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* Update p5.html.markdown Add a demo of the webgl rendering context, bouncing balls simulation, and more * Update p5.html.markdown * Add links to source and change to link to editor instead of specific sketch
162 lines
5.1 KiB
Markdown
162 lines
5.1 KiB
Markdown
---
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category: tool
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tool: p5
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contributors:
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- ['Amey Bhavsar', 'https://github.com/ameybhavsar24']
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- ['Claudio Busatto', 'https://github.com/cjcbusatto']
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filename: p5.js
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---
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p5.js is a JavaScript library that starts with the original goal of [Processing](https://processing.org), to make coding accessible for artists, designers, educators, and beginners, and reinterprets this for today's web.
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Since p5 is a JavaScript library, you should learn [Javascript](https://learnxinyminutes.com/docs/javascript/) first.
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To run p5.js code, you can go to [the online editor](https://editor.p5js.org/).
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```js
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///////////////////////////////////
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// p5.js has two important functions to work with.
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function setup() {
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// the setup function gets executed just once when the window is loaded
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}
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function draw() {
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// the draw function gets called every single frame
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// if the framerate is set to 30, it would get called 30 times every second
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}
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// the following code explains all features
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function setup() {
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createCanvas(640, 480); // creates a new canvas element with 640px as width as 480px as height
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background(128); // sets the background color to rgb(128, 128, 128)
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// background('#aaf') // you can use hex codes and color names too
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}
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function draw() {
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background('#f2f2fc'); // usually, you call `background` in draw to clear the screen
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// creates an ellipse at 10px from the top and 10px from the left, with width and height 37
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ellipse(10, 10, 37, 37);
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// remember in p5.js the origin is at the top-left corner of the canvas
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if (mouseIsPressed) {
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// mouseIsPressed is a boolean variable that is true when the mouse is down, and false otherwise
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fill(0); // fill sets the fill color, which will stay until it is changed
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} else {
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fill(255, 255, 255, 240); // fill(a, b, c, d) sets the fill color to rgba(a, b, c, d)
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}
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ellipse(mouseX, mouseY, 80, 80);
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// mouseX and mouseY are the x and y position of the mouse, respectively
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// the above code creates and ellipse under the mouse, and fills it with white or black
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// some other 2d primitives (shapes) you can draw:
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rect(9, 3, 23, 26); // x, y, width, height
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noFill(); // sets the fill color to transparent
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triangle(100, 400, 130, 200, 200, 300); // x1, y1, x2, y2, x3, y3
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point(100, 300); // create a point at x, y
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// there are more, but they are more complex.
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}
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/** Bouncing balls animation
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* You can copy-paste this code into the online editor at
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* https://editor.p5js.org/
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*/
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class Ball {
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constructor(x, y, xvel, yvel, radius, col) {
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this.position = createVector(x, y); // create a p5.Vector object which stores the x and y
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this.velocity = createVector(xvel, yvel); // make a p5.Vector storing the velocity
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this.radius = radius;
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this.col = col; // p5 already uses the word color, so we use col instead
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}
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update() {
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this.position.add(this.velocity); // you can add vectors with p5.Vector.add(p5.Vector)
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if (this.position.x + this.radius > width) {
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// flip the direction the ball is going in if it touches the edge
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this.velocity.x *= -1;
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}
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if (this.position.x - this.radius < 0) {
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this.velocity.x *= -1;
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}
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if (this.position.y + this.radius > height) {
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this.velocity.y *= -1;
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}
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if (this.position.y - this.radius < 0) {
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this.velocity.y *= -1;
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}
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}
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render() {
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// you can figure out what this does by now
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fill(this.col);
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ellipse(this.position.x, this.position.y, this.radius);
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}
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}
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let numBalls = 23;
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let balls = [];
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function setup() {
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createCanvas(400, 400); // width, height
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for (let i = 0; i < numBalls; i++) {
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let r = random(255); // random number between 0 and 255
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let g = random(255);
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let b = random(255);
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balls.push(
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new Ball(
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random(30, width), // x position
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random(height), // y position
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random(-4, 4), // x velocity
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random(-4, 4), // y velocity
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random(4, 10), // radius
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color(r, g, b) // fill color for the ball
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)
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);
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}
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}
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function draw() {
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background(255);
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for (let ball of balls) {
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ball.update();
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ball.render();
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}
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}
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// So far, we have only seen the default rendering mode.
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// This time, we will use the 'webgl' renderer
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function setup() {
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createCanvas(400, 400, WEBGL); // width, height, rendering mode
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}
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function draw() {
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background(0);
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stroke('#000');
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fill('#aaf');
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// rotate around the x, y, and z axes by the frame count divided by 50
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rotateX(frameCount / 50);
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rotateY(frameCount / 50);
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rotateZ(frameCount / 50);
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// frameCount is a p5.js variable that stores the amount of frames that have passed
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box(50, 50, 50); // width, height, depth
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}
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```
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## Further Reading
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- [p5.js | get started](http://p5js.org/get-started/) The official documentation
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- [Code! Programming for Beginners with p5.js - YouTube](https://www.youtube.com/watch?v=yPWkPOfnGsw&vl=en) Introduction and Coding challenges using Processing and p5.js by Coding Train
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- [The Coding Train](https://codingtra.in/) A website with sketches made in p5 and processing
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## Source
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- [p5's source code](https://github.com/processing/p5.js)
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- [p5.sound.js source](https://github.com/processing/p5.js-sound)
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