voronoi-pulse-field-dfot/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>Voronoi Fractal Field</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a1a;
font-family: 'Courier New', monospace;
}
canvas {
display: block;
}
#attribution {
position: absolute;
bottom: 10px;
right: 10px;
color: #555;
font-size: 10px;
text-shadow: 0 0 5px rgba(0,0,0,0.5);
}
</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();
// Parameters derived from input
const params = {
motion: 0.5,
density: 0.5,
complexity: 0.5,
connectedness: 0.5,
lifespan: 0.5,
pulse: 1.06,
tone: {
anger: 0.00,
sadness: 0.00,
curiosity: 0.10,
dryness: 0.90,
playfulness: 0.00,
tension: 0.00
}
};
// Voronoi implementation
class VoronoiCell {
constructor(x, y, baseSize, seed) {
this.x = x;
this.y = y;
this.baseSize = baseSize;
this.seed = seed;
this.points = [];
this.age = 0;
this.maxAge = 1000 + (Math.random() * 2000);
this.targetPoints = Math.floor(5 + Math.random() * 10 * params.complexity);
this.color = `hsl(0, 0%, ${80 + Math.random() * 20}%)`;
this.noiseOffset = Math.random() * 1000;
}
update() {
this.age++;
if (this.age > this.maxAge && params.lifespan < 0.7) {
return false;
}
// Add new points based on complexity and connectedness
const growthFactor = params.complexity * params.connectedness * 0.5;
if (Math.random() < 0.05 * params.motion * growthFactor && this.points.length < this.targetPoints) {
const angle = Math.random() * Math.PI * 2;
const dist = this.baseSize * 0.3 * (0.5 + Math.random() * 0.5);
this.points.push({
x: this.x + Math.cos(angle) * dist,
y: this.y + Math.sin(angle) * dist,
size: this.baseSize * (0.5 + Math.random() * 0.5),
alive: true
});
}
// Update existing points
this.points.forEach(p => {
p.size *= 0.98;
if (p.size < 0.5) {
p.alive = false;
}
});
// Remove dead points
this.points = this.points.filter(p => p.alive);
return true;
}
draw(ctx) {
if (this.points.length === 0) return;
// Create voronoi-like structure by connecting points
ctx.strokeStyle = this.color;
ctx.lineWidth = 1;
// Draw main cell
ctx.beginPath();
ctx.arc(this.x, this.y, this.baseSize * 0.5, 0, Math.PI * 2);
ctx.stroke();
// Draw connections between points
for (let i = 0; i < this.points.length; i++) {
for (let j = i + 1; j < Math.min(i + 3, this.points.length); j++) {
const p1 = this.points[i];
const p2 = this.points[j];
if (p1.size > 1 && p2.size > 1) {
ctx.beginPath();
ctx.moveTo(p1.x, p1.y);
ctx.lineTo(p2.x, p2.y);
ctx.stroke();
}
}
}
// Draw points
this.points.forEach(p => {
if (p.size > 1) {
ctx.beginPath();
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
ctx.fillStyle = this.color;
ctx.fill();
}
});
}
}
class VoronoiSystem {
constructor() {
this.cells = [];
this.cellCount = Math.floor(30 + params.density * 150);
this.seed = 0;
}
init() {
this.cells = [];
const centerX = canvas.width / 2;
const centerY = canvas.height / 2;
// Create cells in a grid pattern
for (let i = 0; i < this.cellCount; i++) {
const angle = (i / this.cellCount) * Math.PI * 2;
const radius = Math.min(canvas.width, canvas.height) * 0.4;
const dist = Math.sqrt(Math.random()) * radius;
const x = centerX + Math.cos(angle) * dist;
const y = centerY + Math.sin(angle) * dist;
const baseSize = 10 + Math.random() * 30;
this.cells.push(new VoronoiCell(x, y, baseSize, this.seed++));
}
}
update() {
// Update all cells
this.cells = this.cells.filter(cell => cell.update());
// Add new cells based on density and lifespan
if (this.cells.length < this.cellCount * 0.8 ||
(this.cells.length < this.cellCount && Math.random() < 0.01)) {
const angle = Math.random() * Math.PI * 2;
const radius = Math.min(canvas.width, canvas.height) * 0.4;
const dist = Math.sqrt(Math.random()) * radius;
const x = canvas.width / 2 + Math.cos(angle) * dist;
const y = canvas.height / 2 + Math.sin(angle) * dist;
const baseSize = 10 + Math.random() * 30;
this.cells.push(new VoronoiCell(x, y, baseSize, this.seed++));
}
// Slight movement based on motion
this.cells.forEach(cell => {
cell.x += (Math.random() - 0.5) * 0.5 * params.motion;
cell.y += (Math.random() - 0.5) * 0.5 * params.motion;
});
}
draw(ctx) {
// Background with subtle noise
ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw cells with pulsing effect
this.cells.forEach(cell => {
cell.draw(ctx);
});
// Draw center glow
const glowSize = 100 + Math.sin(Date.now() * 0.001) * 20;
const gradient = ctx.createRadialGradient(
canvas.width/2, canvas.height/2, 0,
canvas.width/2, canvas.height/2, glowSize
);
gradient.addColorStop(0, 'rgba(255, 255, 255, 0.1)');
gradient.addColorStop(1, 'rgba(0, 0, 0, 0)');
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
}
const system = new VoronoiSystem();
system.init();
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Update and draw system
system.update();
system.draw(ctx);
// Reset occasional cells to maintain density
if (Math.random() < 0.05) {
const centerX = canvas.width / 2;
const centerY = canvas.height / 2;
const angle = Math.random() * Math.PI * 2;
const radius = Math.min(canvas.width, canvas.height) * 0.4;
const dist = Math.sqrt(Math.random()) * radius;
const x = centerX + Math.cos(angle) * dist;
const y = centerY + Math.sin(angle) * dist;
system.cells.push(new VoronoiCell(x, y, 10 + Math.random() * 30, system.seed++));
}
requestAnimationFrame(animate);
}
animate();
</script>
</body>
</html>