birth: Gossamer Web of Static
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index.html
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185
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 Motion</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-color: #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: absolute;
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bottom: 20px;
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left: 20px;
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font-size: 10px;
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text-transform: uppercase;
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opacity: 0.5;
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letter-spacing: 1px;
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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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(function() {
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const canvas = document.getElementById('canvas');
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const ctx = canvas.getContext('2d');
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// Set canvas to full window size
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function resizeCanvas() {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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}
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resizeCanvas();
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window.addEventListener('resize', resizeCanvas);
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// Parameters
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const params = {
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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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pulse: {
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avg: 1.1,
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min: 0.9,
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max: 1.2
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},
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tone: {
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anger: 0.0,
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sadness: 0.0,
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curiosity: 0.0,
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dryness: 0.8,
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playfulness: 0.1,
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tension: 0.0
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}
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};
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// Calculate node count based on density
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const nodeCount = Math.floor(200 + params.density * 600);
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// Network parameters
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let nodes = [];
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let edges = [];
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const maxConnections = Math.floor(params.connectedness * 5);
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const maxEdgeLength = 300;
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const nodeSize = 2 + params.density * 4;
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const edgeWidth = 0.5 + params.connectedness * 1.5;
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// Initialize nodes
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for (let i = 0; i < nodeCount; i++) {
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nodes.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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size: nodeSize * (0.8 + Math.random() * 0.4),
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lifetime: params.lifespan * 1000 + Math.random() * 500,
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createdAt: Date.now(),
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color: getNodeColor()
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});
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}
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// Initialize edges
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for (let i = 0; i < nodes.length; i++) {
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const connections = Math.floor(Math.random() * maxConnections * params.connectedness);
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for (let j = 0; j < connections; j++) {
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const targetIdx = Math.floor(Math.random() * nodes.length);
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if (targetIdx !== i && !nodes[i].connections.includes(targetIdx)) {
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nodes[i].connections = nodes[i].connections || [];
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nodes[i].connections.push(targetIdx);
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}
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}
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}
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// Calculate distance between two points
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function distance(x1, y1, x2, y2) {
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return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2));
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}
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// Get node color based on tone
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function getNodeColor() {
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if (params.tone.dryness > 0.7) {
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const gray = 50 + Math.floor(Math.random() * 50);
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return `rgb(${gray}, ${gray}, ${gray})`;
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} else if (params.tone.playfulness > 0.7) {
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const hue = Math.floor(Math.random() * 360);
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return `hsl(${hue}, 100%, 70%)`;
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}
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return '#999';
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}
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// Get edge color
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function getEdgeColor(baseColor) {
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if (params.tone.dryness > 0.7) {
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const gray = Math.min(255, baseColor[0] + 20);
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return `rgb(${gray}, ${gray}, ${gray})`;
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}
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return baseColor;
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}
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// Animation
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let lastTime = 0;
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function animate(currentTime) {
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// Calculate delta time
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const deltaTime = currentTime - lastTime;
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lastTime = currentTime;
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// Clear with slight fade
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ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Update nodes
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nodes.forEach(node => {
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// Move node
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node.x += node.vx;
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node.y += node.vy;
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// Bounce off edges
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if (node.x < 0 || node.x > canvas.width) node.vx *= -1;
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if (node.y < 0 || node.y > canvas.height) node.vy *= -1;
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// Draw node
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ctx.beginPath();
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ctx.arc(node.x, node.y, node.size, 0, Math.PI * 2);
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ctx.fillStyle = node.color;
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ctx.fill();
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});
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// Draw edges
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ctx.lineWidth = edgeWidth;
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nodes.forEach(node => {
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if (node.connections) {
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node.connections.forEach(targetIdx => {
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const target = nodes[targetIdx];
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const dist = distance(node.x, node.y, target.x, target.y);
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if (dist < maxEdgeLength) {
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ctx.beginPath();
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ctx.moveTo(node.x, node.y);
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ctx.lineTo(target.x, target.y);
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ctx.strokeStyle = getEdgeColor(node.color);
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ctx.stroke();
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}
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});
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}
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});
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requestAnimationFrame(animate);
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}
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// Start animation
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requestAnimationFrame(animate);
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})();
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</script>
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</body>
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</html>
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