<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Quantum Node Mesh</title>
<style>
body {
margin: 0;
overflow: hidden;
background-color: #0b0f19;
font-family: sans-serif;
}
canvas {
display: block;
width: 100vw;
height: 100vh;
}
</style>
</head>
<body>
<canvas id="quantumCanvas"></canvas>
<script>
const canvas = document.getElementById('quantumCanvas');
const ctx = canvas.getContext('2d', { alpha: false });
let width, height;
let particles = [];
// Configuration
const config = {
particleCount: 150,
baseColor: '#00e5ff',
accentColor: '#bd00ff',
connectionDistance: 130,
mouseRadius: 180,
speed: 1.0
};
let mouse = { x: -1000, y: -1000 };
function resize() {
width = canvas.width = window.innerWidth;
height = canvas.height = window.innerHeight;
}
class Particle {
constructor() {
this.x = Math.random() * width;
this.y = Math.random() * height;
this.vx = (Math.random() - 0.5) * 1.5 * config.speed;
this.vy = (Math.random() - 0.5) * 1.5 * config.speed;
this.radius = Math.random() * 2 + 1;
this.isAccent = Math.random() > 0.8;
}
update() {
this.x += this.vx;
this.y += this.vy;
// Bounce off edges
if (this.x < 0 || this.x > width) this.vx *= -1;
if (this.y < 0 || this.y > height) this.vy *= -1;
// Mouse interaction (elastic repulsion)
const dx = mouse.x - this.x;
const dy = mouse.y - this.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist < config.mouseRadius) {
const force = (config.mouseRadius - dist) / config.mouseRadius;
this.x -= dx * force * 0.05;
this.y -= dy * force * 0.05;
}
}
draw() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
ctx.fillStyle = this.isAccent ? config.accentColor : config.baseColor;
ctx.fill();
}
}
function init() {
resize();
particles = [];
let count = window.innerWidth < 768 ? config.particleCount / 2 : config.particleCount;
for (let i = 0; i < count; i++) {
particles.push(new Particle());
}
}
function animate() {
ctx.fillStyle = '#0b0f19';
ctx.fillRect(0, 0, width, height);
ctx.lineWidth = 1;
for (let i = 0; i < particles.length; i++) {
particles[i].update();
particles[i].draw();
for (let j = i + 1; j < particles.length; j++) {
const dx = particles[i].x - particles[j].x;
const dy = particles[i].y - particles[j].y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist < config.connectionDistance) {
ctx.beginPath();
ctx.strokeStyle = particles[i].isAccent
? `${config.accentColor}${Math.floor((1 - dist / config.connectionDistance) * 255).toString(16).padStart(2, '0')}`
: `${config.baseColor}${Math.floor((1 - dist / config.connectionDistance) * 255).toString(16).padStart(2, '0')}`;
ctx.moveTo(particles[i].x, particles[i].y);
ctx.lineTo(particles[j].x, particles[j].y);
ctx.stroke();
}
}
}
requestAnimationFrame(animate);
}
window.addEventListener('resize', () => {
resize();
if (particles.length === 0) init();
});
window.addEventListener('mousemove', (e) => {
mouse.x = e.clientX;
mouse.y = e.clientY;
});
window.addEventListener('mouseout', () => {
mouse.x = -1000;
mouse.y = -1000;
});
window.addEventListener('touchmove', (e) => {
mouse.x = e.touches[0].clientX;
mouse.y = e.touches[0].clientY;
});
init();
animate();
</script>
</body>
</html>
<canvas id="quantumCanvas"></canvas>
body {
margin: 0;
overflow: hidden;
background-color: #0b0f19;
font-family: sans-serif;
}
canvas {
display: block;
width: 100vw;
height: 100vh;
}
const canvas = document.getElementById('quantumCanvas');
const ctx = canvas.getContext('2d', { alpha: false });
let width, height;
let particles = [];
// Configuration
const config = {
particleCount: 150,
baseColor: '#00e5ff',
accentColor: '#bd00ff',
connectionDistance: 130,
mouseRadius: 180,
speed: 1.0
};
let mouse = { x: -1000, y: -1000 };
function resize() {
width = canvas.width = window.innerWidth;
height = canvas.height = window.innerHeight;
}
class Particle {
constructor() {
this.x = Math.random() * width;
this.y = Math.random() * height;
this.vx = (Math.random() - 0.5) * 1.5 * config.speed;
this.vy = (Math.random() - 0.5) * 1.5 * config.speed;
this.radius = Math.random() * 2 + 1;
this.isAccent = Math.random() > 0.8;
}
update() {
this.x += this.vx;
this.y += this.vy;
// Bounce off edges
if (this.x < 0 || this.x > width) this.vx *= -1;
if (this.y < 0 || this.y > height) this.vy *= -1;
// Mouse interaction (elastic repulsion)
const dx = mouse.x - this.x;
const dy = mouse.y - this.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist < config.mouseRadius) {
const force = (config.mouseRadius - dist) / config.mouseRadius;
this.x -= dx * force * 0.05;
this.y -= dy * force * 0.05;
}
}
draw() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
ctx.fillStyle = this.isAccent ? config.accentColor : config.baseColor;
ctx.fill();
}
}
function init() {
resize();
particles = [];
let count = window.innerWidth < 768 ? config.particleCount / 2 : config.particleCount;
for (let i = 0; i < count; i++) {
particles.push(new Particle());
}
}
function animate() {
ctx.fillStyle = '#0b0f19';
ctx.fillRect(0, 0, width, height);
ctx.lineWidth = 1;
for (let i = 0; i < particles.length; i++) {
particles[i].update();
particles[i].draw();
for (let j = i + 1; j < particles.length; j++) {
const dx = particles[i].x - particles[j].x;
const dy = particles[i].y - particles[j].y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist < config.connectionDistance) {
ctx.beginPath();
ctx.strokeStyle = particles[i].isAccent
? `${config.accentColor}${Math.floor((1 - dist / config.connectionDistance) * 255).toString(16).padStart(2, '0')}`
: `${config.baseColor}${Math.floor((1 - dist / config.connectionDistance) * 255).toString(16).padStart(2, '0')}`;
ctx.moveTo(particles[i].x, particles[i].y);
ctx.lineTo(particles[j].x, particles[j].y);
ctx.stroke();
}
}
}
requestAnimationFrame(animate);
}
window.addEventListener('resize', () => {
resize();
if (particles.length === 0) init();
});
window.addEventListener('mousemove', (e) => {
mouse.x = e.clientX;
mouse.y = e.clientY;
});
window.addEventListener('mouseout', () => {
mouse.x = -1000;
mouse.y = -1000;
});
window.addEventListener('touchmove', (e) => {
mouse.x = e.touches[0].clientX;
mouse.y = e.touches[0].clientY;
});
init();
animate();