chromies-v24-th_d886a3009d9044ae8fe72738fd1abee6.js

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/* title: Chromies - Desperate Omnivores V24 files: head pointlist point ../point_src/stage.js mouse dragging stroke --- 228 colour creatures (28 large, 200 half-sized and slower) seek similar hues, blend on contact, and merge with close matches. Drag them into each other to play genetic matchmaker. Big creatures that go 800 frames without merging burst into a random number of differently sized, random-coloured offspring while conserving mass. */ class MainStage extends Stage { canvas = 'playspace' randomGenes() { return { aggression: Math.random(), fear: Math.random(), speed: .12 + Math.pow(Math.random(),.85) * 5.1, turnRate: .008 + Math.random() * .48, curiosity: Math.random(), metabolism: .25 + Math.random() * 1.85, longevity: .45 + Math.random() * 1.65, digestion: .55 + Math.random() * 1.45, sociability: Math.random() } } inheritGenes(parent, other, weight=1) { const genes = {} for (const key of ['aggression','fear','speed','turnRate','curiosity','metabolism','longevity','digestion','sociability']) { const center = other ? parent[key]*weight + other[key]*(1-weight) : parent[key] const variation = key==='speed' ? 1.25 : key==='turnRate' ? .085 : key==='metabolism' || key==='longevity' || key==='digestion' ? .28 : .25 const lo = key==='speed' ? .12 : key==='turnRate' ? .008 : key==='metabolism' ? .25 : key==='longevity' ? .45 : key==='digestion' ? .55 : 0 const hi = key==='speed' ? 5.2 : key==='turnRate' ? .5 : key==='metabolism' ? 2.1 : key==='longevity' ? 2.1 : key==='digestion' ? 2 : 1 const roll=Math.random() const candidate=roll<.22 ? lo+Math.random()*(hi-lo) : center+(Math.random()+Math.random()-1)*variation*(roll<.5?2:1) genes[key]=Math.max(lo,Math.min(hi,candidate)) } return genes } initialiseLife(p) { p.energy = 65 + Math.random() * 35 p.age = 0 p.lifespan = Math.round(3000 * p.genes.longevity) p.maturity = 0 p.digestTimer = 0 } makeFood(x,y,mass=.25,hue=null) { this.nutrients.push({x,y,mass,hue,vx:(Math.random()-.5)*.32,vy:(Math.random()-.5)*.32,phase:Math.random()*6.283}) } recycle(p) { const count=Math.max(1,Math.min(6,Math.ceil(p.mass/.25))) for(let i=0;iprevious && d<=wave.r+5) { const theta=d<.001?Math.random()*Math.PI*2:Math.atan2(dy,dx); const near=1-Math.min(1,d/wave.radius); const shove=(5+Math.pow(near,1.2)*33)*wave.strength; p.knockX=(p.knockX||0)+Math.cos(theta)*shove*.14; p.knockY=(p.knockY||0)+Math.sin(theta)*shove*.14; } } } this.shockwaves=this.shockwaves.filter(w=>w.age=8 || !this.nutrients.length)return if(this.points.length>0 && Math.random()>.04)return const f=this.nutrients.shift() const p=new Point({x:f.x,y:f.y,radius:Math.max(1,4*Math.sqrt(f.mass))}) p.genes=this.randomGenes() this.initialiseLife(p) p.energy=40 p.mass=f.mass p.hue=Math.floor(Math.random()*12)*30 p.vx=(Math.random()-.5)*.7;p.vy=(Math.random()-.5)*.7 p.speedScale=1;p.cool=60;p.hunger=0 this.points.push(p);this.dragging.add(p) } addChromies() { // Introduce genuinely new arrivals, with fresh colours and independently rolled genes. // Stay inside the existing simulation's 400-creature population ceiling. const available=Math.max(0,400-this.points.length); const count=Math.min(available,3+Math.floor(Math.random()*4)); const w=this.canvas.width,h=this.canvas.height; const newcomers=[]; for(let i=0;i 0) p.cool-- if (p.digestTimer > 0) p.digestTimer-- p.hunger = (p.hunger || 0) + 1 p.age++ const activity = Math.hypot(p.vx,p.vy) p.energy -= (.005 + activity * .004 + p.genes.aggression * .004) * p.genes.metabolism p.energy = Math.max(0,Math.min(150,p.energy)) const mates=[]; let friend = null, best = Infinity let threat = null, threatScore = 0 for (const q of ps) { if (p === q) continue const dx=this.wrapDelta(p.x,q.x,width), dy=this.wrapDelta(p.y,q.y,height) const dist=Math.hypot(dx,dy)||.001 const hue=this.hueDiff(p.hue,q.hue) const danger = (q.radius / Math.max(1,p.radius)) * (q.genes ? q.genes.aggression : .5) const range = 18 + p.radius * 4 + 50*p.genes.fear if (danger > .45 && dist < range) { const intensity = (range-dist)/range * danger if (intensity > threatScore) {threatScore=intensity;threat=q} } const score = hue*3 + dist*.12 - p.genes.curiosity * (1 - Math.min(1,dist/180)) * 18 if (score < best) {best=score; friend=q} if(hue<35 && dist<175 && p.genes.sociability>.12) { mates.push({q,score:dist + hue*.7}); } // Gently repel neighbours so the screen stays lively. const personalSpace = 20 + p.radius + q.radius if (dist < personalSpace && dist > 0) { const force = (personalSpace-dist)/personalSpace*.13 * p.speedScale * (1+.6*p.genes.fear) p.vx -= dx/dist*force p.vy -= dy/dist*force } } // Starving swimmers become opportunistic: any colour, any size. const desperate=p.energy<35; // Stay committed unless a clearly better-sized meal appears. if(p.digestTimer<=0 && p.energy<90 && this.nutrients.length){ const quality=(f)=>{ const dx=this.wrapDelta(p.x,f.x,width),dy=this.wrapDelta(p.y,f.y,height); const dist=Math.hypot(dx,dy); return dist<=(desperate?300:160) ? (desperate ? 1/(12+dist) : Math.pow(Math.max(.02,f.mass),.65+Math.min(1.35,p.mass*.18))/(24+dist)) : 0; }; let bestFood=null,bestScore=0; for(const f of this.nutrients){ const score=quality(f); if(score>bestScore){bestFood=f;bestScore=score;} } const current=p.foodTarget; const currentScore=current&&this.nutrients.includes(current)?quality(current):0; if(!currentScore || (p.foodCommit||0)<=0 || (bestFood!==current && bestScore>currentScore*1.65)){ p.foodTarget=bestFood; p.foodCommit=24+Math.floor(Math.random()*17); } p.foodCommit--; const food=p.foodTarget; if(food){ const dx=this.wrapDelta(p.x,food.x,width),dy=this.wrapDelta(p.y,food.y,height); const dist=Math.hypot(dx,dy)||1; if(dist<(desperate?300:160)){ const hunger=(90-p.energy)/90; const drive=desperate?.38:.14*hunger; p.vx+=dx/dist*drive*p.speedScale; p.vy+=dy/dist*drive*p.speedScale; } } } else { p.foodTarget=null;p.foodCommit=0; } if(!desperate && mates.length && p.genes.sociability>.12) { // Duckies-style local cohesion: seek the centre of 2-3 similar neighbours. mates.sort((a,b)=>a.score-b.score); const n=Math.min(mates.length,p.genes.sociability>.55?3:2); let dx=0,dy=0,ax=0,ay=0; for(let i=0;ilimit) {p.vx*=limit/speed; p.vy*=limit/speed} // Gene-limited steering: smooth, individual turns. if (Math.hypot(p.vx,p.vy) > .03) { const target=Math.atan2(p.vy,p.vx) if (!Number.isFinite(p.radians)) p.radians=target const delta=Math.atan2(Math.sin(target-p.radians),Math.cos(target-p.radians)) p.radians+=Math.max(-p.genes.turnRate,Math.min(p.genes.turnRate,delta)) const magnitude=Math.hypot(p.vx,p.vy) p.vx=Math.cos(p.radians)*magnitude p.vy=Math.sin(p.radians)*magnitude } p.x+=p.vx+(p.knockX||0); p.y+=p.vy+(p.knockY||0); p.knockX=(p.knockX||0)*.88; p.knockY=(p.knockY||0)*.88; if(Math.abs(p.knockX)<.015)p.knockX=0; if(Math.abs(p.knockY)<.015)p.knockY=0 // Toroidal screen wrap. Reset the visual tail at the seam so it // doesn't draw a long line across the canvas. let wrapped = false if(p.x < -p.radius) {p.x=width+p.radius;wrapped=true} if(p.x > width+p.radius) {p.x=-p.radius;wrapped=true} if(p.y < -p.radius) {p.y=height+p.radius;wrapped=true} if(p.y > height+p.radius) {p.y=-p.radius;wrapped=true} if(wrapped) p.tail = null } const eaten = new Set() for(const p of ps){ if(p.digestTimer > 0)continue for(const f of this.nutrients){ if(eaten.has(f))continue const dx=Math.abs(f.x-p.x),dy=Math.abs(f.y-p.y) if(Math.hypot(Math.min(dx,width-dx),Math.min(dy,height-dy))!eaten.has(f)) const gone = new Set() for (let i=0;i= a.radius+b.radius)continue const difference=this.hueDiff(a.hue,b.hue) if(difference < 18 && ps.length-gone.size>3) { const total=a.mass+b.mass a.x=(a.x*a.mass+b.x*b.mass)/total a.y=(a.y*a.mass+b.y*b.mass)/total a.vx=(a.vx*a.mass+b.vx*b.mass)/total a.vy=(a.vy*a.mass+b.vy*b.mass)/total a.radians=Math.atan2(a.vy,a.vx) a.hue=this.mixHue(a.hue,b.hue) a.genes=this.inheritGenes(a.genes,b.genes,a.mass/total) a.energy=Math.min(150,a.energy+b.energy*.65) a.lifespan=Math.round(3000*a.genes.longevity) a.mass=total a.speedScale=1 a.radius=Math.min(17,4*Math.sqrt(total)) a.cool=25 a.hunger=0 a.digestTimer=Math.max(a.digestTimer||0,b.digestTimer||0) gone.add(b) } else { const blended=this.mixHue(a.hue,b.hue) a.hue=(a.hue*.7+blended*.3)%360 b.hue=(b.hue*.7+blended*.3)%360 a.cool=b.cool=22 const nx=dx/(dist||1),ny=dy/(dist||1) a.vx-=nx*.7*a.speedScale;a.vy-=ny*.7*a.speedScale b.vx+=nx*.7*b.speedScale;b.vy+=ny*.7*b.speedScale } } } // Starved adults burst into a random number of unequal pieces. // Offspring masses sum to the parent's mass (last takes the remainder). const newborns = [] let population = ps.length - gone.size for (const p of ps) { if (gone.has(p) || p.mass < 1.5 || p.hunger < 800 || p.energy < 25) continue const maxPieces = Math.min(10, Math.floor(p.mass / .20), 400 - population + 1) if (maxPieces < 2) continue const baseCount = 2 + Math.floor(Math.random()*Math.max(1,Math.min(7,Math.floor(p.mass/.25))-1)) const count = Math.max(2,Math.min(maxPieces,Math.round(baseCount*1.3))) const weights = Array.from({length: count}, () => .3 + Math.random() * 2) const weightSum = weights.reduce((a,b) => a+b,0) let remaining = p.mass const baseAngle = Math.random() * Math.PI * 2 const offspring = [] for (let i = 0; i < count; i++) { const childMass = i === count - 1 ? remaining : p.mass * weights[i] / weightSum remaining -= childMass // Radius represents mass, not a mass deduction. const childRadius = Math.max(1, Math.min(17, 4 * Math.sqrt(childMass))) const theta = baseAngle + i * 2 * Math.PI / count const offset = p.radius + childRadius + 2 const child = new Point({ x: Math.max(childRadius, Math.min(width-childRadius, p.x + Math.cos(theta)*offset)), y: Math.max(childRadius, Math.min(height-childRadius, p.y + Math.sin(theta)*offset)), radius: childRadius }) child.genes = this.inheritGenes(p.genes) this.initialiseLife(child) child.energy = Math.max(10, p.energy/count) child.mass = childMass child.hue = Math.random()<.24 ? Math.random()*360 : this.wheelStep(p.hue,(p.hue+(Math.random()+Math.random()-1)*210+360)%360,.65) child.vx = p.vx + Math.cos(theta) * .7 child.vy = p.vy + Math.sin(theta) * .7 child.speedScale = 1 child.cool = 45 child.hunger = 0 child.radians = Math.atan2(child.vy, child.vx) offspring.push(child) } this.popShockwave(p,Math.min(1.35,.7+p.mass*.09)) gone.add(p) newborns.push(...offspring) population += count - 1 } // Older creatures gradually fade; exhaustion slows movement rather than // instantly deleting the entire population. for(const p of ps) { if(gone.has(p))continue if(p.age > p.lifespan) { p.energy -= .035 * p.genes.metabolism } if(p.energy <= 0 && p.age > 500) {this.popShockwave(p,.65);gone.add(p);this.recycle(p)} } if(gone.size || newborns.length) { // Keep the surviving Point objects and re-register dragging. const survivors=Array.from(ps).filter(p=>!gone.has(p)) this.points=new PointList(...survivors, ...newborns) this.dragging.add(...newborns) } this.germinate() } updateTail(p) { const count=7, spacing=Math.max(1.1,p.radius*.48) if(!p.tail) { const angle=p.radians||0 p.tail=Array.from({length:count},(_,i)=>({x:p.x-Math.cos(angle)*spacing*(i+1),y:p.y-Math.sin(angle)*spacing*(i+1)})) p.swimPhase=Math.random()*Math.PI*2 } const v=Math.hypot(p.vx,p.vy) p.swimPhase+=.09+Math.min(.22,v*.055) let leader=p const angle=p.radians||0 for(let i=0;ir.life>0) ctx.restore() ctx.save() for(const f of this.nutrients){ const r=Math.max(1.2,Math.min(3,2*Math.sqrt(f.mass/.25))) ctx.fillStyle=Number.isFinite(f.hue)?`hsla(${f.hue} 65% 35% / .85)`:'rgba(32,40,53,.8)' ctx.beginPath();ctx.arc(f.x,f.y,r,0,Math.PI*2);ctx.fill() ctx.fillStyle=Number.isFinite(f.hue)?`hsla(${f.hue} 80% 70% / .65)`:'rgba(95,107,120,.55)' ctx.beginPath();ctx.arc(f.x-.35,f.y-.45,.5,0,Math.PI*2);ctx.fill() } ctx.restore() for(const p of this.points) { this.updateTail(p) this.drawTail(ctx,p) ctx.beginPath() ctx.arc(p.x,p.y,Math.max(.8,p.radius*.66),0,Math.PI*2) ctx.fillStyle=`hsl(${p.hue} 85% ${Math.max(33,65-(p.age/p.lifespan)*18)}%)` ctx.fill() } } } const stage=MainStage.go()
Run
Meta Data
title Chromies - Desperate Omnivores V24
imports ()
files ('head', 'pointlist', 'point', '../point_src/stage.js', 'mouse', 'dragging', 'stroke')
unused_keys ()
unknown_keys ()
filepath_exists True
path chromies-v24-th_d886a3009d9044ae8fe72738fd1abee6.js
filepath chromies-v24-th_d886a3009d9044ae8fe72738fd1abee6.js
clean_files ('../point_src/core/head.js', '../point_src/pointlistdraw.js', '../point_src/pointlistgradient.js', '../point_src/pointlistshape.js', '../point_src/pointlistgenerator.js', '../point_src/unpack.js', '../point_src/pointlist.js', '../point_src/pointlistpen.js', '../point_src/pointpen.js', '../point_src/compass.js', '../point_src/center.js', '../point_src/point-content.js', '../point_src/pointdraw.js', '../point_src/relative-xy.js', '../point_src/pointcast.js', '../point_src/point.js', '../point_src/stage-hooks.js', '../point_src/functions/resolve.js', '../point_src/stage.js', '../point_src/events.js', '../point_src/automouse.js', '../point_src/functions/clamp.js', '../point_src/distances.js', '../point_src/protractor.js', '../point_src/text/beta.js', '../point_src/dragging.js', '../point_src/setunset.js', '../point_src/stroke.js')
markdown {'html': '<p>228 colour creatures (28 large, 200 half-sized and slower) seek similar hues, blend on contact, and merge with close matches.\nDrag them into each other to play genetic matchmaker. Big creatures that go 800 frames without merging burst into a random number of differently sized, random-coloured offspring while conserving mass.</p>', 'content': 'title: Chromies - Desperate Omnivores V24\nfiles:\n head\n pointlist\n point\n ../point_src/stage.js\n mouse\n dragging\n stroke\n---\n228 colour creatures (28 large, 200 half-sized and slower) seek similar hues, blend on contact, and merge with close matches.\nDrag them into each other to play genetic matchmaker. Big creatures that go 800 frames without merging burst into a random number of differently sized, random-coloured offspring while conserving mass.'}