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 Dynamics</title>
<style>
body {
margin: 0;
overflow: hidden;
background-color: #0a0a0a;
font-family: 'Courier New', monospace;
}
canvas {
display: block;
}
#attribution {
position: fixed;
bottom: 10px;
right: 10px;
color: #444;
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');
// Set canvas to full window size
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
resizeCanvas();
window.addEventListener('resize', resizeCanvas);
// Configuration based on parameters
const config = {
nodeCount: Math.max(100, Math.floor(500 * 0.5)), // density 0.5
motion: 0.5,
complexity: 0.5,
connectedness: 0.5,
lifespan: 0.5,
pulse: {
avg: 1.11,
min: 0.95,
max: 1.30
},
tone: {
anger: 0.00,
sadness: 0.00,
curiosity: 0.10,
dryness: 0.90,
playfulness: 0.00,
tension: 0.00
}
};
// Network node structure
class Node {
constructor(x, y) {
this.x = x;
this.y = y;
this.vx = 0;
this.vy = 0;
this.targetX = x;
this.targetY = y;
this.energy = Math.random() * 0.5 + 0.5;
this.size = 2 + Math.random() * 3;
this.color = `hsl(0, 0%, ${10 + Math.random() * 15}%)`;
this.lifetime = 0;
this.maxLifetime = 100 + Math.random() * 200;
}
update() {
// Slow movement toward target with some jitter
this.vx += (this.targetX - this.x) * 0.01 * config.motion;
this.vy += (this.targetY - this.y) * 0.01 * config.motion;
// Add noise based on motion parameter
this.vx += (Math.random() - 0.5) * 0.5 * config.motion;
this.vy += (Math.random() - 0.5) * 0.5 * config.motion;
// Apply damping
this.vx *= 0.9;
this.vy *= 0.9;
this.x += this.vx;
this.y += this.vy;
this.lifetime++;
// Fade out if approaching end of life
if (this.lifetime > this.maxLifetime * config.lifespan) {
this.energy *= 0.95;
}
// Update target position periodically
if (Math.random() < 0.02 * config.motion) {
this.targetX = Math.random() * canvas.width;
this.targetY = Math.random() * canvas.height;
}
}
draw() {
const pulse = config.pulse.avg + (config.pulse.max - config.pulse.min) *
Math.sin(Date.now() / 1000 * 0.3 + this.x * 0.01);
const size = this.size * pulse * (0.5 + this.energy * 0.5);
const alpha = Math.min(1, this.energy * (0.7 + 0.3 * Math.sin(this.lifetime * 0.1)));
ctx.globalAlpha = alpha;
ctx.beginPath();
ctx.arc(this.x, this.y, size, 0, Math.PI * 2);
ctx.fillStyle = this.color;
ctx.fill();
ctx.globalAlpha = 1;
}
}
// Connection between nodes
class Connection {
constructor(node1, node2) {
this.node1 = node1;
this.node2 = node2;
this.age = 0;
this.maxAge = 200 + Math.random() * 300;
}
update() {
this.age++;
}
draw() {
const pulse = config.pulse.avg + (config.pulse.max - config.pulse.min) *
Math.sin(Date.now() / 1000 * 0.3);
const distance = Math.sqrt(
Math.pow(this.node2.x - this.node1.x, 2) +
Math.pow(this.node2.y - this.node1.y, 2)
);
// Fade connections based on distance and age
const strength = Math.min(1, 1 - (distance / 500) * 2) *
(1 - this.age / this.maxAge) *
pulse;
if (strength > 0.01) {
ctx.globalAlpha = strength * 0.8;
ctx.beginPath();
ctx.moveTo(this.node1.x, this.node1.y);
ctx.lineTo(this.node2.x, this.node2.y);
ctx.strokeStyle = `rgba(120, 120, 120, ${strength * 0.7})`;
ctx.lineWidth = 1 + strength * 2;
ctx.stroke();
ctx.globalAlpha = 1;
}
}
}
// Network system
class Network {
constructor() {
this.nodes = [];
this.connections = [];
this.initNodes();
this.initConnections();
}
initNodes() {
for (let i = 0; i < config.nodeCount; i++) {
this.nodes.push(new Node(
Math.random() * canvas.width,
Math.random() * canvas.height
));
}
}
initConnections() {
// Create connections based on proximity
for (let i = 0; i < this.nodes.length; i++) {
for (let j = i + 1; j < Math.min(i + 5, this.nodes.length); j++) {
if (Math.random() < config.connectedness * 0.3) {
this.connections.push(new Connection(this.nodes[i], this.nodes[j]));
}
}
}
}
update() {
// Update nodes
this.nodes.forEach(node => node.update());
// Create new connections based on proximity
if (Math.random() < config.connectedness * 0.02) {
const node1 = this.nodes[Math.floor(Math.random() * this.nodes.length)];
const node2 = this.nodes[Math.floor(Math.random() * this.nodes.length)];
if (node1 !== node2 && !this.connections.some(c =>
(c.node1 === node1 && c.node2 === node2) ||
(c.node1 === node2 && c.node2 === node1)
)) {
this.connections.push(new Connection(node1, node2));
}
}
// Remove old connections
this.connections = this.connections.filter(conn => {
conn.update();
return conn.age < conn.maxAge;
});
// Remove dead nodes
this.nodes = this.nodes.filter(node =>
node.lifetime < node.maxLifetime
);
}
draw() {
// Draw connections first (background)
this.connections.forEach(conn => conn.draw());
// Draw nodes (foreground)
this.nodes.forEach(node => node.draw());
}
}
// Create network
const network = new Network();
// Animation loop
function animate() {
// Clear with semi-transparent overlay for motion trails
ctx.fillStyle = 'rgba(10, 10, 10, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
network.update();
network.draw();
requestAnimationFrame(animate);
}
// Start animation
animate();
</script>
</body>
</html>