birth: Fading Echoes of Light
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index.html
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265
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>Neurameba Cellular Automata</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: #555;
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font-size: 10px;
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transform: rotate(-0.5deg);
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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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// Color palette (dryness=monochrome)
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const palette = [
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'#1a1a1a', '#2d2d2d', '#4a4a4a',
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'#6b6b6b', '#999999', '#c0c0c0'
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];
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// Cellular automata parameters
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const RULES = {
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survival: [2, 3],
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birth: [3, 4],
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density: 0.457,
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complexity: 0.438,
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motion: 0.479,
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connectedness: 0.501,
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lifespan: 0.489,
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pulse: { avg: 0.39, min: 0.30, max: 1.60 }
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};
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// Grid setup
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const CELL_SIZE = 4;
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const GRID_WIDTH = Math.floor(canvas.width / CELL_SIZE);
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const GRID_HEIGHT = Math.floor(canvas.height / CELL_SIZE);
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let grid = new Array(GRID_HEIGHT).fill().map(() =>
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new Array(GRID_WIDTH).fill(0).map(() =>
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Math.random() < RULES.density ? 1 : 0
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)
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);
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let nextGrid = JSON.parse(JSON.stringify(grid));
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let frameCount = 0;
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let pulseTimer = 0;
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// Cellular automaton rules
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function updateGrid() {
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pulseTimer += (Math.random() * 0.1 - 0.05) * RULES.pulse.max;
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if (pulseTimer > RULES.pulse.max) pulseTimer = RULES.pulse.max;
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if (pulseTimer < RULES.pulse.min) pulseTimer = RULES.pulse.min;
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pulseTimer += RULES.pulse.avg * 0.1;
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for (let y = 0; y < GRID_HEIGHT; y++) {
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for (let x = 0; x < GRID_WIDTH; x++) {
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const neighbors = countNeighbors(x, y);
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if (grid[y][x] === 1) {
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nextGrid[y][x] = RULES.survival.includes(neighbors) ? 1 : 0;
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} else {
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nextGrid[y][x] = RULES.birth.includes(neighbors) ? 1 : 0;
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}
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}
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}
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// Apply complexity variation
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if (Math.random() < RULES.complexity * 0.1) {
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if (Math.random() < 0.5) {
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flipRandomCell();
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} else {
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bubbleSortGrid();
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}
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}
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// Apply connectedness variation
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if (Math.random() < RULES.connectedness * 0.05) {
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connectComponents();
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}
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// Swap grids
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[grid, nextGrid] = [nextGrid, grid];
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// Apply lifespan effect
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if (RULES.lifespan > 0.5) {
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fadeTrails();
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} else {
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evaporateCells();
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}
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frameCount++;
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}
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function countNeighbors(x, y) {
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let count = 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_WIDTH) % GRID_WIDTH;
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const ny = (y + dy + GRID_HEIGHT) % GRID_HEIGHT;
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count += grid[ny][nx];
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}
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}
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return count;
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}
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function flipRandomCell() {
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const x = Math.floor(Math.random() * GRID_WIDTH);
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const y = Math.floor(Math.random() * GRID_HEIGHT);
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nextGrid[y][x] = 1 - nextGrid[y][x];
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}
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function bubbleSortGrid() {
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for (let i = 0; i < 10; i++) {
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const x1 = Math.floor(Math.random() * GRID_WIDTH);
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const y1 = Math.floor(Math.random() * GRID_HEIGHT);
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const x2 = Math.floor(Math.random() * GRID_WIDTH);
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const y2 = Math.floor(Math.random() * GRID_HEIGHT);
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[nextGrid[y1][x1], nextGrid[y2][x2]] = [nextGrid[y2][x2], nextGrid[y1][x1]];
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}
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}
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function connectComponents() {
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for (let i = 0; i < 5; i++) {
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const x = Math.floor(Math.random() * GRID_WIDTH);
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const y = Math.floor(Math.random() * GRID_HEIGHT);
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if (nextGrid[y][x] === 1) {
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growConnection(x, y);
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}
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}
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}
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function growConnection(x, y) {
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const steps = Math.floor(Math.random() * 5) + 1;
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for (let i = 0; i < steps; i++) {
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const nx = (x + Math.floor(Math.random() * 3) - 1 + GRID_WIDTH) % GRID_WIDTH;
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const ny = (y + Math.floor(Math.random() * 3) - 1 + GRID_HEIGHT) % GRID_HEIGHT;
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nextGrid[ny][nx] = 1;
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x = nx;
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y = ny;
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}
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}
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function fadeTrails() {
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for (let y = 0; y < GRID_HEIGHT; y++) {
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for (let x = 0; x < GRID_WIDTH; x++) {
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if (nextGrid[y][x] === 1 && Math.random() > 0.8) {
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nextGrid[y][x] = 0;
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}
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}
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}
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}
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function evaporateCells() {
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for (let y = 0; y < GRID_HEIGHT; y++) {
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for (let x = 0; x < GRID_WIDTH; x++) {
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nextGrid[y][x] = Math.max(0, nextGrid[y][x] - 0.01);
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}
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}
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}
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// Drawing
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function drawGrid() {
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ctx.fillStyle = '#0a0a0a';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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const cellPadding = 0.5 * CELL_SIZE * (1 - RULES.motion);
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const gridAlpha = RULES.lifespan * 0.7 + 0.3;
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for (let y = 0; y < GRID_HEIGHT; y++) {
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for (let x = 0; x < GRID_WIDTH; x++) {
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if (grid[y][x] > 0) {
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const intensity = Math.min(1, grid[y][x] * 0.8 + pulseTimer * 0.2);
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const baseColor = palette[Math.floor(intensity * (palette.length - 1))];
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ctx.fillStyle = baseColor;
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const px = x * CELL_SIZE + cellPadding;
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const py = y * CELL_SIZE + cellPadding;
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const size = CELL_SIZE - cellPadding * 2;
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ctx.fillRect(px, py, size * intensity, size * intensity);
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if (Math.random() < 0.1 * RULES.complexity) {
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drawCellDetail(px, py, size, intensity);
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}
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}
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}
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}
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}
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function drawCellDetail(px, py, size, intensity) {
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ctx.strokeStyle = palette[Math.floor(intensity * (palette.length - 1))] + '80';
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ctx.lineWidth = 0.5;
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switch (Math.floor(Math.random() * 3)) {
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case 0:
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// Diagonal lines
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ctx.beginPath();
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ctx.moveTo(px, py);
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ctx.lineTo(px + size, py + size);
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ctx.stroke();
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break;
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case 1:
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// Small dot
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ctx.beginPath();
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ctx.arc(
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px + size * 0.5,
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py + size * 0.5,
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size * 0.2 * Math.random(),
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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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break;
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case 2:
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// Partial fill
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ctx.fillRect(
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px + size * 0.2 * Math.random(),
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py + size * 0.2 * Math.random(),
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size * 0.6 * Math.random(),
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size * 0.6 * Math.random()
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);
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break;
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}
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}
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// Animation loop
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function animate() {
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updateGrid();
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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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