fractured-constellations-dr.../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>Neurameba Motd Social</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
color: #888;
font-family: 'Courier New', monospace;
display: flex;
justify-content: center;
align-items: flex-end;
height: 100vh;
}
#canvas {
display: block;
background: #0a0a0a;
}
#attribution {
position: absolute;
bottom: 20px;
font-size: 10px;
opacity: 0.5;
}
</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 derived from abstract input
const motion = 0.5;
const density = 0.5;
const complexity = 0.5;
const connectedness = 0.5;
const lifespan = 0.5;
const pulse = { avg: 1.08, min: 1.00, max: 1.20 };
const tone = { anger: 0.00, sadness: 0.00, curiosity: 0.10, dryness: 0.90, playfulness: 0.00, tension: 0.00 };
// Network graph configuration
const nodeCount = Math.floor(100 + density * 200);
const edgeProb = 0.3 + connectedness * 0.4;
const nodeSize = 2 + complexity * 3;
const edgeThickness = 0.5 + complexity * 1.5;
const maxConnections = 5 + connectedness * 10;
const pulseVariation = 0.9 + (pulse.max - pulse.min) * 0.5;
const decayFactor = 0.98 + lifespan * 0.02;
// Nodes and edges
let nodes = [];
let edges = [];
let history = [];
class Node {
constructor(x, y, id) {
this.x = x;
this.y = y;
this.id = id;
this.vx = (Math.random() - 0.5) * motion * 2;
this.vy = (Math.random() - 0.5) * motion * 2;
this.size = nodeSize * (0.8 + Math.random() * 0.4);
this.connections = [];
this.pulse = 1.0;
this.history = [];
}
update() {
this.x += this.vx;
this.y += this.vy;
// Bounce off edges
if (this.x < 0 || this.x > canvas.width) {
this.vx *= -1;
this.x = Math.max(0, Math.min(canvas.width, this.x));
}
if (this.y < 0 || this.y > canvas.height) {
this.vy *= -1;
this.y = Math.max(0, Math.min(canvas.height, this.y));
}
// Update pulse
this.pulse = pulse.avg * (0.95 + Math.sin(Date.now() * 0.002) * 0.05 * pulseVariation);
// Store history
this.history.push({
x: this.x,
y: this.y,
pulse: this.pulse,
time: Date.now()
});
// Limit history length
if (this.history.length > 20) {
this.history.shift();
}
}
draw() {
// Draw connection history
ctx.strokeStyle = `rgba(200, 200, 200, ${0.2 * decayFactor})`;
ctx.lineWidth = 1;
ctx.beginPath();
for (let i = 1; i < this.history.length; i++) {
const h1 = this.history[i-1];
const h2 = this.history[i];
ctx.moveTo(h1.x, h1.y);
ctx.lineTo(h2.x, h2.y);
}
ctx.stroke();
// Draw node
ctx.fillStyle = `rgba(200, 200, 200, ${0.8 * decayFactor})`;
ctx.beginPath();
ctx.arc(this.x, this.y, this.size * this.pulse, 0, Math.PI * 2);
ctx.fill();
}
}
class Edge {
constructor(node1, node2) {
this.node1 = node1;
this.node2 = node2;
this.thickness = edgeThickness * (0.7 + Math.random() * 0.6);
this.strength = 0.5 + Math.random() * 0.5;
}
update() {
// Nodes might disconnect over time
if (Math.random() < 0.002 * (1 - connectedness)) {
this.node1.connections = this.node1.connections.filter(c => c !== this.node2);
this.node2.connections = this.node2.connections.filter(c => c !== this.node1);
return false;
}
return true;
}
draw() {
// Draw connection with pulse effect
const age = (Date.now() - this.node1.history[0]?.time) / 1000;
const opacity = 0.3 * Math.exp(-age * 0.1) * this.strength * this.node1.pulse * this.node2.pulse;
ctx.strokeStyle = `rgba(180, 180, 180, ${opacity * decayFactor})`;
ctx.lineWidth = this.thickness * this.node1.pulse;
ctx.beginPath();
ctx.moveTo(this.node1.x, this.node1.y);
ctx.lineTo(this.node2.x, this.node2.y);
ctx.stroke();
}
}
function initNetwork() {
nodes = [];
edges = [];
// Create nodes
for (let i = 0; i < nodeCount; i++) {
nodes.push(new Node(
Math.random() * canvas.width,
Math.random() * canvas.height,
i
));
}
// Create edges based on proximity and density
for (let i = 0; i < nodes.length; i++) {
const connections = Math.floor(maxConnections * density * (0.5 + Math.random()));
for (let j = 0; j < connections; j++) {
const target = Math.floor(Math.random() * nodes.length);
// Check for existing connection
if (target !== i &&
!nodes[i].connections.includes(nodes[target]) &&
!nodes[target].connections.includes(nodes[i])) {
// Only connect if close enough
const dx = nodes[target].x - nodes[i].x;
const dy = nodes[target].y - nodes[i].y;
const distance = Math.sqrt(dx*dx + dy*dy);
if (distance < 300 * density) {
nodes[i].connections.push(nodes[target]);
nodes[target].connections.push(nodes[i]);
edges.push(new Edge(nodes[i], nodes[target]));
}
}
}
}
}
function animate() {
if (Math.random() < motion * 0.02) {
initNetwork();
}
// Update nodes
nodes.forEach(node => node.update());
// Update and cull edges
for (let i = edges.length - 1; i >= 0; i--) {
if (!edges[i].update()) {
edges.splice(i, 1);
}
}
// Clear canvas
ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw edges
edges.forEach(edge => edge.draw());
// Draw nodes
nodes.forEach(node => node.draw());
requestAnimationFrame(animate);
}
initNetwork();
animate();
</script>
</body>
</html>