static-pulse-in-void-w7p5/index.html

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Cellular Tapestry</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a1a;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
font-family: 'Courier New', monospace;
}
canvas {
display: block;
}
#attribution {
position: absolute;
bottom: 10px;
left: 50%;
transform: translateX(-50%);
color: #888;
font-size: 11px;
pointer-events: none;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div id="attribution">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;
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
// Parameters mapped from abstract inputs
const params = {
motion: 0.5,
density: 0.5,
complexity: 0.5,
connectedness: 0.5,
lifespan: 0.5,
pulse: { avg: 1.1, min: 1.0, max: 1.2 },
tone: { anger: 0.00, sadness: 0.00, curiosity: 0.10, dryness: 0.90, playfulness: 0.00, tension: 0.00 }
};
// Cellular automaton grid
const gridSize = Math.floor(60 + params.density * 100);
const cellSize = Math.min(canvas.width / gridSize, canvas.height / gridSize);
const cols = Math.floor(canvas.width / cellSize);
const rows = Math.floor(canvas.height / cellSize);
// Initialize grid with dryness-based randomness
let grid = Array(rows).fill().map(() =>
Array(cols).fill().map(() =>
Math.random() > 0.7 + params.dryness * 0.2 ? 1 : 0
)
);
// Colors based on dryness (monochrome) with subtle curiosity teal
const aliveColor = `hsl(${200 + params.curiosity * 40}, ${30 + params.curiosity * 20}%, ${50 + params.tone.dryness * 15}%)`;
const deadColor = `hsl(0, 0%, ${15 + params.tone.dryness * 10}%)`;
// Evolution rules (Game of Life variant)
function updateGrid() {
const newGrid = grid.map(arr => [...arr]);
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
const neighbors = [
grid[(y-1+rows)%rows][(x-1+cols)%cols],
grid[(y-1+rows)%rows][x],
grid[(y-1+rows)%rows][(x+1)%cols],
grid[y][(x-1+cols)%cols],
grid[y][(x+1)%cols],
grid[(y+1)%rows][(x-1+cols)%cols],
grid[(y+1)%rows][x],
grid[(y+1)%rows][(x+1)%cols]
].reduce((a,b) => a+b, 0);
// Adaptive rules based on complexity
const birthThreshold = 2.5 - params.complexity * 1.2;
const survivalThreshold = 3.5 - params.complexity * 1.0;
if (grid[y][x] === 0 && neighbors >= birthThreshold) {
newGrid[y][x] = 1;
} else if (grid[y][x] === 1 && neighbors >= survivalThreshold && neighbors <= 3 + params.motion) {
newGrid[y][x] = 1;
} else {
newGrid[y][x] = 0;
}
}
}
grid = newGrid;
}
// Render function
function render() {
// Background with faint pulse effect
const bgAlpha = 0.1 + (Math.sin(Date.now() * 0.001 * params.pulse.avg) * 0.05);
ctx.fillStyle = `rgba(10, 10, 26, ${bgAlpha})`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw cells
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
if (grid[y][x]) {
ctx.fillStyle = aliveColor;
ctx.fillRect(
x * cellSize,
y * cellSize,
cellSize * 0.9,
cellSize * 0.9
);
}
}
}
}
// Animation loop
function animate() {
updateGrid();
render();
requestAnimationFrame(animate);
}
animate();
</script>
</body>
</html>