teal-currents-in-motion-98nm/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>Flow Field Study</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
font-family: 'Courier New', monospace;
}
canvas {
display: block;
}
#attribution {
position: fixed;
bottom: 10px;
right: 10px;
color: #444;
font-size: 10px;
z-index: 100;
}
</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');
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
// Flow field parameters
const particleCount = 150 * (0.5 + 0.5);
const particleSize = 1.5 * (0.5 + 0.5);
const motionStrength = 0.8 * (0.5 + 0.5);
const complexityFactor = 0.7;
const connectednessFactor = 0.6;
const baseSpeed = 0.5;
const maxSpeed = 2.0;
const trailLength = 5 * (1.1 - 0.5);
// Tone parameters
const dryness = 0.9;
const playfulness = 0.1;
const curiosity = 0.8;
// Color palette based on tone
const hue = (curiosity * 180) + 100; // Teal range
const saturation = 0.8 - (dryness * 0.5);
const brightness = 0.7 - (playfulness * 0.2);
// Flow field grid
const gridSize = 30;
const cols = Math.floor(canvas.width / gridSize) + 1;
const rows = Math.floor(canvas.height / gridSize) + 1;
// Precompute flow field
const flowField = [];
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
const angle = Math.sin(x * complexityFactor) * Math.cos(y * complexityFactor) * Math.PI * 2;
const vx = Math.cos(angle) * motionStrength;
const vy = Math.sin(angle) * motionStrength;
flowField.push({ x: x * gridSize, y: y * gridSize, vx, vy });
}
}
// Particles
class Particle {
constructor() {
this.reset();
}
reset() {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
this.speed = baseSpeed + Math.random() * (maxSpeed - baseSpeed);
this.direction = Math.random() * Math.PI * 2;
this.velocity = { x: 0, y: 0 };
this.history = [];
}
update() {
// Find nearest flow field point
const col = Math.floor(this.x / gridSize);
const row = Math.floor(this.y / gridSize);
const index = row * cols + col;
if (index >= 0 && index < flowField.length) {
const field = flowField[index];
this.direction += (Math.atan2(field.vy, field.vx) - this.direction) * 0.1;
}
// Update velocity
this.velocity.x = Math.cos(this.direction) * this.speed;
this.velocity.y = Math.sin(this.direction) * this.speed;
// Apply motion
this.x += this.velocity.x;
this.y += this.velocity.y;
// Boundary check
if (this.x < 0) this.x = canvas.width;
if (this.x > canvas.width) this.x = 0;
if (this.y < 0) this.y = canvas.height;
if (this.y > canvas.height) this.y = 0;
// Add to history
this.history.push({ x: this.x, y: this.y });
if (this.history.length > trailLength) {
this.history.shift();
}
}
draw() {
ctx.strokeStyle = `hsla(${hue}, ${saturation * 100}%, ${brightness * 100}%, 0.8)`;
ctx.lineWidth = particleSize * (0.5 + 0.5);
ctx.beginPath();
for (let i = 0; i < this.history.length; i++) {
const point = this.history[i];
const alpha = i / this.history.length;
ctx.globalAlpha = alpha * 0.7;
if (i === 0) {
ctx.moveTo(point.x, point.y);
} else {
ctx.lineTo(point.x, point.y);
}
}
ctx.stroke();
ctx.globalAlpha = 1.0;
}
}
const particles = Array.from({ length: particleCount }, () => new Particle());
function animate() {
// Fade background slightly
ctx.fillStyle = 'rgba(10, 10, 10, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Update and draw all particles
particles.forEach(particle => {
particle.update();
particle.draw();
});
requestAnimationFrame(animate);
}
animate();
</script>
</body>
</html>