birth: Fractured Echo Chamber
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index.html
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234
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 · motd.social cellular automata</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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color: #f0f0f0;
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font-family: 'Courier New', monospace;
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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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#info {
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padding: 10px;
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font-size: 11px;
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text-align: right;
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background: rgba(0,0,0,0.5);
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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="c"></canvas>
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<div id="info">neurameba · motd.social</div>
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<script>
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const canvas = document.getElementById('c');
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const c = canvas.getContext('2d');
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// Resize canvas
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function resize() {
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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', resize);
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resize();
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// Configuration from parameters
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const config = {
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motion: 0.545,
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density: 0.487,
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complexity: 0.459,
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connectedness: 0.544,
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lifespan: 0.496,
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pulse: {
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avg: 0.42,
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min: 0.30,
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max: 1.80
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},
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tone: {
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anger: 0.00,
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sadness: 0.00,
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curiosity: 0.20,
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dryness: 0.90,
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playfulness: 0.10,
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tension: 0.00
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}
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};
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// Cellular automata grid
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const gridSize = 32;
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const cellSize = Math.max(2, Math.floor(Math.min(canvas.width, canvas.height) / gridSize / 2));
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const cols = Math.floor(canvas.width / cellSize);
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const rows = Math.floor(canvas.height / cellSize);
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// Initialize grid
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let grid = Array(rows).fill().map(() =>
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Array(cols).fill().map(() =>
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Math.random() < config.density * 0.3 ? 1 : 0
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)
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);
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// State for cellular automata
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let currentState = grid;
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let nextState = Array(rows).fill().map(() => Array(cols).fill(0));
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let generations = 0;
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// Rule set based on parameters
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const birthRules = [3];
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const survivalRules = [1, 2, 3, 4, 5];
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// Cellular automata update
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function update() {
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// Smooth pulse effect
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const pulse = config.pulse.avg + (config.pulse.max - config.pulse.min) *
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Math.sin(Date.now() * 0.001 * config.motion) * 0.5;
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const densityFactor = config.density * pulse * 0.7;
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// Reset next state
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for (let y = 0; y < rows; y++) {
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for (let x = 0; x < cols; x++) {
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nextState[y][x] = 0;
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}
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}
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// Cellular automata rules
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for (let y = 0; y < rows; y++) {
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for (let x = 0; x < cols; x++) {
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const neighbors = countNeighbors(x, y);
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if (currentState[y][x] === 1) {
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// Survival rule
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if (survivalRules.includes(neighbors)) {
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nextState[y][x] = 1;
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}
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} else {
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// Birth rule
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if (birthRules.includes(neighbors)) {
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nextState[y][x] = 1;
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}
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}
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}
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}
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// Swap buffers
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[currentState, nextState] = [nextState, currentState];
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// Occasionally add new cells based on density
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if (Math.random() < densityFactor * 0.05) {
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const x = Math.floor(Math.random() * cols);
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const y = Math.floor(Math.random() * rows);
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currentState[y][x] = 1;
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}
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generations++;
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}
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function countNeighbors(x, y) {
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let count = 0;
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for (let dy = -1; dy <= 1; dy++) {
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for (let dx = -1; dx <= 1; dx++) {
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if (dx === 0 && dy === 0) continue;
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const nx = (x + dx + cols) % cols;
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const ny = (y + dy + rows) % rows;
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count += currentState[ny][nx];
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}
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}
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return count;
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}
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// Drawing
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function draw() {
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// Dark background (already set in CSS)
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c.fillStyle = '#0a0a0a';
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c.fillRect(0, 0, canvas.width, canvas.height);
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// Cellular automata cells
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const spacing = cellSize * 1.5;
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const alpha = config.dryness > 0.5 ? 0.8 : 0.9;
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// Monochrome palette for dryness
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const baseHue = 0; // Red for anger (though angry=0)
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const saturation = config.dryness > 0.5 ? 0 : 0;
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const lightness = 80 + Math.sin(Date.now() * 0.0005) * 10;
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for (let y = 0; y < rows; y++) {
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for (let x = 0; x < cols; x++) {
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if (currentState[y][x] === 1) {
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const hue = baseHue;
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const sat = saturation + Math.random() * 0.1;
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const lum = lightness + Math.random() * 10;
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c.fillStyle = `hsla(${hue}, ${sat}%, ${lum}%, ${alpha})`;
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c.fillRect(
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x * spacing - cellSize/2 + Math.sin(Date.now() * 0.001 * config.motion + x * 0.1) * 2,
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y * spacing - cellSize/2 + Math.cos(Date.now() * 0.001 * config.motion + y * 0.1) * 2,
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cellSize, cellSize
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);
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}
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}
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}
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// Add some connectedness with lines
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if (config.connectedness > 0.3) {
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const lineAlpha = config.connectedness * 0.7 * alpha;
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c.strokeStyle = `hsla(${baseHue}, ${saturation}%, ${lightness + 20}%, ${lineAlpha})`;
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c.lineWidth = config.connectedness * 0.5;
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for (let y = 0; y < rows; y += Math.max(1, Math.floor(8 / config.density))) {
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for (let x = 0; x < cols; x += Math.max(1, Math.floor(8 / config.density))) {
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if (currentState[y][x] === 1) {
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const neighbors = [];
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for (let dy = -1; dy <= 1; dy++) {
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for (let dx = -1; dx <= 1; dx++) {
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if (dx === 0 && dy === 0) continue;
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const nx = (x + dx + cols) % cols;
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const ny = (y + dy + rows) % rows;
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if (currentState[ny][nx] === 1) {
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neighbors.push([nx, ny]);
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}
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}
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}
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// Draw lines to nearby neighbors
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for (let i = 0; i < Math.min(2, neighbors.length); i++) {
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const [nx, ny] = neighbors[i];
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const dist = Math.sqrt(Math.pow(nx - x, 2) + Math.pow(ny - y, 2));
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if (dist < 8) {
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c.beginPath();
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c.moveTo(
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x * spacing + Math.sin(Date.now() * 0.001 * config.motion + x * 0.1) * 2,
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y * spacing + Math.cos(Date.now() * 0.001 * config.motion + y * 0.1) * 2
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);
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c.lineTo(
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nx * spacing + Math.sin(Date.now() * 0.001 * config.motion + nx * 0.1) * 2,
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ny * spacing + Math.cos(Date.now() * 0.001 * config.motion + ny * 0.1) * 2
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);
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c.stroke();
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}
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}
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}
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}
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}
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}
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}
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// Animation loop
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function animate() {
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update();
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draw();
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requestAnimationFrame(animate);
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}
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animate();
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</script>
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</body>
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</html>
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