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script.js
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const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
resizeCanvas();
window.addEventListener('resize', resizeCanvas);
// Smaller cells for more subtle effect
const cellSize = 8;
const cols = Math.floor(canvas.width / cellSize);
const rows = Math.floor(canvas.height / cellSize);
let mouseX = 0;
let mouseY = 0;
let grid = new Array(cols);
for (let i = 0; i < cols; i++) {
grid[i] = new Array(rows);
for (let j = 0; j < rows; j++) {
grid[i][j] = Math.random() > 0.95; // variable inital pop 5% 4
}
}
canvas.addEventListener('mousemove', (event) => {
mouseX = event.clientX;
mouseY = event.clientY;
});
function countNeighbors(grid, x, y) {
let sum = 0;
for (let i = -1; i < 2; i++) {
for (let j = -1; j < 2; j++) {
let col = (x + i + cols) % cols;
let row = (y + j + rows) % rows;
sum += grid[col][row] ? 1 : 0;
}
}
sum -= grid[x][y] ? 1 : 0;
return sum;
}
function update() {
let next = new Array(cols);
for (let i = 0; i < cols; i++) {
next[i] = new Array(rows);
for (let j = 0; j < rows; j++) {
let state = grid[i][j];
let neighbors = countNeighbors(grid, i, j);
if (state && (neighbors < 2 || neighbors > 3)) {
next[i][j] = false;
} else if (!state && neighbors === 3) {
next[i][j] = true;
} else {
next[i][j] = state;
}
let dx = i * cellSize - mouseX;
let dy = j * cellSize - mouseY;
let distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 10) { // variable radius
next[i][j] = true;
}
}
}
grid = next;
}
function draw() {
ctx.fillStyle = 'rgba(18, 18, 18, 0.3)'; // Darker background with slower fade
ctx.fillRect(0, 0, canvas.width, canvas.height);
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
if (grid[i][j]) {
let x = i * cellSize;
let y = j * cellSize;
let dx = x - mouseX;
let dy = y - mouseY;
let distance = Math.sqrt(dx * dx + dy * dy);
// More subtle colors based on distance
let hue = (distance % 360);
let opacity = Math.max(0.15, 0.4 - distance / 400); // Fade out with distance
ctx.fillStyle = `hsla(${hue}, 70%, 60%, ${opacity})`;
// Square pixels
ctx.fillRect(x, y, cellSize - 1, cellSize - 1);
}
}
}
}
function gameLoop() {
update();
draw();
requestAnimationFrame(gameLoop);
}
gameLoop();