birth: Fleeting Cellular Whispers
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index.html
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147
index.html
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="UTF-8">
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<title>Cellular Nebula</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: #000;
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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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font-family: monospace;
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color: #fff;
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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: fixed;
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bottom: 10px;
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left: 50%;
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transform: translateX(-50%);
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font-size: 10px;
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opacity: 0.5;
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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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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: 1.06, min: 0.9, max: 1.2 },
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tone: { anger: 0, sadness: 0, curiosity: 0.1, dryness: 0.9, playfulness: 0, tension: 0 }
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};
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const gridSize = Math.floor(params.density * 20) + 5;
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const cellSize = Math.min(canvas.width, canvas.height) / gridSize / 2;
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const cols = Math.ceil(canvas.width / cellSize);
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const rows = Math.ceil(canvas.height / cellSize);
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const states = Array.from({ length: rows }, () =>
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Array.from({ length: cols }, () => ({
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alive: Math.random() > 0.8,
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energy: Math.random(),
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nextState: false,
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age: 0
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}))
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);
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function update() {
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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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for (let y = 0; y < rows; y++) {
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for (let x = 0; x < cols; x++) {
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const cell = states[y][x];
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const neighbors = countNeighbors(x, y);
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// Modified Conway's Game of Life rules with density-based variation
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if (cell.alive) {
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cell.age += 0.1 * params.motion;
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cell.energy *= 0.99;
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if (neighbors < 2 || neighbors > 3 || Math.random() > 0.7) {
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cell.nextState = false;
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} else {
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cell.nextState = true;
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}
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} else {
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if (neighbors === 3 && Math.random() > 0.5) {
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cell.nextState = true;
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cell.energy = Math.random();
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cell.age = 0;
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} else {
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cell.nextState = false;
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}
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}
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// Draw
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if (cell.alive) {
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const size = cellSize * (0.5 + cell.energy * 0.5) * (1 + cell.age * 0.01 * params.lifespan);
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const hue = 200 + Math.sin(Date.now() * 0.001) * 30 * params.tone.curiosity;
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ctx.fillStyle = `hsla(${hue}, 20%, ${70 + cell.age * 0.1}%, ${cell.energy * 0.8})`;
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ctx.beginPath();
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ctx.arc(
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x * cellSize + cellSize/2,
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y * cellSize + cellSize/2,
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size,
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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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// Update states
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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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states[y][x].alive = states[y][x].nextState;
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}
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}
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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;
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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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if (states[ny][nx].alive) count++;
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}
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}
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}
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return count;
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}
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function animate() {
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update();
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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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