flowing-monochrome-entities.../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>Flow Field Organism</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
font-family: 'Courier New', monospace;
}
canvas {
display: block;
}
#attribution {
position: absolute;
bottom: 10px;
right: 10px;
color: #444;
font-size: 10px;
text-shadow: 0 0 5px #000;
}
</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();
// Parameters based on generative art builder
const params = {
motion: 0.5,
density: 0.5,
complexity: 0.5,
connectedness: 0.5,
lifespan: 0.5,
pulse: { avg: 1.06, min: 0.9, max: 1.2 },
tone: { anger: 0.0, sadness: 0.0, curiosity: 0.1, dryness: 0.9, playfulness: 0.0, tension: 0.0 }
};
// Flow field variables
const fieldSize = 20;
const particleCount = Math.floor(100 + params.density * 200);
const particles = [];
const field = [];
let time = 0;
// Initialize flow field
function initField() {
for (let y = 0; y < Math.floor(canvas.height / fieldSize); y++) {
field[y] = [];
for (let x = 0; x < Math.floor(canvas.width / fieldSize); x++) {
// Create swirling flow patterns
field[y][x] = {
vx: Math.sin(x * 0.1 + time * 0.05),
vy: Math.cos(y * 0.1 + time * 0.05) * Math.sin(x * 0.05)
};
}
}
}
// Create particles
function initParticles() {
particles.length = 0;
for (let i = 0; i < particleCount; i++) {
particles.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
size: 1 + Math.random() * 2,
speed: 0.5 + Math.random() * 1.5,
trail: [],
maxTrailLength: 5 + Math.floor(params.complexity * 10),
color: `hsl(0, 0%, ${params.tone.dryness > 0.8 ? 85 : 70}%)`,
life: 0
});
}
}
// Update flow field
function updateField() {
time += 0.01;
for (let y = 0; y < field.length; y++) {
for (let x = 0; x < field[y].length; x++) {
const nx = x + Math.sin(time * 0.02) * 2;
const ny = y + Math.cos(time * 0.03) * 2;
field[y][x].vx = Math.sin(nx * 0.1) * 0.5;
field[y][x].vy = Math.cos(ny * 0.1) * 0.3;
}
}
}
// Update particles
function updateParticles() {
particles.forEach(p => {
// Get flow field value
const fx = Math.floor(p.x / fieldSize);
const fy = Math.floor(p.y / fieldSize);
if (fx >= 0 && fx < field[0].length && fy >= 0 && fy < field.length) {
const flow = field[fy][fx];
p.x += flow.vx * p.speed * params.motion;
p.y += flow.vy * p.speed * params.motion;
} else {
// Random movement when out of bounds
p.x = Math.random() * canvas.width;
p.y = Math.random() * canvas.height;
}
// Add to trail
p.trail.push({x: p.x, y: p.y});
if (p.trail.length > p.maxTrailLength) {
p.trail.shift();
}
// Wrap around
if (p.x < 0) p.x = canvas.width;
if (p.x > canvas.width) p.x = 0;
if (p.y < 0) p.y = canvas.height;
if (p.y > canvas.height) p.y = 0;
p.life += 0.01 * params.lifespan;
});
// Occasionally reset particles to maintain density
if (Math.random() < 0.01 * (1 - params.density)) {
const p = particles[Math.floor(Math.random() * particles.length)];
p.x = Math.random() * canvas.width;
p.y = Math.random() * canvas.height;
p.size = 1 + Math.random() * 2;
}
}
// Draw everything
function draw() {
// Soft background fade
ctx.fillStyle = `rgba(5, 5, 5, ${params.tone.dryness > 0.8 ? 0.05 : 0.1})`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw flow field (subtle)
ctx.strokeStyle = `rgba(255, 255, 255, 0.03)`;
ctx.lineWidth = 0.5;
for (let y = 0; y < field.length; y += 3) {
for (let x = 0; x < field[y].length; x += 3) {
const flow = field[y][x];
const x2 = x * fieldSize + fieldSize/2;
const y2 = y * fieldSize + fieldSize/2;
const x3 = x2 + flow.vx * 5;
const y3 = y2 + flow.vy * 5;
ctx.beginPath();
ctx.moveTo(x2, y2);
ctx.lineTo(x3, y3);
ctx.stroke();
}
}
// Draw particles with trails
particles.forEach(p => {
// Draw trail
ctx.strokeStyle = p.color;
ctx.lineWidth = p.size / 2;
if (p.trail.length > 1) {
ctx.beginPath();
ctx.moveTo(p.trail[0].x, p.trail[0].y);
for (let i = 1; i < p.trail.length; i++) {
const prev = p.trail[i-1];
const curr = p.trail[i];
const dist = Math.sqrt((curr.x - prev.x) ** 2 + (curr.y - prev.y) ** 2);
ctx.lineWidth = p.size * Math.max(0.3, 1 - dist / 10);
ctx.lineTo(curr.x, curr.y);
}
ctx.stroke();
}
// Draw head
ctx.fillStyle = p.color;
ctx.beginPath();
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
ctx.fill();
});
}
function animate() {
updateField();
updateParticles();
draw();
requestAnimationFrame(animate);
}
initField();
initParticles();
animate();
</script>
</body>
</html>