birth: Fractal Pulse in Fractured Motion
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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>Neurameba Organism</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: 'Courier New', monospace;
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color: #aaa;
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display: flex;
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flex-direction: column;
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height: 100vh;
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}
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#canvas {
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flex: 1;
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}
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#attribution {
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text-align: center;
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padding: 10px;
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font-size: 10px;
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opacity: 0.5;
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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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(function() {
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const canvas = document.getElementById('canvas');
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const ctx = canvas.getContext('2d');
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// Set canvas to full window size
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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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// Parameters derived from the abstract description
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const params = {
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motion: 0.663,
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density: 0.431,
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complexity: 0.747,
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connectedness: 0.579,
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lifespan: 0.339,
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survivingNodes: 6,
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branchCount: 4,
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loops: 10,
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maxDepth: 6,
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thicknessRatio: 1.00,
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fractalDimension: 0.500,
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energy: 47.0,
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pulse: { avg: 0.35, min: 0.30, max: 1.20 },
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tone: { anger: 0.00, sadness: 0.00, curiosity: 0.70, dryness: 0.90, playfulness: 0.00, tension: 0.00 }
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};
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// Derived configuration
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const config = {
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angle: Math.PI / 4 * params.complexity,
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angleVariation: params.connectedness * 0.5,
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segmentLength: 10 + params.density * 30,
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recursionDepth: params.maxDepth,
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loopCount: params.loops,
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color: `hsl(${200 + params.tone.curiosity * 80}, 30%, ${60 + params.tone.dryness * 20}%)`,
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strokeWidth: 1 + params.thicknessRatio * 3,
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maxEnergy: params.energy
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};
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// L-system rules
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const lSystem = {
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axiom: 'X',
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rules: {
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'F': 'FF+[+F-F-F]-[-F+F+F]',
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'X': 'F-[[X]+X]+F[+FX]-X'
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},
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iterations: 3 + Math.floor(params.complexity * 3),
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angle: config.angle,
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length: config.segmentLength,
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lengthDecay: 0.75,
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lengthVariation: 0.1 * params.connectedness,
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angleVariation: config.angleVariation,
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maxDepth: config.recursionDepth,
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currentDepth: 0
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};
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// State variables
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let time = 0;
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const organisms = [];
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const decayRate = 0.99;
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// Organism class
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class Organism {
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constructor(x, y, angle, depth, color) {
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this.x = x;
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this.y = y;
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this.angle = angle;
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this.depth = depth;
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this.color = color;
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this.length = lSystem.length * (0.5 + Math.random() * 0.5 * params.motion);
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this.maxLength = this.length;
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this.decay = 1.0;
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this.age = 0;
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this.trail = [];
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this.trailLength = 5 + Math.floor(params.lifespan * 20);
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this.pulse = params.pulse.min + Math.random() * (params.pulse.max - params.pulse.min);
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this.pulseTime = 0;
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}
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update() {
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this.age++;
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this.pulseTime += 0.01;
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// Apply pulse
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this.length = this.maxLength * (params.pulse.avg + Math.sin(this.pulseTime * this.pulse) * params.pulse.avg * 0.2);
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// Decay
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this.decay *= decayRate;
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// Add to trail
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this.trail.push({ x: this.x, y: this.y, alpha: this.decay });
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if (this.trail.length > this.trailLength) {
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this.trail.shift();
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}
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// Movement
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this.x += Math.cos(this.angle) * this.length * params.motion;
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this.y += Math.sin(this.angle) * this.length * params.motion;
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// Bounce off edges
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if (this.x < 0 || this.x > canvas.width) this.angle = Math.PI - this.angle;
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if (this.y < 0 || this.y > canvas.height) this.angle = -this.angle;
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}
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draw() {
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ctx.strokeStyle = this.color;
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ctx.lineWidth = config.strokeWidth * this.decay;
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// Draw trail
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this.trail.forEach((point, i) => {
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const alpha = point.alpha * (i / this.trail.length);
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ctx.globalAlpha = alpha * 0.5;
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ctx.beginPath();
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ctx.arc(point.x, point.y, config.strokeWidth * 0.5 * this.decay, 0, Math.PI * 2);
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ctx.stroke();
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});
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ctx.globalAlpha = 1;
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// Draw current segment
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ctx.beginPath();
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ctx.moveTo(this.x, this.y);
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const nextX = this.x + Math.cos(this.angle) * this.length;
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const nextY = this.y + Math.sin(this.angle) * this.length;
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ctx.lineTo(nextX, nextY);
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ctx.stroke();
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}
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}
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// L-system expansion
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function expandLSystem(axiom, rules, iterations) {
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let current = axiom;
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for (let i = 0; i < iterations; i++) {
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let next = '';
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for (let j = 0; j < current.length; j++) {
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const char = current[j];
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next += rules[char] || char;
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}
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current = next;
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}
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return current;
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}
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// Parse L-system string into drawing commands
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function parseLSystem(lSystem) {
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const commands = expandLSystem(lSystem.axiom, lSystem.rules, lSystem.iterations);
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const stack = [];
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const organisms = [];
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let currentX = canvas.width / 2;
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let currentY = canvas.height;
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let currentAngle = -Math.PI / 2;
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let currentDepth = 0;
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for (let i = 0; i < commands.length; i++) {
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const cmd = commands[i];
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const colorVariation = 0.7 + Math.sin(time * 0.01 + i * 0.1) * 0.3;
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switch (cmd) {
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case 'F':
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const newOrg = new Organism(
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currentX,
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currentY,
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currentAngle,
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currentDepth,
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config.color
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);
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organisms.push(newOrg);
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currentX += Math.cos(currentAngle) * newOrg.length;
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currentY += Math.sin(currentAngle) * newOrg.length;
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break;
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case '+':
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currentAngle += lSystem.angle + (Math.random() * 2 - 1) * lSystem.angleVariation;
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break;
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case '-':
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currentAngle -= lSystem.angle + (Math.random() * 2 - 1) * lSystem.angleVariation;
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break;
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case '[':
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stack.push({ x: currentX, y: currentY, angle: currentAngle, depth: currentDepth });
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currentDepth++;
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break;
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case ']':
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const state = stack.pop();
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if (state) {
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currentX = state.x;
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currentY = state.y;
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currentAngle = state.angle;
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currentDepth = state.depth;
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}
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break;
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case 'X':
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// Branch point - new organism at same position
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const branchOrg = new Organism(
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currentX,
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currentY,
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currentAngle + (Math.random() - 0.5) * 0.5,
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currentDepth,
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config.color
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);
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organisms.push(branchOrg);
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break;
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}
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}
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return organisms;
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}
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// Initialize
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function init() {
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organisms.length = 0;
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organisms.push(...parseLSystem(lSystem));
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}
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// Main animation loop
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function animate() {
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time += 0.01;
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// Fade background slightly
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ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Update and draw all organisms
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for (let i = organisms.length - 1; i >= 0; i--) {
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organisms[i].update();
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organisms[i].draw();
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// Remove dead organisms
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if (organisms[i].decay < 0.01) {
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organisms.splice(i, 1);
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}
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}
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// Occasionally add new random organisms
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if (Math.random() < 0.05 && organisms.length < 100) {
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const organism = new Organism(
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Math.random() * canvas.width,
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Math.random() * canvas.height,
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Math.random() * Math.PI * 2,
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0,
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config.color
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);
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organisms.push(organism);
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}
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requestAnimationFrame(animate);
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}
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// Start animation
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init();
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animate();
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})();
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</script>
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</body>
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</html>
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