211 lines
7 KiB
HTML
211 lines
7 KiB
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>Drifting Currents</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: #0a0a0a;
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font-family: 'Courier New', monospace;
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color: #e0e0e0;
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}
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#canvas {
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display: block;
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width: 100vw;
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height: 100vh;
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}
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#attribution {
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position: absolute;
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bottom: 10px;
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right: 10px;
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font-size: 10px;
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opacity: 0.5;
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pointer-events: none;
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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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// Set canvas to full window size
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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 (abstracted from specification)
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const params = {
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motion: 0.577,
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density: 0.520,
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complexity: 0.485,
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connectedness: 0.543,
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lifespan: 0.499,
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survivingNodes: 83,
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branchCount: 58,
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loops: 169,
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maxDepth: 19,
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thicknessRatio: 1.25,
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fractalDimension: 1.601,
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finalEnergy: 421.4,
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pulse: { avg: 0.65, min: 0.30, max: 1.75 },
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tone: {
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anger: 0.00,
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sadness: 0.00,
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curiosity: 0.70,
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dryness: 0.90,
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playfulness: 0.10,
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tension: 0.00
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}
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};
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// Flow field properties
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const particleCount = Math.floor(params.density * 1000 + 200);
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const particles = [];
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const fieldResolution = Math.floor(50 + params.complexity * 50);
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const fieldSize = { x: canvas.width, y: canvas.height };
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// Color scheme (teals with dry/monochrome influence)
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function getColor() {
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const hue = 180 + Math.sin(Date.now() * 0.0005) * 30;
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const saturation = 40 + params.tone.curiosity * 30;
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const lightness = 60 + params.tone.dryness * (-20);
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return `hsl(${hue}, ${saturation}%, ${lightness}%)`;
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}
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// Flow field creation with turbulence
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function createFlowField() {
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const field = [];
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const time = Date.now() * 0.0001;
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for (let y = 0; y < fieldResolution; y++) {
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for (let x = 0; x < fieldResolution; x++) {
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const px = (x / fieldResolution) * fieldSize.x;
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const py = (y / fieldResolution) * fieldSize.y;
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// Base noise (simplex-like)
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const nx = px * 0.005;
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const ny = py * 0.005;
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const angle = Math.sin(nx + time * 0.1) * Math.cos(ny + time * 0.05) * Math.PI;
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// Add some randomness based on parameters
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const turbulence = 0.5 + params.motion * 0.5;
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const finalAngle = angle + (Math.random() - 0.5) * turbulence;
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field.push({
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x: Math.cos(finalAngle),
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y: Math.sin(finalAngle),
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strength: 1.0
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});
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}
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}
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return field;
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}
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// Particle system
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class Particle {
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constructor() {
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this.reset();
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this.size = 0.5 + Math.random() * 1.5;
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this.lifespan = params.lifespan * 2000 + Math.random() * 1000;
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this.maxSpeed = 0.5 + params.motion * 2;
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}
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reset() {
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this.x = Math.random() * fieldSize.x;
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this.y = Math.random() * fieldSize.y;
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this.prevX = this.x;
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this.prevY = this.y;
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this.age = 0;
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this.speed = this.maxSpeed * (0.3 + Math.random() * 0.7);
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this.angle = Math.random() * Math.PI * 2;
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this.color = getColor();
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}
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update(field) {
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this.age += 16; // ~60fps
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// Get field influence
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const fieldX = Math.floor((this.x / fieldSize.x) * fieldResolution) % fieldResolution;
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const fieldY = Math.floor((this.y / fieldSize.y) * fieldResolution) % fieldResolution;
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const fieldIndex = fieldX + fieldY * fieldResolution;
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const force = field[fieldIndex];
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// Apply field influence
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this.angle = Math.atan2(force.y, force.x) +
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(Math.random() - 0.5) * params.motion * 0.3;
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// Move particle
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this.prevX = this.x;
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this.prevY = this.y;
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this.x += Math.cos(this.angle) * this.speed;
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this.y += Math.sin(this.angle) * this.speed;
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// Boundary conditions (wrap around)
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if (this.x < 0) this.x = fieldSize.x;
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if (this.x > fieldSize.x) this.x = 0;
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if (this.y < 0) this.y = fieldSize.y;
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if (this.y > fieldSize.y) this.y = 0;
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// Fade out at edges
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const edgeFade = Math.min(
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Math.min(this.x, fieldSize.x - this.x) / 100,
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Math.min(this.y, fieldSize.y - this.y) / 100
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);
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this.color = getColor();
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ctx.strokeStyle = this.color.replace('%)', `%, ${Math.max(0, 1 - this.age/this.lifespan)}%)`);
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}
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draw() {
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ctx.beginPath();
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ctx.moveTo(this.prevX, this.prevY);
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ctx.lineTo(this.x, this.y);
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ctx.stroke();
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}
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}
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// Initialize particles
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function initParticles() {
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particles.length = 0;
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for (let i = 0; i < particleCount; i++) {
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particles.push(new Particle());
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}
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}
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// Animation loop
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function animate() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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ctx.lineCap = 'round';
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ctx.lineWidth = params.thicknessRatio * (0.3 + params.dryness * 0.2);
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const field = createFlowField();
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// Update and draw particles
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for (let i = 0; i < particles.length; i++) {
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particles[i].update(field);
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if (particles[i].age < particles[i].lifespan) {
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particles[i].draw();
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} else {
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particles[i].reset();
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}
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}
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requestAnimationFrame(animate);
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}
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// Initialize and start
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initParticles();
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animate();
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</script>
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</body>
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</html>
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