raayraay commited on
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  1. README.md +7 -5
  2. index.html +398 -19
README.md CHANGED
@@ -1,10 +1,12 @@
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  ---
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- title: Hypnotic Flocking
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- emoji:
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- colorFrom: green
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- colorTo: purple
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  sdk: static
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  pinned: false
 
 
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  ---
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- Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
 
1
  ---
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+ title: hypnotic-flocking
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+ emoji: 🐳
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+ colorFrom: blue
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+ colorTo: blue
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  sdk: static
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  pinned: false
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+ tags:
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+ - deepsite
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  ---
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+ Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
index.html CHANGED
@@ -1,19 +1,398 @@
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- <!doctype html>
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- <html>
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- <head>
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- <meta charset="utf-8" />
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- <meta name="viewport" content="width=device-width" />
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- <title>My static Space</title>
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- <link rel="stylesheet" href="style.css" />
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- </head>
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- <body>
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- <div class="card">
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- <h1>Welcome to your static Space!</h1>
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- <p>You can modify this app directly by editing <i>index.html</i> in the Files and versions tab.</p>
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- <p>
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- Also don't forget to check the
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- <a href="https://huggingface.co/docs/hub/spaces" target="_blank">Spaces documentation</a>.
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- </p>
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- </div>
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- </body>
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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>Hypnotic Flocking Simulation</title>
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+ <script src="https://cdn.tailwindcss.com"></script>
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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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+ }
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+ canvas {
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+ display: block;
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+ }
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+ .controls {
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+ position: absolute;
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+ top: 20px;
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+ left: 20px;
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+ z-index: 100;
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+ color: white;
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+ background: rgba(0, 0, 0, 0.7);
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+ padding: 15px;
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+ border-radius: 10px;
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+ font-family: 'Arial', sans-serif;
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+ }
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+ .particle {
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+ position: absolute;
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+ border-radius: 50%;
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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="flockCanvas"></canvas>
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+ <div class="controls">
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+ <h1 class="text-2xl font-bold mb-4 text-purple-400">Hypnotic Flocking</h1>
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+ <div class="grid grid-cols-2 gap-4">
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+ <div>
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+ <label class="block text-sm font-medium text-cyan-300">Alignment</label>
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+ <input type="range" id="alignment" min="0" max="2" step="0.01" value="1" class="w-full">
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+ </div>
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+ <div>
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+ <label class="block text-sm font-medium text-cyan-300">Cohesion</label>
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+ <input type="range" id="cohesion" min="0" max="2" step="0.01" value="1" class="w-full">
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+ </div>
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+ <div>
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+ <label class="block text-sm font-medium text-cyan-300">Separation</label>
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+ <input type="range" id="separation" min="0" max="2" step="0.01" value="1.5" class="w-full">
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+ </div>
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+ <div>
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+ <label class="block text-sm font-medium text-cyan-300">Particle Count</label>
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+ <input type="range" id="particleCount" min="50" max="1000" step="10" value="500" class="w-full">
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+ </div>
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+ <div>
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+ <label class="block text-sm font-medium text-cyan-300">Trail Length</label>
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+ <input type="range" id="trailLength" min="0" max="1" step="0.01" value="0.05" class="w-full">
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+ </div>
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+ <div>
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+ <label class="block text-sm font-medium text-cyan-300">Color Mode</label>
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+ <select id="colorMode" class="w-full bg-gray-800 text-white rounded p-1">
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+ <option value="velocity">Velocity</option>
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+ <option value="distance">Distance</option>
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+ <option value="rainbow">Rainbow</option>
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+ <option value="pulse">Pulse</option>
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+ </select>
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+ </div>
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+ </div>
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+ <button id="resetBtn" class="mt-4 px-4 py-2 bg-purple-600 hover:bg-purple-700 rounded text-white">Reset Simulation</button>
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+ </div>
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+
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+ <script>
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+ document.addEventListener('DOMContentLoaded', () => {
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+ const canvas = document.getElementById('flockCanvas');
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+ const ctx = canvas.getContext('2d');
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+
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+ // Set canvas to full window size
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+ canvas.width = window.innerWidth;
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+ canvas.height = window.innerHeight;
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+
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+ // Flocking parameters
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+ let params = {
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+ alignment: 1,
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+ cohesion: 1,
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+ separation: 1.5,
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+ particleCount: 500,
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+ trailLength: 0.05,
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+ colorMode: 'velocity',
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+ mouseInfluence: true,
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+ mouseRadius: 100,
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+ mouseStrength: 5
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+ };
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+
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+ // Initialize controls
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+ document.getElementById('alignment').addEventListener('input', (e) => {
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+ params.alignment = parseFloat(e.target.value);
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+ });
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+
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+ document.getElementById('cohesion').addEventListener('input', (e) => {
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+ params.cohesion = parseFloat(e.target.value);
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+ });
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+
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+ document.getElementById('separation').addEventListener('input', (e) => {
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+ params.separation = parseFloat(e.target.value);
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+ });
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+
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+ document.getElementById('particleCount').addEventListener('input', (e) => {
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+ params.particleCount = parseInt(e.target.value);
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+ resetSimulation();
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+ });
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+
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+ document.getElementById('trailLength').addEventListener('input', (e) => {
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+ params.trailLength = parseFloat(e.target.value);
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+ });
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+
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+ document.getElementById('colorMode').addEventListener('change', (e) => {
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+ params.colorMode = e.target.value;
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+ });
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+
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+ document.getElementById('resetBtn').addEventListener('click', () => {
122
+ resetSimulation();
123
+ });
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+
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+ // Mouse position
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+ let mouseX = null;
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+ let mouseY = null;
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+
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+ canvas.addEventListener('mousemove', (e) => {
130
+ mouseX = e.clientX;
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+ mouseY = e.clientY;
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+ });
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+
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+ canvas.addEventListener('mouseout', () => {
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+ mouseX = null;
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+ mouseY = null;
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+ });
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+
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+ // Particle class
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+ class Particle {
141
+ constructor() {
142
+ this.reset();
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+ this.history = [];
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+ this.maxHistory = 5;
145
+ }
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+
147
+ 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 = (Math.random() - 0.5) * 2;
151
+ this.vy = (Math.random() - 0.5) * 2;
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+ this.size = 2 + Math.random() * 3;
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+ this.color = `hsl(${Math.random() * 360}, 100%, 50%)`;
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+ this.baseHue = Math.random() * 360;
155
+ this.pulsePhase = Math.random() * Math.PI * 2;
156
+ }
157
+
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+ update(particles) {
159
+ // Store position history for trails
160
+ this.history.unshift({x: this.x, y: this.y});
161
+ if (this.history.length > this.maxHistory) {
162
+ this.history.pop();
163
+ }
164
+
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+ // Apply flocking rules
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+ this.flock(particles);
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+
168
+ // Apply mouse influence
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+ if (mouseX !== null && mouseY !== null && params.mouseInfluence) {
170
+ const dx = mouseX - this.x;
171
+ const dy = mouseY - this.y;
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+ const distance = Math.sqrt(dx * dx + dy * dy);
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+
174
+ if (distance < params.mouseRadius) {
175
+ const angle = Math.atan2(dy, dx);
176
+ const force = (params.mouseRadius - distance) / params.mouseRadius * params.mouseStrength;
177
+ this.vx += Math.cos(angle) * force * 0.1;
178
+ this.vy += Math.sin(angle) * force * 0.1;
179
+ }
180
+ }
181
+
182
+ // Update position
183
+ this.x += this.vx;
184
+ this.y += this.vy;
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+
186
+ // Apply boundary conditions (wrap around)
187
+ if (this.x < 0) this.x = canvas.width;
188
+ if (this.x > canvas.width) this.x = 0;
189
+ if (this.y < 0) this.y = canvas.height;
190
+ if (this.y > canvas.height) this.y = 0;
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+
192
+ // Apply friction
193
+ this.vx *= 0.98;
194
+ this.vy *= 0.98;
195
+
196
+ // Limit speed
197
+ const speed = Math.sqrt(this.vx * this.vx + this.vy * this.vy);
198
+ const maxSpeed = 3;
199
+ if (speed > maxSpeed) {
200
+ this.vx = (this.vx / speed) * maxSpeed;
201
+ this.vy = (this.vy / speed) * maxSpeed;
202
+ }
203
+
204
+ // Update pulse phase for color animation
205
+ this.pulsePhase += 0.02;
206
+ }
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+
208
+ flock(particles) {
209
+ let alignmentX = 0;
210
+ let alignmentY = 0;
211
+ let cohesionX = 0;
212
+ let cohesionY = 0;
213
+ let separationX = 0;
214
+ let separationY = 0;
215
+
216
+ let neighborCount = 0;
217
+ const perceptionRadius = 100;
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+
219
+ for (let other of particles) {
220
+ if (other === this) continue;
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+
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+ const dx = other.x - this.x;
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+ const dy = other.y - this.y;
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+ const distance = Math.sqrt(dx * dx + dy * dy);
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+
226
+ if (distance < perceptionRadius) {
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+ neighborCount++;
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+
229
+ // Alignment: steer toward average heading of neighbors
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+ alignmentX += other.vx;
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+ alignmentY += other.vy;
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+
233
+ // Cohesion: steer toward average position of neighbors
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+ cohesionX += other.x;
235
+ cohesionY += other.y;
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+
237
+ // Separation: avoid crowding neighbors
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+ if (distance < 30) {
239
+ separationX -= dx / distance;
240
+ separationY -= dy / distance;
241
+ }
242
+ }
243
+ }
244
+
245
+ if (neighborCount > 0) {
246
+ // Apply alignment
247
+ alignmentX /= neighborCount;
248
+ alignmentY /= neighborCount;
249
+ const alignMag = Math.sqrt(alignmentX * alignmentX + alignmentY * alignmentY);
250
+ if (alignMag > 0) {
251
+ alignmentX = (alignmentX / alignMag) * params.alignment;
252
+ alignmentY = (alignmentY / alignMag) * params.alignment;
253
+ }
254
+
255
+ // Apply cohesion
256
+ cohesionX /= neighborCount;
257
+ cohesionY /= neighborCount;
258
+ cohesionX -= this.x;
259
+ cohesionY -= this.y;
260
+ const cohereMag = Math.sqrt(cohesionX * cohesionX + cohesionY * cohesionY);
261
+ if (cohereMag > 0) {
262
+ cohesionX = (cohesionX / cohereMag) * params.cohesion;
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+ cohesionY = (cohesionY / cohereMag) * params.cohesion;
264
+ }
265
+
266
+ // Apply separation
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+ const separateMag = Math.sqrt(separationX * separationX + separationY * separationY);
268
+ if (separateMag > 0) {
269
+ separationX = (separationX / separateMag) * params.separation;
270
+ separationY = (separationY / separateMag) * params.separation;
271
+ }
272
+
273
+ // Combine all forces
274
+ this.vx += alignmentX + cohesionX + separationX;
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+ this.vy += alignmentY + cohesionY + separationY;
276
+ }
277
+ }
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+
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+ draw(ctx) {
280
+ // Determine color based on mode
281
+ let color;
282
+ const speed = Math.sqrt(this.vx * this.vx + this.vy * this.vy);
283
+
284
+ switch(params.colorMode) {
285
+ case 'velocity':
286
+ color = `hsl(${(speed * 50) % 360}, 100%, 50%)`;
287
+ break;
288
+ case 'distance':
289
+ const avgDist = this.calculateAverageDistance();
290
+ color = `hsl(${(avgDist * 0.5) % 360}, 100%, 50%)`;
291
+ break;
292
+ case 'rainbow':
293
+ color = `hsl(${(this.baseHue + Date.now() * 0.01) % 360}, 100%, 50%)`;
294
+ break;
295
+ case 'pulse':
296
+ const pulseValue = Math.sin(this.pulsePhase) * 0.5 + 0.5;
297
+ color = `hsl(${this.baseHue}, 100%, ${pulseValue * 50 + 30}%)`;
298
+ break;
299
+ default:
300
+ color = this.color;
301
+ }
302
+
303
+ // Draw trail
304
+ if (this.history.length > 1) {
305
+ ctx.beginPath();
306
+ ctx.moveTo(this.history[0].x, this.history[0].y);
307
+
308
+ for (let i = 1; i < this.history.length; i++) {
309
+ const alpha = i / this.history.length * params.trailLength;
310
+ ctx.strokeStyle = color.replace(')', `, ${alpha})`).replace('hsl', 'hsla');
311
+ ctx.lineWidth = this.size * 0.7;
312
+ ctx.lineTo(this.history[i].x, this.history[i].y);
313
+ ctx.stroke();
314
+ ctx.beginPath();
315
+ ctx.moveTo(this.history[i].x, this.history[i].y);
316
+ }
317
+ }
318
+
319
+ // Draw particle
320
+ ctx.beginPath();
321
+ ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
322
+ ctx.fillStyle = color;
323
+ ctx.fill();
324
+ }
325
+
326
+ calculateAverageDistance() {
327
+ let totalDist = 0;
328
+ let count = 0;
329
+
330
+ for (let i = 1; i < this.history.length; i++) {
331
+ const dx = this.history[i].x - this.history[i-1].x;
332
+ const dy = this.history[i].y - this.history[i-1].y;
333
+ totalDist += Math.sqrt(dx * dx + dy * dy);
334
+ count++;
335
+ }
336
+
337
+ return count > 0 ? totalDist / count : 0;
338
+ }
339
+ }
340
+
341
+ // Simulation state
342
+ let particles = [];
343
+ let lastTime = 0;
344
+ let frameCount = 0;
345
+ let fps = 0;
346
+
347
+ function initSimulation() {
348
+ particles = [];
349
+ for (let i = 0; i < params.particleCount; i++) {
350
+ particles.push(new Particle());
351
+ }
352
+ }
353
+
354
+ function resetSimulation() {
355
+ initSimulation();
356
+ }
357
+
358
+ function animate(currentTime) {
359
+ // Calculate FPS
360
+ frameCount++;
361
+ if (currentTime - lastTime >= 1000) {
362
+ fps = frameCount;
363
+ frameCount = 0;
364
+ lastTime = currentTime;
365
+ }
366
+
367
+ // Clear canvas with fade effect
368
+ ctx.fillStyle = `rgba(0, 0, 0, ${params.trailLength})`;
369
+ ctx.fillRect(0, 0, canvas.width, canvas.height);
370
+
371
+ // Update and draw all particles
372
+ for (let particle of particles) {
373
+ particle.update(particles);
374
+ particle.draw(ctx);
375
+ }
376
+
377
+ // Draw FPS counter
378
+ ctx.fillStyle = 'white';
379
+ ctx.font = '14px Arial';
380
+ ctx.fillText(`FPS: ${fps}`, 10, 20);
381
+ ctx.fillText(`Particles: ${particles.length}`, 10, 40);
382
+
383
+ requestAnimationFrame(animate);
384
+ }
385
+
386
+ // Handle window resize
387
+ window.addEventListener('resize', () => {
388
+ canvas.width = window.innerWidth;
389
+ canvas.height = window.innerHeight;
390
+ });
391
+
392
+ // Start simulation
393
+ initSimulation();
394
+ animate();
395
+ });
396
+ </script>
397
+ <p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - <a href="https://enzostvs-deepsite.hf.space?remix=raayraay/hypnotic-flocking" style="color: #fff;text-decoration: underline;" target="_blank" >🧬 Remix</a></p></body>
398
+ </html>