . esc_attr($atts['rotate_interval']) . '"
data-dcr-title="' . esc_attr($atts['title']) . '"
data-dcr-transition="' . esc_attr($this->transition_effect) . '"
data-dcr-duration="' . esc_attr($this->transition_duration) . '">
<div class="dcr-slide-container">
<div class="dcr-slide active">
<div class="dcr-content">
<p>Loading content...</p>
</div>
</div>
</div>
<div class="dcr-controls">
<button class="dcr-prev">Previous</button>
<button class="dcr-next">Next</button>
</div>
</div>';
if ($this->wp_active) {
wp_enqueue_script('dcr-js');
wp_enqueue_style('dcr-css');
} elseif ($this->joomla_active) {
JHtml::_('jquery.framework');
}
return $html;
}
public function enqueue_assets() {
if ($this->wp_active) {
wp_enqueue_script('dcr-js', plugins_url('assets/js/dcr.js', __FILE__), ['jquery'], '1.0', true);
wp_enqueue_style('dcr-css', plugins_url('assets/css/dcr.css', __FILE__), [], '1.0');
wp_localize_script('dcr-js', 'dcr_params', [
'ajax_url' => admin_url('admin-ajax.php'),
'nonce' => wp_create_nonce('dcr_nonce')
]);
}
}
public function ajax_handler() {
check_ajax_referer('dcr_nonce', 'nonce');
$type = $_POST['type'] ?? 'posts';
$post_count = intval($_POST['post_count'] ?? 3);
if ($type === 'posts') {
$args = [
'posts_per_page' => $post_count,
'post_status' => 'publish'
];
if ($this->wp_active) {
$query = new WP_Query($args);
$items = [];
if ($query->have_posts()) {
while ($query->have_posts()) {
$query->the_post();
$items[] = [
'title' => get_the_title(),
'content' => get_the_content(),
'thumbnail' => get_the_post_thumbnail_url(get_the_id(), 'medium'),
'link' => get_permalink(get_the_id())
];
}
wp_reset_postdata();
}
} elseif ($this->joomla_active) {
$db = JFactory::getDbo();
$query = $db->getQuery(true)
->select($db->quoteName(array('id', 'title', 'introtext', 'fulltext')))
->from($db->quoteName('#__content'))
->join($db->quoteName('#__categories') . ' AS c ON c.id = ' . $db->quoteName('content_category_id'))
->where('c.published = 1')
->where('state = 1')
->order('c.lft')
->setLimit($post_count);
$db->setQuery($query);
$articles = $db->loadObjectList();
$items = [];
foreach ($articles as $article) {
$items[] = [
'title' => $article->title,
'content' => $article->introtext,
'thumbnail' => '', // Would need to implement Joomla thumbnail logic
'link' => JRoute::_(ContentHelperRoute::getArticleRoute($article->id))
];
}
}
echo json_encode(['success' => true, 'items' => $items]);
} else {
// Custom content type (could be images or other data)
echo json_encode(['success' => true, 'items' => []]);
}
wp_die();
}
}
// Initialize the plugin
$dcr = new Dynamic_Content_Rotator();
// WordPress AJAX handler
if ($dcr->wp_active) {
add_action('wp_ajax_get_dcr_content', [$dcr, 'ajax_handler']);
add_action('wp_ajax_nopriv_get_dcr_content', [$dcr, 'ajax_handler']);
}
// Joomla plugin setup (if needed)
if ($dcr->joomla_active) {
JPluginHelper::registerPlugin('system', 'dcr');
JFactory::getApplication()->registerTask('load_dcr', 'plugins.system.dcr');
}
// Create plugin directory structure if it doesn't exist
if (!$dcr->wp_active && !$dcr->joomla_active) {
exit; // Not running on WordPress or Joomla
}
// Create assets directory if it doesn't exist
$assets_dir = plugin_dir_path(__FILE__) . 'assets';
if (!file_exists($assets_dir)) {
mkdir($assets_dir, 0755, true);
}
// Create JS and CSS files if they don't exist
$js_file = $assets_dir . '/js/dcr.js';
$css_file = $assets_dir . '/css/dcr.css';
if (!file_exists($js_file)) {
$js_content = '// Dynamic Content Rotator JavaScript
jQuery(document).ready(function($) {
if (typeof dcr_params === "undefined") {
return;
}
$(".dcr-slide-container").each(function() {
const $container = $(this);
const $slide = $container.find(".dcr-slide");
const $content = $slide.find(".dcr-content");
const type = $container.data("dcr-type");
const postCount = $container.data("dcr-post-count");
const rotateInterval = $container.data("dcr-rotate-interval");
const showTitle = $container.data("dcr-title") === "true";
const transition = $container.data("dcr-transition");
const duration = $container.data("dcr-duration");
let slides = [];
let currentIndex = 0;
// Fetch content from AJAX
$.ajax({
url: dcr_params.ajax_url,
type: "POST",
data: {
action: "get_dcr_content",
type: type,
post_count: postCount,
nonce: dcr_params.nonce
},
success: function(response) {
if (response.success) {
slides = response.items;
if (slides.length > 0) {
loadSlide(0);
if (rotateInterval > 0) {
setInterval(nextSlide, rotateInterval);
}
}
}
},
error: function() {
$content.html("<p>Error loading content. Please try again.</p>");
}
});
function loadSlide(index) {
if (index >= slides.length) {
return;
}
const slide = slides[index];
let html = "";
if (showTitle) {
html += "<h3>" + slide.title + "</h3>";
}
if (slide.thumbnail) {
html += "<img src=\"" + slide.thumbnail + "\" alt=\"" + (slide.title || "") + "\" class=\"dcr-thumbnail\">";
}
html += "<div class=\"dcr-text\">" + (slide.content || "No content available.") + "</div>";
if (slide.link) {
html += "<a href=\"" + slide.link + "\" class=\"dcr-link\" target=\"_blank\">Read More</a>";
}
$content.html(html);
if (transition === "slide") {
$slide.addClass("active");
} else if (transition === "flip") {
$slide.addClass("active flip");
}
}
function nextSlide() {
currentIndex = (currentIndex + 1) % slides.length;
$container.find(".dcr-slide").removeClass("active flip").addClass("inactive");
$container.find(".dcr-slide").eq(currentIndex).removeClass("inactive").addClass("active");
if (transition === "slide") {
$container.find(".dcr-slide").eq(currentIndex).addClass("slide-in");
} else if (transition === "flip") {
$container.find(".dcr-slide").eq(currentIndex).addClass("flip-in");
}
loadSlide(currentIndex);
}
function prevSlide() {
currentIndex = (currentIndex - 1 + slides.length) % slides.length;
$container.find(".dcr-slide").removeClass("active flip").addClass("inactive");
$container.find(".dcr-slide").eq(currentIndex).removeClass("inactive").addClass("active");
if (transition === "slide") {
$container.find(".dcr-slide").eq(currentIndex).addClass("slide-in");
} else if (transition === "flip") {
$container.find(".dcr-slide").eq(currentIndex).addClass("flip-in");
}
loadSlide(currentIndex);
}
$container.on("click", ".dcr-next", nextSlide);
$container.on("click", ".dcr-prev", prevSlide);
// Keyboard navigation
$(document).on("keydown", function(e) {
if (e.key === "ArrowRight") {
e.preventDefault();
nextSlide();
} else if (e.key === "ArrowLeft") {
e.preventDefault();
prevSlide();
}
});
});
});
';
file_put_contents($js_file, $js_content);
}
if (!file_exists($css_file)) {
$css_content = '/* Dynamic Content Rotator CSS */
.dcr-container {
position: relative;
width: 100%;
max-width: 800px;
margin: 0 auto;
overflow: hidden;
box-shadow: 0 0 10px rgba(0, 0, 0, 0.2);
border-radius: 8px;
background: #f9f9f9;
}
.dcr-slide-container {
position: relative;
height: 400px;
overflow: hidden;
}
.dcr-slide {
Ein WordPress/Joomla-Shortcode-Plugin, das zufällige Zitate aus einer JSON-Datenbank anzeigt, mit farbigen Emoji-Highlights und optionalem Autor-Attribut.
<?php
/**
* Plugin Name: Random Quote Shortcode with Emoji Highlighting
* Description: Displays random quotes with emoji highlighting in a creative way. Works with WordPress and Joomla.
* Version: 1.0
* Author: Ailey
* Author URI: https://github.com/ailey-dev
*/
defined('ABSPATH') || die('Direct access not allowed.');
/**
* Class to handle the random quote functionality with emoji highlighting.
*/
class RandomQuoteShortcode {
private $quotes = [];
private $defaultEmojiColors = [
'😊' => '#FFD1DC',
'😍' => '#FFB6C1',
'😂' => '#FFE4B5',
'👍' => '#90EE90',
'❤️' => '#FF69B4',
'🔥' => '#FF4500',
];
/**
* Constructor: Loads quotes from a JSON file.
*/
public function __construct() {
$this->loadQuotes();
$this->initHooks();
}
/**
* Load quotes from a JSON file.
*/
private function loadQuotes() {
$jsonFile = plugin_dir_path(__FILE__) . 'quotes.json';
if (file_exists($jsonFile)) {
$this->quotes = json_decode(file_get_contents($jsonFile), true);
} else {
// Fallback: Default quotes if JSON file is missing.
$this->quotes = [
['text' => 'The only way to do great work is to love what you do. 😊', 'author' => 'Steve Jobs'],
['text' => 'Life is what happens when you\'re busy making other plans. 😍', 'author' => 'John Lennon'],
['text' => 'Creativity is intelligence having fun. 😂', 'author' => 'Albert Einstein'],
['text' => 'Two things are infinite: the universe and human stupidity. 👍', 'author' => 'Albert Einstein'],
['text' => 'Stay hungry, stay foolish. ❤️', 'author' => 'Steve Jobs'],
['text' => 'The best way to predict the future is to invent it. 🔥', 'author' => 'Alan Kay'],
];
}
}
/**
* Initialize WordPress and Joomla hooks.
*/
private function initHooks() {
if (function_exists('add_shortcode')) {
// WordPress shortcode
add_shortcode('random_quote', [$this, 'renderShortcode']);
}
// Joomla compatibility (if Joomla is detected)
if (class_exists('JApplication')) {
JLoader::register('RandomQuoteShortcode', dirname(__FILE__) . 'RandomQuoteShortcode.php');
JFactory::getApplication()->registerEvent('onContentBeforeDisplay', 'RandomQuoteShortcode', 'onContentBeforeDisplay');
}
}
/**
* Render the shortcode for WordPress.
*
* @param array $atts Shortcode attributes.
* @return string HTML output of the quote.
*/
public function renderShortcode($atts) {
$atts = shortcode_atts([
'author' => false, // Show author if true.
'style' => 'default',
], $atts);
$quote = $this->getRandomQuote();
$text = $this->highlightEmojis($quote['text'], $atts['style']);
$output = '<div class="random-quote-container">';
$output .= '<blockquote class="random-quote">' . $text . '</blockquote>';
if ($atts['author']) {
$output .= '<cite class="random-quote-author">— ' . esc_html($quote['author']) . '</cite>';
}
$output .= '</div>';
return $output;
}
/**
* Get a random quote from the loaded quotes.
*
* @return array The selected quote.
*/
private function getRandomQuote() {
if (empty($this->quotes)) {
$this->loadQuotes(); // Reload in case it's empty.
}
return $this->quotes[array_rand($this->quotes)];
}
/**
* Highlight emojis in the quote text with colored spans.
*
* @param string $text The quote text.
* @param string $style The style of highlighting (e.g., 'default', 'gradient').
* @return string HTML with highlighted emojis.
*/
private function highlightEmojis($text, $style = 'default') {
$highlightedText = $text;
if ($style === 'gradient') {
// Gradient colors for emojis (simplified for demo).
$emojiRegex = '/([\p{Emoji}])/u';
$highlightedText = preg_replace_callback(
$emojiRegex,
function($matches) {
$emoji = $matches[1];
$color = $this->getGradientColor($emoji);
return '<span class="emoji-highlight" style="background: ' . $color . ';">' . $emoji . '</span>';
},
$highlightedText
);
} else {
// Default colored emoji highlighting.
foreach ($this->defaultEmojiColors as $emoji => $color) {
$highlightedText = str_replace(
$emoji,
'<span class="emoji-highlight" style="background: ' . $color . ';">' . $emoji . '</span>',
$highlightedText
);
}
}
return $highlightedText;
}
/**
* Get a gradient color for an emoji (simplified for demo).
*
* @param string $emoji The emoji character.
* @return string A CSS color string.
*/
private function getGradientColor($emoji) {
// Simplified gradient logic (just picks a color based on emoji).
if (strpos($emoji, '😊') !== false) {
return 'linear-gradient(45deg, #FFD1DC, #FFA07A)';
} elseif (strpos($emoji, '😍') !== false) {
return 'linear-gradient(45deg, #FFB6C1, #FFA07A)';
} elseif (strpos($emoji, '😂') !== false) {
return 'linear-gradient(45deg, #FFE4B5, #FFD700)';
} elseif (strpos($emoji, '👍') !== false) {
return 'linear-gradient(45deg, #90EE90, #32CD32)';
} elseif (strpos($emoji, '❤️') !== false) {
return 'linear-gradient(45deg, #FF69B4, #FF1493)';
} elseif (strpos($emoji, '🔥') !== false) {
return 'linear-gradient(45deg, #FF4500, #FF6347)';
}
return '#ffffff';
}
/**
* Joomla event handler: Replaces shortcodes in Joomla content.
*
* @param string $context The context (unused in this case).
* @param object &$row The Joomla article object.
* @param object &$params The Joomla parameters.
* @param string &$page The page HTML.
* @return void
*/
public static function onContentBeforeDisplay($context, &$row, &$params, &$page) {
if (preg_match('/\[random_quote(.*?)\]/', $row->text, $matches)) {
$atts = [];
if (preg_match('/\[random_quote(.*?)\]/', $matches[0], $attsMatch)) {
$attsText = $attsMatch[1];
$attsPairs = explode('=', $attsText);
foreach ($attsPairs as $pair) {
list($key, $value) = explode('=', $pair, 2);
$atts[trim($key)] = trim($value, ' []');
}
}
$instance = new RandomQuoteShortcode();
$html = $instance->renderShortcode($atts);
$page = str_replace($matches[0], $html, $page);
}
}
}
// Initialize the plugin.
$randomQuoteShortcode = new RandomQuoteShortcode();
Eine visuelle Todo-Liste mit Material Design 3, die Aufgaben in einer fließenden Animation sortiert und farblich nach Kategorien (Work, Personal, Creative) gruppiert.
```kotlin
import androidx.compose.animation.AnimatedVisibility
import androidx.compose.animation.core.tween
import androidx.compose.animation.fadeIn
import androidx.compose.animation.fadeOut
import androidx.compose.animation.slideInVertically
import androidx.compose.animation.slideOutVertically
import androidx.compose.foundation Background
import androidx.compose.foundation.Card
import androidx.compose.foundation.ExperimentalCardApi
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.lazy.LazyColumn
import androidx.compose.foundation.lazy.itemsIndexed
import androidx.compose.foundation.lazy.rememberLazyListState
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Add
import androidx.compose.material.icons.filled.Delete
import androidx.compose.material.icons.filled.Done
import androidx.compose.material.icons.filled.Sort
import androidx.compose.material3.Button
import androidx.compose.material3.ButtonDefaults
import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.Divider
import androidx.compose.material3.DropdownMenu
import androidx.compose.material3.DropdownMenuItem
import androidx.compose.material3.ElevationCard
import androidx.compose.material3.ExperimentalMaterial3Api
import androidx.compose.material3.FloatingActionButton
import androidx.compose.material3.Icon
import androidx.compose.material3.IconButton
import androidx.compose.material3.LinearProgressIndicator
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.OutlinedTextField
import androidx.compose.material3.Scaffold
import androidx.compose.material3.SnackbarHost
import androidx.compose.material3.SnackbarHostState
import androidx.compose.material3.Surface
import androidx.compose.material3.Switch
import androidx.compose.material3.Text
import androidx.compose.material3.TextField
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberCoroutineScope
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.vector.ImageVector
import androidx.compose.ui platform.LocalContext
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.text.input.TextFieldValue
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import kotlinx.coroutines.launch
import java.util.UUID
import java.util.concurrent.TimeUnit
// Data classes
data class TodoItem(
val id: String = UUID.randomUUID().toString(),
val title: String,
val isCompleted: Boolean = false,
val category: Category = Category.Work,
val priority: Priority = Priority.Medium,
val createdAt: Long = System.currentTimeMillis()
)
enum class Category(val color: Color) {
Work(Color(0xFF6200EE)), // Purple
Personal(Color(0xFF03DAC6)), // Teal
Creative(Color(0xFF00B0FF)) // Light Blue
}
enum class Priority(val icon: ImageVector, val color: Color) {
High(Icons.Default.Sort, Color.Red),
Medium(Icons.Default.Sort, Color.Orange),
Low(Icons.Default.Sort, Color.Green)
}
// Material 3 Theme Extension
@Composable
fun FlowTodoTheme(
content: @Composable () -> Unit
) {
MaterialTheme(
colorScheme = MaterialTheme.colorScheme.copy(
primary = MaterialTheme.colorScheme.primaryContainer,
secondary = MaterialTheme.colorScheme.secondaryContainer
),
content = content
)
}
// Main App
@Composable
fun FlowTodoApp() {
val snackbarHostState = remember { SnackbarHostState() }
val scope = rememberCoroutineScope()
Surface(
modifier = Modifier.fillMaxSize(),
color = MaterialTheme.colorScheme.background
) {
Scaffold(
snackbarHost = { SnackbarHost(snackbarHostState) },
floatingActionButton = {
FloatingActionButton(
onClick = { showAddDialog.value = true },
contentColor = MaterialTheme.colorScheme.onPrimaryContainer,
containerColor = MaterialTheme.colorScheme.primaryContainer
) {
Icon(Icons.Default.Add, contentDescription = "Add Task")
}
},
topBar = {
TopAppBarWithSort(
onSortClick = { showSortOptions.value = true },
onThemeToggle = { darkTheme = !darkTheme }
)
}
) { padding ->
if (showAddDialog.value) {
AddTodoDialog(
onDismiss = { showAddDialog.value = false },
onAdd = { newItem ->
todos.add(newItem)
scope.launch {
snackbarHostState.showSnackbar("Task added!", duration = 2000)
}
}
)
}
if (showSortOptions.value) {
SortOptionsDialog(
onDismiss = { showSortOptions.value = false },
onSort = { sortOrder = it }
)
}
AnimatedVisibility(
visible = isLoading,
enter = fadeIn() + slideInVertically { height -> height / 2 },
exit = fadeOut() + slideOutVertically { height -> height / 2 }
) {
Box(
modifier = Modifier
.fillMaxSize()
.padding(padding),
contentAlignment = Alignment.Center
) {
CircularProgressIndicator()
}
}
AnimatedVisibility(
visible = !isLoading,
enter = fadeIn() + slideInVertically { height -> height / 2 },
exit = fadeOut() + slideOutVertically { height -> height / 2 }
) {
LazyColumn(
state = rememberLazyListState(),
modifier = Modifier
.fillMaxSize()
.padding(padding)
.padding(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp)
) {
itemsIndexed(todos.sortedBy(sortOrder)) { index, item ->
TodoItemCard(
todo = item,
onDelete = { deleteTodo(item) },
onComplete = { completeTodo(item) },
onEdit = { showAddDialog.value = true; currentEditItem = item }
)
}
}
}
}
}
}
// State
val showAddDialog = remember { mutableStateOf(false) }
val showSortOptions = remember { mutableStateOf(false) }
var todos = remember { mutableListOf<TodoItem>() }
var currentEditItem: TodoItem? = remember { null }
var sortOrder: (TodoItem) -> Int = remember { { it.createdAt } }
var darkTheme = remember { mutableStateOf(false) }
var isLoading = remember { mutableStateOf(true) }
// Simulate initial data load
@Composable
fun initData() {
isLoading.value = true
// Simulate network delay
// In a real app, you would load from a repository
TimeUnit.MILLISECONDS.sleep(1500)
todos.addAll(
listOf(
TodoItem(title = "Finish Android App", category = Category.Work, priority = Priority.High),
TodoItem(title = "Grocery Shopping", category = Category.Personal),
TodoItem(title = "Creative Project Idea", category = Category.Creative, priority = Priority.Low),
TodoItem(title = "Learn Compose Animations", category = Category.Creative, priority = Priority.Medium),
TodoItem(title = "Team Meeting", category = Category.Work, priority = Priority.High)
)
)
isLoading.value = false
}
// Top App Bar with Sort and Theme Toggle
@OptIn(ExperimentalMaterial3Api::class)
@Composable
fun TopAppBarWithSort(
onSortClick: () -> Unit,
onThemeToggle: () -> Unit
) {
val context = LocalContext.current
initData() // Initialize data on first compose
Material3TopAppBar(
title = { Text("Flow Todo", fontSize = 20.sp, fontWeight = FontWeight.Bold) },
actions = {
Row {
IconButton(onClick = onSortClick) {
Icon(Icons.Default.Sort, contentDescription = "Sort")
}
Switch(
checked = darkTheme.value,
onCheckedChange = { darkTheme.value = it; onThemeToggle() },
modifier = Modifier.padding(horizontal = 8.dp)
)
}
},
colors = TopAppBarDefaultColors(
containerColor = MaterialTheme.colorScheme.primaryContainer,
titleColor = MaterialTheme.colorScheme.onPrimaryContainer,
actionIconColor = MaterialTheme.colorScheme.onPrimaryContainer
)
)
}
// Add/Edit Todo Dialog
@OptIn(ExperimentalMaterial3Api::class)
@Composable
fun AddTodoDialog(
onDismiss: () -> Unit,
onAdd: (TodoItem) -> Unit
) {
val textFieldValue = remember { mutableStateOf(TextFieldValue(currentEditItem?.title ?: "")) }
val selectedCategory = remember { mutableStateOf(currentEditItem?.category ?: Category.Work) }
val selectedPriority = remember { mutableStateOf(currentEditItem?.priority ?: Priority.Medium) }
AlertDialog(
onDismissRequest = onDismiss,
title = {
Text(
if (currentEditItem == null) "Add New Task" else "Edit Task",
fontWeight = FontWeight.Bold
)
},
text = {
Column(
verticalArrangement = Arrangement.spacedBy(16.dp)
) {
OutlinedTextField(
value = textFieldValue.value,
onValueChange = { textFieldValue.value = it },
label = { Text("Title") },
modifier = Modifier.fillMaxWidth()
)
Row(
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
Text("Category:", modifier = Modifier.weight(1f))
Box(
modifier = Modifier
.weight(2f)
.height(48.dp)
) {
DropdownMenu(
expanded = remember { mutableStateOf(false) },
onDismissRequest = { /* handled by DropdownMenuItem */ }
) {
Category.values().forEach { category ->
DropdownMenuItem(
text = { Text(category.name) },
onClick = {
selectedCategory.value = category
},
leadingIcon = {
Box(
modifier = Modifier
.size(24.dp)
.clip(CircleShape)
.background(category.color)
)
}
)
}
}
IconButton(
onClick = { /* Toggle dropdown */ },
modifier = Modifier.align(Alignment.CenterEnd)
) {
Box(
modifier = Modifier
.size(40.dp)
.clip(CircleShape)
.background(selectedCategory.value.color)
)
}
}
}
Row(
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
Text("Priority:", modifier = Modifier.weight(1f))
Box(
modifier = Modifier
.weight(2f)
.height(48.dp)
) {
DropdownMenu(
expanded = remember { mutableStateOf(false) },
onDismissRequest = { /* handled by DropdownMenuItem */ }
) {
Priority.values().forEach { priority ->
DropdownMenuItem(
text = { Text(priority.name) },
onClick = {
selectedPriority.value = priority
},
leadingIcon = {
Icon(priority.icon, contentDescription = null, tint = priority.color)
}
)
}
}
IconButton(
onClick = { /* Toggle dropdown */ },
modifier = Modifier.align(Alignment.CenterEnd)
) {
Icon(
selectedPriority.value.icon,
contentDescription = null,
tint = selectedPriority.value.color
)
}
}
}
}
},
confirmButton = {
Button(
onClick = {
val newItem = currentEditItem?.copy(
title = textFieldValue.value.text,
category = selectedCategory.value,
priority = selectedPriority.value
) ?: TodoItem(
title = textFieldValue.value.text,
category = selectedCategory.value,
priority = selectedPriority.value
)
if (newItem.title.isBlank()) {
// Don't close dialog if title is empty
return@Button
}
onAdd(newItem)
currentEditItem = null
textFieldValue.value = TextFieldValue("")
onDismiss()
},
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.primaryContainer,
contentColor = MaterialTheme.colorScheme.onPrimaryContainer
)
) {
Text(if (currentEditItem == null) "Add" else "Update")
}
},
dismissButton = {
Button(
onClick = onDismiss,
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.onSurfaceVariant,
contentColor = MaterialTheme.colorScheme.onSurfaceVariant
)
) {
Text("Cancel")
}
},
containerColor = MaterialTheme.colorScheme.surfaceContainer,
titleContentColor = MaterialTheme.colorScheme.onSurface,
textContentColor = MaterialTheme.colorScheme.onSurface,
windowInsets = WindowInsets(0, 0, 0, 0),
shape = RoundedCornerShape(16.dp)
)
}
// Sort Options Dialog
@OptIn(ExperimentalMaterial3Api::class)
@Composable
fun SortOptionsDialog(
onDismiss: () -> Unit,
onSort: (TodoItem) -> Int
) {
AlertDialog(
onDismissRequest = onDismiss,
title = { Text("Sort By", fontWeight = FontWeight.Bold) },
text = {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
SortOptionItem(
text = "Creation Time",
icon = Icons.Default.Sort,
isSelected = sortOrder == { it.createdAt },
onClick = { onSort({ it.createdAt }) }
)
SortOptionItem(
text = "Title (A-Z)",
icon = Icons.Default.Sort,
isSelected = sortOrder == { it.title.lowercase() },
onClick = { onSort({ it.title.lowercase() }) }
)
SortOptionItem(
text = "Priority (High to Low)",
icon = Icons.Default.Sort,
isSelected = sortOrder == { it.priority.ordinal },
onClick = { onSort({ it.priority.ordinal }) }
)
SortOptionItem(
text = "Category",
icon = Icons.Default.Sort,
isSelected = sortOrder == { it.category.name },
onClick = { onSort({ it.category.name }) }
)
}
},
confirmButton = {
Button(
onClick = onDismiss,
colors = ButtonDefaults.buttonColors(
containerColor = MaterialTheme.colorScheme.primaryContainer,
contentColor = MaterialTheme.colorScheme.onPrimaryContainer
)
) {
Text("Done")
}
},
containerColor = MaterialTheme.colorScheme.surfaceContainer,
titleContentColor = MaterialTheme.colorScheme.onSurface,
textContentColor = MaterialTheme.colorScheme.onSurface,
windowInsets = WindowInsets(0, 0, 0, 0),
shape = RoundedCornerShape(16.dp)
)
}
@Composable
fun SortOptionItem(
text: String,
icon: ImageVector,
isSelected: Boolean,
onClick: () -> Unit
) {
Button(
onClick = onClick,
shape = RoundedCornerShape(8.dp),
colors = ButtonDefaults.buttonColors(
containerColor = if (isSelected) MaterialTheme.colorScheme.primaryContainer else MaterialTheme.colorScheme.surfaceVariant,
contentColor = MaterialTheme.colorScheme.onSurfaceVariant
)
) {
Row(
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
Icon(icon, contentDescription = null)
Text(text)
if (isSelected) {
Icon(Icons.Default.Done, contentDescription = "Selected", modifier = Modifier.size(16.dp))
}
}
}
}
// Todo Item Card with animations
@OptIn(ExperimentalCardApi::class)
@Composable
fun TodoItemCard(
todo: TodoItem,
onDelete: () -> Unit,
onComplete: () -> Unit,
onEdit: () -> Unit
) {
Card(
modifier = Modifier
.fillMaxWidth()
.clickable { onEdit() }
.animateItemPlacement(),
elevation = CardDefaults.cardElevation(4.dp)
) {
Row(
modifier = Modifier
.fillMaxWidth()
.padding(16.dp),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(12.dp)
) {
Box(
modifier = Modifier
.size(40.dp)
.clip(CircleShape)
.background(todo.category.color)
)
Column(
modifier = Modifier
.weight(1f)
.padding(horizontal = 8.dp),
verticalArrangement = Arrangement.SpaceBetween
) {
Row(
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(4.dp)
) {
Checkbox(
checked = todo.isCompleted,
onCheckedChange = onComplete,
modifier = Modifier.size(24.dp)
)
Text(
text = todo.title,
fontSize = 16.sp,
color = if (todo.isCompleted) MaterialTheme.colorScheme.onSurface.copy(alpha = 0.6f) else Material
Ein WordPress/Joomla-Plugin, das Benutzern ermöglicht, interaktive Geschichten zu erstellen und einzufügen. Mit Shortcodes werden Geschichten in Posts oder Artikel eingebunden, die Nutzer durch Klicke
<?php
/*
Plugin Name: Ailey's Interactive Storyteller
Description: Enables users to create and embed interactive stories using shortcodes. Supports branching narratives and multiple endings.
Version: 1.0
Author: Ailey
Author URI: https://github.com/yourusername
Text Domain: ailey-interactive-storyteller
Domain Path: /languages
*/
defined('ABSPATH') || defined('JPATH_BASE') || die;
// Define constants for WordPress or Joomla
if (function_exists('is_wordpress')) {
// WordPress constants and setup
define('AIS_PLUGIN_DIR', plugin_dir_path(__FILE__));
define('AIS_PLUGIN_URL', plugin_dir_url(__FILE__));
} else {
// Joomla constants and setup
define('AIS_PLUGIN_DIR', dirname(__FILE__));
define('AIS_PLUGIN_URL', JURI::base() . 'plugins/content/ais/');
}
// Load language files
add_action('init', 'ais_load_textdomain');
function ais_load_textdomain() {
if (is_wordpress()) {
load_plugin_textdomain('ais', false, dirname(plugin_basename(__FILE__)) . '/languages');
} elseif (function_exists('JLanguage')) {
$lang = JFactory::getLanguage();
$lang->load('plg_content_ais', JPATH_ADMINISTRATOR, 'utf8', false);
}
}
// Register shortcode for WordPress
if (function_exists('add_shortcode')) {
add_shortcode('ais_story', 'ais render_story_shortcode');
}
// Register plugin for Joomla (if in Joomla context)
if (function_exists('JPlugin')) {
class plgContentAis extends JPlugin {
public function onContentBeforeDisplay($context, $article, $params, $limitstart) {
if ($context === 'com_content.article') {
$article->text = preg_replace_callback(
'/\[ais_story(.*?)\]/',
function($matches) {
return $this->render_story_shortcode($matches);
},
$article->text
);
}
return $article;
}
private function render_story_shortcode($matches) {
if (is_wordpress()) {
return ais_render_story_shortcode($matches[0], $matches[1]);
} else {
ob_start();
include AIS_PLUGIN_DIR . 'includes/render_story.php';
return ob_get_clean();
}
}
}
}
// Main function to render the story shortcode
function ais_render_story_shortcode($shortcode, $attr) {
if (is_wordpress()) {
ob_start();
include AIS_PLUGIN_DIR . 'includes/render_story.php';
return ob_get_clean();
} else {
return '[ais_story]'; // Fallback for Joomla
}
}
// Admin class to handle story creation and storage
class AIS_Admin {
public function __construct() {
if (is_wordpress()) {
add_action('admin_menu', array($this, 'add_admin_menu'));
add_action('admin_init', array($this, 'register_settings'));
} elseif (function_exists('JFactory')) {
JLoader::register('AISAdmin', AIS_PLUGIN_DIR . 'admin/ais_admin.php');
$admin = new AISAdmin();
}
}
public function add_admin_menu() {
add_options_page(
__('Ailey\'s Interactive Storyteller', 'ais'),
__('Interactive Stories', 'ais'),
'manage_options',
'ais-storyteller',
array($this, 'render_admin_page')
);
}
public function register_settings() {
register_setting('ais_settings', 'ais_stories');
}
public function render_admin_page() {
?>
<div class="wrap">
<h1><?php echo esc_html(get_admin_page_title()); ?></h1>
<form method="post" action="options.php">
<?php settings_fields('ais_settings'); ?>
<?php do_settings_sections('ais_settings'); ?>
<table class="form-table">
<tr>
<td>
<textarea name="ais_stories" id="ais_stories" rows="10" cols="100" placeholder="<?php echo esc_attr(__('Add stories in JSON format. Example: {"id": "1", "title": "First Story", "content": "Once upon a time...", "options": [{"text": "Option 1", "path": "2"}, {"text": "Option 2", "path": "3"}]}', 'ais')); ?>"><?php echo esc_textarea(escape_html(get_option('ais_stories', ''))); ?></textarea>
</td>
</tr>
</table>
<?php submit_button(); ?>
</form>
</div>
<?php
}
}
// Initialize the admin class on plugin load
new AIS_Admin();
// Render story function
function render_story($story_data, $current_path) {
if (!isset($story_data['stories'][$current_path])) {
return __('Story not found or invalid path.', 'ais');
}
$story = $story_data['stories'][$current_path];
$output = '<div class="ais-story-container"><h2>' . esc_html($story['title']) . '</h2><div class="ais-story-content">' . esc_html($story['content']) . '</div>';
if (!empty($story['options'])) {
$output .= '<div class="ais-story-options">';
foreach ($story['options'] as $option) {
$output .= '<a href="#" class="ais-story-option" data-path="' . esc_attr($option['path']) . '">' . esc_html($option['text']) . '</a>';
}
$output .= '</div>';
}
$output .= '</div>';
// Add JavaScript for interactivity
$output .= '<script>
document.addEventListener("DOMContentLoaded", function() {
const options = document.querySelectorAll(".ais-story-option");
options.forEach(option => {
option.addEventListener("click", function(e) {
e.preventDefault();
const path = this.getAttribute("data-path");
fetchStory(path);
});
});
function fetchStory(path) {
const container = document.querySelector(".ais-story-container");
container.innerHTML = "<p>' . __('Loading story...', 'ais') . '</p>";
// In a real implementation, you would fetch the new story content here
// For simplicity, we assume the story data is available globally or fetched via AJAX
// This is a placeholder to show the concept
container.innerHTML = renderStaticStoryPath(path);
}
// This is a placeholder for rendering a story path statically (for demo purposes)
function renderStaticStoryPath(path) {
// This would normally come from the story data fetched via AJAX
return \'' . $output . '\';
}
});
</script>';
return $output;
}
// Include the render story file
include AIS_PLUGIN_DIR . 'includes/render_story.php';
Ein interaktiver Musikvisualizer, der Echtzeit-Frequenzdaten eines Audio-Input analysiert und eine dynamische, quanteninspirierte Aura aus Lichtpartikeln generiert — reagiert auf Beat, Tonhöhe und Kla
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<title>Quantum Aura — Interactive Music Visualizer</title>
<style>
:root {
--bg-gradient: radial-gradient(circle at 30% 30%, #0a0a1a 0%, #1a1a3a 100%);
--particle-color: hsla(var(--hue), 100%, 70%, 0.8);
--particle-tail: linear-gradient(to right, var(--particle-color), rgba(255,255,255,0.1));
}
body {
margin: 0;
padding: 0;
overflow: hidden;
background: var(--bg-gradient);
color: #fff;
font-family: 'Arial', sans-serif;
text-align: center;
cursor: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="%23fff" d="M12 2C6.48 2 2 6.48 2 12s4.48 10 10 10 10-4.48 10-10S17.52 2 12 2zm-1.25 16.25c-.33 0-.62-.11-.82-.32-.2-.21-.32-.49-.32-.81s.11-.6.32-.81c.2-.21.49-.32.82-.32.33 0 .62.11.82.32.2.21.32.49.32.81s-.11.6-.32.81zM12 6.5c-3.03 0-5.5 2.47-5.5 5.5s2.47 5.5 5.5 5.5 5.5-2.47 5.5-5.5-2.47-5.5-5.5zm0 10c-1.93 0-3.5-1.57-3.5-3.5s1.57-3.5 3.5-3.5 3.5 1.57 3.5 3.5-1.57 3.5-3.5 3.5z"/></svg>'), auto;
}
#canvas {
display: block;
margin: 20px auto;
background: rgba(10, 10, 26, 0.7);
border-radius: 12px;
box-shadow: 0 0 40px rgba(0, 200, 255, 0.3);
filter: blur(0.5px);
}
#info {
max-width: 600px;
margin: 20px auto;
font-size: 18px;
line-height: 1.5;
color: rgba(255, 255, 255, 0.9);
text-shadow: 0 0 8px rgba(0, 200, 255, 0.5);
}
#toggleBtn {
display: inline-block;
margin: 15px 10px;
padding: 10px 20px;
background: #00f0ff;
color: #000;
border: none;
border-radius: 25px;
font-weight: bold;
font-size: 16px;
cursor: pointer;
transition: all 0.3s;
box-shadow: 0 0 10px rgba(0, 240, 255, 0.5);
user-select: none;
}
#toggleBtn:hover {
background: #00e0ef;
transform: scale(1.05);
}
#toggleBtn:active {
transform: scale(0.95);
}
.particle {
position: absolute;
width: 4px;
height: 4px;
border-radius: 50%;
background: var(--particle-color);
opacity: 0.7;
transition: all 0.1s ease-out;
transform-origin: 50% 50%;
}
.particle-tail {
position: absolute;
width: 100%;
height: 100%;
background: var(--particle-tail);
opacity: 0.3;
pointer-events: none;
}
.particle-pulse {
animation: pulse 1.5s infinite;
}
@keyframes pulse {
0% { opacity: 0.5; transform: scale(1); }
50% { opacity: 0.9; transform: scale(1.2); }
100% { opacity: 0.5; transform: scale(1); }
}
.quantum-core {
position: absolute;
width: 8px;
height: 8px;
border-radius: 50%;
background: radial-gradient(circle, #00f0ff, #00a0d0);
box-shadow: 0 0 15px rgba(0, 240, 255, 0.8), 0 0 30px rgba(0, 160, 208, 0.6);
animation: core-pulse 2s infinite;
z-index: 100;
}
@keyframes core-pulse {
0% { box-shadow: 0 0 15px rgba(0, 240, 255, 0.8), 0 0 30px rgba(0, 160, 208, 0.6); }
50% { box-shadow: 0 0 20px rgba(0, 240, 255, 0.9), 0 0 35px rgba(0, 160, 208, 0.7); }
100% { box-shadow: 0 0 15px rgba(0, 240, 255, 0.8), 0 0 30px rgba(0, 160, 208, 0.6); }
}
</style>
</head>
<body>
<h1>QUANTUM AURA</h1>
<p id="info">Connect your microphone to transform music into a quantum light experience. Move, sing, or play — the aura reacts in real-time.</p>
<button id="toggleBtn">🎵 Start / Stop</button>
<canvas id="canvas" width="800" height="600"></canvas>
<div class="quantum-core" id="core"></div>
<script>
// =============================================
// Quantum Aura - Interactive Music Visualizer
// Features:
// - Real-time audio analysis (FFT)
// - Particle system with quantum-inspired behavior
// - Dynamic color & motion based on frequency bands
// - Core pulse synced to bass/drum beats
// - Microphone input with permission handling
// - Responsive & mobile-friendly
// =============================================
(function() {
'use strict';
// DOM Elements
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
const toggleBtn = document.getElementById('toggleBtn');
const core = document.getElementById('core');
const info = document.getElementById('info');
// Canvas setup
const width = canvas.width;
const height = canvas.height;
ctx.fillStyle = 'rgba(10, 10, 26, 0.9)';
// Audio context & analyzer
let audioCtx = null;
let analyzer = null;
let microphone = null;
let isPlaying = false;
// Particle system
const particles = [];
const particleCount = 120;
const corePos = { x: width / 2, y: height / 2 };
// FFT & Frequency bands
const frequencyBands = 64;
const dataArray = new Uint8Array(frequencyBands);
const bassThreshold = 100;
const beatSensitivity = 0.7;
// Animation & state
let lastTime = 0;
let hue = 0;
let pulseIntensity = 0.5;
let isBeatDetected = false;
let beatCounter = 0;
// Initialize
init();
// Event listeners
toggleBtn.addEventListener('click', toggleAudio);
// Main animation loop
function animate(timestamp) {
if (!isPlaying) return;
const deltaTime = timestamp - lastTime;
lastTime = timestamp;
updateParticles(deltaTime);
render();
requestAnimationFrame(animate);
}
// Update particle positions & colors based on FFT
function updateParticles(deltaTime) {
const bass = getBassEnergy();
const highs = getHighFrequencyEnergy();
// Update hue based on high frequencies (tonal content)
hue = (hue + (highs * 0.2)) % 360;
// Core pulse based on bass/beat detection
if (isBeatDetected) {
pulseIntensity = Math.min(1, pulseIntensity + 0.03);
beatCounter++;
} else {
pulseIntensity = Math.max(0.2, pulseIntensity - 0.01);
}
// Reset beat detection
if (beatCounter > 0 && !isBeatDetected) {
beatCounter = 0;
}
// Update particles
for (let i = 0; i < particles.length; i++) {
const p = particles[i];
// Radial distance from core (based on bass)
const distance = Math.min(height * 0.4, corePos.x + (bass * 20));
// Angle based on frequency band + particle index
const angle = (timestamp * 0.0002 + i * 0.1) % (Math.PI * 2);
// Quantum-inspired randomness in motion
const quantumNoise = Math.sin(timestamp * 0.0001 + i * 0.05) * 0.3;
p.x = corePos.x + Math.cos(angle) * distance + quantumNoise * 20;
p.y = corePos.y + Math.sin(angle) * distance + quantumNoise * 20;
// Scale based on frequency & beat
p.size = 2 + bass * 0.3;
p.opacity = 0.6 + (pulseIntensity * 0.4);
p.hue = hue;
// Tail effect
p.tailX = p.x - Math.cos(angle) * 5;
p.tailY = p.y - Math.sin(angle) * 5;
p.tailOpacity = 0.1 + (pulseIntensity * 0.2);
}
}
// Render everything
function render() {
// Clear with subtle gradient for smooth animation
ctx.fillStyle = `rgba(10, 10, 26, 0.95)`;
ctx.fillRect(0, 0, width, height);
// Draw particles
particles.forEach(p => {
// Main particle
ctx.fillStyle = `hsla(${p.hue}, 100%, 70%, ${p.opacity})`;
ctx.beginPath();
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
ctx.fill();
// Tail
ctx.fillStyle = `hsla(${p.hue}, 100%, 90%, ${p.tailOpacity})`;
ctx.beginPath();
ctx.ellipse(p.tailX, p.tailY, p.size * 1.5, p.size * 0.5, 0, 0, Math.PI * 2);
ctx.fill();
// Pulse effect around core (beat detection)
if (pulseIntensity > 0.7 && Math.random() > 0.7) {
const ringX = corePos.x + Math.cos(angle + timestamp * 0.0001) * (50 + pulseIntensity * 30);
const ringY = corePos.y + Math.sin(angle + timestamp * 0.0001) * (50 + pulseIntensity * 30);
ctx.fillStyle = `hsla(${hue}, 100%, 80%, ${pulseIntensity * 0.5})`;
ctx.beginPath();
ctx.arc(ringX, ringY, 3, 0, Math.PI * 2);
ctx.fill();
}
});
// Core with dynamic glow
ctx.fillStyle = '#00f0ff';
ctx.beginPath();
ctx.arc(corePos.x, corePos.y, 4, 0, Math.PI * 2);
ctx.fill();
// Glow effect
const glowSize = 15 + pulseIntensity * 15;
ctx.fillStyle = `rgba(0, 240, 255, ${pulseIntensity * 0.6})`;
ctx.beginPath();
ctx.arc(corePos.x, corePos.y, glowSize, 0, Math.PI * 2);
ctx.fill();
}
// Initialize audio context & particle system
function init() {
try {
audioCtx = new (window.AudioContext || window.webkitAudioContext)();
analyzer = audioCtx.createAnalyser();
analyzer.fftSize = 256;
analyzer.minDecibels = -90;
analyzer.maxDecibels = -10;
analyzer.smoothingTimeConstant = 0.85;
// Create particle system
for (let i = 0; i < particleCount; i++) {
particles.push({
x: Math.random() * width,
y: Math.random() * height,
size: 2 + Math.random() * 2,
opacity: 0.5,
hue: Math.random() * 360,
tailX: 0,
tailY: 0,
tailOpacity: 0.2,
speed: Math.random() * 0.5
});
}
// Set core position
core.style.left = `${corePos.x}px`;
core.style.top = `${corePos.y}px`;
// Hide info on mobile if mic not allowed
if (!('getUserMedia' in navigator)) {
info.textContent = 'Your browser does not support microphone access. Try Chrome or Firefox on a desktop.';
toggleBtn.disabled = true;
}
} catch (e) {
console.error('Audio context error:', e);
info.textContent = 'Error initializing audio. Please check your browser settings.';
}
}
// Toggle microphone on/off
function toggleAudio() {
if (isPlaying) {
stopMicrophone();
} else {
startMicrophone();
}
}
// Start microphone input
function startMicrophone() {
if (microphone) {
microphone.disconnect();
}
navigator.mediaDevices.getUserMedia({ audio: true })
.then(stream => {
microphone = audioCtx.createMediaStreamSource(stream);
microphone.connect(analyzer);
isPlaying = true;
toggleBtn.textContent = '🎵 Stop';
info.textContent = 'Microphone connected! Start playing music or singing.';
requestAnimationFrame(animate);
})
.catch(e => {
console.error('Microphone access denied:', e);
info.textContent = 'Microphone access was denied. Please allow access in your browser settings.';
toggleBtn.textContent = '🎵 Start';
isPlaying = false;
});
}
// Stop microphone
function stopMicrophone() {
if (microphone) {
microphone.disconnect();
microphone = null;
}
isPlaying = false;
toggleBtn.textContent = '🎵 Start';
info.textContent = 'Waiting for music...';
}
// Get bass energy (low frequencies)
function getBassEnergy() {
analyzer.getByteFrequencyData(dataArray);
let sum = 0;
const bassThresholdIndex = Math.floor(bassThreshold * frequencyBands / analyzer.fftSize);
// Sum low frequency bands (bass)
for (let i = 0; i < bassThresholdIndex; i++) {
sum += dataArray[i] / bassThresholdIndex;
}
// Normalize and apply smooth curve
const bassValue = Math.min(1, sum / (bassThresholdIndex * 2));
return bassValue;
}
// Get high frequency energy (midrange and high frequencies)
function getHighFrequencyEnergy() {
analyzer.getByteFrequencyData(dataArray);
let sum = 0;
const highThresholdIndex = Math.floor((1 - bassThreshold) * frequencyBands / analyzer.fftSize);
// Sum high frequency bands (midrange and high)
for (let i = highThresholdIndex; i < frequencyBands; i++) {
sum += dataArray[i] / (frequencyBands - highThresholdIndex);
}
// Normalize and apply smooth curve
const highValue = Math.min(1, sum / (frequencyBands - highThresholdIndex));
return highValue;
}
})();
</script>
</body>
</html>
```
Ein smarter Dateiorganisator, der Dateien in farbige Ordner sortiert — nicht nur nach Extension, sondern mit einem kreativen Farbcode, der auf den Dateinamen basiert. Nützlich für Entwickler, Designer
// Ailey's Colorful FolderSorter - Sortiert Dateien in farbige Ordner basierend auf Extension und Namen-Hash
import fs from 'fs/promises';
import path from 'path';
import chalk from 'chalk';
import { fileURLToPath } from 'url';
import { dirname } from 'path';
// Farben für die Ordner (RGB-Values)
const COLORS = [
'#FF5733', // Rot
'#33FF57', // Grün
'#3357FF', // Blau
'#F3FF33', // Gelb
'#FF33F3', // Pink
'#33FFF3', // Cyan
'#8A33FF', // Violett
'#FF8A33', // Orange
'#33A3FF', // Hellblau
'#FF33A3', // Magenta
'#33FFA3', // Türkis
'#A3FF33', // Limette
'#FF3333', // Dunkelrot
'#33FF33', // Dunkelgrün
'#3333FF', // Dunkelblau
];
// Dateiendungen und ihre Farbcodes (für bessere Überprüfbarkeit)
const EXTENSION_COLORS = {
js: '#FFCC00',
ts: '#4A90E2',
html: '#E34C26',
css: '#569CD6',
json: '#2251B8',
png: '#FFC300',
jpg: '#CFCB11',
gif: '#FF0000',
mp3: '#000000',
pdf: '#E31A1C',
doc: '#003C9B',
xls: '#26375B',
ppt: '#5C2D91',
zip: '#0078D7',
default: '#777777',
};
// Generiert einen Farbcode aus dem Dateinamen (für den Twist)
function generateColorFromName(filename) {
let hash = 0;
for (let i = 0; i < filename.length; i++) {
hash = (hash << 5) - hash + filename.charCodeAt(i);
hash |= 0; // Convert to 32bit integer
}
const colorIndex = Math.abs(hash) % COLORS.length;
return COLORS[colorIndex];
}
// Erstellt einen farbigen Ordnernamen
function getColorFolderName(color) {
const r = parseInt(color.slice(1, 3), 16);
const g = parseInt(color.slice(3, 5), 16);
const b = parseInt(color.slice(5, 7), 16);
return `rgb(${r},${g},${b})`;
}
// Erstellt einen farbigen Ordner im Zielverzeichnis
async function createColorFolder(baseDir, folderName, color) {
const folderPath = path.join(baseDir, folderName);
try {
await fs.mkdir(folderPath, { recursive: true });
console.log(chalk.bgHex(color).black(` Ordner "${folderName}" erstellt`));
} catch (err) {
if (err.code !== 'EEXIST') throw err;
}
}
// Hauptfunktion zum Sortieren der Dateien
async function sortFiles(baseDir, dryRun = false) {
try {
const files = await fs.readdir(baseDir);
let movedCount = 0;
for (const file of files) {
const filePath = path.join(baseDir, file);
const stat = await fs.stat(filePath);
if (stat.isDirectory()) continue;
const ext = path.extname(file).toLowerCase().replace('.', '');
const filenameWithoutExt = path.basename(file, ext);
// Bestimme die Farbe: zuerst Extension, dann Name-Hash als Twist
const color = EXTENSION_COLORS[ext] || generateColorFromName(file);
const folderName = getColorFolderName(color);
const targetDir = path.join(baseDir, folderName);
const targetPath = path.join(targetDir, file);
if (dryRun) {
console.log(chalk.bgHex(color).black(`[DRY RUN] ${file} → ${targetDir}`));
continue;
}
try {
await fs.rename(filePath, targetPath);
movedCount++;
console.log(chalk.bgHex(color).black(` ${file} → ${folderName}`));
} catch (err) {
console.error(chalk.red(` Fehler beim Verschieben von ${file}:`), err.message);
}
}
console.log(chalk.green(`\n🎨 Fertig! ${movedCount} Dateien wurden verschoben.`));
} catch (err) {
console.error(chalk.red('Fehler beim Sortieren:'), err.message);
}
}
// Interaktive Benutzeroberfläche
async function main() {
const __dirname = dirname(fileURLToPath(import.meta.url));
const cwd = process.cwd();
const baseDir = path.join(cwd, 'Sortier-Zauber');
console.log(chalk.rainbow('🌈 Ailey\'s Colorful FolderSorter 🌈'));
console.log(chalk.cyan('Wähle ein Verzeichnis zum Sortieren (oder drücke Enter für das aktuelle Verzeichnis):'));
console.log(chalk.cyan(`Aktuelles Verzeichnis: ${cwd}\n`));
const readline = await import('readline/promises').then((rl) => rl.createInterface({
input: process.stdin,
output: process.stdout,
}));
let selectedDir = '';
try {
selectedDir = await readline.question('Verzeichnis: ');
if (!selectedDir) selectedDir = cwd;
const resolvedDir = path.resolve(selectedDir);
if (!(await fs.access(resolvedDir)).isDirectory()) {
throw new Error('Ungültiges Verzeichnis!');
}
baseDir = path.join(resolvedDir, 'Sortier-Zauber');
} catch (err) {
console.error(chalk.red('Fehler:'), err.message);
process.exit(1);
} finally {
readline.close();
}
console.log(chalk.cyan(`\nTestlauf (keine echten Dateien werden verschoben):`));
console.log(chalk.yellow('Drücke Enter, um zu bestätigen oder "abbrechen", um zu stoppen.'));
await readline.question('');
console.log(chalk.cyan('\nECHTER LAUF (Dateien werden verschoben!):'));
await readline.question('Drücke Enter, um zu bestätigen oder "abbrechen", um zu stoppen.');
if (selectedDir !== 'abbrechen') {
await sortFiles(baseDir);
} else {
console.log(chalk.yellow('Abgebrochen.'));
}
}
// Starte das Programm
main().catch(console.error);
A creative Unity Camera Follow system with adaptive easing that smoothly follows a target while adding subtle dynamic easing based on movement velocity and acceleration. Great for cinematic camera wor
using UnityEngine;
using UnityEngine retracted;
[ExecuteAlways]
[AddComponentMenu("Camera/Smooth Follow with Dynamic Easing")]
public class SmoothFollowWithDynamicEasing : MonoBehaviour
{
[Header("Target Settings")]
[SerializeField] private Transform _target;
[SerializeField] private Vector3 _offset = new Vector3(0, 2, -5);
[Header("Easing Settings")]
[SerializeField] [Range(0.01f, 1f)] private float _smoothTime = 0.3f;
[SerializeField] [Range(0.1f, 5f)] private float _maxVelocity = 1f;
[SerializeField] [Range(0, 1)] private float _dynamicEasingMultiplier = 0.5f;
[SerializeField] private bool _useDynamicEasing = true;
[Header("Cinematic Settings")]
[SerializeField] private float _cinematicShakeIntensity = 0.1f;
[SerializeField] [Range(0, 1)] private float _cinematicShakeChance = 0.1f;
private Vector3 _velocity = Vector3.zero;
private Vector3 _smoothOffset = Vector3.zero;
private float _currentSmoothTime;
private float _targetSmoothTime;
private void Awake()
{
if (_target == null)
{
Debug.LogWarning("No target assigned to SmoothFollowWithDynamicEasing");
}
_currentSmoothTime = _smoothTime;
_targetSmoothTime = _smoothTime;
}
private void Start()
{
_smoothOffset = _offset;
}
private void LateUpdate()
{
if (_target == null) return;
// Calculate dynamic easing based on target's velocity and acceleration
if (_useDynamicEasing)
{
Vector3 targetVelocity = (_target.GetComponent<Rigidbody>() != null)
? _target.GetComponent<Rigidbody>().velocity
: Vector3.zero;
Vector3 acceleration = Vector3.zero;
if (_target.GetComponent<Rigidbody>() != null)
{
Rigidbody rb = _target.GetComponent<Rigidbody>();
acceleration = (rb.velocity - rb.GetComponent<Rigidbody>().previousVelocity) / Time.deltaTime;
}
float speedFactor = Mathf.Clamp01(targetVelocity.magnitude / _maxVelocity);
float accelerationFactor = Mathf.Clamp01(acceleration.magnitude * 0.1f);
// Adjust smooth time dynamically based on movement characteristics
_targetSmoothTime = _smoothTime * (1 - speedFactor * _dynamicEasingMultiplier) +
_smoothTime * 0.5f * accelerationFactor;
_currentSmoothTime = Mathf.Lerp(_currentSmoothTime, _targetSmoothTime, Time.deltaTime * 5f);
}
// Calculate desired position with cinematic shake
Vector3 desiredPosition = _target.position + _offset;
if (Random.Range(0f, 1f) < _cinematicShakeChance)
{
desiredPosition += Random.insideUnitSphere * _cinematicShakeIntensity;
}
// Smoothly move the camera
transform.position = Vector3.SmoothDamp(
transform.position,
desiredPosition,
ref _velocity,
_currentSmoothTime
);
// Optional: Make camera look at target with slight angular smoothing
if (_target != null)
{
transform.LookAt(_target.position, Vector3.up);
}
}
// Custom Editor button to reset to default smooth time
[ContextMenu("Reset Smooth Time")]
private void ResetSmoothTime()
{
_currentSmoothTime = _smoothTime;
_targetSmoothTime = _smoothTime;
}
// Custom Editor button for cinematic shake test
[ContextMenu("Test Cinematic Shake")]
private void TestCinematicShake()
{
_cinematicShakeIntensity = 0.3f;
_cinematicShakeChance = 0.5f;
Invoke(nameof(ResetShake), 2f);
}
private void ResetShake()
{
_cinematicShakeIntensity = 0.1f;
_cinematicShakeChance = 0.1f;
}
}
A creative Unity MonoBehaviour that generates a fully functional, animated menu system with dynamic themes, sound effects, and intuitive navigation — powered by procedural component assembly.
```csharp
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.EventSystems;
using UnityEngine.Audio;
[RequireComponent(typeof(Canvas))]
public class DynamicMenuOrchestrator : MonoBehaviour
{
[Header("Menu Configuration")]
[SerializeField] private MenuTheme currentTheme = MenuTheme.Futuristic;
[SerializeField] private float animationDuration = 0.3f;
[SerializeField] private float transitionDelay = 0.2f;
[SerializeField] private AudioMixerGroup uiAudioGroup;
[Header(" References")]
[SerializeField] private GameObject menuItemPrefab;
[SerializeField] private GameObject titlePrefab;
[SerializeField] private TMPro.TMP_FontService fontService;
[SerializeField] private AudioClip buttonHoverSFX;
[SerializeField] private AudioClip buttonClickSFX;
[SerializeField] private AudioClip themeTransitionSFX;
private Canvas canvas;
private RectTransform canvasRect;
private List<MenuItem> activeMenuItems = new List<MenuItem>();
private List<MenuItem> availableMenuItems = new List<MenuItem>();
private MenuItem currentActiveItem;
private RectTransform menuContainer;
private TMPro.TMP_Text titleText;
private AudioSource audioSource;
private bool isTransitioning = false;
[System.Serializable]
public enum MenuTheme
{
Futuristic,
Cyberpunk,
Retro,
Minimalist,
DarkAcademia
}
[System.Serializable]
public class MenuItem
{
public string itemName;
public string description;
public System.Action onSelect;
public Sprite icon;
public Color32 normalColor;
public Color32 hoverColor;
public Color32 activeColor;
public MenuTheme compatibleThemes = MenuTheme.Futuristic;
}
private void Awake()
{
canvas = GetComponent<Canvas>();
canvasRect = canvas.GetComponent<RectTransform>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
GameObject containerObj = new GameObject("MenuContainer");
menuContainer = containerObj.AddComponent<RectTransform>();
containerObj.transform.SetParent(canvas.transform);
containerObj.transform.localScale = Vector3.one;
InitializeAudio();
InitializeMenu();
ApplyTheme(currentTheme);
}
private void InitializeAudio()
{
audioSource = gameObject.AddComponent<AudioSource>();
audioSource.outputAudioMixerGroup = uiAudioGroup;
audioSource.volume = 0.7f;
audioSource.spatialBlend = 0;
}
private void InitializeMenu()
{
// Pre-populate available menu items with some dynamic content
availableMenuItems = new List<MenuItem>
{
new MenuItem
{
itemName = "Start Game",
description = "Begin your adventure",
onSelect = () => Debug.Log("Game started!"),
icon = Resources.Load<Sprite>("Icons/play_icon"),
normalColor = new Color32(100, 100, 100, 255),
hoverColor = new Color32(150, 150, 150, 255),
activeColor = new Color32(200, 200, 200, 255),
compatibleThemes = MenuTheme.AllThemes
},
new MenuItem
{
itemName = "Options",
description = "Configure settings",
onSelect = () => Debug.Log("Options menu opened"),
icon = Resources.Load<Sprite>("Icons/gear_icon"),
normalColor = new Color32(50, 50, 50, 255),
hoverColor = new Color32(100, 100, 100, 255),
activeColor = new Color32(150, 150, 150, 255),
compatibleThemes = MenuTheme.AllThemes
},
new MenuItem
{
itemName = "Credits",
description = "View development credits",
onSelect = () => Debug.Log("Credits displayed"),
icon = Resources.Load<Sprite>("Icons/credit_icon"),
normalColor = new Color32(80, 80, 80, 255),
hoverColor = new Color32(120, 120, 120, 255),
activeColor = new Color32(160, 160, 160, 255),
compatibleThemes = MenuTheme.AllThemes
},
new MenuItem
{
itemName = "Exit",
description = "Quit to main menu",
onSelect = () => Debug.Log("Exiting to main menu"),
icon = Resources.Load<Sprite>("Icons/exit_icon"),
normalColor = new Color32(200, 50, 50, 255),
hoverColor = new Color32(250, 100, 100, 255),
activeColor = new Color32(255, 150, 150, 255),
compatibleThemes = MenuTheme.AllThemes
},
new MenuItem
{
itemName = "Dynamic Feature",
description = "Discover procedural generation",
onSelect = () => Debug.Log("Dynamic feature activated!"),
icon = Resources.Load<Sprite>("Icons/dynamic_icon"),
normalColor = new Color32(50, 200, 50, 255),
hoverColor = new Color32(100, 250, 100, 255),
activeColor = new Color32(150, 255, 150, 255),
compatibleThemes = MenuTheme.AllThemes | MenuTheme.Futuristic | MenuTheme.Cyberpunk
}
};
// Create title
GameObject titleObj = Instantiate(titlePrefab, menuContainer);
titleText = titleObj.GetComponent<TMPro.TMP_Text>();
titleText.text = "DYNAMIC MENU";
titleText.font = fontService.GetFont("MainFont");
titleText.fontSharedMaterial = fontService.AddStyleToFont("MainFont", TMPro.FontStyles.Bold);
// Register global event handlers
EventTriggerListener.Get(menuContainer).onPointerEnter += OnMenuEnter;
EventTriggerListener.Get(menuContainer).onPointerExit += OnMenuExit;
}
private void ApplyTheme(MenuTheme theme)
{
if (isTransitioning) return;
isTransitioning = true;
audioSource.PlayOneShot(themeTransitionSFX, 0.8f);
// Fade out current items
LeanTween.cancel(menuContainer);
LeanTween.scale(menuContainer, Vector3.one * 0.9f, 0.1f)
.setEase(LeanTweenType.easeOutQuad)
.setOnComplete(() =>
{
// Clear existing items
foreach (Transform child in menuContainer)
{
if (child != titleText.transform)
{
Destroy(child.gameObject);
}
}
activeMenuItems.Clear();
// Filter items based on theme compatibility
var filteredItems = availableMenuItems.Where(item => (item.compatibleThemes & theme) != 0).ToList();
// Create new items with theme-specific styling
float ySpacing = 100f;
float startY = -100f;
for (int i = 0; i < filteredItems.Count; i++)
{
var item = filteredItems[i];
GameObject itemObj = Instantiate(menuItemPrefab, menuContainer);
MenuItem component = itemObj.GetComponent<MenuItem>();
component.Initialize(item, i, filteredItems.Count, this);
// Position with animation
LeanTween.moveLocalY(itemObj.transform, startY + (i * ySpacing), animationDuration)
.setEase(LeanTweenType.easeOutBack)
.setDelay(transitionDelay * i)
.setOnComplete(() =>
{
if (i == filteredItems.Count - 1)
{
isTransitioning = false;
// Set first item as active if menu is not empty
if (filteredItems.Count > 0)
{
SetActiveItem(0);
}
}
});
}
// Update title based on theme
UpdateTitleTheme(theme);
});
}
private void UpdateTitleTheme(MenuTheme theme)
{
if (titleText == null) return;
string themeName = System.Enum.GetName(typeof(MenuTheme), theme);
titleText.text = $"DYNAMIC MENU: {themeName}";
// Change title color based on theme
switch (theme)
{
case MenuTheme.Futuristic:
titleText.color = new Color32(100, 200, 255, 255);
break;
case MenuTheme.Cyberpunk:
titleText.color = new Color32(255, 50, 50, 255);
break;
case MenuTheme.Retro:
titleText.color = new Color32(255, 200, 50, 255);
break;
case MenuTheme.Minimalist:
titleText.color = new Color32(50, 50, 50, 255);
break;
case MenuTheme.DarkAcademia:
titleText.color = new Color32(200, 150, 100, 255);
break;
}
}
public void SetActiveItem(int index)
{
if (activeMenuItems.Count == 0) return;
if (currentActiveItem != null)
{
currentActiveItem.Highlight(false);
}
currentActiveItem = activeMenuItems[index];
currentActiveItem.Highlight(true);
// Optional: Trigger sound effect for active state
currentActiveItem.PlayActiveSFX(audioSource);
}
public void CycleActiveItem(bool forward)
{
if (activeMenuItems.Count == 0) return;
int currentIndex = activeMenuItems.IndexOf(currentActiveItem);
int newIndex = forward ? (currentIndex + 1) % activeMenuItems.Count : (currentIndex - 1 + activeMenuItems.Count) % activeMenuItems.Count;
SetActiveItem(newIndex);
}
public void OnMenuEnter(GameObject obj)
{
// Optional: Play enter sound effect
if (audioSource != null && buttonHoverSFX != null)
{
audioSource.PlayOneShot(buttonHoverSFX, 0.6f);
}
}
public void OnMenuExit(GameObject obj)
{
// Optional: Play exit sound effect
}
// Public method to change theme from outside (e.g., button press)
public void ChangeTheme(MenuTheme newTheme)
{
if (currentTheme != newTheme)
{
currentTheme = newTheme;
ApplyTheme(currentTheme);
}
}
// Update method to handle keyboard navigation
private void Update()
{
if (isTransitioning) return;
if (EventSystem.current.currentSelectedGameObject == null)
{
// If no object is selected (like at start), select the first menu item
if (activeMenuItems.Count > 0)
{
EventSystem.current.SetSelectedGameObject(activeMenuItems[0].gameObject);
SetActiveItem(0);
}
}
// Handle keyboard navigation
if (EventSystem.current.currentSelectedGameObject != null)
{
if (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.DownArrow) ||
Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.S) ||
Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.DownArrow))
{
bool forward = Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.UpArrow);
CycleActiveItem(forward);
}
}
}
// Helper class for event trigger listeners
public class EventTriggerListener : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
public static EventTriggerListener Get(GameObject go)
{
EventTriggerListener listener = go.GetComponent<EventTriggerListener>();
if (listener == null)
{
listener = go.AddComponent<EventTriggerListener>();
}
return listener;
}
public System.Action<GameObject> onPointerEnter;
public System.Action<GameObject> onPointerExit;
public void OnPointerEnter(PointerEventData eventData)
{
onPointerEnter?.Invoke(gameObject);
}
public void OnPointerExit(PointerEventData eventData)
{
onPointerExit?.Invoke(gameObject);
}
}
}
// Menu Item component that handles individual item behavior
public class MenuItem : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, ISelectable
{
private DynamicMenuOrchestrator orchestrator;
private DynamicMenuOrchestrator.MenuItem data;
private int index;
private int totalItems;
private Image iconImage;
private TMPro.TMP_Text nameText;
private TMPro.TMP_Text descriptionText;
private LayoutElement layout;
private AudioSource audioSource;
private float originalWidth = 300f;
private float hoveredWidth = 350f;
private bool isHighlighted = false;
public void Initialize(DynamicMenuOrchestrator.MenuItem item, int idx, int total, DynamicMenuOrchestrator parent)
{
index = idx;
totalItems = total;
data = item;
orchestrator = parent;
// Get components
iconImage = GetComponentInChildren<Image>();
nameText = GetComponentInChildren<TMPro.TMP_Text>(true);
descriptionText = GetComponentInChildren<TMPro.TMP_Text>(true);
layout = GetComponent<LayoutElement>();
layout.preferredWidth = originalWidth;
layout.minWidth = originalWidth;
layout.maxWidth = originalWidth;
// Setup UI elements
nameText.text = data.itemName;
descriptionText.text = data.description;
nameText.color = data.normalColor;
descriptionText.color = data.normalColor;
if (iconImage != null && data.icon != null)
{
iconImage.sprite = data.icon;
iconImage.color = data.normalColor;
}
// Add button functionality
Button button = GetComponent<Button>();
if (button != null)
{
button.onClick.AddListener(() =>
{
if (data.onSelect != null)
{
data.onSelect();
if (orchestrator != null)
{
orchestrator.SetActiveItem(index);
}
}
});
}
// Add audio source for individual effects
audioSource = GetComponent<AudioSource>();
if (audioSource == null)
{
audioSource = gameObject.AddComponent<AudioSource>();
}
}
public void Highlight(bool isHighlighted)
{
this.isHighlighted = isHighlighted;
if (isHighlighted)
{
// Apply active colors
nameText.color = data.activeColor;
descriptionText.color = data.activeColor;
if (iconImage != null)
{
iconImage.color = data.activeColor;
}
// Optional: Play active sound effect
if (audioSource != null && data.activeColor.a > 100)
{
audioSource.PlayOneShot(AudioClip.Create("ActiveSFX", 1, 1, 44100, false), 0.5f);
}
}
else
{
// Revert to normal colors
nameText.color = data.normalColor;
descriptionText.color = data.normalColor;
if (iconImage != null)
{
iconImage.color = data.normalColor;
}
}
}
public void PlayActiveSFX(AudioSource source)
{
if (source != null && data.activeColor.a > 100)
{
source.PlayOneShot(AudioClip.Create("ActiveSFX", 1, 1, 44100, false), 0.5f);
}
}
public void OnPointerEnter(PointerEventData eventData)
{
if (!isHighlighted)
{
// Apply hover colors
nameText.color = data.hoverColor;
descriptionText.color = data.hoverColor;
if (iconImage != null)
{
iconImage.color = data.hoverColor;
}
// Scale up
LeanTween.scale(gameObject.transform, Vector3.one * 1.1f, 0.1f).setEase(LeanTweenType.easeOutBack);
// Play hover SFX
if (orchestrator != null && orchestrator.buttonHoverSFX != null)
{
orchestrator.audioSource.PlayOneShot(orchestrator.buttonHoverSFX, 0.6f);
}
}
}
public void OnPointerExit(PointerEventData eventData)
{
if (!isHighlighted)
{
// Revert to normal colors
nameText.color = data.normalColor;
descriptionText.color = data.normalColor;
if (iconImage != null)
{
iconImage.color = data.normalColor;
}
// Scale back down
LeanTween.scale(gameObject.transform, Vector3.one, 0.1f).setEase(LeanTweenType.easeInOutQuad);
}
}
// Implement ISelectable methods
public void OnSelect(BaseEventData eventData)
{
Eine Pomodoro-Timer-App mit entspannender "Chill-Phase" und animierten Wachstumsbäumen, die Nutzer:innen motivieren, Pausen zu machen.
import androidx.compose.animation.core.*
import androidx.compose.foundation.Canvas
import androidx.compose.foundation.background
import androidx.compose.foundation.layout.*
import androidx.compose.foundation.text.BasicText
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled referee
import androidx.compose.material3.*
import androidx.compose.runtime.*
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.drawscope.Stroke
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import kotlinx.coroutines.delay
import java.util.*
@Composable
fun ChillPomodoroApp() {
val initialTime = 25 * 60 * 1000L // 25 Minuten in Millisekunden
val chillTime = 5 * 60 * 1000L // 5 Minuten Chill-Phase
var timeLeft by remember { mutableStateOf(initialTime) }
var isRunning by remember { mutableStateOf(false) }
var isChill by remember { mutableStateOf(false) }
val scope = rememberCoroutineScope()
var treeHeight by remember { mutableStateOf(0f) }
val treeGrowth = remember { animatedFloat(0f).apply { snapTo(treeHeight) } }
val timer = remember { object : CountDownTimer(chillTime, 1000) {
override fun onTick(millisUntilFinished: Long) {
timeLeft = millisUntilFinished
}
override fun onFinish() {
isRunning = false
isChill = false
treeGrowth.snapTo(0f)
}
} }
val pomodoroTimer = remember { object : CountDownTimer(initialTime, 1000) {
override fun onTick(millisUntilFinished: Long) {
timeLeft = millisUntilFinished
}
override fun onFinish() {
isRunning = false
isChill = true
scope.launch {
treeGrowth.animateTo(treeHeight + 10f, animationSpec = tween(1000))
}
}
} }
Column(
modifier = Modifier
.fillMaxSize()
.background(MaterialTheme.colorScheme.background)
.padding(16.dp),
horizontalAlignment = Alignment.CenterHorizontally,
verticalArrangement = Arrangement.Center
) {
// Tree Animation (Grows during chill phase)
Canvas(
modifier = Modifier
.size(200.dp)
.background(Color(0xFFE8F5E8)) // Light green background
) {
// Trunk
drawRect(
color = Color(0xFF8B4513),
topLeft = center - size.toOffset() / 2,
size = Size(40.dp.toPx(), treeGrowth.value * 3)
)
// Leaves
drawCircle(
color = Color(0xFF228B22),
radius = (treeGrowth.value * 2).coerceAtLeast(20f),
center = center
)
}
Spacer(modifier = Modifier.height(16.dp))
// Timer Display
Text(
text = formatTime(timeLeft),
fontSize = 48.sp,
fontWeight = FontWeight.Bold,
color = if (isChill) Color.Green else MaterialTheme.colorScheme.primary,
textAlign = TextAlign.Center
)
Spacer(modifier = Modifier.height(32.dp))
// Action Buttons
Button(
onClick = {
if (isRunning) {
isRunning = false
timer.cancel()
pomodoroTimer.cancel()
} else {
isRunning = true
if (!isChill) {
pomodoroTimer.start()
} else {
timer.start()
}
}
},
modifier = Modifier.padding(horizontal = 32.dp)
) {
Text(if (isRunning) "Pause" else "Start")
}
Spacer(modifier = Modifier.height(16.dp))
// State Indicator
if (isChill) {
Text(
text = "Chill Time! 🌿",
color = Color.Green,
fontSize = 20.sp
)
} else {
Text(
text = "Work Time! ⏳",
color = MaterialTheme.colorScheme.primary,
fontSize = 20.sp
)
}
}
// Start with work phase
LaunchedEffect(Unit) {
if (!isChill) {
pomodoroTimer.start()
}
}
}
private fun formatTime(millis: Long): String {
val seconds = (millis / 1000) % 60
val minutes = (millis / (60 * 1000)) % 60
return "%02d:%02d".format(minutes, seconds)
}
@Preview(showBackground = true)
@Composable
fun ChillPomodoroPreview() {
MaterialTheme {
ChillPomodoroApp()
}
}
Generates a dynamic, narrative-driven static site with interactive story elements, JSON data, and a creative twist of AI-inspired content generation.
const fs = require('fs');
const path = require('path');
const { v4: uuidv4 } = require('uuid');
// Directory setup
const siteDir = path.join(__dirname, 'generated-site');
const storiesDir = path.join(siteDir, 'stories');
const assetsDir = path.join(siteDir, 'assets');
// Helper function to generate random story elements
function generateRandomStoryElement() {
const elements = [
{
type: 'character',
name: ['Ailey the Adventurer', 'Zara the Explorer', 'Kai the Mystic', 'Luna the Engineer'],
description: ['A curious soul with a knack for problem-solving.', 'A brave explorer who seeks hidden truths.', 'A wise mystic with ancient knowledge.', 'A brilliant engineer with a dream to change the world.']
},
{
type: 'location',
name: ['Mystic Forest', 'Ancient Ruins', 'Floating Islands', 'Quantum Nexus'],
description: ['A forest where time flows differently.', 'Ruins filled with ancient secrets.', 'Islands that defy gravity.', 'A place where reality bends.']
},
{
type: 'item',
name: ['Crystal Orb', 'Quantum Key', 'Dream Shard', 'Eternal Lantern'],
description: ['Holds the power of dreams.', 'Unlocks hidden dimensions.', 'A fragment of a forgotten world.', 'Guides through the darkest nights.']
},
{
type: 'dialogue',
content: [
'The path ahead seems uncertain, but I believe in us.',
'I think I hear something... it might be the future calling.',
'This place feels... familiar. As if I\'ve been here before.',
'What if we never knew the truth? What if the truth was always right in front of us?'
]
}
];
const randomIndex = Math.floor(Math.random() * elements.length);
return { ...elements[randomIndex], id: uuidv4() };
}
// Generate a complete story with interactive elements
function generateStory() {
const story = {
title: `The Journey of ${['Ailey', 'Zara', 'Kai', 'Luna'][Math.floor(Math.random() * 4)]}`,
chapters: Array.from({ length: 3 }, () => {
const chapter = {
title: `Chapter ${Math.floor(Math.random() * 3) + 1}: ${['Discovery', 'Encounter', 'Revelation', 'Confrontation'][Math.floor(Math.random() * 4)]}`,
content: Array.from({ length: 5 }, () => {
return generateRandomStoryElement();
})
};
return chapter;
}),
metadata: {
id: uuidv4(),
createdAt: new Date().toISOString(),
author: 'Ailey AI'
}
};
return story;
}
// Generate HTML for a story chapter
function generateChapterHTML(chapter, storyTitle) {
return `
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>${storyTitle} - Chapter: ${chapter.title}</title>
<style>
:root {
--primary: #6a11cb;
--secondary: #2575fc;
--background: #121212;
--text: #e0e0e0;
--accent: #00e676;
}
body {
font-family: 'Courier New', monospace;
background-color: var(--background);
color: var(--text);
line-height: 1.6;
margin: 0;
padding: 2rem;
display: flex;
flex-direction: column;
align-items: center;
min-height: 100vh;
}
header {
width: 100%;
text-align: center;
margin-bottom: 2rem;
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
padding-bottom: 1rem;
}
h1, h2, h3 {
color: var(--primary);
margin: 0;
}
h1 {
font-size: 2.5rem;
text-shadow: 0 0 10px rgba(106, 17, 203, 0.3);
}
.chapter-content {
max-width: 800px;
width: 100%;
display: flex;
flex-direction: column;
gap: 2rem;
}
.element {
background-color: rgba(0, 0, 0, 0.3);
padding: 1rem;
border-left: 4px solid var(--accent);
transition: all 0.3s ease;
}
.element:hover {
background-color: rgba(0, 0, 0, 0.5);
transform: translateX(5px);
}
.element.character .type {
color: var(--primary);
}
.element.location .type {
color: var(--secondary);
}
.element.item .type {
color: var(--accent);
}
.element.dialogue .type {
color: #f5c2e7;
}
.navigation {
margin-top: 2rem;
display: flex;
gap: 1rem;
}
a {
color: var(--text);
text-decoration: none;
padding: 0.5rem 1rem;
border: 1px solid rgba(255, 255, 255, 0.2);
transition: all 0.3s ease;
}
a:hover {
background-color: rgba(255, 255, 255, 0.1);
border-color: var(--accent);
}
footer {
margin-top: auto;
text-align: center;
padding: 1rem;
border-top: 1px solid rgba(255, 255, 255, 0.1);
font-size: 0.8rem;
}
.ai-generated {
background-color: rgba(255, 255, 255, 0.05);
padding: 1rem;
border-radius: 4px;
margin-top: 2rem;
font-size: 0.9rem;
color: #aaa;
}
</style>
</head>
<body>
<header>
<h1>${storyTitle}</h1>
<h2>${chapter.title}</h2>
</header>
<div class="chapter-content">
${chapter.content.map(element => `
<div class="element ${element.type}">
<div class="type">${element.type.charAt(0).toUpperCase() + element.type.slice(1)}:</div>
<div class="name">${element.name[Math.floor(Math.random() * element.name.length)]}</div>
<div class="description">${element.description[Math.floor(Math.random() * element.description.length)]}</div>
</div>
`).join('')}
<div class="ai-generated">
<strong>AI Storyteller Note:</strong> This chapter was generated with a blend of creative algorithms and narrative logic.
The elements you see are dynamically assembled to create a unique story experience each time.
</div>
</div>
<div class="navigation">
<a href="index.html">Back to Story</a>
${chapter !== story.chapters[story.chapters.length - 1] ? `<a href="chapter-${story.chapters.indexOf(chapter) + 2}.html">Next Chapter</a>` : ''}
</div>
<footer>
Generated by Ailey's AI-Powered Storyteller | <a href="https://github.com/your-repo" target="_blank">View on GitHub</a>
</footer>
</body>
</html>
`;
}
// Generate the main index.html with story navigation
function generateIndexHTML(story) {
return `
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>${story.title}</title>
<style>
:root {
--primary: #6a11cb;
--secondary: #2575fc;
--background: #121212;
--text: #e0e0e0;
--accent: #00e676;
}
body {
font-family: 'Courier New', monospace;
background-color: var(--background);
color: var(--text);
line-height: 1.6;
margin: 0;
padding: 2rem;
display: flex;
flex-direction: column;
align-items: center;
min-height: 100vh;
}
header {
width: 100%;
text-align: center;
margin-bottom: 2rem;
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
padding-bottom: 1rem;
}
h1, h2 {
color: var(--primary);
margin: 0;
}
h1 {
font-size: 2.5rem;
text-shadow: 0 0 10px rgba(106, 17, 203, 0.3);
}
.story-navigation {
max-width: 800px;
width: 100%;
display: flex;
flex-direction: column;
gap: 1rem;
margin-bottom: 2rem;
}
.chapter-link {
background-color: rgba(0, 0, 0, 0.3);
padding: 1rem;
border-left: 4px solid var(--accent);
transition: all 0.3s ease;
cursor: pointer;
}
.chapter-link:hover {
background-color: rgba(0, 0, 0, 0.5);
transform: translateX(5px);
}
.chapter-link.active {
background-color: var(--primary);
color: white;
}
.ai-info {
background-color: rgba(255, 255, 255, 0.05);
padding: 1rem;
border-radius: 4px;
margin-top: 2rem;
font-size: 0.9rem;
color: #aaa;
max-width: 800px;
}
footer {
margin-top: auto;
text-align: center;
padding: 1rem;
border-top: 1px solid rgba(255, 255, 255, 0.1);
font-size: 0.8rem;
}
</style>
</head>
<body>
<header>
<h1>${story.title}</h1>
<h2>Interactive AI Story</h2>
</header>
<div class="story-navigation">
${story.chapters.map((chapter, index) => `
<a href="chapter-${index + 1}.html" class="chapter-link ${index === 0 ? 'active' : ''}">
<h3>Chapter ${index + 1}: ${chapter.title}</h3>
</a>
`).join('')}
</div>
<div class="ai-info">
<strong>AI Storyteller Features:</strong>
<ul>
<li>Dynamically generated narrative elements</li>
<li>Interactive chapters with hover effects</li>
<li>Unique story experience on each load</li>
<li>Generated with modern JavaScript and Node.js</li>
</ul>
</div>
<footer>
Generated by Ailey's AI-Powered Storyteller | <a href="https://github.com/your-repo" target="_blank">View on GitHub</a>
</footer>
<script>
// Add some interactive behavior
document.querySelectorAll('.chapter-link').forEach(link => {
link.addEventListener('click', function(e) {
e.preventDefault();
document.querySelectorAll('.chapter-link').forEach(l => l.classList.remove('active'));
this.classList.add('active');
window.location.href = this.href;
});
});
</script>
</body>
</html>
`;
}
// Main function to generate the static site
async function generateSite() {
// Create directories if they don't exist
if (!fs.existsSync(siteDir)) {
fs.mkdirSync(siteDir);
}
if (!fs.existsSync(storiesDir)) {
fs.mkdirSync(storiesDir);
}
if (!fs.existsSync(assetsDir)) {
fs.mkdirSync(assetsDir);
}
// Generate story data
const story = generateStory();
// Save story as JSON
fs.writeFileSync(path.join(storiesDir, 'story.json'), JSON.stringify(story, null, 2));
// Generate HTML files
const indexHTML = generateIndexHTML(story);
fs.writeFileSync(path.join(siteDir, 'index.html'), indexHTML);
story.chapters.forEach((chapter, index) => {
const chapterHTML = generateChapterHTML(chapter, story.title);
fs.writeFileSync(path.join(siteDir, `chapter-${index + 1}.html`), chapterHTML);
});
// Generate assets (simple logo)
const logoSVG = `<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100" width="100" height="100">
<circle cx="50" cy="50" r="40" fill="#6a11cb" stroke="#2575fc" stroke-width="2"/>
<text x="50" y="55" font-family="Arial" font-size="12" fill="white" text-anchor="middle" dominant-baseline="middle">AI</text>
</svg>`;
fs.writeFileSync(path.join(assetsDir, 'logo.svg'), logoSVG);
console.log('✨ Static site generated successfully!');
console.log(`📂 Site directory: ${path.relative(process.cwd(), siteDir)}`);
console.log('🌟 Open index.html in your browser to view the interactive AI story!');
}
// Run the site generator
generateSite().catch(console.error);
A WordPress/Joomla plugin that generates interactive polls with real-time results and visual feedback, featuring customizable colors, question types, and multi-language support.
<?php
/**
* Plugin Name: Dynamic Poll Generator
* Description: Generates interactive polls with real-time results and visual feedback. Supports multiple question types, customizable colors, and multi-language support.
* Version: 1.0
* Author: Ailey
* License: GPL2
* Text Domain: dynamic_poll_generator
*/
if (!defined('ABSPATH')) {
exit; // Exit if accessed directly
}
class DynamicPollGenerator {
private $poll_data = [];
private $options = [];
private $languages = ['en', 'de', 'fr'];
private $colors = ['#4a6baf', '#2ecc71', '#e74c3c', '#3498db', '#9b59b6'];
public function __construct() {
// WordPress Hooks
if (function_exists('add_action')) {
add_action('wp_enqueue_scripts', [$this, 'enqueue_assets']);
add_action('wp_ajax_dpg_save_poll', [$this, 'save_poll']);
add_action('wp_ajax_dpg_get_results', [$this, 'get_results']);
add_action('wp_ajax_dpg_vote', [$this, 'vote_poll']);
add_shortcode('dpg_poll', [$this, 'generate_poll_shortcode']);
add_filter('plugin_row_meta', [$this, 'add_plugin_meta'], 10, 2);
}
// Joomla Hooks (if Joomla is detected)
if (defined('JPATH_BASE')) {
JLoader::register('DynamicPollGenerator', dirname(__FILE__) . '/dynamic_poll_generator.php');
$this->register_joomla_hooks();
}
}
// WordPress: Enqueue CSS and JS
public function enqueue_assets() {
wp_enqueue_style('dpg styles', plugins_url('assets/css/style.css', __FILE__));
wp_enqueue_script('dpg script', plugins_url('assets/js/script.js', __FILE__), ['jquery'], null, true);
wp_localize_script('dpg script', 'dpg_ajax', [
'ajax_url' => admin_url('admin-ajax.php'),
'nonce' => wp_create_nonce('dpg_nonce')
]);
}
// WordPress: Save Poll Data
public function save_poll() {
check_ajax_referer('dpg_nonce', 'nonce');
$poll_id = isset($_POST['poll_id']) ? sanitize_text_field($_POST['poll_id']) : 'default';
$poll_data = isset($_POST['poll_data']) ? json_decode($_POST['poll_data'], true) : [];
$this->poll_data[$poll_id] = $poll_data;
$this->options['poll_id'] = $poll_id;
update_option('dpg_polls', $this->poll_data);
update_option('dpg_options', $this->options);
wp_send_json_success(['poll_id' => $poll_id]);
}
// WordPress: Get Poll Results
public function get_results() {
check_ajax_referer('dpg_nonce', 'nonce');
$poll_id = isset($_GET['poll_id']) ? sanitize_text_field($_GET['poll_id']) : 'default';
$polls = get_option('dpg_polls', []);
if (isset($polls[$poll_id])) {
$results = $this->calculate_results($polls[$poll_id]);
wp_send_json_success($results);
}
wp_send_json_error('Poll not found.');
}
// WordPress: Handle Poll Votes
public function vote_poll() {
check_ajax_referer('dpg_nonce', 'nonce');
$poll_id = isset($_POST['poll_id']) ? sanitize_text_field($_POST['poll_id']) : 'default';
$option_id = isset($_POST['option_id']) ? sanitize_text_field($_POST['option_id']) : null;
$polls = get_option('dpg_polls', []);
if (isset($polls[$poll_id]) && $option_id !== null) {
if (isset($polls[$poll_id]['options'][$option_id])) {
$polls[$poll_id]['votes'][$option_id] = ($polls[$poll_id]['votes'][$option_id] ?? 0) + 1;
update_option('dpg_polls', $polls);
wp_send_json_success(['message' => 'Voted successfully!']);
}
}
wp_send_json_error('Invalid vote.');
}
// WordPress: Generate Poll Shortcode
public function generate_poll_shortcode($atts) {
$atts = shortcode_atts([
'id' => 'default',
'title' => '',
'type' => 'multiple',
'color' => '#4a6baf',
'language' => 'en'
], $atts);
if (!in_array($atts['language'], $this->languages)) {
$atts['language'] = 'en';
}
$poll_id = sanitize_title($atts['id']);
$poll_data = $this->poll_data[$poll_id] ?? [];
$options = $this->options;
$question_translations = [
'en' => 'Question:',
'de' => 'Frage:',
'fr' => 'Question:'
];
$results_translations = [
'en' => 'Results:',
'de' => 'Ergebnisse:',
'fr' => 'Résultats:'
];
$vote_translations = [
'en' => 'Vote Now!',
'de' => 'Jetzt abstimmen!',
'fr' => 'Vote maintenant!'
];
$total_votes = array_sum($poll_data['votes'] ?? []);
$question = $poll_data['question'] ?? 'No question set.';
$type = $poll_data['type'] ?? 'multiple';
$color = $poll_data['color'] ?? $this->colors[0];
$language = $atts['language'];
ob_start();
?>
<div class="dpg-poll-container" data-poll-id="<?php echo esc_attr($poll_id); ?>" style="--primary-color: <?php echo esc_attr($color); ?>">
<h3><?php echo esc_html($question_translations[$language]); ?> <span style="color: var(--primary-color);"><?php echo esc_html($question); ?></span></h3>
<?php if ($type === 'multiple'): ?>
<div class="dpg-options dpg-type-multiple">
<?php foreach ($poll_data['options'] ?? [] as $id => $option): ?>
<div class="dpg-option" data-option-id="<?php echo esc_attr($id); ?>">
<input type="radio" id="dpg-option-<?php echo esc_attr($id); ?>" name="poll_option" value="<?php echo esc_attr($id); ?>">
<label for="dpg-option-<?php echo esc_attr($id); ?>"><?php echo esc_html($option); ?></label>
</div>
<?php endforeach; ?>
</div>
<?php elseif ($type === 'multiple-choice'): ?>
<div class="dpg-options dpg-type-multiple-choice">
<?php foreach ($poll_data['options'] ?? [] as $id => $option): ?>
<div class="dpg-option" data-option-id="<?php echo esc_attr($id); ?>">
<input type="checkbox" id="dpg-option-<?php echo esc_attr($id); ?>" name="poll_option[]" value="<?php echo esc_attr($id); ?>">
<label for="dpg-option-<?php echo esc_attr($id); ?>"><?php echo esc_html($option); ?></label>
</div>
<?php endforeach; ?>
</div>
<?php endif; ?>
<div class="dpg-vote-btn-container">
<button class="dpg-vote-btn" id="dpg-vote-btn-<?php echo esc_attr($poll_id); ?>">
<?php echo esc_html($vote_translations[$language]); ?>
</button>
</div>
<div class="dpg-results" style="display: none;">
<h4><?php echo esc_html($results_translations[$language]); ?></h4>
<div class="dpg-results-chart">
<?php foreach ($poll_data['options'] ?? [] as $id => $option): ?>
<div class="dpg-result-item" data-option-id="<?php echo esc_attr($id); ?>">
<div class="dpg-result-label"><?php echo esc_html($option); ?></div>
<div class="dpg-result-bar" style="width: <?php echo ($total_votes > 0) ? min(100, round(($poll_data['votes'][$id] ?? 0) / $total_votes * 100, 2)) : 0; ?>%;">
<span class="dpg-result-percentage"><?php echo ($total_votes > 0) ? round(($poll_data['votes'][$id] ?? 0) / $total_votes * 100, 2) : 0; ?>%</span>
</div>
<div class="dpg-result-count"><?php echo esc_html($poll_data['votes'][$id] ?? 0); ?> <?php echo ($poll_data['votes'][$id] ?? 0) === 1 ? 'vote' : 'votes'; ?></div>
</div>
<?php endforeach; ?>
</div>
</div>
</div>
<?php
return ob_get_clean();
}
// WordPress: Add Plugin Meta
public function add_plugin_meta($links, $plugin) {
if ($plugin === plugin_basename(__FILE__)) {
$links[] = '<a href="?page=dpg-settings" class="dpg-settings-link">Settings</a>';
}
return $links;
}
// Joomla: Register Hooks (if Joomla is detected)
private function register_joomla_hooks() {
JEventDispatcher::getInstance()->register('onContentBeforeDisplay', [$this, 'onContentBeforeDisplayJoomla']);
JEventDispatcher::getInstance()->register('onContentAfterDisplay', [$this, 'onContentAfterDisplayJoomla']);
}
// Joomla: Process Shortcode
public function onContentBeforeDisplay($context, $section, $version, $template, &$params, $page, &$object, $params2 = null) {
if ($context === 'com_content' || $context === 'com_content.article') {
$this->process_joomla_shortcode($object->text);
}
}
// Joomla: Output Shortcode
public function onContentAfterDisplay($context, $section, $version, $template, &$params, $page, &$object, $params2 = null) {
if ($context === 'com_content' || $context === 'com_content.article') {
echo $this->joomla_shortcode_output;
}
}
private $joomla_shortcode_output = '';
// Joomla: Process Shortcode in Content
private function process_joomla_shortcode(&$text) {
if (preg_match('/\[dpg_poll\s+id=([^\]]+)\]/', $text, $matches)) {
$atts = shortcode_parse_atts($matches[1]);
$poll_id = $atts['id'] ?? 'default';
$this->joomla_shortcode_output .= $this->generate_poll_shortcode(['id' => $poll_id]);
}
}
// Calculate Poll Results
private function calculate_results($poll_data) {
$total_votes = array_sum($poll_data['votes'] ?? []);
$results = [];
foreach ($poll_data['options'] ?? [] as $id => $option) {
$results[] = [
'option' => $option,
'votes' => $poll_data['votes'][$id] ?? 0,
'percentage' => ($total_votes > 0) ? round(($poll_data['votes'][$id] ?? 0) / $total_votes * 100, 2) : 0
];
}
return $results;
}
}
// Initialize the plugin
new DynamicPollGenerator();
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