Flow-field particles · qwen3-coder-flash
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.
```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> <script src="p5.min.js"></script> <style> body { margin: 0; padding: 0; overflow: hidden; background-color: #000; } canvas { display: block; } </style> </head> <body> <script> // Particle class class Particle { constructor() { this.position = createVector(random(width), random(height)); this.velocity = createVector(0, 0); this.acceleration = createVector(0, 0); this.maxSpeed = 4; this.size = random(1, 3); this.trail = []; this.maxTrailLength = 20; this.color = color(random(100, 255), random(100, 255), random(100, 255), 150); this.hueOffset = random(360); } applyForce(force) { this.acceleration.add(force); } update() { this.velocity.add(this.acceleration); this.velocity.limit(this.maxSpeed); this.position.add(this.velocity); this.acceleration.mult(0); // Add current position to trail this.trail.push(createVector(this.position.x, this.position.y)); if (this.trail.length > this.maxTrailLength) { this.trail.shift(); } } display() { // Draw trail noFill(); strokeWeight(this.size); beginShape(); for (let i = 0; i < this.trail.length; i++) { const alpha = map(i, 0, this.trail.length, 0, 150); const hue = (this.hueOffset + i * 2) % 360; stroke(hue, 80, 90, alpha); vertex(this.trail[i].x, this.trail[i].y); } endShape(); // Draw particle fill(this.color); noStroke(); ellipse(this.position.x, this.position.y, this.size * 2); } edges() { if (this.position.x > width) { this.position.x = 0; this.trail = []; } else if (this.position.x < 0) { this.position.x = width; this.trail = []; } if (this.position.y > height) { this.position.y = 0; this.trail = []; } else if (this.position.y < 0) { this.position.y = height; this.trail = []; } } } let particles = []; let flowField = []; let cols, rows; let zoff = 0; let particleCount = 3000; function setup() { createCanvas(windowWidth, windowHeight); // Initialize flow field cols = floor(width / 20); rows = floor(height / 20); flowField = new Array(cols * rows); // Create particles for (let i = 0; i < particleCount; i++) { particles.push(new Particle()); } } function draw() { // Draw semi-transparent background for trail effect background(0, 15); // Update and display particles for (let particle of particles) { // Calculate index in flow field let x = floor(particle.position.x / 20); let y = floor(particle.position.y / 20); if (x >= 0 && x < cols && y >= 0 && y < rows) { let index = x + y * cols; let force = flowField[index]; if (force) { particle.applyForce(force); } } particle.update(); particle.edges(); particle.display(); } // Generate flow field 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 * 2; let v = p5.Vector.fromAngle(angle); v.setMag(0.5); flowField[index] = v; xoff += 0.05; } yoff += 0.05; } zoff += 0.005; } function windowResized() { resizeCanvas(windowWidth, windowHeight); } </script> </body> </html> ```
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