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CSS

              
                
              
            
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JS

              
                var boids = [];
var numBoids = 300

function setup() {
  createCanvas(windowWidth, windowHeight);
  // Add an initial set of boids into the system
  for (var i = 0; i < numBoids; i++) {
    boids[i] = new Boid(random(windowWidth), random(windowHeight), random(1, 8));
  }
}

function draw() {
  background(84, 90, 104);
  // Run all the boids
  for (var i = 0; i < boids.length; i++) {
    boids[i].run(boids);
  }
}

// when window size changes update the canvas size
function windowResized() {
  resizeCanvas(windowWidth, windowHeight);
	// Add an initial set of boids into the system
  for (var i = 0; i < numBoids; i++) {
    boids[i] = new Boid(random(windowWidth), random(windowHeight), random(1, 8));
  }
}

// Boid class
// Methods for Separation, Cohesion, Alignment added
function Boid(x, y, diameter) {
  this.acceleration = createVector(0, 0);
  this.velocity = p5.Vector.random2D();
  this.position = createVector(x, y);
  this.r = 3.0;
  this.maxspeed = 3;    // Maximum speed
  this.maxforce = 0.02; // Maximum steering force
	this.diameter = diameter;
	this.avoiding = false;
	this.fill = [237, 207, 70]
}

Boid.prototype.run = function(boids) {
  this.flock(boids);
  this.update();
  this.borders();
  this.render();
}

// Forces go into acceleration
Boid.prototype.applyForce = function(force) {
  this.acceleration.add(force);
}

function attach(boid1, boid2, distance) {
	var weight = map(distance, 50, 0, 0, 1)
	strokeWeight(weight)
	line(boid1.position.x, boid1.position.y, boid2.position.x, boid2.position.y);
}

// We accumulate a new acceleration each time based on three rules
Boid.prototype.flock = function(boids) {
  var sep = this.separate(boids); // Separation
  // var ali = this.align(boids);    // Alignment
  var coh = this.cohesion(boids); // Cohesion
	var avoid = this.avoidMouse()
  // Arbitrarily weight these forces
  sep.mult(10.0);
  // ali.mult(1.0);
  coh.mult(0.5);
	avoid.mult(5);
  // Add the force vectors to acceleration
  this.applyForce(sep);
  // this.applyForce(ali);
  this.applyForce(coh);
	this.applyForce(avoid)
}

// Method to update location
Boid.prototype.update = function() {
  // Update velocity
  this.velocity.add(this.acceleration);
  // Limit speed
  this.velocity.limit(this.maxspeed);
  this.position.add(this.velocity);
  // Reset acceleration to 0 each cycle
  this.acceleration.mult(0);
}

// A method that calculates and applies a steering force towards a target
// STEER = DESIRED MINUS VELOCITY
Boid.prototype.seek = function(target) {
  var desired = p5.Vector.sub(target, this.position); // A vector pointing from the location to the target
  // Normalize desired and scale to maximum speed
  desired.normalize();
  desired.mult(this.maxspeed);
  // Steering = Desired minus Velocity
  var steer = p5.Vector.sub(desired, this.velocity);
  steer.limit(this.maxforce); // Limit to maximum steering force
  return steer;
}

// Draw boid as a circle
Boid.prototype.render = function() {
  // noFill();
	fill(this.fill)
  stroke(this.fill);
	strokeWeight(1);
  ellipse(this.position.x, this.position.y, this.diameter, this.diameter);
}

// Wraparound
Boid.prototype.borders = function() {
  if (this.position.x < -this.r) this.position.x = width + this.r;
  if (this.position.y < -this.r) this.position.y = height + this.r;
  if (this.position.x > width + this.r) this.position.x = -this.r;
  if (this.position.y > height + this.r) this.position.y = -this.r;
}

// Separation
// Method checks for nearby boids and steers away
Boid.prototype.separate = function(boids) {
  var desiredseparation = 10.0;
	var attachLength = 50;
  var steer = createVector(0, 0);
  var count = 0;
  // For every boid in the system, check if it's too close
  for (var i = 0; i < boids.length; i++) {
    var d = p5.Vector.dist(this.position, boids[i].position);
    // If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself)
    if ((d > 0) && (d < desiredseparation)) {
      // Calculate vector pointing away from neighbor
      var diff = p5.Vector.sub(this.position, boids[i].position);
      diff.normalize();
      diff.div(d); // Weight by distance
      steer.add(diff);
      count++; // Keep track of how many

			// attach(this, boids[i])
    }

		//the joining line is longer than separate
		if ((d > 0) && (d < attachLength)) {
			attach(this, boids[i], d)
		}

  }
  // Average -- divide by how many
  if (count > 0) {
    steer.div(count);
  }

  // As long as the vector is greater than 0
  if (steer.mag() > 0) {
    // Implement Reynolds: Steering = Desired - Velocity
    steer.normalize();
    steer.mult(this.maxspeed);
    steer.sub(this.velocity);
    steer.limit(this.maxforce);
  }
  return steer;
}

Boid.prototype.avoidMouse = function() {
  var desiredseparation = 100.0;
  var steer = createVector(0, 0);
	var mousePos = createVector(mouseX, mouseY);

  var d = p5.Vector.dist(this.position, mousePos);
  // If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself)
  if ((d > 0) && (d < desiredseparation)) {
    // Calculate vector pointing away from te mouse
    var diff = p5.Vector.sub(this.position, mousePos);
    diff.normalize();
    diff.div(d); // Weight by distance
    steer.add(diff);

		// set the state of avoiding
		this.avoiding = true;
		// attach(this, boids[i])
  } else {
  	this.avoiding = false;
  }

  // As long as the vector is greater than 0
  if (steer.mag() > 0) {
    // Implement Reynolds: Steering = Desired - Velocity
    steer.normalize();
    steer.mult(this.maxspeed*2);
    steer.sub(this.velocity);
    steer.limit(this.maxforce*5);
  }
  return steer;
}

// Alignment
// For every nearby boid in the system, calculate the average velocity
Boid.prototype.align = function(boids) {
  var neighbordist = 50;
  var sum = createVector(0, 0);
  var count = 0;
  for (var i = 0; i < boids.length; i++) {
    var d = p5.Vector.dist(this.position, boids[i].position);
    if ((d > 0) && (d < neighbordist)) {
      sum.add(boids[i].velocity);
      count++;
    }
  }
  if (count > 0) {
    sum.div(count);
    sum.normalize();
    sum.mult(this.maxspeed);
    var steer = p5.Vector.sub(sum, this.velocity);
    steer.limit(this.maxforce);
    return steer;
  } else {
    return createVector(0, 0);
  }
}

// Cohesion
// For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location
Boid.prototype.cohesion = function(boids) {
  var neighbordist = 50;
  var sum = createVector(0, 0); // Start with empty vector to accumulate all locations
  var count = 0;
  for (var i = 0; i < boids.length; i++) {
    var d = p5.Vector.dist(this.position, boids[i].position);
    if ((d > 0) && (d < neighbordist)) {
      sum.add(boids[i].position); // Add location
      count++;
    }
  }
  if (count > 0) {
    sum.div(count);
    return this.seek(sum); // Steer towards the location
  } else {
    return createVector(0, 0);
  }
}

              
            
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