# data[].attributes.body
"Guka" is the transliteration of "sticker" in Korean, which means decorating a small card with stickers. The idol economy in South Korea is well developed. In order to better store and appreciate the star cards, fans will install protective covers for them and stick stars, flowers, letters and other decorations on them. After this trend was introduced into the domestic cultural and creative circles, a large number of "Gu Warriors" were born. They are no longer limited to "Gu" star idols, nor do they only display their talents on a small card. Now "Guka" materials include cartoon IP images, characters, landscapes, pets, texts, etc., and there are also Gu plates, Gu fans, Guka bricks and other forms. It can be said that "everything can be Gu".

# data[].attributes.body
1. Why are you building this project?

We aim to create a digital "Guka" platform that offers users a unique and enjoyable online creative space. By bringing the traditional Guka (sticker card) activity online, our goals are to:

Stimulate Creativity: Provide a relaxed environment encouraging users to unleash their imagination and create unique works.

Integrate Multimedia Experience: Combine visual decoration with music generation to deliver a new multi-sensory interactive experience.

Lower Participation Barrier: Simplify interactions so users without professional skills can easily enjoy the fun of creation.

Promote Social Sharing: Offer saving and sharing features to enhance user interaction and communication.

2. Art or Design?

Our project is a blend of both art and design.

Artistic Aspect: Users can freely select and combine various stickers and decorations to create unique visual works, embodying the essence of artistic creation. The music generation feature adds unique audio elements to each piece, enhancing artistic appeal.

Design Aspect: Careful UI and interaction design are essential to ensure simplicity and a smooth user experience. Good design allows users to focus more on creation, enhancing overall satisfaction.

# data[].attributes.body
2.The initial impression of this artist is that he is very outgoing, willing to present himself, and gives off an air of planning and neatness. At first glance, I think he might be a graphic designer, perhaps specialising in logos and typography. The website feels well organised, with clear columns, making it easy for the viewer to find the interface they want. The artist's experience is presented in an interesting timeline on the main page, which is similar to a third-person narrative that provides detailed answers. The Q&A section also vividly reflects the artist's personality. However, personally, I found the text a bit too extensive for me as a viewer to spend much time reading. His work involves illustration, art and lectures, and he also takes orders for tattoo designs. I believe his audience includes magazine publishers, decorators, art collectors, as well as attendees and fans of his lectures.

# data[].attributes.attachment_link.readable_text
Mr Bingo likes making art and this is a website of some stuff that he's done.
In 39 seconds
Mr Bingo was a commercial illustrator for 15 years, working regularly for clients such as The New Yorker, The Guardian, TIME, CH4, The Mighty Boosh & The New York Times. An archive of the thousands of illustrations from this period doesn't exist online because he got bored once in a motorhome and deleted his entire portfolio website. You can see a small selection of work from this period .

In 2015 he launched a and a diverse selection of rewards including being trolled, having your washing up done, going on a Kickstarter to fund a book about his project. The campaign featured a , being told to fuck off on Christmas Day and date in Wetherspoons getting shitfaced on a train .

He decided around this period to never work for clients ever again and focus on being some sort of artist which he's done ever since.

In 2023 Mr Bingo decided to take an entire year off as an experiment and left London with a rucksack and no plan at 8:40pm on Dec 31st 2022. He has been spotted in Sri Lanka, Japan and Cornwall.
FAQs Do you ever work for companies?
I prefer to turn good ideas into personal projects rather than waste them on companies.
Ok, what about private commissions?
It's worth asking... I'm always potentially up for doing stuff, but only if I like you and I'm going to enjoy it.

If you asked me to design your wedding invite I'd tell you to fuck right off.

If you asked me to design a tattoo for you or something, I might be interested.

To give you an idea of the probability, I get asked about 500 times a year and I maybe do around 10.

I'm a bit more likely to do stuff for people who spin a decent emotional story about being a dedicated fan for 15 years or are going through a really rough time. Like those acts who do better on The X-Factor because their mum died.
We want to collaborate with you, are you interested?
Again it's always worth asking, but it's pretty unlikely I'm afraid.
I have a constantly growing list of ideas that I don't have enough time to complete before I die, so any new 'offers' (unless fucking incredible) go to the bottom of a list that will never be reached.

I make things and sell them in my online shop and occasionally art fairs, I sell things in Nelly Duff Gallery and sometimes I get paid to about what I do.
We don't have a budget, but will you come and speak at our agency?
No.
Unlike many people who will speak for free in return for exposure/networking/relationship building, I'm not interested in any of those things.
But we have loads of booze and snacks and we're really fun bunch?
I'm 43 years old, so free alcohol, food and meeting people isn't exciting to me.
Do you have a mailing list I can subscribe to?
Yes. You can find it here.
I do one when I feel like it, it's not a structured thing.
Expect maybe a one or two a month to land in your inbox.
Why are you called Mr Bingo?
I played Bingo at Gala Bingo in Maidstone, Kent in 1998 and I won £141.26p and got the nickname Bingo.

I added the 'Mr' to it a few years later when I was pissed in a kitchen in Bath.

How many people d'you think come to the end of their life and consider all of the time they spent replying to emails as one of their most treasured memories? Think about it.

I do read almost every email I get, I just only reply to some of them.

The problem is I like making art, and if I'm replying to your email, I'm not making art, I'm pressing buttons on a keyboard.

If I reply to all my emails I just become a typing machine which is sort of a waste of time, right? That's why I chose not to work in an office.

You seem arrogant, are you this annoying in real life?
No, I'm a charming sociopath. You'll probably like me.
Why don't you work for clients?
I prefer a life without deadlines, meetings, conference calls, briefs, amends, feedback, people telling you what to do, compromise, drawing other peoples ideas and dealing with stupid people.
Do you have an agent or manager? Can we pay you to come to our party? Will you ever release a full album of rap?
I don't think so, no. Probably best to leave that to professional rappers.
As a child, what did you want to be when you grew up?
A computer games designer. Stuff like this.
What are your favourite pens?
Pilot G-1 Gel Rollerball 0.7mm, Pilot DR Drawing Pen 0.1mm/0.2mm, Paper Mate Flair and Bic Cristal ballpoint (AKA the common biro).
How can I get hold of the Fucking Hell I'm Bored Of Covid beer?
It was available for 24 minutes on 22nd Janurary 2021. No extras were made and no more is available.
Did you research the people that you sent Hate Mail to? Has anybody been offended by receiving one of your Hate Mails?
I don't know.
Do you do Hate Mail anymore?
No, but I'll go back to it when I'm desperate, like when ageing bands reform because they're running out of money.
Are the people on the Brexit Tea Towel real? Did you go to art college?
Yep, I did a foundation course in art & design at KIAD, Maidstone (now ) then a BA Hons in Graphic Design at Bath School of Art & Design.
Have you ever had a proper job?
It depends on your definition of 'proper job' but I worked on the shop floor in for 2 years and I sorted post into pigeon holes Size? Covent Garden in this fucking tower for 8 months.
Where do you work?
I'm currently having a year off but here is my last studio in Farringdon, London UK.
Can I get a tattoo of your work?
Yes! It's £15 for a tattoo token and you can buy one here. Once purchased, just email me and I'll send you the digital artwork for the tattooist to use as ref.
What are your favourite words to burp?
Uganda, submarine & Barack Obama.
Are you going to do another kickstarter?
I'll never do one for the sake of it, but if I think of an idea for something that I can't afford to fund myself, sure I'd give it another go.
Do you take on interns?
I never have a permanent position for an intern but I am sometimes looking for people to help out on short term projects. If you think this may be you, please get in touch here and I may contact you in the future if something comes up.
Do you have a blog?
No, but I'm pretty active on twitter and instagram and I do the odd newsletter.
What was your 'big break'?
I never had one.
Do your mum and dad understand what you do?
They have a vague understanding of what I do but I don't think they'll ever understand how and why it works.

Well I spend most of my life creating things but I don't really call it work.
I also stopped working for one year in 2023 as an experiment.
What are you inspired by?
Fuck off, who cares.
How do you come up with ideas?
Looking at and listening to the world.
Why does this website constantly jump from first person to third person?
Mr Bingo doesn't care.
Will you come and speak at our college/university?
Yep, I do this very occasionally, you can contact me about it . But if I have to fill in lots of forms, I won't do it I'm afraid as I have an aversion to admin.
Do you have any advice for students who want to get into illustration or art?
Make the work that you want to make, don't follow trends, be honest, just get on with it, work harder than people who have normal jobs, only go for this as a career if you enjoy it, don't expect instant success, don't compare yourself to others, be competitive but not ruthless, ignore advice (sometimes), if you're motivated by money get a proper job, don't forget to have fun.
What is your real name?
Geoff Hand.
Are all of these answers honest?
One of the answers is a lie but the rest are all the truth.
Do you have any plans for the future
No.

Photo credit: Sam Piggott

# data[].attributes.attachment_link.description
Mr Bingo likes drawing things and rapping and this is a website of some stuff that he's done.

# data[].attributes.body
2. There is a warm and playful connection between the artists. At first glance, I would have thought she was an illustrator. Her website has a lively and playful vibe that effectively reflects the artist's style. Her timeline of competitions and exhibitions is highlighted in a segmented interface. I think it's a great example of how icons and content can be seamlessly integrated into a coherent style. She is a freelance illustrator and her audience may include magazine publishers, web illustrators, publication designers, and many others.

# data[].attributes.body
3.This artist is that she is well organised and logical. However, I didn't see any photos or personal history of this artist on her website. She struck me as more of a graphic designer and educator. The website has a very clean feel to it and the menu interface is particularly unique. She is an editor and lecturer in visual communication by profession. Her target audience includes educators, publishers and copy editors.

# data[].attributes.attachment_link.title
BILLIE MURABEN - Arts and Culture Writer

# data[].attributes.attachment_link.description
I'm an arts and culture writer based in London, and have written for Artsy, Disegno Daily, Maharam Stories, Elephant, Port, Spike Art, and Tank magazine, among others.

# data[].attributes.body
This is a good interactive website example. The penguin can be followed by the mouse, and the perspective can be switched and the penguin can be fed. The picture is simple. When the user does not take action, the penguin has a lot of autonomy and the interaction is very interesting. The goals that we can learn from this project are: 1. Provide users with sticker options 2. Drag and drop interactive functions 3. Visually comfortable work area and button design

# data[].attributes.body
3. How do you measure success?

Success metrics include:

User Engagement: Active Users: Growth in registered and active users.

Usage Duration: Average time users spend on the platform.

Number of Creations: Reflects the platform's attractiveness.

User Satisfaction: Feedback and Reviews: Collecting user opinions to gauge satisfaction.

Retention Rate: Indicates long-term user value.

Technical Performance: Stability: Smooth operation without crashes or major bugs.

Responsiveness: Fast page loads and operation response times.

Achievement of Project Goals: Feature Completeness: Implementing all core functionalities within the planned timeframe.

Quality Standards: Meeting expected desig

# data[].attributes.attachment_link.title
让我们重新，重新，重新开始_哔哩哔哩_bilibili

# data[].attributes.attachment_link.description
BGM：Dream - 坂本龍一, 视频播放量 4.5万播放、弹幕量 14、点赞数 12786、投硬币枚数 1512、收藏人数 5144、转发人数 342, 视频作者 z00m的边外之界, 作者简介 我画你猜爱好者，相关视频：你已经来到大结局的那天了.，糟糕，被暗恋的人包围后……完全不妙了！，“你滥用感情 犯了兵家大忌”，《死别》你能早早死掉真是太好了，推开下一扇门更精彩，“千禧年的烈日灼伤了我的未来”，七分鐘的故事是，匪夷所思又难以释怀，不要尝试清醒梦！！真的很可怕！！！，“众多天才中，只有你清楚知道自己就是天才。”

# data[].attributes.body
Tough the interaction is stuck

# data[].attributes.body
We try to use glitch as the backend of cargo web, and the webpage made on cargo as the frontend to display the interactive webpage, but the interactive operation of Guka is implemented on glitch, because the code operability of glitch is much more flexible than cargo, and the initial intercommunication between glitch and cargo is achievable.

# data[].attributes.body
Later, we evaluated and found that the API links between the two websites were relatively complicated and required a lot of Java code instead of Python code. We wanted to try using pygame to build Python

# data[].attributes.attachment_link.readable_text
import pygame
import sys

# ��������� pygame
pygame.init()

# ������������������
WIDTH, HEIGHT = 800, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Sticker'n' Sound")

# ������������
font = pygame.font.SysFont("Arial", 48)
button_font = pygame.font.SysFont("Arial", 24)

# ������
WHITE = (255, 255, 255)
BLUE = (0, 102, 204)

# ���������������
title_text = font.render("Sticker'n' Sound", True, BLUE)

# ������
portfolio_button = pygame.Rect(30, 30, 150, 50)
start_button = pygame.Rect(300, 250, 200, 100)

def draw_main_menu():
    screen.fill(WHITE)
    screen.blit(title_text, (WIDTH//2 - title_text.get_width()//2, HEIGHT//4))

    pygame.draw.rect(screen, BLUE, portfolio_button)
    portfolio_text = button_font.render("Portfolio", True, WHITE)
    screen.blit(portfolio_text, (portfolio_button.x + 10, portfolio_button.y + 10))

    pygame.draw.rect(screen, BLUE, start_button)
    start_text = button_font.render("Start Game", True, WHITE)
    screen.blit(start_text, (start_button.x + 50, start_button.y + 30))

    pygame.display.flip()

def main_menu():
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            # ������������������������
            if event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = event.pos
                if start_button.collidepoint(mouse_pos):
                    return "start_game"  # ������������
                elif portfolio_button.collidepoint(mouse_pos):
                    return "portfolio"  # ������ Portfolio

        draw_main_menu()

# ���������������
game_state = main_menu()

# ���������������������
room_buttons = [pygame.Rect(50, 100, 150, 100), pygame.Rect(250, 100, 150, 100), pygame.Rect(450, 100, 150, 100)]
stickers_button = pygame.Rect(650, 500, 100, 50)
save_button = pygame.Rect(650, 550, 100, 50)

stickers = ['sticker1.png', 'sticker2.png']  # ������������
current_sticker = None

def draw_game_screen():
    screen.fill(WHITE)

    # ���������������������
    for i, room in enumerate(room_buttons):
        pygame.draw.rect(screen, BLUE, room)
        room_text = button_font.render(f"Room {i+1}", True, WHITE)
        screen.blit(room_text, (room.x + 40, room.y + 40))

    # ���������������
    pygame.draw.rect(screen, BLUE, stickers_button)
    stickers_text = button_font.render("Stickers", True, WHITE)
    screen.blit(stickers_text, (stickers_button.x + 10, stickers_button.y + 10))

    pygame.draw.rect(screen, BLUE, save_button)
    save_text = button_font.render("Save", True, WHITE)
    screen.blit(save_text, (save_button.x + 10, save_button.y + 10))

    if current_sticker:
        sticker_img = pygame.image.load(current_sticker)
        screen.blit(sticker_img, (WIDTH // 2 - sticker_img.get_width() // 2, HEIGHT // 2 - sticker_img.get_height() // 2))

    pygame.display.flip()

def game_screen():
    global current_sticker
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            if event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = event.pos

                # ������������
                for i, room in enumerate(room_buttons):
                    if room.collidepoint(mouse_pos):
                        print(f"Room {i+1} selected")

                # ������������
                if stickers_button.collidepoint(mouse_pos):
                    current_sticker = stickers[0]  # ���������������������������������������
                    print("Sticker selected")

                # ������������
                if save_button.collidepoint(mouse_pos):
                    print("Saving artwork...")
                    save_artwork()

        draw_game_screen()

def save_artwork():
    # ���������������
    print("Artwork saved!")
    # ������������������������������������

# ������������������
game_screen()


# data[].attributes.body
This webpage uses a camera to recognize the body and follows the user's movements to interact with the orchestra. This made us think about whether we can add this kind of sensor setting?

# data[].attributes.attachment_link.readable_text
Semi-Conductor is an experiment that lets you conduct your own orchestra through your browser. You can move your arms to change the tempo, volume, and instrumentation of a piece of music.

It uses Tensorflow.js, a machine learning library that works in the browser, to map out your movements through your webcam. An algorithm plays along to the score as you conduct, using hundreds of tiny audio files from live recorded instruments.

Find more information about PoseNet on the TensorFlow blog.

Built by Rupert Parry, Melissa Lu, Haylie Craig and Samantha Cordingley from Google Creative Lab, Sydney.

# data[].attributes.attachment_link.description
An AI experiment to conduct an orchestra inside your web browser.

# data[].attributes.body
This is a website with a particularly good visual experience. It combines illustrations and animations and provides some indicator buttons. These indicator buttons may be long press, drag, click, etc. The animations triggered by these actions have a strong sense of interaction. With good music, it has a very good audio-visual experience.

# data[].attributes.attachment_link.description
It's time for the big journey! Experience Nomadic Tribe, our interactive tale for this new year. May it bring us many exciting surprises. Happy 2019 from makemepulse.

# data[].attributes.body
Finally, since we are using pygame, we converted the web page into a small game. However, this demo cannot currently analyze the image into text through Ollama and then access the API of the AI ​​platform that generates music.

# data[].attributes.attachment_link.readable_text
import pygame
import sys
import os
import requests

# ��������� Pygame
pygame.init()
pygame.font.init()

# ������������
WINDOW_WIDTH, WINDOW_HEIGHT = 1200, 768
screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption("Sticker'N'Sound")

# ������������
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
DREAMY_PINK = (255, 182, 193)
DREAMY_PURPLE = (216, 191, 216)
DREAMY_BLUE = (173, 216, 230)

# ������������
FONT_SMALL = pygame.font.SysFont('Arial', 18)
FONT_MEDIUM = pygame.font.SysFont('Arial', 24)
FONT_LARGE = pygame.font.SysFont('Arial', 36)

# ������������
drag_sound = pygame.mixer.Sound("27976__timkahn__sticker-peel.flac")  # ������������������������������������������

# ������������
icon_size = (60, 60)
sticker_icon = pygame.transform.scale(pygame.image.load("icon/fluid-abstract-circle-splash.png"), icon_size)
save_icon = pygame.transform.scale(pygame.image.load("icon/fluid-file-icon.png"), icon_size)
music_icon = pygame.transform.scale(pygame.image.load("icon/fluid-play-button.png"), icon_size)

# ���������
class IconButton:
    def __init__(self, x, y, icon, text):
        self.rect = pygame.Rect(x, y, icon_size[0], icon_size[1])
        self.icon = icon
        self.text = text
        self.text_surface = FONT_SMALL.render(text, True, DREAMY_PINK)
        self.text_rect = self.text_surface.get_rect(center=(x + icon_size[0] // 2, y + icon_size[1] + 15))

    def draw(self, surface):
        surface.blit(self.icon, self.rect.topleft)
        surface.blit(self.text_surface, self.text_rect)

    def is_hovered(self, pos):
        return self.rect.collidepoint(pos)

# ���������
class Sticker:
    def __init__(self, image_path, position):
        self.image_path = image_path  # ������������������
        self.image = pygame.image.load(image_path)
        self.rect = self.image.get_rect(topleft=position)
        self.dragging = False

    def draw(self, surface):
        surface.blit(self.image, self.rect.topleft)

# ������������
class Game:
    def __init__(self):
        self.running = True
        self.stickers = []
        self.load_stickers()
        self.selected_sticker = None
        self.buttons = []
        self.create_buttons()
        self.background = pygame.image.load("bg/room1.png")  # ���������������
        self.canvas = pygame.Surface((WINDOW_WIDTH, WINDOW_HEIGHT))
        self.music_generated = False

    def load_stickers(self):
    # ������������
        self.available_stickers = [
            Sticker("stickers/decorate1.png", (50, 150)),  # ������������������
            Sticker("stickers/decorate2.png", (150, 150)),  # ������������������
        ]


    def create_buttons(self):
        # ������������
        self.sticker_button = IconButton(50, 50, sticker_icon, "Stickers")
        self.save_button = IconButton(150, 50, save_icon, "Save")
        self.music_button = IconButton(250, 50, music_icon, "Music")
        self.buttons = [self.sticker_button, self.save_button, self.music_button]

    def run(self):
        while self.running:
            self.handle_events()
            self.draw()
            pygame.display.flip()
        pygame.quit()
        sys.exit()

    def handle_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.running = False

            elif event.type == pygame.MOUSEBUTTONDOWN:
                pos = pygame.mouse.get_pos()
                if event.button == 1:
                    # ������������������
                    if self.sticker_button.is_hovered(pos):
                        self.open_sticker_menu()
                    elif self.save_button.is_hovered(pos):
                        self.save_canvas()
                    elif self.music_button.is_hovered(pos):
                        if self.music_generated:
                            self.play_music()
                        else:
                            print("Please save your artwork first to generate music.")
                    else:
                        # ���������������������������
                        for sticker in self.stickers:
                            if sticker.rect.collidepoint(pos):
                                sticker.dragging = True
                                self.selected_sticker = sticker
                                drag_sound.play()
                                break

                elif event.button == 3:
                    # ������������������
                    for sticker in self.stickers:
                        if sticker.rect.collidepoint(pos):
                            self.stickers.remove(sticker)
                            break

            elif event.type == pygame.MOUSEBUTTONUP:
                if event.button == 1 and self.selected_sticker:
                    self.selected_sticker.dragging = False
                    self.selected_sticker = None

            elif event.type == pygame.MOUSEMOTION:
                if self.selected_sticker and self.selected_sticker.dragging:
                    self.selected_sticker.rect.move_ip(event.rel)

    def draw(self):
        screen.fill(WHITE)
        screen.blit(self.background, (0, 0))  # ������������������

        # ������������
        for sticker in self.stickers:
            sticker.draw(screen)

        # ������������
        for button in self.buttons:
            button.draw(screen)

    def open_sticker_menu(self):
        # ���������������������������
        selecting = True
        while selecting:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    selecting = False
                    self.running = False
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    pos = pygame.mouse.get_pos()
                    for sticker in self.available_stickers:
                        if sticker.rect.collidepoint(pos):
                            # ���������������������
                            new_sticker = Sticker(sticker.image_path, pos)  # ������������������
                            self.stickers.append(new_sticker)
                            selecting = False
                            break
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        selecting = False

            screen.fill(WHITE)
            screen.blit(self.background, (0, 0))
            # ������������������
            for sticker in self.available_stickers:
                sticker.draw(screen)
            pygame.display.flip()

    def save_canvas(self):
        # ������������������������������
        pygame.image.save(screen, "saved_artwork.png")
        print("Artwork saved as 'saved_artwork.png'")
        # ������ Ollama ������������������������
        description = self.image_to_text("saved_artwork.png")
        print(f"Image description: {description}")
        # ������ Stable Audio ������������
        self.text_to_audio(description)
        self.music_generated = True

    def image_to_text(self, image_path):
        # ������ Ollama API ������������������
        url = "https://api.ollama.ai/v1/image-to-text"
        headers = {"Authorization": "C:/Users/<username>/.ollama/id_ed25519.pub"}  # ��������������� Ollama API ������
        files = {"file": open(image_path, "rb")}
        response = requests.post(url, headers=headers, files=files)
        if response.status_code == 200:
            return response.json().get("description", "No description available.")
        else:
            print("Failed to get image description.")
            return "A beautiful artwork."

    def text_to_audio(self, text):
        # ������ Stable Audio API ������������
        url = "https://api.stableaudio.com/v1/text-to-audio"
        headers = {
            "Authorization": "sk-rcC4MhSvLToqwxCbo1QQnHQrwxDWrbGjZ0NkKxtPYXqNR6EI",  # ��������������� Stable Audio API ������
            "Content-Type": "application/json"
        }
        data = {
            "text": text,
            "duration": 10,
            "format": "mp3"
        }
        response = requests.post(url, headers=headers, json=data)
        if response.status_code == 200:
            audio_url = response.json().get("audio_url")
            # ������������������
            audio_response = requests.get(audio_url)
            with open("generated_music.mp3", "wb") as f:
                f.write(audio_response.content)
            print("Music saved as 'generated_music.mp3'")
        else:
            print("Failed to generate music.")

    def play_music(self):
        # ���������������������
        if os.path.exists("generated_music.mp3"):
            pygame.mixer.music.load("generated_music.mp3")
            pygame.mixer.music.play()
            print("Playing generated music...")
        else:
            print("Music file not found.")

if __name__ == "__main__":
    game = Game()
    game.run()

# data[].attributes.body
We used midjourney to generate a series of sticker images and background images of the room

# data[].attributes.headline
 Reorienting the project and adding background music

# data[].attributes.subject
 Reorienting the project and adding background music

# data[].attributes.body
Modify direction and functionality implementation

In view of the technical difficulty of the music generation API, it was decided to adjust the project theme to directly generate verses, and the project name was changed to “Poetic Abode”.

Add background music in the code to play along with the game startup.

Added music control buttons to allow users to play and pause the background music.

Adjusted the style of the room selection screen to harmonize with the overall theme.

# data[].attributes.headline
 Reorienting the project and adding background music

# data[].attributes.subject
 Reorienting the project and adding background music

# data[].attributes.body
In the final adjustments, we made appropriate changes to the direction of the project. Due to the technical difficulty of generating music and the limited time available, we decided to focus on generating verses, which would allow us to better control the scope of the project and ensure the integrity of the functionality. The name of the project was changed to “Poetic Abode” to better fit the new theme. We also added background music to the game to enhance the user experience. Added music control buttons so that users can easily control the play and pause of the music. Adjusted the style of the room selection screen to match the overall theme. Through these modifications, the project became more complete and the user experience was further improved. We learned to flexibly adjust the direction in the project development and make the best choice according to the actual situation.

# data[].attributes.headline
Code version 1: Basic room decoration game

# data[].attributes.subject
Code version 1: Basic room decoration game

# data[].attributes.body
In this initial version, we created a basic room decorating game. Initialized the game window using Pygame, set the size and title of the window. Defined basic colors, such as white and beige, for interface drawing. The Furniture class was created to represent the furniture, each with an image, position, and drag state.The Game class is responsible for the main logic of the game, including loading the background, loading the furniture stickers, and handling user interactions. The user can select furniture from the furniture library and drag it into the room. This version successfully implements the furniture dragging and dropping functionality and establishes the basic framework of the game. However, the interface is relatively simple and single-functional, and lacks rich user interaction and beautiful UI design.

# data[].attributes.attachment_link.readable_text
import pygame
import os

# ���������Pygame
pygame.init()

# ������������
WINDOW_WIDTH = 800
WINDOW_HEIGHT = 600
screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption("������������������")

# ������������
WHITE = (255, 255, 255)
BEIGE = (245, 245, 220)

class Furniture:
    def __init__(self, image_path, x, y):
        self.image = pygame.image.load(image_path)
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.dragging = False

    def draw(self, surface):
        surface.blit(self.image, self.rect)

class Game:
    def __init__(self):
        # ������������
        self.background = pygame.Surface((WINDOW_WIDTH, WINDOW_HEIGHT))
        self.background.fill(BEIGE)
        
        # ������������
        self.furniture_library = []
        self.placed_furniture = []
        
        # ������������������
        self.load_furniture()

    def load_furniture(self):
        # ������������������������
        furniture_images = {
            "sofa": "assets/sofa.png",
            "table": "assets/table.png",
            "plant": "assets/plant.png"
        }
        
        x = 50
        for name, path in furniture_images.items():
            if os.path.exists(path):
                furniture = Furniture(path, x, 50)
                self.furniture_library.append(furniture)
                x += 100

    def run(self):
        running = True
        selected_furniture = None

        while running:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    running = False

                elif event.type == pygame.MOUSEBUTTONDOWN:
                    mouse_pos = pygame.mouse.get_pos()
                    # ���������������������������
                    for furniture in self.furniture_library + self.placed_furniture:
                        if furniture.rect.collidepoint(mouse_pos):
                            if furniture in self.furniture_library:
                                # ������������������������
                                new_furniture = Furniture(
                                    furniture.image_path, 
                                    mouse_pos[0], 
                                    mouse_pos[1]
                                )
                                selected_furniture = new_furniture
                            else:
                                selected_furniture = furniture
                            selected_furniture.dragging = True

                elif event.type == pygame.MOUSEBUTTONUP:
                    if selected_furniture:
                        selected_furniture.dragging = False
                        if selected_furniture not in self.placed_furniture:
                            self.placed_furniture.append(selected_furniture)
                        selected_furniture = None

                elif event.type == pygame.MOUSEMOTION:
                    if selected_furniture and selected_furniture.dragging:
                        mouse_pos = pygame.mouse.get_pos()
                        selected_furniture.rect.x = mouse_pos[0] - selected_furniture.rect.width/2
                        selected_furniture.rect.y = mouse_pos[1] - selected_furniture.rect.height/2

            # ������
            screen.blit(self.background, (0, 0))
            
            # ������������������������
            for furniture in self.placed_furniture:
                furniture.draw(screen)
                
            # ���������������
            for furniture in self.furniture_library:
                furniture.draw(screen)

            pygame.display.flip()

        pygame.quit()

if __name__ == "__main__":
    game = Game()
    game.run()

# data[].attributes.headline
Code version 2: Improved room and furniture design

# data[].attributes.subject
Code version 2: Improved room and furniture design

# data[].attributes.body
In this version, we have made significant improvements to the game. First of all, the Room class has been added, which draws a more detailed background of the room, including the wall and floor meshes of the room, making the room look more realistic and aesthetically pleasing. The representation of furniture has also changed; the Furniture class now draws furniture using simple rectangles and adds properties such as name, color, size, and position. The furniture library has been placed in the right toolbar for a more logical user interface layout. Users can drag furniture from the toolbar into a room or move placed furniture, increasing the flexibility of furniture arrangement. This version has improved both the visuals and the user experience, with a more aesthetically pleasing interface and more intuitive interactions. However, the game still lacks in-depth game mechanics such as a money system and more interactive features.

# data[].attributes.attachment_link.readable_text
import pygame
import os
import sys
from pathlib import Path

# ���������Pygame
pygame.init()

# ������������
WINDOW_WIDTH = 1024
WINDOW_HEIGHT = 768
screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption("������������������������")

# ������������
WHITE = (255, 255, 255)
BEIGE = (245, 245, 220)
BROWN = (139, 69, 19)
GREEN = (34, 139, 34)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
RED = (255, 0, 0)

class Room:
    def __init__(self):
        self.surface = pygame.Surface((WINDOW_WIDTH - 200, WINDOW_HEIGHT))  # ������������200���������������������
        self.surface.fill(BEIGE)
        # ���������������������
        pygame.draw.rect(self.surface, BROWN, (0, 0, self.surface.get_width(), self.surface.get_height()), 10)
        # ������������������
        for x in range(0, self.surface.get_width(), 50):
            pygame.draw.line(self.surface, (200, 200, 200), (x, 0), (x, self.surface.get_height()))
        for y in range(0, self.surface.get_height(), 50):
            pygame.draw.line(self.surface, (200, 200, 200), (0, y), (self.surface.get_width(), y))

class Furniture:
    def __init__(self, name, color, size, pos):
        self.name = name
        self.surface = pygame.Surface(size, pygame.SRCALPHA)
        pygame.draw.rect(self.surface, color, (0, 0, size[0], size[1]))
        self.rect = self.surface.get_rect()
        self.rect.x, self.rect.y = pos
        self.dragging = False
        self.original_pos = pos

    def draw(self, surface):
        surface.blit(self.surface, self.rect)

class Game:
    def __init__(self):
        self.room = Room()
        self.furniture_library = []
        self.placed_furniture = []
        self.create_furniture_library()
        self.selected_furniture = None
        self.toolbar_surface = pygame.Surface((200, WINDOW_HEIGHT))
        self.toolbar_surface.fill(WHITE)

    def create_furniture_library(self):
        # ������������������������
        furniture_types = [
            ("������", YELLOW, (100, 50), (WINDOW_WIDTH - 180, 50)),
            ("������", BROWN, (60, 60), (WINDOW_WIDTH - 180, 150)),
            ("������", GREEN, (40, 40), (WINDOW_WIDTH - 180, 250)),
            ("���", BLUE, (120, 80), (WINDOW_WIDTH - 180, 350)),
            ("������", RED, (40, 40), (WINDOW_WIDTH - 180, 450))
        ]
        
        for name, color, size, pos in furniture_types:
            furniture = Furniture(name, color, size, pos)
            self.furniture_library.append(furniture)

    def run(self):
        running = True
        while running:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    running = False

                elif event.type == pygame.MOUSEBUTTONDOWN:
                    mouse_pos = pygame.mouse.get_pos()
                    # ������������������������������������������
                    for furniture in self.furniture_library:
                        if furniture.rect.collidepoint(mouse_pos):
                            # ������������������������
                            new_furniture = Furniture(
                                furniture.name,
                                furniture.surface.get_at((1, 1)),  # ������������
                                (furniture.rect.width, furniture.rect.height),
                                (mouse_pos[0] - furniture.rect.width/2, mouse_pos[1] - furniture.rect.height/2)
                            )
                            self.selected_furniture = new_furniture
                            break
                    
                    # ���������������������������������������
                    for furniture in self.placed_furniture:
                        if furniture.rect.collidepoint(mouse_pos):
                            self.selected_furniture = furniture
                            break

                elif event.type == pygame.MOUSEBUTTONUP:
                    if self.selected_furniture:
                        # ���������������������������������������������
                        if self.selected_furniture not in self.placed_furniture:
                            self.placed_furniture.append(self.selected_furniture)
                        self.selected_furniture = None

                elif event.type == pygame.MOUSEMOTION:
                    if self.selected_furniture:
                        mouse_pos = pygame.mouse.get_pos()
                        self.selected_furniture.rect.x = mouse_pos[0] - self.selected_furniture.rect.width/2
                        self.selected_furniture.rect.y = mouse_pos[1] - self.selected_furniture.rect.height/2

            # ������
            screen.fill(WHITE)
            
            # ������������
            screen.blit(self.room.surface, (0, 0))
            
            # ���������������������
            screen.blit(self.toolbar_surface, (WINDOW_WIDTH - 200, 0))
            
            # ������������������������
            for furniture in self.placed_furniture:
                furniture.draw(screen)
            
            # ���������������
            for furniture in self.furniture_library:
                furniture.draw(screen)
            
            # ���������������������������
            if self.selected_furniture:
                self.selected_furniture.draw(screen)

            pygame.display.flip()

        pygame.quit()
        sys.exit()

if __name__ == "__main__":
    game = Game()
    game.run()

# data[].attributes.headline
Code version 3: Add money system and spinning function

# data[].attributes.subject
Code version 3: Add money system and spinning function

# data[].attributes.body
In this version, we have added richer game mechanics to the game. First of all, a money system was introduced, where the user has initial funds to buy furniture for decoration, each piece of furniture has a price and the corresponding amount of money will be deducted when purchased. This adds to the strategy of the game and users need to plan their money wisely. Secondly, the furniture can now be rotated. The user can use the mouse wheel to rotate the selected piece of furniture, increasing the flexibility of furniture placement. The ability to save and load game progress has also been added, allowing users to save the current room layout and load it later, providing a good ongoing experience. In addition, a main menu and help screen have been added to make the game more complete and professional. With these improvements, gameplay is greatly enhanced and the user experience is improved. However, with the increase in functionality, the code complexity has also increased, and attention needs to be paid to the structural optimization and maintainability of the code.

# data[].attributes.attachment_link.readable_text
import pygame
import os
import sys
import json
from pathlib import Path
import math

# ���������Pygame
pygame.init()
pygame.font.init()

# ������������
WINDOW_WIDTH = 1024
WINDOW_HEIGHT = 768
screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption("���������������������")

# ������������
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
BEIGE = (245, 245, 220)
BROWN = (139, 69, 19)
GREEN = (34, 139, 34)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
RED = (255, 0, 0)
GRAY = (128, 128, 128)

# ������
FONT = pygame.font.SysFont('microsoftyaheimicrosoftyaheiui', 20)
FONT_LARGE = pygame.font.SysFont('microsoftyaheimicrosoftyaheiui', 32)

class Button:
    def __init__(self, x, y, width, height, text, color, hover_color):
        self.rect = pygame.Rect(x, y, width, height)
        self.text = text
        self.color = color
        self.hover_color = hover_color
        self.current_color = color
        self.text_surface = FONT.render(text, True, BLACK)
        self.text_rect = self.text_surface.get_rect(center=self.rect.center)
        
    def draw(self, surface):
        pygame.draw.rect(surface, self.current_color, self.rect)
        pygame.draw.rect(surface, BLACK, self.rect, 2)
        surface.blit(self.text_surface, self.text_rect)
        
    def handle_event(self, event):
        if event.type == pygame.MOUSEMOTION:
            if self.rect.collidepoint(event.pos):
                self.current_color = self.hover_color
            else:
                self.current_color = self.color
                
        if event.type == pygame.MOUSEBUTTONDOWN:
            if self.rect.collidepoint(event.pos):
                return True
        return False

class Room:
    def __init__(self):
        self.surface = pygame.Surface((WINDOW_WIDTH - 200, WINDOW_HEIGHT))
        self.reset()
        
    def reset(self):
        self.surface.fill(BEIGE)
        # ���������������������
        pygame.draw.rect(self.surface, BROWN, (0, 0, self.surface.get_width(), self.surface.get_height()), 10)
        # ������������������
        for x in range(0, self.surface.get_width(), 50):
            pygame.draw.line(self.surface, (200, 200, 200), (x, 0), (x, self.surface.get_height()))
        for y in range(0, self.surface.get_height(), 50):
            pygame.draw.line(self.surface, (200, 200, 200), (0, y), (self.surface.get_width(), y))

class Furniture:
    def __init__(self, name, color, size, pos, price=100):
        self.name = name
        self.surface = pygame.Surface(size, pygame.SRCALPHA)
        pygame.draw.rect(self.surface, color, (0, 0, size[0], size[1]))
        self.original_surface = self.surface.copy()
        self.rect = self.surface.get_rect()
        self.rect.x, self.rect.y = pos
        self.dragging = False
        self.rotation = 0
        self.price = price
        self.color = color
        self.size = size
        
    def rotate(self, angle):
        self.rotation = (self.rotation + angle) % 360
        self.surface = pygame.transform.rotate(self.original_surface, self.rotation)
        old_center = self.rect.center
        self.rect = self.surface.get_rect()
        self.rect.center = old_center
        
    def draw(self, surface):
        surface.blit(self.surface, self.rect)
        # ���������������������
        if self.rect.x > WINDOW_WIDTH - 200:  # ���������������������
            text = FONT.render(f"{self.name} (��{self.price})", True, BLACK)
            text_rect = text.get_rect(center=(self.rect.centerx, self.rect.bottom + 20))
            surface.blit(text, text_rect)

class Game:
    def __init__(self):
        self.room = Room()
        self.furniture_library = []
        self.placed_furniture = []
        self.selected_furniture = None
        self.toolbar_surface = pygame.Surface((200, WINDOW_HEIGHT))
        self.money = 1000
        self.create_furniture_library()
        self.create_buttons()
        self.mode = "main_menu"  # main_menu, game, help
        
    def create_buttons(self):
        self.buttons = {
            "save": Button(WINDOW_WIDTH - 190, WINDOW_HEIGHT - 180, 180, 40, "������", GREEN, (100, 255, 100)),
            "load": Button(WINDOW_WIDTH - 190, WINDOW_HEIGHT - 130, 180, 40, "������", BLUE, (100, 100, 255)),
            "reset": Button(WINDOW_WIDTH - 190, WINDOW_HEIGHT - 80, 180, 40, "������", RED, (255, 100, 100)),
            "help": Button(WINDOW_WIDTH - 190, WINDOW_HEIGHT - 30, 180, 40, "������", YELLOW, (255, 255, 100)),
            "start": Button(WINDOW_WIDTH//2 - 100, WINDOW_HEIGHT//2, 200, 50, "������������", GREEN, (100, 255, 100)),
            "back": Button(20, 20, 100, 40, "������", GRAY, (200, 200, 200))
        }

    def create_furniture_library(self):
        furniture_types = [
            ("������������", YELLOW, (100, 50), (WINDOW_WIDTH - 180, 50), 300),
            ("������������", BROWN, (60, 60), (WINDOW_WIDTH - 180, 150), 200),
            ("������������", GREEN, (40, 40), (WINDOW_WIDTH - 180, 250), 100),
            ("���������", BLUE, (120, 80), (WINDOW_WIDTH - 180, 350), 500),
            ("���������", RED, (40, 40), (WINDOW_WIDTH - 180, 450), 150)
        ]
        
        for name, color, size, pos, price in furniture_types:
            furniture = Furniture(name, color, size, pos, price)
            self.furniture_library.append(furniture)

    def save_game(self):
        save_data = {
            "money": self.money,
            "furniture": [(f.name, f.rect.x, f.rect.y, f.rotation) for f in self.placed_furniture]
        }
        with open("room_save.json", "w") as f:
            json.dump(save_data, f)
            
    def load_game(self):
        try:
            with open("room_save.json", "r") as f:
                data = json.load(f)
                self.money = data["money"]
                self.placed_furniture.clear()
                for name, x, y, rotation in data["furniture"]:
                    # ���������������������������
                    for template in self.furniture_library:
                        if template.name == name:
                            furniture = Furniture(name, template.color, template.size, (x, y), template.price)
                            furniture.rotate(rotation)
                            self.placed_furniture.append(furniture)
                            break
        except FileNotFoundError:
            pass

    def draw_main_menu(self):
        screen.fill(BEIGE)
        title = FONT_LARGE.render("���������������������", True, BLACK)
        title_rect = title.get_rect(center=(WINDOW_WIDTH//2, WINDOW_HEIGHT//3))
        screen.blit(title, title_rect)
        self.buttons["start"].draw(screen)

    def draw_help(self):
        screen.fill(BEIGE)
        self.buttons["back"].draw(screen)
        help_texts = [
            "���������������",
            "1. ������������������������������������������",
            "2. ������������������������������������������",
            "3. ������������������������������������",
            "4. ���������������������������",
            "5. ���������������������������������������",
            "6. ������������������������������"
        ]
        for i, text in enumerate(help_texts):
            text_surface = FONT.render(text, True, BLACK)
            screen.blit(text_surface, (50, 100 + i * 40))

    def run(self):
        running = True
        while running:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    running = False

                if self.mode == "main_menu":
                    if self.buttons["start"].handle_event(event):
                        self.mode = "game"
                    continue
                    
                if self.mode == "help":
                    if self.buttons["back"].handle_event(event):
                        self.mode = "game"
                    continue

                # ������������������
                if self.buttons["save"].handle_event(event):
                    self.save_game()
                elif self.buttons["load"].handle_event(event):
                    self.load_game()
                elif self.buttons["reset"].handle_event(event):
                    self.placed_furniture.clear()
                    self.room.reset()
                elif self.buttons["help"].handle_event(event):
                    self.mode = "help"

                if event.type == pygame.MOUSEBUTTONDOWN:
                    if event.button == 1:  # ������������
                        mouse_pos = event.pos
                        # ������������������������������������������
                        for furniture in self.furniture_library:
                            if furniture.rect.collidepoint(mouse_pos):
                                if self.money >= furniture.price:
                                    new_furniture = Furniture(
                                        furniture.name,
                                        furniture.color,
                                        (furniture.rect.width, furniture.rect.height),
                                        (mouse_pos[0] - furniture.rect.width/2, mouse_pos[1] - furniture.rect.height/2),
                                        furniture.price
                                    )
                                    self.selected_furniture = new_furniture
                                break
                        
                        # ���������������������������������������
                        for furniture in self.placed_furniture:
                            if furniture.rect.collidepoint(mouse_pos):
                                self.selected_furniture = furniture
                                break

                elif event.type == pygame.MOUSEBUTTONUP:
                    if self.selected_furniture:
                        if self.selected_furniture not in self.placed_furniture:
                            self.placed_furniture.append(self.selected_furniture)
                            self.money -= self.selected_furniture.price
                        self.selected_furniture = None

                elif event.type == pygame.MOUSEMOTION:
                    if self.selected_furniture:
                        mouse_pos = pygame.mouse.get_pos()
                        self.selected_furniture.rect.x = mouse_pos[0] - self.selected_furniture.rect.width/2
                        self.selected_furniture.rect.y = mouse_pos[1] - self.selected_furniture.rect.height/2
                        
                elif event.type == pygame.MOUSEWHEEL:
                    # ���������������������
                    if self.selected_furniture:
                        self.selected_furniture.rotate(90 * event.y)

            # ������
            if self.mode == "main_menu":
                self.draw_main_menu()
            elif self.mode == "help":
                self.draw_help()
            else:
                screen.fill(WHITE)
                
                # ������������
                screen.blit(self.room.surface, (0, 0))
                
                # ���������������������
                self.toolbar_surface.fill(WHITE)
                screen.blit(self.toolbar_surface, (WINDOW_WIDTH - 200, 0))
                
                # ������������������
                money_text = FONT.render(f"������: ��{self.money}", True, BLACK)
                screen.blit(money_text, (WINDOW_WIDTH - 190, 10))
                
                # ������������������������
                for furniture in self.placed_furniture:
                    furniture.draw(screen)
                
                # ���������������
                for furniture in self.furniture_library:
                    furniture.draw(screen)
                
                # ���������������������������
                if self.selected_furniture:
                    self.selected_furniture.draw(screen)
                
                # ������������
                for button in self.buttons.values():
                    button.draw(screen)

            pygame.display.flip()

        pygame.quit()
        sys.exit()

if __name__ == "__main__":
    game = Game()
    game.run()

# data[].attributes.body
In this version, we try to use Tkinter instead of Pygame in order to make it easier to create complex UI interfaces. Using Tkinter, I implemented a simple sticker game where the user can select rooms, choose furniture stickers and click on the canvas to place the stickers. Buttons for deleting, saving images and generating music were added, and placeholders were provided, although generating music was not yet implemented.Tkinter's strength lies in its rich GUI controls and simple layout management, which makes it easier to create interface elements such as buttons, text boxes, and so on. However, compared to Pygame, Tkinter has limitations in graphical drawing and interactive effects, especially when dealing with complex images and animations. After weighing the options, I realized that Tkinter might not be a good fit for our game's needs, and decided to stick with Pygame, but borrow some of Tkinter's UI design ideas.

# data[].attributes.attachment_link.readable_text
import tkinter as tk
from tkinter import messagebox
from PIL import Image, ImageDraw

class StickerGame:
    def __init__(self, master):
        self.master = master
        self.master.title("������������")
        self.current_room = None
        self.selected_item = None
        self.canvas_items = []
        
        self.start_screen()

    def start_screen(self):
        self.clear_window()
        tk.Label(self.master, text="������������������������", font=("Arial", 24)).pack(pady=20)
        tk.Button(self.master, text="������", command=self.select_room).pack(pady=10)

    def select_room(self):
        self.clear_window()
        tk.Label(self.master, text="������������", font=("Arial", 24)).pack(pady=20)
        for room in ["������1", "������2", "������3"]:
            tk.Button(self.master, text=room, command=lambda r=room: self.setup_room(r)).pack(pady=5)

    def setup_room(self, room):
        self.current_room = room
        self.clear_window()
        tk.Label(self.master, text=f"������������: {room}", font=("Arial", 24)).pack(pady=20)
        
        self.canvas = tk.Canvas(self.master, width=600, height=400, bg="lightgrey")
        self.canvas.pack()
        
        self.canvas.bind("<Button-1>", self.on_canvas_click)
        
        self.setup_buttons()
        self.setup_furniture()

    def setup_buttons(self):
        button_frame = tk.Frame(self.master)
        button_frame.pack(pady=10)

        tk.Button(button_frame, text="������", command=self.delete_item).pack(side=tk.LEFT, padx=5)
        tk.Button(button_frame, text="������������", command=self.save_image).pack(side=tk.LEFT, padx=5)
        tk.Button(button_frame, text="������������", command=self.generate_music).pack(side=tk.LEFT, padx=5)

    def setup_furniture(self):
        furniture_frame = tk.Frame(self.master)
        furniture_frame.pack(pady=10)

        for item in ["������", "������", "������"]:
            btn = tk.Button(furniture_frame, text=item, command=lambda i=item: self.select_furniture(i))
            btn.pack(side=tk.LEFT, padx=5)

    def select_furniture(self, item):
        self.selected_item = item

    def on_canvas_click(self, event):
        if self.selected_item:
            x, y = event.x, event.y
            item_id = self.canvas.create_text(x, y, text=self.selected_item, font=("Arial", 16), tags="item")
            self.canvas_items.append(item_id)

    def delete_item(self):
        if self.canvas_items:
            self.canvas.delete(self.canvas_items.pop())

    def save_image(self):
        # ���������������������
        image = Image.new("RGB", (600, 400), "lightgrey")
        draw = ImageDraw.Draw(image)
        for item_id in self.canvas_items:
            x, y = self.canvas.coords(item_id)
            draw.text((x, y), self.selected_item, fill="black")
        image.save("saved_image.png")
        messagebox.showinfo("������������", "������������������ saved_image.png")

    def generate_music(self):
        # ���������������������������������
        messagebox.showinfo("������������", "���������������������")

    def clear_window(self):
        for widget in self.master.winfo_children():
            widget.destroy()

if __name__ == "__main__":
    root = tk.Tk()
    game = StickerGame(root)
    root.mainloop()

# data[].attributes.headline
Code version 5: Improvements to the sticker function

# data[].attributes.subject
Code version 5: Improvements to the sticker function

# data[].attributes.body
In this release, we returned to Pygame and focused on the sticker feature. First, sticker images were loaded so that users can drag and drop stickers around the room, adding to the fun of the game. Introduced sound effects that play the sound of tearing stickers while dragging and dropping stickers, enhancing user immersion. Added buttons, including sticker button, save button and music button, which are convenient for users to operate. The function of saving screen is realized, so that users can save their works as pictures. Although the function of music generation and playback is not yet perfected, it is ready for the subsequent development. This version focuses on the realization of the core functions, the interface is more beautiful and the user experience has been significantly improved.

# data[].attributes.attachment_link.readable_text
import pygame
import sys
import os

# ��������� Pygame
pygame.init()
pygame.font.init()

# ������������
WINDOW_WIDTH, WINDOW_HEIGHT = 1200, 768
screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption("Sticker'N'Sound")

# ������������
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
DREAMY_PINK = (255, 182, 193)
DREAMY_PURPLE = (216, 191, 216)
DREAMY_BLUE = (173, 216, 230)

# ������������
FONT_SMALL = pygame.font.SysFont('Arial', 18)
FONT_MEDIUM = pygame.font.SysFont('Arial', 24)
FONT_LARGE = pygame.font.SysFont('Arial', 36)

# ������������
drag_sound = pygame.mixer.Sound("27976__timkahn__sticker-peel.flac")  # ������������������������������������������

# ������������
icon_size = (60, 60)
sticker_icon = pygame.transform.scale(pygame.image.load("icon/fluid-abstract-circle-splash.png"), icon_size)
save_icon = pygame.transform.scale(pygame.image.load("icon/fluid-file-icon.png"), icon_size)
music_icon = pygame.transform.scale(pygame.image.load("icon/fluid-play-button.png"), icon_size)

# ���������
class IconButton:
    def __init__(self, x, y, icon, text):
        self.rect = pygame.Rect(x, y, icon_size[0], icon_size[1])
        self.icon = icon
        self.text = text
        self.text_surface = FONT_SMALL.render(text, True, DREAMY_PINK)
        self.text_rect = self.text_surface.get_rect(center=(x + icon_size[0] // 2, y + icon_size[1] + 15))

    def draw(self, surface):
        surface.blit(self.icon, self.rect.topleft)
        surface.blit(self.text_surface, self.text_rect)

    def is_hovered(self, pos):
        return self.rect.collidepoint(pos)

# ���������
class Sticker:
    def __init__(self, image_path, position):
        self.image_path = image_path  # ������������������
        self.image = pygame.image.load(image_path)
        self.rect = self.image.get_rect(topleft=position)
        self.dragging = False

    def draw(self, surface):
        surface.blit(self.image, self.rect.topleft)

# ������������
class Game:
    def __init__(self):
        self.running = True
        self.stickers = []
        self.load_stickers()
        self.selected_sticker = None
        self.buttons = []
        self.create_buttons()
        self.background = pygame.image.load("bg/room1.png")  # ���������������
        self.canvas = pygame.Surface((WINDOW_WIDTH, WINDOW_HEIGHT))
        self.music_generated = False

    def load_stickers(self):
        # ������������
        self.available_stickers = [
            Sticker("stickers/decorate1.png", (50, 150)),  # ������������������
            Sticker("stickers/decorate2.png", (150, 150)),  # ������������������
        ]

    def create_buttons(self):
        # ������������
        self.sticker_button = IconButton(50, 50, sticker_icon, "Stickers")
        self.save_button = IconButton(150, 50, save_icon, "Save")
        self.music_button = IconButton(250, 50, music_icon, "Music")
        self.buttons = [self.sticker_button, self.save_button, self.music_button]

    def run(self):
        while self.running:
            self.handle_events()
            self.draw()
            pygame.display.flip()
        pygame.quit()
        sys.exit()

    def handle_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.running = False

            elif event.type == pygame.MOUSEBUTTONDOWN:
                pos = pygame.mouse.get_pos()
                if event.button == 1:
                    # ������������������
                    if self.sticker_button.is_hovered(pos):
                        self.open_sticker_menu()
                    elif self.save_button.is_hovered(pos):
                        self.save_canvas()
                    elif self.music_button.is_hovered(pos):
                        if self.music_generated:
                            self.play_music()
                        else:
                            print("Please save your artwork first to generate music.")
                    else:
                        # ���������������������������
                        for sticker in self.stickers:
                            if sticker.rect.collidepoint(pos):
                                sticker.dragging = True
                                self.selected_sticker = sticker
                                drag_sound.play()
                                break

                elif event.button == 3:
                    # ������������������
                    for sticker in self.stickers:
                        if sticker.rect.collidepoint(pos):
                            self.stickers.remove(sticker)
                            break

            elif event.type == pygame.MOUSEBUTTONUP:
                if event.button == 1 and self.selected_sticker:
                    self.selected_sticker.dragging = False
                    self.selected_sticker = None

            elif event.type == pygame.MOUSEMOTION:
                if self.selected_sticker and self.selected_sticker.dragging:
                    self.selected_sticker.rect.move_ip(event.rel)

    def draw(self):
        screen.fill(WHITE)
        screen.blit(self.background, (0, 0))
        # ������������
        for sticker in self.stickers:
            sticker.draw(screen)
        # ������������
        for button in self.buttons:
            button.draw(screen)

    def open_sticker_menu(self):
        # ���������������������������
        pass

    def save_canvas(self):
        # ���������������������������
        pygame.image.save(screen, "saved_artwork.png")
        print("Artwork saved as 'saved_artwork.png'")
        self.music_generated = True

    def play_music(self):
        # ���������������������
        pass

if __name__ == "__main__":
    game = Game()
    game.run()

# data[].attributes.headline
Code version 6: Add save function and prepare image to text

# data[].attributes.subject
Code version 6: Add save function and prepare image to text

# data[].attributes.body
In this version, we added a save screen feature to the game, which allows users to save their work as an image, ready for subsequent image analysis and verse generation. At the same time, work began on how to convert the saved images into text descriptions in order to generate the corresponding verses. Although the function of music generation and playback has not yet been realized, the corresponding methods are reserved in the code. Music buttons have been added that, when clicked, will allow the generated music to be played or the verses to be displayed in the future. This version prepares for the integration of AI functionality while maintaining the core gameplay of the game. The user experience has been further improved, but the image-to-text conversion and verse generation features need to be implemented in the next step.

# data[].attributes.headline
Code version 7: Using the BLIP model and the OpenAI API

# data[].attributes.subject
Code version 7: Using the BLIP model and the OpenAI API

# data[].attributes.attachment_link.readable_text
import pygame
import sys
from PIL import Image
import torch
from transformers import BlipProcessor, BlipForConditionalGeneration
from dotenv import load_dotenv
import os
import openai

# ������ .env ������
load_dotenv()

# ������ API ������
openai.api_key = os.getenv("MOONSHOT_API_KEY")
openai.api_base = "https://api.moonshot.cn"

# ��������� Pygame
pygame.init()
pygame.font.init()

# ���������������������������������������������������������������

# ������������
class Game:
    def __init__(self):
        # ��������� Pygame ���������������
        pygame.mixer.init()  # ���������������������
        self.running = True
        # ���������������������������������
        
        # ���������������������������
        self.device = torch.device('cuda' if torch.cuda.is_available() else 'cpu')
        self.processor = BlipProcessor.from_pretrained("Salesforce/blip-image-captioning-base")
        self.model = BlipForConditionalGeneration.from_pretrained("Salesforce/blip-image-captioning-base").to(self.device)

    # ������������������������

    def save_canvas(self):
        # ���������������������������
        pygame.image.save(screen, "saved_artwork.png")
        print("Artwork saved as 'saved_artwork.png'")
        # ������������������������
        poem = self.image_to_text("saved_artwork.png")
        print(f"Generated Poem:\n{poem}")
        # ������������������
        poem_display = PoemDisplay(poem)
        poem_display.run()

    def image_to_text(self, image_path):
        # ������ BLIP ������������������������
        raw_image = Image.open(image_path).convert('RGB')
        inputs = self.processor(raw_image, return_tensors="pt").to(self.device)
        out = self.model.generate(**inputs, max_new_tokens=50)
        caption = self.processor.decode(out[0], skip_special_tokens=True)
        print(f"Generated caption: {caption}")

        # ������������������
        prompt = f"Based on the following description, write a warm and healing poem in the style of Tagore, describing a person's inner world:\n\n{caption}\n\nPoem:"

        try:
            # ������ OpenAI ��� API
            completion = openai.Completion.create(
                engine="moonshot-v1-8k",
                prompt=prompt,
                max_tokens=150,
                temperature=0.7,
            )

            poem = completion.choices[0].text.strip()
            print(f"Generated Poem:\n{poem}")
        except Exception as e:
            print(f"An error occurred: {e}")
            poem = "Sorry, there was an issue generating the poem."

        return poem

if __name__ == "__main__":
    game = Game()
    game.run()
