Flow-field particles · qwen3-coder-30b-a3b-instruct
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.
This one-shot run produced no runnable artifact.
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transcript · 2 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.
```html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Perlin Noise Flow Field Particles</title> <script src="p5.min.js"></script> <style> body, html { margin: 0; padding: 0; overflow: hidden; width: 100%; height: 100%; background-color: #000; } canvas { display: block; } </style> </head> <body> <script> // Particle system parameters let particles = []; const particleCount = 3000; const flowFieldScale = 20; let time = 0; let noiseSeed = 0; // Particle class class Particle { constructor() { this.reset(); this.trail = []; this.maxTrailLength = 30; this.color = color(255, 100, 200); } reset() { this.pos = createVector(random(width), random(height)); this.vel = createVector(0, 0); this.acc = createVector(0, 0); this.size = random(1, 3); this.trail = []; } applyForce(force) { this.acc.add(force); } update() { // Add current position to trail this.trail.push(this.pos.copy()); if (this.trail.length > this.maxTrailLength) { this.trail.shift(); } // Update velocity and position this.vel.add(this.acc); this.vel.limit(5); this.pos.add(this.vel); this.acc.mult(0); // Boundary check if (this.pos.x < 0 || this.pos.x > width || this.pos.y < 0 || this.pos.y > height) { this.reset(); } } display() { // Draw trail noFill(); strokeWeight(this.size * 0.5); beginShape(); for (let i = 0; i < this.trail.length; i++) { const alpha = map(i, 0, this.trail.length, 0, 150); const trailColor = color(red(this.color), green(this.color), blue(this.color), alpha); stroke(trailColor); vertex(this.trail[i].x, this.trail[i].y); } endShape(); // Draw particle fill(this.color); noStroke(); ellipse(this.pos.x, this.pos.y, this.size); } } function setup() { const canvas = createCanvas(windowWidth, windowHeight); canvas.parent('body'); // Create particles for (let i = 0; i < particleCount; i++) { particles.push(new Particle()); } } function draw() { // Semi-transparent background for trail effect background(0, 10); // Update noise seed for continuous flow time += 0.0005; noiseSeed(noiseSeed); // Update and display particles for (let particle of particles) { // Create flow field using Perlin noise let x = particle.pos.x / flowFieldScale; let y = particle.pos.y / flowFieldScale; let angle = noise(x, y, time) * TWO_PI * 2; // Create force vector from angle let force = p5.Vector.fromAngle(angle); force.mult(0.5); // Apply force to particle particle.applyForce(force); // Update particle particle.update(); // Update color based on position let hue = (particle.pos.x / width * 255 + time * 50) % 255; particle.color = color(hue, 200, 255); // Display particle particle.display(); } // Increment noise seed noiseSeed++; } function windowResized() { resizeCanvas(windowWidth, windowHeight); } </script> </body> </html> ```
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