birth: Echoes of Silent Rules
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index.html
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163
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>Cellular Metabolism</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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color: #2a2a2a;
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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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#info {
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position: absolute;
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bottom: 20px;
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left: 0;
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right: 0;
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text-align: center;
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font-size: 10px;
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color: #444;
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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="info">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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// Set canvas to full window size
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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, false);
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resizeCanvas();
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// Cellular automaton grid
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const gridSize = 4;
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const cols = Math.floor(canvas.width / gridSize);
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const rows = Math.floor(canvas.height / gridSize);
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// Initialize grid with random states
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let currentGrid = new Array(cols).fill().map(() =>
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new Array(rows).fill().map(() => Math.random() > 0.5 ? 1 : 0)
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);
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// State history for processing
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const stateHistory = [];
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// Parameters derived from input
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const motion = 0.554;
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const density = 0.486;
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const complexity = 0.458;
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const connectedness = 0.466;
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const lifespan = 0.477;
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const pulse = 0.38;
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// Tone-specific adjustments
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const dryness = 0.90;
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const palette = dryness > 0.7 ? '#f0f0f0' : '#e0e0e0';
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// Initial energy (scaled)
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let energy = 450.2 * (1 + pulse * 0.5);
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// Neighborhood types
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const neighborhoods = [
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[[0,1], [1,0], [0,-1], [-1,0]], // Moore
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[[0,1], [1,0], [0,-1], [-1,0], [1,1], [-1,-1], [1,-1], [-1,1]], // Von Neumann
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[[1,1], [-1,-1], [1,-1], [-1,1]] // Diagonal
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];
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// Main animation loop
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function animate() {
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// Slowly degrade energy
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energy -= 0.1;
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// Background fade based on energy
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ctx.fillStyle = `rgba(0, 0, 0, ${0.1 + energy/5000})`;
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Calculate states for next generation
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const nextGrid = currentGrid.map(arr => [...arr]);
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// Apply cellular automaton rules with variance
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for (let x = 1; x < cols-1; x++) {
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for (let y = 1; y < rows-1; y++) {
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const cell = currentGrid[x][y];
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// Calculate living neighbors
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let neighbors = 0;
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const neighborhood = neighborhoods[Math.floor(Math.random() * neighborhoods.length)];
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for (const [dx, dy] of neighborhood) {
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const nx = x + dx;
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const ny = y + dy;
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neighbors += currentGrid[nx][ny];
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}
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// Apply Conway's rules with variations
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if (cell === 1) {
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if (neighbors < 2 || neighbors > 5) {
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nextGrid[x][y] = 0;
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}
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} else {
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if (neighbors === 3 || (neighbors === 2 && Math.random() < 0.3)) {
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nextGrid[x][y] = 1;
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}
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}
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// Fade out dead cells more quickly
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if (cell === 0 && nextGrid[x][y] === 0) {
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nextGrid[x][y] = 0;
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}
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}
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}
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// Apply changes and draw
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for (let x = 0; x < cols; x++) {
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for (let y = 0; y < rows; y++) {
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const cell = currentGrid[x][y];
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const nextCell = nextGrid[x][y];
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if (cell !== nextCell) {
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const hue = (x * 360 / cols + y * 360 / rows) % 360;
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const saturation = 10 + (energy/10) % 80;
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const lightness = 30 + (energy/20) % 50;
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ctx.fillStyle = `hsl(${hue}, ${saturation}%, ${lightness}%)`;
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ctx.fillRect(x * gridSize, y * gridSize, gridSize, gridSize);
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}
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currentGrid[x][y] = nextCell;
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}
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}
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// Occasionally introduce random seeds based on energy
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if (Math.random() < energy/5000) {
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const x = Math.floor(Math.random() * cols);
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const y = Math.floor(Math.random() * rows);
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currentGrid[x][y] = 1;
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}
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// Add to history for complex patterns
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stateHistory.push([...currentGrid]);
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if (stateHistory.length > 20) stateHistory.shift();
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requestAnimationFrame(animate);
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}
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// Start animation
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animate();
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</script>
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</body>
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</html>
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