format: cover folded skills' js/ts scripts with repo prettier
ci/woodpecker/pr/ci Pipeline was successful
ci/woodpecker/pr/ci Pipeline was successful
The repo format:check glob covers ts/js alongside md; four non-markdown scripts inside the folded tree were flagged after the md pass. Same pinned prettier 3.8.1, same markup-only class (verified: node --check still passes on the js files).
This commit is contained in:
@@ -22,17 +22,17 @@
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// - Serialize/save configurations
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let params = {
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// Define parameters that match YOUR algorithm
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// Examples (customize for your art):
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// - Counts: how many elements (particles, circles, branches, etc.)
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// - Scales: size, speed, spacing
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// - Probabilities: likelihood of events
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// - Angles: rotation, direction
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// - Colors: palette arrays
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// Define parameters that match YOUR algorithm
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// Examples (customize for your art):
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// - Counts: how many elements (particles, circles, branches, etc.)
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// - Scales: size, speed, spacing
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// - Probabilities: likelihood of events
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// - Angles: rotation, direction
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// - Colors: palette arrays
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seed: 12345,
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// define colorPalette as an array -- choose whatever colors you'd like ['#d97757', '#6a9bcc', '#788c5d', '#b0aea5']
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// Add YOUR parameters here based on your algorithm
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seed: 12345,
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// define colorPalette as an array -- choose whatever colors you'd like ['#d97757', '#6a9bcc', '#788c5d', '#b0aea5']
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// Add YOUR parameters here based on your algorithm
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};
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// ============================================================================
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@@ -41,9 +41,9 @@ let params = {
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// ALWAYS use seeded random for Art Blocks-style reproducible output
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function initializeSeed(seed) {
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randomSeed(seed);
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noiseSeed(seed);
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// Now all random() and noise() calls will be deterministic
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randomSeed(seed);
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noiseSeed(seed);
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// Now all random() and noise() calls will be deterministic
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}
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// ============================================================================
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@@ -51,36 +51,34 @@ function initializeSeed(seed) {
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// ============================================================================
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function setup() {
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createCanvas(800, 800);
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createCanvas(800, 800);
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// Initialize seed first
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initializeSeed(params.seed);
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// Initialize seed first
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initializeSeed(params.seed);
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// Set up your generative system
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// This is where you initialize:
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// - Arrays of objects
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// - Grid structures
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// - Initial positions
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// - Starting states
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// Set up your generative system
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// This is where you initialize:
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// - Arrays of objects
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// - Grid structures
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// - Initial positions
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// - Starting states
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// For static art: call noLoop() at the end of setup
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// For animated art: let draw() keep running
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// For static art: call noLoop() at the end of setup
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// For animated art: let draw() keep running
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}
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function draw() {
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// Option 1: Static generation (runs once, then stops)
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// - Generate everything in setup()
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// - Call noLoop() in setup()
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// - draw() doesn't do much or can be empty
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// Option 2: Animated generation (continuous)
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// - Update your system each frame
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// - Common patterns: particle movement, growth, evolution
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// - Can optionally call noLoop() after N frames
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// Option 3: User-triggered regeneration
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// - Use noLoop() by default
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// - Call redraw() when parameters change
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// Option 1: Static generation (runs once, then stops)
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// - Generate everything in setup()
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// - Call noLoop() in setup()
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// - draw() doesn't do much or can be empty
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// Option 2: Animated generation (continuous)
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// - Update your system each frame
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// - Common patterns: particle movement, growth, evolution
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// - Can optionally call noLoop() after N frames
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// Option 3: User-triggered regeneration
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// - Use noLoop() by default
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// - Call redraw() when parameters change
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}
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// ============================================================================
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@@ -90,23 +88,23 @@ function draw() {
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// Examples: particles, agents, cells, nodes, etc.
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class Entity {
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constructor() {
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// Initialize entity properties
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// Use random() here - it will be seeded
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}
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constructor() {
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// Initialize entity properties
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// Use random() here - it will be seeded
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}
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update() {
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// Update entity state
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// This might involve:
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// - Physics calculations
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// - Behavioral rules
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// - Interactions with neighbors
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}
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update() {
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// Update entity state
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// This might involve:
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// - Physics calculations
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// - Behavioral rules
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// - Interactions with neighbors
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}
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display() {
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// Render the entity
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// Keep rendering logic separate from update logic
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}
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display() {
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// Render the entity
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// Keep rendering logic separate from update logic
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}
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}
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// ============================================================================
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@@ -130,32 +128,34 @@ class Entity {
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// Color utilities
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function hexToRgb(hex) {
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const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
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return result ? {
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const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
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return result
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? {
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r: parseInt(result[1], 16),
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g: parseInt(result[2], 16),
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b: parseInt(result[3], 16)
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} : null;
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b: parseInt(result[3], 16),
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}
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: null;
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}
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function colorFromPalette(index) {
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return params.colorPalette[index % params.colorPalette.length];
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return params.colorPalette[index % params.colorPalette.length];
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}
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// Mapping and easing
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function mapRange(value, inMin, inMax, outMin, outMax) {
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return outMin + (outMax - outMin) * ((value - inMin) / (inMax - inMin));
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return outMin + (outMax - outMin) * ((value - inMin) / (inMax - inMin));
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}
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function easeInOutCubic(t) {
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return t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2;
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return t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2;
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}
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// Constrain to bounds
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function wrapAround(value, max) {
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if (value < 0) return max;
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if (value > max) return 0;
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return value;
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if (value < 0) return max;
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if (value > max) return 0;
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return value;
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}
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// ============================================================================
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@@ -163,16 +163,16 @@ function wrapAround(value, max) {
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// ============================================================================
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function updateParameter(paramName, value) {
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params[paramName] = value;
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// Decide if you need to regenerate or just update
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// Some params can update in real-time, others need full regeneration
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params[paramName] = value;
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// Decide if you need to regenerate or just update
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// Some params can update in real-time, others need full regeneration
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}
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function regenerate() {
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// Reinitialize your generative system
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// Useful when parameters change significantly
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initializeSeed(params.seed);
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// Then regenerate your system
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// Reinitialize your generative system
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// Useful when parameters change significantly
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initializeSeed(params.seed);
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// Then regenerate your system
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}
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// ============================================================================
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@@ -181,19 +181,19 @@ function regenerate() {
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// Drawing with transparency for trails/fading
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function fadeBackground(opacity) {
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fill(250, 249, 245, opacity); // Anthropic light with alpha
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noStroke();
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rect(0, 0, width, height);
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fill(250, 249, 245, opacity); // Anthropic light with alpha
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noStroke();
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rect(0, 0, width, height);
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}
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// Using noise for organic variation
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function getNoiseValue(x, y, scale = 0.01) {
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return noise(x * scale, y * scale);
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return noise(x * scale, y * scale);
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}
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// Creating vectors from angles
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function vectorFromAngle(angle, magnitude = 1) {
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return createVector(cos(angle), sin(angle)).mult(magnitude);
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return createVector(cos(angle), sin(angle)).mult(magnitude);
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}
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// ============================================================================
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@@ -201,7 +201,7 @@ function vectorFromAngle(angle, magnitude = 1) {
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// ============================================================================
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function exportImage() {
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saveCanvas('generative-art-' + params.seed, 'png');
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saveCanvas('generative-art-' + params.seed, 'png');
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}
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// ============================================================================
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@@ -220,4 +220,4 @@ function exportImage() {
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//
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// The art itself is entirely up to you!
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//
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// ============================================================================
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// ============================================================================
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