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HTML

              
                
              
            
!

CSS

              
                html, body {
  padding: 0px;
  margin: 0px;
  width: 100vw;
  height: 100vh;
  overflow: hidden;
}

.verses {
  position: absolute;
  transform: translate(-50%, -50%);
  top: 35vh;
  left: 50vw;
  text-align: center;
  font-size: 2rem;
  word-break: keep-all;
}
              
            
!

JS

              
                
class FlockParams {
    constructor() {
        this.maxForce = 0.08
        this.maxSpeed = 3.7
        this.perceptionRadius = 100
        this.alignAmp = 1
        this.cohesionAmp = 1
        this.separationAmp = 1
    }
}

let flockParams = new FlockParams()
const gui = new dat.GUI()
gui.add(flockParams, 'alignAmp', 0.5, 2)
gui.add(flockParams, 'cohesionAmp', 0.5, 2)
gui.add(flockParams, 'separationAmp', 0.5, 2)
gui.add(flockParams, 'maxSpeed', 2, 6)
gui.add(flockParams, 'maxForce', .05, 3)
gui.add(flockParams, 'perceptionRadius', 20, 300)

/*==================
lotusLeaf
===================*/

const shadowColor = 'rgba(0,0,0,0.05)'

class lotusLeaf {
    constructor(x, y, offset, scale) {
        this.x = x
        this.y = y
        this.offset = offset
        this.scale = scale
        this.color = color(71, 184, 151)
    }

    drawShape(vertices, offset, color) {
        fill(color)
        beginShape()
            vertices.map(v => vertex(v.x + offset, v.y + offset))
        endShape()
    }

    show() {
        push()
            translate(this.x, this.y)
            noiseDetail(1, .8)
            let vertices = []

            for (let i = 0; i < TWO_PI; i += radians(1)) {
                
                let x = this.offset * cos(i) + this.offset
                let y = this.offset * sin(i) + this.offset
                
                let r = 180 + map(noise(x, y), 0, 1, -this.scale, this.scale)
                
                let x1 = r * cos(i)
                let y1 = r * sin(i)
                
                vertices.push({x: x1, y: y1})
            }

            noStroke()
            this.drawShape(vertices, 50, shadowColor)
            this.drawShape(vertices, 0, this.color)

            vertices.map((v, index) => {
                if ((index + 1) % 40 === 0) {
                    strokeWeight(6)
                    stroke(23,111,88,40)
                    line(v.x * .1, v.y * .19, v.x * .9, v.y * .86)
                }
            })
        pop()
    }

}

/*==================
Ripple
===================*/
class Ripple {
    constructor(x, y) {
        this.position = createVector(x, y)
        this.size = random(50, 100)
        this.lifespan = 255
        this.color = color(255, 255, 255)
        this.sizeStep = random(2, 3)
        this.lifeStep = random(2, 10)
    }

    drawShape(x, y, offset, size, color) {
        stroke(color)
        strokeWeight(1)
        noFill()
        circle(x + offset, y + offset, size)
    }

    show() {
        this.color.setAlpha(this.lifespan)

        this.drawShape(this.position.x, this.position.y, 0, this.size, this.color)
        this.drawShape(this.position.x, this.position.y, 50, this.size, color(shadowColor))
    }

    update() {
        this.size += this.sizeStep
        this.lifespan -= this.lifeStep
    }
}

/*==================
Koi
===================*/

const koiColors = ['#E95D0C', '#EEA237', '#E02D28']

class Koi {
    constructor(x, y, koiColor) {
        this.color = color(koiColor)
        this.offsetX = random(-100, 100)
        this.offsetY = random(-100, 100)
        this.position = createVector(x + this.offsetX, y + this.offsetY)
        this.velocity = p5.Vector.random2D()
        this.velocity.setMag(random(2, 10))
        this.acceleration = createVector()
        this.maxForce = flockParams.maxForce
        this.maxSpeed = flockParams.maxSpeed
        this.baseSize = int(random(15, 20))
        this.bodyLength = this.baseSize * 2
        this.body = new Array(this.bodyLength).fill({...this.position})
    }

    calculateDesiredSteeringForce (kois, factorType) {
        let steering = createVector()
        let total = 0
        for (let other of kois) {
            let d = dist(
                this.position.x,
                this.position.y,
                other.position.x,
                other.position.y
            )
            if (d < flockParams.perceptionRadius && other != this) {
                switch (factorType) {
                    case 'align':
                        steering.add(other.velocity)
                        break;
                    case 'cohesion':
                        steering.add(other.position)
                        break;
                    case 'separation':
                        let diff = p5.Vector.sub(this.position, other.position)
                        diff.div(d)
                        steering.add(diff)
                        break;
                    default:
                        break;
                }
                total++
            }
        }

        if (total > 0) {
            steering.div(total)
            if (factorType === 'cohesion') steering.sub(this.position)
            steering.setMag(flockParams.maxSpeed)
            steering.sub(this.velocity)
            steering.limit(flockParams.maxForce)
        }
        return steering
    }

    align = kois => this.calculateDesiredSteeringForce(kois, 'align')

    cohesion = kois => this.calculateDesiredSteeringForce(kois, 'cohesion')

    separation = kois => this.calculateDesiredSteeringForce(kois, 'separation')

    avoid(obstacle) {
        let steering = createVector()
        let d = dist(
            this.position.x,
            this.position.y,
            obstacle.x,
            obstacle.y
        )
        if (d < flockParams.perceptionRadius) {
            let diff = p5.Vector.sub(this.position, obstacle)
            diff.div(d)
            steering.add(diff)
            steering.setMag(flockParams.maxSpeed)
            steering.sub(this.velocity)
            steering.limit(flockParams.maxForce)
        }
        return steering
    }

    edges() {
        if (this.position.x > width + 50) {
            this.position.x = -50
        } else if (this.position.x < -50) {
            this.position.x = width + 50
        }
        if (this.position.y > height + 50) {
            this.position.y = -50
        } else if (this.position.y < -50) {
            this.position.y = height + 50
        }
    }

    flock(kois) {
        this.acceleration.mult(0)
        let alignment = this.align(kois)
        let cohesion = this.cohesion(kois)
        let separation = this.separation(kois)

        let mouseObstacle = createVector(mouseX, mouseY)
        let avoid = this.avoid(mouseObstacle)

        alignment.mult(flockParams.alignAmp)
        cohesion.mult(flockParams.cohesionAmp)
        separation.mult(flockParams.separationAmp)
        
        this.acceleration.add(avoid)
        this.acceleration.add(separation)
        this.acceleration.add(alignment)
        this.acceleration.add(cohesion)

        this.acceleration.add(p5.Vector.random2D().mult(.05))
    }

    updateBody() {
        this.body.unshift({...this.position})
        this.body.pop()
    }

    show() {
        noStroke()
        this.body.forEach((b, index) => {
            let size
            if ( index < this.bodyLength / 6 ) {
                size = this.baseSize + index * 1.8
            } else {
                size = this.baseSize * 2 - index
            }
            this.color.setAlpha(this.bodyLength - index)
            fill(this.color)
            ellipse(b.x, b.y, size, size)
        })
    }

    showShadow() {
        noStroke()
        this.body.forEach((b, index) => {
            let size
            if ( index < this.bodyLength / 6 ) {
                size = this.baseSize + index * 1.8
            } else {
                // fill(255, 255, 255, 50 - index)
                size = this.baseSize * 1.8 - index
            }

            fill(200, 200, 200, 20)
            ellipse(b.x + 50, b.y + 50, size, size)
        })
    }

    update() {
        this.position.add(this.velocity)
        this.velocity.add(this.acceleration)
        this.velocity.limit(flockParams.maxSpeed)
        this.updateBody()
    }
}

/*==================
Sketch: setup, draw, etc.
===================*/

const flock = []
const ripples = []
const lotusLeaves = []
const koiNumber = 20

function setup() {
    createCanvas(windowWidth, windowHeight)
    const centerX = random(width - 200, 200)
    const centerY = random(height - 200, 200)

    const color = random(koiColors)
    new Array(koiNumber).fill(1).map(_ => flock.push(new Koi(centerX, centerY, color)))

    lotusLeaves.push(new lotusLeaf(100, 100, .4, 100))
    lotusLeaves.push(new lotusLeaf(width - 100, height - 100, 1, 40))
}

function draw() {
    background(230)
    // shadow
    flock.forEach(koi => {
        koi.showShadow()
    })

    flock.forEach(koi => {
        koi.edges()
        koi.flock(flock)
        koi.update()
        koi.show()
    })

    if (frameCount % 30 === 0) ripples.push(new Ripple(random(width), random(height)))

    ripples.forEach((r, i) => {
        r.update()
        r.show()
        if (r.lifespan < 0 ) ripples.splice(i, 1)
    })

    lotusLeaves.forEach(leaf => leaf.show())
}

/*==================
Sketch: click to ripple
===================*/
function mouseClicked() {
    ripples.push(new Ripple(mouseX, mouseY))
}


function windowResized() {
  // this function executes everytime the window size changes

  // set the sketch width and height to the 5 pixels less than
  // windowWidth and windowHeight. This gets rid of the scroll bars.
  resizeCanvas(windowWidth, windowHeight);
  // set background to light-gray
  background(230);
}
              
            
!
999px

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