fractured-light-in-motion-tkbs/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>Voronoi Fracture</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
font-family: 'Courier New', monospace;
}
canvas {
display: block;
}
#attribution {
position: absolute;
bottom: 10px;
right: 10px;
color: #555;
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');
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
// Parameters (abstracted from original input)
const params = {
motion: 0.5,
density: 0.5,
complexity: 0.5,
connectedness: 0.5,
lifespan: 0.5,
pulse: 1.06,
dryness: 0.9,
tension: 0.0
};
// Main animation state
const state = {
points: [],
cells: [],
time: 0,
maxPoints: Math.floor(100 + params.density * 300),
maxIterations: 100 + params.complexity * 200,
thickness: 1.5 + params.connectedness * 1.5
};
// Initialize points
function initPoints() {
state.points = [];
for (let i = 0; i < state.maxPoints; i++) {
state.points.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
vx: (Math.random() - 0.5) * 2 * params.motion * params.pulse,
vy: (Math.random() - 0.5) * 2 * params.motion * params.pulse,
life: Math.random() * 100 + 100 * params.lifespan,
hue: params.dryness > 0.7 ? Math.random() * 30 : Math.random() * 360
});
}
}
// Update points
function updatePoints() {
state.points.forEach(p => {
p.x += p.vx;
p.y += p.vy;
p.life--;
// Wrap around edges
if (p.x < 0) p.x = canvas.width;
if (p.x > canvas.width) p.x = 0;
if (p.y < 0) p.y = canvas.height;
if (p.y > canvas.height) p.y = 0;
// Fade out near death
if (p.life < 30) {
p.opacity = p.life / 30;
}
});
// Remove dead points
state.points = state.points.filter(p => p.life > 0);
// Add new points if needed
while (state.points.length < state.maxPoints * 0.8) {
state.points.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
vx: (Math.random() - 0.5) * 2 * params.motion * params.pulse,
vy: (Math.random() - 0.5) * 2 * params.motion * params.pulse,
life: Math.random() * 100 + 100 * params.lifespan,
hue: params.dryness > 0.7 ? Math.random() * 30 : Math.random() * 360
});
}
}
// Calculate voronoi cells
function calculateVoronoi() {
state.cells = [];
// Clone points for safety
const points = [...state.points];
// Sort by x coordinate for better performance
points.sort((a, b) => a.x - b.x);
// For each point, find its voronoi cell
for (let i = 0; i < points.length; i++) {
const p1 = points[i];
const cell = {
points: [p1],
edges: [],
color: `hsl(${p1.hue}, 80%, ${50 + Math.sin(state.time * 0.01) * 10}%)`
};
// Find neighboring points within influence range
const influenceRange = 100 + params.connectedness * 100;
for (let j = 0; j < points.length; j++) {
if (i === j) continue;
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 < influenceRange) {
cell.points.push(p2);
// Create edge between points
cell.edges.push({
start: p1,
end: p2,
length: dist
});
}
}
state.cells.push(cell);
}
}
// Draw voronoi cells
function drawVoronoi() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw cells
state.cells.forEach(cell => {
// Draw cell outline
ctx.beginPath();
ctx.moveTo(cell.points[0].x, cell.points[0].y);
for (let i = 1; i < Math.min(cell.points.length, 5); i++) {
const p = cell.points[i];
ctx.lineTo(p.x, p.y);
}
ctx.closePath();
ctx.strokeStyle = cell.color;
ctx.lineWidth = state.thickness * 0.5;
ctx.stroke();
// Draw edges
ctx.beginPath();
cell.edges.forEach(edge => {
ctx.moveTo(edge.start.x, edge.start.y);
ctx.lineTo(edge.end.x, edge.end.y);
});
ctx.strokeStyle = cell.color;
ctx.lineWidth = params.connectedness > 0.5 ? state.thickness * 0.3 : state.thickness * 0.1;
ctx.stroke();
// Draw points
cell.points.forEach(p => {
ctx.beginPath();
ctx.arc(p.x, p.y, 1 + params.connectedness, 0, Math.PI * 2);
ctx.fillStyle = cell.color;
ctx.fill();
});
});
// Add some noise to the background
if (params.dryness > 0.7) {
ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
}
// Animation loop
function animate() {
updatePoints();
calculateVoronoi();
drawVoronoi();
state.time++;
requestAnimationFrame(animate);
}
// Start animation
initPoints();
animate();
</script>
</body>
</html>