birth: Fractal Tendrils Unfurl
This commit is contained in:
parent
13dcd68dcc
commit
24f3bc86c7
1 changed files with 204 additions and 0 deletions
204
index.html
Normal file
204
index.html
Normal file
|
|
@ -0,0 +1,204 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>Fractal Tendrils</title>
|
||||
<style>
|
||||
body {
|
||||
margin: 0;
|
||||
overflow: hidden;
|
||||
background: #0a0a0a;
|
||||
font-family: 'Courier New', monospace;
|
||||
color: #f0f0f0;
|
||||
}
|
||||
canvas {
|
||||
display: block;
|
||||
}
|
||||
#attribution {
|
||||
position: absolute;
|
||||
bottom: 10px;
|
||||
right: 10px;
|
||||
font-size: 10px;
|
||||
opacity: 0.5;
|
||||
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();
|
||||
|
||||
// Parameters from prompt
|
||||
const params = {
|
||||
motion: 0.5,
|
||||
density: 0.5,
|
||||
complexity: 0.5,
|
||||
connectedness: 0.5,
|
||||
lifespan: 0.5,
|
||||
pulse: {
|
||||
avg: 1.07,
|
||||
min: 0.9,
|
||||
max: 1.2
|
||||
},
|
||||
tone: {
|
||||
anger: 0.0,
|
||||
sadness: 0.0,
|
||||
curiosity: 0.2,
|
||||
dryness: 0.9,
|
||||
playfulness: 0.0,
|
||||
tension: 0.0
|
||||
}
|
||||
};
|
||||
|
||||
// Generate base rules for L-system
|
||||
function generateRules() {
|
||||
const bend = Math.floor(10 + params.complexity * 40);
|
||||
const splitChance = 0.3 + params.connectedness * 0.4;
|
||||
const angle = (0.5 + params.motion * 0.5) * Math.PI/6;
|
||||
|
||||
return {
|
||||
axiom: "F",
|
||||
rules: {
|
||||
"F": () => {
|
||||
const choices = [];
|
||||
if (Math.random() < splitChance) choices.push("F[+F]F[-F]F");
|
||||
else if (Math.random() < 0.5) choices.push("F[+F]F");
|
||||
else choices.push("FF");
|
||||
return choices[Math.floor(Math.random() * choices.length)];
|
||||
}
|
||||
},
|
||||
angle: angle,
|
||||
step: 10 + (1 - params.density) * 15,
|
||||
iterations: 4 + Math.floor(params.complexity * 4),
|
||||
bendAngle: angle * 0.8,
|
||||
bendChance: 0.4 + params.motion * 0.3
|
||||
};
|
||||
}
|
||||
|
||||
// L-system implementation
|
||||
class LSystem {
|
||||
constructor(rules) {
|
||||
this.rules = rules;
|
||||
this.axiom = rules.axiom;
|
||||
this.iterations = rules.iterations;
|
||||
this.current = this.axiom;
|
||||
this.history = [this.current];
|
||||
}
|
||||
|
||||
iterate() {
|
||||
let next = '';
|
||||
for (const c of this.current) {
|
||||
if (this.rules.rules[c]) {
|
||||
next += this.rules.rules[c]();
|
||||
} else {
|
||||
next += c;
|
||||
}
|
||||
}
|
||||
this.current = next;
|
||||
this.history.push(this.current);
|
||||
return this.current;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw function
|
||||
function draw() {
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||
ctx.save();
|
||||
|
||||
// Set style based on tone
|
||||
const dryness = params.tone.dryness;
|
||||
ctx.strokeStyle = `rgba(220, 220, 220, ${0.8 + dryness * 0.2})`;
|
||||
ctx.lineWidth = 1 + (1 - dryness) * 1.5;
|
||||
ctx.lineCap = 'round';
|
||||
ctx.lineJoin = 'round';
|
||||
|
||||
// Center the drawing
|
||||
ctx.translate(canvas.width/2, canvas.height/2);
|
||||
|
||||
// Generate and draw L-system
|
||||
const rules = generateRules();
|
||||
const system = new LSystem(rules);
|
||||
|
||||
for (let i = 0; i < system.iterations; i++) {
|
||||
system.iterate();
|
||||
}
|
||||
|
||||
const length = rules.step * Math.pow(0.8, system.history.length - 1);
|
||||
const stack = [];
|
||||
let x = 0, y = 0;
|
||||
let angle = -Math.PI/2;
|
||||
|
||||
// Draw with slight variation
|
||||
ctx.globalAlpha = 0.7 + Math.random() * 0.2;
|
||||
ctx.strokeStyle = `hsl(${180 + Math.random() * 30}, 80%, ${60 + Math.random() * 10}%)`;
|
||||
|
||||
for (let c of system.current) {
|
||||
switch(c) {
|
||||
case 'F':
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x, y);
|
||||
const newX = x + Math.cos(angle) * length;
|
||||
const newY = y + Math.sin(angle) * length;
|
||||
ctx.lineTo(newX, newY);
|
||||
ctx.stroke();
|
||||
x = newX;
|
||||
y = newY;
|
||||
break;
|
||||
case '+':
|
||||
angle += rules.bendAngle;
|
||||
break;
|
||||
case '-':
|
||||
angle -= rules.bendAngle;
|
||||
break;
|
||||
case '[':
|
||||
stack.push({x, y, angle});
|
||||
break;
|
||||
case ']':
|
||||
const state = stack.pop();
|
||||
x = state.x;
|
||||
y = state.y;
|
||||
angle = state.angle;
|
||||
break;
|
||||
}
|
||||
|
||||
// Add some organic variation
|
||||
if (Math.random() < rules.bendChance * (1 - params.connectedness)) {
|
||||
angle += (Math.random() - 0.5) * rules.bendAngle * 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
// Animation loop
|
||||
let time = 0;
|
||||
function animate() {
|
||||
time += 0.01;
|
||||
|
||||
// Slight modulation based on pulse
|
||||
const pulse = params.pulse.avg + Math.sin(time * 2) * 0.1 * (params.pulse.max - params.pulse.min);
|
||||
draw();
|
||||
|
||||
// Fade out slightly each frame for ephemeral effect
|
||||
ctx.fillStyle = `rgba(0, 0, 0, ${0.02 * (1 - params.lifespan)})`;
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
|
||||
requestAnimationFrame(animate);
|
||||
}
|
||||
|
||||
animate();
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
Loading…
Add table
Reference in a new issue