birth: Flowing Particles in Currents
This commit is contained in:
parent
9b84577084
commit
28b613ea17
1 changed files with 180 additions and 0 deletions
180
index.html
Normal file
180
index.html
Normal file
|
|
@ -0,0 +1,180 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>Flow Field Canvas</title>
|
||||
<style>
|
||||
body {
|
||||
margin: 0;
|
||||
overflow: hidden;
|
||||
background: #0a0a0a;
|
||||
font-family: 'Courier New', monospace;
|
||||
}
|
||||
canvas {
|
||||
display: block;
|
||||
}
|
||||
#attribution {
|
||||
position: absolute;
|
||||
bottom: 10px;
|
||||
left: 10px;
|
||||
color: #666;
|
||||
font-size: 10px;
|
||||
pointer-events: none;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<canvas id="c"></canvas>
|
||||
<div id="attribution">neurameba · motd.social</div>
|
||||
<script>
|
||||
const canvas = document.getElementById('c');
|
||||
const c = canvas.getContext('2d');
|
||||
|
||||
function resize() {
|
||||
canvas.width = window.innerWidth;
|
||||
canvas.height = window.innerHeight;
|
||||
}
|
||||
window.addEventListener('resize', resize);
|
||||
resize();
|
||||
|
||||
// Flow field parameters
|
||||
const motion = 0.5;
|
||||
const density = 0.5;
|
||||
const complexity = 0.5;
|
||||
const connectedness = 0.5;
|
||||
const lifespan = 0.5;
|
||||
const pulseAvg = 1.08;
|
||||
const pulseVariation = 0.05;
|
||||
|
||||
// Create flow field
|
||||
const fieldSize = Math.min(50, Math.max(10, 30 - complexity * 20));
|
||||
const cols = Math.floor(canvas.width / fieldSize) + 1;
|
||||
const rows = Math.floor(canvas.height / fieldSize) + 1;
|
||||
|
||||
const field = [];
|
||||
for (let y = 0; y < rows; y++) {
|
||||
field[y] = [];
|
||||
for (let x = 0; x < cols; x++) {
|
||||
// Create a field where vectors point outward from center
|
||||
const angle = Math.atan2(
|
||||
y - rows/2,
|
||||
x - cols/2
|
||||
);
|
||||
const length = 0.5 + Math.sin(Date.now() * 0.0005) * 0.5 * connectedness;
|
||||
field[y][x] = {
|
||||
angle: angle,
|
||||
length: length,
|
||||
x: x * fieldSize,
|
||||
y: y * fieldSize
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Create particles
|
||||
const particleCount = Math.floor(500 + density * 1500);
|
||||
const particles = [];
|
||||
const colors = ['#ddd', '#ccc', '#bbb', '#aaa'];
|
||||
|
||||
for (let i = 0; i < particleCount; i++) {
|
||||
particles.push({
|
||||
x: Math.random() * canvas.width,
|
||||
y: Math.random() * canvas.height,
|
||||
vx: 0,
|
||||
vy: 0,
|
||||
size: 0.5 + Math.random() * 2,
|
||||
color: colors[Math.floor(Math.random() * colors.length)],
|
||||
life: 0,
|
||||
maxLife: 100 + Math.random() * 100 * (1 - lifespan),
|
||||
trail: []
|
||||
});
|
||||
}
|
||||
|
||||
function animate() {
|
||||
c.fillStyle = 'rgba(0, 0, 0, 0.05)';
|
||||
c.fillRect(0, 0, canvas.width, canvas.height);
|
||||
|
||||
const time = Date.now() * 0.001;
|
||||
const pulse = pulseAvg + Math.sin(time * 2) * pulseVariation * connectedness;
|
||||
|
||||
// Update field
|
||||
for (let y = 0; y < rows; y++) {
|
||||
for (let x = 0; x < cols; x++) {
|
||||
const angle = Math.atan2(
|
||||
y - rows/2,
|
||||
x - cols/2
|
||||
) + Math.sin(time * 0.5) * 0.5 * motion;
|
||||
field[y][x].angle = angle;
|
||||
}
|
||||
}
|
||||
|
||||
// Update particles
|
||||
for (const p of particles) {
|
||||
// Get field vector
|
||||
const col = Math.floor(p.x / fieldSize);
|
||||
const row = Math.floor(p.y / fieldSize);
|
||||
const fieldCell = field[Math.min(row, rows-1)][Math.min(col, cols-1)];
|
||||
|
||||
// Apply field influence
|
||||
p.vx += Math.cos(fieldCell.angle) * fieldCell.length * 0.05 * motion;
|
||||
p.vy += Math.sin(fieldCell.angle) * fieldCell.length * 0.05 * motion;
|
||||
|
||||
// Add some randomness
|
||||
p.vx += (Math.random() - 0.5) * 0.05 * (1 - complexity);
|
||||
p.vy += (Math.random() - 0.5) * 0.05 * (1 - complexity);
|
||||
|
||||
// Update position
|
||||
p.x += p.vx * pulse;
|
||||
p.y += p.vy * pulse;
|
||||
|
||||
// Wrap around edges
|
||||
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;
|
||||
|
||||
// Update trail
|
||||
p.trail.push({x: p.x, y: p.y});
|
||||
if (p.trail.length > 100) {
|
||||
p.trail.shift();
|
||||
}
|
||||
|
||||
// Update life
|
||||
p.life += 0.5;
|
||||
if (p.life > p.maxLife) {
|
||||
p.life = 0;
|
||||
p.x = Math.random() * canvas.width;
|
||||
p.y = Math.random() * canvas.height;
|
||||
p.trail = [];
|
||||
}
|
||||
}
|
||||
|
||||
// Draw particles
|
||||
for (const p of particles) {
|
||||
// Draw trail
|
||||
c.strokeStyle = p.color;
|
||||
c.lineWidth = p.size * 0.5;
|
||||
c.beginPath();
|
||||
for (let i = 0; i < p.trail.length; i++) {
|
||||
const pos = p.trail[i];
|
||||
const nextPos = p.trail[i + 1];
|
||||
if (nextPos) {
|
||||
c.moveTo(pos.x, pos.y);
|
||||
c.lineTo(nextPos.x, nextPos.y);
|
||||
}
|
||||
}
|
||||
c.stroke();
|
||||
|
||||
// Draw particle
|
||||
c.fillStyle = p.color;
|
||||
c.beginPath();
|
||||
c.arc(p.x, p.y, p.size, 0, Math.PI * 2);
|
||||
c.fill();
|
||||
}
|
||||
|
||||
requestAnimationFrame(animate);
|
||||
}
|
||||
animate();
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
Loading…
Add table
Reference in a new issue