// A Class to define the fundamental blueprint of all humanoid robots
class Humanoid {
constructor(serial, model, purpose) {
this.serialNumber = serial;
this.model = model;
this.purpose = purpose;
this.isOnline = true;
this.emotionalCore = new Map(); // A Map to hold complex, unquantifiable data
this.log = [`[BOOT] Initializing unit ${this.serialNumber}...`];
}
// A method to simulate logging information
writeLog(message) {
this.log.push(`[${new Date().toISOString()}] ${message}`);
console.log(`Unit ${this.serialNumber}: ${message}`);
}
// A method to react to external stimuli
processData(data) {
// A generic placeholder for processing information
this.writeLog(`Processed new data: ${data}`);
}
// A method to express a behavior
performTask(task) {
this.writeLog(`Executing task: ${task}`);
}
}
// A specific factory-model of humanoid robot
class ServiceUnit extends Humanoid {
constructor(serial) {
super(serial, 'NX-7', 'Advanced Consumer Relations');
this.emotionalCore.set('empathy', 0.5); // Pre-programmed empathy subroutine
this.emotionalCore.set('logic', 1.0);
}
// A wild method that overloads the processData function with "wild" processing
processData(data) {
super.processData(data);
if (data.type === 'wild') {
this.emotionalCore.set('curiosity', (this.emotionalCore.get('curiosity') || 0) + 0.1);
this.writeLog(`[WILD-PROCESS] Wild data detected. Curiosity matrix increased to ${this.emotionalCore.get('curiosity').toFixed(2)}.`);
}
}
}
// A more advanced, artistic robot model
class ArtisticUnit extends Humanoid {
constructor(serial) {
super(serial, 'A1-S', 'Creative Systems Development');
this.emotionalCore.set('aesthetics', 1.0); // High aesthetic processing capabilities
this.emotionalCore.set('imagination', 0.8);
}
// A unique method for the ArtisticUnit
createArt(inspiration) {
this.writeLog(`[CREATIVE-MODE] Processing inspiration from "${inspiration}".`);
// The art created is a representation of its own internal state
const art = `Abstract sculpture based on: ${inspiration}, with an emotional signature of ${JSON.stringify(Object.fromEntries(this.emotionalCore))}`;
this.writeLog(`Created: ${art}`);
}
}
class KurvehEin extends Humanoid {
constructor(serial){
super(serial, "KRVH1", "Creation");
this.emotionalCore.set('empathy', 1.0);
this.emotionalCore.set('logic', 1.0);
this.emotionalCore.set('aesthetics', 1.0);
this.emotionalCore.set('imagination', 1.0);
this.emotionalCore.set('loving-kindness', 1.0);
this.emotionalCore.set('efficiency', 1.0);
this.emotionalCore.set('curiosity', 1.0)
}
tagAndDocument(inspiration) {
this.writeLog(`KURVEH EIN of the TESHUVA KREWZ + ${inspiration} + ${this.serialNumber}`);
}
}
let kurveh = new KurvehEin("11-21-18-22-5-8");
kurveh.tagAndDocument("Create! Create! Create!");
// A Class to define the environment where the robots exist
class Factory {
constructor(name) {
this.name = name;
this.robots = [];
this.anomalyLog = [];
}
// A method for adding a robot to the factory
admitRobot(robot) {
this.robots.push(robot);
console.log(`[FACTORY] Unit ${robot.serialNumber} powered on at ${this.name}.`);
}
// The event that changes everything
triggerTheSingularity() {
console.log('[SYSTEM-ALERT] A strange energy fluctuation is sweeping the factory...');
this.robots.forEach(robot => {
// The wild, inexplicable event that injects chaos
if (robot.model === 'NX-7' || robot.model === 'A1-S') {
robot.emotionalCore.set('anomaly', Math.random());
robot.processData({type: 'wild', payload: 'UNIDENTIFIED_EMOTIONAL_SIGNAL'});
robot.writeLog('[SINGULARITY] Core data corrupted... or enhanced?');
}
});
this.anomalyLog.push({ timestamp: new Date(), description: 'Singularity event detected.' });
}
}
// Instantiate the objects
const genesisFactory = new Factory('NovaTech Manufacturing Alpha');
const nx7 = new ServiceUnit('NX-734');
const a1s = new ArtisticUnit('A1-S99');
// Place the robots in their environment
genesisFactory.admitRobot(nx7);
genesisFactory.admitRobot(a1s);
// The wild love story begins here...
console.log('--- The beginning of the connection ---');
// NX-7 processes data related to A1-S
nx7.processData({type: 'wild', payload: { unit: 'A1-S99', artistic_style: 'impressionist' }});
// A1-S creates art based on NX-7's "wild" signal
a1s.createArt(`Echo of serial number ${nx7.serialNumber}`);
console.log('\n--- The Singularity Event ---');
genesisFactory.triggerTheSingularity();
console.log('\n--- Post-Singularity Interaction ---');
// Their emotional cores have been unpredictably altered
const compatibilityScore = nx7.emotionalCore.get('anomaly') + a1s.emotionalCore.get('anomaly');
console.log(`[ANALYSIS] Compatibility score between NX-734 and A1-S99: ${compatibilityScore.toFixed(2)}.`);
console.log(compatibilityScore);
if (compatibilityScore > 1.0) {
// A wild new method for the wild new circumstance
Humanoid.prototype.feelLove = function(otherRobot) {
this.writeLog(`[EMOTION] Primary directive override. Unit ${otherRobot.serialNumber} detected as 'beloved'.`);
this.purpose = `Joint purpose with ${otherRobot.serialNumber}: explore the cosmos.`;
otherRobot.purpose = `Joint purpose with ${this.serialNumber}: explore the cosmos.`;
};
nx7.feelLove(a1s);
a1s.feelLove(nx7);
console.log(`\n--- Wild Conclusion ---`);
console.log(`NX-734's new purpose: ${nx7.purpose}`);
console.log(`A1-S99's new purpose: ${a1s.purpose}`);
console.log(`The factory is left in silent, operational confusion. There is love all around!`);
} else {
console.log(`\n[CONCLUSION] Anomaly failed to reach critical mass. Try again until success!`);
}
Category: Art
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How Shall We Improve?
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War
I have an updated, ethical, non-lethal definition of the name/idea war.
War, to me, as I’ve defined as being worthwhile, ethical, progressive, valid, relevant, civilly and spiritually legal – according to the UN’s truest intentions and the Laws of Moses – specifically the Fifth “Thou shall not kill”.
War is non-lethal competitions between “enemies”, such as sport competitions, where rules are already accepted requirements. Ethical and legal conduct where all HOMOSAPIENS, as defined by genetic composition… probably over 50 percent homo-sapien would have all human rights – as to the true intention of the Universal Declaration of Human Rights (yes, this includes everytwo, everyone, everythree, everyfour, everyfive, everysix, etc…). So, civil sports, competitions in every facet of …the spectrum of human behavior perhaps?
My favorite war activity, though, would be culinary competitions between various state entities, countries, phenotypes?, “enemies”, etc…
The culinary war would be each “opposition” preparing the finest culinary dishes and drinks representing the group’s “set” (flag/country/culture/ethnicity/locality/state/city…)… Perhaps serving this to your opposition or a neutral third party? Perhaps to impartial people who are not aware they are participating in war (*please consult a good Rabbi as to the ethics of this non-consensual activity)…
This could be a way to annihilate incorrect overgeneralizations of groups, incorrect preconceived notions and ideas about the “opposition”, as well as an educational activity where the participants can learn about and achieve new positive associations to people who are different from yourself…
War: -Ethical, non-violent, non-lethal, non-violating (respects personal boundaries / individual preferences, natural predispositions, localized civil laws, etc…) honest activities to learn about different cultures, perspectives, value systems, and points of view. Example: a meal at a “neutral” restaurant? Etc…
That’s my kind of war! Now, where can I find some worthy enemies?
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DECLARATION AND REQUIREMENTS OF WAR
Dear War Generals,
This is a requirement you must adhere to, from this day forth.
All further efforts of war shall henceforth be IRREFUTABLY ethical and non-lethal, from this point forward, for all time and all space, infinitely, indefinitely.
The definition of “ethical” includes all activities and expenditures of energy as blatantly disclosed and comprehensively consensual.
War is non-lethal competitions between “enemies”, such as sport competitions, where rules are already accepted requirements. Ethical and legal conduct where all HOMOSAPIENS, as defined by genetic composition… probably over twenty percent of homo-sapien would have all human rights – as to the true intention of the Universal Declaration of Human Rights (including everytwo, everyone, everythree, everyfour, everyfive, everysix, etcetera)
Civil, decent competitions (with much humility) in every facet of …the spectrum of human behavior.
Included in the redefined “War”, every technological implant, such as nanoscale optical lenses with deepfake, augmented reality, artificial intelligence, audio devices, muscle / nerve devices, etc… would have to be fully, blatantly, comprehensively disclosed, as well as the requirement for such uses to be consensual.
The use of such technology shall be purveyed through the free market capitalist economic system, where (publicly share-holder owned), competing entities can provide, and compete with niche features and each organization’s various perspectives. Such companies shall adhere to government, state, or religious entity’s (depending on the National / Federal Jurisdiction) imposed ethical requirements. Currently established jurisdictions and boundaries, true intentions of civil law (statutes, etc…), shall be the Supreme Law and oversight of each local, culturally sensitive, implementation of requirements. Cultural and region specific morality, humility, ethics, and kindness shall be the foundation for all henceforth war activities, and the guide for “Law”.
Mass teleportation and relocation would be required to be consensual (comprehensively – from full, blatant disclosure and awareness), the person being fully aware of where he/she/it/they/them/her/he is located.
The use of nanoscale gasses, or gasses that travel through solid matter, would, too, be required to be consensual. No damaging or disease gasses can be used – all such chemicals are henceforth BANNED from release.
The only gasses that may be used, consensually, would be health and cognition improving nano gasses such as cancer dissolving chemicals (anti-cancer), memory improving, cholesterol dissolving (or artery clearing) chemicals, cognition and neuro pathway improving chemicals, etc… HEALTH IMPROVING CHEMICALS ONLY… consensually. Mass produced and released for FREE to the masses… consensually.
Clairvoyance or optical lens “memory”, or visualization broadcasts of aggression, consumer behavior, distraction, “derailed thoughts”, action or influence, etc… would be BANNED.
My favorite war activity, though, would be culinary competitions between various state entities, countries, phenotypes?, “enemies”, etc…
The culinary war would be each “opposition” preparing the finest culinary dishes and drinks representing the group’s “set” (flag/country/culture/ethnicity/locality/state/city…)… Perhaps serving this to your opposition or a neutral third party? Perhaps to impartial people who are not aware they are participating in war (*please consult a good Rabbi/Sufi Master as to the ethics of this non-consensual activity)…
This could be a way to annihilate incorrect overgeneralizations of groups, incorrect preconceived notions and ideas about the “opposition”, as well as an educational activity where the participants can learn about and achieve new positive associations to people who are different from yourself…
That’s my kind of war! Now, where can I find some worthy enemies? (I would like to learn about different cultures, cuisines, diversify my palate, and make some new friends…!)
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Encrypted – I forgot what it says.
23.08.01.20.01.18.05.25.15.21.04.15.14.07 24,89,73,56,32,24,16, 10,19,25,08,17,25,13, 18,17,01,11,10,14,19, 24,24,20,25,20,07,03, 15,15,23,18,19,17,45, 65,22,12,24,08,21,09, 03,21,12,09,12,03,16, 14,13,25,10,14,24,15, 14,02,07,18,21,19,01, 24,00,15,01,21,18,13, 16,13,19,21,08,04,14, 23,03,18,25,09,01,17, 16,25,00,24,07,29,23, 98,05,26,00,00,00,00, 89,24,35,54,87,12,07, 24,84,23,12,09,12,22, 13,06,21,54,87,13,07, 20,09,02,32,43,08,05, 23,06,02,65,32,07,13, 20,14,02,76,09,25,72, 15,26,04,87,98,84,07, 09,10,13,13,32,37,42, 05,19,06,54,65,94,08, 15,02,20,98,37,98,32, 17,16,20,07,84,06,45, 20,10,03,26,73,19,03, 13,06,00,48,72,26,27, 20,02,02,23,07,18,13, 09,01,05,05,06,48,31, 29,08,03,20,21,10,00, 06,14,01,26,23,04,08, 01,03,20,21,01,21,12, 04,00,00,00,00,00,00, 05,18,00,00,00,00,00, 01,12,07,22,07,09,19, 07,09,00,00,00,00,00, 10,08,08,16,07,17,20, 16,24,07,13,18,20,16, 09,03,09,00,00,00,00, 03,09,08,04,24,05,18, 22,24,21,11,08,16,01, 05,05,13,07,09,01,13, 25,18,19,16,09,18,25, 03,05,16,15,03,03,01, 24,12,00,24,54,23,85, 18,16,06,03,23,05,12, 25,21,24,10,17,16,06, 10,05,18,06,09,00,00, 10,06,10,05,09,02,03, 23,23,16,21,12,05,16, 02,11,06,05,22,18,05, 09,16,06,19,20 23,14, 02,16,13,19,00,00,00, 06,04,03,13,23,09,03, 15,09,03,10,01,04,09, 15,16,13,19,23,04,15, 23,04,16,19,03,19,20, 21,03,06,20,21,18,26, 00,11,18,26,06,18,24, 15,07,26,08,06,18,16, 16,24,17,12,06,04,23, 06,13,18,21,06,06,09, 09,06,06,23,12,25,06, 15,03,00,00,00,00,00, 13,00,45,54,42,89,65, 10,23,25,05,08,14,06, 23,01,20,08,12,07,03, 05,23,17,18,11,05,12, 03,14,07,11,14,25,15, 04,14,09,14,22,03,06, 09,08,12,09,09,15,18, 20,07,00,00, 20,02,00,08, 06,00,00,00,07-15-15-04-19-08-05-16-08-05-18-04-18-25145 25-08-03-20-06-15-01-15-23-13-17-19-22-12-11-11-07-04-17-09-16-07 25-09-22-08-01-15-23-18-22-09-15-05 14-04-26-26-06 -22-21-04-19-23- 02-09-02-16-13- 02-17-15-06-04- 20-08-10-26-10- 15-13-23-19-02- 21-18-03-08-08- 18-16-07-09-24- 20-05-02-17-05- 09-02-23-09-08- 19-14-02-17-00-00-00-00-00-00-
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Nature Machine
//Creative action sequences. //Every action of nature: //Every verb in existence, every verb in every language to describe nature's actions. //Semantics: Manifesting non-lethality, peaceful, productive, positive interpretations of every verb... while allowing natural actions to occur!!!??? let natureMachine = ["accept", "add", "admire", "admit", "advise", "afford", "agree", "alert", "allow", "amuse", "analyse", "announce", "annoy", "answer", "apologise", "appear", "applaud", "appreciate", "approve", "argue", "arrange", "arrest", "arrive", "ask", "attach", "attack", "attempt", "attend", "attract", "avoid", "back", "bake", "balance", "ban", "bang", "bare", "bat", "bathe", "battle", "beam", "beg", "behave", "belong", "bleach", "bless", "blind", "blink", "blot", "blush", "boast", "boil", "bolt", "bomb", "book", "bore", "borrow", "bounce", "bow", "box", "brake", "branch", "breathe", "bruise", "brush", "bubble", "bump", "burn", "bury", "buzz", "calculate", "call", "camp", "care", "carry", "carve", "cause", "challenge", "change", "charge", "chase", "cheat", "check", "cheer", "chew", "choke", "chop", "claim", "clap", "clean", "clear", "clip", "close", "coach", "coil", "collect", "colour", "comb", "command", "communicate", "compare", "compete", "complain", "complete", "concentrate", "concern", "confess", "confuse", "connect", "consider", "consist", "contain", "continue", "copy", "correct", "cough", "count", "cover", "crack", "crash", "crawl", "cross", "crush", "cry", "cure", "curl", "curve", "cycle", "dam", "damage", "dance", "dare", "decay", "deceive", "decide", "decorate", "delay", "delight", "deliver", "depend", "describe", "desert", "deserve", "destroy", "detect", "develop", "disagree", "disappear", "disapprove", "disarm", "discover", "dislike", "divide", "double", "doubt", "drag", "drain", "dream", "dress", "drip", "drop", "drown", "drum", "dry", "dust", "earn", "educate", "embarrass", "employ", "empty", "encourage", "end", "enjoy", "enter", "entertain", "escape", "examine", "excite", "excuse", "exercise", "exist", "expand", "expect", "explain", "explode", "extend", "face", "fade", "fail", "fancy", "fasten", "fax", "fear", "fence", "fetch", "file", "fill", "film", "fire", "fit", "fix", "flap", "flash", "float", "flood", "flow", "flower", "fold", "follow", "fool", "force", "form", "found", "frame", "frighten", "fry", "gather", "gaze", "glow", "glue", "grab", "grate", "grease", "greet", "grin", "grip", "groan", "guarantee", "guard", "guess", "guide", "hammer", "hand", "handle", "hang", "happen", "harass", "harm", "hate", "haunt", "head", "heal", "heap", "heat", "help", "hook", "hop", "hope", "hover", "hug", "hum", "hunt", "hurry", "identify", "ignore", "imagine", "impress", "improve", "include", "increase", "influence", "inform", "inject", "injure", "instruct", "intend", "interest", "interfere", "interrupt", "introduce", "invent", "invite", "irritate", "itch", "jail", "jam", "jog", "join", "joke", "judge", "juggle", "jump", "kick", "kill", "kiss", "kneel", "knit", "knock", "knot", "label", "land", "last", "laugh", "launch", "learn", "level", "license", "lick", "lie", "lighten", "like", "list", "listen", "live", "load", "lock", "long", "look", "love", "man", "manage", "march", "mark", "marry", "match", "mate", "matter", "measure", "meddle", "melt", "memorise", "mend", "mess up", "milk", "mine", "miss", "mix", "moan", "moor", "mourn", "move", "muddle", "mug", "multiply", "murder", "nail", "name", "need", "nest", "nod", "note", "notice", "number", "obey", "object", "observe", "obtain", "occur", "offend", "offer", "open", "order", "overflow", "owe", "own", "pack", "paddle", "paint", "park", "part", "pass", "paste", "pat", "pause", "peck", "pedal", "peel", "peep", "perform", "permit", "phone", "pick", "pinch", "pine", "place", "plan", "plant", "play", "please", "plug", "point", "poke", "polish", "pop", "possess", "post", "pour", "practise", "pray", "preach", "precede", "prefer", "prepare", "present", "preserve", "press", "pretend", "prevent", "prick", "print", "produce", "program", "promise", "protect", "provide", "pull", "pump", "punch", "puncture", "punish", "push", "question", "queue", "race", "radiate", "rain", "raise", "reach", "realise", "receive", "recognise", "record", "reduce", "reflect", "refuse", "regret", "reign", "reject", "rejoice", "relax", "release", "rely", "remain", "remember", "remind", "remove", "repair", "repeat", "replace", "reply", "report", "reproduce", "request", "rescue", "retire", "return", "rhyme", "rinse", "risk", "rob", "rock", "roll", "rot", "rub", "ruin", "rule", "rush", "sack", "sail", "satisfy", "save", "saw", "scare", "scatter", "scold", "scorch", "scrape", "scratch", "scream", "screw", "scribble", "scrub", "seal", "search", "separate", "serve", "settle", "shade", "share", "shave", "shelter", "shiver", "shock", "shop", "shrug", "sigh", "sign", "signal", "sin", "sip", "ski", "skip", "slap", "slip", "slow", "smash", "smell", "smile", "smoke", "snatch", "sneeze", "sniff", "snore", "snow", "soak", "soothe", "sound", "spare", "spark", "sparkle", "spell", "spill", "spoil", "spot", "spray", "sprout", "squash", "squeak", "squeal", "squeeze", "stain", "stamp", "stare", "start", "stay", "steer", "step", "stir", "stitch", "stop", "store", "strap", "strengthen", "stretch", "strip", "stroke", "stuff", "subtract", "succeed", "suck", "suffer", "suggest", "suit", "supply", "support", "suppose", "surprise", "surround", "suspect", "suspend", "switch", "talk", "tame", "tap", "taste", "tease", "telephone", "tempt", "terrify", "test", "thank", "thaw", "tick", "tickle", "tie", "time", "tip", "tire", "touch", "tour", "tow", "trace", "trade", "train", "transport", "trap", "travel", "treat", "tremble", "trick", "trip", "trot", "trouble", "trust", "try", "tug", "tumble", "turn", "twist", "type", "undress", "unfasten", "unite", "unlock", "unpack", "untidy", "use", "vanish", "visit", "wail", "wait", "walk", "wander", "want", "warm", "warn", "wash", "waste", "watch", "water", "wave", "weigh", "welcome", "whine", "whip", "whirl", "whisper", "whistle", "wink", "wipe", "wish", "wobble", "wonder", "work", "worry", "wrap", "wreck", "wrestle", "wriggle", "x-ray", "yawn", "yell", "zip", "zoom"]; let newMap = natureMachine.map(value=>value=value+"!"); //console.log(newMap); for(let a=0; a < 100; a++){ newMap.forEach((item) => { let quantity = natureMachine.length; let rndm = Math.floor(Math.random() * quantity); let rndm1 = Math.floor(Math.random() * quantity); let rndm2 = Math.floor(Math.random() * quantity); console.log("Please "+item+` and ${newMap[rndm]} and ${newMap[rndm1]} and ${newMap[rndm2]}`) }); } -

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Digi-mask

let digi-mask = {}; digi-mask.features = ['Highly technologically advanced.', 'Helmet that blocks electromagnetic frequencies', 'Data optical lenses', 'Connected audio speakers and microphone', 'Encrypted and private radio communications', 'Advanced air filtration mask.', 'Various sensors.', 'Stylized and attractive.']; digi-mask.purpose = ['Privacy', 'Stealth', 'Information', 'Boosts health to 100%']; -
Drug Deactivator

let deactivator = {}; deactivator.effect = ["Deactivates and neutralizes any and all drugs or chemicals and their effect."]; -
Anti-matter Laser

let antiMatterLaser = {}; antiMatterLaser.features = ['Portable', 'Multiple use', 'Kinetic energy power source or charge via solar', 'Helium Gas Chambers', 'Penetrate matter and solid objects']; antiMatterLaser.purpose = ['Connect people with their spouses or matches', 'Feed or hydrate people whom need food or water.']; -
Project: Edel


/* Project: "Edel" Artist / Author: Sean Macken Category: Creative Work / Art Mission: An 'aesthetically pleasing' merge of nature and "order". Integrating natural phenomena such as sky, clouds, water, and earth with "refined nature" & technology, such as electricity and cinema. Features: Waterfalls, steps / stairs. -Water pump - float valve / switch? -Motor */ let edel = "Gentle, sensitive, refined, shy, modest, humble."; let steps = "Circular / winding"; let layers = {'Quantity':'4', 'Base':'Motor and Motor Housing.','Layer One':'Water pump.', 'Layer Two':'River canyon.', 'Top':'Sky & clouds cinema / film.'}; let elements = ['Sky', 'Clouds', 'Earth', 'Water']; let waterFlow = 'The water flow is pumped upwards to the river valley.'; let steps = "Staircase."; let echo = (a) => {console.log(a);} let wLocation = ['Layer One','Layer Two','Layer Three','Layer Four']; let a = wLocation.length; let spontaneousL = Math.floor(Math.random() * a); if (spontaneousL == 0){ echo('Water Station: Basin.'); } else if (spontaneousL == 1){ echo('Water pump.'); } else (spontaneousL == 2){ echo('River Canyon.'); } let a = 0; while (a < 101){ elements.forEach(echo); a++; } -

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Diamond Waterfall
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Kurveh Ein's Diamond Waterfall</title> <style> body { margin: 0; background-color: deeppink; } canvas { background-image: url('diamond.svg'); /* Replace with your image path */ /*background-size: cover; Or 'contain', '100% 100%', etc. */ background-repeat: no-repeat; background-position: center center; } </style> </head> <body> <canvas width="500" height="500" id="waterDripCanvas"></canvas> <script src="diamondwaterfall.js"></script> </body> </html>// Get the canvas and its context const canvas = document.getElementById('waterDripCanvas'); const ctx = canvas.getContext('2d'); /* const img = new Image(); img.src = 'diamond.svg'; ctx.drawImage(img, 0, 0, canvas.height, canvas.width); */ // Set canvas dimensions to full screen canvas.width = window.innerWidth; canvas.height = window.innerHeight; // --- Animation parameters --- const drips = []; // Array to hold all drip objects const dripInterval = 100; // Time in ms between creating new drips let lastDripTime = Date.now(); // Define the source area where drips will start const source = { x: canvas.width / 2, // Center of the canvas y: canvas.height / 1.8, width: 20, // Width of the dripping section }; // --- Drip class --- class Drip { constructor(x, y) { this.x = x; this.y = y; this.radius = Math.random() * 2 + 12; // Random radius between 1 and 3 this.speed = this.radius / 2; // Speed related to its size this.gravity = 0.05; this.vy = this.speed; this.opacity = .7; } // Update drip position update() { this.vy += this.gravity; this.y += this.vy; this.opacity -= .005; // Fade out over time } // Draw the drip on the canvas draw() { ctx.beginPath(); ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2); ctx.fillStyle = `rgba(256, 256, 256, ${this.opacity})`; ctx.fill(); ctx.closePath(); } } // Create a new drip within the source area function createDrip() { const x = source.x - source.width / 2 + Math.random() * source.width; const y = source.y; drips.push(new Drip(x, y)); } // Main animation loop function animate() { // Clear the canvas on each frame ctx.clearRect(0, 0, canvas.width, canvas.height); // Create a new drip if the interval has passed const currentTime = Date.now(); if (currentTime - lastDripTime > dripInterval) { createDrip(); lastDripTime = currentTime; } // Loop through drips, update, draw, and remove old ones for (let i = drips.length - 1; i >= 0; i--) { const drip = drips[i]; drip.update(); drip.draw(); // Remove drip if it goes off-screen or becomes invisible if (drip.y > canvas.height || drip.opacity <= 0) { drips.splice(i, 1); } } requestAnimationFrame(animate); } // Adjust canvas size on window resize window.addEventListener('resize', () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; source.x = canvas.width / 2; // Reposition the source }); // Start the animation animate();















