birth: Fractured Light in Motion
This commit is contained in:
parent
ce8d27e8eb
commit
99b766f7a9
1 changed files with 177 additions and 0 deletions
177
index.html
Normal file
177
index.html
Normal file
|
|
@ -0,0 +1,177 @@
|
|||
```html
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>Dust Memory</title>
|
||||
<style>
|
||||
body {
|
||||
margin: 0;
|
||||
overflow: hidden;
|
||||
background: #0a0a0a;
|
||||
font-family: 'Courier New', monospace;
|
||||
color: #ddd;
|
||||
}
|
||||
#attribution {
|
||||
position: absolute;
|
||||
bottom: 10px;
|
||||
left: 50%;
|
||||
transform: translateX(-50%);
|
||||
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();
|
||||
|
||||
const points = [];
|
||||
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: 0.8,
|
||||
dryness: 0.9,
|
||||
playfulness: 0.1,
|
||||
tension: 0.0
|
||||
}
|
||||
};
|
||||
|
||||
// Initialize points
|
||||
const pointCount = Math.floor(100 + params.density * 400);
|
||||
for (let i = 0; i < pointCount; i++) {
|
||||
points.push({
|
||||
x: Math.random() * canvas.width,
|
||||
y: Math.random() * canvas.height,
|
||||
vx: (Math.random() - 0.5) * 0.5,
|
||||
vy: (Math.random() - 0.5) * 0.5,
|
||||
size: Math.random() * 1.5 + 0.5,
|
||||
life: Math.random() * 100 + 50,
|
||||
maxLife: Math.random() * 100 + 50
|
||||
});
|
||||
}
|
||||
|
||||
let time = 0;
|
||||
|
||||
function animate() {
|
||||
// Clear with low opacity for motion trails
|
||||
ctx.fillStyle = 'rgba(10, 10, 10, 0.1)';
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
|
||||
// Update points
|
||||
points.forEach(point => {
|
||||
// Gentle movement with pulse variation
|
||||
const pulse = params.pulse.min + (params.pulse.max - params.pulse.min) * (Math.sin(time * 0.01) * 0.5 + 0.5);
|
||||
point.vx += (Math.random() - 0.5) * 0.02 * params.motion * pulse;
|
||||
point.vy += (Math.random() - 0.5) * 0.02 * params.motion * pulse;
|
||||
|
||||
// Boundary check
|
||||
if (point.x < 0 || point.x > canvas.width) point.vx *= -0.5;
|
||||
if (point.y < 0 || point.y > canvas.height) point.vy *= -0.5;
|
||||
|
||||
point.x += point.vx;
|
||||
point.y += point.vy;
|
||||
point.life -= 0.1;
|
||||
|
||||
// Size variation based on life
|
||||
point.size = 0.5 + (point.life / point.maxLife) * 2;
|
||||
});
|
||||
|
||||
// Create Voronoi cells
|
||||
const diagram = voronoi(points);
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||
|
||||
// Draw edges with dryness-based color
|
||||
const hue = 180 + Math.sin(time * 0.001) * 30;
|
||||
const saturation = 30 + Math.sin(time * 0.002) * 20;
|
||||
const lightness = 20 + Math.sin(time * 0.003) * 10;
|
||||
const edgeColor = `hsl(${hue}, ${saturation}%, ${lightness}%)`;
|
||||
|
||||
ctx.strokeStyle = edgeColor;
|
||||
ctx.lineWidth = 0.5;
|
||||
diagram.edges.forEach(edge => {
|
||||
if (edge) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(edge.va.x, edge.va.y);
|
||||
ctx.lineTo(edge.vb.x, edge.vb.y);
|
||||
ctx.stroke();
|
||||
}
|
||||
});
|
||||
|
||||
// Draw points
|
||||
points.forEach(point => {
|
||||
if (point.life > 0) {
|
||||
const alpha = point.life / point.maxLife * 0.8;
|
||||
ctx.fillStyle = `rgba(200, 255, 255, ${alpha})`;
|
||||
ctx.beginPath();
|
||||
ctx.arc(point.x, point.y, point.size, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
});
|
||||
|
||||
// Replace dead points
|
||||
if (Math.random() < 0.02) {
|
||||
points.push({
|
||||
x: Math.random() * canvas.width,
|
||||
y: Math.random() * canvas.height,
|
||||
vx: (Math.random() - 0.5) * 0.5,
|
||||
vy: (Math.random() - 0.5) * 0.5,
|
||||
size: Math.random() * 1.5 + 0.5,
|
||||
life: 150,
|
||||
maxLife: 150
|
||||
});
|
||||
}
|
||||
|
||||
time++;
|
||||
requestAnimationFrame(animate);
|
||||
}
|
||||
|
||||
// Simple Voronoi implementation (simplified from standard algorithm)
|
||||
function voronoi(points) {
|
||||
const edges = [];
|
||||
|
||||
// Simplified edge detection - just connect close points
|
||||
for (let i = 0; i < points.length; i++) {
|
||||
for (let j = i + 1; j < points.length; j++) {
|
||||
const p1 = points[i];
|
||||
const p2 = points[j];
|
||||
const dx = p2.x - p1.x;
|
||||
const dy = p2.y - p1.y;
|
||||
const dist = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (dist < 50 * params.connectedness) {
|
||||
edges.push({
|
||||
va: { x: p1.x, y: p1.y },
|
||||
vb: { x: p2.x, y: p2.y },
|
||||
length: dist
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return { edges };
|
||||
}
|
||||
|
||||
animate();
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
```
|
||||
Loading…
Add table
Reference in a new issue