Flock

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^the program runs too slow on this page…

Flock series, 2018-current.
Rendered with code in Processing.

Source Code (slow load on mobile)
Flock flock;
ArrayList boids;
float numBoids = 200;

boolean fade = false;
int fadeCount;

void setup() {
  size(320, 500);
  //size(2560, 1440);
  flock = new Flock();
  for (int i = 1; i < numBoids+1; i++) {
    boids.add(new Boid(i, random(0, width), random(0, height)));
  }
  background(255);
}

void draw() {
  background(255);
  noStroke();
  //fill(0, 4);
  fill(255);

  rect(0, 0, width, height);
  flock.run();
  if (boids.size() <= 0) {
    fade = true;
  }

  if (fade) {
    noStroke();
    //fill(0, 10);
    fill(255);
    rect(0, 0, width, height);
    fadeCount ++;
  }
}

void addBoid(int howMany, float x, float y) {
  for (int i = 0; i < howMany; i++) {
    boids.add(new Boid(boids.size()+1, x, y));
  }
}

void deleteBoid(int delid) {
  boids.remove(delid-1);
  for (int i = delid-1; i();
  }
  void run() {
    for (int i = 0; i < boids.size(); i++) {
      Boid b = boids.get(i);
      b.run(boids);
    }
  }
}

class Boid {
  PVector position;
  PVector velocity;
  PVector acceleration;
  float r;
  float maxforce;    // Maximum steering force
  float maxspeed;    // Maximum speed
  float xx ;
  float xd = .1;
  boolean seeking = false;
  float scale = random(1, 2);
  int id;

  Boid(int idint, float x, float y) {
    id = idint;
    acceleration = new PVector(0, 0);
    float angle = random(TWO_PI);
    velocity = new PVector(cos(angle), sin(angle));
    position = new PVector(x, y);
    r = 2.0;
    maxspeed = 2;
    maxforce = .01;
  }

  void run(ArrayList boids) {
    flock(boids);
    update();
    borders();
    render();
    textSize(12);
    fill(255);
  }

  void applyForce(PVector force) {
    // We could add mass here if we want A = F / M
    acceleration.add(force);
  }

  void flock(ArrayList boids) {
    PVector sep = separate(boids);   
    PVector ali = align(boids);      
    PVector coh = cohesion(boids);  
    sep.mult(4);
    ali.mult(1);
    coh.mult(1);
    applyForce(sep);
    applyForce(ali);
    applyForce(coh);
  }

  void update() {
    velocity.add(acceleration);
    velocity.limit(maxspeed);
    position.add(velocity);
    acceleration.mult(0);
  }

  PVector seek(PVector target) {
    PVector desired = PVector.sub(target, position); 
    desired.normalize();
    desired.mult(maxspeed);
    PVector steer = PVector.sub(desired, velocity);
    steer.limit(maxforce);  
    return steer;
  }

  void render() {
    float theta = velocity.heading() + radians(90);
    xx += xd;
    if (xx >=2 || xx <= -2)xd*=-1;    
    fill(255);
    stroke(map(scale, 1.5, 2, 0, 255), 0, map(scale, 2, 1.5, 0, 255));
    if (seeking) {
      if (scale < 2) {
        xx+=xd;
        scale+=.001;
      }
    } else {
      if (scale>=.1) {
        scale-=.1;
      }
    }

    if (scale<=.1 && id>0) {
      deleteBoid(id);
    }

    strokeWeight(2);
    pushMatrix();
    translate(position.x, position.y);
    rotate(theta);
    beginShape();
    vertex((-r+xx)*scale, (r*2)*scale);
    vertex((-r)*scale, (-r*2)*scale);
    vertex((r)*scale, (-r*2)*scale);
    vertex((r-xx)*scale, (r*2)*scale);
    endShape();
    popMatrix();
  }

  void borders() {
    if (position.x < -r) position.x = width+r;
    if (position.y < -r) position.y = height+r;
    if (position.x > width+r) position.x = -r;
    if (position.y > height+r) position.y = -r;
  }

  PVector separate (ArrayList boids) {
    float desiredseparation = 30.0f;
    PVector steer = new PVector(0, 0, 0);
    int count = 0;
    for (int i = 0; i < boids.size(); i++) {
      Boid other = boids.get(i);      
      float d = PVector.dist(position, other.position);
      if ((d > 0) && (d < desiredseparation)) {
        PVector diff = PVector.sub(position, other.position);
        diff.normalize();
        diff.div(d);        // Weight by distance
        steer.add(diff);
        count++;            // Keep track of how many
      }
    }
    if (count > 0) {
      steer.div((float)count);
    }

    if (steer.mag() > 0) {
      steer.normalize();
      steer.mult(maxspeed);
      steer.sub(velocity);
      steer.limit(maxforce);
    }
    return steer;
  }

  PVector align (ArrayList boids) {
    float neighbordist = 50;
    PVector sum = new PVector(0, 0);
    int count = 0;
    for (int i = 0; i < boids.size(); i++) {
      Boid other = boids.get(i);
      float d = PVector.dist(position, other.position);
      if ((d > 0) && (d < neighbordist)) {
        sum.add(other.velocity);
        count++;
      }
    }
    if (count > 0) {
      seeking = true;
      sum.div((float)count);
      sum.normalize();
      sum.mult(maxspeed);
      PVector steer = PVector.sub(sum, velocity);
      steer.limit(maxforce);
      return steer;
    } else {
      seeking = false;
      return new PVector(0, 0);
    }
  }

  PVector cohesion (ArrayList boids) {
    float neighbordist = 100;
    PVector sum = new PVector(0, 0);   // Start with empty vector to accumulate all positions
    int count = 0;
    for (int i = 0; i < boids.size(); i++) {
      Boid other = boids.get(i);      
      float d = PVector.dist(position, other.position);
      if ((d > 0) && (d < neighbordist)) {
        sum.add(other.position); // Add position
        count++;
      }
    }
    if (count > 0) {
      sum.div(count);
      return seek(sum);  // Steer towards the position
    } else {
      return new PVector(0, 0);
    }
  }

  void reOrder() {
    id-=1;
  }
}

Seriously, don’t open the code on your phone.