birth: Flowing Curiosity Fields
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index.html
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175
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>Flow Field Organism</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: #f0f0f0;
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font-family: 'Courier New', monospace;
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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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font-size: 10px;
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opacity: 0.6;
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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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// Flow field settings
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const FIELD_SIZE = 30;
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const PARTICLE_COUNT = 150;
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const PARTICLE_SIZE = 1.2;
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const TRAIL_LENGTH = 80;
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const MAX_SPEED = 0.25;
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// Create flow field
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const field = [];
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const fieldWidth = Math.ceil(canvas.width / FIELD_SIZE);
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const fieldHeight = Math.ceil(canvas.height / FIELD_SIZE);
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// Initialize particles
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const particles = Array(PARTICLE_COUNT).fill().map(() => ({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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prevX: 0,
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prevY: 0,
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speed: 0.1 + Math.random() * MAX_SPEED,
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angle: Math.random() * Math.PI * 2,
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history: [],
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color: `hsl(${Math.random() * 360}, 30%, 80%)`,
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size: PARTICLE_SIZE * (0.8 + Math.random() * 0.4)
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}));
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// Generate Perlin-like noise field
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function generateField() {
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for (let y = 0; y < fieldHeight; y++) {
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field[y] = [];
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for (let x = 0; x < fieldWidth; x++) {
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const nx = x / fieldWidth;
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const ny = y / fieldHeight;
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const angle = (Math.sin(nx * 10) * Math.cos(ny * 8) * Math.PI * 2) % (Math.PI * 2);
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field[y][x] = angle;
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}
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}
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}
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function getFieldAngle(x, y) {
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const fx = x / FIELD_SIZE;
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const fy = y / FIELD_SIZE;
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const x1 = Math.floor(fx);
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const y1 = Math.floor(fy);
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const x2 = (x1 + 1) % fieldWidth;
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const y2 = (y1 + 1) % fieldHeight;
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const sx = fx - x1;
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const sy = fy - y1;
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const n1 = field[y1][x1];
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const n2 = field[y1][x2];
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const ix1 = n1 + sx * (n2 - n1);
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const n3 = field[y2][x1];
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const n4 = field[y2][x2];
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const ix2 = n3 + sx * (n4 - n3);
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return ix1 + sy * (ix2 - ix1);
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}
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function updateParticles() {
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particles.forEach(p => {
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// Get field angle
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const angle = getFieldAngle(p.x, p.y);
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// Calculate attraction to center (dryness)
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const centerX = canvas.width / 2;
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const centerY = canvas.height / 2;
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const dx = centerX - p.x;
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const dy = centerY - p.y;
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const dist = Math.sqrt(dx * dx + dy * dy);
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const force = Math.min(0.05, 1 / (dist + 1));
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// Update particle direction
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p.angle = angle + (force * 0.3);
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// Move particle
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p.prevX = p.x;
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p.prevY = p.y;
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p.x += Math.cos(p.angle) * p.speed;
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p.y += Math.sin(p.angle) * p.speed;
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// Wrap around edges
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if (p.x < 0) p.x = canvas.width;
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if (p.x > canvas.width) p.x = 0;
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if (p.y < 0) p.y = canvas.height;
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if (p.y > canvas.height) p.y = 0;
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// Add to history
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p.history.push({x: p.x, y: p.y});
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if (p.history.length > TRAIL_LENGTH) {
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p.history.shift();
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}
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});
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}
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function drawParticles() {
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ctx.globalCompositeOperation = 'lighter';
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particles.forEach(p => {
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// Draw trail
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if (p.history.length > 1) {
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ctx.beginPath();
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ctx.moveTo(p.prevX, p.prevY);
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p.history.forEach(point => {
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ctx.lineTo(point.x, point.y);
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});
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ctx.strokeStyle = p.color;
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ctx.lineWidth = p.size * 0.8;
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ctx.stroke();
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}
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// Draw particle
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ctx.beginPath();
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ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
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ctx.fillStyle = p.color;
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ctx.fill();
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});
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ctx.globalCompositeOperation = 'source-over';
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}
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function animate() {
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// Clear with fade effect (low energy/dryness)
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ctx.fillStyle = 'rgba(0, 0, 0, 0.03)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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generateField();
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updateParticles();
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drawParticles();
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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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