fractured-light-in-motion-nfft/index.html

177 lines
No EOL
5.8 KiB
HTML

```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>
```