birth: Teal Tremors in the Grid
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index.html
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230
index.html
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```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>Teal Tremors</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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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: 'Courier New', monospace;
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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: absolute;
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bottom: 20px;
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color: #4a5c5e;
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font-size: 10px;
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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 generative art input
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const params = {
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motion: 0.494,
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density: 0.427,
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complexity: 0.580,
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connectedness: 0.487,
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lifespan: 0.470,
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survivingNodes: 140,
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branchCount: 135,
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loops: 1974,
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maxDepth: 54,
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thicknessRatio: 1.25,
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fractalDim: 0.839,
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finalEnergy: 4155.2,
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pulse: { avg: 0.47, min: 0.30, max: 2.00 },
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tone: {
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anger: 0.00,
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sadness: 0.00,
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curiosity: 0.80,
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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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// Reaction-diffusion agent parameters
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const agentCount = Math.floor(params.survivingNodes * 3);
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const diffusionRate = 0.3;
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const reactionRate = 0.7;
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const feedRate = 0.055;
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const killRate = 0.062;
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const stepSize = 0.1;
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// Initialize grids
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const size = Math.min(canvas.width, canvas.height);
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const gridWidth = Math.floor(canvas.width / 4);
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const gridHeight = Math.floor(canvas.height / 4);
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const agents = [];
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const feed = new Array(gridWidth * gridHeight).fill(0);
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const kill = new Array(gridWidth * gridHeight).fill(0);
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const concentration = new Array(gridWidth * gridHeight).fill(0);
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// Initialize agents
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for (let i = 0; i < agentCount; i++) {
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agents.push({
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x: Math.random() * gridWidth,
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y: Math.random() * gridHeight,
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vx: (Math.random() - 0.5) * params.motion * 2,
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vy: (Math.random() - 0.5) * params.motion * 2,
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radius: 1 + Math.random() * 2 * params.thicknessRatio,
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hue: 180 + Math.random() * 20,
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sat: 50 + Math.random() * 30,
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lum: 60 + Math.random() * 20,
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life: Math.random() * params.lifespan * 100,
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maxLife: Math.random() * params.lifespan * 100 + 50
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});
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}
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// Initialize feed/kill patterns
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for (let y = 0; y < gridHeight; y++) {
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for (let x = 0; x < gridWidth; x++) {
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const idx = y * gridWidth + x;
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feed[idx] = Math.sin(x * 0.1) * Math.cos(y * 0.1) * 0.1 + 0.05;
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kill[idx] = Math.cos(x * 0.05) * Math.sin(y * 0.05) * 0.1 + 0.05;
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}
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}
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function update() {
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// Clear with semi-transparent overlay
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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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// Diffusion step
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for (let i = 0; i < agents.length; i++) {
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const a = agents[i];
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a.x += a.vx;
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a.y += a.vy;
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// Wrap around edges
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a.x = (a.x + gridWidth) % gridWidth;
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a.y = (a.y + gridHeight) % gridHeight;
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// Update concentration
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const idx = Math.floor(a.y) * gridWidth + Math.floor(a.x);
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concentration[idx] += 0.1;
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}
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// Reaction-diffusion simulation
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const newConcentration = new Array(gridWidth * gridHeight).fill(0);
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for (let y = 0; y < gridHeight; y++) {
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for (let x = 0; x < gridWidth; x++) {
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const idx = y * gridWidth + x;
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const c = concentration[idx];
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const f = feed[idx];
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const k = kill[idx];
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// Gray-Scott model
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const lap = (concentration[(y-1)*gridWidth + x] +
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concentration[(y+1)*gridWidth + x] +
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concentration[y*gridWidth + (x-1)] +
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concentration[y*gridWidth + (x+1)] -
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4 * c) * diffusionRate;
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const reaction = c * c * (f - (k + 1)) + f;
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newConcentration[idx] = Math.min(1, Math.max(0, c + lap * stepSize + reaction * stepSize * params.complexity));
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}
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}
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// Update agents based on concentration
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for (let i = agents.length - 1; i >= 0; i--) {
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const a = agents[i];
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const idx = Math.floor(a.y) * gridWidth + Math.floor(a.x);
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const localConcentration = newConcentration[idx];
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// Move toward higher concentration areas
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a.vx += (Math.random() - 0.5) * params.motion * 0.1;
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a.vy += (Math.random() - 0.5) * params.motion * 0.1;
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// Adjust properties based on concentration
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a.radius = 1 + localConcentration * 3 * params.thicknessRatio;
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a.hue = 180 + localConcentration * 20;
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a.sat = 50 + localConcentration * 30;
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a.lum = 60 + localConcentration * 20;
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a.life += params.lifespan;
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// Remove dead agents
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if (a.life > a.maxLife || Math.random() < params.motion * 0.01) {
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agents.splice(i, 1);
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// Create new agent
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agents.push({
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x: Math.random() * gridWidth,
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y: Math.random() * gridHeight,
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vx: (Math.random() - 0.5) * params.motion * 2,
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vy: (Math.random() - 0.5) * params.motion * 2,
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radius: 1 + Math.random() * 2 * params.thicknessRatio,
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hue: 180 + Math.random() * 20,
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sat: 50 + Math.random() * 30,
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lum: 60 + Math.random() * 20,
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life: 0,
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maxLife: 1000 * params.lifespan
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});
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}
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// Draw agent
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const screenX = (a.x / gridWidth) * canvas.width;
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const screenY = (a.y / gridHeight) * canvas.height;
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const globalConcentration = concentration[idx] * 100;
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ctx.beginPath();
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ctx.arc(screenX, screenY, a.radius * 2, 0, Math.PI * 2);
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ctx.fillStyle = `hsla(${a.hue}, ${a.sat}%, ${a.lum - globalConcentration * 0.5}%, ${0.2 + globalConcentration * 0.005})`;
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ctx.fill();
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}
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// Draw some feed/kill patterns
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ctx.globalAlpha = 0.1;
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for (let y = 0; y < gridHeight; y += 5) {
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for (let x = 0; x < gridWidth; x += 5) {
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const idx = y * gridWidth + x;
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const sx = (x / gridWidth) * canvas.width;
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const sy = (y / gridHeight) * canvas.height;
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ctx.strokeStyle = `hsl(180, 50%, ${50 + feed[idx] * 30}%)`;
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ctx.beginPath();
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ctx.arc(sx, sy, 2, 0, Math.PI * 2);
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ctx.stroke();
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ctx.strokeStyle = `hsl(0, 50%, ${50 + kill[idx] * 30}%)`;
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ctx.beginPath();
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ctx.arc(sx + 5, sy, 2, 0, Math.PI * 2);
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ctx.stroke();
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}
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}
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ctx.globalAlpha = 1;
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requestAnimationFrame(update);
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}
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update();
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</script>
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</body>
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</html>
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```
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