birth: Flowing Tendrils in Veins
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index.html
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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>Flow Field Tendrils</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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background: #0a0a0a;
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font-family: monospace;
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color: #4a4a4a;
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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: absolute;
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bottom: 20px;
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right: 20px;
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font-size: 10px;
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color: #666;
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text-align: right;
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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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resizeCanvas();
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window.addEventListener('resize', resizeCanvas);
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// Flow field parameters
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const cols = Math.floor(canvas.width / 20);
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const rows = Math.floor(canvas.height / 20);
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const field = [];
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const particles = [];
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const maxParticles = Math.floor(1000 * (0.5 + 0.5 * 0.5)); // Density * motion adjustment
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// Initialize flow field
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function initField() {
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for (let i = 0; i < cols; i++) {
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field[i] = [];
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for (let j = 0; j < rows; j++) {
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const angle = Math.random() * Math.PI * 2;
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const strength = 0.5 + Math.random() * 0.5; // Some variation in flow
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field[i][j] = {
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x: i,
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y: j,
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angle: angle,
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strength: strength,
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targetAngle: angle,
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speed: 0.01 + Math.random() * 0.02
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};
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}
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}
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}
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// Initialize particles
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function initParticles() {
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for (let i = 0; i < maxParticles; 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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size: 1 + Math.random() * 2,
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speed: 0.2 + Math.random() * 0.3,
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lifespan: 100 + Math.random() * 200,
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life: 0,
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trail: [],
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color: `rgba(${180 + Math.floor(Math.random() * 75)}, ${180 + Math.floor(Math.random() * 75)}, ${180 + Math.floor(Math.random() * 75)}, 0.7)`
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});
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}
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}
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// Update flow field angles for organic motion
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function updateField() {
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for (let i = 0; i < cols; i++) {
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for (let j = 0; j < rows; j++) {
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const cell = field[i][j];
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// Organic angle oscillation based on motion parameter
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cell.targetAngle += (Math.random() - 0.5) * 0.1 * (0.5 + 0.5 * 0.5);
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cell.targetAngle = (cell.targetAngle + Math.PI * 2) % (Math.PI * 2);
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// Smooth interpolation toward target
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cell.angle += (cell.targetAngle - cell.angle) * 0.05 * (0.5 + 0.5 * 0.5);
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// Add some local variation
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const neighbors = [];
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if (i > 0) neighbors.push(field[i-1][j]);
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if (i < cols-1) neighbors.push(field[i+1][j]);
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if (j > 0) neighbors.push(field[i][j-1]);
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if (j < rows-1) neighbors.push(field[i][j+1]);
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if (neighbors.length > 0) {
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const avgAngle = neighbors.reduce((sum, n) => sum + n.angle, 0) / neighbors.length;
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cell.targetAngle = (cell.targetAngle * 3 + avgAngle) / 4;
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}
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}
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}
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}
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// Update particles
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function updateParticles() {
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particles.forEach(particle => {
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// Find nearest field cell
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const cellX = Math.floor(particle.x / (canvas.width / cols));
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const cellY = Math.floor(particle.y / (canvas.height / rows));
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const cell = field[Math.max(0, Math.min(cols-1, cellX))][Math.max(0, Math.min(rows-1, cellY))];
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// Move toward flow direction
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const angle = cell.angle;
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particle.x += Math.cos(angle) * particle.speed * (0.5 + 0.5 * 1.06); // Using pulse average
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particle.y += Math.sin(angle) * particle.speed * (0.5 + 0.5 * 1.06);
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// Add some randomness based on motion
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if (Math.random() < 0.1 * (0.5 + 0.5 * 0.5)) {
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particle.x += (Math.random() - 0.5) * 5;
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particle.y += (Math.random() - 0.5) * 5;
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}
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// Wrap around edges
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if (particle.x < 0) particle.x = canvas.width;
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if (particle.x > canvas.width) particle.x = 0;
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if (particle.y < 0) particle.y = canvas.height;
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if (particle.y > canvas.height) particle.y = 0;
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// Add to trail
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particle.trail.push({x: particle.x, y: particle.y});
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if (particle.trail.length > 20) {
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particle.trail.shift();
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}
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particle.life += 1;
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particle.size = 1 + 1 * (particle.life / particle.lifespan);
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});
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// Occasionally add new particles
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if (Math.random() < 0.02 * (0.5 + 0.5 * 0.5)) {
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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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size: 1 + Math.random() * 2,
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speed: 0.2 + Math.random() * 0.3,
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lifespan: 100 + Math.random() * 200,
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life: 0,
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trail: [],
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color: `rgba(${180 + Math.floor(Math.random() * 75)}, ${180 + Math.floor(Math.random() * 75)}, ${180 + Math.floor(Math.random() * 75)}, 0.7)`
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});
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}
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}
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// Draw
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function draw() {
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// Fade background slightly for trails
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ctx.fillStyle = 'rgba(10, 10, 10, 0.05)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Draw particles with trails
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particles.forEach(particle => {
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ctx.strokeStyle = particle.color;
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ctx.lineWidth = 0.5;
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if (particle.trail.length > 1) {
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ctx.beginPath();
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ctx.moveTo(particle.trail[0].x, particle.trail[0].y);
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for (let i = 1; i < particle.trail.length; i++) {
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const pos = particle.trail[i];
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const nextPos = particle.trail[i+1] || {x: particle.x, y: particle.y};
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const dist = Math.sqrt((nextPos.x - pos.x)**2 + (nextPos.y - pos.y)**2);
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if (dist > 1) {
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ctx.moveTo(pos.x, pos.y);
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ctx.lineTo(nextPos.x, nextPos.y);
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}
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}
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ctx.stroke();
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}
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});
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// Draw some field vectors when motion is high
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if (0.5 > 0.3) {
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ctx.strokeStyle = 'rgba(100, 100, 100, 0.3)';
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ctx.lineWidth = 1;
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for (let i = 0; i < cols; i += 5) {
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for (let j = 0; j < rows; j += 5) {
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const cell = field[i][j];
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const x = i * (canvas.width / cols) + (canvas.width / cols)/2;
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const y = j * (canvas.height / rows) + (canvas.height / rows)/2;
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const len = 10 * cell.strength;
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ctx.beginPath();
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ctx.moveTo(x, y);
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ctx.lineTo(x + Math.cos(cell.angle) * len, y + Math.sin(cell.angle) * len);
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ctx.stroke();
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}
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}
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}
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}
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function animate() {
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updateField();
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updateParticles();
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draw();
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requestAnimationFrame(animate);
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}
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initField();
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initParticles();
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animate();
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</script>
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</body>
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</html>
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