birth: Flowing Curiosity Particles
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index.html
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187
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 Vibrance</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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font-family: Arial, sans-serif;
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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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right: 10px;
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color: rgba(255, 255, 255, 0.3);
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font-size: 10px;
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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, false);
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resizeCanvas();
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// Parameters from prompt
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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: 1.09, min: 0.95, max: 1.20 },
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tone: { dryness: 0.8, curiosity: 0.1 },
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hue: Math.random() * 360
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};
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// Derived values
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const nodeCount = Math.floor(100 + params.density * 300);
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const lineComplexity = 1 + params.complexity * 4;
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const lineLength = 5 + params.complexity * 15;
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const maxSpeed = 0.2 + params.motion * 0.8;
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const alpha = 0.3 + (1 - params.tone.dryness) * 0.7;
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// Flow field
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const fieldSize = 20;
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const field = Array(fieldSize).fill().map(() =>
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Array(fieldSize).fill().map(() => ({
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vx: 0,
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vy: 0
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}))
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);
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// Nodes (particles)
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class Node {
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constructor() {
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this.reset();
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this.speed = 0.5 + Math.random() * maxSpeed;
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this.size = 1 + Math.random() * 3;
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this.lifespan = 100 + Math.random() * 300;
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this.age = 0;
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this.trail = [];
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this.maxTrail = 10 + Math.floor(params.complexity * 30);
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}
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reset() {
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this.x = Math.random() * canvas.width;
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this.y = Math.random() * canvas.height;
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this.prevX = this.x;
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this.prevY = this.y;
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this.targetX = this.x;
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this.targetY = this.y;
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this.fieldX = Math.floor(this.x / (canvas.width / fieldSize));
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this.fieldY = Math.floor(this.y / (canvas.height / fieldSize));
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this.fieldX = Math.min(fieldSize - 1, Math.max(0, this.fieldX));
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this.fieldY = Math.min(fieldSize - 1, Math.max(0, this.fieldY));
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}
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step() {
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this.age++;
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if (this.age > this.lifespan) {
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this.reset();
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this.age = 0;
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}
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// Update target
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const angle = (Math.random() * Math.PI * 2);
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const dist = Math.random() * 20;
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this.targetX = this.x + Math.cos(angle) * dist;
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this.targetY = this.y + Math.sin(angle) * dist;
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// Move toward target
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const dx = this.targetX - this.x;
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const dy = this.targetY - this.y;
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const distToTarget = Math.sqrt(dx * dx + dy * dy);
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if (distToTarget > 0) {
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this.x += dx / distToTarget * this.speed;
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this.y += dy / distToTarget * this.speed;
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}
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// Update field position
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const newFieldX = Math.floor(this.x / (canvas.width / fieldSize));
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const newFieldY = Math.floor(this.y / (canvas.height / fieldSize));
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this.fieldX = Math.min(fieldSize - 1, Math.max(0, newFieldX));
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this.fieldY = Math.min(fieldSize - 1, Math.max(0, newFieldY));
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// Add to trail
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this.trail.push({x: this.x, y: this.y});
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if (this.trail.length > this.maxTrail) {
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this.trail.shift();
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}
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}
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draw() {
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// Draw trail
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for (let i = 1; i < this.trail.length; i++) {
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const a = this.trail[i-1];
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const b = this.trail[i];
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const alphaStep = alpha / this.trail.length;
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ctx.strokeStyle = `hsla(${params.hue}, 70%, 60%, ${alphaStep * (this.trail.length - i)})`;
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ctx.lineWidth = this.size * (i / this.trail.length) * 0.5;
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ctx.beginPath();
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ctx.moveTo(a.x, a.y);
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ctx.lineTo(b.x, b.y);
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ctx.stroke();
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}
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// Draw node
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ctx.fillStyle = `hsla(${params.hue}, 70%, 60%, ${alpha})`;
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ctx.beginPath();
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ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
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ctx.fill();
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}
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}
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// Create nodes
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const nodes = Array(nodeCount).fill().map(() => new Node());
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// Animation loop
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function animate() {
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// Subtle pulse effect
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const pulse = params.pulse.avg + (Math.random() - 0.5) * 0.2;
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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// Update field
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for (let y = 0; y < fieldSize; y++) {
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for (let x = 0; x < fieldSize; x++) {
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field[x][y].vx = Math.sin(Date.now() * 0.001 + x * 0.5) * pulse * 0.2;
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field[x][y].vy = Math.cos(Date.now() * 0.001 + y * 0.5) * pulse * 0.2;
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}
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}
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// Update and draw nodes with slight field influence
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nodes.forEach(node => {
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node.step();
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// Small perturbation from flow field
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const fieldVal = field[node.fieldX][node.fieldY];
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node.x += fieldVal.vx;
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node.y += fieldVal.vy;
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node.draw();
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});
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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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