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agent-skills/skills/algorithmic-art/templates/generator_template.js
Jason Woltje f5792c40be feat: Complete fleet — 94 skills across 10+ domains
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Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 16:27:42 -06:00

223 lines
7.6 KiB
JavaScript

/**
* ═══════════════════════════════════════════════════════════════════════════
* P5.JS GENERATIVE ART - BEST PRACTICES
* ═══════════════════════════════════════════════════════════════════════════
*
* This file shows STRUCTURE and PRINCIPLES for p5.js generative art.
* It does NOT prescribe what art you should create.
*
* Your algorithmic philosophy should guide what you build.
* These are just best practices for how to structure your code.
*
* ═══════════════════════════════════════════════════════════════════════════
*/
// ============================================================================
// 1. PARAMETER ORGANIZATION
// ============================================================================
// Keep all tunable parameters in one object
// This makes it easy to:
// - Connect to UI controls
// - Reset to defaults
// - Serialize/save configurations
let params = {
// Define parameters that match YOUR algorithm
// Examples (customize for your art):
// - Counts: how many elements (particles, circles, branches, etc.)
// - Scales: size, speed, spacing
// - Probabilities: likelihood of events
// - Angles: rotation, direction
// - Colors: palette arrays
seed: 12345,
// define colorPalette as an array -- choose whatever colors you'd like ['#d97757', '#6a9bcc', '#788c5d', '#b0aea5']
// Add YOUR parameters here based on your algorithm
};
// ============================================================================
// 2. SEEDED RANDOMNESS (Critical for reproducibility)
// ============================================================================
// ALWAYS use seeded random for Art Blocks-style reproducible output
function initializeSeed(seed) {
randomSeed(seed);
noiseSeed(seed);
// Now all random() and noise() calls will be deterministic
}
// ============================================================================
// 3. P5.JS LIFECYCLE
// ============================================================================
function setup() {
createCanvas(800, 800);
// Initialize seed first
initializeSeed(params.seed);
// Set up your generative system
// This is where you initialize:
// - Arrays of objects
// - Grid structures
// - Initial positions
// - Starting states
// For static art: call noLoop() at the end of setup
// For animated art: let draw() keep running
}
function draw() {
// Option 1: Static generation (runs once, then stops)
// - Generate everything in setup()
// - Call noLoop() in setup()
// - draw() doesn't do much or can be empty
// Option 2: Animated generation (continuous)
// - Update your system each frame
// - Common patterns: particle movement, growth, evolution
// - Can optionally call noLoop() after N frames
// Option 3: User-triggered regeneration
// - Use noLoop() by default
// - Call redraw() when parameters change
}
// ============================================================================
// 4. CLASS STRUCTURE (When you need objects)
// ============================================================================
// Use classes when your algorithm involves multiple entities
// Examples: particles, agents, cells, nodes, etc.
class Entity {
constructor() {
// Initialize entity properties
// Use random() here - it will be seeded
}
update() {
// Update entity state
// This might involve:
// - Physics calculations
// - Behavioral rules
// - Interactions with neighbors
}
display() {
// Render the entity
// Keep rendering logic separate from update logic
}
}
// ============================================================================
// 5. PERFORMANCE CONSIDERATIONS
// ============================================================================
// For large numbers of elements:
// - Pre-calculate what you can
// - Use simple collision detection (spatial hashing if needed)
// - Limit expensive operations (sqrt, trig) when possible
// - Consider using p5 vectors efficiently
// For smooth animation:
// - Aim for 60fps
// - Profile if things are slow
// - Consider reducing particle counts or simplifying calculations
// ============================================================================
// 6. UTILITY FUNCTIONS
// ============================================================================
// Color utilities
function hexToRgb(hex) {
const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
return result ? {
r: parseInt(result[1], 16),
g: parseInt(result[2], 16),
b: parseInt(result[3], 16)
} : null;
}
function colorFromPalette(index) {
return params.colorPalette[index % params.colorPalette.length];
}
// Mapping and easing
function mapRange(value, inMin, inMax, outMin, outMax) {
return outMin + (outMax - outMin) * ((value - inMin) / (inMax - inMin));
}
function easeInOutCubic(t) {
return t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2;
}
// Constrain to bounds
function wrapAround(value, max) {
if (value < 0) return max;
if (value > max) return 0;
return value;
}
// ============================================================================
// 7. PARAMETER UPDATES (Connect to UI)
// ============================================================================
function updateParameter(paramName, value) {
params[paramName] = value;
// Decide if you need to regenerate or just update
// Some params can update in real-time, others need full regeneration
}
function regenerate() {
// Reinitialize your generative system
// Useful when parameters change significantly
initializeSeed(params.seed);
// Then regenerate your system
}
// ============================================================================
// 8. COMMON P5.JS PATTERNS
// ============================================================================
// Drawing with transparency for trails/fading
function fadeBackground(opacity) {
fill(250, 249, 245, opacity); // Anthropic light with alpha
noStroke();
rect(0, 0, width, height);
}
// Using noise for organic variation
function getNoiseValue(x, y, scale = 0.01) {
return noise(x * scale, y * scale);
}
// Creating vectors from angles
function vectorFromAngle(angle, magnitude = 1) {
return createVector(cos(angle), sin(angle)).mult(magnitude);
}
// ============================================================================
// 9. EXPORT FUNCTIONS
// ============================================================================
function exportImage() {
saveCanvas('generative-art-' + params.seed, 'png');
}
// ============================================================================
// REMEMBER
// ============================================================================
//
// These are TOOLS and PRINCIPLES, not a recipe.
// Your algorithmic philosophy should guide WHAT you create.
// This structure helps you create it WELL.
//
// Focus on:
// - Clean, readable code
// - Parameterized for exploration
// - Seeded for reproducibility
// - Performant execution
//
// The art itself is entirely up to you!
//
// ============================================================================