pulsing-neural-web-8vll/index.html

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Neural Tapestry</title>
<style>
body { margin: 0; overflow: hidden; background: #0a0a1a; }
canvas { display: block; }
#attribution {
position: fixed;
bottom: 10px;
right: 10px;
color: #555;
font-family: 'Courier New', monospace;
font-size: 10px;
text-shadow: 0 0 5px rgba(0,0,0,0.5);
}
</style>
</head>
<body>
<canvas id="c"></canvas>
<div id="attribution">neurameba · motd.social</div>
<script>
const canvas = document.getElementById('c');
const c = canvas.getContext('2d');
function resize() {
canvas.width = innerWidth;
canvas.height = innerHeight;
}
addEventListener('resize', resize);
resize();
// Parameters
const MOTION = 0.5;
const DENSITY = 0.5;
const COMPLEXITY = 0.5;
const CONNECTEDNESS = 0.5;
const LIFESPAN = 0.5;
const PULSE = { avg: 1.05, min: 1.0, max: 1.1 };
// Network Graph with pulsating nodes and decaying connections
const nodes = [];
const edges = [];
const decayRate = 0.98;
const nodeCount = 100 + Math.floor(DENSITY * 150);
const edgeCount = Math.floor(CONNECTEDNESS * nodeCount * 3);
const complexityFactor = 0.1 + COMPLEXITY * 0.9;
const motionFactor = 0.5 + MOTION * 2;
const lifespanFactor = 1 - LIFESPAN * 0.8;
// Initialize nodes
for (let i = 0; i < nodeCount; i++) {
nodes.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
vx: (Math.random() - 0.5) * motionFactor,
vy: (Math.random() - 0.5) * motionFactor,
radius: 2 + Math.random() * 3,
energy: 1,
age: 0,
maxAge: 100 + Math.random() * 200
});
}
// Initialize edges
for (let i = 0; i < edgeCount; i++) {
const a = Math.floor(Math.random() * nodes.length);
const b = Math.floor(Math.random() * nodes.length);
if (a !== b) {
edges.push({
a, b,
age: 0,
maxAge: 50 + Math.random() * 100,
strength: 0.3 + Math.random() * 0.4
});
}
}
// Main animation loop
let lastTime = 0;
function animate(time) {
// Pulse effect
const pulse = PULSE.avg + Math.sin(time * 0.001) * (PULSE.max - PULSE.min) * 0.5;
// Clear with fade
c.fillStyle = `rgba(0, 0, 0, ${0.05 * pulse})`;
c.fillRect(0, 0, canvas.width, canvas.height);
// Update nodes
nodes.forEach(node => {
// Movement
node.x += node.vx * motionFactor * pulse;
node.y += node.vy * motionFactor * pulse;
// Boundary check
if (node.x < 0 || node.x > canvas.width) {
node.vx *= -1;
node.x = Math.max(0, Math.min(canvas.width, node.x));
}
if (node.y < 0 || node.y > canvas.height) {
node.vy *= -1;
node.y = Math.max(0, Math.min(canvas.height, node.y));
}
// Decay
node.energy *= decayRate;
node.age++;
// Fade out with age
const ageRatio = node.age / node.maxAge;
node.energy = Math.max(0, 1 - ageRatio * 2);
});
// Update edges
edges.forEach(edge => {
edge.age++;
const ageRatio = edge.age / edge.maxAge;
if (ageRatio > 1) {
// Replace broken edges with new ones
const a = Math.floor(Math.random() * nodes.length);
const b = Math.floor(Math.random() * nodes.length);
if (a !== b) {
edge.a = a;
edge.b = b;
edge.age = 0;
edge.maxAge = 50 + Math.random() * 100;
edge.strength = 0.3 + Math.random() * 0.4;
}
}
});
// Draw connections first
c.lineWidth = 1;
edges.forEach(edge => {
const nodeA = nodes[edge.a];
const nodeB = nodes[edge.b];
if (nodeA.energy <= 0 || nodeB.energy <= 0) return;
const ageRatio = edge.age / edge.maxAge;
const alpha = 0.2 * edge.strength * (1 - ageRatio) * nodeA.energy * nodeB.energy;
c.strokeStyle = `rgba(200, 200, 220, ${alpha})`;
c.beginPath();
c.moveTo(nodeA.x, nodeA.y);
c.lineTo(nodeB.x, nodeB.y);
c.stroke();
});
// Then draw nodes
nodes.forEach(node => {
if (node.energy <= 0) return;
const size = node.radius * node.energy * 2;
c.beginPath();
c.arc(node.x, node.y, size, 0, Math.PI * 2);
c.fillStyle = `rgba(200, 200, 220, ${0.6 * node.energy * pulse})`;
c.fill();
});
lastTime = time;
requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
</script>
</body>
</html>