birth: Flowing Static Abandon
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150
index.html
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150
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>Generative Flow Field</title>
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<style>
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body, html {
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margin: 0;
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padding: 0;
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overflow: hidden;
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background: #121212;
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font-family: monospace;
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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: #888;
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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);
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resizeCanvas();
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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: 1.1, min: 1.0, max: 1.3 },
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tone: { dryness: 0.8, playfulness: 0.1 }
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};
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const particles = [];
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const particleCount = Math.floor(params.density * 500) + 100;
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function getPulse() {
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return params.pulse.avg + (Math.random() * (params.pulse.max - params.pulse.min) - (params.pulse.max - params.pulse.avg));
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}
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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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vx: 0,
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vy: 0,
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size: Math.random() * 2 + 1,
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opacity: Math.random() * 0.5 + 0.1,
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hue: Math.random() * 360,
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speed: getPulse(),
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lifetime: 0,
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maxLifetime: 100 + Math.random() * 200,
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pulse: getPulse(),
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targetX: Math.random() * canvas.width,
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targetY: Math.random() * canvas.height
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});
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}
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function drawParticle(particle) {
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ctx.beginPath();
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ctx.arc(particle.x, particle.y, particle.size * (1 - particle.lifetime / particle.maxLifetime), 0, Math.PI * 2);
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ctx.fillStyle = `hsla(${particle.hue}, 30%, ${80 - particle.opacity * 30}%, ${particle.opacity * (1 - particle.lifetime / particle.maxLifetime)})`;
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ctx.fill();
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}
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function updateParticle(particle, index) {
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// Fade in/out based on pulse
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const pulse = particle.pulse;
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const motionFactor = params.motion * 0.5 + 0.5;
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// Create flow field effect with some disturbance
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const centerX = canvas.width / 2;
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const centerY = canvas.height / 2;
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const distToCenter = Math.sqrt(Math.pow(particle.x - centerX, 2) + Math.pow(particle.y - centerY, 2));
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const centerFactor = 1 - Math.min(distToCenter / Math.max(centerX, centerY), 1);
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// Base flow toward center
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const fx = (centerX - particle.x) * 0.0005 * centerFactor;
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const fy = (centerY - particle.y) * 0.0005 * centerFactor;
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// Add some randomness
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particle.vx += (fx + (Math.random() - 0.5) * motionFactor * 0.1) * pulse;
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particle.vy += (fy + (Math.random() - 0.5) * motionFactor * 0.1) * pulse;
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// Apply drag
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particle.vx *= 0.95;
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particle.vy *= 0.95;
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// Update position
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particle.x += particle.vx;
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particle.y += particle.vy;
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// Bounce off edges with some energy loss
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if (particle.x < 0 || particle.x > canvas.width) {
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particle.vx *= -0.8;
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particle.x = Math.max(0, Math.min(canvas.width, particle.x));
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}
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if (particle.y < 0 || particle.y > canvas.height) {
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particle.vy *= -0.8;
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particle.y = Math.max(0, Math.min(canvas.height, particle.y));
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}
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// Update lifetime
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particle.lifetime++;
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if (particle.lifetime > particle.maxLifetime) {
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particle.lifetime = 0;
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particle.x = Math.random() * canvas.width;
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particle.y = Math.random() * canvas.height;
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particle.targetX = Math.random() * canvas.width;
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particle.targetY = Math.random() * canvas.height;
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}
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}
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function animate() {
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// Clear with semi-transparent background to create trails
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ctx.fillStyle = 'rgba(18, 18, 18, 0.05)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Update and draw all particles
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particles.forEach((particle, index) => {
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updateParticle(particle, index);
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drawParticle(particle);
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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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