birth: Fractured Hues in Motion
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index.html
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270
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>Voronoi Fracture</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: #555;
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}
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#attribution {
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position: fixed;
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bottom: 20px;
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left: 20px;
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font-size: 10px;
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opacity: 0.5;
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pointer-events: none;
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}
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canvas {
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display: block;
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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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const canvas = document.getElementById('canvas');
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const ctx = canvas.getContext('2d');
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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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// Voronoi parameters
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const params = {
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points: [],
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relaxationIterations: 0,
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motion: 0.5,
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density: 0.5,
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complexity: 0.5,
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connectedness: 0.5,
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lifespan: 0.5,
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palette: {
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dryness: 0.8,
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curiosity: 0.1,
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baseHue: 0,
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saturation: 0.1 + Math.random() * 0.2,
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value: 0.8 + Math.random() * 0.1
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},
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pulse: 1.0,
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time: 0
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};
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// Initialize points
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function initPoints() {
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params.points = [];
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const count = Math.floor(50 + params.density * 300);
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for (let i = 0; i < count; i++) {
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params.points.push({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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vx: (Math.random() - 0.5) * params.motion * 2,
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vy: (Math.random() - 0.5) * params.motion * 2,
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lifespan: Date.now() + (params.lifespan * 2 + 0.5) * 5000,
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energy: 0.5 + Math.random() * 0.5
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});
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}
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}
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// Relax points to create better voronoi cells
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function relaxPoints() {
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const counts = new Array(params.points.length).fill(0);
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const sums = params.points.map(() => ({x: 0, y: 0}));
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// Find centroids of each cell
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for (let y = 0; y < canvas.height; y += 5) {
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for (let x = 0; x < canvas.width; x += 5) {
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const closest = findClosestPoint(x, y);
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sums[closest].x += x;
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sums[closest].y += y;
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counts[closest]++;
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}
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}
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// Move points toward centroids
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for (let i = 0; i < params.points.length; i++) {
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if (counts[i] > 0) {
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params.points[i].x = sums[i].x / counts[i];
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params.points[i].y = sums[i].y / counts[i];
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}
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}
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}
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function findClosestPoint(x, y) {
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let minDist = Infinity;
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let closest = 0;
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for (let i = 0; i < params.points.length; i++) {
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const dx = x - params.points[i].x;
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const dy = y - params.points[i].y;
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const dist = dx * dx + dy * dy;
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if (dist < minDist) {
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minDist = dist;
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closest = i;
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}
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}
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return closest;
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}
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function drawVoronoi() {
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// Sort points by position for better performance
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const sortedPoints = [...params.points].sort((a, b) => a.y - b.y);
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// Create edge map
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const edges = {};
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for (let i = 0; i < sortedPoints.length; i++) {
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const p1 = sortedPoints[i];
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for (let j = i + 1; j < sortedPoints.length; j++) {
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const p2 = sortedPoints[j];
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if (Math.abs(p1.y - p2.y) > canvas.height * 0.5) continue;
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const dx = p2.x - p1.x;
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const dy = p2.y - p1.y;
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const dist = Math.sqrt(dx * dx + dy * dy);
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if (dist > 20 && dist < 200) {
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const midX = (p1.x + p2.x) * 0.5;
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const midY = (p1.y + p2.y) * 0.5;
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// Check if edge is valid by sampling perpendicular points
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if (isValidEdge(midX, midY, dx, dy, dist)) {
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const edge = edges[midX + ',' + midY] || [];
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edge.push({p1, p2, dist});
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edges[midX + ',' + midY] = edge;
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}
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}
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}}
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// Draw edges
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ctx.strokeStyle = getColor();
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ctx.lineWidth = 1 + params.palette.value * 2;
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for (const key in edges) {
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const edgeGroup = edges[key];
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edgeGroup.sort((a, b) => b.dist - a.dist);
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for (const edge of edgeGroup.slice(0, 3)) {
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ctx.beginPath();
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ctx.moveTo(edge.p1.x, edge.p1.y);
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ctx.lineTo(edge.p2.x, edge.p2.y);
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ctx.stroke();
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}
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}
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// Draw points
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ctx.fillStyle = getColor(0.3);
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for (const point of params.points) {
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if (point.energy > 0.2) {
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ctx.beginPath();
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ctx.arc(point.x, point.y, 2 + point.energy * 3, 0, Math.PI * 2);
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ctx.fill();
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}
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}
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}
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function isValidEdge(mx, my, dx, dy, dist) {
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const step = 5;
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for (let i = 0; i < dist; i += step) {
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const t = i / dist;
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const x = mx - dy * 0.5 * t;
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const y = my + dx * 0.5 * t;
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const closest = findClosestPoint(x, y);
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const px = params.points[closest].x;
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const py = params.points[closest].y;
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const d = Math.sqrt((x - px) * (x - px) + (y - py) * (y - py));
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if (d > step * 1.5) return false;
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}
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return true;
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}
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function updatePoints() {
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params.time += 0.01;
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for (const point of params.points) {
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// Update position
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point.x += point.vx * params.motion;
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point.y += point.vy * params.motion;
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// Boundary check
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if (point.x < 0 || point.x > canvas.width) point.vx *= -1;
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if (point.y < 0 || point.y > canvas.height) point.vy *= -1;
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// Slow down over time
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point.vx *= 0.9;
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point.vy *= 0.9;
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// Energy decay
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point.energy *= 0.99;
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// Fade out points
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if (params.lifespan < 0.5 && Date.now() > point.lifespan) {
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point.energy *= 0.95;
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}
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}
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}
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function getColor(factor = 1) {
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const hue = (params.palette.baseHue + Math.sin(params.time * 0.1) * 20) % 360;
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const sat = Math.min(0.8, params.palette.saturation * (1 + Math.sin(params.time * 0.2) * 0.2));
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const val = params.palette.value * factor * (0.7 + Math.sin(params.time * 0.15) * 0.3);
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return `hsl(${hue}, ${sat * 100}%, ${val * 100}%)`;
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}
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function drawBackground() {
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ctx.fillStyle = '#020202';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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}
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function animate() {
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drawBackground();
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updatePoints();
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// Adjust complexity
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if (Math.random() < 0.02 * params.complexity) {
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const count = Math.floor(1 + params.complexity * 3);
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for (let i = 0; i < count; i++) {
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params.points.push({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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vx: (Math.random() - 0.5) * params.motion * 2,
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vy: (Math.random() - 0.5) * params.motion * 2,
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lifespan: Date.now() + (params.lifespan * 2 + 0.5) * 5000,
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energy: 0.5 + Math.random() * 0.5
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});
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}
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}
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// Adjust connectedness
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if (Math.random() < 0.01 * params.connectedness) {
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const p1 = Math.floor(Math.random() * params.points.length);
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const p2 = Math.floor(Math.random() * params.points.length);
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if (p1 !== p2) {
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const dx = params.points[p2].x - params.points[p1].x;
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const dy = params.points[p2].y - params.points[p1].y;
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const dist = Math.sqrt(dx * dx + dy * dy);
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params.points[p1].vx += dx / dist * 0.1 * params.connectedness;
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params.points[p1].vy += dy / dist * 0.1 * params.connectedness;
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}
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}
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drawVoronoi();
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requestAnimationFrame(animate);
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}
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initPoints();
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for (let i = 0; i < 3; i++) {
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relaxPoints();
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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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