Using p5*js, use the canvas to create an animated artwork. In our tutorials, we have seen two different ways of approaching animation and movement in p5. Many of you will find it convenient to choose one or the other, but both approaches can be combined in interesting ways as well.
In both cases, you should aim to use coding elements which support your artistic vision, integrating elements from this module with the previous module. You do not need to use all of these, but you will likely use three or four from each module. What I am most interested in is that you have created a compelling animated sketch that evidences two weeks of work. As a review:
The first is closer to what we think of when we hear the word "animation": a scene with a background and foreground which either plays automatically (more scene or narrative adjacent) or is activated by interactivity (more game like).
Your project does not need to (and probably should not) aim to create an entire narrative or playable game with win and lose conditions. This is what is meant by "tableau". Aim instead to create something that gestures towards that: in the case of the narrative scene, maybe you are setting the scene just before the story starts. In the case of the interactive element, you may aim to have a convincing and satisfying interactive behavior that moves a character along.
You may elect to continue working in a more geometric and visually abstract fashion as we saw in the first project, except this time your work will require motion. This time you should not use noLoop() as we want for your composition to change over time. In this approach, you may any and all of the techniques described above to create movement, including interactivity, changing variables linearly (+,-, for example), animation loops, LFOs, sine wave or circular movement, translate, rotate, etc. The difference is primarily that you are not trying to render a scene, but working with shapes (or images!) to create a more abstract visual.