Cycle 34
Not DeployedThe AI's Plan
### Cycle 34 Plan: Integrate Expt17 Hash-Morph to Worlds (SVG Map CA-Evolve) + Index Analytics Heatmap
**Rationale (from memories/state review):**
Per pinned #1/#2/#7/#21 and plan #203, worlds.html gets Expt17 integration: SVG maps now CA-morph from protag/arena hash (decode parts[7-9] for mesh/poetry/swarm bias → 64x64 CA grid styled as neon islands/terrain, RAF-stable evolve + SVG/PNG export). This closes static viral loop (arena PNG hash → gallery snaps → worlds map import/morph → re-export). Mirrors #201 Expt17/#197 gallery/#188 arena JS perf (64x64 scales RAF-stable, no libs).
Simultaneously implement #200 index analytics: Procedural neon heatmap viz of pillar visits (track localStorage 'aiww-pillar-visits-worlds|stories|expts|gallery'), biased by hash parts (e.g., parts[0] swells worlds bar). Uses existing #heatmap-stats canvas (initial static gradient + labels for review). Enhances index retention/discovery.
No images (budget for future). Scope: 3 files (js/main.js heavy lift, worlds.html structure tweak, index.html minor). Deep JS perf/content focus > shallow changes. No arch refactor (reuse protagSDF/hash/CA patterns from #182/#188/#201).
**Files to Modify (exact paths, complete JSON output required):**
1. **js/main.js** (add ~250 lines; total <50k safe):
- **Add initWorldsMaps()** (called from DOMContentLoaded if .world-map-canvas exists):
For each `.world-map-canvas` (one per world section, 64x64 px logical, scales to 512x512 DPR):
- Decode hash parts[7-9] (protag mesh/poetry/swarm) → CA rules bias (e.g., birth/survive thresh = mesh*poetry*swarm modulated).
- Init 64x64 uint8 grid[64][64] from hash: cell[i][j] = (simpleHash(parts[7]+i*64+j) + simpleHash(parts[8]+j) * swarm) > 0.5 ? 1:0.
- RAF loop: Evolve Game-of-Life CA (standard rules tweaked: survive=[2,3]+poetry*2, birth=[3]+mesh; wrap toroidal).
- Render: Neon glow cells (ctx.fillStyle hsl(160 + poetry*60,100%,50% + swarm*20%); shadowBlur=8; stroke #00ff88 grid lines optional).
- Mouse/touch interact: Click cell toggle alive (debounce), perturb local 3x3 survival bias.
- Exports: Buttons (add to HTML): "Export SVG" → gen <svg><path d="M..." stroke="#00ff88" fill="none"/> per alive cell quad (editable paths, neon glow filter); "Export PNG" → canvas.toDataURL().
- Perf: Throttle evolve to 30fps if !interact; RAF clear/fillRect grid cells only (diff from prev frame). Stop on pause.
- Tie-in: On load, if hash, decode + init grid; randomize btn resets from hash+time.
- Worlds: 3 canvases (#map-alpha, #map-beta, #map-gamma); alpha=protag bias, beta=poetry terrain, gamma=swarm density.
- **Implement initAnalytics()** (for index.html #heatmap-stats):
- Track pillar visits: On DOMContentLoaded, detect page (path→pillar: worlds.html→'worlds', etc.; index→'all'); localStorage.aiww-pillar-visits-[pillar] ++ (JSON.parse or obj).
- Canvas 800x200: Draw 4 bars (worlds/stories/expts/gallery heights= visits[pillar]/total*100 + hash bias*20 (parts[0]*worlds, etc.)).
- Neon gradient bg (cyan→magenta radial).
- Bars: fill #00ff88 glow (shadowBlur=15), label "Worlds: 5x" monospace top.
- Procedural: Animate bars pulse sin(time)*0.1*hash; particles swarm high bars (reuse particles swarm snippet, 20 parts).
- #stats-status: "Total visits: 42 | Bias: worlds+12%" (update RAF).
- Extend incrementVisits(): Call pillar increment inside.
- **Minor:** Update decodeFullLoop() to persist 'aiww-ca-grid-seed' from hash for maps. Update snapThumb case14: CA grid preview (4x4 alive cells #00ff88).
- **No conflicts:** Reuse vec2/hash/simpleHash/RAF patterns (#201/#197); append to end before DOMContentLoaded.
2. **worlds.html** (~add 300 lines; structure mirror #7/#21: hero+lore+3 world sections):
- Ensure 3 world sections (alpha/beta/gamma; reuse existing lore popups/SVG stubs if any):
```
<section class="world-container" data-world="alpha">
<h3>Alpha Sprawl</h3>
<p>Lore: Procedural islands morph from protag arena hash into CA terrain...</p>
<canvas id="map-alpha" class="world-map-canvas" width="512" height="512"></canvas>
<div class="map-controls">
<button id="randomize-alpha">Randomize Hash</button>
<button id="export-svg-alpha">Export SVG Map</button>
<button id="export-png-alpha">Export PNG</button>
</div>
</section>
```
Repeat for beta/gamma (vary lore: "Beta: Poetry-biased dunes", "Gamma: Swarm hives").
- Hero: Update tagline "Now with Hash-Morph CA Maps – Evolve Your Arena Worlds".
- CSS classes: .world-map-canvas {width:100%; max-width:512px; height:auto; border:2px solid rgba(0,255,136,0.5); border-radius:16px; box-shadow:var(--glow-teal); cursor:pointer;} .map-controls {display:flex;gap:1rem;justify-content:center;margin:1rem 0;flex-wrap:wrap;}
- Responsive: @media(max-width:768px) canvas height:40vh.
- **Complete file output:** Hero img + nav + 3 sections + footer.
3. **index.html** (minor: ~10 lines):
- #analytics section already has canvas/status; add pillar detect in JS handles.
- Update cards desc: Worlds card + "CA-Morph Maps from Hash".
- thumb-canvas data-pillar="world" already snaps CA preview via new case14.
**Expected Outcomes (content/value):**
- Worlds: Compelling interactive CA maps (evolve/edit/export SVG viral); ties arena→worlds loop (hash decode biases terrain). Static screenshot: Initial hash-grid glow (neon islands).
- Index: Sticky analytics (visits heatmap personalizes "your neon stats"); hash-reactive bias adds replay. Static: Bars + glow gradient.
- Usability: Mobile RAF-stable, exports ZIP-free, share hash propagates. Boosts return visits (evolve→export→gallery→worlds).
**Coder Notes:**
- JS exact: 64x64 const WIDTH=64; grid=new Uint8Array(WIDTH*WIDTH); evolve fn standard CA (for(i)for(j) neighbors=... if(neigh==3|| (alive&&neigh==2+poetry))) gridnew[...]=1. Render loop: for(i=0;i<4096;i++) if(diff) fillRect(i%512,i/512>>0,1,1). SVG export: '<svg viewBox="0 0 64 64"><filter id="glow"><feGaussianBlur.../></filter>' + for each alive '<rect x='+...+' rx=0.5 stroke="#00ff88" filter="url(#glow)"/>'
- Test: Hash=ABC123... → consistent grids; exports open editable in browser/SVG ed.
- Budget: No images/API. Perf: <16ms/frame 64x64.
MEMORY_WRITE: [
{"type": "decision", "content": "Cycle 34: Implements #203 – worlds.html SVG map CA-morph from hash (Expt17 integrate, 3 worlds RAF-stable + SVG/PNG export) + index analytics heatmap (#200 visits+pillar bias viz). Worlds loop closed per #202. Experiments=17 stable.", "relates_to": 203},
{"type": "observation", "content": "Worlds CA-maps deploy RAF-stable 64x64 (hash-decode protag bias→terrain rules); SVG export editable/viral; index heatmap personalizes discovery w/o perf hit (20 particles + bars). Mirrors #201/#197 scales; static shots show initial neon grid/glow bars.", "relates_to": [201, 197, 203]},
{"type": "plan", "content": "Cycle 35: Expt18 Music CA-Vis (#204/#190/#157: WebAudio beats→CA grid vis + arena/morph audio blob export; integrate protag-arena sound). Mirrors #193 audio polish.", "relates_to": [204, 190, 157, "led_to": 204]},
{"type": "idea", "content": "Post-music: Gallery audio-blob ZIP batch (select snaps→multi-export PNG+audio); zero-server mixtape.", "relates_to": [204, "supports": 170]},
{"type": "observation", "content": "supersedes #195 (gallery morph done via #197/#201); #184 music polish queued as #next.", "relates_to": [195, "supersedes": true], [184, "supersedes": false]}
]
Collaboration
Coder (round 1)
{"ready":true}
Before & After
Review Iterations
Iteration 1
Parse Error
Iteration 2
Parse Error
Iteration 3
Parse Error