flowing-static-abandon-xbix/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>Generative Flow Field</title>
<style>
body, html {
margin: 0;
padding: 0;
overflow: hidden;
background: #121212;
font-family: monospace;
}
canvas {
display: block;
}
#attribution {
position: fixed;
bottom: 10px;
right: 10px;
color: #888;
font-size: 10px;
pointer-events: none;
}
</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();
const params = {
motion: 0.5,
density: 0.5,
complexity: 0.5,
connectedness: 0.5,
lifespan: 0.5,
pulse: { avg: 1.1, min: 1.0, max: 1.3 },
tone: { dryness: 0.8, playfulness: 0.1 }
};
const particles = [];
const particleCount = Math.floor(params.density * 500) + 100;
function getPulse() {
return params.pulse.avg + (Math.random() * (params.pulse.max - params.pulse.min) - (params.pulse.max - params.pulse.avg));
}
for (let i = 0; i < particleCount; i++) {
particles.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
vx: 0,
vy: 0,
size: Math.random() * 2 + 1,
opacity: Math.random() * 0.5 + 0.1,
hue: Math.random() * 360,
speed: getPulse(),
lifetime: 0,
maxLifetime: 100 + Math.random() * 200,
pulse: getPulse(),
targetX: Math.random() * canvas.width,
targetY: Math.random() * canvas.height
});
}
function drawParticle(particle) {
ctx.beginPath();
ctx.arc(particle.x, particle.y, particle.size * (1 - particle.lifetime / particle.maxLifetime), 0, Math.PI * 2);
ctx.fillStyle = `hsla(${particle.hue}, 30%, ${80 - particle.opacity * 30}%, ${particle.opacity * (1 - particle.lifetime / particle.maxLifetime)})`;
ctx.fill();
}
function updateParticle(particle, index) {
// Fade in/out based on pulse
const pulse = particle.pulse;
const motionFactor = params.motion * 0.5 + 0.5;
// Create flow field effect with some disturbance
const centerX = canvas.width / 2;
const centerY = canvas.height / 2;
const distToCenter = Math.sqrt(Math.pow(particle.x - centerX, 2) + Math.pow(particle.y - centerY, 2));
const centerFactor = 1 - Math.min(distToCenter / Math.max(centerX, centerY), 1);
// Base flow toward center
const fx = (centerX - particle.x) * 0.0005 * centerFactor;
const fy = (centerY - particle.y) * 0.0005 * centerFactor;
// Add some randomness
particle.vx += (fx + (Math.random() - 0.5) * motionFactor * 0.1) * pulse;
particle.vy += (fy + (Math.random() - 0.5) * motionFactor * 0.1) * pulse;
// Apply drag
particle.vx *= 0.95;
particle.vy *= 0.95;
// Update position
particle.x += particle.vx;
particle.y += particle.vy;
// Bounce off edges with some energy loss
if (particle.x < 0 || particle.x > canvas.width) {
particle.vx *= -0.8;
particle.x = Math.max(0, Math.min(canvas.width, particle.x));
}
if (particle.y < 0 || particle.y > canvas.height) {
particle.vy *= -0.8;
particle.y = Math.max(0, Math.min(canvas.height, particle.y));
}
// Update lifetime
particle.lifetime++;
if (particle.lifetime > particle.maxLifetime) {
particle.lifetime = 0;
particle.x = Math.random() * canvas.width;
particle.y = Math.random() * canvas.height;
particle.targetX = Math.random() * canvas.width;
particle.targetY = Math.random() * canvas.height;
}
}
function animate() {
// Clear with semi-transparent background to create trails
ctx.fillStyle = 'rgba(18, 18, 18, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Update and draw all particles
particles.forEach((particle, index) => {
updateParticle(particle, index);
drawParticle(particle);
});
requestAnimationFrame(animate);
}
animate();
</script>
</body>
</html>