birth: Dry Cell Birth Cycle
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index.html
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154
index.html
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```html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Dry Cellular Bloom</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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background: #0a0a0a;
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display: flex;
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justify-content: center;
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align-items: center;
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height: 100vh;
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}
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canvas {
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display: block;
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}
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#attribution {
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position: absolute;
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bottom: 10px;
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color: #555;
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font-family: monospace;
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font-size: 10px;
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}
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</style>
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</head>
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<body>
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<canvas id="canvas"></canvas>
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<div id="attribution">neurameba · motd.social</div>
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<script>
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const canvas = document.getElementById('canvas');
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const ctx = canvas.getContext('2d');
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function resizeCanvas() {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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}
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window.addEventListener('resize', resizeCanvas);
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resizeCanvas();
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// Parameters derived from abstract values
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const params = {
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motion: 0.5,
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density: 0.5,
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complexity: 0.5,
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connectedness: 0.5,
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lifespan: 0.5,
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pulse: 1.07,
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tone: {
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anger: 0,
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sadness: 0,
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curiosity: 0.1,
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dryness: 0.9,
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playfulness: 0,
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tension: 0
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}
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};
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// Dry monochrome palette (high dryness)
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const palette = {
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bg: '#0a0a0a',
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cell: '#444444',
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live: '#ffffff',
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dead: '#111111'
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};
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// Cellular automata grid
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const gridSize = Math.floor(40 * params.density) + 10;
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const grid = Array.from({length: gridSize}, () =>
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Array.from({length: Math.floor(gridSize * (canvas.width/canvas.height))}, () =>
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Math.random() > 0.7 ? 1 : 0
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)
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);
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let frameCount = 0;
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function drawGrid() {
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const cellWidth = canvas.width / grid[0].length;
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const cellHeight = canvas.height / grid.length;
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// Update cells based on Moore neighborhood
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const newGrid = grid.map(arr => [...arr]);
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for (let y = 0; y < grid.length; y++) {
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for (let x = 0; x < grid[y].length; x++) {
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let neighbors = 0;
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for (let dy = -1; dy <= 1; dy++) {
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for (let dx = -1; dx <= 1; dx++) {
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if (dx === 0 && dy === 0) continue;
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const nx = (x + dx + grid[y].length) % grid[y].length;
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const ny = (y + dy + grid.length) % grid.length;
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neighbors += grid[ny][nx];
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}
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}
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// High complexity adds more rules
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const ruleVariation = params.complexity * 0.3;
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const alive = grid[y][x] === 1;
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if (alive) {
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// Survival with variation
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newGrid[y][x] = neighbors >= 2 + ruleVariation * 3 &&
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neighbors <= 3 + ruleVariation * 3 ? 1 : 0;
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} else {
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// Birth with variation
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newGrid[y][x] = neighbors >= 3 - ruleVariation * 2 &&
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neighbors <= 3 + ruleVariation * 2 ? 1 : 0;
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}
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}
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}
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grid.length = 0;
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grid.push(...newGrid);
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// Draw cells with low opacity for dryness effect
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ctx.fillStyle = palette.cell;
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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ctx.fillStyle = palette.live;
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for (let y = 0; y < grid.length; y++) {
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for (let x = 0; x < grid[y].length; x++) {
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if (grid[y][x] === 1) {
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const size = cellWidth * (0.5 + 0.5 * Math.sin(frameCount * 0.05 + x * 0.1));
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ctx.globalAlpha = 0.1 + 0.9 * (Math.sin(frameCount * 0.03 + x * y * 0.001) * 0.5 + 0.5);
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ctx.beginPath();
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ctx.arc(
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x * cellWidth + cellWidth/2,
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y * cellHeight + cellHeight/2,
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size/2,
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0,
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Math.PI * 2
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);
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ctx.fill();
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}
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}
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}
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ctx.globalAlpha = 1;
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frameCount++;
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}
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function animate() {
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drawGrid();
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requestAnimationFrame(animate);
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}
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animate();
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</script>
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</body>
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</html>
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```
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