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Boids flocking · llama-4-scout

Create a full-screen flocking simulation of boids using separation, alignment, and cohesion, drawn as oriented triangles that steer smoothly and flee from the mouse cursor.

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user

Create a full-screen flocking simulation of boids using separation, alignment, and cohesion, drawn as oriented triangles that steer smoothly and flee from the mouse cursor.

assistant

create a full-screen flocking simulation of boids, we will use HTML, CSS, and JavaScript. The simulation will include separation, alignment, and cohesion behaviors, and the boids will be drawn as oriented triangles. They will also steer smoothly and flee from the mouse cursor. First, let's create the `index.html` file: ```html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Boid Flocking Simulation</title> <style> /* Make the canvas full screen */ canvas { position: absolute; top: 0; left: 0; width: 100%; height: 100%; border: none; } </style> </head> <body> <canvas id="canvas"></canvas> <script> // Get the canvas element const canvas = document.getElementById('canvas'); const ctx = canvas.getContext('2d'); // Set the canvas to full screen canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Define the Boid class class Boid { constructor(x, y) { this.x = x; this.y = y; this.velocityX = Math.random() * 2 - 1; this.velocityY = Math.random() * 2 - 1; } // Apply forces to the boid applyForce(forceX, forceY) { this.velocityX += forceX; this.velocityY += forceY; } // Update the boid's position and velocity update() { this.x += this.velocityX; this.y += this.velocityY; // Boundary wrapping if (this.x > canvas.width) this.x = 0; if (this.x < 0) this.x = canvas.width; if (this.y > canvas.height) this.y = 0; if (this.y < 0) this.y = canvas.height; // Limit speed const speed = Math.sqrt(this.velocityX * this.velocityX + this.velocityY * this.velocityY); if (speed > 3) { this.velocityX = this.velocityX / speed * 3; this.velocityY = this.velocityY / speed * 3; } } // Draw the boid as a triangle draw() { ctx.save(); ctx.translate(this.x, this.y); ctx.rotate(Math.atan2(this.velocityY, this.velocityX)); ctx.beginPath(); ctx.moveTo(0, -5); ctx.lineTo(-5, 5); ctx.lineTo(5, 5); ctx.closePath(); ctx.fillStyle = 'black'; ctx.fill(); ctx.restore(); } } // Create an array of boids const boids = []; for (let i = 0; i < 100; i++) { boids.push(new Boid(Math.random() * canvas.width, Math.random() * canvas.height)); } // Mouse position let mouseX, mouseY; // Event listener for mouse movement canvas.addEventListener('mousemove', (e) => { mouseX = e.clientX; mouseY = e.clientY; }); // Main loop function loop() { ctx.clearRect(0, 0, canvas.width, canvas.height); for (const boid of boids) { // Separation let separationX = 0; let separationY = 0; let count = 0; for (const other of boids) { if (boid === other) continue; const d = Math.sqrt((boid.x - other.x) ** 2 + (boid.y - other.y) ** 2); if (d > 0 && d < 50) { const diffX = boid.x - other.x; const diffY = boid.y - other.y; const diff = Math.sqrt(diffX * diffX + diff diffY); separationX += diffX / diff; separationY += diffY / diff; count++; } } if (count > 0) { separationX /= count; separationY /= count; separationX *= 0.05; separationY *= 0.05; boid.applyForce(separationX, separationY); } // Alignment let alignmentX = 0; let alignmentY = 0; count = 0; for (const other of boids) { if (boid === other) continue; const d = Math.sqrt((boid.x - other.x) ** 2 + (boid.y - other ** 2); if > 0 && d < 50) { alignmentX += other.velocityX; alignment other.velocityY; count++; } } if (count > 0) { alignmentX /= count; alignmentY; const avgVel = Math.sqrt(alignmentX * alignmentX + alignmentY * alignmentY); alignmentX = alignmentX / avgVel * 0.05; alignmentY = alignmentY / * 0.05; boid.applyForce(alignment alignmentY); } // Cohesion let cohesionX = 0; let cohesionY = 0; count = 0; for (const other of boids) { if (boid === other) continue; const d = Math.sqrt((boid.x - other.x) ** 2 + (boid.y - other.y) ** 2); if (d > 0 && d < 100) { cohesionX += other.x; cohesionY += other.y; count++; } } if (count > 0) { cohesionX /= count; cohesionY /= count; const desiredX = cohesionX - boid.x; const desiredY = cohesionY - boid.y; const steerX = desiredX / Math.sqrt(desiredX * desiredX + desiredY * desiredY) * 0.01; const steerY = desiredY / Math.sqrt(desiredX * desiredX + desiredY * desiredY) * 0.01; boid.applyForce(steerX, steerY); } // Flee from mouse if (mouseX && mouseY) { const dx = boid.x - mouseX; const dy = boid.y - mouseY; const d = Math.sqrt(dx * dx + dy * dy); if (d > 0 && d < 100) { const fleeX = dx / d * 0.1; const fleeY = dy / d * 0.1; boid.applyForce(fleeX, fleeY); } } boid.update(); boid.draw(); } requestAnimationFrame(loop); } loop(); </script> </body> </html> ``` This code creates a canvas that fills the full screen and populates it with boids. Each boid interacts with its neighbors through separation, alignment, and cohesion forces. The boids also flee from the mouse cursor. The simulation runs smoothly and can be viewed in any modern web browser. To run this code, simply create a new file named `index.html` in your preferred directory and paste the above code into it. Open the file in a web browser to view the simulation. No external resources or network requests are required for this simulation, as it runs fully sand Write the code into the file: ```write(path="index.html", content="<!DOCTYPE html>\n<html lang=\"en\">\n<head>\n <meta charset=\"UTF-8\">\n <meta name=\"viewport\" content=\"-width, initial-scale=1.0\">\n <title>Boid Flocking Simulation</title>\n <style>\n /* Make the canvas full screen */\n canvas {\n position: absolute;\n top: 0;\n left: 0;\n width100%;\n height: 100%;\n border: none;\n }\n </style>\n</head>\n<body>\n id=\"canvas\"></canvas>\n <script>\n // Get the canvas element\n const canvas = document.getElementById('canvas');\n const ctx = canvas.getContext('2d');\n\n // Set the canvas to full screen\n canvas.width = window.innerWidth canvas.height = window.innerHeight;\n\n // Define the Boid class\n class Boid {\n constructor y) {\n this.x = x;\n this.y = y;\n this.velocityX = Math.random() * 2 - 1;\n this.velocityY = Math.random() * 2 - 1;\n }\n\n // Apply forces to the boid\n applyForce(forceX, forceY) {\n this.velocityX += forceX;\n Y += forceY;\n }\n\n // Update the boid's position and velocity\n update() {\n this.x += this.velocityX;\n this.y += this.velocityY;\n\n // Boundary wrapping\n if (this.x > canvas.width) this.x = 0;\n if (this.x < 0) this.x = canvas.width;\n if (this.y > canvas.height.y = 0;\n if (this.y ) this.y = canvas.height;\n\n // Limit speed\n const speed = Math.sqrt(this.velocityX * this.velocity this.velocityY * this.velocityY);\n if (speed > 3) {\n this.velocityX = this.velocityX / speed * 3;\n this.velocityY = this.velocityY / speed * 3;\n }\n }\n\n // Draw the boid as a triangle\n draw() {\n ctx.save();\n ctx.translate(this.x, this.y);\n ctx.rotate(Math.atan2(this.velocityY, this.velocityX));\n ctx.beginPath();\n ctx.moveTo(0, -5);\n ctx.lineTo(-5, 5);\n ctx.lineTo(5, 5);\n ctx.closePath();\n ctx.fillStyle = 'black';\n ctx.fill();\n ctx.restore();\n }\n }\n\n // Create an array of boids\n const boids = [];\n for i = 0;< 100; i++) {\n boids.push(new Boid(Math.random() * canvas.width, Math.random() * canvas.height));\n }\n\n // Mouse position\n mouseX, mouseY;\n\n // Event listener movement\n canvas.add('mousemove', (e {\n mouseX.clientX;\n mouseY = e.clientY;\n });\n\n // Main loop\n function loop() {\n ctx.clearRect, 0, canvas canvas.height);\n\n for (const boid of boids) {\n // Separation\n let separationX = 0;\n let separationY = 0;\n let count = 0;\n for (const other of boids) {\n if (boid === other) continue;\n const d = Math.sqrt((boid.x - other.x) ** 2 + (boid.y - other.y) ** 2);\n if (d > 0 && d < 50) {\n const diffX = boid.x - other.x;\n const diffY = boid.y - other.y;\n const diff = Math.sqrt(diffX * diffX + diffY * diffY);\n separationX += diffX / diff;\n separationY += diffY / diff;\n count++;\n }\n }\n if (count > 0) {\n separationX /= count;\n separationY /= count;\n separationX *= 0.05;\n separationY *= 0.05;\n boid.applyForce(separationX, separationY);\n }\n\n // Alignment\n let alignmentX = 0;\n let alignmentY = 0;\n count = 0;\n for (const other of boids) {\n if (boid === other) continue;\n const d = Math.sqrt((boid.x - other.x) ** 2 + (boid.y - other.y) ** 2);\n if (d > 0 && d < 50) {\n alignmentX += other.velocityX;\n alignmentY += other.velocityY;\n count++;\n }\n }\n if (count > 0) {\n alignmentX /= count;\n alignmentY /= count;\n const avgVel = Math.sqrt(alignmentX * alignmentX + alignmentY * alignmentY);\n alignmentX = alignmentX / avgVel * 0.05;\n alignmentY = alignmentY / avgVel * 0.05;\n boid.applyForce(alignmentX, alignmentY);\n }\n\n // Cohesion\n let cohesionX = 0;\n let cohesionY = 0;\n count = 0;\n for (const other of boids) {\n if (boid === other) continue;\n const d = Math.sqrt((boid.x - other.x) ** 2 + (boid.y - other.y) ** 2);\n if (d > 0 && d < 100) {\n cohesionX += other.x;\n cohesionY += other.y;\n count++;\n }\n }\n if (count > 0) {\n cohesionX /= count;\n cohesionY /= count;\n const desiredX = cohesionX - boid.x;\n const desiredY = cohesionY - boid.y;\n const steerX = desiredX / Math.sqrt(desiredX * desiredX + desiredY * desiredY) * 0.01;\n const steerY = desiredY / Math.sqrt(desiredX * desiredX + desiredY * desiredY) * 0.01;\n boid.applyForce(steerX, steerY);\n }\n\n // Flee from mouse\n if (mouseX && mouseY) {\n const dx = boid.x - mouseX;\n const dy = boid.y - mouseY;\n const d = Math.sqrt(dx * dx + dy * dy);\n if (d > 0 && d < 100) {\n const fleeX = dx / d * 0.1;\n const fleeY = dy / d * 0.1;\n boid.applyForce(fleeX, fleeY);\n }\n }\n\n boid.update();\n boid.draw();\n }\n\n requestAnimationFrame(loop);\n }\n\n loop();\n </script>\n</body>\n</html>")

TAKE IT TO CODE

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RUN

modelllama-4-scout
vendorMeta · Llama
harnesspi-agent
generated2026-08-01

METRICS

runtime26.0s
tokens in1.5k
tokens out3.7k
cached0
cost / run$0.0012