Make sure to read everything before using the project so you understand what everything means. I reccomend TurboWarp: https://turbowarp.org/723411524?fps=60 These triangles are called 'Boids'. They act a bit like animals, each one has their own 'thoughts'. (Simulated of course). You can set the priorities for each one by using the settings. Click, drag and release to shoot a boid in the direction of the cursor. The distance you dragged sets the speed. Press space to show/hide the setting variables. (In the tutorial i followed (by @griffpatch), he made them appear when hovering your mouse over the area the variables are, but the variables would block you from clicking to spawn boids there.) The variables are: TARGET SPEED: How fast the boids 'want' to go. They'll try to get back to this speed. The higher, the faster. RESOLVE: How fast they get back to the target speed. The higher, the quicker they'll get back to the target speed. RANGE: How far the boids can 'see', in pixels. The higher, the farther they can see This is important for the next settings. SEPERATION: How much the boids 'want' to stay away from each other. The higher, the more they want to stay away from each other. This helps them not to move into each other. COHESION: How much the boids want to group up. The higher, the more they will group up. This helps them stay in nice-looking groups. ALIGNMENT: How much the boids want to move in the same direction as other close boids. The higher, the more they'll try to move in the same direction as their neighbours. BOIDS: How many boids there are The higher, well, the more. (Can get laggy)
In this version, boids have a nice fading trail behind them, as well as the wrap detection from the project below. You can find the original version here, with neither fade or wrap detection: https://scratch.mit.edu/projects/723395641/ And the wrap detecting only version here: Huge thanks to for the tutorial on boids. I added the 'click to spawn boids' mechanic, griffpatch taught me how to do everything else with the tutorial.