birth: Pulsing Quantum Dust
This commit is contained in:
parent
b4754e9e8b
commit
b5d90caaac
1 changed files with 118 additions and 0 deletions
118
index.html
Normal file
118
index.html
Normal file
|
|
@ -0,0 +1,118 @@
|
||||||
|
<!DOCTYPE html>
|
||||||
|
<html lang="en">
|
||||||
|
<head>
|
||||||
|
<meta charset="UTF-8">
|
||||||
|
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||||
|
<title>Neurameba Particle System</title>
|
||||||
|
<style>
|
||||||
|
body {
|
||||||
|
margin: 0;
|
||||||
|
overflow: hidden;
|
||||||
|
background: #0a0a0a;
|
||||||
|
font-family: 'Courier New', monospace;
|
||||||
|
color: #33ff33;
|
||||||
|
}
|
||||||
|
#info {
|
||||||
|
position: absolute;
|
||||||
|
bottom: 10px;
|
||||||
|
left: 10px;
|
||||||
|
font-size: 10px;
|
||||||
|
text-shadow: 0 0 5px #33ff33;
|
||||||
|
}
|
||||||
|
</style>
|
||||||
|
</head>
|
||||||
|
<body>
|
||||||
|
<canvas id="canvas"></canvas>
|
||||||
|
<div id="info">neurameba · motd.social</div>
|
||||||
|
<script>
|
||||||
|
const canvas = document.getElementById('canvas');
|
||||||
|
const ctx = canvas.getContext('2d');
|
||||||
|
|
||||||
|
// Set canvas to full window size
|
||||||
|
function resizeCanvas() {
|
||||||
|
canvas.width = window.innerWidth;
|
||||||
|
canvas.height = window.innerHeight;
|
||||||
|
}
|
||||||
|
resizeCanvas();
|
||||||
|
window.addEventListener('resize', resizeCanvas);
|
||||||
|
|
||||||
|
// Particle system parameters
|
||||||
|
const params = {
|
||||||
|
motion: 0.5,
|
||||||
|
density: 0.5,
|
||||||
|
complexity: 0.5,
|
||||||
|
connectedness: 0.5,
|
||||||
|
lifespan: 0.5,
|
||||||
|
pulse: { avg: 1.25, min: 1.0, max: 1.55 },
|
||||||
|
tone: { anger: 0.0, sadness: 0.0, curiosity: 0.1, dryness: 0.9, playfulness: 0.0, tension: 0.0 }
|
||||||
|
};
|
||||||
|
|
||||||
|
// Create particles
|
||||||
|
class Particle {
|
||||||
|
constructor() {
|
||||||
|
this.reset();
|
||||||
|
this.life = Math.random() * 200 + 50;
|
||||||
|
this.decay = Math.random() * 0.01 + 0.002;
|
||||||
|
}
|
||||||
|
|
||||||
|
reset() {
|
||||||
|
this.x = Math.random() * canvas.width;
|
||||||
|
this.y = Math.random() * canvas.height;
|
||||||
|
this.vx = (Math.random() - 0.5) * 2 * params.motion;
|
||||||
|
this.vy = (Math.random() - 0.5) * 2 * params.motion;
|
||||||
|
this.size = Math.random() * 3 + 1;
|
||||||
|
this.color = `rgba(255, 255, 255, ${0.7 * params.tone.dryness})`;
|
||||||
|
}
|
||||||
|
|
||||||
|
update() {
|
||||||
|
this.x += this.vx;
|
||||||
|
this.y += this.vy;
|
||||||
|
|
||||||
|
// Boundary collision
|
||||||
|
if (this.x < 0 || this.x > canvas.width) this.vx *= -1;
|
||||||
|
if (this.y < 0 || this.y > canvas.height) this.vy *= -1;
|
||||||
|
|
||||||
|
// Pulse effect
|
||||||
|
const pulseFactor = params.pulse.avg + Math.sin(Date.now() * 0.002) * 0.2;
|
||||||
|
this.size = Math.max(1, this.size * pulseFactor * 0.7);
|
||||||
|
|
||||||
|
// Energy decay
|
||||||
|
this.life -= this.decay;
|
||||||
|
if (this.life <= 0) this.reset();
|
||||||
|
}
|
||||||
|
|
||||||
|
draw() {
|
||||||
|
ctx.fillStyle = this.color;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
|
||||||
|
ctx.fill();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create particle system
|
||||||
|
const particles = [];
|
||||||
|
const particleCount = Math.floor(canvas.width * canvas.height * 0.0005 * params.density);
|
||||||
|
|
||||||
|
for (let i = 0; i < particleCount; i++) {
|
||||||
|
particles.push(new Particle());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Animation loop
|
||||||
|
function animate() {
|
||||||
|
// Clear with slight fade
|
||||||
|
ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
|
||||||
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||||
|
|
||||||
|
// Update and draw particles
|
||||||
|
particles.forEach(p => {
|
||||||
|
p.update();
|
||||||
|
p.draw();
|
||||||
|
});
|
||||||
|
|
||||||
|
requestAnimationFrame(animate);
|
||||||
|
}
|
||||||
|
|
||||||
|
animate();
|
||||||
|
</script>
|
||||||
|
</body>
|
||||||
|
</html>
|
||||||
Loading…
Add table
Reference in a new issue