whispers-of-drifting-curren.../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 Flow Field</title>
<style>
body { margin: 0; overflow: hidden; background: #0a0a0a; }
canvas { display: block; }
#attribution { position: fixed; bottom: 10px; left: 10px; color: #555; font-family: monospace; font-size: 12px; }
</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 params = {
motion: 0.5,
density: 0.5,
complexity: 0.5,
connectedness: 0.5,
lifespan: 0.5,
pulse: { avg: 1.1, min: 0.9, max: 1.2 },
tone: { anger: 0, sadness: 0, curiosity: 0.1, dryness: 0.8, playfulness: 0, tension: 0 }
};
// Particle system
const particles = [];
const particleCount = Math.floor(params.density * 1000) + 200;
const maxSpeed = params.motion * 3;
class Particle {
constructor() {
this.reset();
this.size = 0.5 + Math.random() * 1.5;
this.life = 0;
this.maxLife = 50 + Math.random() * 100;
this.color = `rgba(200, 200, 200, ${params.tone.dryness > 0.7 ? 0.3 : 0.6})`;
}
reset() {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
this.vx = (Math.random() - 0.5) * maxSpeed;
this.vy = (Math.random() - 0.5) * maxSpeed;
this.prevX = this.x;
this.prevY = this.y;
}
update() {
// Simple flow field - noise-based direction
const nx = this.x / canvas.width * 10;
const ny = this.y / canvas.height * 10;
const angle = noise.perlin2(nx, ny) * Math.PI * 2;
// Apply pulse variation
const pulse = params.pulse.avg + (params.pulse.max - params.pulse.min) *
(Math.sin(Date.now() * 0.001) * 0.5 + 0.5);
this.vx = Math.cos(angle) * maxSpeed * pulse * 0.5;
this.vy = Math.sin(angle) * maxSpeed * pulse * 0.5;
// Move particle
this.prevX = this.x;
this.prevY = this.y;
this.x += this.vx;
this.y += this.vy;
// Boundary handling
if (this.x < 0 || this.x > canvas.width || this.y < 0 || this.y > canvas.height) {
this.reset();
}
// Trails
this.life++;
if (this.life > this.maxLife) {
this.reset();
this.life = 0;
}
}
draw() {
const alpha = params.tone.dryness > 0.7 ? 0.1 : 0.3;
ctx.strokeStyle = this.color.replace('a)', `, ${alpha})`);
ctx.lineWidth = this.size;
ctx.beginPath();
ctx.moveTo(this.prevX, this.prevY);
ctx.lineTo(this.x, this.y);
ctx.stroke();
}
}
// Perlin noise for flow field
const noise = new Perlin();
// Initialize particles
for (let i = 0; i < particleCount; i++) {
particles.push(new Particle());
}
// Animation loop
function animate() {
// Clear with fade effect
ctx.fillStyle = 'rgba(10, 10, 10, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Update and draw all particles
particles.forEach(p => {
p.update();
p.draw();
});
requestAnimationFrame(animate);
}
animate();
</script>
</body>
</html>