P5.js a JS client-side library for creating graphic and interactive experiences, based on the core principles of Processing. Mar 23, 2016. Add pixel size mark on image and save as.png. Build with p5.js, electron and canvas. Work as desktop app PixelShank is integrated with electron, aftere simple setup, you can build the cross-platform desktop app on Windows, MacOS or Linux.
p5.js Editor: a code editor designed for p5.js
The p5.js Editor is a simple coding environment designed for new programmers to get started with p5.js. It's modeled off of the Processing editor, and intended to provide a similar experience.
Features
Future Plans
Download
To get started, download the editor here, and visit p5js.org for more info on p5.js.
Development
Download input mapper for mac. If you're interested in contributing to the development of the editor, check out our issues page, or email Sam Lavigne.
When you're ready to get started, follow the direction below:
Prerequisites
Setup
Workflow
Most development takes place in the
app folder. https://tempthofor.hatenablog.com/entry/2020/10/16/093224. Gulp will watch the files in the app folder, then bundle them up with Browserfiy, and send the results to the public folder.
The public folder contains the
package.json for the application window, as well as the base index.html file for the application.
P5 Js Editor Download
Below you'll find documentation for the different libraries we're using
Building
Just run the gulp task:
gulp build
This will build Mac and Windows versions of the editor, and place them in
dist/ . Please note that due to an issue with file path lengths (to be fixed, evidently in the next version of npm), Mac users may run into an issue building the Windows version. To fix this install and run flatten-packages :
And then run
gulp build from the root directory of the project.
By Allison Parrish
Soapui download 5.4. In this tutorial, I’m going to take you through Paolo Pedercini’sp5.play library. This is a veryopinionated introduction, and it leaves out a lot of the functionality thatmakes p5.play interesting! Be sure to consult the officialexamples and (referencedocumentation)[http://p5play.molleindustria.org/docs/index.html] to get a senseof everything that the library can do.
The p5.play library provides a number of helpful objects and functions formaking games and other interactive applications. The objects and functions itintroduces are incorporated into p5.js just as though they were pre-programmedin the library.
Installation
Download the libraryhere. Unzip thearchive. You’ll find a directory in the archive called
lib ; copy thep5.play.js file from that directory into your own sketch’s libraries directory. Make sure to add the necessary <script> tag to your sketch’sindex.html file as well. (More information here about installing externallibraries when using the p5.js editor.)
P5 Js Download For Mac Windows 7Sprites
A “sprite” is an object in a game (or other interactive application) that knowsits own size and position on the screen. Sprite objects typically expose aninterface that allows the programmer to change the sprite’s position,trajectory and appearance, and to allow the programmer to easily ask questionsabout the sprite, such as if it intersects a particular position (or anothersprite).
A single sprite
Creating a sprite in p5.play is accomplished using the
createSprite() function. This function returns a sprite object, which itself has a number ofattributes and methods that allow us to query and change properties of thesprite.
P5 Js Button
Here’s a simple example that creates a single sprite:
The
createSprite() function takes four parameters: the position of thesprite, and its width and height. The .shapeColor Get-pip.py mac download. attribute sets the color ofthe rectangle that represents the sprite. In order for p5.play to display thesprite, we need to add the drawSprites() function to the end of draw() .
Every sprite has a
position attribute and a velocity attribute. Both ofthose attributes have x and y attributes, which you can set to control theposition of the sprite and its velocity (in both dimensions). The p5.playlibrary takes care of updating the position according to the velocity foryou—you don’t have to do any of the math. In the example above, thesprite is constantly moving downwards, unless you click the mouse, in whichcase the sprite is instantly moved to the mouse position.
Sprites on the move
As mentioned above, you can set the sprite’s velocity directly with
.velocity.x and .velocity.y . You can also call the sprite’s setSpeed() attribute to tell the sprite to move in a particular direction at a particularrate. In this example, use the arrow keys to control the sprite:
► run sketch◼ stop sketch
(The
key variable in p5.js only works for alphanumeric characters. In orderto detect the arrow keys, we need to use thekeyCode variable.)
Adding gravity to your sketch is as easy as adding a constant downward force onevery frame (using the
.setSpeed() method). Here’s an example that causes asprite to be drawn to the screen, which moves downward on every frame and thenbounces when it reaches the bottom:
► run sketch◼ stop sketch
Following the mouse
There are a number of ways to make a sprite follow the mouse. The first is toset the position directly:
► run sketch◼ stop sketch
You can also add a bit of lag to the sprite’s movement by setting the X and Yvelocity to the difference between the sprite’s position and the mouse’sposition:
► run sketch◼ stop sketch
Finally, you can use the
.attractionPoint() method to set a force that pushesthe sprite in the direction of the mouse’s position:
► run sketch◼ stop sketch
In this example, we also set the object’s
.maxSpeed attribute (which controlshow fast a sprite can move, regardless of the forces operating on it), its.friction attribute (which is a multiplier that slowly reduces the velocityof the object on each frame), and the .rotateToDirection attribute (which,when set to true , causes the object to rotate to the direction it’s moving).
Examples follow, more narrative notes TK!
Mouse events
Sprites in the p5.play framework come with a built-in mechanism for detectingwhether or not the user is interacting with the sprite using the mouse.There are two ways to check for mouse interaction: callbacks or booleanattributes.
There are four attributes of a sprite object that you can assign functions toin order to define the sprite’s behavior in relation to the user’s mousemovement. The following example illustrates all four:
► run sketch◼ stop sketch
Download one baazillion sheep for mac. The four attributes are:
The function that you assign to these attributes will be executed whenever thespecified event occurs. Inside the function, the expression
this refers tothe object that the interaction happened to. (This is helpful for writingevent handlers that can be applied to more than one object; see below.)
Every sprite object also has a
mouseIsOver attribute, which has a booleanvalue: true if the mouse is currently over the object, and false otherwise.In the following example, the two sprites respond when the mouse is over them.(For the second sprite, the reaction behavior only happens if the mouse buttonis pressed as well.)
► run sketch◼ stop sketch
Note also in this example the use of the
.rotation attribute, which sets thesprite’s current rotation (in degrees).
Multiple sprites
You can call the
createSprite() function as many times as you want to! Thep5.play framework keeps track of all the sprites you’ve added behind the scenes(so you don’t need to create your own data structure to store them). In thefollowing example, I’ve written some code in mousePressed() that creates anew sprite whenever the user clicks the mouse:
► run sketch◼ stop sketch
Note here the use of the
.life Vista kiara management office. attribute, which is the maximum number offrames that the sprite will “live” before it’s automatically deleted by thep5.play framework.
If you want to apply changes to the sprites after they’re created, other thanthe changes that the p5.play framework performs on its own, you’ll needto iterate over every sprite in the
draw() method. The framework supplies abuilt-in array called allSprites which contains every active sprite in thesketch. In the following example, we use the allSprites variable to apply“gravity” (i.e., a constant downward force) to each sprite added to the scenein mousePressed() . Another if statement checks to see if the sprite hasextended beyond the height of the sketch, and causes it to “bounce” if so.Still another if statement removes any sprites that have exceeded theboundary of the sketch in the X dimension.
► run sketch◼ stop sketch
Examples only from this point forward—more notes TK!
Events on multiple sprites
► run sketch◼ stop sketch
Sprite groups
► run sketch◼ stop sketch
Collisions
► run sketch◼ stop sketch
P5 Js Point
► run sketch◼ stop sketch
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► run sketch◼ stop sketch
Group collisions
► run sketch◼ stop sketch
Collision callbacks
► run sketch◼ stop sketch
Images and animations
► run sketch◼ stop sketch
Animations
(example animation below from the p5.play examples)
![]()
► run sketch◼ stop sketch
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