flowing-minds-in-quiet-curr.../index.html

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Neurameba Flow Field</title>
<style>
body {
margin: 0;
overflow: hidden;
background-color: #0a0a0a;
font-family: 'Courier New', monospace;
}
#attribution {
position: absolute;
bottom: 20px;
right: 20px;
color: #ffffff80;
font-size: 12px;
z-index: 100;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div id="attribution">neurameba · motd.social</div>
<script>
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
// Flow field parameters
const params = {
motion: 0.500,
density: 0.500,
complexity: 0.500,
connectedness: 0.500,
lifespan: 0.500,
pulse: 1.08,
tone: {
anger: 0.00,
sadness: 0.00,
curiosity: 0.60,
dryness: 0.80,
playfulness: 0.20,
tension: 0.00
}
};
// Generate initial flow field
const fieldSize = 32;
const field = [];
for (let y = 0; y < fieldSize; y++) {
field[y] = [];
for (let x = 0; x < fieldSize; x++) {
// Base vector with some noise
const angle = (x / fieldSize) * Math.PI * 2 + Math.random() * 0.1;
const length = 0.5 + Math.sin(x * 0.3) * 0.3;
field[y][x] = {
vx: Math.cos(angle) * length,
vy: Math.sin(angle) * length,
baseAngle: angle
};
}
}
// Particle system
const particles = [];
const particleCount = Math.floor(100 + 300 * params.density);
for (let i = 0; i < particleCount; i++) {
particles.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
vx: 0,
vy: 0,
size: 1 + Math.random() * 2,
color: getParticleColor(),
lifetime: 0,
maxLifetime: 100 + Math.random() * 200 * params.lifespan,
trail: [],
trailLength: 5 + Math.floor(params.motion * 20)
});
}
function getParticleColor() {
const r = Math.floor(50 + 50 * params.tone.curiosity * (1 - params.tone.dryness));
const g = Math.floor(100 + 100 * params.tone.curiosity * (1 - params.tone.dryness));
const b = Math.floor(150 + 100 * params.tone.curiosity * (1 - params.tone.dryness));
return `rgba(${r}, ${g}, ${b}, 0.7)`;
}
function updateField() {
// Slightly perturb the field based on motion
for (let y = 0; y < fieldSize; y++) {
for (let x = 0; x < fieldSize; x++) {
const cell = field[y][x];
cell.baseAngle += (Math.random() - 0.5) * 0.1 * params.motion;
cell.vx = Math.cos(cell.baseAngle) * (0.5 + Math.sin(x * 0.3) * 0.3);
cell.vy = Math.sin(cell.baseAngle) * (0.5 + Math.sin(y * 0.3) * 0.3);
}
}
}
function updateParticles() {
for (const p of particles) {
// Find nearest field point
const fieldX = Math.floor((p.x / canvas.width) * fieldSize) % fieldSize;
const fieldY = Math.floor((p.y / canvas.height) * fieldSize) % fieldSize;
const cell = field[fieldY][fieldX];
// Apply flow field forces
const force = params.pulse * params.motion * 0.2;
p.vx = p.vx * 0.95 + cell.vx * force;
p.vy = p.vy * 0.95 + cell.vy * force;
// Add some turbulence
p.vx += (Math.random() - 0.5) * 0.05 * params.motion * params.complexity;
p.vy += (Math.random() - 0.5) * 0.05 * params.motion * params.complexity;
// Update position with boundary checks
p.x += p.vx;
p.y += p.vy;
p.x = (p.x + canvas.width) % canvas.width;
p.y = (p.y + canvas.height) % canvas.height;
// Update trail
p.trail.push({x: p.x, y: p.y});
if (p.trail.length > p.trailLength) {
p.trail.shift();
}
p.lifetime++;
}
// Cull dead particles
if (Math.random() < 0.02 * (1 - params.lifespan)) {
const deadIndex = Math.floor(Math.random() * particles.length);
const deadParticle = particles[deadIndex];
deadParticle.maxLifetime = 0; // Mark for replacement
}
// Replace dead particles
for (let i = 0; i < particles.length; i++) {
if (particles[i].lifetime > particles[i].maxLifetime) {
const angle = Math.random() * Math.PI * 2;
const length = Math.max(canvas.width, canvas.height) * 0.1;
particles[i] = {
x: canvas.width/2 + Math.cos(angle) * length,
y: canvas.height/2 + Math.sin(angle) * length,
vx: Math.cos(angle) * 2,
vy: Math.sin(angle) * 2,
size: 1 + Math.random() * 2,
color: getParticleColor(),
lifetime: 0,
maxLifetime: 100 + Math.random() * 200 * params.lifespan,
trail: [],
trailLength: 5 + Math.floor(params.motion * 20)
};
}
}
}
function draw() {
// Dim background slightly
ctx.fillStyle = 'rgba(10, 10, 10, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw particles
for (const p of particles) {
// Draw trail
ctx.beginPath();
for (let i = 0; i < p.trail.length; i++) {
const t = p.trail[i];
const alpha = i / p.trail.length * 0.5;
ctx.moveTo(t.x, t.y);
ctx.lineTo(p.trail[i-1]?.x || t.x, p.trail[i-1]?.y || t.y);
}
ctx.strokeStyle = p.color.replace('0.7', '0.3');
ctx.lineWidth = p.size * 0.3;
ctx.stroke();
// Draw particle
ctx.beginPath();
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
ctx.fillStyle = p.color;
ctx.fill();
}
updateField();
updateParticles();
}
function animate() {
draw();
requestAnimationFrame(animate);
}
animate();
</script>
</body>
</html>