birth: Teal currents in quiet grids
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index.html
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127
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>Cellular Bloom</title>
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<style>
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body { margin: 0; overflow: hidden; background: #0a0a0a; }
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canvas { display: block; }
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#attribution { position: fixed; bottom: 10px; right: 10px; color: #444; font-family: monospace; font-size: 10px; }
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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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// Parameters derived from generative rules
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const params = {
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motion: 0.5,
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density: 0.5,
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complexity: 0.5,
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connectedness: 0.5,
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lifespan: 0.5,
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pulse: 1.07,
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tone: {
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anger: 0,
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sadness: 0,
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curiosity: 0.8,
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dryness: 0.9,
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playfulness: 0.1,
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tension: 0
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}
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};
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// Cellular automaton grid
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const cols = Math.floor(canvas.width / 8) + 1;
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const rows = Math.floor(canvas.height / 8) + 1;
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let grid = new Array(cols).fill().map(() => new Array(rows).fill(0));
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let nextGrid = new Array(cols).fill().map(() => new Array(rows).fill(0));
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// Initialize with sparse live cells
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function initializeGrid() {
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const density = params.density * 0.3 + 0.1; // Scale to reasonable density
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for (let i = 0; i < cols; i++) {
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for (let j = 0; j < rows; j++) {
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grid[i][j] = Math.random() < density ? 1 : 0;
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}
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}
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}
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initializeGrid();
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// Game of Life rules with variation
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function updateGrid() {
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const motionFactor = params.motion * 0.8 + 0.2; // Ensure some movement
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for (let i = 0; i < cols; i++) {
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for (let j = 0; j < rows; j++) {
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let neighbors = 0;
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for (let di = -1; di <= 1; di++) {
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for (let dj = -1; dj <= 1; dj++) {
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if (di === 0 && dj === 0) continue;
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const ni = (i + di + cols) % cols;
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const nj = (j + dj + rows) % rows;
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neighbors += grid[ni][nj];
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}
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}
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// Modified rules with randomness based on motion
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const birth = 2 + Math.floor(motionFactor * 3);
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const survival = 3 + Math.floor(motionFactor * 2);
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if (grid[i][j] === 1) {
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nextGrid[i][j] = neighbors >= survival || Math.random() < 0.1 * motionFactor ? 1 : 0;
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} else {
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nextGrid[i][j] = neighbors === birth || Math.random() < 0.05 * motionFactor ? 1 : 0;
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}
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}
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}
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[grid, nextGrid] = [nextGrid, grid];
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}
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// Drawing with teal curiosity tones
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function drawGrid() {
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const size = 8 * (0.5 + params.density * 0.5); // Vary cell size
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ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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for (let i = 0; i < cols; i++) {
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for (let j = 0; j < rows; j++) {
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if (grid[i][j] === 1) {
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const hue = 160 + (Math.sin(i * 0.1 + j * 0.1) * 30);
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const saturation = 70 + Math.sin(Date.now() * 0.001) * 20;
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const vibrancy = params.tone.dryness < 0.5 ?
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`hsl(${hue}, ${saturation}%, 60%)` :
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`hsl(${hue}, ${saturation}%, ${50 + Math.random() * 10}%)`;
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ctx.fillStyle = vibrancy;
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ctx.fillRect(i * size, j * size, size, size);
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}
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}
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}
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}
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// Animation loop
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function animate() {
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updateGrid();
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drawGrid();
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requestAnimationFrame(animate);
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}
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animate();
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// Handle clicks to reset
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canvas.addEventListener('click', () => {
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initializeGrid();
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});
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</script>
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</body>
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</html>
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