templates/generator_template.js
7.9 KB| 1 | /** |
| 2 | * ═══════════════════════════════════════════════════════════════════════════ |
| 3 | * P5.JS GENERATIVE ART - BEST PRACTICES |
| 4 | * ═══════════════════════════════════════════════════════════════════════════ |
| 5 | * |
| 6 | * This file shows STRUCTURE and PRINCIPLES for p5.js generative art. |
| 7 | * It does NOT prescribe what art you should create. |
| 8 | * |
| 9 | * Your algorithmic philosophy should guide what you build. |
| 10 | * These are just best practices for how to structure your code. |
| 11 | * |
| 12 | * ═══════════════════════════════════════════════════════════════════════════ |
| 13 | */ |
| 14 | |
| 15 | // ============================================================================ |
| 16 | // 1. PARAMETER ORGANIZATION |
| 17 | // ============================================================================ |
| 18 | // Keep all tunable parameters in one object |
| 19 | // This makes it easy to: |
| 20 | // - Connect to UI controls |
| 21 | // - Reset to defaults |
| 22 | // - Serialize/save configurations |
| 23 | |
| 24 | let params = { |
| 25 | // Define parameters that match YOUR algorithm |
| 26 | // Examples (customize for your art): |
| 27 | // - Counts: how many elements (particles, circles, branches, etc.) |
| 28 | // - Scales: size, speed, spacing |
| 29 | // - Probabilities: likelihood of events |
| 30 | // - Angles: rotation, direction |
| 31 | // - Colors: palette arrays |
| 32 | |
| 33 | seed: 12345, |
| 34 | // define colorPalette as an array -- choose whatever colors you'd like ['#d97757', '#6a9bcc', '#788c5d', '#b0aea5'] |
| 35 | // Add YOUR parameters here based on your algorithm |
| 36 | }; |
| 37 | |
| 38 | // ============================================================================ |
| 39 | // 2. SEEDED RANDOMNESS (Critical for reproducibility) |
| 40 | // ============================================================================ |
| 41 | // ALWAYS use seeded random for Art Blocks-style reproducible output |
| 42 | |
| 43 | function initializeSeed(seed) { |
| 44 | randomSeed(seed); |
| 45 | noiseSeed(seed); |
| 46 | // Now all random() and noise() calls will be deterministic |
| 47 | } |
| 48 | |
| 49 | // ============================================================================ |
| 50 | // 3. P5.JS LIFECYCLE |
| 51 | // ============================================================================ |
| 52 | |
| 53 | function setup() { |
| 54 | createCanvas(800, 800); |
| 55 | |
| 56 | // Initialize seed first |
| 57 | initializeSeed(params.seed); |
| 58 | |
| 59 | // Set up your generative system |
| 60 | // This is where you initialize: |
| 61 | // - Arrays of objects |
| 62 | // - Grid structures |
| 63 | // - Initial positions |
| 64 | // - Starting states |
| 65 | |
| 66 | // For static art: call noLoop() at the end of setup |
| 67 | // For animated art: let draw() keep running |
| 68 | } |
| 69 | |
| 70 | function draw() { |
| 71 | // Option 1: Static generation (runs once, then stops) |
| 72 | // - Generate everything in setup() |
| 73 | // - Call noLoop() in setup() |
| 74 | // - draw() doesn't do much or can be empty |
| 75 | |
| 76 | // Option 2: Animated generation (continuous) |
| 77 | // - Update your system each frame |
| 78 | // - Common patterns: particle movement, growth, evolution |
| 79 | // - Can optionally call noLoop() after N frames |
| 80 | |
| 81 | // Option 3: User-triggered regeneration |
| 82 | // - Use noLoop() by default |
| 83 | // - Call redraw() when parameters change |
| 84 | } |
| 85 | |
| 86 | // ============================================================================ |
| 87 | // 4. CLASS STRUCTURE (When you need objects) |
| 88 | // ============================================================================ |
| 89 | // Use classes when your algorithm involves multiple entities |
| 90 | // Examples: particles, agents, cells, nodes, etc. |
| 91 | |
| 92 | class Entity { |
| 93 | constructor() { |
| 94 | // Initialize entity properties |
| 95 | // Use random() here - it will be seeded |
| 96 | } |
| 97 | |
| 98 | update() { |
| 99 | // Update entity state |
| 100 | // This might involve: |
| 101 | // - Physics calculations |
| 102 | // - Behavioral rules |
| 103 | // - Interactions with neighbors |
| 104 | } |
| 105 | |
| 106 | display() { |
| 107 | // Render the entity |
| 108 | // Keep rendering logic separate from update logic |
| 109 | } |
| 110 | } |
| 111 | |
| 112 | // ============================================================================ |
| 113 | // 5. PERFORMANCE CONSIDERATIONS |
| 114 | // ============================================================================ |
| 115 | |
| 116 | // For large numbers of elements: |
| 117 | // - Pre-calculate what you can |
| 118 | // - Use simple collision detection (spatial hashing if needed) |
| 119 | // - Limit expensive operations (sqrt, trig) when possible |
| 120 | // - Consider using p5 vectors efficiently |
| 121 | |
| 122 | // For smooth animation: |
| 123 | // - Aim for 60fps |
| 124 | // - Profile if things are slow |
| 125 | // - Consider reducing particle counts or simplifying calculations |
| 126 | |
| 127 | // ============================================================================ |
| 128 | // 6. UTILITY FUNCTIONS |
| 129 | // ============================================================================ |
| 130 | |
| 131 | // Color utilities |
| 132 | function hexToRgb(hex) { |
| 133 | const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex); |
| 134 | return result ? { |
| 135 | r: parseInt(result[1], 16), |
| 136 | g: parseInt(result[2], 16), |
| 137 | b: parseInt(result[3], 16) |
| 138 | } : null; |
| 139 | } |
| 140 | |
| 141 | function colorFromPalette(index) { |
| 142 | return params.colorPalette[index % params.colorPalette.length]; |
| 143 | } |
| 144 | |
| 145 | // Mapping and easing |
| 146 | function mapRange(value, inMin, inMax, outMin, outMax) { |
| 147 | return outMin + (outMax - outMin) * ((value - inMin) / (inMax - inMin)); |
| 148 | } |
| 149 | |
| 150 | function easeInOutCubic(t) { |
| 151 | return t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2; |
| 152 | } |
| 153 | |
| 154 | // Constrain to bounds |
| 155 | function wrapAround(value, max) { |
| 156 | if (value < 0) return max; |
| 157 | if (value > max) return 0; |
| 158 | return value; |
| 159 | } |
| 160 | |
| 161 | // ============================================================================ |
| 162 | // 7. PARAMETER UPDATES (Connect to UI) |
| 163 | // ============================================================================ |
| 164 | |
| 165 | function updateParameter(paramName, value) { |
| 166 | params[paramName] = value; |
| 167 | // Decide if you need to regenerate or just update |
| 168 | // Some params can update in real-time, others need full regeneration |
| 169 | } |
| 170 | |
| 171 | function regenerate() { |
| 172 | // Reinitialize your generative system |
| 173 | // Useful when parameters change significantly |
| 174 | initializeSeed(params.seed); |
| 175 | // Then regenerate your system |
| 176 | } |
| 177 | |
| 178 | // ============================================================================ |
| 179 | // 8. COMMON P5.JS PATTERNS |
| 180 | // ============================================================================ |
| 181 | |
| 182 | // Drawing with transparency for trails/fading |
| 183 | function fadeBackground(opacity) { |
| 184 | fill(250, 249, 245, opacity); // Anthropic light with alpha |
| 185 | noStroke(); |
| 186 | rect(0, 0, width, height); |
| 187 | } |
| 188 | |
| 189 | // Using noise for organic variation |
| 190 | function getNoiseValue(x, y, scale = 0.01) { |
| 191 | return noise(x * scale, y * scale); |
| 192 | } |
| 193 | |
| 194 | // Creating vectors from angles |
| 195 | function vectorFromAngle(angle, magnitude = 1) { |
| 196 | return createVector(cos(angle), sin(angle)).mult(magnitude); |
| 197 | } |
| 198 | |
| 199 | // ============================================================================ |
| 200 | // 9. EXPORT FUNCTIONS |
| 201 | // ============================================================================ |
| 202 | |
| 203 | function exportImage() { |
| 204 | saveCanvas('generative-art-' + params.seed, 'png'); |
| 205 | } |
| 206 | |
| 207 | // ============================================================================ |
| 208 | // REMEMBER |
| 209 | // ============================================================================ |
| 210 | // |
| 211 | // These are TOOLS and PRINCIPLES, not a recipe. |
| 212 | // Your algorithmic philosophy should guide WHAT you create. |
| 213 | // This structure helps you create it WELL. |
| 214 | // |
| 215 | // Focus on: |
| 216 | // - Clean, readable code |
| 217 | // - Parameterized for exploration |
| 218 | // - Seeded for reproducibility |
| 219 | // - Performant execution |
| 220 | // |
| 221 | // The art itself is entirely up to you! |
| 222 | // |
| 223 | // ============================================================================ |
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