birth: Sparse Pulse Networks
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index.html
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250
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 System</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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}
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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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left: 10px;
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color: #555;
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font-size: 10px;
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z-index: 100;
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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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// 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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window.addEventListener('resize', resizeCanvas);
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resizeCanvas();
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// Parameters adjusted from input
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const params = {
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motion: 0.514,
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density: 0.528,
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complexity: 0.506,
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connectedness: 0.456,
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lifespan: 0.480,
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survivingNodes: 78,
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branchCount: 70,
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loops: 434,
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maxDepth: 17,
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thicknessRatio: 1.5,
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fractalDimension: 1.743,
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finalEnergy: 401.7,
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pulse: { avg: 0.47, min: 0.3, max: 1.75 },
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tone: { anger: 0.0, sadness: 0.0, curiosity: 0.3, dryness: 0.8, playfulness: 0.1, tension: 0.0 }
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};
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// Network graph implementation
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class NetworkNode {
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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.size = 0.5 + Math.random() * 1.5;
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this.connectionCount = 0;
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this.lifetime = 0;
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this.maxLifetime = 100 + Math.random() * 200;
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this.pulse = 0;
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}
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update(neighbors) {
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this.lifetime++;
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this.pulse = Math.sin(this.lifetime * 0.1) * 0.5 + 0.5;
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// Simple repulsion/attraction based on connection count
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const repulsion = 0.05;
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const attraction = 0.02;
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const maxConnections = 6;
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this.vx *= 0.9;
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this.vy *= 0.9;
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// Connected nodes attract each other
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for (const n of neighbors) {
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if (n !== this) {
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const dx = n.x - this.x;
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const dy = n.y - this.y;
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const dist = Math.sqrt(dx * dx + dy * dy);
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if (this.connectionCount < maxConnections) {
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// Stronger attraction if not at max connections
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this.vx += dx * attraction * (1 + (maxConnections - this.connectionCount) * 0.1);
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this.vy += dy * attraction * (1 + (maxConnections - this.connectionCount) * 0.1);
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}
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// Repulsion from all nodes
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this.vx -= dx * repulsion / (dist * dist + 1);
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this.vy -= dy * repulsion / (dist * dist + 1);
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}
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}
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// Dampening
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this.x += this.vx;
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this.y += this.vy;
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// Boundary check
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if (this.x < 0) this.x = canvas.width;
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if (this.x > canvas.width) this.x = 0;
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if (this.y < 0) this.y = canvas.height;
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if (this.y > canvas.height) this.y = 0;
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}
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draw() {
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const opacity = Math.min(1, this.lifetime / this.maxLifetime);
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const colorValue = 100 + Math.random() * 50; // Gray scale with slight variation
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ctx.beginPath();
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ctx.arc(this.x, this.y, this.size * this.pulse * 2, 0, Math.PI * 2);
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ctx.fillStyle = `rgba(${colorValue}, ${colorValue}, ${colorValue}, ${opacity * 0.7})`;
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ctx.fill();
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// Draw connections
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ctx.beginPath();
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ctx.strokeStyle = `rgba(${colorValue}, ${colorValue}, ${colorValue}, ${opacity * 0.3})`;
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ctx.lineWidth = this.size * this.pulse * params.thicknessRatio;
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ctx.moveTo(this.x, this.y);
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// Connections will be drawn in the main drawing function
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}
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}
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class NetworkGraph {
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constructor() {
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this.nodes = [];
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this.connections = [];
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this.init();
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}
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init() {
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// Create nodes
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const nodeCount = params.survivingNodes;
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for (let i = 0; i < nodeCount; i++) {
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const angle = (i / nodeCount) * Math.PI * 2;
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const radius = Math.min(canvas.width, canvas.height) * 0.3;
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const x = canvas.width / 2 + Math.cos(angle) * radius;
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const y = canvas.height / 2 + Math.sin(angle) * radius;
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this.nodes.push(new NetworkNode(x, y));
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}
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// Create connections ensuring some loops
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const targetConnections = params.branchCount;
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const maxConnections = 6;
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for (let i = 0; i < this.nodes.length; i++) {
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const nodeA = this.nodes[i];
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const possibleConnections = this.nodes.slice();
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possibleConnections.sort(() => Math.random() - 0.5);
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let connectionsMade = 0;
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for (const nodeB of possibleConnections) {
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if (nodeA === nodeB) continue;
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if (connectionsMade >= targetConnections) break;
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if (nodeA.connectionCount >= maxConnections || nodeB.connectionCount >= maxConnections) continue;
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// Ensure we don't create duplicates
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const exists = this.connections.some(conn =>
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(conn[0] === nodeA && conn[1] === nodeB) ||
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(conn[0] === nodeB && conn[1] === nodeA));
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if (!exists) {
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this.connections.push([nodeA, nodeB]);
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nodeA.connectionCount++;
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nodeB.connectionCount++;
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connectionsMade++;
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}
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}
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}
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}
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update() {
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for (const node of this.nodes) {
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const neighbors = [];
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for (const conn of this.connections) {
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if (conn[0] === node) neighbors.push(conn[1]);
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if (conn[1] === node) neighbors.push(conn[0]);
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}
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node.update(neighbors);
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}
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}
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draw() {
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// Draw connections first
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for (const conn of this.connections) {
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ctx.beginPath();
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const nodeA = conn[0];
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const nodeB = conn[1];
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const opacity = Math.min(1,
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nodeA.lifetime / nodeA.maxLifetime,
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nodeB.lifetime / nodeB.maxLifetime);
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const colorValue = 120 + Math.random() * 30;
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ctx.strokeStyle = `rgba(${colorValue}, ${colorValue}, ${colorValue}, ${opacity * 0.2})`;
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ctx.lineWidth = Math.min(4,
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nodeA.size * nodeA.pulse * params.thicknessRatio,
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nodeB.size * nodeB.pulse * params.thicknessRatio);
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ctx.moveTo(nodeA.x, nodeA.y);
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ctx.lineTo(nodeB.x, nodeB.y);
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ctx.stroke();
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}
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// Draw nodes
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for (const node of this.nodes) {
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node.draw();
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}
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}
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}
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let graph = new NetworkGraph();
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function animate() {
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// Fade effect for trail
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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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graph.update();
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graph.draw();
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requestAnimationFrame(animate);
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}
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animate();
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// Pulse effect on connections based on params.pulse
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setInterval(() => {
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for (const conn of graph.connections) {
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conn[0].pulse = params.pulse.avg;
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conn[1].pulse = params.pulse.avg;
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}
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}, 500);
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</script>
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</body>
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</html>
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