format: cover folded skills' js/ts scripts with repo prettier
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:
fargo
2026-08-19 14:41:18 -05:00
parent d5f3fae896
commit 95d5cb32d4
4 changed files with 90 additions and 88 deletions
@@ -22,17 +22,17 @@
// - 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
// 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
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
};
// ============================================================================
@@ -41,9 +41,9 @@ let params = {
// 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
randomSeed(seed);
noiseSeed(seed);
// Now all random() and noise() calls will be deterministic
}
// ============================================================================
@@ -51,36 +51,34 @@ function initializeSeed(seed) {
// ============================================================================
function setup() {
createCanvas(800, 800);
createCanvas(800, 800);
// Initialize seed first
initializeSeed(params.seed);
// 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
// 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
// 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
// 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
}
// ============================================================================
@@ -90,23 +88,23 @@ function draw() {
// Examples: particles, agents, cells, nodes, etc.
class Entity {
constructor() {
// Initialize entity properties
// Use random() here - it will be seeded
}
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
}
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
}
display() {
// Render the entity
// Keep rendering logic separate from update logic
}
}
// ============================================================================
@@ -130,32 +128,34 @@ class Entity {
// Color utilities
function hexToRgb(hex) {
const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
return result ? {
const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
return result
? {
r: parseInt(result[1], 16),
g: parseInt(result[2], 16),
b: parseInt(result[3], 16)
} : null;
b: parseInt(result[3], 16),
}
: null;
}
function colorFromPalette(index) {
return params.colorPalette[index % params.colorPalette.length];
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));
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;
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;
if (value < 0) return max;
if (value > max) return 0;
return value;
}
// ============================================================================
@@ -163,16 +163,16 @@ function wrapAround(value, max) {
// ============================================================================
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
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
// Reinitialize your generative system
// Useful when parameters change significantly
initializeSeed(params.seed);
// Then regenerate your system
}
// ============================================================================
@@ -181,19 +181,19 @@ function regenerate() {
// Drawing with transparency for trails/fading
function fadeBackground(opacity) {
fill(250, 249, 245, opacity); // Anthropic light with alpha
noStroke();
rect(0, 0, width, height);
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);
return noise(x * scale, y * scale);
}
// Creating vectors from angles
function vectorFromAngle(angle, magnitude = 1) {
return createVector(cos(angle), sin(angle)).mult(magnitude);
return createVector(cos(angle), sin(angle)).mult(magnitude);
}
// ============================================================================
@@ -201,7 +201,7 @@ function vectorFromAngle(angle, magnitude = 1) {
// ============================================================================
function exportImage() {
saveCanvas('generative-art-' + params.seed, 'png');
saveCanvas('generative-art-' + params.seed, 'png');
}
// ============================================================================
@@ -220,4 +220,4 @@ function exportImage() {
//
// The art itself is entirely up to you!
//
// ============================================================================
// ============================================================================