Flow-field particles · gemini-3.1-flash-lite-preview
Using the pre-provided p5.min.js (global p5, instance or global mode), create a full-screen flow-field particle animation: thousands of particles advected by Perlin-noise vectors, leaving fading trails, with colors shifting over time.
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Using the pre-provided p5.min.js (global p5, instance or global mode), create a full-screen flow-field particle animation: thousands of particles advected by Perlin-noise vectors, leaving fading trails, with colors shifting over time.
thinking
**Defining the Core Elements** I'm now focusing on defining the key elements for a full-screen flow-field particle animation. Specifically, I need to outline the fundamental features and mechanics needed to make this project complete while adhering to the listed constraints. This includes the required elements and the required flowfield components, and how these interrelate. I'm keen on establishing the foundational structure for the visualization.
{"command":"ls -F"}p5.min.js
thinking
**Constructing the HTML Foundation** I've confirmed `p5.min.js`'s presence. My next step is structuring the `index.html` file. This involves the HTML boilerplate, incorporating `p5.min.js`, adding `<style>` tags for fullscreen, and setting up the `<script>` for p5 interaction. I am establishing the groundwork for the interactive p5.js project.
index.html (3839 bytes)Successfully wrote 3839 bytes to index.html
The flow-field animation is implemented in `index.html`. It uses Perlin noise to generate a vector field, updates 2000 particles to follow these vectors, and creates fading trails using a semi-transparent background clearing technique. Colors shift smoothly using the HSB color space based on the frame count. ```html <!-- File: index.html --> <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Flow Field Particles</title> <style> body, html { margin: 0; padding: 0; overflow: hidden; background: #000; } canvas { display: block; } </style> <script src="p5.min.js"></script> </head> <body> <script> let particles = []; let numParticles = 2000; let flowField; let scl = 20; let cols, rows; let zoff = 0; function setup() { createCanvas(windowWidth, windowHeight); cols = floor(width / scl); rows = floor(height / scl); flowField = new Array(cols * rows); colorMode(HSB, 360, 100, 100, 100); background(0); for (let i = 0; i < numParticles; i++) { particles[i] = new Particle(); } } function draw() { // Semi-transparent background for fading trails fill(0, 5); noStroke(); rect(0, 0, width, height); let yoff = 0; for (let y = 0; y < rows; y++) { let xoff = 0; for (let x = 0; x < cols; x++) { let index = x + y * cols; let angle = noise(xoff, yoff, zoff) * TWO_PI * 4; let v = p5.Vector.fromAngle(angle); v.setMag(1); flowField[index] = v; xoff += 0.1; } yoff += 0.1; } zoff += 0.005; let hue = (frameCount * 0.5) % 360; stroke(hue, 80, 100, 50); for (let i = 0; i < particles.length; i++) { particles[i].follow(flowField); particles[i].update(); particles[i].edges(); particles[i].show(); } } class Particle { constructor() { this.pos = createVector(random(width), random(height)); this.vel = createVector(0, 0); this.acc = createVector(0, 0); this.maxSpeed = 2; this.prevPos = this.pos.copy(); } update() { this.vel.add(this.acc); this.vel.limit(this.maxSpeed); this.pos.add(this.vel); this.acc.mult(0); } follow(vectors) { let x = floor(this.pos.x / scl); let y = floor(this.pos.y / scl); let index = x + y * cols; if (index < vectors.length) { this.applyForce(vectors[index]); } } applyForce(force) { this.acc.add(force); } show() { strokeWeight(1); line(this.pos.x, this.pos.y, this.prevPos.x, this.prevPos.y); this.updatePrev(); } updatePrev() { this.prevPos.x = this.pos.x; this.prevPos.y = this.pos.y; } edges() { if (this.pos.x > width) { this.pos.x = 0; this.updatePrev(); } if (this.pos.x < 0) { this.pos.x = width; this.updatePrev(); } if (this.pos.y > height) { this.pos.y = 0; this.updatePrev(); } if (this.pos.y < 0) { this.pos.y = height; this.updatePrev(); } } } function windowResized() { resizeCanvas(windowWidth, windowHeight); background(0); cols = floor(width / scl); rows = floor(height / scl); flowField = new Array(cols * rows); } </script> </body> </html> ```
TAKE IT TO CODE
A single self-contained HTML file — copy it and open in any browser, or reuse the prompt with your own pi-agent run.
RUN
EVALUATION
Flow-field particle trails animate continuously with shifting colors, though sparse density on a mostly black canvas.
Vision grade · anthropic/claude-sonnet-5
MEASUREMENTS
Raw readings from the capture, not a verdict — the grade above is the only judgement. Percentages are how much of the screen changed; the measure under-reports sparse motion on a dark background.