teal-pulses-in-quiet-grid-kcuc/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>Neurameba Organism</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
font-family: monospace;
color: #ccc;
display: flex;
flex-direction: column;
height: 100vh;
}
canvas {
flex: 1;
}
#attribution {
text-align: right;
padding: 8px 16px;
font-size: 10px;
opacity: 0.6;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div id="attribution">neurameba · motd.social</div>
<script>
(function() {
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
function resize() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resize);
resize();
// Organism parameters
const params = {
motion: 0.471,
density: 0.510,
complexity: 0.427,
connectedness: 0.486,
lifespan: 0.537,
pulse: { avg: 0.72, min: 0.30, max: 2.00 }
};
// Cellular automata grid
const cols = Math.floor(canvas.width / 4);
const rows = Math.floor(canvas.height / 4);
const grid = new Array(cols * rows).fill(0);
// Initialize with density-based pattern
for (let i = 0; i < grid.length; i++) {
grid[i] = Math.random() < params.density * 0.8 ? 1 : 0;
}
// Cellular rules with connectedness influencing behavior
const rules = [
// Rule 1: Survival with connected neighbors
(x, y) => {
const neighbors = countNeighbors(x, y);
return neighbors >= 2 && neighbors <= 4 ? 1 : 0;
},
// Rule 2: Birth with higher complexity
(x, y) => {
const neighbors = countNeighbors(x, y);
return neighbors === 3 && Math.random() < params.complexity ? 1 : 0;
}
];
function countNeighbors(x, y) {
let count = 0;
for (let dx = -1; dx <= 1; dx++) {
for (let dy = -1; dy <= 1; dy++) {
if (dx === 0 && dy === 0) continue;
const nx = (x + dx + cols) % cols;
const ny = (y + dy + rows) % rows;
count += grid[ny * cols + nx];
}
}
return count;
}
// Color palette based on tone
const hue = 180; // teal for curiosity
const saturation = params.dryness > 0.5 ? 0 : 100;
const lightness = params.playfulness > 0.5 ? 70 : 30;
function draw() {
// Pulse effect
const pulse = params.pulse.avg +
(Math.sin(Date.now() * 0.001 * params.motion) * 0.5 + 0.5) *
(params.pulse.max - params.pulse.min);
// Apply rules with motion influence
const newGrid = new Array(grid.length).fill(0);
for (let i = 0; i < grid.length; i++) {
const x = i % cols;
const y = Math.floor(i / cols);
// Apply random rule based on motion/complexity
const ruleIndex = Math.floor(Math.random() * rules.length *
Math.min(params.motion * 2, 1));
newGrid[i] = rules[ruleIndex](x, y);
}
// Update grid with pulse effect
for (let i = 0; i < grid.length; i++) {
grid[i] = newGrid[i];
}
// Draw
ctx.fillStyle = `rgba(0, 0, 0, ${1 - params.dryness * 0.8})`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw cells with varying opacity based on lifespan
const cellSize = 4 * pulse;
for (let i = 0; i < grid.length; i++) {
if (grid[i]) {
const x = (i % cols) * cellSize;
const y = Math.floor(i / cols) * cellSize;
const alpha = 0.3 + (params.lifespan * 0.7);
ctx.fillStyle = `hsla(${hue}, ${saturation}%, ${lightness}%, ${alpha})`;
ctx.beginPath();
ctx.arc(
x + cellSize/2,
y + cellSize/2,
cellSize * 0.4 * (0.5 + params.connectedness * 0.5),
0,
Math.PI * 2
);
ctx.fill();
}
}
}
function animate() {
draw();
requestAnimationFrame(animate);
}
animate();
})();
</script>
</body>
</html>