birth: Luminous Neural Tides
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index.html
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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 Sketch</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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}
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#canvas {
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display: block;
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}
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#attribution {
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position: absolute;
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bottom: 10px;
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right: 10px;
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color: rgba(255, 255, 255, 0.3);
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font-size: 10px;
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text-shadow: 0 0 5px rgba(0, 0, 0, 0.8);
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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 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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window.addEventListener('resize', resizeCanvas);
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resizeCanvas();
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// Parameters adjusted to morphological values
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const params = {
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nodeCount: 97,
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branchCount: 84,
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loopCount: 537,
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maxDepth: 23,
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thicknessRatio: 1.25,
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fractalDim: 1.792,
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pulse: {
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avg: 0.54,
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min: 0.30,
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max: 1.80
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},
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color: {
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primary: 'rgba(150, 255, 230, 0.7)',
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secondary: 'rgba(100, 200, 255, 0.4)',
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tertiary: 'rgba(200, 255, 255, 0.2)'
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},
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motion: 0.532,
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density: 0.479,
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complexity: 0.530,
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connectedness: 0.526,
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lifespan: 0.495,
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energy: 483.0 / 1000,
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dryness: 0.90
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};
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// Network graph node and edge structures
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class Node {
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constructor(x, y) {
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this.x = x;
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this.y = y;
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this.vx = 0;
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this.vy = 0;
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this.radius = 0.5 + Math.random() * 1.5;
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this.connections = [];
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this.lifetime = 0;
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this.maxConnections = Math.floor(3 + Math.random() * 5);
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this.energy = 0;
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}
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addConnection(node) {
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if (this.connections.length < this.maxConnections) {
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this.connections.push(node);
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return true;
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}
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return false;
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}
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update(activeNodes) {
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this.lifetime++;
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// Subtle movement based on density
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if (params.motion > 0.5 && Math.random() < params.motion * 0.01) {
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this.vx += (Math.random() - 0.5) * params.motion;
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this.vy += (Math.random() - 0.5) * params.motion;
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}
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// Natural decay of velocity
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this.vx *= 0.9;
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this.vy *= 0.9;
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// Update position with boundary check
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this.x += this.vx;
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this.y += this.vy;
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const margin = 50;
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if (this.x < -margin) this.x = canvas.width + margin;
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if (this.x > canvas.width + margin) this.x = -margin;
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if (this.y < -margin) this.y = canvas.height + margin;
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if (y > canvas.height + margin) this.y = -margin;
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// Update energy based on connections
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this.energy = this.connections.length * 10;
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}
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draw(ctx, pulseScale) {
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const baseAlpha = params.dryness > 0.8 ? 0.6 : 0.8;
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const size = this.radius * (0.8 + 0.4 * pulseScale);
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const glow = Math.sin(Date.now() * 0.001 + this.lifetime * 0.01) * 20 + 20;
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ctx.beginPath();
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ctx.arc(this.x, this.y, size, 0, Math.PI * 2);
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ctx.fillStyle = `rgba(150, 220, 240, ${baseAlpha * (0.5 + 0.5 * pulseScale)})`;
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ctx.shadowBlur = glow * pulseScale;
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ctx.shadowColor = `rgba(150, 220, 240, ${0.3 * pulseScale})`;
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ctx.fill();
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ctx.shadowBlur = 0;
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// Draw only the most recent connections
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const recentConnections = this.connections.slice(-2);
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recentConnections.forEach(conn => {
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const dist = Math.sqrt((this.x - conn.x) ** 2 + (this.y - conn.y) ** 2);
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const thickness = Math.min(1.5, params.thicknessRatio * (0.5 + 0.5 * pulseScale));
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ctx.beginPath();
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ctx.moveTo(this.x, this.y);
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ctx.lineTo(conn.x, conn.y);
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ctx.strokeStyle = params.color.secondary;
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ctx.lineWidth = thickness * (0.7 + 0.3 * pulseScale);
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ctx.globalAlpha = baseAlpha * 0.4;
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ctx.stroke();
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});
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ctx.globalAlpha = 1;
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}
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}
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// Network graph system
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class NetworkGraph {
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constructor() {
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this.nodes = [];
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this.edges = [];
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this.nodeEnergy = [];
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this.time = 0;
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this.pulseTimer = 0;
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this.pulseScale = 1;
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this.initializeNodes();
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this.createConnections();
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}
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initializeNodes() {
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const area = canvas.width * canvas.height;
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const targetDensity = params.density * 0.00002;
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const nodeCount = Math.floor(params.nodeCount * 0.8 + Math.random() * params.nodeCount * 0.4);
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// Distribute nodes more evenly when density is high
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const spacing = Math.sqrt(area / nodeCount) * (1 - params.density * 0.8);
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for (let i = 0; i < nodeCount; i++) {
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let x, y, validPos = false;
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let attempts = 0;
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// Try to find a non-overlapping position
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while (!validPos && attempts < 100) {
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x = Math.random() * canvas.width;
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y = Math.random() * canvas.height;
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validPos = true;
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// Check proximity to existing nodes
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for (let j = 0; j < this.nodes.length; j++) {
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const dist = Math.sqrt((x - this.nodes[j].x) ** 2 + (y - this.nodes[j].y) ** 2);
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if (dist < spacing * 0.6) {
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validPos = false;
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break;
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}
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}
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attempts++;
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}
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this.nodes.push(new Node(x || Math.random() * canvas.width,
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y || Math.random() * canvas.height));
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}
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}
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createConnections() {
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const complexConnections = Math.floor(params.connectedness * params.branchCount * 1.5);
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// Create a base tree-like structure
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const root = this.nodes[Math.floor(Math.random() * this.nodes.length)];
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const queue = [root];
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const visited = new Set([root]);
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while (queue.length > 0 && visited.size < this.nodes.length) {
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const current = queue.shift();
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// Find nearest unvisited nodes
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const otherNodes = this.nodes.filter(n => !visited.has(n));
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otherNodes.sort((a, b) => {
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const distA = Math.sqrt((a.x - current.x) ** 2 + (a.y - current.y) ** 2);
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const distB = Math.sqrt((b.x - current.x) ** 2 + (b.y - current.y) ** 2);
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return distA - distB;
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});
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const connectionTarget = otherNodes[0];
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if (connectionTarget && current.addConnection(connectionTarget)) {
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visited.add(connectionTarget);
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queue.push(connectionTarget);
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}
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// Occasionally create long-range connections
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if (Math.random() < params.complexity * 0.1 && otherNodes.length > 5) {
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const longRange = otherNodes[Math.floor(Math.random() * Math.min(10, otherNodes.length))];
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if (current.addConnection(longRange)) {
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visited.add(longRange);
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}
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}
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}
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// Add random loops
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for (let i = 0; i < params.loopCount * 0.8; i++) {
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const nodeA = this.nodes[Math.floor(Math.random() * this.nodes.length)];
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const nodeB = this.nodes[Math.floor(Math.random() * this.nodes.length)];
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if (nodeA !== nodeB && !nodeA.connections.includes(nodeB) && nodeA.addConnection(nodeB)) {
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nodeB.addConnection(nodeA); // Make it a proper loop
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}
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}
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}
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update() {
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this.time++;
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// Pulse effect
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this.pulseTimer += 0.01;
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const pulseProgress = (Math.sin(this.pulseTimer) + 1) * 0.5;
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this.pulseScale = params.pulse.min +
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pulseProgress * (params.pulse.max - params.pulse.min);
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// Update nodes
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this.nodes.forEach(node => node.update(this.nodes));
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// Occasionally add new nodes to maintain density
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if (this.time % 100 === 0 && this.nodes.length < params.nodeCount * 1.5) {
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if (Math.random() < params.density * 0.2) {
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this.nodes.push(new Node(
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Math.random() * canvas.width,
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Math.random() * canvas.height
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));
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}
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}
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// Occasionally create new connections
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if (this.time % 150 === 0 && Math.random() < params.connectedness * 0.3) {
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const nodeA = this.nodes[Math.floor(Math.random() * this.nodes.length)];
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const nodeB = this.nodes[Math.floor(Math.random() * this.nodes.length)];
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if (nodeA !== nodeB && !nodeA.connections.includes(nodeB)) {
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nodeA.addConnection(nodeB);
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}
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}
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}
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draw() {
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// Clear with strong alpha for trails
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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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// Sort nodes by energy for drawing order
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const sortedNodes = [...this.nodes].sort((a, b) => b.energy - a.energy);
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// Draw connections with varying opacity
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ctx.globalAlpha = params.dryness > 0.8 ? 0.3 : 0.5;
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sortedNodes.forEach(node => {
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node.connections.forEach(conn => {
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const alpha = 0.3 + (conn.energy > 50 ? 0.2 : 0);
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const dist = Math.sqrt((node.x - conn.x) ** 2 + (node.y - conn.y) ** 2);
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const thickness = params.thicknessRatio * (0.4 + 0.6 * (1 - dist / Math.max(canvas.width, canvas.height)));
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ctx.beginPath();
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ctx.moveTo(node.x, node.y);
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ctx.lineTo(conn.x, conn.y);
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ctx.strokeStyle = `rgba(120, 220, 255, ${alpha * this.pulseScale})`;
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ctx.lineWidth = thickness;
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ctx.stroke();
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});
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});
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ctx.globalAlpha = 1;
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// Draw nodes
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sortedNodes.forEach(node => {
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node.draw(ctx, this.pulseScale);
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});
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}
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}
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let networkGraph = new NetworkGraph();
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function animate() {
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networkGraph.update();
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networkGraph.draw();
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requestAnimationFrame(animate);
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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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