Flow-field particles · minimax-m2.5
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.
transcript · 8 messages
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
The user wants me to create a flow-field particle animation using p5.js. Let me plan what I need: 1. Full-screen canvas 2. Thousands of particles 3. Perlin noise-based vector field (flow field) 4. Particles advected by the flow field 5. Fading trails 6. Colors shifting over time I'll create a single self-contained HTML file with: - CSS in a <style> tag - JS in a <script> tag using p5.min.js - All the logic for the flow field animation Let me write this code.
/tmp/ws/index.html (4407 bytes)Successfully wrote 4407 bytes to /tmp/ws/index.html
thinking
I've created the flow-field particle animation. Let me verify the file exists and check the structure is correct.
{"command":"ls -la /tmp/ws/"}total 1020 drwxr-sr-x. 2 node node 41 Aug 1 17:52 . drwxrwsrwx. 3 root node 16 Aug 1 17:52 .. -rw-r--r--. 1 node node 4407 Aug 1 17:52 index.html -rw-r--r--. 1 node node 1034532 Aug 1 17:52 p5.min.js
thinking
Great, the file was created successfully. Let me verify it's syntactically correct by checking some key elements.
{"path":"/tmp/ws/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 Particle Animation</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; } body { overflow: hidden; background: #000; } canvas { display: block; } </style> </head> <body> <script src="p5.min.js"></script> <script> // Configuration const PARTICLE_COUNT = 4000; const NOISE_SCALE = 0.003; const FORCE_STRENGTH = 0.8; const FRICTION = 0.96; const TRAIL_ALPHA = 15; const COLOR_SPEED = 0.001; let particles = []; let colorOffset = 0; class Particle { constructor() { this.reset(); } reset() { this.x = random(width); this.y = random(height); this.vx = 0; this.vy = 0; this.prevX = this.x; this.prevY = this.y; this.life = random(100, 300); this.maxLife = this.life; this.size = random(1.5, 3); } update(noiseOffset) { // Get angle from Perlin noise let angle = noise(this.x * NOISE_SCALE, this.y * NOISE_SCALE, noiseOffset) * TWO_PI * 2; // Convert angle to force vector let fx = cos(angle) * FORCE_STRENGTH; let fy = sin(angle) * FORCE_STRENGTH; // Apply force this.vx += fx; this.vy += fy; // Apply friction this.vx *= FRICTION; this.vy *= FRICTION; // Store previous position for trails this.prevX = this.x; this.prevY = this.y; // Update position this.x += this.vx; this.y += this.vy; // Decrease life this.life -= 1; // Wrap around edges or reset if (this.x < 0 || this.x > width || this.y < 0 || this.y > height || this.life <= 0) { this.reset(); } } draw(hue) { // Calculate life-based alpha let lifeAlpha = map(this.life, 0, this.maxLife, 0, 255); // Color with hue shift let particleHue = (hue + this.x * 0.1 + this.y * 0.1) % 360; colorMode(HSB, 360, 100, 100, 255); let c = color(particleHue, 80, 100, lifeAlpha * 0.6); // Draw line from previous position stroke(c); strokeWeight(this.size); line(this.prevX, this.prevY, this.x, this.y); // Draw point at current position strokeWeight(this.size * 0.8); point(this.x, this.y); } } function setup() { createCanvas(windowWidth, windowHeight); colorMode(HSB, 360, 100, 100, 255); background(0); // Initialize particles for (let i = 0; i < PARTICLE_COUNT; i++) { particles.push(new Particle()); } } function draw() { // Fade effect - draw semi-transparent background colorMode(RGB, 255); noStroke(); fill(0, TRAIL_ALPHA); rect(0, 0, width, height); // Update color offset for shifting colors colorOffset += COLOR_SPEED; let baseHue = (colorOffset * 360) % 360; // Update and draw all particles for (let particle of particles) { particle.update(colorOffset); particle.draw(baseHue); } } function windowResized() { resizeCanvas(windowWidth, windowHeight); background(0); } </script> </body> </html>
thinking
The index.html file is complete with: - CSS in a <style> tag for full-screen canvas - p5.min.js loaded via <script src="p5.min.js"></script> - All JS in a <script> tag using global mode - 4000 particles advected by Perlin noise vectors - Fading trails via semi-transparent background overlay - Colors shifting over time with HSB color mode The implementation features: 1. Full-screen responsive canvas 2. 4000 particles with position, velocity, life tracking 3. Perlin noise flow field using noise(x, y, time) 4. Fading trails achieved by drawing semi-transparent black rectangle each frame 5. Colors shift over time using HSB color mode with a time-based hue offset 6. Each particle also has spatial hue variation based on x,y position 7. Particles have finite life and respawn when they die or go off-screen 8. Window resize handling The file is complete and ready to use.
Done! I've created a full-screen flow-field particle animation in `index.html`. Here's what it features: - **4000 particles** advected by Perlin noise vectors in a continuously evolving flow field - **Fading trails** achieved by drawing a semi-transparent black overlay each frame - **Colors shifting over time** using HSB color mode with time-based hue rotation + spatial hue variation based on particle position - **Particle dynamics**: velocity with friction, finite life (100-300 frames), automatic respawn - **Full-screen responsive** canvas that adapts to window resize The flow field uses `noise(x * scale, y * scale, time)` to create smooth, swirling vector patterns that animate over time. Particles leave trails as they move, creating the characteristic flowing visual effect.
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
Vivid flow-field particle animation with shifting rainbow colors and fading trails, continuously animating and evolving.
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.