birth: Static Flow in Motion
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index.html
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226
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>Static Flow</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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color: #333;
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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: fixed;
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bottom: 10px;
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right: 10px;
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font-size: 10px;
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color: #555;
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pointer-events: none;
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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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// Flow field parameters
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const cols = 60;
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const rows = 40;
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const cellSize = Math.min(canvas.width, canvas.height) / Math.min(cols, rows);
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// Particle system
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const particles = [];
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const particleCount = Math.floor(1000 * (0.5 + Math.sin(Date.now() * 0.001) * 0.2));
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class Particle {
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constructor() {
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this.reset();
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this.size = 0.5 + Math.random() * 1.5;
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this.lifespan = 100 + Math.random() * 100;
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this.age = 0;
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this.velocity = new Vec2(0, 0);
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}
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reset() {
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this.pos = new Vec2(
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Math.random() * canvas.width,
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Math.random() * canvas.height
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);
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this.prevPos = new Vec2(this.pos.x, this.pos.y);
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this.vel = new Vec2(Math.random() - 0.5, Math.random() - 0.5).normalize().scale(2);
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this.color = '#ffffff';
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this.trail = [];
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}
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update(field) {
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this.prevPos.set(this.pos);
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// Flow field influence
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const fieldX = Math.floor(this.pos.x / cellSize);
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const fieldY = Math.floor(this.pos.y / cellSize);
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const fieldVec = field[fieldY][fieldX];
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this.vel.lerp(fieldVec, 0.1);
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this.vel.normalize();
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this.vel.scale(2 + Math.sin(Date.now() * 0.0005) * 0.5);
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this.pos.add(this.vel);
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this.age++;
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// Boundary check
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if (this.pos.x < 0 || this.pos.x > canvas.width ||
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this.pos.y < 0 || this.pos.y > canvas.height) {
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this.reset();
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}
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// Trail
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this.trail.push({
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x: this.pos.x,
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y: this.pos.y,
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age: 0
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});
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if (this.trail.length > 50) {
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this.trail.shift();
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}
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// Color based on dryness
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const hue = Math.random() * 30;
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this.color = `hsl(${hue}, 20%, 80%)`;
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}
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draw() {
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ctx.strokeStyle = this.color;
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ctx.lineWidth = this.size;
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ctx.beginPath();
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ctx.moveTo(this.prevPos.x, this.prevPos.y);
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for (let i = 0; i < this.trail.length; i++) {
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const trail = this.trail[i];
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const alpha = 1 - (trail.age / 50);
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ctx.globalAlpha = alpha * 0.8;
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ctx.lineTo(trail.x, trail.y);
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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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class Vec2 {
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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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}
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set(v) {
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this.x = v.x;
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this.y = v.y;
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}
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add(v) {
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this.x += v.x;
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this.y += v.y;
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return this;
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}
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sub(v) {
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this.x -= v.x;
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this.y -= v.y;
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return this;
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}
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scale(s) {
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this.x *= s;
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this.y *= s;
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return this;
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}
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length() {
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return Math.sqrt(this.x * this.x + this.y * this.y);
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}
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normalize() {
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const len = this.length();
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if (len > 0) {
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this.x /= len;
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this.y /= len;
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}
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return this;
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}
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lerp(v, t) {
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this.x += (v.x - this.x) * t;
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this.y += (v.y - this.y) * t;
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return this;
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}
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}
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function generateFlowField() {
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const field = [];
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const time = Date.now() * 0.001;
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for (let y = 0; y < rows; y++) {
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field[y] = [];
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for (let x = 0; x < cols; x++) {
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const angle = (x * 0.1 + y * 0.1 + time) * 0.5;
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const speed = 0.5 + Math.sin(angle * 3) * 0.5;
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field[y][x] = new Vec2(
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Math.cos(angle) * speed,
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Math.sin(angle) * speed
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);
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}
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}
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return field;
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}
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function initParticles() {
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particles.length = 0;
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for (let i = 0; i < particleCount; i++) {
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particles.push(new Particle());
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}
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}
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let flowField = generateFlowField();
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initParticles();
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function animate() {
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// Clear with fade effect
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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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// Update flow field
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flowField = generateFlowField();
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// Update and draw particles
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for (const particle of particles) {
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particle.update(flowField);
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particle.draw();
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}
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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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