184 lines
No EOL
6.3 KiB
HTML
184 lines
No EOL
6.3 KiB
HTML
<!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 Motd</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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display: flex;
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flex-direction: column;
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height: 100vh;
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}
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canvas {
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flex: 1;
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}
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#attribution {
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color: #333;
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text-align: center;
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padding: 8px;
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font-family: monospace;
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font-size: 11px;
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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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// System parameters
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const motion = 0.5;
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const density = 0.5;
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const complexity = 0.5;
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const connectedness = 0.5;
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const lifespan = 0.5;
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const pulse = 1.08;
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// Cellular automata grid (adaptive to density)
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const cellSize = Math.max(4, 8 - Math.floor(density * 4));
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const cols = Math.ceil(canvas.width / cellSize);
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const rows = Math.ceil(canvas.height / cellSize);
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// State arrays
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let grid = new Array(rows).fill().map(() =>
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new Array(cols).fill().map(() =>
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Math.random() < density ? 1 : 0
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)
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);
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let nextGrid = new Array(rows).fill().map(() => new Array(cols).fill(0));
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// Color palette (dryness = monochrome)
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const baseHue = Math.random() * 360;
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const hueVariation = 20;
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function getColor(value) {
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const h = (baseHue + (Math.random() * hueVariation - hueVariation/2)) % 360;
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const s = 0 + (value * 30);
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const l = 20 + (value * 30);
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return `hsl(${h}, ${s}%, ${l}%)`;
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}
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// Cellular automata rules (Rock-Paper-Scissors variant)
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function updateGrid() {
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for (let r = 0; r < rows; r++) {
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for (let c = 0; c < cols; c++) {
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const neighbors = [
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grid[(r-1+rows)%rows][(c-1+cols)%cols],
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grid[(r-1+rows)%rows][c],
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grid[(r-1+rows)%rows][(c+1+cols)%cols],
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grid[r][(c-1+cols)%cols],
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grid[r][(c+1+cols)%cols],
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grid[(r+1+rows)%rows][(c-1+cols)%cols],
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grid[(r+1+rows)%rows][c],
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grid[(r+1+rows)%rows][(c+1+cols)%cols]
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];
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const self = grid[r][c];
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const sum = neighbors.reduce((a, b) => a + b, 0);
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// RPS-style rules with mutation
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if (self === 1) {
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if (sum === 2 || Math.random() < 0.1) {
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nextGrid[r][c] = 2;
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} else if (sum > 3) {
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nextGrid[r][c] = 0;
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} else {
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nextGrid[r][c] = 1;
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}
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} else if (self === 2) {
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if (sum === 3 || Math.random() < 0.1) {
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nextGrid[r][c] = 0;
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} else if (sum < 2) {
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nextGrid[r][c] = 1;
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} else {
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nextGrid[r][c] = 2;
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}
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} else { // 0
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if (sum === 3 || Math.random() < 0.05) {
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nextGrid[r][c] = 1;
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} else if (sum > 4) {
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nextGrid[r][c] = 2;
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} else {
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nextGrid[r][c] = 0;
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}
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}
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}
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}
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// Swap grids
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[grid, nextGrid] = [nextGrid, grid];
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}
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// Animation variables
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let time = 0;
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const speed = 0.8 + (motion * 0.4);
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const complexityFactor = complexity * 0.7 + 0.3;
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function animate() {
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// Pulse effect
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const pulseScale = 1 + Math.sin(time * 0.001) * 0.05 * (pulse - 1);
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canvas.style.transform = `scale(${pulseScale})`;
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canvas.style.transition = 'transform 0.1s ease';
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// Clear with slight fade
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ctx.fillStyle = 'rgba(10, 10, 10, 0.05)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Draw cells with some jitter based on complexity
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const jitter = complexity * 2;
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for (let r = 0; r < rows; r++) {
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for (let c = 0; c < cols; c++) {
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if (grid[r][c] !== 0) {
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const x = c * cellSize + (Math.random() - 0.5) * jitter;
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const y = r * cellSize + (Math.random() - 0.5) * jitter;
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const size = cellSize * (0.7 + grid[r][c] * 0.3);
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ctx.fillStyle = getColor(grid[r][c]);
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ctx.beginPath();
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ctx.arc(
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x + cellSize/2,
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y + cellSize/2,
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size/2 * (0.8 + Math.sin(time * 0.002 + r + c) * 0.2),
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0,
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Math.PI * 2
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);
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ctx.fill();
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}
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}
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}
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updateGrid();
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time += speed;
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requestAnimationFrame(animate);
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}
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animate();
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// Handle touch/mouse for interaction (low-complexity feature)
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canvas.addEventListener('mousemove', (e) => {
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const rect = canvas.getBoundingClientRect();
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const x = Math.floor((e.clientX - rect.left) / cellSize);
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const y = Math.floor((e.clientY - rect.top) / cellSize);
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if (x >= 0 && x < cols && y >= 0 && y < rows) {
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grid[y][x] = 1;
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}
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});
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</script>
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</body>
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</html> |