birth: Flowing Emulsion Dreams
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index.html
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188
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 Emulsion</title>
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<style>
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body { margin: 0; overflow: hidden; background: #0a0a0a; }
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canvas { display: block; }
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.attribution { position: absolute; bottom: 10px; right: 10px; color: #555; font-family: monospace; font-size: 12px; }
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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 class="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 resize() {
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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', resize);
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resize();
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// Parameters derived from input
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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: 1.05, min: 1.0, max: 1.1 },
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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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// Flow field parameters
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const fieldSize = 32;
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const fieldWidth = Math.ceil(canvas.width / fieldSize);
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const fieldHeight = Math.ceil(canvas.height / fieldSize);
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const field = new Array(fieldWidth * fieldHeight);
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// Particle system
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const particles = [];
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const particleCount = Math.floor(params.density * 1500) + 500;
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// Initialize field
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function initField() {
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for (let y = 0; y < fieldHeight; y++) {
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for (let x = 0; x < fieldWidth; x++) {
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const idx = y * fieldWidth + x;
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const angle = Math.random() * Math.PI * 2;
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const strength = 0.5 + Math.random() * 0.5;
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field[idx] = {
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dx: Math.cos(angle) * strength,
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dy: Math.sin(angle) * strength
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};
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}
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}
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}
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// Initialize particles
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function initParticles() {
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particles.length = 0;
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for (let i = 0; i < particleCount; i++) {
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particles.push({
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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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vx: 0,
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vy: 0,
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size: 1 + Math.random() * 2,
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speed: 0.5 + Math.random() * 0.5,
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lifespan: params.lifespan * 100 + 50,
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pulse: 1,
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hue: params.tone.dryness > 0.5 ? 0 : 180 + Math.random() * 60
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});
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}
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}
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// Update field based on motion
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function updateField() {
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const pulseVariation = params.pulse.avg + (params.pulse.max - params.pulse.min) * (0.5 - Math.random());
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for (let y = 0; y < fieldHeight; y++) {
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for (let x = 0; x < fieldWidth; x++) {
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const idx = y * fieldWidth + x;
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const fieldPoint = field[idx];
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// Simulate organic flow with slight turbulence
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fieldPoint.dx += (Math.random() - 0.5) * 0.1 * params.motion;
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fieldPoint.dy += (Math.random() - 0.5) * 0.1 * params.motion;
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// Normalize and scale
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const length = Math.sqrt(fieldPoint.dx * fieldPoint.dx + fieldPoint.dy * fieldPoint.dy);
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if (length > 0) {
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fieldPoint.dx = fieldPoint.dx / length * 0.5 * pulseVariation;
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fieldPoint.dy = fieldPoint.dy / length * 0.5 * pulseVariation;
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}
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}
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}
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}
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// Update particles
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function updateParticles() {
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for (let i = particles.length - 1; i >= 0; i--) {
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const p = particles[i];
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// Age particle
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p.lifespan--;
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if (p.lifespan <= 0) {
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particles.splice(i, 1);
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continue;
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}
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// Pulse effect
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p.pulse = params.pulse.avg + (params.pulse.max - params.pulse.min) * (Math.sin(Date.now() * 0.001) * 0.5 + 0.5);
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// Get field influence
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const fieldX = Math.floor(p.x / fieldSize);
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const fieldY = Math.floor(p.y / fieldSize);
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const idx = fieldY * fieldWidth + fieldX;
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const fieldPoint = field[idx % field.length];
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// Calculate new velocity
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p.vx = fieldPoint.dx * p.speed * p.pulse;
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p.vy = fieldPoint.dy * p.speed * p.pulse;
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// Update position
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p.prevX = p.x;
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p.prevY = p.y;
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p.x += p.vx;
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p.y += p.vy;
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// Boundary checks
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if (p.x < 0 || p.x > canvas.width || p.y < 0 || p.y > canvas.height) {
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p.x = Math.random() * canvas.width;
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p.y = Math.random() * canvas.height;
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}
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}
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}
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// Draw particles with trails
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function draw() {
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// Fade background slightly
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ctx.fillStyle = 'rgba(10, 10, 10, 0.05)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Use dryness tone (monochrome)
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const brightness = 50 + Math.sin(Date.now() * 0.002) * 30;
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for (const p of particles) {
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// Calculate trail length based on motion
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const trailLength = Math.floor(params.motion * 3) + 1;
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// Draw trail
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ctx.beginPath();
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ctx.moveTo(p.x, p.y);
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for (let i = 1; i <= trailLength; i++) {
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const oldX = p.x - p.vx * i;
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const oldY = p.y - p.vy * i;
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const alpha = Math.min(1, i / trailLength * 0.6);
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ctx.lineTo(oldX, oldY);
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}
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// Draw particle
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ctx.lineTo(p.x, p.y);
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ctx.strokeStyle = `hsl(0, 0%, ${brightness}%)`;
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ctx.lineWidth = p.size * 0.5;
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ctx.stroke();
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}
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}
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function animate() {
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updateField();
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updateParticles();
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draw();
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requestAnimationFrame(animate);
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}
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initField();
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initParticles();
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animate();
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</script>
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</body>
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</html>
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