birth: Dry Cellular Echoes
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index.html
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145
index.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 Echoes</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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font-family: 'Courier New', monospace;
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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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right: 10px;
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color: #333;
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font-size: 10px;
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text-shadow: 0 0 5px #fff;
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pointer-events: none;
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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 based on generative art builder input
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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: { avg: 1.05, min: 1.0, max: 1.1 },
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tone: { dryness: 0.9, curiosity: 0.1 }
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};
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// Cellular automata grid
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const cols = Math.floor(canvas.width / 8) + 2;
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const rows = Math.floor(canvas.height / 8) + 2;
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const grid = Array(rows).fill().map(() => Array(cols).fill(0));
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const nextGrid = Array(rows).fill().map(() => Array(cols).fill(0));
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// Initialize grid with dry, sparse patterns
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function initGrid() {
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for (let y = 0; y < rows; y++) {
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for (let x = 0; x < cols; x++) {
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// Low density with some curiosity (teal) patterns
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grid[y][x] = (Math.random() < params.density * 0.2) ? 1 + params.tone.curiosity * 2 : 0;
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}
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}
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}
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// Cellular automata rules (Game of Life variant)
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function updateGrid() {
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for (let y = 0; y < rows; y++) {
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for (let x = 0; x < cols; x++) {
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let neighbors = 0;
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// Count dead neighbors
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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;
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const ny = y + dy;
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if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
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neighbors += grid[ny][nx] > 0 ? 1 : 0;
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}
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}
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}
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// Rules favoring dryness (high dead neighbor threshold)
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if (grid[y][x] > 0) {
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nextGrid[y][x] = (neighbors >= 2 && neighbors <= 3) ? 1 : 0;
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} else {
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nextGrid[y][x] = (neighbors === 3) ? 0.5 : 0;
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}
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}
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}
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// Swap grids
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[grid, nextGrid] = [nextGrid, grid];
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}
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// Draw function
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function draw() {
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// Semi-transparent overlay for motion blur effect
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ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Get pulse factor
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const pulse = params.pulse.avg + Math.sin(Date.now() * 0.001) * (params.pulse.max - params.pulse.min) * 0.1;
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for (let y = 0; y < rows; y++) {
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for (let x = 0; x < cols; x++) {
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if (grid[y][x] > 0) {
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// Dryness color (monochrome with slight variation)
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const value = grid[y][x] * 0.7 + 0.3;
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const hue = (value * 30) % 360;
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ctx.fillStyle = `hsl(${hue}, ${10 + grid[y][x] * 15}%, ${20 + value * 30}%)`;
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// Add some curiosity (teal) to living cells
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if (params.tone.curiosity > 0) {
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ctx.fillStyle = `hsl(${200 + grid[y][x] * 60}, 60%, ${30 + value * 20}%)`;
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}
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const px = x * 8 * pulse;
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const py = y * 8 * pulse;
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const size = 8 * grid[y][x] * pulse;
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ctx.fillRect(px, py, size, size);
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}
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}
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}
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updateGrid();
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}
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// Animation loop
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function animate() {
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draw();
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requestAnimationFrame(animate);
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}
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initGrid();
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animate();
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</script>
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</body>
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</html>
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