birth: Wisping Currents in Monochrome
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index.html
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207
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>Flow Field Organism</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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background: #000;
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display: flex;
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justify-content: center;
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align-items: center;
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height: 100vh;
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font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, sans-serif;
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}
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canvas {
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display: block;
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}
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#attribution {
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position: fixed;
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bottom: 20px;
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color: rgba(255, 255, 255, 0.3);
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font-size: 12px;
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text-align: center;
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width: 100%;
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}
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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 input
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const motion = 0.5;
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const density = 0.5;
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const complexity = 0.5;
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const connectedness = 0.5;
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const lifespan = 0.5;
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// Tone parameters
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const dryness = 0.9;
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const curiosity = 0.1;
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// Flow field parameters
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const particleCount = Math.floor(100 + 300 * density);
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const maxSpeed = 1 + motion * 2;
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const chaos = 0.1 + motion * 0.4;
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const coherence = 0.3 + connectedness * 0.5;
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// Particle properties
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const particleLength = 5 + complexity * 10;
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const particleThickness = 1 + density * 3;
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const decayRate = 0.92 - lifespan * 0.2;
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const birthRate = 0.02 + motion * 0.05;
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// Color palette (dryness/monochrome with slight teal accent for curiosity)
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const baseHue = 60 + curiosity * 30; // Yellow-green teal influence
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const baseSaturation = 10 + (1 - dryness) * 20;
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const baseValue = 80 + (1 - dryness) * 40;
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const brightnessVariation = 30 * (1 - dryness);
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class Particle {
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constructor() {
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this.reset();
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}
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reset() {
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this.x = Math.random() * canvas.width;
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this.y = Math.random() * canvas.height;
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this.vx = 0;
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this.vy = 0;
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this.life = Math.random();
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this.age = 0;
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this.length = particleLength * (0.7 + Math.random() * 0.6);
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this.color = `hsl(${baseHue + this.life * 20}, ${baseSaturation}%, ${baseValue + this.life * brightnessVariation}%)`;
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}
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update(field) {
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// Apply flow field influence
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const cellX = Math.floor(this.x / 30);
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const cellY = Math.floor(this.y / 30);
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const angle = field[cellY % field.height][cellX % field.width];
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const targetAngle = angle + (Math.random() - 0.5) * chaos;
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const force = maxSpeed * 0.2 + maxSpeed * 0.8 * coherence;
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this.vx = Math.cos(targetAngle) * force;
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this.vy = Math.sin(targetAngle) * force;
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// Apply slight noise
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this.vx += (Math.random() - 0.5) * 0.5;
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this.vy += (Math.random() - 0.5) * 0.5;
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// Update position
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this.x += this.vx;
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this.y += this.vy;
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// Boundary conditions
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if (this.x < 0) this.x = canvas.width;
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if (this.x > canvas.width) this.x = 0;
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if (this.y < 0) this.y = canvas.height;
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if (this.y > canvas.height) this.y = 0;
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// Update life and aging
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this.life -= (1 - decayRate) * 0.1;
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this.age++;
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if (this.age > 200 || this.life < 0) return false;
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return true;
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}
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draw() {
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const endX = this.x - this.vx * this.length;
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const endY = this.y - this.vy * this.length;
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const gradient = ctx.createLinearGradient(this.x, this.y, endX, endY);
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const startAlpha = Math.min(1, this.life * 2);
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const endAlpha = Math.min(0.3, this.life * 0.6);
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gradient.addColorStop(0, `${this.color.replace(')', `, ${startAlpha})`)}`);
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gradient.addColorStop(1, `${this.color.replace(')', `, ${endAlpha})`)}`);
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ctx.strokeStyle = gradient;
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ctx.lineWidth = particleThickness * (0.5 + this.life);
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ctx.lineCap = 'round';
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ctx.beginPath();
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ctx.moveTo(this.x, this.y);
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ctx.lineTo(endX, endY);
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ctx.stroke();
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}
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}
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// Create flow field
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const fieldSize = 30;
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const field = Array.from({ length: Math.ceil(canvas.height / fieldSize) }, () =>
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Array.from({ length: Math.ceil(canvas.width / fieldSize) }, () => Math.random() * Math.PI * 2)
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);
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// Add some coherent structures based on connectedness
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const structureCount = Math.floor(5 + connectedness * 15);
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for (let i = 0; i < structureCount; i++) {
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const centerX = Math.random() * canvas.width;
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const centerY = Math.random() * canvas.height;
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const rotation = Math.random() * Math.PI * 2;
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const strength = 0.5 + connectedness * 0.5;
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for (let y = 0; y < field.length; y++) {
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for (let x = 0; x < field[y].length; x++) {
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const dx = x * fieldSize - centerX;
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const dy = y * fieldSize - centerY;
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const dist = Math.sqrt(dx * dx + dy * dy);
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if (dist < 100 + connectedness * 150) {
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const angle = Math.atan2(dy, dx) + rotation;
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const influence = strength * (1 - dist / 200);
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field[y][x] = angle * influence + field[y][x] * (1 - influence);
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}
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}
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}
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}
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// Create particles
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const particles = Array.from({ length: particleCount }, () => new Particle());
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function animate() {
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// Clear with slight fade for trailing effect
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ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Update and draw particles
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for (let i = particles.length - 1; i >= 0; i--) {
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if (!particles[i].update(field)) {
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particles.splice(i, 1);
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// Occasionally spawn new particles
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if (Math.random() < birthRate) {
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particles.push(new Particle());
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}
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} else {
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particles[i].draw();
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}
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}
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// Occasionally add new particles
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if (Math.random() < birthRate && particles.length < particleCount * 1.5) {
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particles.push(new Particle());
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}
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requestAnimationFrame(animate);
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}
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animate();
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</script>
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</body>
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</html>
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