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koi-pond

v0.1.0

Published

Interactive koi fish pond simulation using boids flocking — drop it on any canvas

Readme

koi-pond

Interactive koi fish simulation using boids flocking. Drop it on any HTML canvas.

Fish school together, orbit your cursor, and scatter when you click or swipe. Built with Canvas 2D, zero dependencies at runtime.

Install

npm install koi-pond

Quick start

<canvas id="pond" style="width: 100%; height: 100vh"></canvas>

<script type="module">
  import { createKoiPond } from "koi-pond";

  const canvas = document.getElementById("pond");
  const pond = createKoiPond(canvas);
  pond.start();
</script>

Options

import { createKoiPond } from "koi-pond";

const pond = createKoiPond(canvas, {
  // Number of fish (default: 18)
  count: 24,

  // Per-fish opacity — useful for fading fish behind UI elements
  alphaFn: (koi) => (koi.pos.x < 200 ? 0.15 : 1),

  // Override any simulation config values
  config: {
    maxSpeed: 3,
    separationRadius: 80,
  },

  // Respect prefers-reduced-motion (default: true)
  // When true and user prefers reduced motion, renders a single static frame
  respectReducedMotion: true,
});

pond.start();

// Later...
pond.stop();    // pause animation (listeners stay attached)
pond.destroy(); // stop + remove all event listeners

Low-level API

For full control over the simulation loop:

import {
  createSchool,
  stepSimulation,
  createRenderer,
  defaultConfig,
  type PondConfig,
  type MouseState,
} from "koi-pond";

const config: PondConfig = {
  ...defaultConfig,
  width: canvas.width,
  height: canvas.height,
};

let school = createSchool(config);
const renderer = createRenderer(canvas, config);
let mouse: MouseState | null = null;

const tick = (now: number) => {
  const dt = /* your delta time */ 1;
  school = stepSimulation(school, mouse, config, dt);
  renderer.render(school, now / 1000);
  requestAnimationFrame(tick);
};

requestAnimationFrame(tick);

How it works

Each fish runs Craig Reynolds' boids algorithm with three forces:

  • Separation — avoid crowding nearby fish
  • Alignment — steer toward the average heading of neighbors
  • Cohesion — move toward the center of nearby fish

On top of that, fish:

  • Avoid canvas edges with a soft turn force
  • Wander randomly for natural movement
  • Approach a still cursor and orbit it
  • Scatter away from fast cursor movement or clicks

Each fish carries a chain-spine: an array of world-space points that follow the head like links in a chain. Turns bend the body, straight swimming straightens it. The renderer draws the body outline from this spine, with colored splotch patches, pectoral fins, and a flowing tail ribbon.

License

MIT