Hint : Hint will be shown here
-Remaining Guesses :
-Wrong Letters :
-diff --git a/.github/CODE_OF_CONDUCT.md b/.github/CODE_OF_CONDUCT.md
index 18c9147181..d28f7f9101 100644
--- a/.github/CODE_OF_CONDUCT.md
+++ b/.github/CODE_OF_CONDUCT.md
@@ -1,128 +1,128 @@
-# Contributor Covenant Code of Conduct
-
-## Our Pledge
-
-We as members, contributors, and leaders pledge to make participation in our
-community a harassment-free experience for everyone, regardless of age, body
-size, visible or invisible disability, ethnicity, sex characteristics, gender
-identity and expression, level of experience, education, socio-economic status,
-nationality, personal appearance, race, religion, or sexual identity
-and orientation.
-
-We pledge to act and interact in ways that contribute to an open, welcoming,
-diverse, inclusive, and healthy community.
-
-## Our Standards
-
-Examples of behavior that contributes to a positive environment for our
-community include:
-
-* Demonstrating empathy and kindness toward other people
-* Being respectful of differing opinions, viewpoints, and experiences
-* Giving and gracefully accepting constructive feedback
-* Accepting responsibility and apologizing to those affected by our mistakes,
- and learning from the experience
-* Focusing on what is best not just for us as individuals, but for the
- overall community
-
-Examples of unacceptable behavior include:
-
-* The use of sexualized language or imagery, and sexual attention or
- advances of any kind
-* Trolling, insulting or derogatory comments, and personal or political attacks
-* Public or private harassment
-* Publishing others' private information, such as a physical or email
- address, without their explicit permission
-* Other conduct which could reasonably be considered inappropriate in a
- professional setting
-
-## Enforcement Responsibilities
-
-Community leaders are responsible for clarifying and enforcing our standards of
-acceptable behavior and will take appropriate and fair corrective action in
-response to any behavior that they deem inappropriate, threatening, offensive,
-or harmful.
-
-Community leaders have the right and responsibility to remove, edit, or reject
-comments, commits, code, wiki edits, issues, and other contributions that are
-not aligned to this Code of Conduct, and will communicate reasons for moderation
-decisions when appropriate.
-
-## Scope
-
-This Code of Conduct applies within all community spaces, and also applies when
-an individual is officially representing the community in public spaces.
-Examples of representing our community include using an official e-mail address,
-posting via an official social media account, or acting as an appointed
-representative at an online or offline event.
-
-## Enforcement
-
-Instances of abusive, harassing, or otherwise unacceptable behavior may be
-reported to the community leaders responsible for enforcement at
-.
-All complaints will be reviewed and investigated promptly and fairly.
-
-All community leaders are obligated to respect the privacy and security of the
-reporter of any incident.
-
-## Enforcement Guidelines
-
-Community leaders will follow these Community Impact Guidelines in determining
-the consequences for any action they deem in violation of this Code of Conduct:
-
-### 1. Correction
-
-**Community Impact**: Use of inappropriate language or other behavior deemed
-unprofessional or unwelcome in the community.
-
-**Consequence**: A private, written warning from community leaders, providing
-clarity around the nature of the violation and an explanation of why the
-behavior was inappropriate. A public apology may be requested.
-
-### 2. Warning
-
-**Community Impact**: A violation through a single incident or series
-of actions.
-
-**Consequence**: A warning with consequences for continued behavior. No
-interaction with the people involved, including unsolicited interaction with
-those enforcing the Code of Conduct, for a specified period of time. This
-includes avoiding interactions in community spaces as well as external channels
-like social media. Violating these terms may lead to a temporary or
-permanent ban.
-
-### 3. Temporary Ban
-
-**Community Impact**: A serious violation of community standards, including
-sustained inappropriate behavior.
-
-**Consequence**: A temporary ban from any sort of interaction or public
-communication with the community for a specified period of time. No public or
-private interaction with the people involved, including unsolicited interaction
-with those enforcing the Code of Conduct, is allowed during this period.
-Violating these terms may lead to a permanent ban.
-
-### 4. Permanent Ban
-
-**Community Impact**: Demonstrating a pattern of violation of community
-standards, including sustained inappropriate behavior, harassment of an
-individual, or aggression toward or disparagement of classes of individuals.
-
-**Consequence**: A permanent ban from any sort of public interaction within
-the community.
-
-## Attribution
-
-This Code of Conduct is adapted from the [Contributor Covenant][homepage],
-version 2.0, available at
-https://www.contributor-covenant.org/version/2/0/code_of_conduct.html.
-
-Community Impact Guidelines were inspired by [Mozilla's code of conduct
-enforcement ladder](https://github.com/mozilla/diversity).
-
-[homepage]: https://www.contributor-covenant.org
-
-For answers to common questions about this code of conduct, see the FAQ at
-https://www.contributor-covenant.org/faq. Translations are available at
-https://www.contributor-covenant.org/translations.
+# Contributor Covenant Code of Conduct
+
+## Our Pledge
+
+We as members, contributors, and leaders pledge to make participation in our
+community a harassment-free experience for everyone, regardless of age, body
+size, visible or invisible disability, ethnicity, sex characteristics, gender
+identity and expression, level of experience, education, socio-economic status,
+nationality, personal appearance, race, religion, or sexual identity
+and orientation.
+
+We pledge to act and interact in ways that contribute to an open, welcoming,
+diverse, inclusive, and healthy community.
+
+## Our Standards
+
+Examples of behavior that contributes to a positive environment for our
+community include:
+
+* Demonstrating empathy and kindness toward other people
+* Being respectful of differing opinions, viewpoints, and experiences
+* Giving and gracefully accepting constructive feedback
+* Accepting responsibility and apologizing to those affected by our mistakes,
+ and learning from the experience
+* Focusing on what is best not just for us as individuals, but for the
+ overall community
+
+Examples of unacceptable behavior include:
+
+* The use of sexualized language or imagery, and sexual attention or
+ advances of any kind
+* Trolling, insulting or derogatory comments, and personal or political attacks
+* Public or private harassment
+* Publishing others' private information, such as a physical or email
+ address, without their explicit permission
+* Other conduct which could reasonably be considered inappropriate in a
+ professional setting
+
+## Enforcement Responsibilities
+
+Community leaders are responsible for clarifying and enforcing our standards of
+acceptable behavior and will take appropriate and fair corrective action in
+response to any behavior that they deem inappropriate, threatening, offensive,
+or harmful.
+
+Community leaders have the right and responsibility to remove, edit, or reject
+comments, commits, code, wiki edits, issues, and other contributions that are
+not aligned to this Code of Conduct, and will communicate reasons for moderation
+decisions when appropriate.
+
+## Scope
+
+This Code of Conduct applies within all community spaces, and also applies when
+an individual is officially representing the community in public spaces.
+Examples of representing our community include using an official e-mail address,
+posting via an official social media account, or acting as an appointed
+representative at an online or offline event.
+
+## Enforcement
+
+Instances of abusive, harassing, or otherwise unacceptable behavior may be
+reported to the community leaders responsible for enforcement at
+.
+All complaints will be reviewed and investigated promptly and fairly.
+
+All community leaders are obligated to respect the privacy and security of the
+reporter of any incident.
+
+## Enforcement Guidelines
+
+Community leaders will follow these Community Impact Guidelines in determining
+the consequences for any action they deem in violation of this Code of Conduct:
+
+### 1. Correction
+
+**Community Impact**: Use of inappropriate language or other behavior deemed
+unprofessional or unwelcome in the community.
+
+**Consequence**: A private, written warning from community leaders, providing
+clarity around the nature of the violation and an explanation of why the
+behavior was inappropriate. A public apology may be requested.
+
+### 2. Warning
+
+**Community Impact**: A violation through a single incident or series
+of actions.
+
+**Consequence**: A warning with consequences for continued behavior. No
+interaction with the people involved, including unsolicited interaction with
+those enforcing the Code of Conduct, for a specified period of time. This
+includes avoiding interactions in community spaces as well as external channels
+like social media. Violating these terms may lead to a temporary or
+permanent ban.
+
+### 3. Temporary Ban
+
+**Community Impact**: A serious violation of community standards, including
+sustained inappropriate behavior.
+
+**Consequence**: A temporary ban from any sort of interaction or public
+communication with the community for a specified period of time. No public or
+private interaction with the people involved, including unsolicited interaction
+with those enforcing the Code of Conduct, is allowed during this period.
+Violating these terms may lead to a permanent ban.
+
+### 4. Permanent Ban
+
+**Community Impact**: Demonstrating a pattern of violation of community
+standards, including sustained inappropriate behavior, harassment of an
+individual, or aggression toward or disparagement of classes of individuals.
+
+**Consequence**: A permanent ban from any sort of public interaction within
+the community.
+
+## Attribution
+
+This Code of Conduct is adapted from the [Contributor Covenant][homepage],
+version 2.0, available at
+https://www.contributor-covenant.org/version/2/0/code_of_conduct.html.
+
+Community Impact Guidelines were inspired by [Mozilla's code of conduct
+enforcement ladder](https://github.com/mozilla/diversity).
+
+[homepage]: https://www.contributor-covenant.org
+
+For answers to common questions about this code of conduct, see the FAQ at
+https://www.contributor-covenant.org/faq. Translations are available at
+https://www.contributor-covenant.org/translations.
diff --git a/.github/CONTRIBUTING_GUIDELINE.md b/.github/CONTRIBUTING_GUIDELINE.md
index 8e51efb9fc..db19b5a2b2 100644
--- a/.github/CONTRIBUTING_GUIDELINE.md
+++ b/.github/CONTRIBUTING_GUIDELINE.md
@@ -1,67 +1,67 @@
-# **Contributing Guidelines** ๐
-
-This documentation contains a set of guidelines to help you during the contribution process.
-We are happy to welcome all the contributions from anyone willing to improve/add new scripts to this project.
-Thank you for helping out and remember, **no contribution is too small.**
- Player 1 Player 2 Player 1 Player 2
-Please note we have a [code of conduct](CODE_OF_CONDUCT.md) please follow it in all your interactions with the project.
-
-
-
-
-
-## **Need some help regarding the basics?๐ค**
-
-
-You can refer to the following articles on basics of Git and Github and also contact the Project Mentors,
-in case you are stuck:
-
-- [Forking a Repo](https://help.github.com/en/github/getting-started-with-github/fork-a-repo)
-- [Cloning a Repo](https://help.github.com/en/desktop/contributing-to-projects/creating-an-issue-or-pull-request)
-- [How to create a Pull Request](https://opensource.com/article/19/7/create-pull-request-github)
-- [Getting started with Git and GitHub](https://towardsdatascience.com/getting-started-with-git-and-github-6fcd0f2d4ac6)
-- [Learn GitHub from Scratch](https://lab.github.com/githubtraining/introduction-to-github)
-
-
-
-## **Issue Report Process ๐**
-
-1. Go to the project's issues.
-2. Select the template that better fits your issue.
-3. Give proper description for the issues.
-4. Don't spam to get the assignment of the issue ๐.
-5. Wait for till someone is looking into it !.
-6. Start working on issue only after you got assigned that issue ๐.
-
-
-
-## **File naming conventions ๐**
-- Give unique name for your game that is not already existed
-* Folder naming convention
- - ```Game_Name``` ex. ```Tilting_Maze``` (first letter should be capital and if you need space use _ )
-* files in the folder
- - ```index.html``` , ```script.js``` , ```style.css```(not stictly to follow this but you should have separate )
- - you can have other folders if you are having assets for your game
- - ```README.md``` for your folder using template [TEMPLATE](../Games/FOLDER_README_TEMPLATE.md)
- - It is not compulsory to follow this README template only you can have your own
-* naming convention for the screenshot you will add in ```assets/images```
- - name of image should be same as your game name
- - ex. ```Tilting_Maze.jpeg``` or .jpg or .png any of the image formate
-
-
-
-## **Pull Request Process ๐**
-
-1. Ensure that you have self reviewed your code ๐
-2. Make sure you have added the proper description for the functionality of the code
-3. You have added README file in your repository .
-4. You have added the thumbnail of the project into ```assets/images``` for website preview
-5. Add your game screenshot in the assets folder by following the proper conversion specified over here
-6. You have added your game name and link in main README.md
-7. Submit your PR by giving the necesarry information in PR template and hang tight we will review it really soon ๐
-
-
-
-# **Happy Hacking ๐**
-
-
+# **Contributing Guidelines** ๐
+
+This documentation contains a set of guidelines to help you during the contribution process.
+We are happy to welcome all the contributions from anyone willing to improve/add new scripts to this project.
+Thank you for helping out and remember, **no contribution is too small.**
+
+Please note we have a [code of conduct](CODE_OF_CONDUCT.md) please follow it in all your interactions with the project.
+
+
+
+
+
+## **Need some help regarding the basics?๐ค**
+
+
+You can refer to the following articles on basics of Git and Github and also contact the Project Mentors,
+in case you are stuck:
+
+- [Forking a Repo](https://help.github.com/en/github/getting-started-with-github/fork-a-repo)
+- [Cloning a Repo](https://help.github.com/en/desktop/contributing-to-projects/creating-an-issue-or-pull-request)
+- [How to create a Pull Request](https://opensource.com/article/19/7/create-pull-request-github)
+- [Getting started with Git and GitHub](https://towardsdatascience.com/getting-started-with-git-and-github-6fcd0f2d4ac6)
+- [Learn GitHub from Scratch](https://lab.github.com/githubtraining/introduction-to-github)
+
+
+
+## **Issue Report Process ๐**
+
+1. Go to the project's issues.
+2. Select the template that better fits your issue.
+3. Give proper description for the issues.
+4. Don't spam to get the assignment of the issue ๐.
+5. Wait for till someone is looking into it !.
+6. Start working on issue only after you got assigned that issue ๐.
+
+
+
+## **File naming conventions ๐**
+- Give unique name for your game that is not already existed
+* Folder naming convention
+ - ```Game_Name``` ex. ```Tilting_Maze``` (first letter should be capital and if you need space use _ )
+* files in the folder
+ - ```index.html``` , ```script.js``` , ```style.css```(not stictly to follow this but you should have separate )
+ - you can have other folders if you are having assets for your game
+ - ```README.md``` for your folder using template [TEMPLATE](../Games/FOLDER_README_TEMPLATE.md)
+ - It is not compulsory to follow this README template only you can have your own
+* naming convention for the screenshot you will add in ```assets/images```
+ - name of image should be same as your game name
+ - ex. ```Tilting_Maze.jpeg``` or .jpg or .png any of the image formate
+
+
+
+## **Pull Request Process ๐**
+
+1. Ensure that you have self reviewed your code ๐
+2. Make sure you have added the proper description for the functionality of the code
+3. You have added README file in your repository .
+4. You have added the thumbnail of the project into ```assets/images``` for website preview
+5. Add your game screenshot in the assets folder by following the proper conversion specified over here
+6. You have added your game name and link in main README.md
+7. Submit your PR by giving the necesarry information in PR template and hang tight we will review it really soon ๐
+
+
+
+# **Happy Hacking ๐**
+
+
diff --git a/.github/ISSUE_TEMPLATE/bug_report.yml b/.github/ISSUE_TEMPLATE/bug_report.yml
index 172696bda1..aac48b09a1 100644
--- a/.github/ISSUE_TEMPLATE/bug_report.yml
+++ b/.github/ISSUE_TEMPLATE/bug_report.yml
@@ -1,52 +1,52 @@
-name: Bug Report ๐ชฒ
-description: Report your bug by filling teh information given below
-title: "[Bug]: "
-
-body:
- - type: markdown
- attributes:
- value: |
- Thanks for taking the time to fill out this bug report!
- - type: textarea
- id: bug-description
- attributes:
- label: Give a brief about the bug โ๏ธ
- description: Enter a brief description about the bug report
- placeholder: Please include a summary, also include relevant motivation and context.
- value: "Description"
- validations:
- required: true
- - type: textarea
- id: behaviors
- attributes:
- label: What is the expected behavior? ๐ค
- description: Enter the expected behavior of bug
- placeholder: Please include a summary, also include relevant motivation and context.
- value: "Description"
- validations:
- required: true
- - type: textarea
- id: instructions
- attributes:
- label: Provide step by step information reproduce the bug ๐
- description: Enter the description on how you plan to find the bug's solution
- placeholder: Please include a summary, also include relevant motivation and context.
- value: "Description"
- validations:
- required: true
- - type: dropdown
- id: contribution
- attributes:
- label: Select program in which you are contributing
- multiple: true
- options:
- - GSSoC23
- - Other
- - type: checkboxes
- id: terms
- attributes:
- label: Code of Conduct
- description: By submitting this issue, you agree to follow our [CODE OF CONDUCT](https://github.com/kunjgit/GameZone/blob/main/.github/CODE_OF_CONDUCT.md)
- options:
- - label: I follow [CONTRIBUTING GUIDELINE](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md) of this project.
+name: Bug Report ๐ชฒ
+description: Report your bug by filling teh information given below
+title: "[Bug]: "
+
+body:
+ - type: markdown
+ attributes:
+ value: |
+ Thanks for taking the time to fill out this bug report!
+ - type: textarea
+ id: bug-description
+ attributes:
+ label: Give a brief about the bug โ๏ธ
+ description: Enter a brief description about the bug report
+ placeholder: Please include a summary, also include relevant motivation and context.
+ value: "Description"
+ validations:
+ required: true
+ - type: textarea
+ id: behaviors
+ attributes:
+ label: What is the expected behavior? ๐ค
+ description: Enter the expected behavior of bug
+ placeholder: Please include a summary, also include relevant motivation and context.
+ value: "Description"
+ validations:
+ required: true
+ - type: textarea
+ id: instructions
+ attributes:
+ label: Provide step by step information reproduce the bug ๐
+ description: Enter the description on how you plan to find the bug's solution
+ placeholder: Please include a summary, also include relevant motivation and context.
+ value: "Description"
+ validations:
+ required: true
+ - type: dropdown
+ id: contribution
+ attributes:
+ label: Select program in which you are contributing
+ multiple: true
+ options:
+ - GSSoC23
+ - Other
+ - type: checkboxes
+ id: terms
+ attributes:
+ label: Code of Conduct
+ description: By submitting this issue, you agree to follow our [CODE OF CONDUCT](https://github.com/kunjgit/GameZone/blob/main/.github/CODE_OF_CONDUCT.md)
+ options:
+ - label: I follow [CONTRIBUTING GUIDELINE](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md) of this project.
required: true
\ No newline at end of file
diff --git a/.github/ISSUE_TEMPLATE/documentation_bug.yml b/.github/ISSUE_TEMPLATE/documentation_bug.yml
index caec8461eb..4f5d120e44 100644
--- a/.github/ISSUE_TEMPLATE/documentation_bug.yml
+++ b/.github/ISSUE_TEMPLATE/documentation_bug.yml
@@ -1,43 +1,43 @@
-name: ๐ Documentation or README.md issue report
-description: Report an issue in the project's documentation or README.md file.
-title: "[Documentation Bug]: "
-
-body:
- - type: markdown
- attributes:
- value: |
- Thanks for taking the time to fill out this documentation bug report!
- - type: textarea
- id: documentation-bug-description
- attributes:
- label: Describe the bug โ๏ธ
- description: Enter a brief description about the documentation bug report
- placeholder: Please include a summary, also include relevant motivation and context.
- value: "Describe your bug here"
- validations:
- required: true
- - type: textarea
- id: instructions
- attributes:
- label: Provide step by step information reproduce the bug ๐
- description: Enter the description on how you plan to find the bug's solution
- placeholder: Please include a summary, also include relevant motivation and context.
- value: "Description"
- validations:
- required: true
- - type: dropdown
- id: contribution
- attributes:
- label: Select program in which you are contributing
- multiple: true
- options:
- - GSSoC23
- - Other
- - type: checkboxes
- id: terms
- attributes:
- label: Code of Conduct
- description: By submitting this issue, you agree to follow our [CODE OF CONDUCT](https://github.com/kunjgit/GameZone/blob/main/.github/CODE_OF_CONDUCT.md)
- options:
- - label: I follow [CONTRIBUTING GUIDELINE](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md) of this project.
+name: ๐ Documentation or README.md issue report
+description: Report an issue in the project's documentation or README.md file.
+title: "[Documentation Bug]: "
+
+body:
+ - type: markdown
+ attributes:
+ value: |
+ Thanks for taking the time to fill out this documentation bug report!
+ - type: textarea
+ id: documentation-bug-description
+ attributes:
+ label: Describe the bug โ๏ธ
+ description: Enter a brief description about the documentation bug report
+ placeholder: Please include a summary, also include relevant motivation and context.
+ value: "Describe your bug here"
+ validations:
+ required: true
+ - type: textarea
+ id: instructions
+ attributes:
+ label: Provide step by step information reproduce the bug ๐
+ description: Enter the description on how you plan to find the bug's solution
+ placeholder: Please include a summary, also include relevant motivation and context.
+ value: "Description"
+ validations:
+ required: true
+ - type: dropdown
+ id: contribution
+ attributes:
+ label: Select program in which you are contributing
+ multiple: true
+ options:
+ - GSSoC23
+ - Other
+ - type: checkboxes
+ id: terms
+ attributes:
+ label: Code of Conduct
+ description: By submitting this issue, you agree to follow our [CODE OF CONDUCT](https://github.com/kunjgit/GameZone/blob/main/.github/CODE_OF_CONDUCT.md)
+ options:
+ - label: I follow [CONTRIBUTING GUIDELINE](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md) of this project.
required: true
\ No newline at end of file
diff --git a/.github/ISSUE_TEMPLATE/game_enhancement.yml b/.github/ISSUE_TEMPLATE/game_enhancement.yml
index 494a3dba17..15252cb699 100644
--- a/.github/ISSUE_TEMPLATE/game_enhancement.yml
+++ b/.github/ISSUE_TEMPLATE/game_enhancement.yml
@@ -1,43 +1,43 @@
-name: ๐โGame Enhancement Request
-description: Suggest your enhancement for the existing game
-title: "[Enhancement]: "
-
-body:
- - type: markdown
- attributes:
- value: |
- Thanks for taking the time to fill out this enhancement request form
- - type: textarea
- id: bug-description
- attributes:
- label: Is your enhancement request related to a problem? Please describe.โ
- description: Enter a brief description about the enhancement you need
- placeholder: Give all the context of your enhancement as well as the existing game
- value: "Game enhancement"
- validations:
- required: true
- - type: textarea
- id: behaviour
- attributes:
- label: Describe the solution you'd like
- description: Give steps in which you will solve it
- placeholder: Please include a summary, also include relevant motivation and context.
- value: "Solution steps"
- validations:
- required: true
- - type: dropdown
- id: contribution
- attributes:
- label: Select program in which you are contributing
- multiple: true
- options:
- - GSSoC23
- - Other
- - type: checkboxes
- id: terms
- attributes:
- label: Code of Conduct
- description: By submitting this issue, you agree to follow our [CODE OF CONDUCT](https://github.com/kunjgit/GameZone/blob/main/.github/CODE_OF_CONDUCT.md)
- options:
- - label: I follow [CONTRIBUTING GUIDELINE](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md) of this project.
+name: ๐โGame Enhancement Request
+description: Suggest your enhancement for the existing game
+title: "[Enhancement]: "
+
+body:
+ - type: markdown
+ attributes:
+ value: |
+ Thanks for taking the time to fill out this enhancement request form
+ - type: textarea
+ id: bug-description
+ attributes:
+ label: Is your enhancement request related to a problem? Please describe.โ
+ description: Enter a brief description about the enhancement you need
+ placeholder: Give all the context of your enhancement as well as the existing game
+ value: "Game enhancement"
+ validations:
+ required: true
+ - type: textarea
+ id: behaviour
+ attributes:
+ label: Describe the solution you'd like
+ description: Give steps in which you will solve it
+ placeholder: Please include a summary, also include relevant motivation and context.
+ value: "Solution steps"
+ validations:
+ required: true
+ - type: dropdown
+ id: contribution
+ attributes:
+ label: Select program in which you are contributing
+ multiple: true
+ options:
+ - GSSoC23
+ - Other
+ - type: checkboxes
+ id: terms
+ attributes:
+ label: Code of Conduct
+ description: By submitting this issue, you agree to follow our [CODE OF CONDUCT](https://github.com/kunjgit/GameZone/blob/main/.github/CODE_OF_CONDUCT.md)
+ options:
+ - label: I follow [CONTRIBUTING GUIDELINE](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md) of this project.
required: true
\ No newline at end of file
diff --git a/.github/ISSUE_TEMPLATE/new_game_request.yml b/.github/ISSUE_TEMPLATE/new_game_request.yml
index 0c23f42ff9..d5e2e54f66 100644
--- a/.github/ISSUE_TEMPLATE/new_game_request.yml
+++ b/.github/ISSUE_TEMPLATE/new_game_request.yml
@@ -1,43 +1,43 @@
-name: ๐๐ฎ new game request
-description: Suggest an idea and show your creativity to add new game
-title: "[New game]: "
-
-body:
- - type: markdown
- attributes:
- value: |
- Thanks for taking the time to fill out your new game issue
- - type: textarea
- id: new-game
- attributes:
- label: ๐ฎ Game Request
- description: Describe the game logic and also give a brief about the features of the game
- placeholder: add all necessary details required for your new game
- value: "Game logic and basic description"
- validations:
- required: true
- - type: textarea
- id: features
- attributes:
- label: Point down the features
- description: think about your the feature your game will have
- placeholder: Please include a summary, also include relevant motivation and context.
- value: "Game points"
- validations:
- required: true
- - type: dropdown
- id: contribution
- attributes:
- label: Select program in which you are contributing
- multiple: true
- options:
- - GSSoC23
- - Other
- - type: checkboxes
- id: terms
- attributes:
- label: Code of Conduct
- description: By submitting this issue, you agree to follow our [CODE OF CONDUCT](https://github.com/kunjgit/GameZone/blob/main/.github/CODE_OF_CONDUCT.md)
- options:
- - label: I follow [CONTRIBUTING GUIDELINE](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md) of this project.
+name: ๐๐ฎ new game request
+description: Suggest an idea and show your creativity to add new game
+title: "[New game]: "
+
+body:
+ - type: markdown
+ attributes:
+ value: |
+ Thanks for taking the time to fill out your new game issue
+ - type: textarea
+ id: new-game
+ attributes:
+ label: ๐ฎ Game Request
+ description: Describe the game logic and also give a brief about the features of the game
+ placeholder: add all necessary details required for your new game
+ value: "Game logic and basic description"
+ validations:
+ required: true
+ - type: textarea
+ id: features
+ attributes:
+ label: Point down the features
+ description: think about your the feature your game will have
+ placeholder: Please include a summary, also include relevant motivation and context.
+ value: "Game points"
+ validations:
+ required: true
+ - type: dropdown
+ id: contribution
+ attributes:
+ label: Select program in which you are contributing
+ multiple: true
+ options:
+ - GSSoC23
+ - Other
+ - type: checkboxes
+ id: terms
+ attributes:
+ label: Code of Conduct
+ description: By submitting this issue, you agree to follow our [CODE OF CONDUCT](https://github.com/kunjgit/GameZone/blob/main/.github/CODE_OF_CONDUCT.md)
+ options:
+ - label: I follow [CONTRIBUTING GUIDELINE](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md) of this project.
required: true
\ No newline at end of file
diff --git a/.github/ISSUE_TEMPLATE/question_and_support.yml b/.github/ISSUE_TEMPLATE/question_and_support.yml
index 356f93b756..dc77418160 100644
--- a/.github/ISSUE_TEMPLATE/question_and_support.yml
+++ b/.github/ISSUE_TEMPLATE/question_and_support.yml
@@ -1,34 +1,34 @@
-name: โ Question or Support Request
-description: Questions and requests for support.
-title: "[Question]: "
-
-body:
- - type: markdown
- attributes:
- value: |
- Thanks for taking the time to fill out this and letting us know your question
- - type: textarea
- id: description
- attributes:
- label: Describe your question or ask for support.โ
- description: Enter a brief description about your question or support needed
- placeholder: Please include a summary, also include relevant motivation and context.
- value: "Description"
- validations:
- required: true
- - type: dropdown
- id: contribution
- attributes:
- label: Select program in which you are contributing
- multiple: true
- options:
- - GSSoC23
- - Other
- - type: checkboxes
- id: terms
- attributes:
- label: Code of Conduct
- description: By submitting this issue, you agree to follow our [CODE OF CONDUCT](https://github.com/kunjgit/GameZone/blob/main/.github/CODE_OF_CONDUCT.md)
- options:
- - label: I follow [CONTRIBUTING GUIDELINE](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md) of this project.
+name: โ Question or Support Request
+description: Questions and requests for support.
+title: "[Question]: "
+
+body:
+ - type: markdown
+ attributes:
+ value: |
+ Thanks for taking the time to fill out this and letting us know your question
+ - type: textarea
+ id: description
+ attributes:
+ label: Describe your question or ask for support.โ
+ description: Enter a brief description about your question or support needed
+ placeholder: Please include a summary, also include relevant motivation and context.
+ value: "Description"
+ validations:
+ required: true
+ - type: dropdown
+ id: contribution
+ attributes:
+ label: Select program in which you are contributing
+ multiple: true
+ options:
+ - GSSoC23
+ - Other
+ - type: checkboxes
+ id: terms
+ attributes:
+ label: Code of Conduct
+ description: By submitting this issue, you agree to follow our [CODE OF CONDUCT](https://github.com/kunjgit/GameZone/blob/main/.github/CODE_OF_CONDUCT.md)
+ options:
+ - label: I follow [CONTRIBUTING GUIDELINE](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md) of this project.
required: true
\ No newline at end of file
diff --git a/.github/PULL_REQUEST_TEMPLATE.md b/.github/PULL_REQUEST_TEMPLATE.md
index f475dbdf9b..3c364b3fb2 100644
--- a/.github/PULL_REQUEST_TEMPLATE.md
+++ b/.github/PULL_REQUEST_TEMPLATE.md
@@ -1,34 +1,34 @@
-## PR Description ๐
-
-Please include summary related to the issue you have fixed and describe your PR in brief over here by specifying the issue number on which you were working below
-Fixes #
-
-## Mark the task you have completed โ
-
-
-
-- [ ] I follow [CONTRIBUTING GUIDELINE](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md) & [CODE OF CONDUCT](https://github.com/kunjgit/GameZone/blob/main/.github/CODE_OF_CONDUCT.md) of this project.
-- [ ] I have performed a self-review of my own code or work.
-- [ ] I have commented my code, particularly in hard-to-understand areas.
-- [ ] My changes generates no new warnings.
-- [ ] I have followed proper naming convention showed in [CONTRIBUTING GUIDELINE](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md)
-- [ ] I have added screenshot for website preview in assets/images
-- [ ] I have added entries for my game in main README.md
-- [ ] I have added README.md in my folder
-- [ ] I have added working video of the game in README.md (optional)
-- [ ] I have specified the respective issue number for which I have requested the new game.
-
-
-
-
-## Add your screenshots(Optional) ๐ธ
-
-
-
-
----
-
-
+## PR Description ๐
+
+Please include summary related to the issue you have fixed and describe your PR in brief over here by specifying the issue number on which you were working below
+Fixes #
+
+## Mark the task you have completed โ
+
+
+
+- [ ] I follow [CONTRIBUTING GUIDELINE](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md) & [CODE OF CONDUCT](https://github.com/kunjgit/GameZone/blob/main/.github/CODE_OF_CONDUCT.md) of this project.
+- [ ] I have performed a self-review of my own code or work.
+- [ ] I have commented my code, particularly in hard-to-understand areas.
+- [ ] My changes generates no new warnings.
+- [ ] I have followed proper naming convention showed in [CONTRIBUTING GUIDELINE](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md)
+- [ ] I have added screenshot for website preview in assets/images
+- [ ] I have added entries for my game in main README.md
+- [ ] I have added README.md in my folder
+- [ ] I have added working video of the game in README.md (optional)
+- [ ] I have specified the respective issue number for which I have requested the new game.
+
+
+
+
+## Add your screenshots(Optional) ๐ธ
+
+
+
+
+---
+
+
## Thank you soo much for contributing to our repository ๐
\ No newline at end of file
diff --git a/.github/node_modules/.package-lock.json b/.github/node_modules/.package-lock.json
index b315f0068d..0a7e6879fd 100644
--- a/.github/node_modules/.package-lock.json
+++ b/.github/node_modules/.package-lock.json
@@ -1,13 +1,13 @@
-{
- "name": "test",
- "lockfileVersion": 3,
- "requires": true,
- "packages": {
- "node_modules/string-similarity": {
- "version": "4.0.4",
- "resolved": "https://registry.npmjs.org/string-similarity/-/string-similarity-4.0.4.tgz",
- "integrity": "sha512-/q/8Q4Bl4ZKAPjj8WerIBJWALKkaPRfrvhfF8k/B23i4nzrlRj2/go1m90In7nG/3XDSbOo0+pu6RvCTM9RGMQ==",
- "deprecated": "Package no longer supported. Contact Support at https://www.npmjs.com/support for more info."
- }
- }
-}
+{
+ "name": "test",
+ "lockfileVersion": 3,
+ "requires": true,
+ "packages": {
+ "node_modules/string-similarity": {
+ "version": "4.0.4",
+ "resolved": "https://registry.npmjs.org/string-similarity/-/string-similarity-4.0.4.tgz",
+ "integrity": "sha512-/q/8Q4Bl4ZKAPjj8WerIBJWALKkaPRfrvhfF8k/B23i4nzrlRj2/go1m90In7nG/3XDSbOo0+pu6RvCTM9RGMQ==",
+ "deprecated": "Package no longer supported. Contact Support at https://www.npmjs.com/support for more info."
+ }
+ }
+}
diff --git a/.github/old_workflows/assign.yml b/.github/old_workflows/assign.yml
index 7929a324f4..e5e3ad05cd 100644
--- a/.github/old_workflows/assign.yml
+++ b/.github/old_workflows/assign.yml
@@ -1,72 +1,72 @@
-name: Assign on Comment
-on:
- issue_comment:
- types:
- - created
-
-jobs:
- assign:
- runs-on: ubuntu-latest
-
- steps:
- - name: Check if /assign command is present
- id: check_command
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const commentBody = context.payload.comment.body;
- const assignCommand = '/assign';
- const isCommandPresent = commentBody.includes(assignCommand);
- console.log(`Command present: ${isCommandPresent}`);
- console.log(`Comment: ${commentBody}`);
- console.log(`Issue Number: ${context.payload.issue.number}`);
- console.log(`Issue State: ${context.payload.issue.state}`);
- console.log(`Assignees: ${context.payload.issue.assignees.map(assignee => assignee.login)}`);
- console.log(`Issue URL: ${context.payload.issue.html_url}`);
- console.log(`Comment URL: ${context.payload.comment.html_url}`);
- console.log(`Comment Author: ${context.payload.comment.user.login}`);
- console.log(`Repository: ${context.repo.owner}/${context.repo.repo}`);
- console.log(`Repository URL: ${context.payload.repository.html_url}`);
- console.log(`Repository Full Name: ${context.payload.repository.full_name}`);
- console.log(`Repository Name: ${context.payload.repository.name}`);
- console.log(`Repository Owner: ${context.payload.repository.owner.login}`);
- console.log(`Repository Owner URL: ${context.payload.repository.owner.html_url}`);
- console.log(`Event Name: ${context.eventName}`);
-
- const commentAuthor = context.payload.comment.user.login;
- core.setOutput('comment_author', commentAuthor);
-
- const isGreetingFromOwner = commentAuthor === context.payload.repository.owner.login;
- core.setOutput('is_greeting_from_owner', isGreetingFromOwner.toString());
-
- const isAlreadyAssigned = context.payload.issue.assignees.length > 0;
- core.setOutput('is_already_assigned', isAlreadyAssigned.toString());
-
- if (isCommandPresent && isGreetingFromOwner) {
- console.log('Skipping assigning issue: Greeting from repository owner.');
- console.log(`::set-output name=assign_issue::false`);
- } else if (isCommandPresent && isAlreadyAssigned) {
- const { owner, repo, number } = context.issue;
- const assignees = context.payload.issue.assignees.map(assignee => assignee.login).join(', ');
- const commentBody = `Hey @${commentAuthor} ! , This issue is already assigned to @${assignees}. ๐ \n You can work on other issues ๐ \n If there is anything wrong you can contact us on [Discord๐น๏ธ](https://discord.gg/fgwk4XZfxG)๐`;
- await github.issues.createComment({ owner, repo, issue_number: number, body: commentBody });
- console.log(`Commented on the issue: ${commentBody}.`);
- console.log(`::set-output name=assign_issue::false`);
- } else if (isCommandPresent) {
- console.log(`::set-output name=assign_issue::true`);
- } else {
- console.log(`::set-output name=assign_issue::false`);
- }
-
- - name: Assign the issue
- if: steps.check_command.outputs.assign_issue == 'true'
- id: assign_issue
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const { owner, repo, number } = context.issue;
- const assignee = context.payload.comment.user.login;
- await github.issues.addAssignees({ owner, repo, issue_number: number, assignees: [assignee] });
- console.log(`Assigned the issue to ${assignee}.`);
+name: Assign on Comment
+on:
+ issue_comment:
+ types:
+ - created
+
+jobs:
+ assign:
+ runs-on: ubuntu-latest
+
+ steps:
+ - name: Check if /assign command is present
+ id: check_command
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const commentBody = context.payload.comment.body;
+ const assignCommand = '/assign';
+ const isCommandPresent = commentBody.includes(assignCommand);
+ console.log(`Command present: ${isCommandPresent}`);
+ console.log(`Comment: ${commentBody}`);
+ console.log(`Issue Number: ${context.payload.issue.number}`);
+ console.log(`Issue State: ${context.payload.issue.state}`);
+ console.log(`Assignees: ${context.payload.issue.assignees.map(assignee => assignee.login)}`);
+ console.log(`Issue URL: ${context.payload.issue.html_url}`);
+ console.log(`Comment URL: ${context.payload.comment.html_url}`);
+ console.log(`Comment Author: ${context.payload.comment.user.login}`);
+ console.log(`Repository: ${context.repo.owner}/${context.repo.repo}`);
+ console.log(`Repository URL: ${context.payload.repository.html_url}`);
+ console.log(`Repository Full Name: ${context.payload.repository.full_name}`);
+ console.log(`Repository Name: ${context.payload.repository.name}`);
+ console.log(`Repository Owner: ${context.payload.repository.owner.login}`);
+ console.log(`Repository Owner URL: ${context.payload.repository.owner.html_url}`);
+ console.log(`Event Name: ${context.eventName}`);
+
+ const commentAuthor = context.payload.comment.user.login;
+ core.setOutput('comment_author', commentAuthor);
+
+ const isGreetingFromOwner = commentAuthor === context.payload.repository.owner.login;
+ core.setOutput('is_greeting_from_owner', isGreetingFromOwner.toString());
+
+ const isAlreadyAssigned = context.payload.issue.assignees.length > 0;
+ core.setOutput('is_already_assigned', isAlreadyAssigned.toString());
+
+ if (isCommandPresent && isGreetingFromOwner) {
+ console.log('Skipping assigning issue: Greeting from repository owner.');
+ console.log(`::set-output name=assign_issue::false`);
+ } else if (isCommandPresent && isAlreadyAssigned) {
+ const { owner, repo, number } = context.issue;
+ const assignees = context.payload.issue.assignees.map(assignee => assignee.login).join(', ');
+ const commentBody = `Hey @${commentAuthor} ! , This issue is already assigned to @${assignees}. ๐ \n You can work on other issues ๐ \n If there is anything wrong you can contact us on [Discord๐น๏ธ](https://discord.gg/fgwk4XZfxG)๐`;
+ await github.issues.createComment({ owner, repo, issue_number: number, body: commentBody });
+ console.log(`Commented on the issue: ${commentBody}.`);
+ console.log(`::set-output name=assign_issue::false`);
+ } else if (isCommandPresent) {
+ console.log(`::set-output name=assign_issue::true`);
+ } else {
+ console.log(`::set-output name=assign_issue::false`);
+ }
+
+ - name: Assign the issue
+ if: steps.check_command.outputs.assign_issue == 'true'
+ id: assign_issue
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const { owner, repo, number } = context.issue;
+ const assignee = context.payload.comment.user.login;
+ await github.issues.addAssignees({ owner, repo, issue_number: number, assignees: [assignee] });
+ console.log(`Assigned the issue to ${assignee}.`);
diff --git a/.github/old_workflows/greet.yml b/.github/old_workflows/greet.yml
index fe570e59b0..a1ef092ce7 100644
--- a/.github/old_workflows/greet.yml
+++ b/.github/old_workflows/greet.yml
@@ -1,53 +1,53 @@
-name: Comment and Label on Issue Opened
-on:
- issues:
- types:
- - opened
-
-jobs:
- comment_and_label:
- runs-on: ubuntu-latest
-
- steps:
- - name: Checkout repository
- uses: actions/checkout@v2
-
- - name: Add comment
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const commentAuthor = context.payload.issue.user.login;
- const commentBody = `Hey @${commentAuthor} ! \n Thank you for raising an issue ๐ \n You can self assign the issue by commenting /assign in comment ๐ \n Make sure you follow [CODE OF CONDUCT](https://github.com/kunjgit/GameZone/blob/main/.github/CODE_OF_CONDUCT.md) and [CONTRIBUTING GUIDELINES](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md) ๐ \n Donโt Forget to โญ our [GameZone๐ฎ](https://github.com/kunjgit/GameZone)\n Make sure you join our [Discord๐น๏ธ](https://discord.gg/fgwk4XZfxG) `;
- const { owner, repo, number } = context.issue;
-
- await github.issues.createComment({
- owner: owner,
- repo: repo,
- issue_number: number,
- body: commentBody
- });
-
- - name: Add label if issue body contains "GSSoC23"
- id: check_label
- run: |
- if [[ $(echo "${{ github.event.issue.body }}" | grep -q "GSSoC23"; echo $?) == 0 ]]; then
- echo "::set-output name=add_label::true"
- else
- echo "::set-output name=add_label::false"
- fi
-
- - name: Add label "GSSoC23"
- if: ${{ steps.check_label.outputs.add_label == 'true' }}
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const { owner, repo, number } = context.issue;
-
- await github.issues.addLabels({
- owner: owner,
- repo: repo,
- issue_number: number,
- labels: ["GSSoC23"]
- });
+name: Comment and Label on Issue Opened
+on:
+ issues:
+ types:
+ - opened
+
+jobs:
+ comment_and_label:
+ runs-on: ubuntu-latest
+
+ steps:
+ - name: Checkout repository
+ uses: actions/checkout@v2
+
+ - name: Add comment
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const commentAuthor = context.payload.issue.user.login;
+ const commentBody = `Hey @${commentAuthor} ! \n Thank you for raising an issue ๐ \n You can self assign the issue by commenting /assign in comment ๐ \n Make sure you follow [CODE OF CONDUCT](https://github.com/kunjgit/GameZone/blob/main/.github/CODE_OF_CONDUCT.md) and [CONTRIBUTING GUIDELINES](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md) ๐ \n Donโt Forget to โญ our [GameZone๐ฎ](https://github.com/kunjgit/GameZone)\n Make sure you join our [Discord๐น๏ธ](https://discord.gg/fgwk4XZfxG) `;
+ const { owner, repo, number } = context.issue;
+
+ await github.issues.createComment({
+ owner: owner,
+ repo: repo,
+ issue_number: number,
+ body: commentBody
+ });
+
+ - name: Add label if issue body contains "GSSoC23"
+ id: check_label
+ run: |
+ if [[ $(echo "${{ github.event.issue.body }}" | grep -q "GSSoC23"; echo $?) == 0 ]]; then
+ echo "::set-output name=add_label::true"
+ else
+ echo "::set-output name=add_label::false"
+ fi
+
+ - name: Add label "GSSoC23"
+ if: ${{ steps.check_label.outputs.add_label == 'true' }}
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const { owner, repo, number } = context.issue;
+
+ await github.issues.addLabels({
+ owner: owner,
+ repo: repo,
+ issue_number: number,
+ labels: ["GSSoC23"]
+ });
diff --git a/.github/old_workflows/issue_close_greet.yml b/.github/old_workflows/issue_close_greet.yml
index 8e091174ac..9489218ef4 100644
--- a/.github/old_workflows/issue_close_greet.yml
+++ b/.github/old_workflows/issue_close_greet.yml
@@ -1,22 +1,22 @@
-name: Comment on Issue Closure
-on:
- issues:
- types:
- - closed
-
-jobs:
- comment:
- runs-on: ubuntu-latest
-
- steps:
- - name: Comment on Issue Closure
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const { owner, repo, number } = context.issue;
- const author = context.payload.issue.user.login;
- const commentBody = `Hey @${author} ! Thank you so much for your raising the issue๐ \n Itโs all yours, you can come anytime again and make some contributions! ๐ \n Alone, we can do little, but together we can do so much! ๐
- `;
- await github.issues.createComment({ owner, repo, issue_number: number, body: commentBody });
- console.log(`Commented on the issue: ${commentBody}.`);
+name: Comment on Issue Closure
+on:
+ issues:
+ types:
+ - closed
+
+jobs:
+ comment:
+ runs-on: ubuntu-latest
+
+ steps:
+ - name: Comment on Issue Closure
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const { owner, repo, number } = context.issue;
+ const author = context.payload.issue.user.login;
+ const commentBody = `Hey @${author} ! Thank you so much for your raising the issue๐ \n Itโs all yours, you can come anytime again and make some contributions! ๐ \n Alone, we can do little, but together we can do so much! ๐
+ `;
+ await github.issues.createComment({ owner, repo, issue_number: number, body: commentBody });
+ console.log(`Commented on the issue: ${commentBody}.`);
diff --git a/.github/old_workflows/pr_close_greet.yml b/.github/old_workflows/pr_close_greet.yml
index 5e0c5347c9..814e727cf7 100644
--- a/.github/old_workflows/pr_close_greet.yml
+++ b/.github/old_workflows/pr_close_greet.yml
@@ -1,22 +1,22 @@
-name: Comment on PR Closure
-on:
- pull_request_target:
- types:
- - closed
-
-jobs:
- comment:
- runs-on: ubuntu-latest
-
- steps:
- - name: Comment on PR Closure
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const { owner, repo, number } = context.issue;
- const commentAuthor = context.payload.pull_request.user.login;
- const commentBody = `Thank you @${commentAuthor} , for your valuable time and contribution in our GameZone ๐. \n Itโs our GameZone, so Letโs build this GameZone altogether !!๐ค\n Hoping to see you soon with another PR again ๐ \n Wishing you all the best for your journey into Open Source๐
- `;
- await github.issues.createComment({ owner, repo, issue_number: number, body: commentBody });
- console.log(`Commented on the closed PR: ${commentBody}.`);
+name: Comment on PR Closure
+on:
+ pull_request_target:
+ types:
+ - closed
+
+jobs:
+ comment:
+ runs-on: ubuntu-latest
+
+ steps:
+ - name: Comment on PR Closure
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const { owner, repo, number } = context.issue;
+ const commentAuthor = context.payload.pull_request.user.login;
+ const commentBody = `Thank you @${commentAuthor} , for your valuable time and contribution in our GameZone ๐. \n Itโs our GameZone, so Letโs build this GameZone altogether !!๐ค\n Hoping to see you soon with another PR again ๐ \n Wishing you all the best for your journey into Open Source๐
+ `;
+ await github.issues.createComment({ owner, repo, issue_number: number, body: commentBody });
+ console.log(`Commented on the closed PR: ${commentBody}.`);
diff --git a/.github/old_workflows/pr_greet.yml b/.github/old_workflows/pr_greet.yml
index 4ebc068efa..eda9dc1a9d 100644
--- a/.github/old_workflows/pr_greet.yml
+++ b/.github/old_workflows/pr_greet.yml
@@ -1,22 +1,22 @@
-name: Comment on PR Creation
-on:
- pull_request_target:
- types:
- - opened
-
-jobs:
- comment:
- runs-on: ubuntu-latest
-
- steps:
- - name: Comment on PR
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const { owner, repo, number } = context.issue;
- const commentAuthor = context.payload.sender.login;
- const commentBody = `Thank you @${commentAuthor} ,for creating the PR and contributing to our GameZone ๐ \n Review team will review the PR and will reach out to you soon! ๐ \n Make sure that you have marked all the tasks that you are done with โ
. \n Thank you for your patience! ๐
- `;
- await github.issues.createComment({ owner, repo, issue_number: number, body: commentBody });
- console.log(`Commented on the PR: ${commentBody}.`);
+name: Comment on PR Creation
+on:
+ pull_request_target:
+ types:
+ - opened
+
+jobs:
+ comment:
+ runs-on: ubuntu-latest
+
+ steps:
+ - name: Comment on PR
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const { owner, repo, number } = context.issue;
+ const commentAuthor = context.payload.sender.login;
+ const commentBody = `Thank you @${commentAuthor} ,for creating the PR and contributing to our GameZone ๐ \n Review team will review the PR and will reach out to you soon! ๐ \n Make sure that you have marked all the tasks that you are done with โ
. \n Thank you for your patience! ๐
+ `;
+ await github.issues.createComment({ owner, repo, issue_number: number, body: commentBody });
+ console.log(`Commented on the PR: ${commentBody}.`);
diff --git a/.github/workflows/annoucement.yml b/.github/workflows/annoucement.yml
index b47d5398b2..02f91c7723 100644
--- a/.github/workflows/annoucement.yml
+++ b/.github/workflows/annoucement.yml
@@ -1,45 +1,45 @@
-name: Issue Announcement
-on:
- workflow_dispatch:
-
-jobs:
- issue-announcement:
- runs-on: ubuntu-latest
-
- steps:
- - name: Checkout repository
- uses: actions/checkout@v2
-
- - name: Set up Node.js
- uses: actions/setup-node@v2
- with:
- node-version: '14'
-
- - name: Comment on opened issues
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const commentBody = `\n @${context.payload.sender.login} here, \n We have this annoucement to make ๐ข!! \n During the time of PR don't alter main index file ! ๐ \n In main Readme file just use * as a game number during the time we are merging we will add number !! ๐ \n Make sure you join our [Discord๐น๏ธ](https://discord.gg/fgwk4XZfxG) if you haven't ๐ \n Thank you ๐!`;
-
- // Get the list of opened issues
- const { data: issues } = await github.issues.listForRepo({
- owner: context.repo.owner,
- repo: context.repo.repo,
- state: 'open',
- per_page: 100 // Adjust the per_page value as per your requirements
- });
-
- // Comment on each opened issue
- for (const issue of issues) {
- const opener = issue.user.login;
- await github.issues.createComment({
- owner: context.repo.owner,
- repo: context.repo.repo,
- issue_number: issue.number,
- body: `Hey @${opener} ๐!\n ${commentBody}\n\n`
- });
-
- console.log(`Commented on issue #${issue.number}.`);
- }
-
+name: Issue Announcement
+on:
+ workflow_dispatch:
+
+jobs:
+ issue-announcement:
+ runs-on: ubuntu-latest
+
+ steps:
+ - name: Checkout repository
+ uses: actions/checkout@v2
+
+ - name: Set up Node.js
+ uses: actions/setup-node@v2
+ with:
+ node-version: '14'
+
+ - name: Comment on opened issues
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const commentBody = `\n @${context.payload.sender.login} here, \n We have this annoucement to make ๐ข!! \n During the time of PR don't alter main index file ! ๐ \n In main Readme file just use * as a game number during the time we are merging we will add number !! ๐ \n Make sure you join our [Discord๐น๏ธ](https://discord.gg/fgwk4XZfxG) if you haven't ๐ \n Thank you ๐!`;
+
+ // Get the list of opened issues
+ const { data: issues } = await github.issues.listForRepo({
+ owner: context.repo.owner,
+ repo: context.repo.repo,
+ state: 'open',
+ per_page: 100 // Adjust the per_page value as per your requirements
+ });
+
+ // Comment on each opened issue
+ for (const issue of issues) {
+ const opener = issue.user.login;
+ await github.issues.createComment({
+ owner: context.repo.owner,
+ repo: context.repo.repo,
+ issue_number: issue.number,
+ body: `Hey @${opener} ๐!\n ${commentBody}\n\n`
+ });
+
+ console.log(`Commented on issue #${issue.number}.`);
+ }
+
diff --git a/.github/workflows/assign.yml b/.github/workflows/assign.yml
index 7929a324f4..e5e3ad05cd 100644
--- a/.github/workflows/assign.yml
+++ b/.github/workflows/assign.yml
@@ -1,72 +1,72 @@
-name: Assign on Comment
-on:
- issue_comment:
- types:
- - created
-
-jobs:
- assign:
- runs-on: ubuntu-latest
-
- steps:
- - name: Check if /assign command is present
- id: check_command
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const commentBody = context.payload.comment.body;
- const assignCommand = '/assign';
- const isCommandPresent = commentBody.includes(assignCommand);
- console.log(`Command present: ${isCommandPresent}`);
- console.log(`Comment: ${commentBody}`);
- console.log(`Issue Number: ${context.payload.issue.number}`);
- console.log(`Issue State: ${context.payload.issue.state}`);
- console.log(`Assignees: ${context.payload.issue.assignees.map(assignee => assignee.login)}`);
- console.log(`Issue URL: ${context.payload.issue.html_url}`);
- console.log(`Comment URL: ${context.payload.comment.html_url}`);
- console.log(`Comment Author: ${context.payload.comment.user.login}`);
- console.log(`Repository: ${context.repo.owner}/${context.repo.repo}`);
- console.log(`Repository URL: ${context.payload.repository.html_url}`);
- console.log(`Repository Full Name: ${context.payload.repository.full_name}`);
- console.log(`Repository Name: ${context.payload.repository.name}`);
- console.log(`Repository Owner: ${context.payload.repository.owner.login}`);
- console.log(`Repository Owner URL: ${context.payload.repository.owner.html_url}`);
- console.log(`Event Name: ${context.eventName}`);
-
- const commentAuthor = context.payload.comment.user.login;
- core.setOutput('comment_author', commentAuthor);
-
- const isGreetingFromOwner = commentAuthor === context.payload.repository.owner.login;
- core.setOutput('is_greeting_from_owner', isGreetingFromOwner.toString());
-
- const isAlreadyAssigned = context.payload.issue.assignees.length > 0;
- core.setOutput('is_already_assigned', isAlreadyAssigned.toString());
-
- if (isCommandPresent && isGreetingFromOwner) {
- console.log('Skipping assigning issue: Greeting from repository owner.');
- console.log(`::set-output name=assign_issue::false`);
- } else if (isCommandPresent && isAlreadyAssigned) {
- const { owner, repo, number } = context.issue;
- const assignees = context.payload.issue.assignees.map(assignee => assignee.login).join(', ');
- const commentBody = `Hey @${commentAuthor} ! , This issue is already assigned to @${assignees}. ๐ \n You can work on other issues ๐ \n If there is anything wrong you can contact us on [Discord๐น๏ธ](https://discord.gg/fgwk4XZfxG)๐`;
- await github.issues.createComment({ owner, repo, issue_number: number, body: commentBody });
- console.log(`Commented on the issue: ${commentBody}.`);
- console.log(`::set-output name=assign_issue::false`);
- } else if (isCommandPresent) {
- console.log(`::set-output name=assign_issue::true`);
- } else {
- console.log(`::set-output name=assign_issue::false`);
- }
-
- - name: Assign the issue
- if: steps.check_command.outputs.assign_issue == 'true'
- id: assign_issue
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const { owner, repo, number } = context.issue;
- const assignee = context.payload.comment.user.login;
- await github.issues.addAssignees({ owner, repo, issue_number: number, assignees: [assignee] });
- console.log(`Assigned the issue to ${assignee}.`);
+name: Assign on Comment
+on:
+ issue_comment:
+ types:
+ - created
+
+jobs:
+ assign:
+ runs-on: ubuntu-latest
+
+ steps:
+ - name: Check if /assign command is present
+ id: check_command
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const commentBody = context.payload.comment.body;
+ const assignCommand = '/assign';
+ const isCommandPresent = commentBody.includes(assignCommand);
+ console.log(`Command present: ${isCommandPresent}`);
+ console.log(`Comment: ${commentBody}`);
+ console.log(`Issue Number: ${context.payload.issue.number}`);
+ console.log(`Issue State: ${context.payload.issue.state}`);
+ console.log(`Assignees: ${context.payload.issue.assignees.map(assignee => assignee.login)}`);
+ console.log(`Issue URL: ${context.payload.issue.html_url}`);
+ console.log(`Comment URL: ${context.payload.comment.html_url}`);
+ console.log(`Comment Author: ${context.payload.comment.user.login}`);
+ console.log(`Repository: ${context.repo.owner}/${context.repo.repo}`);
+ console.log(`Repository URL: ${context.payload.repository.html_url}`);
+ console.log(`Repository Full Name: ${context.payload.repository.full_name}`);
+ console.log(`Repository Name: ${context.payload.repository.name}`);
+ console.log(`Repository Owner: ${context.payload.repository.owner.login}`);
+ console.log(`Repository Owner URL: ${context.payload.repository.owner.html_url}`);
+ console.log(`Event Name: ${context.eventName}`);
+
+ const commentAuthor = context.payload.comment.user.login;
+ core.setOutput('comment_author', commentAuthor);
+
+ const isGreetingFromOwner = commentAuthor === context.payload.repository.owner.login;
+ core.setOutput('is_greeting_from_owner', isGreetingFromOwner.toString());
+
+ const isAlreadyAssigned = context.payload.issue.assignees.length > 0;
+ core.setOutput('is_already_assigned', isAlreadyAssigned.toString());
+
+ if (isCommandPresent && isGreetingFromOwner) {
+ console.log('Skipping assigning issue: Greeting from repository owner.');
+ console.log(`::set-output name=assign_issue::false`);
+ } else if (isCommandPresent && isAlreadyAssigned) {
+ const { owner, repo, number } = context.issue;
+ const assignees = context.payload.issue.assignees.map(assignee => assignee.login).join(', ');
+ const commentBody = `Hey @${commentAuthor} ! , This issue is already assigned to @${assignees}. ๐ \n You can work on other issues ๐ \n If there is anything wrong you can contact us on [Discord๐น๏ธ](https://discord.gg/fgwk4XZfxG)๐`;
+ await github.issues.createComment({ owner, repo, issue_number: number, body: commentBody });
+ console.log(`Commented on the issue: ${commentBody}.`);
+ console.log(`::set-output name=assign_issue::false`);
+ } else if (isCommandPresent) {
+ console.log(`::set-output name=assign_issue::true`);
+ } else {
+ console.log(`::set-output name=assign_issue::false`);
+ }
+
+ - name: Assign the issue
+ if: steps.check_command.outputs.assign_issue == 'true'
+ id: assign_issue
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const { owner, repo, number } = context.issue;
+ const assignee = context.payload.comment.user.login;
+ await github.issues.addAssignees({ owner, repo, issue_number: number, assignees: [assignee] });
+ console.log(`Assigned the issue to ${assignee}.`);
diff --git a/.github/workflows/close_invalid_issue.yml b/.github/workflows/close_invalid_issue.yml
index 9687f07851..4d7f8162c6 100644
--- a/.github/workflows/close_invalid_issue.yml
+++ b/.github/workflows/close_invalid_issue.yml
@@ -1,59 +1,59 @@
-name: Close Issues Without Keywords
-on:
- issues:
- types:
- - opened
-
-jobs:
- close-issue:
- runs-on: ubuntu-latest
-
- steps:
- - name: Checkout repository
- uses: actions/checkout@v2
-
- - name: Set up Node.js
- uses: actions/setup-node@v2
- with:
- node-version: '14'
-
- - name: Close issue without keywords
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const keywords = ['Documentation Bug', 'New game', 'Enhancement', 'Bug', 'Question'];
- const issueTitle = context.payload.issue.title ? context.payload.issue.title.toLowerCase() : '';
- const openerUsername = context.payload.issue.user.login;
-
- let containsKeyword = false;
- for (const keyword of keywords) {
- if (issueTitle.includes(keyword.toLowerCase())) {
- containsKeyword = true;
- break;
- }
- }
-
- if (!containsKeyword) {
- const commentBody = `Hey @${openerUsername}! ๐ \n It seems like you are not following proper guidelines !! ๐ \n Read documentation properly !!๐ \n If you have any queries reach out to us on [Discord๐น๏ธ](https://discord.gg/fgwk4XZfxG) .`;
-
- // Close the issue
- await github.issues.update({
- owner: context.repo.owner,
- repo: context.repo.repo,
- issue_number: context.issue.number,
- state: 'closed'
- });
-
- // Add comment to the issue
- await github.issues.createComment({
- owner: context.repo.owner,
- repo: context.repo.repo,
- issue_number: context.issue.number,
- body: commentBody
- });
-
- console.log('Closed the issue and added a comment.');
- } else {
- console.log('Issue contains one of the keywords. Skipping...');
- }
+name: Close Issues Without Keywords
+on:
+ issues:
+ types:
+ - opened
+
+jobs:
+ close-issue:
+ runs-on: ubuntu-latest
+
+ steps:
+ - name: Checkout repository
+ uses: actions/checkout@v2
+
+ - name: Set up Node.js
+ uses: actions/setup-node@v2
+ with:
+ node-version: '14'
+
+ - name: Close issue without keywords
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const keywords = ['Documentation Bug', 'New game', 'Enhancement', 'Bug', 'Question'];
+ const issueTitle = context.payload.issue.title ? context.payload.issue.title.toLowerCase() : '';
+ const openerUsername = context.payload.issue.user.login;
+
+ let containsKeyword = false;
+ for (const keyword of keywords) {
+ if (issueTitle.includes(keyword.toLowerCase())) {
+ containsKeyword = true;
+ break;
+ }
+ }
+
+ if (!containsKeyword) {
+ const commentBody = `Hey @${openerUsername}! ๐ \n It seems like you are not following proper guidelines !! ๐ \n Read documentation properly !!๐ \n If you have any queries reach out to us on [Discord๐น๏ธ](https://discord.gg/fgwk4XZfxG) .`;
+
+ // Close the issue
+ await github.issues.update({
+ owner: context.repo.owner,
+ repo: context.repo.repo,
+ issue_number: context.issue.number,
+ state: 'closed'
+ });
+
+ // Add comment to the issue
+ await github.issues.createComment({
+ owner: context.repo.owner,
+ repo: context.repo.repo,
+ issue_number: context.issue.number,
+ body: commentBody
+ });
+
+ console.log('Closed the issue and added a comment.');
+ } else {
+ console.log('Issue contains one of the keywords. Skipping...');
+ }
diff --git a/.github/workflows/greet.yml b/.github/workflows/greet.yml
index fe570e59b0..a1ef092ce7 100644
--- a/.github/workflows/greet.yml
+++ b/.github/workflows/greet.yml
@@ -1,53 +1,53 @@
-name: Comment and Label on Issue Opened
-on:
- issues:
- types:
- - opened
-
-jobs:
- comment_and_label:
- runs-on: ubuntu-latest
-
- steps:
- - name: Checkout repository
- uses: actions/checkout@v2
-
- - name: Add comment
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const commentAuthor = context.payload.issue.user.login;
- const commentBody = `Hey @${commentAuthor} ! \n Thank you for raising an issue ๐ \n You can self assign the issue by commenting /assign in comment ๐ \n Make sure you follow [CODE OF CONDUCT](https://github.com/kunjgit/GameZone/blob/main/.github/CODE_OF_CONDUCT.md) and [CONTRIBUTING GUIDELINES](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md) ๐ \n Donโt Forget to โญ our [GameZone๐ฎ](https://github.com/kunjgit/GameZone)\n Make sure you join our [Discord๐น๏ธ](https://discord.gg/fgwk4XZfxG) `;
- const { owner, repo, number } = context.issue;
-
- await github.issues.createComment({
- owner: owner,
- repo: repo,
- issue_number: number,
- body: commentBody
- });
-
- - name: Add label if issue body contains "GSSoC23"
- id: check_label
- run: |
- if [[ $(echo "${{ github.event.issue.body }}" | grep -q "GSSoC23"; echo $?) == 0 ]]; then
- echo "::set-output name=add_label::true"
- else
- echo "::set-output name=add_label::false"
- fi
-
- - name: Add label "GSSoC23"
- if: ${{ steps.check_label.outputs.add_label == 'true' }}
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const { owner, repo, number } = context.issue;
-
- await github.issues.addLabels({
- owner: owner,
- repo: repo,
- issue_number: number,
- labels: ["GSSoC23"]
- });
+name: Comment and Label on Issue Opened
+on:
+ issues:
+ types:
+ - opened
+
+jobs:
+ comment_and_label:
+ runs-on: ubuntu-latest
+
+ steps:
+ - name: Checkout repository
+ uses: actions/checkout@v2
+
+ - name: Add comment
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const commentAuthor = context.payload.issue.user.login;
+ const commentBody = `Hey @${commentAuthor} ! \n Thank you for raising an issue ๐ \n You can self assign the issue by commenting /assign in comment ๐ \n Make sure you follow [CODE OF CONDUCT](https://github.com/kunjgit/GameZone/blob/main/.github/CODE_OF_CONDUCT.md) and [CONTRIBUTING GUIDELINES](https://github.com/kunjgit/GameZone/blob/main/.github/CONTRIBUTING_GUIDELINE.md) ๐ \n Donโt Forget to โญ our [GameZone๐ฎ](https://github.com/kunjgit/GameZone)\n Make sure you join our [Discord๐น๏ธ](https://discord.gg/fgwk4XZfxG) `;
+ const { owner, repo, number } = context.issue;
+
+ await github.issues.createComment({
+ owner: owner,
+ repo: repo,
+ issue_number: number,
+ body: commentBody
+ });
+
+ - name: Add label if issue body contains "GSSoC23"
+ id: check_label
+ run: |
+ if [[ $(echo "${{ github.event.issue.body }}" | grep -q "GSSoC23"; echo $?) == 0 ]]; then
+ echo "::set-output name=add_label::true"
+ else
+ echo "::set-output name=add_label::false"
+ fi
+
+ - name: Add label "GSSoC23"
+ if: ${{ steps.check_label.outputs.add_label == 'true' }}
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const { owner, repo, number } = context.issue;
+
+ await github.issues.addLabels({
+ owner: owner,
+ repo: repo,
+ issue_number: number,
+ labels: ["GSSoC23"]
+ });
diff --git a/.github/workflows/issue_close_greet.yml b/.github/workflows/issue_close_greet.yml
index 8e091174ac..9489218ef4 100644
--- a/.github/workflows/issue_close_greet.yml
+++ b/.github/workflows/issue_close_greet.yml
@@ -1,22 +1,22 @@
-name: Comment on Issue Closure
-on:
- issues:
- types:
- - closed
-
-jobs:
- comment:
- runs-on: ubuntu-latest
-
- steps:
- - name: Comment on Issue Closure
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const { owner, repo, number } = context.issue;
- const author = context.payload.issue.user.login;
- const commentBody = `Hey @${author} ! Thank you so much for your raising the issue๐ \n Itโs all yours, you can come anytime again and make some contributions! ๐ \n Alone, we can do little, but together we can do so much! ๐
- `;
- await github.issues.createComment({ owner, repo, issue_number: number, body: commentBody });
- console.log(`Commented on the issue: ${commentBody}.`);
+name: Comment on Issue Closure
+on:
+ issues:
+ types:
+ - closed
+
+jobs:
+ comment:
+ runs-on: ubuntu-latest
+
+ steps:
+ - name: Comment on Issue Closure
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const { owner, repo, number } = context.issue;
+ const author = context.payload.issue.user.login;
+ const commentBody = `Hey @${author} ! Thank you so much for your raising the issue๐ \n Itโs all yours, you can come anytime again and make some contributions! ๐ \n Alone, we can do little, but together we can do so much! ๐
+ `;
+ await github.issues.createComment({ owner, repo, issue_number: number, body: commentBody });
+ console.log(`Commented on the issue: ${commentBody}.`);
diff --git a/.github/workflows/level_tags.yml b/.github/workflows/level_tags.yml
index caa071ef8d..af3cd065e8 100644
--- a/.github/workflows/level_tags.yml
+++ b/.github/workflows/level_tags.yml
@@ -1,58 +1,58 @@
-name: Add Tags to Issues
-on:
- issues:
- types:
- - opened
-
-jobs:
- add-tags:
- runs-on: ubuntu-latest
-
- steps:
- - name: Checkout repository
- uses: actions/checkout@v2
-
- - name: Set up Node.js
- uses: actions/setup-node@v2
- with:
- node-version: '14'
-
- - name: Add tags to issues
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const { issue } = context.payload;
- const { owner, repo } = context.repo;
- const { title, body } = issue;
-
- let tagsToAdd = [];
-
- // Check if issue text contains "Documentation Bug"
- if (body && body.toLowerCase().includes('documentation bug')) {
- tagsToAdd.push('level1');
- }
-
- // Check if issue title contains "Enhancement"
- if (title && title.toLowerCase().includes('enhancement')) {
- tagsToAdd.push('level2');
- }
-
- // Check if issue title contains "New game"
- if (title && title.toLowerCase().includes('new game')) {
- tagsToAdd.push('level3');
- }
-
- if (tagsToAdd.length > 0) {
- // Add tags to the issue
- await github.issues.addLabels({
- owner: owner,
- repo: repo,
- issue_number: issue.number,
- labels: tagsToAdd
- });
-
- console.log(`Added tags ${tagsToAdd.join(', ')} to issue #${issue.number}.`);
- } else {
- console.log('No tags to add.');
- }
+name: Add Tags to Issues
+on:
+ issues:
+ types:
+ - opened
+
+jobs:
+ add-tags:
+ runs-on: ubuntu-latest
+
+ steps:
+ - name: Checkout repository
+ uses: actions/checkout@v2
+
+ - name: Set up Node.js
+ uses: actions/setup-node@v2
+ with:
+ node-version: '14'
+
+ - name: Add tags to issues
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const { issue } = context.payload;
+ const { owner, repo } = context.repo;
+ const { title, body } = issue;
+
+ let tagsToAdd = [];
+
+ // Check if issue text contains "Documentation Bug"
+ if (body && body.toLowerCase().includes('documentation bug')) {
+ tagsToAdd.push('level1');
+ }
+
+ // Check if issue title contains "Enhancement"
+ if (title && title.toLowerCase().includes('enhancement')) {
+ tagsToAdd.push('level2');
+ }
+
+ // Check if issue title contains "New game"
+ if (title && title.toLowerCase().includes('new game')) {
+ tagsToAdd.push('level3');
+ }
+
+ if (tagsToAdd.length > 0) {
+ // Add tags to the issue
+ await github.issues.addLabels({
+ owner: owner,
+ repo: repo,
+ issue_number: issue.number,
+ labels: tagsToAdd
+ });
+
+ console.log(`Added tags ${tagsToAdd.join(', ')} to issue #${issue.number}.`);
+ } else {
+ console.log('No tags to add.');
+ }
diff --git a/.github/workflows/new_game.yml b/.github/workflows/new_game.yml
index c67c174576..086747472f 100644
--- a/.github/workflows/new_game.yml
+++ b/.github/workflows/new_game.yml
@@ -1,44 +1,44 @@
-name: Add New Game Label
-on:
- issues:
- types:
- - opened
-
-jobs:
- label:
- runs-on: ubuntu-latest
-
- steps:
- - name: Check if issue title contains "New Game"
- id: check_title
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const issueTitle = context.payload.issue.title;
- const isNewGame = issueTitle.includes('New game');
- console.log(`Issue title: ${issueTitle}`);
- console.log(`Is New Game: ${isNewGame}`);
- console.log(`Issue Number: ${context.payload.issue.number}`);
- console.log(`Issue State: ${context.payload.issue.state}`);
- console.log(`Issue URL: ${context.payload.issue.html_url}`);
- console.log(`Repository: ${context.repo.owner}/${context.repo.repo}`);
- console.log(`Repository URL: ${context.payload.repository.html_url}`);
- console.log(`Repository Full Name: ${context.payload.repository.full_name}`);
- console.log(`Repository Name: ${context.payload.repository.name}`);
- console.log(`Repository Owner: ${context.payload.repository.owner.login}`);
- console.log(`Repository Owner URL: ${context.payload.repository.owner.html_url}`);
- console.log(`Event Name: ${context.eventName}`);
-
- core.setOutput('is_new_game', isNewGame.toString());
-
- - name: Add "New Game" label
- if: steps.check_title.outputs.is_new_game == 'true'
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const { owner, repo, number } = context.issue;
- const label = 'New Game ๐ฎ';
- await github.issues.addLabels({ owner, repo, issue_number: number, labels: [label] });
- console.log(`Added label "${label}" to the issue.`);
+name: Add New Game Label
+on:
+ issues:
+ types:
+ - opened
+
+jobs:
+ label:
+ runs-on: ubuntu-latest
+
+ steps:
+ - name: Check if issue title contains "New Game"
+ id: check_title
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const issueTitle = context.payload.issue.title;
+ const isNewGame = issueTitle.includes('New game');
+ console.log(`Issue title: ${issueTitle}`);
+ console.log(`Is New Game: ${isNewGame}`);
+ console.log(`Issue Number: ${context.payload.issue.number}`);
+ console.log(`Issue State: ${context.payload.issue.state}`);
+ console.log(`Issue URL: ${context.payload.issue.html_url}`);
+ console.log(`Repository: ${context.repo.owner}/${context.repo.repo}`);
+ console.log(`Repository URL: ${context.payload.repository.html_url}`);
+ console.log(`Repository Full Name: ${context.payload.repository.full_name}`);
+ console.log(`Repository Name: ${context.payload.repository.name}`);
+ console.log(`Repository Owner: ${context.payload.repository.owner.login}`);
+ console.log(`Repository Owner URL: ${context.payload.repository.owner.html_url}`);
+ console.log(`Event Name: ${context.eventName}`);
+
+ core.setOutput('is_new_game', isNewGame.toString());
+
+ - name: Add "New Game" label
+ if: steps.check_title.outputs.is_new_game == 'true'
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const { owner, repo, number } = context.issue;
+ const label = 'New Game ๐ฎ';
+ await github.issues.addLabels({ owner, repo, issue_number: number, labels: [label] });
+ console.log(`Added label "${label}" to the issue.`);
diff --git a/.github/workflows/pr_close_greet.yml b/.github/workflows/pr_close_greet.yml
index 5e0c5347c9..814e727cf7 100644
--- a/.github/workflows/pr_close_greet.yml
+++ b/.github/workflows/pr_close_greet.yml
@@ -1,22 +1,22 @@
-name: Comment on PR Closure
-on:
- pull_request_target:
- types:
- - closed
-
-jobs:
- comment:
- runs-on: ubuntu-latest
-
- steps:
- - name: Comment on PR Closure
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const { owner, repo, number } = context.issue;
- const commentAuthor = context.payload.pull_request.user.login;
- const commentBody = `Thank you @${commentAuthor} , for your valuable time and contribution in our GameZone ๐. \n Itโs our GameZone, so Letโs build this GameZone altogether !!๐ค\n Hoping to see you soon with another PR again ๐ \n Wishing you all the best for your journey into Open Source๐
- `;
- await github.issues.createComment({ owner, repo, issue_number: number, body: commentBody });
- console.log(`Commented on the closed PR: ${commentBody}.`);
+name: Comment on PR Closure
+on:
+ pull_request_target:
+ types:
+ - closed
+
+jobs:
+ comment:
+ runs-on: ubuntu-latest
+
+ steps:
+ - name: Comment on PR Closure
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const { owner, repo, number } = context.issue;
+ const commentAuthor = context.payload.pull_request.user.login;
+ const commentBody = `Thank you @${commentAuthor} , for your valuable time and contribution in our GameZone ๐. \n Itโs our GameZone, so Letโs build this GameZone altogether !!๐ค\n Hoping to see you soon with another PR again ๐ \n Wishing you all the best for your journey into Open Source๐
+ `;
+ await github.issues.createComment({ owner, repo, issue_number: number, body: commentBody });
+ console.log(`Commented on the closed PR: ${commentBody}.`);
diff --git a/.github/workflows/pr_greet.yml b/.github/workflows/pr_greet.yml
index 4ebc068efa..eda9dc1a9d 100644
--- a/.github/workflows/pr_greet.yml
+++ b/.github/workflows/pr_greet.yml
@@ -1,22 +1,22 @@
-name: Comment on PR Creation
-on:
- pull_request_target:
- types:
- - opened
-
-jobs:
- comment:
- runs-on: ubuntu-latest
-
- steps:
- - name: Comment on PR
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const { owner, repo, number } = context.issue;
- const commentAuthor = context.payload.sender.login;
- const commentBody = `Thank you @${commentAuthor} ,for creating the PR and contributing to our GameZone ๐ \n Review team will review the PR and will reach out to you soon! ๐ \n Make sure that you have marked all the tasks that you are done with โ
. \n Thank you for your patience! ๐
- `;
- await github.issues.createComment({ owner, repo, issue_number: number, body: commentBody });
- console.log(`Commented on the PR: ${commentBody}.`);
+name: Comment on PR Creation
+on:
+ pull_request_target:
+ types:
+ - opened
+
+jobs:
+ comment:
+ runs-on: ubuntu-latest
+
+ steps:
+ - name: Comment on PR
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const { owner, repo, number } = context.issue;
+ const commentAuthor = context.payload.sender.login;
+ const commentBody = `Thank you @${commentAuthor} ,for creating the PR and contributing to our GameZone ๐ \n Review team will review the PR and will reach out to you soon! ๐ \n Make sure that you have marked all the tasks that you are done with โ
. \n Thank you for your patience! ๐
+ `;
+ await github.issues.createComment({ owner, repo, issue_number: number, body: commentBody });
+ console.log(`Commented on the PR: ${commentBody}.`);
diff --git a/.github/workflows/remove_duplicate.yml b/.github/workflows/remove_duplicate.yml
index 8ec6ce4ff0..a0947dfb39 100644
--- a/.github/workflows/remove_duplicate.yml
+++ b/.github/workflows/remove_duplicate.yml
@@ -1,117 +1,117 @@
-name: Prevent Duplicate Issues
-on:
- issues:
- types:
- - opened
-
-jobs:
- prevent-duplicate-issues:
- runs-on: ubuntu-latest
-
- steps:
- - name: Checkout repository
- uses: actions/checkout@v2
-
- - name: Set up Node.js
- uses: actions/setup-node@v2
- with:
- node-version: '14'
-
- - name: Install dependencies
- run: npm install --prefix .github string-similarity
-
- - name: Check for duplicate issue
- id: check_duplicate
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const newIssueTitle = context.payload.issue.title ? context.payload.issue.title.toLowerCase() : '';
- const newIssueWords = newIssueTitle.split(' ');
-
- const { data: issues } = await github.issues.listForRepo({
- owner: context.repo.owner,
- repo: context.repo.repo,
- state: 'open',
- per_page: 100 // Adjust the per_page value as per your requirements
- });
-
- const stringSimilarity = require('.github/node_modules/string-similarity');
- let isDuplicate = false;
- let duplicateIssueNumber = null;
- let similarIssueNumber = null;
-
- for (const issue of issues) {
- if (issue.number === context.issue.number) {
- continue; // Skip the current issue being checked
- }
-
- const existingIssueTitle = issue.title ? issue.title.toLowerCase() : '';
- const existingIssueWords = existingIssueTitle.split(' ');
-
- let matchedWordCount = 0;
- for (const word of newIssueWords) {
- let maxSimilarity = 0;
- for (const existingWord of existingIssueWords) {
- const similarity = stringSimilarity.compareTwoStrings(word, existingWord);
- if (similarity >= 0.75 && similarity > maxSimilarity) {
- maxSimilarity = similarity;
- }
- }
- if (maxSimilarity >= 0.75) {
- matchedWordCount++;
- }
- }
-
- const similarityPercentage = (matchedWordCount / newIssueWords.length) * 100;
- if (similarityPercentage >= 80) {
- // Check if both current and similar issues have '[New Game]:' in the title
- const hasNewGameTitle = newIssueTitle.includes('[new game]:');
- const hasSimilarNewGameTitle = existingIssueTitle.includes('[new game]:');
-
- if (hasNewGameTitle && hasSimilarNewGameTitle) {
- isDuplicate = true;
- duplicateIssueNumber = issue.number;
- similarIssueNumber = issue.number;
- break;
- }
- }
- }
-
- core.setOutput('is_duplicate', isDuplicate.toString());
- core.setOutput('duplicate_issue_number', duplicateIssueNumber ? duplicateIssueNumber.toString() : '');
- core.setOutput('similar_issue_number', similarIssueNumber ? similarIssueNumber.toString() : '');
-
- - name: Close duplicate issue and comment
- if: steps.check_duplicate.outputs.is_duplicate == 'true'
- uses: actions/github-script@v4
- with:
- github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
- script: |
- const duplicateIssueNumber = parseInt('${{ steps.check_duplicate.outputs.duplicate_issue_number }}');
- const { owner, repo } = context.repo;
-
- // Close the newly created duplicate issue
- await github.issues.update({
- owner: owner,
- repo: repo,
- issue_number: context.issue.number,
- state: 'closed'
- });
-
- // Get the issue opener's username
- const openerUsername = context.payload.issue.user.login;
-
- // Comment on the newly created duplicate issue
- await github.issues.createComment({
- owner: owner,
- repo: repo,
- issue_number: context.issue.number,
- body: `Hey @${openerUsername}! \nWe are already having a similar game request in #${duplicateIssueNumber} ๐ \nMake sure you come up with a cool unique idea ๐ \n Waiting for your new game idea ๐.`
- });
-
- console.log(`Closed the duplicate issue #${duplicateIssueNumber}.`);
-
- - name: Skip if not a duplicate issue
- if: steps.check_duplicate.outputs.is_duplicate != 'true'
- run: echo "Not a duplicate issue. Skipping..."
+name: Prevent Duplicate Issues
+on:
+ issues:
+ types:
+ - opened
+
+jobs:
+ prevent-duplicate-issues:
+ runs-on: ubuntu-latest
+
+ steps:
+ - name: Checkout repository
+ uses: actions/checkout@v2
+
+ - name: Set up Node.js
+ uses: actions/setup-node@v2
+ with:
+ node-version: '14'
+
+ - name: Install dependencies
+ run: npm install --prefix .github string-similarity
+
+ - name: Check for duplicate issue
+ id: check_duplicate
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const newIssueTitle = context.payload.issue.title ? context.payload.issue.title.toLowerCase() : '';
+ const newIssueWords = newIssueTitle.split(' ');
+
+ const { data: issues } = await github.issues.listForRepo({
+ owner: context.repo.owner,
+ repo: context.repo.repo,
+ state: 'open',
+ per_page: 100 // Adjust the per_page value as per your requirements
+ });
+
+ const stringSimilarity = require('.github/node_modules/string-similarity');
+ let isDuplicate = false;
+ let duplicateIssueNumber = null;
+ let similarIssueNumber = null;
+
+ for (const issue of issues) {
+ if (issue.number === context.issue.number) {
+ continue; // Skip the current issue being checked
+ }
+
+ const existingIssueTitle = issue.title ? issue.title.toLowerCase() : '';
+ const existingIssueWords = existingIssueTitle.split(' ');
+
+ let matchedWordCount = 0;
+ for (const word of newIssueWords) {
+ let maxSimilarity = 0;
+ for (const existingWord of existingIssueWords) {
+ const similarity = stringSimilarity.compareTwoStrings(word, existingWord);
+ if (similarity >= 0.75 && similarity > maxSimilarity) {
+ maxSimilarity = similarity;
+ }
+ }
+ if (maxSimilarity >= 0.75) {
+ matchedWordCount++;
+ }
+ }
+
+ const similarityPercentage = (matchedWordCount / newIssueWords.length) * 100;
+ if (similarityPercentage >= 80) {
+ // Check if both current and similar issues have '[New Game]:' in the title
+ const hasNewGameTitle = newIssueTitle.includes('[new game]:');
+ const hasSimilarNewGameTitle = existingIssueTitle.includes('[new game]:');
+
+ if (hasNewGameTitle && hasSimilarNewGameTitle) {
+ isDuplicate = true;
+ duplicateIssueNumber = issue.number;
+ similarIssueNumber = issue.number;
+ break;
+ }
+ }
+ }
+
+ core.setOutput('is_duplicate', isDuplicate.toString());
+ core.setOutput('duplicate_issue_number', duplicateIssueNumber ? duplicateIssueNumber.toString() : '');
+ core.setOutput('similar_issue_number', similarIssueNumber ? similarIssueNumber.toString() : '');
+
+ - name: Close duplicate issue and comment
+ if: steps.check_duplicate.outputs.is_duplicate == 'true'
+ uses: actions/github-script@v4
+ with:
+ github-token: ${{ secrets.PERSONAL_ACCESS_TOKEN }}
+ script: |
+ const duplicateIssueNumber = parseInt('${{ steps.check_duplicate.outputs.duplicate_issue_number }}');
+ const { owner, repo } = context.repo;
+
+ // Close the newly created duplicate issue
+ await github.issues.update({
+ owner: owner,
+ repo: repo,
+ issue_number: context.issue.number,
+ state: 'closed'
+ });
+
+ // Get the issue opener's username
+ const openerUsername = context.payload.issue.user.login;
+
+ // Comment on the newly created duplicate issue
+ await github.issues.createComment({
+ owner: owner,
+ repo: repo,
+ issue_number: context.issue.number,
+ body: `Hey @${openerUsername}! \nWe are already having a similar game request in #${duplicateIssueNumber} ๐ \nMake sure you come up with a cool unique idea ๐ \n Waiting for your new game idea ๐.`
+ });
+
+ console.log(`Closed the duplicate issue #${duplicateIssueNumber}.`);
+
+ - name: Skip if not a duplicate issue
+ if: steps.check_duplicate.outputs.is_duplicate != 'true'
+ run: echo "Not a duplicate issue. Skipping..."
diff --git a/Games/Aim_Training/README.md b/Games/Aim_Training/README.md
index d917955386..5d2a59cd67 100644
--- a/Games/Aim_Training/README.md
+++ b/Games/Aim_Training/README.md
@@ -1,42 +1,42 @@
-# **Game_Name**
-
-Aim Training
----
-
-
-## **Description ๐**
-
-- Aim training game is a simple and addictive game where the player's objective is to pop as many bubbles as possible within a limited time. Colorful bubbles randomly appear on the screen, and the player must quickly click on them to pop them. Each popped bubble earns the player a point, and the score is displayed in real-time. The game lasts for 30 seconds.
-
-- The player starts the game by clicking the "Start" button.
-
-- Bubbles start appearing on the screen at regular intervals.
-
-- The player's goal is to click on the bubbles to pop them.
-
-- Overall, the game aims to test the player's agility, reflexes, and hand-eye coordination.
-
-## **functionalities ๐ฎ**
-
-- Colorful bubbles appear randomly on the screen at regular intervals.
-- The player can click on the bubbles to pop them and earn points.
-- The player's score is displayed in real-time, showing the number of bubbles popped.
-- The highest score achieved is tracked and displayed as the high score.
-
-
-## **How to play? ๐น๏ธ**
-
-- just hit start and there you go.
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-
- ![Game image](../../assets/images/Aim_Training.png)
-
-
-
+# **Game_Name**
+
+Aim Training
+---
+
+
+## **Description ๐**
+
+- Aim training game is a simple and addictive game where the player's objective is to pop as many bubbles as possible within a limited time. Colorful bubbles randomly appear on the screen, and the player must quickly click on them to pop them. Each popped bubble earns the player a point, and the score is displayed in real-time. The game lasts for 30 seconds.
+
+- The player starts the game by clicking the "Start" button.
+
+- Bubbles start appearing on the screen at regular intervals.
+
+- The player's goal is to click on the bubbles to pop them.
+
+- Overall, the game aims to test the player's agility, reflexes, and hand-eye coordination.
+
+## **functionalities ๐ฎ**
+
+- Colorful bubbles appear randomly on the screen at regular intervals.
+- The player can click on the bubbles to pop them and earn points.
+- The player's score is displayed in real-time, showing the number of bubbles popped.
+- The highest score achieved is tracked and displayed as the high score.
+
+
+## **How to play? ๐น๏ธ**
+
+- just hit start and there you go.
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+
+ ![Game image](../../assets/images/Aim_Training.png)
+
+
+
\ No newline at end of file
diff --git a/Games/Aim_Training/index.html b/Games/Aim_Training/index.html
index ded38c4dd1..2dadbd0c42 100644
--- a/Games/Aim_Training/index.html
+++ b/Games/Aim_Training/index.html
@@ -1,20 +1,20 @@
-
-
-
- Aim training
- Aim training
+
-
-## **Description ๐**
-- A retro styled game testing your reflexes and precision on the keyboard. Your main aim is to shoot as many aliens as you can using the shooter given to you.
-
-
-## **functionalities ๐ฎ**
-- Easy to play
-- Scoring system so that you can compare points with your friends.
-- Responsive design for most of the monitors.
-
-
-## **How to play? ๐น๏ธ**
-- Your aim is to shoot as many aliens as possible.
-- The more you shoot the more they become and faster they approach.
-- But shooting 1 aliens gets you 100 points. When you shoot a certain set of aliens, you get bonus points for the same; that is 100 times the number of aliens you just shot.
-
-
-## **Screenshots ๐ธ**
-
-
-
-![Game image](../../assets/images/Alien_Shooter.png)
-
-
-
-## **Working video ๐น**
-
-
-
-https://github.com/singh-anushka/GameZone/assets/93376863/f75000d6-a34a-41b3-8c51-ac817022d576
-
+# **ALIEN_SHOOTERS**
+
+---
+
+
+
+## **Description ๐**
+- A retro styled game testing your reflexes and precision on the keyboard. Your main aim is to shoot as many aliens as you can using the shooter given to you.
+
+
+## **functionalities ๐ฎ**
+- Easy to play
+- Scoring system so that you can compare points with your friends.
+- Responsive design for most of the monitors.
+
+
+## **How to play? ๐น๏ธ**
+- Your aim is to shoot as many aliens as possible.
+- The more you shoot the more they become and faster they approach.
+- But shooting 1 aliens gets you 100 points. When you shoot a certain set of aliens, you get bonus points for the same; that is 100 times the number of aliens you just shot.
+
+
+## **Screenshots ๐ธ**
+
+
+
+![Game image](../../assets/images/Alien_Shooter.png)
+
+
+
+## **Working video ๐น**
+
+
+
+https://github.com/singh-anushka/GameZone/assets/93376863/f75000d6-a34a-41b3-8c51-ac817022d576
+
diff --git a/Games/Alien_Shooters/index.html b/Games/Alien_Shooters/index.html
index a18af5f42f..a788b1a57a 100644
--- a/Games/Alien_Shooters/index.html
+++ b/Games/Alien_Shooters/index.html
@@ -1,18 +1,18 @@
-
-
-
-
-
- Alien Shooter
-
-
-
+
+
+
+
+
+ Alien Shooter
+
+
+
diff --git a/Games/Alien_Shooters/script.js b/Games/Alien_Shooters/script.js
index 7919d71dd7..fe66aba6a9 100644
--- a/Games/Alien_Shooters/script.js
+++ b/Games/Alien_Shooters/script.js
@@ -1,241 +1,241 @@
-//board
-let tileSize = 32;
-let rows = 16;
-let columns = 16;
-
-let board;
-let boardWidth = tileSize * columns; // 32 * 16
-let boardHeight = tileSize * rows; // 32 * 16
-let context;
-
-//ship
-let shipWidth = tileSize*2;
-let shipHeight = tileSize;
-let shipX = tileSize * columns/2 - tileSize;
-let shipY = tileSize * rows - tileSize*2;
-
-let ship = {
- x : shipX,
- y : shipY,
- width : shipWidth,
- height : shipHeight
-}
-
-let shipImg;
-let shipVelocityX = tileSize; //ship moving speed
-
-//aliens
-let alienArray = [];
-let alienWidth = tileSize*2;
-let alienHeight = tileSize;
-let alienX = tileSize;
-let alienY = tileSize;
-let alienImg;
-
-let alienRows = 2;
-let alienColumns = 3;
-let alienCount = 0; //number of aliens to defeat
-let alienVelocityX = 1; //alien moving speed
-
-//bullets
-let bulletArray = [];
-let bulletVelocityY = -10; //bullet moving speed
-
-let score = 0;
-let gameOver = false;
-
-window.onload = function() {
- board = document.getElementById("board");
- board.width = boardWidth;
- board.height = boardHeight;
- context = board.getContext("2d"); //used for drawing on the board
-
- shipImg = new Image();
- shipImg.src = "./assets/shooter.png";
- shipImg.onload = function() {
- context.drawImage(shipImg, ship.x, ship.y, ship.width, ship.height);
- }
-
- alienImg = new Image();
- generateAliens();
- createAliens();
-
- requestAnimationFrame(update);
- document.addEventListener("keydown", moveShip);
- document.addEventListener("keyup", shoot);
-}
-
-function generateAliens(){
- var n = Math.floor(Math.random()*4);
- alienImg.src = "./assets/" + n + ".png";
-}
-
-function update() {
- requestAnimationFrame(update);
-
- if(gameOver){
- if(e.code == "Space"){
- resetGame();
- }
- return;
- }
-
- context.clearRect(0, 0, board.width, board.height);
-
- //ship
- context.drawImage(shipImg, ship.x, ship.y, ship.width, ship.height);
-
- //alien
- for (let i = 0; i < alienArray.length; i++) {
- let alien = alienArray[i];
- if (alien.alive) {
- alien.x += alienVelocityX;
-
- //if alien touches the borders
- if (alien.x + alien.width >= board.width || alien.x <= 0) {
- alienVelocityX *= -1;
- alien.x += alienVelocityX*2;
-
- //move all aliens up by one row
- for (let j = 0; j < alienArray.length; j++) {
- alienArray[j].y += alienHeight;
- }
- }
- context.drawImage(alienImg, alien.x, alien.y, alien.width, alien.height);
-
- if (alien.y >= ship.y) {
- gameOver = true;
- context.fillStyle = "#F806CC";
- context.font = "30px 'Play'";
- context.fillText("Press 'Space' to Restart", 93, 250);
- }
- }
- }
-
- //bullets
- for (let i = 0; i < bulletArray.length; i++) {
- let bullet = bulletArray[i];
- bullet.y += bulletVelocityY;
- context.fillStyle="white";
- context.fillRect(bullet.x, bullet.y, bullet.width, bullet.height);
-
- //bullet collision with aliens
- for (let j = 0; j < alienArray.length; j++) {
- let alien = alienArray[j];
- if (!bullet.used && alien.alive && detectCollision(bullet, alien)) {
- bullet.used = true;
- alien.alive = false;
- alienCount--;
- score += 100;
- }
- }
- }
-
- //clear bullets
- while (bulletArray.length > 0 && (bulletArray[0].used || bulletArray[0].y < 0)) {
- bulletArray.shift(); //removes the first element of the array
- }
-
- //next level
- if (alienCount == 0) {
- //increase the number of aliens in columns and rows by 1
- score += alienColumns * alienRows * 100; //bonus points :)
- alienColumns = Math.min(alienColumns + 1, columns/2 -2); //cap at 16/2 -2 = 6
- alienRows = Math.min(alienRows + 1, rows-4); //cap at 16-4 = 12
- if (alienVelocityX > 0) {
- alienVelocityX += 0.2; //increase the alien movement speed towards the right
- }
- else {
- alienVelocityX -= 0.2; //increase the alien movement speed towards the left
- }
- alienArray = [];
- bulletArray = [];
- createAliens();
- }
-
- //score
- context.font = "23px 'Play' ";
- context.fillStyle = "#FFED00";
- context.fillText("Score: ", 5, 20)
- context.fillText(score, 75, 20);
-}
-
-function moveShip(e) {
- if(gameOver){
- if(e.code == "Space"){
- resetGame();
- }
- return;
- }
-
- if (e.code == "ArrowLeft" && ship.x - shipVelocityX >= 0) {
- ship.x -= shipVelocityX; //move left one tile
- }
- else if (e.code == "ArrowRight" && ship.x + shipVelocityX + ship.width <= board.width) {
- ship.x += shipVelocityX; //move right one tile
- }
-}
-
-function createAliens() {
- for (let c = 0; c < alienColumns; c++) {
- for (let r = 0; r < alienRows; r++) {
- let alien = {
- img : alienImg,
- x : alienX + c*alienWidth,
- y : alienY + r*alienHeight,
- width : alienWidth,
- height : alienHeight,
- alive : true
- }
- alienArray.push(alien);
- }
- }
- alienCount = alienArray.length;
-}
-
-function shoot(e) {
- if(gameOver){
- if(e.code == "Space"){
- resetGame();
- }
- return;
- }
-
- if (e.code == "Space") {
- //shoot
- let bullet = {
- x : ship.x + shipWidth*15/32,
- y : ship.y,
- width : tileSize/8,
- height : tileSize/2,
- used : false
- }
- bulletArray.push(bullet);
- }
-}
-
-function detectCollision(a, b) {
- return a.x < b.x + b.width && //a's top left doesn't reach b's top right
- a.x + a.width > b.x && //a's top right passes b's top left
- a.y < b.y + b.height && //a's top left doesn't reach b's bottom left
- a.y + a.height > b.y; //a's bottom left passes b's top left
-}
-
-function resetGame(){
- score = 0;
- gameOver = false;
-
- ship = {
- x : shipX,
- y : shipY,
- width : shipWidth,
- height : shipHeight
- }
-
- alienArray = [];
- alienRows = 2;
- alienColumns = 3;
- generateAliens();
- createAliens();
- alienVelocityX = 1;
+//board
+let tileSize = 32;
+let rows = 16;
+let columns = 16;
+
+let board;
+let boardWidth = tileSize * columns; // 32 * 16
+let boardHeight = tileSize * rows; // 32 * 16
+let context;
+
+//ship
+let shipWidth = tileSize*2;
+let shipHeight = tileSize;
+let shipX = tileSize * columns/2 - tileSize;
+let shipY = tileSize * rows - tileSize*2;
+
+let ship = {
+ x : shipX,
+ y : shipY,
+ width : shipWidth,
+ height : shipHeight
+}
+
+let shipImg;
+let shipVelocityX = tileSize; //ship moving speed
+
+//aliens
+let alienArray = [];
+let alienWidth = tileSize*2;
+let alienHeight = tileSize;
+let alienX = tileSize;
+let alienY = tileSize;
+let alienImg;
+
+let alienRows = 2;
+let alienColumns = 3;
+let alienCount = 0; //number of aliens to defeat
+let alienVelocityX = 1; //alien moving speed
+
+//bullets
+let bulletArray = [];
+let bulletVelocityY = -10; //bullet moving speed
+
+let score = 0;
+let gameOver = false;
+
+window.onload = function() {
+ board = document.getElementById("board");
+ board.width = boardWidth;
+ board.height = boardHeight;
+ context = board.getContext("2d"); //used for drawing on the board
+
+ shipImg = new Image();
+ shipImg.src = "./assets/shooter.png";
+ shipImg.onload = function() {
+ context.drawImage(shipImg, ship.x, ship.y, ship.width, ship.height);
+ }
+
+ alienImg = new Image();
+ generateAliens();
+ createAliens();
+
+ requestAnimationFrame(update);
+ document.addEventListener("keydown", moveShip);
+ document.addEventListener("keyup", shoot);
+}
+
+function generateAliens(){
+ var n = Math.floor(Math.random()*4);
+ alienImg.src = "./assets/" + n + ".png";
+}
+
+function update() {
+ requestAnimationFrame(update);
+
+ if(gameOver){
+ if(e.code == "Space"){
+ resetGame();
+ }
+ return;
+ }
+
+ context.clearRect(0, 0, board.width, board.height);
+
+ //ship
+ context.drawImage(shipImg, ship.x, ship.y, ship.width, ship.height);
+
+ //alien
+ for (let i = 0; i < alienArray.length; i++) {
+ let alien = alienArray[i];
+ if (alien.alive) {
+ alien.x += alienVelocityX;
+
+ //if alien touches the borders
+ if (alien.x + alien.width >= board.width || alien.x <= 0) {
+ alienVelocityX *= -1;
+ alien.x += alienVelocityX*2;
+
+ //move all aliens up by one row
+ for (let j = 0; j < alienArray.length; j++) {
+ alienArray[j].y += alienHeight;
+ }
+ }
+ context.drawImage(alienImg, alien.x, alien.y, alien.width, alien.height);
+
+ if (alien.y >= ship.y) {
+ gameOver = true;
+ context.fillStyle = "#F806CC";
+ context.font = "30px 'Play'";
+ context.fillText("Press 'Space' to Restart", 93, 250);
+ }
+ }
+ }
+
+ //bullets
+ for (let i = 0; i < bulletArray.length; i++) {
+ let bullet = bulletArray[i];
+ bullet.y += bulletVelocityY;
+ context.fillStyle="white";
+ context.fillRect(bullet.x, bullet.y, bullet.width, bullet.height);
+
+ //bullet collision with aliens
+ for (let j = 0; j < alienArray.length; j++) {
+ let alien = alienArray[j];
+ if (!bullet.used && alien.alive && detectCollision(bullet, alien)) {
+ bullet.used = true;
+ alien.alive = false;
+ alienCount--;
+ score += 100;
+ }
+ }
+ }
+
+ //clear bullets
+ while (bulletArray.length > 0 && (bulletArray[0].used || bulletArray[0].y < 0)) {
+ bulletArray.shift(); //removes the first element of the array
+ }
+
+ //next level
+ if (alienCount == 0) {
+ //increase the number of aliens in columns and rows by 1
+ score += alienColumns * alienRows * 100; //bonus points :)
+ alienColumns = Math.min(alienColumns + 1, columns/2 -2); //cap at 16/2 -2 = 6
+ alienRows = Math.min(alienRows + 1, rows-4); //cap at 16-4 = 12
+ if (alienVelocityX > 0) {
+ alienVelocityX += 0.2; //increase the alien movement speed towards the right
+ }
+ else {
+ alienVelocityX -= 0.2; //increase the alien movement speed towards the left
+ }
+ alienArray = [];
+ bulletArray = [];
+ createAliens();
+ }
+
+ //score
+ context.font = "23px 'Play' ";
+ context.fillStyle = "#FFED00";
+ context.fillText("Score: ", 5, 20)
+ context.fillText(score, 75, 20);
+}
+
+function moveShip(e) {
+ if(gameOver){
+ if(e.code == "Space"){
+ resetGame();
+ }
+ return;
+ }
+
+ if (e.code == "ArrowLeft" && ship.x - shipVelocityX >= 0) {
+ ship.x -= shipVelocityX; //move left one tile
+ }
+ else if (e.code == "ArrowRight" && ship.x + shipVelocityX + ship.width <= board.width) {
+ ship.x += shipVelocityX; //move right one tile
+ }
+}
+
+function createAliens() {
+ for (let c = 0; c < alienColumns; c++) {
+ for (let r = 0; r < alienRows; r++) {
+ let alien = {
+ img : alienImg,
+ x : alienX + c*alienWidth,
+ y : alienY + r*alienHeight,
+ width : alienWidth,
+ height : alienHeight,
+ alive : true
+ }
+ alienArray.push(alien);
+ }
+ }
+ alienCount = alienArray.length;
+}
+
+function shoot(e) {
+ if(gameOver){
+ if(e.code == "Space"){
+ resetGame();
+ }
+ return;
+ }
+
+ if (e.code == "Space") {
+ //shoot
+ let bullet = {
+ x : ship.x + shipWidth*15/32,
+ y : ship.y,
+ width : tileSize/8,
+ height : tileSize/2,
+ used : false
+ }
+ bulletArray.push(bullet);
+ }
+}
+
+function detectCollision(a, b) {
+ return a.x < b.x + b.width && //a's top left doesn't reach b's top right
+ a.x + a.width > b.x && //a's top right passes b's top left
+ a.y < b.y + b.height && //a's top left doesn't reach b's bottom left
+ a.y + a.height > b.y; //a's bottom left passes b's top left
+}
+
+function resetGame(){
+ score = 0;
+ gameOver = false;
+
+ ship = {
+ x : shipX,
+ y : shipY,
+ width : shipWidth,
+ height : shipHeight
+ }
+
+ alienArray = [];
+ alienRows = 2;
+ alienColumns = 3;
+ generateAliens();
+ createAliens();
+ alienVelocityX = 1;
}
\ No newline at end of file
diff --git a/Games/Alien_Shooters/style.css b/Games/Alien_Shooters/style.css
index c4e58c8f2b..a84c706e64 100644
--- a/Games/Alien_Shooters/style.css
+++ b/Games/Alien_Shooters/style.css
@@ -1,19 +1,19 @@
-body {
- background-color: #393E46;
- display: flex;
- flex-direction: column;
- justify-content: center;
- align-items: center;
- text-align: center;
-}
-
-h1{
- color: #00B7C2;
- font-family: 'Press Start 2P', cursive;
-}
-
-#board {
- background-color: #212121;
- width: 700px;
- height: 700px;
+body {
+ background-color: #393E46;
+ display: flex;
+ flex-direction: column;
+ justify-content: center;
+ align-items: center;
+ text-align: center;
+}
+
+h1{
+ color: #00B7C2;
+ font-family: 'Press Start 2P', cursive;
+}
+
+#board {
+ background-color: #212121;
+ width: 700px;
+ height: 700px;
}
\ No newline at end of file
diff --git a/Games/Alphabet/README.md b/Games/Alphabet/README.md
index bc2b631a68..ac5e125022 100644
--- a/Games/Alphabet/README.md
+++ b/Games/Alphabet/README.md
@@ -1,26 +1,26 @@
-# **Alphabet**
-
----
-
-
-
-## **Description ๐**
-The project is designed to help children learn the alphabet in an interactive and engaging way.
-
--
-
-## **functionalities ๐ฎ**
-The project features a user interface that displays all the alphabets from A to Z, accompanied by corresponding images. When a child clicks on a specific alphabet or types a single alphabet, a corresponding sound is played. For example, if the child clicks on the letter 'A', a sound saying "A for apple" will be played.
-
-The purpose of this project is to provide a fun and educational tool for children to learn and familiarize themselves with the alphabet. By associating each letter with a visual representation and an auditory cue, it aims to enhance their understanding and retention of the alphabet.
--
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-[Alphabet](https://github.com/kunjgit/GameZone/blob/main/assets/images/Alphabet.png)
-
-
+# **Alphabet**
+
+---
+
+
+
+## **Description ๐**
+The project is designed to help children learn the alphabet in an interactive and engaging way.
+
+-
+
+## **functionalities ๐ฎ**
+The project features a user interface that displays all the alphabets from A to Z, accompanied by corresponding images. When a child clicks on a specific alphabet or types a single alphabet, a corresponding sound is played. For example, if the child clicks on the letter 'A', a sound saying "A for apple" will be played.
+
+The purpose of this project is to provide a fun and educational tool for children to learn and familiarize themselves with the alphabet. By associating each letter with a visual representation and an auditory cue, it aims to enhance their understanding and retention of the alphabet.
+-
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+[Alphabet](https://github.com/kunjgit/GameZone/blob/main/assets/images/Alphabet.png)
+
+
diff --git a/Games/Alphabet/index.html b/Games/Alphabet/index.html
index 5274237fbd..8d35ebb2ab 100644
--- a/Games/Alphabet/index.html
+++ b/Games/Alphabet/index.html
@@ -1,48 +1,48 @@
-
-
-
-
- ALPHABET
- ALPHABET
+
-
-## **How to play? ๐น๏ธ**
-- The game will start with ball at the center, and a total 3 game lives.
-- Your role is to use the paddle at the bottom and hit the ball, so that the ball hits and smashed the bricks on the top.
-- Try not to let the ball touch the ground; if happens so, then a one of the game lives will be reduced.
-- If all the game lives are exhausted, then you lose ๐.
-- If all the bricks are smashed the you Win!
-
-
-## **Screenshots ๐ธ**
-
-
-
-![image](../../assets/images/Atari_breakout.png)
-
-
-
-## **Working video ๐น**
-
-
-https://github.com/singh-anushka/GameZone/assets/93376863/cf2523db-0d97-4e17-93e5-cc465dc63847
-
+# **Atari Breakout**
+---
+
+## **Description ๐**
+- This a fun game clone of a very popular game called as atari breakout. Not only being great recreational source, it also acts as a great way of increasing responsiveness and estimation capacity of the player.
+
+## **functionalities ๐ฎ**
+- to be played on desktop.
+
+
+## **How to play? ๐น๏ธ**
+- The game will start with ball at the center, and a total 3 game lives.
+- Your role is to use the paddle at the bottom and hit the ball, so that the ball hits and smashed the bricks on the top.
+- Try not to let the ball touch the ground; if happens so, then a one of the game lives will be reduced.
+- If all the game lives are exhausted, then you lose ๐.
+- If all the bricks are smashed the you Win!
+
+
+## **Screenshots ๐ธ**
+
+
+
+![image](../../assets/images/Atari_breakout.png)
+
+
+
+## **Working video ๐น**
+
+
+https://github.com/singh-anushka/GameZone/assets/93376863/cf2523db-0d97-4e17-93e5-cc465dc63847
+
diff --git a/Games/Atari_breakout/index.html b/Games/Atari_breakout/index.html
index 7a993874af..2e0437cbcf 100644
--- a/Games/Atari_breakout/index.html
+++ b/Games/Atari_breakout/index.html
@@ -1,18 +1,18 @@
-
-
-
-
-
-
- Atari Breakout
-
-
+
+
+
+
+
+
+ Atari Breakout
+
+
\ No newline at end of file
diff --git a/Games/Atari_breakout/script.js b/Games/Atari_breakout/script.js
index 8030123ec8..0328d2c128 100644
--- a/Games/Atari_breakout/script.js
+++ b/Games/Atari_breakout/script.js
@@ -1,256 +1,256 @@
-// height and width of the board
-let board;
-let boardHeight = 500;
-let boardWidth = 500;
-let context;
-
-//player
-let playerWidth = 80;
-let playerHeight = 10;
-let playerVelocityX = 20;
-
-let player = {
- x : (boardWidth - playerWidth)/2,
- y : (boardHeight - playerHeight) - 5,
- width : playerWidth,
- height : playerHeight,
- velocityX : playerVelocityX
-}
-
-//ball
-let ballWidth = 10;
-let ballHeight = 10;
-let ballVelocityX = 3;
-let ballVelocityY = 2;
-
-let ball = {
- x : boardWidth/2,
- y : boardHeight/2,
- width : ballWidth,
- height : ballHeight,
- velocityX : ballVelocityX,
- velocityY : ballVelocityY
-}
-
-//blocks
-let blockArray = [];
-let blockWidth = 50;
-let blockHeight = 10;
-let blockColumns = 8;
-let blockRows = 5;
-let blockCount = 0;
-
-let blockX = 15;
-let blockY = 45;
-
-let score = 0;
-let gameOver = false;
-
-//lives
-let livesImg = new Image();
-livesImg.src = "./assets/lives.png";
-let lives = 3;
-
-window.onload = function() {
- board = document.getElementById("board");
- board.height = boardHeight;
- board.width = boardWidth;
- context = board.getContext("2d"); //used for drawing on the board
-
- // draw the initial player
- context.fillStyle = "#FFED00";
- context.fillRect(player.x, player.y, player.width, player.height);
-
- requestAnimationFrame(update);
- document.addEventListener("keydown", movePlayer);
-
- createBlocks();
-}
-
-function update(){
- requestAnimationFrame(update);
- if(gameOver) return;
- context.clearRect(0, 0, board.width, board.height);
-
- //player
- context.fillStyle = "#FFED00";
- context.fillRect(player.x, player.y, player.width, player.height);
-
- //ball
- context.fillStyle = "#FF5F9E";
- ball.x += ball.velocityX;
- ball.y += ball.velocityY;
- context.fillRect(ball.x, ball.y, ball.width, ball.height);
-
-
- //bouncing ball
- // over wall
- if(ball.y <= 0 ){
- // if ball touches top
- ball.velocityY *= -1;
- }
- else if(ball.x <= 0 || ((ball.x + ball.width) >= boardWidth)){
- //if ball touches the sides
- ball.velocityX *= -1;
- }
- else if((ball.y + ball.height) >= boardHeight){
- context.font = "20px 'Play' ";
- lives--;
- if(lives == 0){
- context.fillStyle = "#39B5E0";
- context.fillText("Game Over: Press 'Space' to Restart", 85, 280);
- gameOver = true;
- }
- else{
- ball = {
- x : boardWidth/2,
- y : boardHeight/2,
- width : ballWidth,
- height : ballHeight,
- velocityX : ballVelocityX,
- velocityY : ballVelocityY
- }
- }
- }
-
- // over paddle
- if(topCollision(ball, player) || bottomCollision(ball, player)){
- ball.velocityY *= -1;
- }
- else if(leftCollision(ball, player) || rightCollision(ball, player)){
- ballVelocityX *= -1;
- }
-
- //blocks
- context.fillStyle = "#B3005E";
- for(let i=0; i< blockArray.length; i++){
- let block = blockArray[i];
- if(!block.break){
- if(topCollision(ball, block) || bottomCollision(ball, block)){
- block.break = true;
- ball.velocityY *= -1;
- blockCount -= 1;
- score += 100;
- }
- else if(leftCollision(ball, block) || rightCollision(ball, block)){
- block.break = true;
- ball.velocityX *= -1;
- blockCount -= 1;
- score += 100;
- }
- context.fillRect(block.x, block.y, block.width, block.height);
- }
- }
-
- //winning condition
- if(blockCount == 0){
- context.font = "20px 'Play' ";
- context.fillStyle = "#39B5E0";
- context.fillText("You Win!", 200, 200);
- context.fillText("Your final score is: ", 140, 230);
- context.fillText(score, 310, 230);
- context.fillText("Press 'Space' to Restart", 140, 260);
- gameOver = true;
- }
-
- //score
- context.font = "20px 'Play' ";
- context.fillStyle = "#39B5E0";
- context.fillText("Score: ", 10, 25);
- context.fillText(score, 75, 25);
-
- context.drawImage(livesImg, 430, 7, 35, 25);
- context.fillText(": ", 458, 24);
- context.fillText(lives, 468, 25);
-}
-
-function outOfBounds(xPosition){
- return ((xPosition < 0) || (xPosition + playerWidth > boardWidth));
-}
-
-function movePlayer(e){
- if(gameOver){
- if(e.code == "Space"){
- resetGame();
- }
- return;
- }
- if(e.code == "ArrowLeft"){
- // player.x -= player.velocityX;
- let nextPlayerX = player.x - player.velocityX;
- if(!outOfBounds(nextPlayerX)) player.x = nextPlayerX;
-
- }
- else if(e.code == "ArrowRight"){
- let nextPlayerX = player.x + player.velocityX;
- if(!outOfBounds(nextPlayerX)) player.x = nextPlayerX;
- }
-
-}
-
-function detectCollision(a, b){
- return a.x < b.x + b.width && //a's top left corner doesn't reach b's top right corner
- a.x + a.width > b.x && //a's top right corner passes b's top left corner
- a.y < b.y + b.height && //a's top left corner doesn't reach b's bottom left corner
- a.y + a.height > b.y; //a's bottom left corner passes b's top left corner
-}
-
-function topCollision(ball, block){ // a = ball and b = block
- return detectCollision(ball, block) && ((ball.y + ball.height) >= block.y);
-}
-
-function bottomCollision(ball, block){
- return detectCollision(ball, block) &&((block.y + block.height) >= ball.y);
-}
-
-function leftCollision(ball, block){
- return detectCollision(ball, block) && ((ball.x + ball.width) >= block.x);
-}
-
-function rightCollision(ball, block){
- return detectCollision(ball, block) && ((block.x + block.width) >= ball.x);
-}
-
-function createBlocks(){
- blockArray = [];
- for(let c = 0; c < blockColumns; c++){
- for(let r = 0; r < blockRows; r++){
- let block = {
- x : blockX + c*blockWidth + c*10,
- y : blockY + r*blockHeight + r*10,
- width : blockWidth,
- height : blockHeight,
- break : false
- }
- blockArray.push(block);
- }
- }
- blockCount = blockArray.length;
-
-}
-
-function resetGame(){
- gameOver = false;
- player = {
- x : (boardWidth - playerWidth)/2,
- y : (boardHeight - playerHeight) - 5,
- width : playerWidth,
- height : playerHeight,
- velocityX : playerVelocityX
- }
-
- ball = {
- x : boardWidth/2,
- y : boardHeight/2,
- width : ballWidth,
- height : ballHeight,
- velocityX : ballVelocityX,
- velocityY : ballVelocityY
- }
-
- blockArray = [];
- blockRows = 5;
- score = 0;
- lives = 3;
- createBlocks();
+// height and width of the board
+let board;
+let boardHeight = 500;
+let boardWidth = 500;
+let context;
+
+//player
+let playerWidth = 80;
+let playerHeight = 10;
+let playerVelocityX = 20;
+
+let player = {
+ x : (boardWidth - playerWidth)/2,
+ y : (boardHeight - playerHeight) - 5,
+ width : playerWidth,
+ height : playerHeight,
+ velocityX : playerVelocityX
+}
+
+//ball
+let ballWidth = 10;
+let ballHeight = 10;
+let ballVelocityX = 3;
+let ballVelocityY = 2;
+
+let ball = {
+ x : boardWidth/2,
+ y : boardHeight/2,
+ width : ballWidth,
+ height : ballHeight,
+ velocityX : ballVelocityX,
+ velocityY : ballVelocityY
+}
+
+//blocks
+let blockArray = [];
+let blockWidth = 50;
+let blockHeight = 10;
+let blockColumns = 8;
+let blockRows = 5;
+let blockCount = 0;
+
+let blockX = 15;
+let blockY = 45;
+
+let score = 0;
+let gameOver = false;
+
+//lives
+let livesImg = new Image();
+livesImg.src = "./assets/lives.png";
+let lives = 3;
+
+window.onload = function() {
+ board = document.getElementById("board");
+ board.height = boardHeight;
+ board.width = boardWidth;
+ context = board.getContext("2d"); //used for drawing on the board
+
+ // draw the initial player
+ context.fillStyle = "#FFED00";
+ context.fillRect(player.x, player.y, player.width, player.height);
+
+ requestAnimationFrame(update);
+ document.addEventListener("keydown", movePlayer);
+
+ createBlocks();
+}
+
+function update(){
+ requestAnimationFrame(update);
+ if(gameOver) return;
+ context.clearRect(0, 0, board.width, board.height);
+
+ //player
+ context.fillStyle = "#FFED00";
+ context.fillRect(player.x, player.y, player.width, player.height);
+
+ //ball
+ context.fillStyle = "#FF5F9E";
+ ball.x += ball.velocityX;
+ ball.y += ball.velocityY;
+ context.fillRect(ball.x, ball.y, ball.width, ball.height);
+
+
+ //bouncing ball
+ // over wall
+ if(ball.y <= 0 ){
+ // if ball touches top
+ ball.velocityY *= -1;
+ }
+ else if(ball.x <= 0 || ((ball.x + ball.width) >= boardWidth)){
+ //if ball touches the sides
+ ball.velocityX *= -1;
+ }
+ else if((ball.y + ball.height) >= boardHeight){
+ context.font = "20px 'Play' ";
+ lives--;
+ if(lives == 0){
+ context.fillStyle = "#39B5E0";
+ context.fillText("Game Over: Press 'Space' to Restart", 85, 280);
+ gameOver = true;
+ }
+ else{
+ ball = {
+ x : boardWidth/2,
+ y : boardHeight/2,
+ width : ballWidth,
+ height : ballHeight,
+ velocityX : ballVelocityX,
+ velocityY : ballVelocityY
+ }
+ }
+ }
+
+ // over paddle
+ if(topCollision(ball, player) || bottomCollision(ball, player)){
+ ball.velocityY *= -1;
+ }
+ else if(leftCollision(ball, player) || rightCollision(ball, player)){
+ ballVelocityX *= -1;
+ }
+
+ //blocks
+ context.fillStyle = "#B3005E";
+ for(let i=0; i< blockArray.length; i++){
+ let block = blockArray[i];
+ if(!block.break){
+ if(topCollision(ball, block) || bottomCollision(ball, block)){
+ block.break = true;
+ ball.velocityY *= -1;
+ blockCount -= 1;
+ score += 100;
+ }
+ else if(leftCollision(ball, block) || rightCollision(ball, block)){
+ block.break = true;
+ ball.velocityX *= -1;
+ blockCount -= 1;
+ score += 100;
+ }
+ context.fillRect(block.x, block.y, block.width, block.height);
+ }
+ }
+
+ //winning condition
+ if(blockCount == 0){
+ context.font = "20px 'Play' ";
+ context.fillStyle = "#39B5E0";
+ context.fillText("You Win!", 200, 200);
+ context.fillText("Your final score is: ", 140, 230);
+ context.fillText(score, 310, 230);
+ context.fillText("Press 'Space' to Restart", 140, 260);
+ gameOver = true;
+ }
+
+ //score
+ context.font = "20px 'Play' ";
+ context.fillStyle = "#39B5E0";
+ context.fillText("Score: ", 10, 25);
+ context.fillText(score, 75, 25);
+
+ context.drawImage(livesImg, 430, 7, 35, 25);
+ context.fillText(": ", 458, 24);
+ context.fillText(lives, 468, 25);
+}
+
+function outOfBounds(xPosition){
+ return ((xPosition < 0) || (xPosition + playerWidth > boardWidth));
+}
+
+function movePlayer(e){
+ if(gameOver){
+ if(e.code == "Space"){
+ resetGame();
+ }
+ return;
+ }
+ if(e.code == "ArrowLeft"){
+ // player.x -= player.velocityX;
+ let nextPlayerX = player.x - player.velocityX;
+ if(!outOfBounds(nextPlayerX)) player.x = nextPlayerX;
+
+ }
+ else if(e.code == "ArrowRight"){
+ let nextPlayerX = player.x + player.velocityX;
+ if(!outOfBounds(nextPlayerX)) player.x = nextPlayerX;
+ }
+
+}
+
+function detectCollision(a, b){
+ return a.x < b.x + b.width && //a's top left corner doesn't reach b's top right corner
+ a.x + a.width > b.x && //a's top right corner passes b's top left corner
+ a.y < b.y + b.height && //a's top left corner doesn't reach b's bottom left corner
+ a.y + a.height > b.y; //a's bottom left corner passes b's top left corner
+}
+
+function topCollision(ball, block){ // a = ball and b = block
+ return detectCollision(ball, block) && ((ball.y + ball.height) >= block.y);
+}
+
+function bottomCollision(ball, block){
+ return detectCollision(ball, block) &&((block.y + block.height) >= ball.y);
+}
+
+function leftCollision(ball, block){
+ return detectCollision(ball, block) && ((ball.x + ball.width) >= block.x);
+}
+
+function rightCollision(ball, block){
+ return detectCollision(ball, block) && ((block.x + block.width) >= ball.x);
+}
+
+function createBlocks(){
+ blockArray = [];
+ for(let c = 0; c < blockColumns; c++){
+ for(let r = 0; r < blockRows; r++){
+ let block = {
+ x : blockX + c*blockWidth + c*10,
+ y : blockY + r*blockHeight + r*10,
+ width : blockWidth,
+ height : blockHeight,
+ break : false
+ }
+ blockArray.push(block);
+ }
+ }
+ blockCount = blockArray.length;
+
+}
+
+function resetGame(){
+ gameOver = false;
+ player = {
+ x : (boardWidth - playerWidth)/2,
+ y : (boardHeight - playerHeight) - 5,
+ width : playerWidth,
+ height : playerHeight,
+ velocityX : playerVelocityX
+ }
+
+ ball = {
+ x : boardWidth/2,
+ y : boardHeight/2,
+ width : ballWidth,
+ height : ballHeight,
+ velocityX : ballVelocityX,
+ velocityY : ballVelocityY
+ }
+
+ blockArray = [];
+ blockRows = 5;
+ score = 0;
+ lives = 3;
+ createBlocks();
}
\ No newline at end of file
diff --git a/Games/Atari_breakout/styles.css b/Games/Atari_breakout/styles.css
index 938e815f4a..377ba01ee4 100644
--- a/Games/Atari_breakout/styles.css
+++ b/Games/Atari_breakout/styles.css
@@ -1,21 +1,21 @@
-body{
- text-align: center;
- background-color: #191825;
- display: flex;
- flex-direction: column;
- align-items: center;
- justify-content: space-around;
- height: 100vh;
-}
-h1{
- font-family: 'Press Start 2P', cursive;
- color: #865DFF;
- font-size: 45pt;
-}
-#board{
- background-color: black;
- border: 5px solid #0F6292;
- border-bottom: 0px;
- height: 600px;
- width: 600px;
+body{
+ text-align: center;
+ background-color: #191825;
+ display: flex;
+ flex-direction: column;
+ align-items: center;
+ justify-content: space-around;
+ height: 100vh;
+}
+h1{
+ font-family: 'Press Start 2P', cursive;
+ color: #865DFF;
+ font-size: 45pt;
+}
+#board{
+ background-color: black;
+ border: 5px solid #0F6292;
+ border-bottom: 0px;
+ height: 600px;
+ width: 600px;
}
\ No newline at end of file
diff --git a/Games/Black_Jack/README.md b/Games/Black_Jack/README.md
index 81f83a824e..b2e435a5d2 100644
--- a/Games/Black_Jack/README.md
+++ b/Games/Black_Jack/README.md
@@ -1,44 +1,44 @@
-# **Black Jack Card Game**
-
----
-
-
-
-## **Description ๐**
-- This game is built to develop strategic thinking along with recreation.
-- This project is built on a basic web tech stacks such as HTML, CSS and Javascript.
-
-## **functionalities ๐ฎ**
-- Shuffling of cards.
-- Initializing scores at start of the game and score calculation after every "hit".
-- Comparing and returning score and verdict after "stay" is clicked.
-
-
-## **How to play? ๐น๏ธ**
-- The game will start 2 cards given to you and a buddle of cards whose sum is at least 17 to the dealer and a hidden card.
-- Your job is to click the "hit" button to get new cards. If the sum of cards becomes greater than or equal to 21, "hit" is inactivated; then press "stay". "Stay" can also be pressed while "hit" is active too.
-- How score is calculated?
-
- 1. Number Cards - Score for each card is the same as the number given on the card.
- 2. King, Queen, Jack - Score for each card is 10.
- 3. Ace - Score for each card is either 1 or 11, as per player's(your or dealer) convenience.
-
-- How final outcomes are decided?
-
- 1. Your score greater than 21 - Lose
- 2. Your score is less than 21 but dealer's score is greater tha 21 - Win
- 3. Both their scores are less than 21 - One with the higher score Wins
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-![image](../../assets/images/Black_Jack.png)
-
-
-
-## **Working video ๐น**
-
-https://github.com/singh-anushka/GameZone/assets/93376863/8c30ee76-5777-41eb-8f72-9ee59be45955
+# **Black Jack Card Game**
+
+---
+
+
+
+## **Description ๐**
+- This game is built to develop strategic thinking along with recreation.
+- This project is built on a basic web tech stacks such as HTML, CSS and Javascript.
+
+## **functionalities ๐ฎ**
+- Shuffling of cards.
+- Initializing scores at start of the game and score calculation after every "hit".
+- Comparing and returning score and verdict after "stay" is clicked.
+
+
+## **How to play? ๐น๏ธ**
+- The game will start 2 cards given to you and a buddle of cards whose sum is at least 17 to the dealer and a hidden card.
+- Your job is to click the "hit" button to get new cards. If the sum of cards becomes greater than or equal to 21, "hit" is inactivated; then press "stay". "Stay" can also be pressed while "hit" is active too.
+- How score is calculated?
+
+ 1. Number Cards - Score for each card is the same as the number given on the card.
+ 2. King, Queen, Jack - Score for each card is 10.
+ 3. Ace - Score for each card is either 1 or 11, as per player's(your or dealer) convenience.
+
+- How final outcomes are decided?
+
+ 1. Your score greater than 21 - Lose
+ 2. Your score is less than 21 but dealer's score is greater tha 21 - Win
+ 3. Both their scores are less than 21 - One with the higher score Wins
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+![image](../../assets/images/Black_Jack.png)
+
+
+
+## **Working video ๐น**
+
+https://github.com/singh-anushka/GameZone/assets/93376863/8c30ee76-5777-41eb-8f72-9ee59be45955
diff --git a/Games/Black_Jack/index.html b/Games/Black_Jack/index.html
index 6e4dbcd6c0..0dd8ba594e 100644
--- a/Games/Black_Jack/index.html
+++ b/Games/Black_Jack/index.html
@@ -1,40 +1,40 @@
-
-
-
-
-
-
-
- Black Jack
- Dealer :
- You :
-
-
-
- Black Jack
+ Dealer :
+ You :
+
+
+
+
-
-## **Description ๐**
-- The goal is to match at least three candies of the same colour and type in a row or column to clear them from the board. With each successful match, players earn points.
-- This project is built on a basic web tech stacks such as HTML, CSS and Javascript.
-
-## **functionalities ๐ฎ**
-- Scoring system to for comparison.
-- Responsive design.
-- Random candy generation.
-
-
-## **How to play? ๐น๏ธ**
-- The game will start with a 9x9 candy board.
-- Use your mouse and interchange the places of the candies.
-- As you form a line(either horizontal or vertical) of atleast 3 candies you score atleast 30 points.
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-![image](../../assets/images/candy_crush.png)
-
-
-
-## **Working video ๐น**
-
-
-
-
-https://github.com/singh-anushka/GameZone/assets/93376863/4c99b212-0d20-4b3e-9674-325792093d08
-
+# **Candy Crush**
+
+---
+
+
+
+## **Description ๐**
+- The goal is to match at least three candies of the same colour and type in a row or column to clear them from the board. With each successful match, players earn points.
+- This project is built on a basic web tech stacks such as HTML, CSS and Javascript.
+
+## **functionalities ๐ฎ**
+- Scoring system to for comparison.
+- Responsive design.
+- Random candy generation.
+
+
+## **How to play? ๐น๏ธ**
+- The game will start with a 9x9 candy board.
+- Use your mouse and interchange the places of the candies.
+- As you form a line(either horizontal or vertical) of atleast 3 candies you score atleast 30 points.
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+![image](../../assets/images/candy_crush.png)
+
+
+
+## **Working video ๐น**
+
+
+
+
+https://github.com/singh-anushka/GameZone/assets/93376863/4c99b212-0d20-4b3e-9674-325792093d08
+
diff --git a/Games/Candy_Crush/index.html b/Games/Candy_Crush/index.html
index 929321ab15..e5a1d5ed33 100644
--- a/Games/Candy_Crush/index.html
+++ b/Games/Candy_Crush/index.html
@@ -1,23 +1,23 @@
-
-
-
-
-
-
- Score: 0
-
-
Candy Crush
-
-
+
+
+
+
+
+
+ Score: 0
+
+
Candy Crush
+
+
\ No newline at end of file
diff --git a/Games/Candy_Crush/script.js b/Games/Candy_Crush/script.js
index 513c5a0370..0df154ce2e 100644
--- a/Games/Candy_Crush/script.js
+++ b/Games/Candy_Crush/script.js
@@ -1,204 +1,204 @@
-
-var candies = ["Blue", "Orange", "Green", "Yellow", "Red", "Purple"];
-var board = [];
-var rows = 9;
-var columns = 9;
-var score = 0;
-
-var currTile;
-var otherTile;
-
-
-window.onload = function() {
- startGame();
-
- //1/10th of a second
- window.setInterval(function(){
- crushCandy();
- slideCandy();
- generateCandy();
- }, 100);
-}
-
-function randomCandy() {
- return candies[Math.floor(Math.random() * candies.length)]; //0 - 5.99
-}
-
-function startGame() {
- for (let r = 0; r < rows; r++) {
- let row = [];
- for (let c = 0; c < columns; c++) {
- //
- let tile = document.createElement("img");
- tile.id = r.toString() + "-" + c.toString();
- tile.src = "././assets/" + randomCandy() + ".png";
-
- //DRAG FUNCTIONALITY
- tile.addEventListener("dragstart", dragStart); //click on a candy, initialize drag process
- tile.addEventListener("dragover", dragOver); //clicking on candy, moving mouse to drag the candy
- tile.addEventListener("dragenter", dragEnter); //dragging candy onto another candy
- tile.addEventListener("dragleave", dragLeave); //leave candy over another candy
- tile.addEventListener("drop", dragDrop); //dropping a candy over another candy
- tile.addEventListener("dragend", dragEnd); //after drag process completed, we swap candies
-
- document.getElementById("board").append(tile);
- row.push(tile);
- }
- board.push(row);
- }
-
- console.log(board);
-}
-
-function dragStart() {
- //this refers to tile that was clicked on for dragging
- currTile = this;
-}
-
-function dragOver(e) {
- e.preventDefault();
-}
-
-function dragEnter(e) {
- e.preventDefault();
-}
-
-function dragLeave() {
-
-}
-
-function dragDrop() {
- //this refers to the target tile that was dropped on
- otherTile = this;
-}
-
-function dragEnd() {
-
- if (currTile.src.includes("blank") || otherTile.src.includes("blank")) {
- return;
- }
-
- let currCoords = currTile.id.split("-"); // id="0-0" -> ["0", "0"]
- let r = parseInt(currCoords[0]);
- let c = parseInt(currCoords[1]);
-
- let otherCoords = otherTile.id.split("-");
- let r2 = parseInt(otherCoords[0]);
- let c2 = parseInt(otherCoords[1]);
-
- let moveLeft = c2 == c-1 && r == r2;
- let moveRight = c2 == c+1 && r == r2;
-
- let moveUp = r2 == r-1 && c == c2;
- let moveDown = r2 == r+1 && c == c2;
-
- let isAdjacent = moveLeft || moveRight || moveUp || moveDown;
-
- if (isAdjacent) {
- let currImg = currTile.src;
- let otherImg = otherTile.src;
- currTile.src = otherImg;
- otherTile.src = currImg;
-
- let validMove = checkValid();
- if (!validMove) {
- let currImg = currTile.src;
- let otherImg = otherTile.src;
- currTile.src = otherImg;
- otherTile.src = currImg;
- }
- }
-}
-
-function crushCandy() {
- //crushFive();
- //crushFour();
- crushThree();
- document.getElementById("score").innerText = score;
-
-}
-
-function crushThree() {
- //check rows
- for (let r = 0; r < rows; r++) {
- for (let c = 0; c < columns-2; c++) {
- let candy1 = board[r][c];
- let candy2 = board[r][c+1];
- let candy3 = board[r][c+2];
- if (candy1.src == candy2.src && candy2.src == candy3.src && !candy1.src.includes("blank")) {
- candy1.src = "././assets/blank.png";
- candy2.src = "././assets/blank.png";
- candy3.src = "././assets/blank.png";
- score += 30;
- }
- }
- }
-
- //check columns
- for (let c = 0; c < columns; c++) {
- for (let r = 0; r < rows-2; r++) {
- let candy1 = board[r][c];
- let candy2 = board[r+1][c];
- let candy3 = board[r+2][c];
- if (candy1.src == candy2.src && candy2.src == candy3.src && !candy1.src.includes("blank")) {
- candy1.src = "././assets/blank.png";
- candy2.src = "././assets/blank.png";
- candy3.src = "././assets/blank.png";
- score += 30;
- }
- }
- }
-}
-
-function checkValid() {
- //check rows
- for (let r = 0; r < rows; r++) {
- for (let c = 0; c < columns-2; c++) {
- let candy1 = board[r][c];
- let candy2 = board[r][c+1];
- let candy3 = board[r][c+2];
- if (candy1.src == candy2.src && candy2.src == candy3.src && !candy1.src.includes("blank")) {
- return true;
- }
- }
- }
-
- //check columns
- for (let c = 0; c < columns; c++) {
- for (let r = 0; r < rows-2; r++) {
- let candy1 = board[r][c];
- let candy2 = board[r+1][c];
- let candy3 = board[r+2][c];
- if (candy1.src == candy2.src && candy2.src == candy3.src && !candy1.src.includes("blank")) {
- return true;
- }
- }
- }
-
- return false;
-}
-
-
-function slideCandy() {
- for (let c = 0; c < columns; c++) {
- let ind = rows - 1;
- for (let r = columns-1; r >= 0; r--) {
- if (!board[r][c].src.includes("blank")) {
- board[ind][c].src = board[r][c].src;
- ind -= 1;
- }
- }
-
- for (let r = ind; r >= 0; r--) {
- board[r][c].src = "././assets/blank.png";
- }
- }
-}
-
-function generateCandy() {
- for (let c = 0; c < columns; c++) {
- if (board[0][c].src.includes("blank")) {
- board[0][c].src = "././assets/" + randomCandy() + ".png";
- }
- }
+
+var candies = ["Blue", "Orange", "Green", "Yellow", "Red", "Purple"];
+var board = [];
+var rows = 9;
+var columns = 9;
+var score = 0;
+
+var currTile;
+var otherTile;
+
+
+window.onload = function() {
+ startGame();
+
+ //1/10th of a second
+ window.setInterval(function(){
+ crushCandy();
+ slideCandy();
+ generateCandy();
+ }, 100);
+}
+
+function randomCandy() {
+ return candies[Math.floor(Math.random() * candies.length)]; //0 - 5.99
+}
+
+function startGame() {
+ for (let r = 0; r < rows; r++) {
+ let row = [];
+ for (let c = 0; c < columns; c++) {
+ //
+ let tile = document.createElement("img");
+ tile.id = r.toString() + "-" + c.toString();
+ tile.src = "././assets/" + randomCandy() + ".png";
+
+ //DRAG FUNCTIONALITY
+ tile.addEventListener("dragstart", dragStart); //click on a candy, initialize drag process
+ tile.addEventListener("dragover", dragOver); //clicking on candy, moving mouse to drag the candy
+ tile.addEventListener("dragenter", dragEnter); //dragging candy onto another candy
+ tile.addEventListener("dragleave", dragLeave); //leave candy over another candy
+ tile.addEventListener("drop", dragDrop); //dropping a candy over another candy
+ tile.addEventListener("dragend", dragEnd); //after drag process completed, we swap candies
+
+ document.getElementById("board").append(tile);
+ row.push(tile);
+ }
+ board.push(row);
+ }
+
+ console.log(board);
+}
+
+function dragStart() {
+ //this refers to tile that was clicked on for dragging
+ currTile = this;
+}
+
+function dragOver(e) {
+ e.preventDefault();
+}
+
+function dragEnter(e) {
+ e.preventDefault();
+}
+
+function dragLeave() {
+
+}
+
+function dragDrop() {
+ //this refers to the target tile that was dropped on
+ otherTile = this;
+}
+
+function dragEnd() {
+
+ if (currTile.src.includes("blank") || otherTile.src.includes("blank")) {
+ return;
+ }
+
+ let currCoords = currTile.id.split("-"); // id="0-0" -> ["0", "0"]
+ let r = parseInt(currCoords[0]);
+ let c = parseInt(currCoords[1]);
+
+ let otherCoords = otherTile.id.split("-");
+ let r2 = parseInt(otherCoords[0]);
+ let c2 = parseInt(otherCoords[1]);
+
+ let moveLeft = c2 == c-1 && r == r2;
+ let moveRight = c2 == c+1 && r == r2;
+
+ let moveUp = r2 == r-1 && c == c2;
+ let moveDown = r2 == r+1 && c == c2;
+
+ let isAdjacent = moveLeft || moveRight || moveUp || moveDown;
+
+ if (isAdjacent) {
+ let currImg = currTile.src;
+ let otherImg = otherTile.src;
+ currTile.src = otherImg;
+ otherTile.src = currImg;
+
+ let validMove = checkValid();
+ if (!validMove) {
+ let currImg = currTile.src;
+ let otherImg = otherTile.src;
+ currTile.src = otherImg;
+ otherTile.src = currImg;
+ }
+ }
+}
+
+function crushCandy() {
+ //crushFive();
+ //crushFour();
+ crushThree();
+ document.getElementById("score").innerText = score;
+
+}
+
+function crushThree() {
+ //check rows
+ for (let r = 0; r < rows; r++) {
+ for (let c = 0; c < columns-2; c++) {
+ let candy1 = board[r][c];
+ let candy2 = board[r][c+1];
+ let candy3 = board[r][c+2];
+ if (candy1.src == candy2.src && candy2.src == candy3.src && !candy1.src.includes("blank")) {
+ candy1.src = "././assets/blank.png";
+ candy2.src = "././assets/blank.png";
+ candy3.src = "././assets/blank.png";
+ score += 30;
+ }
+ }
+ }
+
+ //check columns
+ for (let c = 0; c < columns; c++) {
+ for (let r = 0; r < rows-2; r++) {
+ let candy1 = board[r][c];
+ let candy2 = board[r+1][c];
+ let candy3 = board[r+2][c];
+ if (candy1.src == candy2.src && candy2.src == candy3.src && !candy1.src.includes("blank")) {
+ candy1.src = "././assets/blank.png";
+ candy2.src = "././assets/blank.png";
+ candy3.src = "././assets/blank.png";
+ score += 30;
+ }
+ }
+ }
+}
+
+function checkValid() {
+ //check rows
+ for (let r = 0; r < rows; r++) {
+ for (let c = 0; c < columns-2; c++) {
+ let candy1 = board[r][c];
+ let candy2 = board[r][c+1];
+ let candy3 = board[r][c+2];
+ if (candy1.src == candy2.src && candy2.src == candy3.src && !candy1.src.includes("blank")) {
+ return true;
+ }
+ }
+ }
+
+ //check columns
+ for (let c = 0; c < columns; c++) {
+ for (let r = 0; r < rows-2; r++) {
+ let candy1 = board[r][c];
+ let candy2 = board[r+1][c];
+ let candy3 = board[r+2][c];
+ if (candy1.src == candy2.src && candy2.src == candy3.src && !candy1.src.includes("blank")) {
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+
+function slideCandy() {
+ for (let c = 0; c < columns; c++) {
+ let ind = rows - 1;
+ for (let r = columns-1; r >= 0; r--) {
+ if (!board[r][c].src.includes("blank")) {
+ board[ind][c].src = board[r][c].src;
+ ind -= 1;
+ }
+ }
+
+ for (let r = ind; r >= 0; r--) {
+ board[r][c].src = "././assets/blank.png";
+ }
+ }
+}
+
+function generateCandy() {
+ for (let c = 0; c < columns; c++) {
+ if (board[0][c].src.includes("blank")) {
+ board[0][c].src = "././assets/" + randomCandy() + ".png";
+ }
+ }
}
\ No newline at end of file
diff --git a/Games/Candy_Crush/style.css b/Games/Candy_Crush/style.css
index 6feb0f393a..78126335a3 100644
--- a/Games/Candy_Crush/style.css
+++ b/Games/Candy_Crush/style.css
@@ -1,41 +1,41 @@
-body {
- background-color: #FFFAF4;
- background-size: cover;
- font-family: Arial, Helvetica, sans-serif;
- text-align: center;
- display: flex;
- height: 100vh;
- flex-direction: column;
- justify-content: space-between;
-}
-
-h1{
- font-family: 'Shrikhand', cursive;
- font-size: 52pt;
- color: #E08E6D;
-}
-
-h3{
- font-family: 'Corben', cursive;
- color: #F6C391;
- font-size: 30pt;
- padding-bottom: 0;
- margin-bottom: 0;
-}
-
-#board {
- width: 450px;
- height: 450px;
- background-color: #FFE8E8;
- border: 5px solid #D25380;
- border-radius: 10px;
- margin: 0 auto;
- display: flex;
- flex-wrap: wrap;
- padding-top: 0;
-}
-
-#board img {
- width: 50px;
- height: 50px;
+body {
+ background-color: #FFFAF4;
+ background-size: cover;
+ font-family: Arial, Helvetica, sans-serif;
+ text-align: center;
+ display: flex;
+ height: 100vh;
+ flex-direction: column;
+ justify-content: space-between;
+}
+
+h1{
+ font-family: 'Shrikhand', cursive;
+ font-size: 52pt;
+ color: #E08E6D;
+}
+
+h3{
+ font-family: 'Corben', cursive;
+ color: #F6C391;
+ font-size: 30pt;
+ padding-bottom: 0;
+ margin-bottom: 0;
+}
+
+#board {
+ width: 450px;
+ height: 450px;
+ background-color: #FFE8E8;
+ border: 5px solid #D25380;
+ border-radius: 10px;
+ margin: 0 auto;
+ display: flex;
+ flex-wrap: wrap;
+ padding-top: 0;
+}
+
+#board img {
+ width: 50px;
+ height: 50px;
}
\ No newline at end of file
diff --git a/Games/Chrome_Dinosaur_Game/README.md b/Games/Chrome_Dinosaur_Game/README.md
index dda7303e6c..75c5ae0d17 100644
--- a/Games/Chrome_Dinosaur_Game/README.md
+++ b/Games/Chrome_Dinosaur_Game/README.md
@@ -1,39 +1,39 @@
-# **CHROME DINOSAUR RUNNING GAME**
-
----
-
-
-
-## **Description ๐**
-- Here is a clone of a very classic but fun game which helps us to cure our boredom when we are offline, that is chrome dinosaur game. Aim of the game is to dodge the coming thundering rainy clouds.
-**Your Chrome Dinosaur game, but with some twists.**
-
-
-## **functionalities ๐ฎ**
-- Easy to play
-- Scoring system so to help you know how you are playing.
-
-
-## **How to play? ๐น๏ธ**
-- Your aim is to protect your dino from the upcoming cactus and thundering clouds, you can easily control your dino with the help of arrow or space keys.
-- The score keeps adding up on the basis of how far you have reached in the game.
-- If you collide with any obstacle, no problem! just press 'R' to restart the game.
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-![Game image](../../assets/images/Chrome_dinosaur_runner.png)
-
-
-
-## **Working video ๐น**
-
-
-
-
-https://github.com/singh-anushka/GameZone/assets/93376863/9800d2e1-1c13-44e0-87e3-bc706106d286
-
-
+# **CHROME DINOSAUR RUNNING GAME**
+
+---
+
+
+
+## **Description ๐**
+- Here is a clone of a very classic but fun game which helps us to cure our boredom when we are offline, that is chrome dinosaur game. Aim of the game is to dodge the coming thundering rainy clouds.
+**Your Chrome Dinosaur game, but with some twists.**
+
+
+## **functionalities ๐ฎ**
+- Easy to play
+- Scoring system so to help you know how you are playing.
+
+
+## **How to play? ๐น๏ธ**
+- Your aim is to protect your dino from the upcoming cactus and thundering clouds, you can easily control your dino with the help of arrow or space keys.
+- The score keeps adding up on the basis of how far you have reached in the game.
+- If you collide with any obstacle, no problem! just press 'R' to restart the game.
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+![Game image](../../assets/images/Chrome_dinosaur_runner.png)
+
+
+
+## **Working video ๐น**
+
+
+
+
+https://github.com/singh-anushka/GameZone/assets/93376863/9800d2e1-1c13-44e0-87e3-bc706106d286
+
+
diff --git a/Games/Chrome_Dinosaur_Game/index.html b/Games/Chrome_Dinosaur_Game/index.html
index 37696557c4..74a6382b01 100644
--- a/Games/Chrome_Dinosaur_Game/index.html
+++ b/Games/Chrome_Dinosaur_Game/index.html
@@ -1,20 +1,20 @@
-
-
-
-
-
-
- Chrome Dinosaur Game
-
-
-
+
+
+
+
+
+
+ Chrome Dinosaur Game
+
+
+
\ No newline at end of file
diff --git a/Games/Chrome_Dinosaur_Game/script.js b/Games/Chrome_Dinosaur_Game/script.js
index 36fd6c25fb..54f9a89e7a 100644
--- a/Games/Chrome_Dinosaur_Game/script.js
+++ b/Games/Chrome_Dinosaur_Game/script.js
@@ -1,209 +1,209 @@
-
-//board
-let board;
-let boardWidth = 1000;
-let boardHeight = 400;
-let context;
-
-//dino
-let dinoWidth = 88;
-let dinoHeight = 94;
-let dinoX = 50;
-let dinoY = boardHeight - dinoHeight;
-let dinoImg;
-
-let dino = {
- x: dinoX,
- y: dinoY,
- width: dinoWidth,
- height: dinoHeight
-}
-
-//cactus
-let cactusArray = [];
-
-let cactus1Width = 34;
-let cactus2Width = 69;
-let cactus3Width = 102;
-
-let cactusHeight = 70;
-let cactusX = 700;
-let cactusY = boardHeight - cactusHeight;
-
-let cactus1Img;
-let cactus2Img;
-let cactus3Img;
-
-//physics
-let velocityX = -8; //cactus moving left speed
-let velocityY = 0;
-let gravity = .4;
-
-let gameOver = false;
-let score = 0;
-
-window.onload = function () {
- board = document.getElementById("board");
- board.height = boardHeight;
- board.width = boardWidth;
-
- context = board.getContext("2d"); //used for drawing on the board
-
- //draw initial dinosaur
- // context.fillStyle="green";
- // context.fillRect(dino.x, dino.y, dino.width, dino.height);
-
- dinoImg = new Image();
- dinoImg.src = "./assets/dino.png";
- dinoImg.onload = function () {
- context.drawImage(dinoImg, dino.x, dino.y, dino.width, dino.height);
- }
-
- cactus1Img = new Image();
- cactus1Img.src = "./assets/cactus1.png";
-
- cactus2Img = new Image();
- cactus2Img.src = "./assets/cactus2.png";
-
- cactus3Img = new Image();
- cactus3Img.src = "./assets/cactus3.png";
-
- requestAnimationFrame(update);
- setInterval(placeCactus, 1000); //1000 milliseconds = 1 second
- document.addEventListener("keydown", moveDino);
-}
-
-function update() {
- requestAnimationFrame(update);
- if(gameOver){
- if(e.code == "KeyR"){
- resetGame();
- }
- return;
- }
- context.clearRect(0, 0, board.width, board.height);
-
- //dino
- velocityY += gravity;
- dino.y = Math.min(dino.y + velocityY, dinoY); //apply gravity to current dino.y, making sure it doesn't exceed the ground
- context.drawImage(dinoImg, dino.x, dino.y, dino.width, dino.height);
-
- //cactus
- for (let i = 0; i < cactusArray.length; i++) {
- let cactus = cactusArray[i];
- cactus.x += velocityX;
- context.drawImage(cactus.img, cactus.x, cactus.y, cactus.width, cactus.height);
-
- if (detectCollision(dino, cactus)) {
- gameOver = true;
- dinoImg.src = "./assets/dino-dead.png";
- context.fillStyle = "#27374D";
- context.font = "40px 'Play'";
- context.fillText("Press 'R' to Restart", 340, 210);
- dinoImg.onload = function () {
- context.drawImage(dinoImg, dino.x, dino.y, dino.width, dino.height);
- }
- }
- }
-
- //score
- context.fillStyle = "#27374D";
- context.font = "25px 'Play'";
- score++;
- context.fillText("Score:", 5, 25);
- context.fillText(score, 80, 25);
-}
-
-function moveDino(e) {
- if(gameOver){
- if(e.code == "KeyR"){
- resetGame();
- }
- return;
- }
-
- if ((e.code == "Space" || e.code == "ArrowUp") && dino.y == dinoY) {
- //jump
- velocityY = -10;
- }
- else if (e.code == "ArrowDown" && dino.y == dinoY) {
- //duck
- }
-
-}
-
-function placeCactus() {
- if(gameOver){
- if(e.code == "KeyR"){
- resetGame();
- }
- return;
- }
-
- //place cactus
- let cactus = {
- img: null,
- x: cactusX,
- y: cactusY,
- width: null,
- height: cactusHeight
- }
-
- let placeCactusChance = Math.random(); //0 - 0.9999...
-
- if (placeCactusChance > .90) { //10% you get cactus3
- cactus.img = cactus3Img;
- cactus.width = cactus3Width;
- cactusArray.push(cactus);
- }
- else if (placeCactusChance > .70) { //30% you get cactus2
- cactus.img = cactus2Img;
- cactus.width = cactus2Width;
- cactusArray.push(cactus);
- }
- else if (placeCactusChance > .50) { //50% you get cactus1
- cactus.img = cactus1Img;
- cactus.width = cactus1Width;
- cactusArray.push(cactus);
- }
-
- if (cactusArray.length > 5) {
- cactusArray.shift(); //remove the first element from the array so that the array doesn't constantly grow
- }
-}
-
-function detectCollision(a, b) {
- return a.x < b.x + b.width && //a's top left corner doesn't reach b's top right corner
- a.x + a.width > b.x && //a's top right corner passes b's top left corner
- a.y < b.y + b.height && //a's top left corner doesn't reach b's bottom left corner
- a.y + a.height > b.y; //a's bottom left corner passes b's top left corner
-}
-
-function resetGame() {
- gameOver = false
-
- dinoImg.src = "./assets/dino.png";
- dino = {
- x: dinoX,
- y: dinoY,
- width: dinoWidth,
- height: dinoHeight
- }
-
- cactusArray = [];
- cactus1Width = 34;
- cactus2Width = 69;
- cactus3Width = 102;
- cactusHeight = 70;
- cactusX = 700;
- cactusY = boardHeight - cactusHeight;
- cactus1Img;
- cactus2Img;
- cactus3Img;
-
- velocityX = -8;
- velocityY = 0;
- gravity = .4;
-
- score = 0;
+
+//board
+let board;
+let boardWidth = 1000;
+let boardHeight = 400;
+let context;
+
+//dino
+let dinoWidth = 88;
+let dinoHeight = 94;
+let dinoX = 50;
+let dinoY = boardHeight - dinoHeight;
+let dinoImg;
+
+let dino = {
+ x: dinoX,
+ y: dinoY,
+ width: dinoWidth,
+ height: dinoHeight
+}
+
+//cactus
+let cactusArray = [];
+
+let cactus1Width = 34;
+let cactus2Width = 69;
+let cactus3Width = 102;
+
+let cactusHeight = 70;
+let cactusX = 700;
+let cactusY = boardHeight - cactusHeight;
+
+let cactus1Img;
+let cactus2Img;
+let cactus3Img;
+
+//physics
+let velocityX = -8; //cactus moving left speed
+let velocityY = 0;
+let gravity = .4;
+
+let gameOver = false;
+let score = 0;
+
+window.onload = function () {
+ board = document.getElementById("board");
+ board.height = boardHeight;
+ board.width = boardWidth;
+
+ context = board.getContext("2d"); //used for drawing on the board
+
+ //draw initial dinosaur
+ // context.fillStyle="green";
+ // context.fillRect(dino.x, dino.y, dino.width, dino.height);
+
+ dinoImg = new Image();
+ dinoImg.src = "./assets/dino.png";
+ dinoImg.onload = function () {
+ context.drawImage(dinoImg, dino.x, dino.y, dino.width, dino.height);
+ }
+
+ cactus1Img = new Image();
+ cactus1Img.src = "./assets/cactus1.png";
+
+ cactus2Img = new Image();
+ cactus2Img.src = "./assets/cactus2.png";
+
+ cactus3Img = new Image();
+ cactus3Img.src = "./assets/cactus3.png";
+
+ requestAnimationFrame(update);
+ setInterval(placeCactus, 1000); //1000 milliseconds = 1 second
+ document.addEventListener("keydown", moveDino);
+}
+
+function update() {
+ requestAnimationFrame(update);
+ if(gameOver){
+ if(e.code == "KeyR"){
+ resetGame();
+ }
+ return;
+ }
+ context.clearRect(0, 0, board.width, board.height);
+
+ //dino
+ velocityY += gravity;
+ dino.y = Math.min(dino.y + velocityY, dinoY); //apply gravity to current dino.y, making sure it doesn't exceed the ground
+ context.drawImage(dinoImg, dino.x, dino.y, dino.width, dino.height);
+
+ //cactus
+ for (let i = 0; i < cactusArray.length; i++) {
+ let cactus = cactusArray[i];
+ cactus.x += velocityX;
+ context.drawImage(cactus.img, cactus.x, cactus.y, cactus.width, cactus.height);
+
+ if (detectCollision(dino, cactus)) {
+ gameOver = true;
+ dinoImg.src = "./assets/dino-dead.png";
+ context.fillStyle = "#27374D";
+ context.font = "40px 'Play'";
+ context.fillText("Press 'R' to Restart", 340, 210);
+ dinoImg.onload = function () {
+ context.drawImage(dinoImg, dino.x, dino.y, dino.width, dino.height);
+ }
+ }
+ }
+
+ //score
+ context.fillStyle = "#27374D";
+ context.font = "25px 'Play'";
+ score++;
+ context.fillText("Score:", 5, 25);
+ context.fillText(score, 80, 25);
+}
+
+function moveDino(e) {
+ if(gameOver){
+ if(e.code == "KeyR"){
+ resetGame();
+ }
+ return;
+ }
+
+ if ((e.code == "Space" || e.code == "ArrowUp") && dino.y == dinoY) {
+ //jump
+ velocityY = -10;
+ }
+ else if (e.code == "ArrowDown" && dino.y == dinoY) {
+ //duck
+ }
+
+}
+
+function placeCactus() {
+ if(gameOver){
+ if(e.code == "KeyR"){
+ resetGame();
+ }
+ return;
+ }
+
+ //place cactus
+ let cactus = {
+ img: null,
+ x: cactusX,
+ y: cactusY,
+ width: null,
+ height: cactusHeight
+ }
+
+ let placeCactusChance = Math.random(); //0 - 0.9999...
+
+ if (placeCactusChance > .90) { //10% you get cactus3
+ cactus.img = cactus3Img;
+ cactus.width = cactus3Width;
+ cactusArray.push(cactus);
+ }
+ else if (placeCactusChance > .70) { //30% you get cactus2
+ cactus.img = cactus2Img;
+ cactus.width = cactus2Width;
+ cactusArray.push(cactus);
+ }
+ else if (placeCactusChance > .50) { //50% you get cactus1
+ cactus.img = cactus1Img;
+ cactus.width = cactus1Width;
+ cactusArray.push(cactus);
+ }
+
+ if (cactusArray.length > 5) {
+ cactusArray.shift(); //remove the first element from the array so that the array doesn't constantly grow
+ }
+}
+
+function detectCollision(a, b) {
+ return a.x < b.x + b.width && //a's top left corner doesn't reach b's top right corner
+ a.x + a.width > b.x && //a's top right corner passes b's top left corner
+ a.y < b.y + b.height && //a's top left corner doesn't reach b's bottom left corner
+ a.y + a.height > b.y; //a's bottom left corner passes b's top left corner
+}
+
+function resetGame() {
+ gameOver = false
+
+ dinoImg.src = "./assets/dino.png";
+ dino = {
+ x: dinoX,
+ y: dinoY,
+ width: dinoWidth,
+ height: dinoHeight
+ }
+
+ cactusArray = [];
+ cactus1Width = 34;
+ cactus2Width = 69;
+ cactus3Width = 102;
+ cactusHeight = 70;
+ cactusX = 700;
+ cactusY = boardHeight - cactusHeight;
+ cactus1Img;
+ cactus2Img;
+ cactus3Img;
+
+ velocityX = -8;
+ velocityY = 0;
+ gravity = .4;
+
+ score = 0;
}
\ No newline at end of file
diff --git a/Games/Chrome_Dinosaur_Game/style.css b/Games/Chrome_Dinosaur_Game/style.css
index bf2e9c8013..53993c9aba 100644
--- a/Games/Chrome_Dinosaur_Game/style.css
+++ b/Games/Chrome_Dinosaur_Game/style.css
@@ -1,22 +1,22 @@
-body {
- font-family:'Courier New', Courier, monospace;
- text-align: center;
- display: flex;
- flex-direction: column;
- align-items: center;
- justify-content: space-evenly;
- height: 100vh;
- background-color: #DDE6ED;
-}
-
-h1{
- color: #374259;
- font-family: 'Press Start 2P', cursive;
-}
-
-#board {
- background-color: #9DB2BF;
- border-bottom: 1px solid black;
- height: 400px;
- width: 1000px;
+body {
+ font-family:'Courier New', Courier, monospace;
+ text-align: center;
+ display: flex;
+ flex-direction: column;
+ align-items: center;
+ justify-content: space-evenly;
+ height: 100vh;
+ background-color: #DDE6ED;
+}
+
+h1{
+ color: #374259;
+ font-family: 'Press Start 2P', cursive;
+}
+
+#board {
+ background-color: #9DB2BF;
+ border-bottom: 1px solid black;
+ height: 400px;
+ width: 1000px;
}
\ No newline at end of file
diff --git a/Games/Colour_Guessing_Game/README.md b/Games/Colour_Guessing_Game/README.md
index a43c705a66..a422fb4624 100644
--- a/Games/Colour_Guessing_Game/README.md
+++ b/Games/Colour_Guessing_Game/README.md
@@ -1,35 +1,35 @@
-# **GUESS By RGB(r, g, b)**
-
----
-
-
-
-## **Description ๐**
-- This game will check your estimation ability and your familiarity with the RGB color scheme.
-
-## **functionalities ๐ฎ**
-- random color generation
-- fully responsive design
-- 2 levels
-
-
-## **How to play? ๐น๏ธ**
-- the game has 2 levels, easy and hard.
- 1. On picking hard, you will have to choose the closest match out of 6 options to the given RGB coordinates.
- 2. On picking easy, you will have to choose the closest match out of 3 options to the given RGB coordinates.
- 3. After picking the most accurate colour you win!
- 4. Click on play again to start over again. If you want to restart a game just click on 'new colors'.
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-![image](../../assets/images/Colour_Guessing_Game.png)
-
-
-
-## **Working video ๐น**
-
-https://github.com/singh-anushka/GameZone/assets/93376863/48c8b665-4390-480d-a565-37f9e19f3c4e
+# **GUESS By RGB(r, g, b)**
+
+---
+
+
+
+## **Description ๐**
+- This game will check your estimation ability and your familiarity with the RGB color scheme.
+
+## **functionalities ๐ฎ**
+- random color generation
+- fully responsive design
+- 2 levels
+
+
+## **How to play? ๐น๏ธ**
+- the game has 2 levels, easy and hard.
+ 1. On picking hard, you will have to choose the closest match out of 6 options to the given RGB coordinates.
+ 2. On picking easy, you will have to choose the closest match out of 3 options to the given RGB coordinates.
+ 3. After picking the most accurate colour you win!
+ 4. Click on play again to start over again. If you want to restart a game just click on 'new colors'.
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+![image](../../assets/images/Colour_Guessing_Game.png)
+
+
+
+## **Working video ๐น**
+
+https://github.com/singh-anushka/GameZone/assets/93376863/48c8b665-4390-480d-a565-37f9e19f3c4e
diff --git a/Games/Colour_Guessing_Game/index.html b/Games/Colour_Guessing_Game/index.html
index 0b42adb258..48b2140bb7 100644
--- a/Games/Colour_Guessing_Game/index.html
+++ b/Games/Colour_Guessing_Game/index.html
@@ -1,34 +1,34 @@
-
-
-
- Guess byRGB
- Guess byRGB
+
-
-## **Description ๐**
-- This Game is an exciting multiplayer game where two players compete to roll the highest number on their dice. Experience the thrill of luck and strategy as you aim to outscore your opponent in this engaging game suitable for players of all ages.
-
-## **functionalities ๐ฎ**
-- random key generation
-- Mutiplayer Gameplay
-- animated keys
-
-
-## **How to play? ๐น๏ธ**
-The game follows a simple set of rules:
-
-1. Each player rolls a dice, which generates a random number between 1 and 6.
-2. The player with the higher number wins the game.
-3. If both players roll the same number, the game ends in a tie.
-Players can easily continue playing by refreshing the page to generate new random numbers for their respective dice.
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-![image](../../assets/images/Dice_Game.png)
-
-
+# **DICE SHOWDOWN GAME **
+
+---
+
+
+
+## **Description ๐**
+- This Game is an exciting multiplayer game where two players compete to roll the highest number on their dice. Experience the thrill of luck and strategy as you aim to outscore your opponent in this engaging game suitable for players of all ages.
+
+## **functionalities ๐ฎ**
+- random key generation
+- Mutiplayer Gameplay
+- animated keys
+
+
+## **How to play? ๐น๏ธ**
+The game follows a simple set of rules:
+
+1. Each player rolls a dice, which generates a random number between 1 and 6.
+2. The player with the higher number wins the game.
+3. If both players roll the same number, the game ends in a tie.
+Players can easily continue playing by refreshing the page to generate new random numbers for their respective dice.
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+![image](../../assets/images/Dice_Game.png)
+
+
diff --git a/Games/Dice_Showdown_Game/dicee.html b/Games/Dice_Showdown_Game/dicee.html
index 019f2eb05a..da5b421b5f 100644
--- a/Games/Dice_Showdown_Game/dicee.html
+++ b/Games/Dice_Showdown_Game/dicee.html
@@ -1,38 +1,38 @@
-
-
-
-
- Refresh Me
-
- Refresh Me
+
+
-
-## **Description ๐**
-- This is a retro styled 2D game in which you have to tackle the enemy by jumping in air, and the muskic makes it even more funnier ; `)`
-**Your Chrome Dinosaur game, but with some twists.**
-
-
-## **functionalities ๐ฎ**
-- Easy to play
-- Exciting sound effects to immerse you and keep you engaged.
-- Scoring system so that you can compare points with your fellow friends.
-
-
-## **How to play? ๐น๏ธ**
-- Your aim is to protect your dino from Bowser(enemy), you can easily control your dino with the help of arrow keys.
-- The score keeps adding up evry time you successfully dodge the enemy.
-- If you die, you can reload and start playing again.
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-![Game image](../../assets/images/Dino_Runner_Game.png)
-
-
-
-## **Working video ๐น**
-
-
-
-
-
-
-## **Note**
+# **DINO_RUNNER**
+
+---
+
+
+
+## **Description ๐**
+- This is a retro styled 2D game in which you have to tackle the enemy by jumping in air, and the muskic makes it even more funnier ; `)`
+**Your Chrome Dinosaur game, but with some twists.**
+
+
+## **functionalities ๐ฎ**
+- Easy to play
+- Exciting sound effects to immerse you and keep you engaged.
+- Scoring system so that you can compare points with your fellow friends.
+
+
+## **How to play? ๐น๏ธ**
+- Your aim is to protect your dino from Bowser(enemy), you can easily control your dino with the help of arrow keys.
+- The score keeps adding up evry time you successfully dodge the enemy.
+- If you die, you can reload and start playing again.
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+![Game image](../../assets/images/Dino_Runner_Game.png)
+
+
+
+## **Working video ๐น**
+
+
+
+
+
+
+## **Note**
!! The game is currently optimised to run on larger displays only, because of play area !!
\ No newline at end of file
diff --git a/Games/Dino_Runner_Game/dinosaur-monuments-svgrepo-com.svg b/Games/Dino_Runner_Game/dinosaur-monuments-svgrepo-com.svg
index 1c689a16d7..2af22663f4 100644
--- a/Games/Dino_Runner_Game/dinosaur-monuments-svgrepo-com.svg
+++ b/Games/Dino_Runner_Game/dinosaur-monuments-svgrepo-com.svg
@@ -1,53 +1,53 @@
-
-
-
- *
- *
- *function setup(){
- * cnv = createCanvas(100,100);
- * sound = new p5.AudioIn();
- * sound.start();
- * fft = new p5.FFT();
- * sound.connect(fft);
- *}
- *
- *
- *function draw(){
- *
- * var centroidplot = 0.0;
- * var spectralCentroid = 0;
- *
- *
- * background(0);
- * stroke(0,255,0);
- * var spectrum = fft.analyze();
- * fill(0,255,0); // spectrum is green
- *
- * //draw the spectrum
- * for (var i = 0; i< spectrum.length; i++){
- * var x = map(log(i), 0, log(spectrum.length), 0, width);
- * var h = map(spectrum[i], 0, 255, 0, height);
- * var rectangle_width = (log(i+1)-log(i))*(width/log(spectrum.length));
- * rect(x, height, rectangle_width, -h )
- * }
-
- * var nyquist = 22050;
- *
- * // get the centroid
- * spectralCentroid = fft.getCentroid();
- *
- * // the mean_freq_index calculation is for the display.
- * var mean_freq_index = spectralCentroid/(nyquist/spectrum.length);
- *
- * centroidplot = map(log(mean_freq_index), 0, log(spectrum.length), 0, width);
- *
- *
- * stroke(255,0,0); // the line showing where the centroid is will be red
- *
- * rect(centroidplot, 0, width / spectrum.length, height)
- * noStroke();
- * fill(255,255,255); // text is white
- * text("centroid: ", 10, 20);
- * text(round(spectralCentroid)+" Hz", 10, 40);
- *}
- *
p5.Signal is a constant audio-rate signal used by p5.Oscillator - * and p5.Envelope for modulation math.
- * - *This is necessary because Web Audio is processed on a seprate clock. - * For example, the p5 draw loop runs about 60 times per second. But - * the audio clock must process samples 44100 times per second. If we - * want to add a value to each of those samples, we can't do it in the - * draw loop, but we can do it by adding a constant-rate audio signal.This class mostly functions behind the scenes in p5.sound, and returns - * a Tone.Signal from the Tone.js library by Yotam Mann. - * If you want to work directly with audio signals for modular - * synthesis, check out - * tone.js.
- * - * @class p5.Signal - * @constructor - * @return {Tone.Signal} A Signal object from the Tone.js library - * @example - *
- * function setup() {
- * carrier = new p5.Oscillator('sine');
- * carrier.amp(1); // set amplitude
- * carrier.freq(220); // set frequency
- * carrier.start(); // start oscillating
- *
- * modulator = new p5.Oscillator('sawtooth');
- * modulator.disconnect();
- * modulator.amp(1);
- * modulator.freq(4);
- * modulator.start();
- *
- * // Modulator's default amplitude range is -1 to 1.
- * // Multiply it by -200, so the range is -200 to 200
- * // then add 220 so the range is 20 to 420
- * carrier.freq( modulator.mult(-200).add(220) );
- * }
- *
Creates a signal that oscillates between -1.0 and 1.0. - * By default, the oscillation takes the form of a sinusoidal - * shape ('sine'). Additional types include 'triangle', - * 'sawtooth' and 'square'. The frequency defaults to - * 440 oscillations per second (440Hz, equal to the pitch of an - * 'A' note).
- * - *Set the type of oscillation with setType(), or by instantiating a - * specific oscillator: p5.SinOsc, p5.TriOsc, p5.SqrOsc, or p5.SawOsc. - *
- * - * @class p5.Oscillator - * @constructor - * @param {Number} [freq] frequency defaults to 440Hz - * @param {String} [type] type of oscillator. Options: - * 'sine' (default), 'triangle', - * 'sawtooth', 'square' - * @example - *
- * var osc;
- * var playing = false;
- *
- * function setup() {
- * backgroundColor = color(255,0,255);
- * textAlign(CENTER);
- *
- * osc = new p5.Oscillator();
- * osc.setType('sine');
- * osc.freq(240);
- * osc.amp(0);
- * osc.start();
- * }
- *
- * function draw() {
- * background(backgroundColor)
- * text('click to play', width/2, height/2);
- * }
- *
- * function mouseClicked() {
- * if (mouseX > 0 && mouseX < width && mouseY < height && mouseY > 0) {
- * if (!playing) {
- * // ramp amplitude to 0.5 over 0.05 seconds
- * osc.amp(0.5, 0.05);
- * playing = true;
- * backgroundColor = color(0,255,255);
- * } else {
- * // ramp amplitude to 0 over 0.5 seconds
- * osc.amp(0, 0.5);
- * playing = false;
- * backgroundColor = color(255,0,255);
- * }
- * }
- * }
- *
- * var osc = new p5.Oscillator(300);
- * osc.start();
- * osc.freq(40, 10);
- *
new p5.SinOsc()
.
- * This creates a Sine Wave Oscillator and is
- * equivalent to new p5.Oscillator('sine')
- *
or creating a p5.Oscillator and then calling
- * its method setType('sine')
.
- * See p5.Oscillator for methods.
- *
- * @class p5.SinOsc
- * @constructor
- * @extends p5.Oscillator
- * @param {Number} [freq] Set the frequency
- */
- p5.SinOsc = function (freq) {
- p5.Oscillator.call(this, freq, 'sine');
- };
- p5.SinOsc.prototype = Object.create(p5.Oscillator.prototype);
- /**
- * Constructor: new p5.TriOsc()
.
- * This creates a Triangle Wave Oscillator and is
- * equivalent to new p5.Oscillator('triangle')
- *
or creating a p5.Oscillator and then calling
- * its method setType('triangle')
.
- * See p5.Oscillator for methods.
- *
- * @class p5.TriOsc
- * @constructor
- * @extends p5.Oscillator
- * @param {Number} [freq] Set the frequency
- */
- p5.TriOsc = function (freq) {
- p5.Oscillator.call(this, freq, 'triangle');
- };
- p5.TriOsc.prototype = Object.create(p5.Oscillator.prototype);
- /**
- * Constructor: new p5.SawOsc()
.
- * This creates a SawTooth Wave Oscillator and is
- * equivalent to new p5.Oscillator('sawtooth')
- *
or creating a p5.Oscillator and then calling
- * its method setType('sawtooth')
.
- * See p5.Oscillator for methods.
- *
- * @class p5.SawOsc
- * @constructor
- * @extends p5.Oscillator
- * @param {Number} [freq] Set the frequency
- */
- p5.SawOsc = function (freq) {
- p5.Oscillator.call(this, freq, 'sawtooth');
- };
- p5.SawOsc.prototype = Object.create(p5.Oscillator.prototype);
- /**
- * Constructor: new p5.SqrOsc()
.
- * This creates a Square Wave Oscillator and is
- * equivalent to new p5.Oscillator('square')
- *
or creating a p5.Oscillator and then calling
- * its method setType('square')
.
- * See p5.Oscillator for methods.
- *
- * @class p5.SqrOsc
- * @constructor
- * @extends p5.Oscillator
- * @param {Number} [freq] Set the frequency
- */
- p5.SqrOsc = function (freq) {
- p5.Oscillator.call(this, freq, 'square');
- };
- p5.SqrOsc.prototype = Object.create(p5.Oscillator.prototype);
-}(master, Tone_signal_Add, Tone_signal_Multiply, Tone_signal_Scale);
-/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
-var Tone_core_Timeline;
-Tone_core_Timeline = function (Tone) {
- 'use strict';
- Tone.Timeline = function () {
- var options = this.optionsObject(arguments, ['memory'], Tone.Timeline.defaults);
- this._timeline = [];
- this._toRemove = [];
- this._iterating = false;
- this.memory = options.memory;
- };
- Tone.extend(Tone.Timeline);
- Tone.Timeline.defaults = { 'memory': Infinity };
- Object.defineProperty(Tone.Timeline.prototype, 'length', {
- get: function () {
- return this._timeline.length;
- }
- });
- Tone.Timeline.prototype.add = function (event) {
- if (this.isUndef(event.time)) {
- throw new Error('Tone.Timeline: events must have a time attribute');
- }
- if (this._timeline.length) {
- var index = this._search(event.time);
- this._timeline.splice(index + 1, 0, event);
- } else {
- this._timeline.push(event);
- }
- if (this.length > this.memory) {
- var diff = this.length - this.memory;
- this._timeline.splice(0, diff);
- }
- return this;
- };
- Tone.Timeline.prototype.remove = function (event) {
- if (this._iterating) {
- this._toRemove.push(event);
- } else {
- var index = this._timeline.indexOf(event);
- if (index !== -1) {
- this._timeline.splice(index, 1);
- }
- }
- return this;
- };
- Tone.Timeline.prototype.get = function (time) {
- var index = this._search(time);
- if (index !== -1) {
- return this._timeline[index];
- } else {
- return null;
- }
- };
- Tone.Timeline.prototype.peek = function () {
- return this._timeline[0];
- };
- Tone.Timeline.prototype.shift = function () {
- return this._timeline.shift();
- };
- Tone.Timeline.prototype.getAfter = function (time) {
- var index = this._search(time);
- if (index + 1 < this._timeline.length) {
- return this._timeline[index + 1];
- } else {
- return null;
- }
- };
- Tone.Timeline.prototype.getBefore = function (time) {
- var len = this._timeline.length;
- if (len > 0 && this._timeline[len - 1].time < time) {
- return this._timeline[len - 1];
- }
- var index = this._search(time);
- if (index - 1 >= 0) {
- return this._timeline[index - 1];
- } else {
- return null;
- }
- };
- Tone.Timeline.prototype.cancel = function (after) {
- if (this._timeline.length > 1) {
- var index = this._search(after);
- if (index >= 0) {
- if (this._timeline[index].time === after) {
- for (var i = index; i >= 0; i--) {
- if (this._timeline[i].time === after) {
- index = i;
- } else {
- break;
- }
- }
- this._timeline = this._timeline.slice(0, index);
- } else {
- this._timeline = this._timeline.slice(0, index + 1);
- }
- } else {
- this._timeline = [];
- }
- } else if (this._timeline.length === 1) {
- if (this._timeline[0].time >= after) {
- this._timeline = [];
- }
- }
- return this;
- };
- Tone.Timeline.prototype.cancelBefore = function (time) {
- if (this._timeline.length) {
- var index = this._search(time);
- if (index >= 0) {
- this._timeline = this._timeline.slice(index + 1);
- }
- }
- return this;
- };
- Tone.Timeline.prototype._search = function (time) {
- var beginning = 0;
- var len = this._timeline.length;
- var end = len;
- if (len > 0 && this._timeline[len - 1].time <= time) {
- return len - 1;
- }
- while (beginning < end) {
- var midPoint = Math.floor(beginning + (end - beginning) / 2);
- var event = this._timeline[midPoint];
- var nextEvent = this._timeline[midPoint + 1];
- if (event.time === time) {
- for (var i = midPoint; i < this._timeline.length; i++) {
- var testEvent = this._timeline[i];
- if (testEvent.time === time) {
- midPoint = i;
- }
- }
- return midPoint;
- } else if (event.time < time && nextEvent.time > time) {
- return midPoint;
- } else if (event.time > time) {
- end = midPoint;
- } else if (event.time < time) {
- beginning = midPoint + 1;
- }
- }
- return -1;
- };
- Tone.Timeline.prototype._iterate = function (callback, lowerBound, upperBound) {
- this._iterating = true;
- lowerBound = this.defaultArg(lowerBound, 0);
- upperBound = this.defaultArg(upperBound, this._timeline.length - 1);
- for (var i = lowerBound; i <= upperBound; i++) {
- callback(this._timeline[i]);
- }
- this._iterating = false;
- if (this._toRemove.length > 0) {
- for (var j = 0; j < this._toRemove.length; j++) {
- var index = this._timeline.indexOf(this._toRemove[j]);
- if (index !== -1) {
- this._timeline.splice(index, 1);
- }
- }
- this._toRemove = [];
- }
- };
- Tone.Timeline.prototype.forEach = function (callback) {
- this._iterate(callback);
- return this;
- };
- Tone.Timeline.prototype.forEachBefore = function (time, callback) {
- var upperBound = this._search(time);
- if (upperBound !== -1) {
- this._iterate(callback, 0, upperBound);
- }
- return this;
- };
- Tone.Timeline.prototype.forEachAfter = function (time, callback) {
- var lowerBound = this._search(time);
- this._iterate(callback, lowerBound + 1);
- return this;
- };
- Tone.Timeline.prototype.forEachFrom = function (time, callback) {
- var lowerBound = this._search(time);
- while (lowerBound >= 0 && this._timeline[lowerBound].time >= time) {
- lowerBound--;
- }
- this._iterate(callback, lowerBound + 1);
- return this;
- };
- Tone.Timeline.prototype.forEachAtTime = function (time, callback) {
- var upperBound = this._search(time);
- if (upperBound !== -1) {
- this._iterate(function (event) {
- if (event.time === time) {
- callback(event);
- }
- }, 0, upperBound);
- }
- return this;
- };
- Tone.Timeline.prototype.dispose = function () {
- Tone.prototype.dispose.call(this);
- this._timeline = null;
- this._toRemove = null;
- };
- return Tone.Timeline;
-}(Tone_core_Tone);
-/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
-var Tone_signal_TimelineSignal;
-Tone_signal_TimelineSignal = function (Tone) {
- 'use strict';
- Tone.TimelineSignal = function () {
- var options = this.optionsObject(arguments, [
- 'value',
- 'units'
- ], Tone.Signal.defaults);
- this._events = new Tone.Timeline(10);
- Tone.Signal.apply(this, options);
- options.param = this._param;
- Tone.Param.call(this, options);
- this._initial = this._fromUnits(this._param.value);
- };
- Tone.extend(Tone.TimelineSignal, Tone.Param);
- Tone.TimelineSignal.Type = {
- Linear: 'linear',
- Exponential: 'exponential',
- Target: 'target',
- Curve: 'curve',
- Set: 'set'
- };
- Object.defineProperty(Tone.TimelineSignal.prototype, 'value', {
- get: function () {
- var now = this.now();
- var val = this.getValueAtTime(now);
- return this._toUnits(val);
- },
- set: function (value) {
- var convertedVal = this._fromUnits(value);
- this._initial = convertedVal;
- this.cancelScheduledValues();
- this._param.value = convertedVal;
- }
- });
- Tone.TimelineSignal.prototype.setValueAtTime = function (value, startTime) {
- value = this._fromUnits(value);
- startTime = this.toSeconds(startTime);
- this._events.add({
- 'type': Tone.TimelineSignal.Type.Set,
- 'value': value,
- 'time': startTime
- });
- this._param.setValueAtTime(value, startTime);
- return this;
- };
- Tone.TimelineSignal.prototype.linearRampToValueAtTime = function (value, endTime) {
- value = this._fromUnits(value);
- endTime = this.toSeconds(endTime);
- this._events.add({
- 'type': Tone.TimelineSignal.Type.Linear,
- 'value': value,
- 'time': endTime
- });
- this._param.linearRampToValueAtTime(value, endTime);
- return this;
- };
- Tone.TimelineSignal.prototype.exponentialRampToValueAtTime = function (value, endTime) {
- endTime = this.toSeconds(endTime);
- var beforeEvent = this._searchBefore(endTime);
- if (beforeEvent && beforeEvent.value === 0) {
- this.setValueAtTime(this._minOutput, beforeEvent.time);
- }
- value = this._fromUnits(value);
- var setValue = Math.max(value, this._minOutput);
- this._events.add({
- 'type': Tone.TimelineSignal.Type.Exponential,
- 'value': setValue,
- 'time': endTime
- });
- if (value < this._minOutput) {
- this._param.exponentialRampToValueAtTime(this._minOutput, endTime - this.sampleTime);
- this.setValueAtTime(0, endTime);
- } else {
- this._param.exponentialRampToValueAtTime(value, endTime);
- }
- return this;
- };
- Tone.TimelineSignal.prototype.setTargetAtTime = function (value, startTime, timeConstant) {
- value = this._fromUnits(value);
- value = Math.max(this._minOutput, value);
- timeConstant = Math.max(this._minOutput, timeConstant);
- startTime = this.toSeconds(startTime);
- this._events.add({
- 'type': Tone.TimelineSignal.Type.Target,
- 'value': value,
- 'time': startTime,
- 'constant': timeConstant
- });
- this._param.setTargetAtTime(value, startTime, timeConstant);
- return this;
- };
- Tone.TimelineSignal.prototype.setValueCurveAtTime = function (values, startTime, duration, scaling) {
- scaling = this.defaultArg(scaling, 1);
- var floats = new Array(values.length);
- for (var i = 0; i < floats.length; i++) {
- floats[i] = this._fromUnits(values[i]) * scaling;
- }
- startTime = this.toSeconds(startTime);
- duration = this.toSeconds(duration);
- this._events.add({
- 'type': Tone.TimelineSignal.Type.Curve,
- 'value': floats,
- 'time': startTime,
- 'duration': duration
- });
- this._param.setValueAtTime(floats[0], startTime);
- for (var j = 1; j < floats.length; j++) {
- var segmentTime = startTime + j / (floats.length - 1) * duration;
- this._param.linearRampToValueAtTime(floats[j], segmentTime);
- }
- return this;
- };
- Tone.TimelineSignal.prototype.cancelScheduledValues = function (after) {
- after = this.toSeconds(after);
- this._events.cancel(after);
- this._param.cancelScheduledValues(after);
- return this;
- };
- Tone.TimelineSignal.prototype.setRampPoint = function (time) {
- time = this.toSeconds(time);
- var val = this._toUnits(this.getValueAtTime(time));
- var before = this._searchBefore(time);
- if (before && before.time === time) {
- this.cancelScheduledValues(time + this.sampleTime);
- } else if (before && before.type === Tone.TimelineSignal.Type.Curve && before.time + before.duration > time) {
- this.cancelScheduledValues(time);
- this.linearRampToValueAtTime(val, time);
- } else {
- var after = this._searchAfter(time);
- if (after) {
- this.cancelScheduledValues(time);
- if (after.type === Tone.TimelineSignal.Type.Linear) {
- this.linearRampToValueAtTime(val, time);
- } else if (after.type === Tone.TimelineSignal.Type.Exponential) {
- this.exponentialRampToValueAtTime(val, time);
- }
- }
- this.setValueAtTime(val, time);
- }
- return this;
- };
- Tone.TimelineSignal.prototype.linearRampToValueBetween = function (value, start, finish) {
- this.setRampPoint(start);
- this.linearRampToValueAtTime(value, finish);
- return this;
- };
- Tone.TimelineSignal.prototype.exponentialRampToValueBetween = function (value, start, finish) {
- this.setRampPoint(start);
- this.exponentialRampToValueAtTime(value, finish);
- return this;
- };
- Tone.TimelineSignal.prototype._searchBefore = function (time) {
- return this._events.get(time);
- };
- Tone.TimelineSignal.prototype._searchAfter = function (time) {
- return this._events.getAfter(time);
- };
- Tone.TimelineSignal.prototype.getValueAtTime = function (time) {
- time = this.toSeconds(time);
- var after = this._searchAfter(time);
- var before = this._searchBefore(time);
- var value = this._initial;
- if (before === null) {
- value = this._initial;
- } else if (before.type === Tone.TimelineSignal.Type.Target) {
- var previous = this._events.getBefore(before.time);
- var previouVal;
- if (previous === null) {
- previouVal = this._initial;
- } else {
- previouVal = previous.value;
- }
- value = this._exponentialApproach(before.time, previouVal, before.value, before.constant, time);
- } else if (before.type === Tone.TimelineSignal.Type.Curve) {
- value = this._curveInterpolate(before.time, before.value, before.duration, time);
- } else if (after === null) {
- value = before.value;
- } else if (after.type === Tone.TimelineSignal.Type.Linear) {
- value = this._linearInterpolate(before.time, before.value, after.time, after.value, time);
- } else if (after.type === Tone.TimelineSignal.Type.Exponential) {
- value = this._exponentialInterpolate(before.time, before.value, after.time, after.value, time);
- } else {
- value = before.value;
- }
- return value;
- };
- Tone.TimelineSignal.prototype.connect = Tone.SignalBase.prototype.connect;
- Tone.TimelineSignal.prototype._exponentialApproach = function (t0, v0, v1, timeConstant, t) {
- return v1 + (v0 - v1) * Math.exp(-(t - t0) / timeConstant);
- };
- Tone.TimelineSignal.prototype._linearInterpolate = function (t0, v0, t1, v1, t) {
- return v0 + (v1 - v0) * ((t - t0) / (t1 - t0));
- };
- Tone.TimelineSignal.prototype._exponentialInterpolate = function (t0, v0, t1, v1, t) {
- v0 = Math.max(this._minOutput, v0);
- return v0 * Math.pow(v1 / v0, (t - t0) / (t1 - t0));
- };
- Tone.TimelineSignal.prototype._curveInterpolate = function (start, curve, duration, time) {
- var len = curve.length;
- if (time >= start + duration) {
- return curve[len - 1];
- } else if (time <= start) {
- return curve[0];
- } else {
- var progress = (time - start) / duration;
- var lowerIndex = Math.floor((len - 1) * progress);
- var upperIndex = Math.ceil((len - 1) * progress);
- var lowerVal = curve[lowerIndex];
- var upperVal = curve[upperIndex];
- if (upperIndex === lowerIndex) {
- return lowerVal;
- } else {
- return this._linearInterpolate(lowerIndex, lowerVal, upperIndex, upperVal, progress * (len - 1));
- }
- }
- };
- Tone.TimelineSignal.prototype.dispose = function () {
- Tone.Signal.prototype.dispose.call(this);
- Tone.Param.prototype.dispose.call(this);
- this._events.dispose();
- this._events = null;
- };
- return Tone.TimelineSignal;
-}(Tone_core_Tone, Tone_signal_Signal);
-var envelope;
-'use strict';
-envelope = function () {
- var p5sound = master;
- var Add = Tone_signal_Add;
- var Mult = Tone_signal_Multiply;
- var Scale = Tone_signal_Scale;
- var TimelineSignal = Tone_signal_TimelineSignal;
- /**
- * Envelopes are pre-defined amplitude distribution over time.
- * Typically, envelopes are used to control the output volume
- * of an object, a series of fades referred to as Attack, Decay,
- * Sustain and Release (
- * ADSR
- * ). Envelopes can also control other Web Audio Parametersโfor example, a p5.Envelope can
- * control an Oscillator's frequency like this: osc.freq(env)
.
Use setRange
to change the attack/release level.
- * Use setADSR
to change attackTime, decayTime, sustainPercent and releaseTime.
Use the play
method to play the entire envelope,
- * the ramp
method for a pingable trigger,
- * or triggerAttack
/
- * triggerRelease
to trigger noteOn/noteOff.
- * var attackLevel = 1.0;
- * var releaseLevel = 0;
- *
- * var attackTime = 0.001;
- * var decayTime = 0.2;
- * var susPercent = 0.2;
- * var releaseTime = 0.5;
- *
- * var env, triOsc;
- *
- * function setup() {
- * var cnv = createCanvas(100, 100);
- *
- * textAlign(CENTER);
- * text('click to play', width/2, height/2);
- *
- * env = new p5.Envelope();
- * env.setADSR(attackTime, decayTime, susPercent, releaseTime);
- * env.setRange(attackLevel, releaseLevel);
- *
- * triOsc = new p5.Oscillator('triangle');
- * triOsc.amp(env);
- * triOsc.start();
- * triOsc.freq(220);
- *
- * cnv.mousePressed(playEnv);
- * }
- *
- * function playEnv() {
- * env.play();
- * }
- *
- * var t1 = 0.1; // attack time in seconds
- * var l1 = 0.7; // attack level 0.0 to 1.0
- * var t2 = 0.3; // decay time in seconds
- * var l2 = 0.1; // decay level 0.0 to 1.0
- * var t3 = 0.2; // sustain time in seconds
- * var l3 = 0.5; // sustain level 0.0 to 1.0
- * // release level defaults to zero
- *
- * var env;
- * var triOsc;
- *
- * function setup() {
- * background(0);
- * noStroke();
- * fill(255);
- * textAlign(CENTER);
- * text('click to play', width/2, height/2);
- *
- * env = new p5.Envelope(t1, l1, t2, l2, t3, l3);
- * triOsc = new p5.Oscillator('triangle');
- * triOsc.amp(env); // give the env control of the triOsc's amp
- * triOsc.start();
- * }
- *
- * // mouseClick triggers envelope if over canvas
- * function mouseClicked() {
- * // is mouse over canvas?
- * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
- * env.play(triOsc);
- * }
- * }
- *
setRange
),
- * then decayLevel would increase proportionally, to become 0.5.
- * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)
- * @example
- *
- * var attackLevel = 1.0;
- * var releaseLevel = 0;
- *
- * var attackTime = 0.001;
- * var decayTime = 0.2;
- * var susPercent = 0.2;
- * var releaseTime = 0.5;
- *
- * var env, triOsc;
- *
- * function setup() {
- * var cnv = createCanvas(100, 100);
- *
- * textAlign(CENTER);
- * text('click to play', width/2, height/2);
- *
- * env = new p5.Envelope();
- * env.setADSR(attackTime, decayTime, susPercent, releaseTime);
- * env.setRange(attackLevel, releaseLevel);
- *
- * triOsc = new p5.Oscillator('triangle');
- * triOsc.amp(env);
- * triOsc.start();
- * triOsc.freq(220);
- *
- * cnv.mousePressed(playEnv);
- * }
- *
- * function playEnv() {
- * env.play();
- * }
- *
- * var attackLevel = 1.0;
- * var releaseLevel = 0;
- *
- * var attackTime = 0.001;
- * var decayTime = 0.2;
- * var susPercent = 0.2;
- * var releaseTime = 0.5;
- *
- * var env, triOsc;
- *
- * function setup() {
- * var cnv = createCanvas(100, 100);
- *
- * textAlign(CENTER);
- * text('click to play', width/2, height/2);
- *
- * env = new p5.Envelope();
- * env.setADSR(attackTime, decayTime, susPercent, releaseTime);
- * env.setRange(attackLevel, releaseLevel);
- *
- * triOsc = new p5.Oscillator('triangle');
- * triOsc.amp(env);
- * triOsc.start();
- * triOsc.freq(220);
- *
- * cnv.mousePressed(playEnv);
- * }
- *
- * function playEnv() {
- * env.play();
- * }
- *
- * var attackLevel = 1.0;
- * var releaseLevel = 0;
- *
- * var attackTime = 0.001;
- * var decayTime = 0.2;
- * var susPercent = 0.2;
- * var releaseTime = 0.5;
- *
- * var env, triOsc;
- *
- * function setup() {
- * var cnv = createCanvas(100, 100);
- *
- * textAlign(CENTER);
- * text('click to play', width/2, height/2);
- *
- * env = new p5.Envelope();
- * env.setADSR(attackTime, decayTime, susPercent, releaseTime);
- * env.setRange(attackLevel, releaseLevel);
- *
- * triOsc = new p5.Oscillator('triangle');
- * triOsc.amp(env);
- * triOsc.start();
- * triOsc.freq(220);
- *
- * cnv.mousePressed(playEnv);
- * }
- *
- * function playEnv() {
- * // trigger env on triOsc, 0 seconds from now
- * // After decay, sustain for 0.2 seconds before release
- * env.play(triOsc, 0, 0.2);
- * }
- *
- *
- * var attackLevel = 1.0;
- * var releaseLevel = 0;
- *
- * var attackTime = 0.001;
- * var decayTime = 0.3;
- * var susPercent = 0.4;
- * var releaseTime = 0.5;
- *
- * var env, triOsc;
- *
- * function setup() {
- * var cnv = createCanvas(100, 100);
- * background(200);
- * textAlign(CENTER);
- * text('click to play', width/2, height/2);
- *
- * env = new p5.Envelope();
- * env.setADSR(attackTime, decayTime, susPercent, releaseTime);
- * env.setRange(attackLevel, releaseLevel);
- *
- * triOsc = new p5.Oscillator('triangle');
- * triOsc.amp(env);
- * triOsc.start();
- * triOsc.freq(220);
- *
- * cnv.mousePressed(envAttack);
- * }
- *
- * function envAttack() {
- * console.log('trigger attack');
- * env.triggerAttack();
- *
- * background(0,255,0);
- * text('attack!', width/2, height/2);
- * }
- *
- * function mouseReleased() {
- * env.triggerRelease();
- *
- * background(200);
- * text('click to play', width/2, height/2);
- * }
- *
- *
- * var attackLevel = 1.0;
- * var releaseLevel = 0;
- *
- * var attackTime = 0.001;
- * var decayTime = 0.3;
- * var susPercent = 0.4;
- * var releaseTime = 0.5;
- *
- * var env, triOsc;
- *
- * function setup() {
- * var cnv = createCanvas(100, 100);
- * background(200);
- * textAlign(CENTER);
- * text('click to play', width/2, height/2);
- *
- * env = new p5.Envelope();
- * env.setADSR(attackTime, decayTime, susPercent, releaseTime);
- * env.setRange(attackLevel, releaseLevel);
- *
- * triOsc = new p5.Oscillator('triangle');
- * triOsc.amp(env);
- * triOsc.start();
- * triOsc.freq(220);
- *
- * cnv.mousePressed(envAttack);
- * }
- *
- * function envAttack() {
- * console.log('trigger attack');
- * env.triggerAttack();
- *
- * background(0,255,0);
- * text('attack!', width/2, height/2);
- * }
- *
- * function mouseReleased() {
- * env.triggerRelease();
- *
- * background(200);
- * text('click to play', width/2, height/2);
- * }
- *
setADSR(attackTime, decayTime)
- * as
- * time constants for simple exponential ramps.
- * If the value is higher than current value, it uses attackTime,
- * while a decrease uses decayTime.
- *
- * @method ramp
- * @param {Object} unit p5.sound Object or Web Audio Param
- * @param {Number} secondsFromNow When to trigger the ramp
- * @param {Number} v Target value
- * @param {Number} [v2] Second target value (optional)
- * @example
- *
- * var env, osc, amp, cnv;
- *
- * var attackTime = 0.001;
- * var decayTime = 0.2;
- * var attackLevel = 1;
- * var decayLevel = 0;
- *
- * function setup() {
- * cnv = createCanvas(100, 100);
- * fill(0,255,0);
- * noStroke();
- *
- * env = new p5.Envelope();
- * env.setADSR(attackTime, decayTime);
- *
- * osc = new p5.Oscillator();
- * osc.amp(env);
- * osc.start();
- *
- * amp = new p5.Amplitude();
- *
- * cnv.mousePressed(triggerRamp);
- * }
- *
- * function triggerRamp() {
- * env.ramp(osc, 0, attackLevel, decayLevel);
- * }
- *
- * function draw() {
- * background(20,20,20);
- * text('click me', 10, 20);
- * var h = map(amp.getLevel(), 0, 0.4, 0, height);;
- *
- * rect(0, height, width, -h);
- * }
- *
p5.Oscillator
for a full list of methods.
- *
- * @class p5.Pulse
- * @extends p5.Oscillator
- * @constructor
- * @param {Number} [freq] Frequency in oscillations per second (Hz)
- * @param {Number} [w] Width between the pulses (0 to 1.0,
- * defaults to 0)
- * @example
- *
- * var pulse;
- * function setup() {
- * background(0);
- *
- * // Create and start the pulse wave oscillator
- * pulse = new p5.Pulse();
- * pulse.amp(0.5);
- * pulse.freq(220);
- * pulse.start();
- * }
- *
- * function draw() {
- * var w = map(mouseX, 0, width, 0, 1);
- * w = constrain(w, 0, 1);
- * pulse.width(w)
- * }
- *
Get audio from an input, i.e. your computer's microphone.
- * - *Turn the mic on/off with the start() and stop() methods. When the mic - * is on, its volume can be measured with getLevel or by connecting an - * FFT object.
- * - *If you want to hear the AudioIn, use the .connect() method. - * AudioIn does not connect to p5.sound output by default to prevent - * feedback.
- * - *Note: This uses the getUserMedia/ - * Stream API, which is not supported by certain browsers. Access in Chrome browser - * is limited to localhost and https, but access over http may be limited.
- * - * @class p5.AudioIn - * @constructor - * @param {Function} [errorCallback] A function to call if there is an error - * accessing the AudioIn. For example, - * Safari and iOS devices do not - * currently allow microphone access. - * @example - *
- * var mic;
- * function setup(){
- * mic = new p5.AudioIn()
- * mic.start();
- * }
- * function draw(){
- * background(0);
- * micLevel = mic.getLevel();
- * ellipse(width/2, constrain(height-micLevel*height*5, 0, height), 10, 10);
- * }
- *
- * var audiograb;
- *
- * function setup(){
- * //new audioIn
- * audioGrab = new p5.AudioIn();
- *
- * audioGrab.getSources(function(deviceList) {
- * //print out the array of available sources
- * console.log(deviceList);
- * //set the source to the first item in the deviceList array
- * audioGrab.setSource(0);
- * });
- * }
- *
A p5.Filter uses a Web Audio Biquad Filter to filter - * the frequency response of an input source. Subclasses - * include:
- * *p5.LowPass
:
- * Allows frequencies below the cutoff frequency to pass through,
- * and attenuates frequencies above the cutoff.p5.HighPass
:
- * The opposite of a lowpass filter. p5.BandPass
:
- * Allows a range of frequencies to pass through and attenuates
- * the frequencies below and above this frequency range..res()
method controls either width of the
- * bandpass, or resonance of the low/highpass cutoff frequency.
- *
- * This class extends p5.Effect.
- * Methods amp(), chain(),
- * drywet(), connect(), and
- * disconnect() are available.
- *
- * @class p5.Filter
- * @extends p5.Effect
- * @constructor
- * @param {String} [type] 'lowpass' (default), 'highpass', 'bandpass'
- * @example
- *
- * var fft, noise, filter;
- *
- * function setup() {
- * fill(255, 40, 255);
- *
- * filter = new p5.BandPass();
- *
- * noise = new p5.Noise();
- * // disconnect unfiltered noise,
- * // and connect to filter
- * noise.disconnect();
- * noise.connect(filter);
- * noise.start();
- *
- * fft = new p5.FFT();
- * }
- *
- * function draw() {
- * background(30);
- *
- * // set the BandPass frequency based on mouseX
- * var freq = map(mouseX, 0, width, 20, 10000);
- * filter.freq(freq);
- * // give the filter a narrow band (lower res = wider bandpass)
- * filter.res(50);
- *
- * // draw filtered spectrum
- * var spectrum = fft.analyze();
- * noStroke();
- * for (var i = 0; i < spectrum.length; i++) {
- * var x = map(i, 0, spectrum.length, 0, width);
- * var h = -height + map(spectrum[i], 0, 255, height, 0);
- * rect(x, height, width/spectrum.length, h);
- * }
- *
- * isMouseOverCanvas();
- * }
- *
- * function isMouseOverCanvas() {
- * var mX = mouseX, mY = mouseY;
- * if (mX > 0 && mX < width && mY < height && mY > 0) {
- * noise.amp(0.5, 0.2);
- * } else {
- * noise.amp(0, 0.2);
- * }
- * }
- *
new p5.LowPass()
Filter.
- * This is the same as creating a p5.Filter and then calling
- * its method setType('lowpass')
.
- * See p5.Filter for methods.
- *
- * @class p5.LowPass
- * @constructor
- * @extends p5.Filter
- */
- p5.LowPass = function () {
- p5.Filter.call(this, 'lowpass');
- };
- p5.LowPass.prototype = Object.create(p5.Filter.prototype);
- /**
- * Constructor: new p5.HighPass()
Filter.
- * This is the same as creating a p5.Filter and then calling
- * its method setType('highpass')
.
- * See p5.Filter for methods.
- *
- * @class p5.HighPass
- * @constructor
- * @extends p5.Filter
- */
- p5.HighPass = function () {
- p5.Filter.call(this, 'highpass');
- };
- p5.HighPass.prototype = Object.create(p5.Filter.prototype);
- /**
- * Constructor: new p5.BandPass()
Filter.
- * This is the same as creating a p5.Filter and then calling
- * its method setType('bandpass')
.
- * See p5.Filter for methods.
- *
- * @class p5.BandPass
- * @constructor
- * @extends p5.Filter
- */
- p5.BandPass = function () {
- p5.Filter.call(this, 'bandpass');
- };
- p5.BandPass.prototype = Object.create(p5.Filter.prototype);
- return p5.Filter;
-}(master, effect);
-var src_eqFilter;
-'use strict';
-src_eqFilter = function () {
- var Filter = filter;
- var p5sound = master;
- /**
- * EQFilter extends p5.Filter with constraints
- * necessary for the p5.EQ
- *
- * @private
- */
- var EQFilter = function (freq, res) {
- Filter.call(this, 'peaking');
- this.disconnect();
- this.set(freq, res);
- this.biquad.gain.value = 0;
- delete this.input;
- delete this.output;
- delete this._drywet;
- delete this.wet;
- };
- EQFilter.prototype = Object.create(Filter.prototype);
- EQFilter.prototype.amp = function () {
- console.warn('`amp()` is not available for p5.EQ bands. Use `.gain()`');
- };
- EQFilter.prototype.drywet = function () {
- console.warn('`drywet()` is not available for p5.EQ bands.');
- };
- EQFilter.prototype.connect = function (unit) {
- var u = unit || p5.soundOut.input;
- if (this.biquad) {
- this.biquad.connect(u.input ? u.input : u);
- } else {
- this.output.connect(u.input ? u.input : u);
- }
- };
- EQFilter.prototype.disconnect = function () {
- if (this.biquad) {
- this.biquad.disconnect();
- }
- };
- EQFilter.prototype.dispose = function () {
- // remove reference form soundArray
- var index = p5sound.soundArray.indexOf(this);
- p5sound.soundArray.splice(index, 1);
- this.disconnect();
- delete this.biquad;
- };
- return EQFilter;
-}(filter, master);
-var eq;
-'use strict';
-eq = function () {
- var Effect = effect;
- var EQFilter = src_eqFilter;
- /**
- * p5.EQ is an audio effect that performs the function of a multiband
- * audio equalizer. Equalization is used to adjust the balance of
- * frequency compoenents of an audio signal. This process is commonly used
- * in sound production and recording to change the waveform before it reaches
- * a sound output device. EQ can also be used as an audio effect to create
- * interesting distortions by filtering out parts of the spectrum. p5.EQ is
- * built using a chain of Web Audio Biquad Filter Nodes and can be
- * instantiated with 3 or 8 bands. Bands can be added or removed from
- * the EQ by directly modifying p5.EQ.bands (the array that stores filters).
- *
- * This class extends p5.Effect.
- * Methods amp(), chain(),
- * drywet(), connect(), and
- * disconnect() are available.
- *
- * @class p5.EQ
- * @constructor
- * @extends p5.Effect
- * @param {Number} [_eqsize] Constructor will accept 3 or 8, defaults to 3
- * @return {Object} p5.EQ object
- *
- * @example
- *
- * var eq;
- * var band_names;
- * var band_index;
- *
- * var soundFile, play;
- *
- * function preload() {
- * soundFormats('mp3', 'ogg');
- * soundFile = loadSound('assets/beat');
- * }
- *
- * function setup() {
- * eq = new p5.EQ(3);
- * soundFile.disconnect();
- * eq.process(soundFile);
- *
- * band_names = ['lows','mids','highs'];
- * band_index = 0;
- * play = false;
- * textAlign(CENTER);
- * }
- *
- * function draw() {
- * background(30);
- * noStroke();
- * fill(255);
- * text('click to kill',50,25);
- *
- * fill(255, 40, 255);
- * textSize(26);
- * text(band_names[band_index],50,55);
- *
- * fill(255);
- * textSize(9);
- * text('space = play/pause',50,80);
- * }
- *
- * //If mouse is over canvas, cycle to the next band and kill the frequency
- * function mouseClicked() {
- * for (var i = 0; i < eq.bands.length; i++) {
- * eq.bands[i].gain(0);
- * }
- * eq.bands[band_index].gain(-40);
- * if (mouseX > 0 && mouseX < width && mouseY < height && mouseY > 0) {
- * band_index === 2 ? band_index = 0 : band_index++;
- * }
- * }
- *
- * //use space bar to trigger play / pause
- * function keyPressed() {
- * if (key===' ') {
- * play = !play
- * play ? soundFile.loop() : soundFile.pause();
- * }
- * }
- *
p5.soundOut.audiocontext.listener
- *
- *
- * @class p5.Panner3D
- * @constructor
- */
- p5.Panner3D = function () {
- Effect.call(this);
- /**
- *
- * Web Audio Spatial Panner Node
- *
- * Properties include
- * - panningModel: "equal power" or "HRTF"
- * - distanceModel: "linear", "inverse", or "exponential"
- *
- * @property {AudioNode} panner
- *
- */
- this.panner = this.ac.createPanner();
- this.panner.panningModel = 'HRTF';
- this.panner.distanceModel = 'linear';
- this.panner.connect(this.output);
- this.input.connect(this.panner);
- };
- p5.Panner3D.prototype = Object.create(Effect.prototype);
- /**
- * Connect an audio sorce
- *
- * @method process
- * @param {Object} src Input source
- */
- p5.Panner3D.prototype.process = function (src) {
- src.connect(this.input);
- };
- /**
- * Set the X,Y,Z position of the Panner
- * @method set
- * @param {Number} xVal
- * @param {Number} yVal
- * @param {Number} zVal
- * @param {Number} time
- * @return {Array} Updated x, y, z values as an array
- */
- p5.Panner3D.prototype.set = function (xVal, yVal, zVal, time) {
- this.positionX(xVal, time);
- this.positionY(yVal, time);
- this.positionZ(zVal, time);
- return [
- this.panner.positionX.value,
- this.panner.positionY.value,
- this.panner.positionZ.value
- ];
- };
- /**
- * Getter and setter methods for position coordinates
- * @method positionX
- * @return {Number} updated coordinate value
- */
- /**
- * Getter and setter methods for position coordinates
- * @method positionY
- * @return {Number} updated coordinate value
- */
- /**
- * Getter and setter methods for position coordinates
- * @method positionZ
- * @return {Number} updated coordinate value
- */
- p5.Panner3D.prototype.positionX = function (xVal, time) {
- var t = time || 0;
- if (typeof xVal === 'number') {
- this.panner.positionX.value = xVal;
- this.panner.positionX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
- this.panner.positionX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);
- } else if (xVal) {
- xVal.connect(this.panner.positionX);
- }
- return this.panner.positionX.value;
- };
- p5.Panner3D.prototype.positionY = function (yVal, time) {
- var t = time || 0;
- if (typeof yVal === 'number') {
- this.panner.positionY.value = yVal;
- this.panner.positionY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
- this.panner.positionY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);
- } else if (yVal) {
- yVal.connect(this.panner.positionY);
- }
- return this.panner.positionY.value;
- };
- p5.Panner3D.prototype.positionZ = function (zVal, time) {
- var t = time || 0;
- if (typeof zVal === 'number') {
- this.panner.positionZ.value = zVal;
- this.panner.positionZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
- this.panner.positionZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);
- } else if (zVal) {
- zVal.connect(this.panner.positionZ);
- }
- return this.panner.positionZ.value;
- };
- /**
- * Set the X,Y,Z position of the Panner
- * @method orient
- * @param {Number} xVal
- * @param {Number} yVal
- * @param {Number} zVal
- * @param {Number} time
- * @return {Array} Updated x, y, z values as an array
- */
- p5.Panner3D.prototype.orient = function (xVal, yVal, zVal, time) {
- this.orientX(xVal, time);
- this.orientY(yVal, time);
- this.orientZ(zVal, time);
- return [
- this.panner.orientationX.value,
- this.panner.orientationY.value,
- this.panner.orientationZ.value
- ];
- };
- /**
- * Getter and setter methods for orient coordinates
- * @method orientX
- * @return {Number} updated coordinate value
- */
- /**
- * Getter and setter methods for orient coordinates
- * @method orientY
- * @return {Number} updated coordinate value
- */
- /**
- * Getter and setter methods for orient coordinates
- * @method orientZ
- * @return {Number} updated coordinate value
- */
- p5.Panner3D.prototype.orientX = function (xVal, time) {
- var t = time || 0;
- if (typeof xVal === 'number') {
- this.panner.orientationX.value = xVal;
- this.panner.orientationX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
- this.panner.orientationX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);
- } else if (xVal) {
- xVal.connect(this.panner.orientationX);
- }
- return this.panner.orientationX.value;
- };
- p5.Panner3D.prototype.orientY = function (yVal, time) {
- var t = time || 0;
- if (typeof yVal === 'number') {
- this.panner.orientationY.value = yVal;
- this.panner.orientationY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
- this.panner.orientationY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);
- } else if (yVal) {
- yVal.connect(this.panner.orientationY);
- }
- return this.panner.orientationY.value;
- };
- p5.Panner3D.prototype.orientZ = function (zVal, time) {
- var t = time || 0;
- if (typeof zVal === 'number') {
- this.panner.orientationZ.value = zVal;
- this.panner.orientationZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
- this.panner.orientationZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);
- } else if (zVal) {
- zVal.connect(this.panner.orientationZ);
- }
- return this.panner.orientationZ.value;
- };
- /**
- * Set the rolloff factor and max distance
- * @method setFalloff
- * @param {Number} [maxDistance]
- * @param {Number} [rolloffFactor]
- */
- p5.Panner3D.prototype.setFalloff = function (maxDistance, rolloffFactor) {
- this.maxDist(maxDistance);
- this.rolloff(rolloffFactor);
- };
- /**
- * Maxium distance between the source and the listener
- * @method maxDist
- * @param {Number} maxDistance
- * @return {Number} updated value
- */
- p5.Panner3D.prototype.maxDist = function (maxDistance) {
- if (typeof maxDistance === 'number') {
- this.panner.maxDistance = maxDistance;
- }
- return this.panner.maxDistance;
- };
- /**
- * How quickly the volume is reduced as the source moves away from the listener
- * @method rollof
- * @param {Number} rolloffFactor
- * @return {Number} updated value
- */
- p5.Panner3D.prototype.rolloff = function (rolloffFactor) {
- if (typeof rolloffFactor === 'number') {
- this.panner.rolloffFactor = rolloffFactor;
- }
- return this.panner.rolloffFactor;
- };
- p5.Panner3D.dispose = function () {
- Effect.prototype.dispose.apply(this);
- if (this.panner) {
- this.panner.disconnect();
- delete this.panner;
- }
- };
- return p5.Panner3D;
-}(master, effect);
-var listener3d;
-'use strict';
-listener3d = function () {
- var p5sound = master;
- var Effect = effect;
- // /**
- // * listener is a class that can construct both a Spatial Panner
- // * and a Spatial Listener. The panner is based on the
- // * Web Audio Spatial Panner Node
- // * https://www.w3.org/TR/webaudio/#the-listenernode-interface
- // * This panner is a spatial processing node that allows audio to be positioned
- // * and oriented in 3D space.
- // *
- // * The Listener modifies the properties of the Audio Context Listener.
- // * Both objects types use the same methods. The default is a spatial panner.
- // *
- // * p5.Panner3D
- Constructs a Spatial Pannerp5.Listener3D
- Constructs a Spatial Listener
- * var noise, env, delay;
- *
- * function setup() {
- * background(0);
- * noStroke();
- * fill(255);
- * textAlign(CENTER);
- * text('click to play', width/2, height/2);
- *
- * noise = new p5.Noise('brown');
- * noise.amp(0);
- * noise.start();
- *
- * delay = new p5.Delay();
- *
- * // delay.process() accepts 4 parameters:
- * // source, delayTime, feedback, filter frequency
- * // play with these numbers!!
- * delay.process(noise, .12, .7, 2300);
- *
- * // play the noise with an envelope,
- * // a series of fades ( time / value pairs )
- * env = new p5.Envelope(.01, 0.2, .2, .1);
- * }
- *
- * // mouseClick triggers envelope
- * function mouseClicked() {
- * // is mouse over canvas?
- * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
- * env.play(noise);
- * }
- * }
- *
- * var soundFile, reverb;
- * function preload() {
- * soundFile = loadSound('assets/Damscray_DancingTiger.mp3');
- * }
- *
- * function setup() {
- * reverb = new p5.Reverb();
- * soundFile.disconnect(); // so we'll only hear reverb...
- *
- * // connect soundFile to reverb, process w/
- * // 3 second reverbTime, decayRate of 2%
- * reverb.process(soundFile, 3, 2);
- * soundFile.play();
- * }
- *
p5.Convolver extends p5.Reverb. It can emulate the sound of real - * physical spaces through a process called - * convolution.
- * - *Convolution multiplies any audio input by an "impulse response" - * to simulate the dispersion of sound over time. The impulse response is - * generated from an audio file that you provide. One way to - * generate an impulse response is to pop a balloon in a reverberant space - * and record the echo. Convolution can also be used to experiment with - * sound.
- * - *Use the method createConvolution(path)
to instantiate a
- * p5.Convolver with a path to your impulse response audio file.
- * var cVerb, sound;
- * function preload() {
- * // We have both MP3 and OGG versions of all sound assets
- * soundFormats('ogg', 'mp3');
- *
- * // Try replacing 'bx-spring' with other soundfiles like
- * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'
- * cVerb = createConvolver('assets/bx-spring.mp3');
- *
- * // Try replacing 'Damscray_DancingTiger' with
- * // 'beat', 'doorbell', lucky_dragons_-_power_melody'
- * sound = loadSound('assets/Damscray_DancingTiger.mp3');
- * }
- *
- * function setup() {
- * // disconnect from master output...
- * sound.disconnect();
- *
- * // ...and process with cVerb
- * // so that we only hear the convolution
- * cVerb.process(sound);
- *
- * sound.play();
- * }
- *
- * var cVerb, sound;
- * function preload() {
- * // We have both MP3 and OGG versions of all sound assets
- * soundFormats('ogg', 'mp3');
- *
- * // Try replacing 'bx-spring' with other soundfiles like
- * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'
- * cVerb = createConvolver('assets/bx-spring.mp3');
- *
- * // Try replacing 'Damscray_DancingTiger' with
- * // 'beat', 'doorbell', lucky_dragons_-_power_melody'
- * sound = loadSound('assets/Damscray_DancingTiger.mp3');
- * }
- *
- * function setup() {
- * // disconnect from master output...
- * sound.disconnect();
- *
- * // ...and process with cVerb
- * // so that we only hear the convolution
- * cVerb.process(sound);
- *
- * sound.play();
- * }
- *
- * var cVerb, sound;
- * function preload() {
- * soundFormats('ogg', 'mp3');
- *
- * cVerb = createConvolver('assets/concrete-tunnel.mp3');
- *
- * sound = loadSound('assets/beat.mp3');
- * }
- *
- * function setup() {
- * // disconnect from master output...
- * sound.disconnect();
- *
- * // ...and process with (i.e. connect to) cVerb
- * // so that we only hear the convolution
- * cVerb.process(sound);
- *
- * sound.play();
- * }
- *
toggleImpulse(id)
method.
- *
- * @property {Array} impulses
- */
- p5.Convolver.prototype.impulses = [];
- /**
- * Load and assign a new Impulse Response to the p5.Convolver.
- * The impulse is added to the .impulses
array. Previous
- * impulses can be accessed with the .toggleImpulse(id)
- * method.
- *
- * @method addImpulse
- * @param {String} path path to a sound file
- * @param {Function} callback function (optional)
- * @param {Function} errorCallback function (optional)
- */
- p5.Convolver.prototype.addImpulse = function (path, callback, errorCallback) {
- // if loading locally without a server
- if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {
- alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');
- }
- this._loadBuffer(path, callback, errorCallback);
- };
- /**
- * Similar to .addImpulse, except that the .impulses
- * Array is reset to save memory. A new .impulses
- * array is created with this impulse as the only item.
- *
- * @method resetImpulse
- * @param {String} path path to a sound file
- * @param {Function} callback function (optional)
- * @param {Function} errorCallback function (optional)
- */
- p5.Convolver.prototype.resetImpulse = function (path, callback, errorCallback) {
- // if loading locally without a server
- if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {
- alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');
- }
- this.impulses = [];
- this._loadBuffer(path, callback, errorCallback);
- };
- /**
- * If you have used .addImpulse()
to add multiple impulses
- * to a p5.Convolver, then you can use this method to toggle between
- * the items in the .impulses
Array. Accepts a parameter
- * to identify which impulse you wish to use, identified either by its
- * original filename (String) or by its position in the .impulses
- *
Array (Number)..audioBuffer
(type:
- * Web Audio
- * AudioBuffer) and a .name
, a String that corresponds
- * with the original filename.
- *
- * @method toggleImpulse
- * @param {String|Number} id Identify the impulse by its original filename
- * (String), or by its position in the
- * .impulses
Array (Number).
- */
- p5.Convolver.prototype.toggleImpulse = function (id) {
- if (typeof id === 'number' && id < this.impulses.length) {
- this._setBuffer(this.impulses[id].audioBuffer);
- }
- if (typeof id === 'string') {
- for (var i = 0; i < this.impulses.length; i++) {
- if (this.impulses[i].name === id) {
- this._setBuffer(this.impulses[i].audioBuffer);
- break;
- }
- }
- }
- };
- p5.Convolver.prototype.dispose = function () {
- p5.Reverb.prototype.dispose.apply(this);
- // remove all the Impulse Response buffers
- for (var i in this.impulses) {
- if (this.impulses[i]) {
- this.impulses[i] = null;
- }
- }
- };
-}(errorHandler, effect);
-/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
-var Tone_core_TimelineState;
-Tone_core_TimelineState = function (Tone) {
- 'use strict';
- Tone.TimelineState = function (initial) {
- Tone.Timeline.call(this);
- this._initial = initial;
- };
- Tone.extend(Tone.TimelineState, Tone.Timeline);
- Tone.TimelineState.prototype.getValueAtTime = function (time) {
- var event = this.get(time);
- if (event !== null) {
- return event.state;
- } else {
- return this._initial;
- }
- };
- Tone.TimelineState.prototype.setStateAtTime = function (state, time) {
- this.add({
- 'state': state,
- 'time': time
- });
- };
- return Tone.TimelineState;
-}(Tone_core_Tone, Tone_core_Timeline);
-/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
-var Tone_core_Clock;
-Tone_core_Clock = function (Tone) {
- 'use strict';
- Tone.Clock = function () {
- Tone.Emitter.call(this);
- var options = this.optionsObject(arguments, [
- 'callback',
- 'frequency'
- ], Tone.Clock.defaults);
- this.callback = options.callback;
- this._nextTick = 0;
- this._lastState = Tone.State.Stopped;
- this.frequency = new Tone.TimelineSignal(options.frequency, Tone.Type.Frequency);
- this._readOnly('frequency');
- this.ticks = 0;
- this._state = new Tone.TimelineState(Tone.State.Stopped);
- this._boundLoop = this._loop.bind(this);
- this.context.on('tick', this._boundLoop);
- };
- Tone.extend(Tone.Clock, Tone.Emitter);
- Tone.Clock.defaults = {
- 'callback': Tone.noOp,
- 'frequency': 1,
- 'lookAhead': 'auto'
- };
- Object.defineProperty(Tone.Clock.prototype, 'state', {
- get: function () {
- return this._state.getValueAtTime(this.now());
- }
- });
- Tone.Clock.prototype.start = function (time, offset) {
- time = this.toSeconds(time);
- if (this._state.getValueAtTime(time) !== Tone.State.Started) {
- this._state.add({
- 'state': Tone.State.Started,
- 'time': time,
- 'offset': offset
- });
- }
- return this;
- };
- Tone.Clock.prototype.stop = function (time) {
- time = this.toSeconds(time);
- this._state.cancel(time);
- this._state.setStateAtTime(Tone.State.Stopped, time);
- return this;
- };
- Tone.Clock.prototype.pause = function (time) {
- time = this.toSeconds(time);
- if (this._state.getValueAtTime(time) === Tone.State.Started) {
- this._state.setStateAtTime(Tone.State.Paused, time);
- }
- return this;
- };
- Tone.Clock.prototype._loop = function () {
- var now = this.now();
- var lookAhead = this.context.lookAhead;
- var updateInterval = this.context.updateInterval;
- var lagCompensation = this.context.lag * 2;
- var loopInterval = now + lookAhead + updateInterval + lagCompensation;
- while (loopInterval > this._nextTick && this._state) {
- var currentState = this._state.getValueAtTime(this._nextTick);
- if (currentState !== this._lastState) {
- this._lastState = currentState;
- var event = this._state.get(this._nextTick);
- if (currentState === Tone.State.Started) {
- this._nextTick = event.time;
- if (!this.isUndef(event.offset)) {
- this.ticks = event.offset;
- }
- this.emit('start', event.time, this.ticks);
- } else if (currentState === Tone.State.Stopped) {
- this.ticks = 0;
- this.emit('stop', event.time);
- } else if (currentState === Tone.State.Paused) {
- this.emit('pause', event.time);
- }
- }
- var tickTime = this._nextTick;
- if (this.frequency) {
- this._nextTick += 1 / this.frequency.getValueAtTime(this._nextTick);
- if (currentState === Tone.State.Started) {
- this.callback(tickTime);
- this.ticks++;
- }
- }
- }
- };
- Tone.Clock.prototype.getStateAtTime = function (time) {
- time = this.toSeconds(time);
- return this._state.getValueAtTime(time);
- };
- Tone.Clock.prototype.dispose = function () {
- Tone.Emitter.prototype.dispose.call(this);
- this.context.off('tick', this._boundLoop);
- this._writable('frequency');
- this.frequency.dispose();
- this.frequency = null;
- this._boundLoop = null;
- this._nextTick = Infinity;
- this.callback = null;
- this._state.dispose();
- this._state = null;
- };
- return Tone.Clock;
-}(Tone_core_Tone, Tone_signal_TimelineSignal, Tone_core_TimelineState, Tone_core_Emitter);
-var metro;
-'use strict';
-metro = function () {
- var p5sound = master;
- // requires the Tone.js library's Clock (MIT license, Yotam Mann)
- // https://github.com/TONEnoTONE/Tone.js/
- var Clock = Tone_core_Clock;
- p5.Metro = function () {
- this.clock = new Clock({ 'callback': this.ontick.bind(this) });
- this.syncedParts = [];
- this.bpm = 120;
- // gets overridden by p5.Part
- this._init();
- this.prevTick = 0;
- this.tatumTime = 0;
- this.tickCallback = function () {
- };
- };
- p5.Metro.prototype.ontick = function (tickTime) {
- var elapsedTime = tickTime - this.prevTick;
- var secondsFromNow = tickTime - p5sound.audiocontext.currentTime;
- if (elapsedTime - this.tatumTime <= -0.02) {
- return;
- } else {
- // console.log('ok', this.syncedParts[0].phrases[0].name);
- this.prevTick = tickTime;
- // for all of the active things on the metro:
- var self = this;
- this.syncedParts.forEach(function (thisPart) {
- if (!thisPart.isPlaying)
- return;
- thisPart.incrementStep(secondsFromNow);
- // each synced source keeps track of its own beat number
- thisPart.phrases.forEach(function (thisPhrase) {
- var phraseArray = thisPhrase.sequence;
- var bNum = self.metroTicks % phraseArray.length;
- if (phraseArray[bNum] !== 0 && (self.metroTicks < phraseArray.length || !thisPhrase.looping)) {
- thisPhrase.callback(secondsFromNow, phraseArray[bNum]);
- }
- });
- });
- this.metroTicks += 1;
- this.tickCallback(secondsFromNow);
- }
- };
- p5.Metro.prototype.setBPM = function (bpm, rampTime) {
- var beatTime = 60 / (bpm * this.tatums);
- var now = p5sound.audiocontext.currentTime;
- this.tatumTime = beatTime;
- var rampTime = rampTime || 0;
- this.clock.frequency.setValueAtTime(this.clock.frequency.value, now);
- this.clock.frequency.linearRampToValueAtTime(bpm, now + rampTime);
- this.bpm = bpm;
- };
- p5.Metro.prototype.getBPM = function () {
- return this.clock.getRate() / this.tatums * 60;
- };
- p5.Metro.prototype._init = function () {
- this.metroTicks = 0;
- };
- // clear existing synced parts, add only this one
- p5.Metro.prototype.resetSync = function (part) {
- this.syncedParts = [part];
- };
- // push a new synced part to the array
- p5.Metro.prototype.pushSync = function (part) {
- this.syncedParts.push(part);
- };
- p5.Metro.prototype.start = function (timeFromNow) {
- var t = timeFromNow || 0;
- var now = p5sound.audiocontext.currentTime;
- this.clock.start(now + t);
- this.setBPM(this.bpm);
- };
- p5.Metro.prototype.stop = function (timeFromNow) {
- var t = timeFromNow || 0;
- var now = p5sound.audiocontext.currentTime;
- this.clock.stop(now + t);
- };
- p5.Metro.prototype.beatLength = function (tatums) {
- this.tatums = 1 / tatums / 4;
- };
-}(master, Tone_core_Clock);
-var looper;
-'use strict';
-looper = function () {
- var p5sound = master;
- var BPM = 120;
- /**
- * Set the global tempo, in beats per minute, for all
- * p5.Parts. This method will impact all active p5.Parts.
- *
- * @method setBPM
- * @param {Number} BPM Beats Per Minute
- * @param {Number} rampTime Seconds from now
- */
- p5.prototype.setBPM = function (bpm, rampTime) {
- BPM = bpm;
- for (var i in p5sound.parts) {
- if (p5sound.parts[i]) {
- p5sound.parts[i].setBPM(bpm, rampTime);
- }
- }
- };
- /**
- * A phrase is a pattern of musical events over time, i.e. - * a series of notes and rests.
- * - *Phrases must be added to a p5.Part for playback, and - * each part can play multiple phrases at the same time. - * For example, one Phrase might be a kick drum, another - * could be a snare, and another could be the bassline.
- * - *The first parameter is a name so that the phrase can be
- * modified or deleted later. The callback is a a function that
- * this phrase will call at every stepโfor example it might be
- * called playNote(value){}
. The array determines
- * which value is passed into the callback at each step of the
- * phrase. It can be numbers, an object with multiple numbers,
- * or a zero (0) indicates a rest so the callback won't be called).
- * var mySound, myPhrase, myPart;
- * var pattern = [1,0,0,2,0,2,0,0];
- * var msg = 'click to play';
- *
- * function preload() {
- * mySound = loadSound('assets/beatbox.mp3');
- * }
- *
- * function setup() {
- * noStroke();
- * fill(255);
- * textAlign(CENTER);
- * masterVolume(0.1);
- *
- * myPhrase = new p5.Phrase('bbox', makeSound, pattern);
- * myPart = new p5.Part();
- * myPart.addPhrase(myPhrase);
- * myPart.setBPM(60);
- * }
- *
- * function draw() {
- * background(0);
- * text(msg, width/2, height/2);
- * }
- *
- * function makeSound(time, playbackRate) {
- * mySound.rate(playbackRate);
- * mySound.play(time);
- * }
- *
- * function mouseClicked() {
- * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
- * myPart.start();
- * msg = 'playing pattern';
- * }
- * }
- *
- *
A p5.Part plays back one or more p5.Phrases. Instantiate a part - * with steps and tatums. By default, each step represents a 1/16th note.
- * - *See p5.Phrase for more about musical timing.
- * - * @class p5.Part - * @constructor - * @param {Number} [steps] Steps in the part - * @param {Number} [tatums] Divisions of a beat, e.g. use 1/4, or 0.25 for a quater note (default is 1/16, a sixteenth note) - * @example - *
- * var box, drum, myPart;
- * var boxPat = [1,0,0,2,0,2,0,0];
- * var drumPat = [0,1,1,0,2,0,1,0];
- * var msg = 'click to play';
- *
- * function preload() {
- * box = loadSound('assets/beatbox.mp3');
- * drum = loadSound('assets/drum.mp3');
- * }
- *
- * function setup() {
- * noStroke();
- * fill(255);
- * textAlign(CENTER);
- * masterVolume(0.1);
- *
- * var boxPhrase = new p5.Phrase('box', playBox, boxPat);
- * var drumPhrase = new p5.Phrase('drum', playDrum, drumPat);
- * myPart = new p5.Part();
- * myPart.addPhrase(boxPhrase);
- * myPart.addPhrase(drumPhrase);
- * myPart.setBPM(60);
- * masterVolume(0.1);
- * }
- *
- * function draw() {
- * background(0);
- * text(msg, width/2, height/2);
- * }
- *
- * function playBox(time, playbackRate) {
- * box.rate(playbackRate);
- * box.play(time);
- * }
- *
- * function playDrum(time, playbackRate) {
- * drum.rate(playbackRate);
- * drum.play(time);
- * }
- *
- * function mouseClicked() {
- * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
- * myPart.start();
- * msg = 'playing part';
- * }
- * }
- *
new p5.Score(a, a, b, a, c)
- *
- * @class p5.Score
- * @constructor
- * @param {p5.Part} [...parts] One or multiple parts, to be played in sequence.
- */
- p5.Score = function () {
- // for all of the arguments
- this.parts = [];
- this.currentPart = 0;
- var thisScore = this;
- for (var i in arguments) {
- if (arguments[i] && this.parts[i]) {
- this.parts[i] = arguments[i];
- this.parts[i].nextPart = this.parts[i + 1];
- this.parts[i].onended = function () {
- thisScore.resetPart(i);
- playNextPart(thisScore);
- };
- }
- }
- this.looping = false;
- };
- p5.Score.prototype.onended = function () {
- if (this.looping) {
- // this.resetParts();
- this.parts[0].start();
- } else {
- this.parts[this.parts.length - 1].onended = function () {
- this.stop();
- this.resetParts();
- };
- }
- this.currentPart = 0;
- };
- /**
- * Start playback of the score.
- *
- * @method start
- */
- p5.Score.prototype.start = function () {
- this.parts[this.currentPart].start();
- this.scoreStep = 0;
- };
- /**
- * Stop playback of the score.
- *
- * @method stop
- */
- p5.Score.prototype.stop = function () {
- this.parts[this.currentPart].stop();
- this.currentPart = 0;
- this.scoreStep = 0;
- };
- /**
- * Pause playback of the score.
- *
- * @method pause
- */
- p5.Score.prototype.pause = function () {
- this.parts[this.currentPart].stop();
- };
- /**
- * Loop playback of the score.
- *
- * @method loop
- */
- p5.Score.prototype.loop = function () {
- this.looping = true;
- this.start();
- };
- /**
- * Stop looping playback of the score. If it
- * is currently playing, this will go into effect
- * after the current round of playback completes.
- *
- * @method noLoop
- */
- p5.Score.prototype.noLoop = function () {
- this.looping = false;
- };
- p5.Score.prototype.resetParts = function () {
- var self = this;
- this.parts.forEach(function (part) {
- self.resetParts[part];
- });
- };
- p5.Score.prototype.resetPart = function (i) {
- this.parts[i].stop();
- this.parts[i].partStep = 0;
- for (var p in this.parts[i].phrases) {
- if (this.parts[i]) {
- this.parts[i].phrases[p].phraseStep = 0;
- }
- }
- };
- /**
- * Set the tempo for all parts in the score
- *
- * @method setBPM
- * @param {Number} BPM Beats Per Minute
- * @param {Number} rampTime Seconds from now
- */
- p5.Score.prototype.setBPM = function (bpm, rampTime) {
- for (var i in this.parts) {
- if (this.parts[i]) {
- this.parts[i].setBPM(bpm, rampTime);
- }
- }
- };
- function playNextPart(aScore) {
- aScore.currentPart++;
- if (aScore.currentPart >= aScore.parts.length) {
- aScore.scoreStep = 0;
- aScore.onended();
- } else {
- aScore.scoreStep = 0;
- aScore.parts[aScore.currentPart - 1].stop();
- aScore.parts[aScore.currentPart].start();
- }
- }
-}(master);
-var soundloop;
-'use strict';
-soundloop = function () {
- var p5sound = master;
- var Clock = Tone_core_Clock;
- /**
- * SoundLoop
- *
- * @class p5.SoundLoop
- * @constructor
- *
- * @param {Function} callback this function will be called on each iteration of theloop
- * @param {Number|String} [interval] amount of time or beats for each iteration of the loop
- * defaults to 1
- *
- * @example
- *
- * var click;
- * var looper1;
- *
- * function preload() {
- * click = loadSound('assets/drum.mp3');
- * }
- *
- * function setup() {
- * //the looper's callback is passed the timeFromNow
- * //this value should be used as a reference point from
- * //which to schedule sounds
- * looper1 = new p5.SoundLoop(function(timeFromNow){
- * click.play(timeFromNow);
- * background(255 * (looper1.iterations % 2));
- * }, 2);
- *
- * //stop after 10 iteratios;
- * looper1.maxIterations = 10;
- * //start the loop
- * looper1.start();
- * }
- *
Record sounds for playback and/or to save as a .wav file. - * The p5.SoundRecorder records all sound output from your sketch, - * or can be assigned a specific source with setInput().
- *The record() method accepts a p5.SoundFile as a parameter. - * When playback is stopped (either after the given amount of time, - * or with the stop() method), the p5.SoundRecorder will send its - * recording to that p5.SoundFile for playback.
- * - * @class p5.SoundRecorder - * @constructor - * @example - *
- * var mic, recorder, soundFile;
- * var state = 0;
- *
- * function setup() {
- * background(200);
- * // create an audio in
- * mic = new p5.AudioIn();
- *
- * // prompts user to enable their browser mic
- * mic.start();
- *
- * // create a sound recorder
- * recorder = new p5.SoundRecorder();
- *
- * // connect the mic to the recorder
- * recorder.setInput(mic);
- *
- * // this sound file will be used to
- * // playback & save the recording
- * soundFile = new p5.SoundFile();
- *
- * text('keyPress to record', 20, 20);
- * }
- *
- * function keyPressed() {
- * // make sure user enabled the mic
- * if (state === 0 && mic.enabled) {
- *
- * // record to our p5.SoundFile
- * recorder.record(soundFile);
- *
- * background(255,0,0);
- * text('Recording!', 20, 20);
- * state++;
- * }
- * else if (state === 1) {
- * background(0,255,0);
- *
- * // stop recorder and
- * // send result to soundFile
- * recorder.stop();
- *
- * text('Stopped', 20, 20);
- * state++;
- * }
- *
- * else if (state === 2) {
- * soundFile.play(); // play the result!
- * save(soundFile, 'mySound.wav');
- * state++;
- * }
- * }
- *
PeakDetect works in conjunction with p5.FFT to - * look for onsets in some or all of the frequency spectrum. - *
- *
- * To use p5.PeakDetect, call update
in the draw loop
- * and pass in a p5.FFT object.
- *
- * You can listen for a specific part of the frequency spectrum by
- * setting the range between freq1
and freq2
.
- *
threshold
is the threshold for detecting a peak,
- * scaled between 0 and 1. It is logarithmic, so 0.1 is half as loud
- * as 1.0.
- * The update method is meant to be run in the draw loop, and
- * frames determines how many loops must pass before
- * another peak can be detected.
- * For example, if the frameRate() = 60, you could detect the beat of a
- * 120 beat-per-minute song with this equation:
- * framesPerPeak = 60 / (estimatedBPM / 60 );
- *
- * Based on example contribtued by @b2renger, and a simple beat detection - * explanation by Felix Turner. - *
- * - * @class p5.PeakDetect - * @constructor - * @param {Number} [freq1] lowFrequency - defaults to 20Hz - * @param {Number} [freq2] highFrequency - defaults to 20000 Hz - * @param {Number} [threshold] Threshold for detecting a beat between 0 and 1 - * scaled logarithmically where 0.1 is 1/2 the loudness - * of 1.0. Defaults to 0.35. - * @param {Number} [framesPerPeak] Defaults to 20. - * @example - *
- *
- * var cnv, soundFile, fft, peakDetect;
- * var ellipseWidth = 10;
- *
- * function preload() {
- * soundFile = loadSound('assets/beat.mp3');
- * }
- *
- * function setup() {
- * background(0);
- * noStroke();
- * fill(255);
- * textAlign(CENTER);
- *
- * // p5.PeakDetect requires a p5.FFT
- * fft = new p5.FFT();
- * peakDetect = new p5.PeakDetect();
- * }
- *
- * function draw() {
- * background(0);
- * text('click to play/pause', width/2, height/2);
- *
- * // peakDetect accepts an fft post-analysis
- * fft.analyze();
- * peakDetect.update(fft);
- *
- * if ( peakDetect.isDetected ) {
- * ellipseWidth = 50;
- * } else {
- * ellipseWidth *= 0.95;
- * }
- *
- * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);
- * }
- *
- * // toggle play/stop when canvas is clicked
- * function mouseClicked() {
- * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
- * if (soundFile.isPlaying() ) {
- * soundFile.stop();
- * } else {
- * soundFile.play();
- * }
- * }
- * }
- *
- * var cnv, soundFile, fft, peakDetect;
- * var ellipseWidth = 0;
- *
- * function preload() {
- * soundFile = loadSound('assets/beat.mp3');
- * }
- *
- * function setup() {
- * cnv = createCanvas(100,100);
- * textAlign(CENTER);
- *
- * fft = new p5.FFT();
- * peakDetect = new p5.PeakDetect();
- *
- * setupSound();
- *
- * // when a beat is detected, call triggerBeat()
- * peakDetect.onPeak(triggerBeat);
- * }
- *
- * function draw() {
- * background(0);
- * fill(255);
- * text('click to play', width/2, height/2);
- *
- * fft.analyze();
- * peakDetect.update(fft);
- *
- * ellipseWidth *= 0.95;
- * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);
- * }
- *
- * // this function is called by peakDetect.onPeak
- * function triggerBeat() {
- * ellipseWidth = 50;
- * }
- *
- * // mouseclick starts/stops sound
- * function setupSound() {
- * cnv.mouseClicked( function() {
- * if (soundFile.isPlaying() ) {
- * soundFile.stop();
- * } else {
- * soundFile.play();
- * }
- * });
- * }
- *
- *
- * // load two soundfile and crossfade beetween them
- * var sound1,sound2;
- * var gain1, gain2, gain3;
- *
- * function preload(){
- * soundFormats('ogg', 'mp3');
- * sound1 = loadSound('assets/Damscray_-_Dancing_Tiger_01');
- * sound2 = loadSound('assets/beat.mp3');
- * }
- *
- * function setup() {
- * createCanvas(400,200);
- *
- * // create a 'master' gain to which we will connect both soundfiles
- * gain3 = new p5.Gain();
- * gain3.connect();
- *
- * // setup first sound for playing
- * sound1.rate(1);
- * sound1.loop();
- * sound1.disconnect(); // diconnect from p5 output
- *
- * gain1 = new p5.Gain(); // setup a gain node
- * gain1.setInput(sound1); // connect the first sound to its input
- * gain1.connect(gain3); // connect its output to the 'master'
- *
- * sound2.rate(1);
- * sound2.disconnect();
- * sound2.loop();
- *
- * gain2 = new p5.Gain();
- * gain2.setInput(sound2);
- * gain2.connect(gain3);
- *
- * }
- *
- * function draw(){
- * background(180);
- *
- * // calculate the horizontal distance beetween the mouse and the right of the screen
- * var d = dist(mouseX,0,width,0);
- *
- * // map the horizontal position of the mouse to values useable for volume control of sound1
- * var vol1 = map(mouseX,0,width,0,1);
- * var vol2 = 1-vol1; // when sound1 is loud, sound2 is quiet and vice versa
- *
- * gain1.amp(vol1,0.5,0);
- * gain2.amp(vol2,0.5,0);
- *
- * // map the vertical position of the mouse to values useable for 'master volume control'
- * var vol3 = map(mouseY,0,height,0,1);
- * gain3.amp(vol3,0.5,0);
- * }
- *
- * var monoSynth;
- *
- * function setup() {
- * var cnv = createCanvas(100, 100);
- * cnv.mousePressed(playSynth);
- *
- * monoSynth = new p5.MonoSynth();
- *
- * textAlign(CENTER);
- * text('click to play', width/2, height/2);
- * }
- *
- * function playSynth() {
- * // time from now (in seconds)
- * var time = 0;
- * // note duration (in seconds)
- * var dur = 0.25;
- * // velocity (volume, from 0 to 1)
- * var v = 0.2;
- *
- * monoSynth.play("G3", v, time, dur);
- * monoSynth.play("C4", v, time += dur, dur);
- *
- * background(random(255), random(255), 255);
- * text('click to play', width/2, height/2);
- * }
- *
- * var monoSynth;
- *
- * function setup() {
- * var cnv = createCanvas(100, 100);
- * cnv.mousePressed(playSynth);
- *
- * monoSynth = new p5.MonoSynth();
- *
- * textAlign(CENTER);
- * text('click to play', width/2, height/2);
- * }
- *
- * function playSynth() {
- * // time from now (in seconds)
- * var time = 0;
- * // note duration (in seconds)
- * var dur = 1/6;
- * // note velocity (volume, from 0 to 1)
- * var v = random();
- *
- * monoSynth.play("Fb3", v, 0, dur);
- * monoSynth.play("Gb3", v, time += dur, dur);
- *
- * background(random(255), random(255), 255);
- * text('click to play', width/2, height/2);
- * }
- *
- * var monoSynth = new p5.MonoSynth();
- *
- * function mousePressed() {
- * monoSynth.triggerAttack("E3");
- * }
- *
- * function mouseReleased() {
- * monoSynth.triggerRelease();
- * }
- *
- * var monoSynth = new p5.MonoSynth();
- *
- * function mousePressed() {
- * monoSynth.triggerAttack("E3");
- * }
- *
- * function mouseReleased() {
- * monoSynth.triggerRelease();
- * }
- *
setRange
),
- * then decayLevel would increase proportionally, to become 0.5.
- * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)
- */
- p5.MonoSynth.prototype.setADSR = function (attack, decay, sustain, release) {
- this.env.setADSR(attack, decay, sustain, release);
- };
- /**
- * Getters and Setters
- * @property {Number} attack
- */
- /**
- * @property {Number} decay
- */
- /**
- * @property {Number} sustain
- */
- /**
- * @property {Number} release
- */
- Object.defineProperties(p5.MonoSynth.prototype, {
- 'attack': {
- get: function () {
- return this.env.aTime;
- },
- set: function (attack) {
- this.env.setADSR(attack, this.env.dTime, this.env.sPercent, this.env.rTime);
- }
- },
- 'decay': {
- get: function () {
- return this.env.dTime;
- },
- set: function (decay) {
- this.env.setADSR(this.env.aTime, decay, this.env.sPercent, this.env.rTime);
- }
- },
- 'sustain': {
- get: function () {
- return this.env.sPercent;
- },
- set: function (sustain) {
- this.env.setADSR(this.env.aTime, this.env.dTime, sustain, this.env.rTime);
- }
- },
- 'release': {
- get: function () {
- return this.env.rTime;
- },
- set: function (release) {
- this.env.setADSR(this.env.aTime, this.env.dTime, this.env.sPercent, release);
- }
- }
- });
- /**
- * MonoSynth amp
- * @method amp
- * @param {Number} vol desired volume
- * @param {Number} [rampTime] Time to reach new volume
- * @return {Number} new volume value
- */
- p5.MonoSynth.prototype.amp = function (vol, rampTime) {
- var t = rampTime || 0;
- if (typeof vol !== 'undefined') {
- this.oscillator.amp(vol, t);
- }
- return this.oscillator.amp().value;
- };
- /**
- * Connect to a p5.sound / Web Audio object.
- *
- * @method connect
- * @param {Object} unit A p5.sound or Web Audio object
- */
- p5.MonoSynth.prototype.connect = function (unit) {
- var u = unit || p5sound.input;
- this.output.connect(u.input ? u.input : u);
- };
- /**
- * Disconnect all outputs
- *
- * @method disconnect
- */
- p5.MonoSynth.prototype.disconnect = function () {
- if (this.output) {
- this.output.disconnect();
- }
- };
- /**
- * Get rid of the MonoSynth and free up its resources / memory.
- *
- * @method dispose
- */
- p5.MonoSynth.prototype.dispose = function () {
- AudioVoice.prototype.dispose.apply(this);
- if (this.env) {
- this.env.dispose();
- }
- if (this.oscillator) {
- this.oscillator.dispose();
- }
- };
-}(master, audioVoice, helpers);
-var polysynth;
-'use strict';
-polysynth = function () {
- var p5sound = master;
- var TimelineSignal = Tone_signal_TimelineSignal;
- var noteToFreq = helpers.noteToFreq;
- /**
- * An AudioVoice is used as a single voice for sound synthesis.
- * The PolySynth class holds an array of AudioVoice, and deals
- * with voices allocations, with setting notes to be played, and
- * parameters to be set.
- *
- * @class p5.PolySynth
- * @constructor
- *
- * @param {Number} [synthVoice] A monophonic synth voice inheriting
- * the AudioVoice class. Defaults to p5.MonoSynth
- * @param {Number} [maxVoices] Number of voices, defaults to 8;
- * @example
- *
- * var polySynth;
- *
- * function setup() {
- * var cnv = createCanvas(100, 100);
- * cnv.mousePressed(playSynth);
- *
- * polySynth = new p5.PolySynth();
- *
- * textAlign(CENTER);
- * text('click to play', width/2, height/2);
- * }
- *
- * function playSynth() {
- * // note duration (in seconds)
- * var dur = 1.5;
- *
- * // time from now (in seconds)
- * var time = 0;
- *
- * // velocity (volume, from 0 to 1)
- * var vel = 0.1;
- *
- * // notes can overlap with each other
- * polySynth.play("G2", vel, 0, dur);
- * polySynth.play("C3", vel, time += 1/3, dur);
- * polySynth.play("G3", vel, time += 1/3, dur);
- *
- * background(random(255), random(255), 255);
- * text('click to play', width/2, height/2);
- * }
- *
- * var polySynth;
- *
- * function setup() {
- * var cnv = createCanvas(100, 100);
- * cnv.mousePressed(playSynth);
- *
- * polySynth = new p5.PolySynth();
- *
- * textAlign(CENTER);
- * text('click to play', width/2, height/2);
- * }
- *
- * function playSynth() {
- * // note duration (in seconds)
- * var dur = 0.1;
- *
- * // time from now (in seconds)
- * var time = 0;
- *
- * // velocity (volume, from 0 to 1)
- * var vel = 0.1;
- *
- * polySynth.play("G2", vel, 0, dur);
- * polySynth.play("C3", vel, 0, dur);
- * polySynth.play("G3", vel, 0, dur);
- *
- * background(random(255), random(255), 255);
- * text('click to play', width/2, height/2);
- * }
- *
setRange
),
- * then decayLevel would increase proportionally, to become 0.5.
- * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)
- **/
- p5.PolySynth.prototype.noteADSR = function (note, a, d, s, r, timeFromNow) {
- var now = p5sound.audiocontext.currentTime;
- var timeFromNow = timeFromNow || 0;
- var t = now + timeFromNow;
- this.audiovoices[this.notes[note].getValueAtTime(t)].setADSR(a, d, s, r);
- };
- /**
- * Set the PolySynths global envelope. This method modifies the envelopes of each
- * monosynth so that all notes are played with this envelope.
- *
- * @method setADSR
- * @param {Number} [attackTime] Time (in seconds before envelope
- * reaches Attack Level
- * @param {Number} [decayTime] Time (in seconds) before envelope
- * reaches Decay/Sustain Level
- * @param {Number} [susRatio] Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,
- * where 1.0 = attackLevel, 0.0 = releaseLevel.
- * The susRatio determines the decayLevel and the level at which the
- * sustain portion of the envelope will sustain.
- * For example, if attackLevel is 0.4, releaseLevel is 0,
- * and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is
- * increased to 1.0 (using setRange
),
- * then decayLevel would increase proportionally, to become 0.5.
- * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)
- **/
- p5.PolySynth.prototype.setADSR = function (a, d, s, r) {
- this.audiovoices.forEach(function (voice) {
- voice.setADSR(a, d, s, r);
- });
- };
- /**
- * Trigger the Attack, and Decay portion of a MonoSynth.
- * Similar to holding down a key on a piano, but it will
- * hold the sustain level until you let go.
- *
- * @method noteAttack
- * @param {Number} [note] midi note on which attack should be triggered.
- * @param {Number} [velocity] velocity of the note to play (ranging from 0 to 1)/
- * @param {Number} [secondsFromNow] time from now (in seconds)
- * @example
- *
- * var polySynth = new p5.PolySynth();
- * var pitches = ["G", "D", "G", "C"];
- * var octaves = [2, 3, 4];
- *
- * function mousePressed() {
- * // play a chord: multiple notes at the same time
- * for (var i = 0; i < 4; i++) {
- * var note = random(pitches) + random(octaves);
- * polySynth.noteAttack(note, 0.1);
- * }
- * }
- *
- * function mouseReleased() {
- * // release all voices
- * polySynth.noteRelease();
- * }
- *
- * var pitches = ["G", "D", "G", "C"];
- * var octaves = [2, 3, 4];
- * var polySynth = new p5.PolySynth();
- *
- * function mousePressed() {
- * // play a chord: multiple notes at the same time
- * for (var i = 0; i < 4; i++) {
- * var note = random(pitches) + random(octaves);
- * polySynth.noteAttack(note, 0.1);
- * }
- * }
- *
- * function mouseReleased() {
- * // release all voices
- * polySynth.noteRelease();
- * }
- *
Returns the Audio Context for this sketch. Useful for users + * who would like to dig deeper into the Web Audio API + * .
+ * + *Some browsers require users to startAudioContext + * with a user gesture, such as touchStarted in the example below.
+ * + * @method getAudioContext + * @return {Object} AudioContext for this sketch + * @example + *
+ * function draw() {
+ * background(255);
+ * textAlign(CENTER);
+ *
+ * if (getAudioContext().state !== 'running') {
+ * text('click to start audio', width/2, height/2);
+ * } else {
+ * text('audio is enabled', width/2, height/2);
+ * }
+ * }
+ *
+ * function touchStarted() {
+ * if (getAudioContext().state !== 'running') {
+ * getAudioContext().resume();
+ * }
+ * var synth = new p5.MonoSynth();
+ * synth.play('A4', 0.5, 0, 0.2);
+ * }
+ *
+ *
It is a good practice to give users control over starting audio playback. + * This practice is enforced by Google Chrome's autoplay policy as of r70 + * (info), iOS Safari, and other browsers. + *
+ * + *+ * userStartAudio() starts the Audio Context on a user gesture. It utilizes + * the StartAudioContext library by + * Yotam Mann (MIT Licence, 2016). Read more at https://github.com/tambien/StartAudioContext. + *
+ * + *Starting the audio context on a user gesture can be as simple as userStartAudio()
.
+ * Optional parameters let you decide on a specific element that will start the audio context,
+ * and/or call a function once the audio context is started.
+ * function setup() {
+ * var myDiv = createDiv('click to start audio');
+ * myDiv.position(0, 0);
+ *
+ * var mySynth = new p5.MonoSynth();
+ *
+ * // This won't play until the context has started
+ * mySynth.play('A6');
+ *
+ * // Start the audio context on a click/touch event
+ * userStartAudio().then(function() {
+ * myDiv.remove();
+ * });
+ * }
+ *
Scale the output of all sound in this sketch
+ * Scaled between 0.0 (silence) and 1.0 (full volume). + * 1.0 is the maximum amplitude of a digital sound, so multiplying + * by greater than 1.0 may cause digital distortion. To + * fade, provide arampTime
parameter. For more
+ * complex fades, see the Envelope class.
+ *
+ * Alternately, you can pass in a signal source such as an
+ * oscillator to modulate the amplitude with an audio signal.
+ *
+ * How This Works: When you load the p5.sound module, it + * creates a single instance of p5sound. All sound objects in this + * module output to p5sound before reaching your computer's output. + * So if you change the amplitude of p5sound, it impacts all of the + * sound in this module.
+ * + *If no value is provided, returns a Web Audio API Gain Node
+ * + * @method masterVolume + * @param {Number|Object} volume Volume (amplitude) between 0.0 + * and 1.0 or modulating signal/oscillator + * @param {Number} [rampTime] Fade for t seconds + * @param {Number} [timeFromNow] Schedule this event to happen at + * t seconds in the future + */ + p5.prototype.masterVolume = function (vol, rampTime, tFromNow) { + if (typeof vol === 'number') { + var rampTime = rampTime || 0; + var tFromNow = tFromNow || 0; + var now = p5sound.audiocontext.currentTime; + var currentVol = p5sound.output.gain.value; + p5sound.output.gain.cancelScheduledValues(now + tFromNow); + p5sound.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow); + p5sound.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime); + } else if (vol) { + vol.connect(p5sound.output.gain); + } else { + // return the Gain Node + return p5sound.output.gain; + } + }; + /** + * `p5.soundOut` is the p5.sound master output. It sends output to + * the destination of this window's web audio context. It contains + * Web Audio API nodes including a dyanmicsCompressor (.limiter
),
+ * and Gain Nodes for .input
and .output
.
+ *
+ * @property {Object} soundOut
+ */
+ p5.prototype.soundOut = p5.soundOut = p5sound;
+ /**
+ * a silent connection to the DesinationNode
+ * which will ensure that anything connected to it
+ * will not be garbage collected
+ *
+ * @private
+ */
+ p5.soundOut._silentNode = p5sound.audiocontext.createGain();
+ p5.soundOut._silentNode.gain.value = 0;
+ p5.soundOut._silentNode.connect(p5sound.audiocontext.destination);
+ return p5sound;
+}(audiocontext);
+var helpers;
+'use strict';
+helpers = function () {
+ var p5sound = master;
+ /**
+ * @for p5
+ */
+ /**
+ * Returns a number representing the sample rate, in samples per second,
+ * of all sound objects in this audio context. It is determined by the
+ * sampling rate of your operating system's sound card, and it is not
+ * currently possile to change.
+ * It is often 44100, or twice the range of human hearing.
+ *
+ * @method sampleRate
+ * @return {Number} samplerate samples per second
+ */
+ p5.prototype.sampleRate = function () {
+ return p5sound.audiocontext.sampleRate;
+ };
+ /**
+ * Returns the closest MIDI note value for
+ * a given frequency.
+ *
+ * @method freqToMidi
+ * @param {Number} frequency A freqeuncy, for example, the "A"
+ * above Middle C is 440Hz
+ * @return {Number} MIDI note value
+ */
+ p5.prototype.freqToMidi = function (f) {
+ var mathlog2 = Math.log(f / 440) / Math.log(2);
+ var m = Math.round(12 * mathlog2) + 69;
+ return m;
+ };
+ /**
+ * Returns the frequency value of a MIDI note value.
+ * General MIDI treats notes as integers where middle C
+ * is 60, C# is 61, D is 62 etc. Useful for generating
+ * musical frequencies with oscillators.
+ *
+ * @method midiToFreq
+ * @param {Number} midiNote The number of a MIDI note
+ * @return {Number} Frequency value of the given MIDI note
+ * @example
+ *
+ * var notes = [60, 64, 67, 72];
+ * var i = 0;
+ *
+ * function setup() {
+ * osc = new p5.Oscillator('Triangle');
+ * osc.start();
+ * frameRate(1);
+ * }
+ *
+ * function draw() {
+ * var freq = midiToFreq(notes[i]);
+ * osc.freq(freq);
+ * i++;
+ * if (i >= notes.length){
+ * i = 0;
+ * }
+ * }
+ *
+ * function preload() {
+ * // set the global sound formats
+ * soundFormats('mp3', 'ogg');
+ *
+ * // load either beatbox.mp3, or .ogg, depending on browser
+ * mySound = loadSound('assets/beatbox.mp3');
+ * }
+ *
+ * function setup() {
+ * mySound.play();
+ * }
+ *
SoundFile object with a path to a file.
+ * + *The p5.SoundFile may not be available immediately because + * it loads the file information asynchronously.
+ * + *To do something with the sound as soon as it loads + * pass the name of a function as the second parameter.
+ * + *Only one file path is required. However, audio file formats + * (i.e. mp3, ogg, wav and m4a/aac) are not supported by all + * web browsers. If you want to ensure compatability, instead of a single + * file path, you may include an Array of filepaths, and the browser will + * choose a format that works.
+ * + * @class p5.SoundFile + * @constructor + * @param {String|Array} path path to a sound file (String). Optionally, + * you may include multiple file formats in + * an array. Alternately, accepts an object + * from the HTML5 File API, or a p5.File. + * @param {Function} [successCallback] Name of a function to call once file loads + * @param {Function} [errorCallback] Name of a function to call if file fails to + * load. This function will receive an error or + * XMLHttpRequest object with information + * about what went wrong. + * @param {Function} [whileLoadingCallback] Name of a function to call while file + * is loading. That function will + * receive progress of the request to + * load the sound file + * (between 0 and 1) as its first + * parameter. This progress + * does not account for the additional + * time needed to decode the audio data. + * + * @example + *
+ *
+ * function preload() {
+ * soundFormats('mp3', 'ogg');
+ * mySound = loadSound('assets/doorbell.mp3');
+ * }
+ *
+ * function setup() {
+ * mySound.setVolume(0.1);
+ * mySound.play();
+ * }
+ *
+ *
+ * function preload() {
+ * mySound = loadSound('assets/doorbell.mp3');
+ * }
+ *
+ * function setup() {
+ * mySound.setVolume(0.1);
+ * mySound.play();
+ * }
+ *
restart
and
+ * sustain
. Play Mode determines what happens to a
+ * p5.SoundFile if it is triggered while in the middle of playback.
+ * In sustain mode, playback will continue simultaneous to the
+ * new playback. In restart mode, play() will stop playback
+ * and start over. With untilDone, a sound will play only if it's
+ * not already playing. Sustain is the default mode.
+ *
+ * @method playMode
+ * @param {String} str 'restart' or 'sustain' or 'untilDone'
+ * @example
+ *
+ * var mySound;
+ * function preload(){
+ * mySound = loadSound('assets/Damscray_DancingTiger.mp3');
+ * }
+ * function mouseClicked() {
+ * mySound.playMode('sustain');
+ * mySound.play();
+ * }
+ * function keyPressed() {
+ * mySound.playMode('restart');
+ * mySound.play();
+ * }
+ *
+ *
+ * var soundFile;
+ *
+ * function preload() {
+ * soundFormats('ogg', 'mp3');
+ * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');
+ * }
+ * function setup() {
+ * background(0, 255, 0);
+ * soundFile.setVolume(0.1);
+ * soundFile.loop();
+ * }
+ * function keyTyped() {
+ * if (key == 'p') {
+ * soundFile.pause();
+ * background(255, 0, 0);
+ * }
+ * }
+ *
+ * function keyReleased() {
+ * if (key == 'p') {
+ * soundFile.play();
+ * background(0, 255, 0);
+ * }
+ * }
+ *
+ * rampTime
parameter. For more
+ * complex fades, see the Envelope class.
+ *
+ * Alternately, you can pass in a signal source such as an
+ * oscillator to modulate the amplitude with an audio signal.
+ *
+ * @method setVolume
+ * @param {Number|Object} volume Volume (amplitude) between 0.0
+ * and 1.0 or modulating signal/oscillator
+ * @param {Number} [rampTime] Fade for t seconds
+ * @param {Number} [timeFromNow] Schedule this event to happen at
+ * t seconds in the future
+ */
+ p5.SoundFile.prototype.setVolume = function (vol, _rampTime, _tFromNow) {
+ if (typeof vol === 'number') {
+ var rampTime = _rampTime || 0;
+ var tFromNow = _tFromNow || 0;
+ var now = p5sound.audiocontext.currentTime;
+ var currentVol = this.output.gain.value;
+ this.output.gain.cancelScheduledValues(now + tFromNow);
+ this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);
+ this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);
+ } else if (vol) {
+ vol.connect(this.output.gain);
+ } else {
+ // return the Gain Node
+ return this.output.gain;
+ }
+ };
+ // same as setVolume, to match Processing Sound
+ p5.SoundFile.prototype.amp = p5.SoundFile.prototype.setVolume;
+ // these are the same thing
+ p5.SoundFile.prototype.fade = p5.SoundFile.prototype.setVolume;
+ p5.SoundFile.prototype.getVolume = function () {
+ return this.output.gain.value;
+ };
+ /**
+ * Set the stereo panning of a p5.sound object to
+ * a floating point number between -1.0 (left) and 1.0 (right).
+ * Default is 0.0 (center).
+ *
+ * @method pan
+ * @param {Number} [panValue] Set the stereo panner
+ * @param {Number} [timeFromNow] schedule this event to happen
+ * seconds from now
+ * @example
+ *
+ *
+ * var ball = {};
+ * var soundFile;
+ *
+ * function preload() {
+ * soundFormats('ogg', 'mp3');
+ * soundFile = loadSound('assets/beatbox.mp3');
+ * }
+ *
+ * function draw() {
+ * background(0);
+ * ball.x = constrain(mouseX, 0, width);
+ * ellipse(ball.x, height/2, 20, 20)
+ * }
+ *
+ * function mousePressed(){
+ * // map the ball's x location to a panning degree
+ * // between -1.0 (left) and 1.0 (right)
+ * var panning = map(ball.x, 0., width,-1.0, 1.0);
+ * soundFile.pan(panning);
+ * soundFile.play();
+ * }
+ *
+ * var song;
+ *
+ * function preload() {
+ * song = loadSound('assets/Damscray_DancingTiger.mp3');
+ * }
+ *
+ * function setup() {
+ * song.loop();
+ * }
+ *
+ * function draw() {
+ * background(200);
+ *
+ * // Set the rate to a range between 0.1 and 4
+ * // Changing the rate also alters the pitch
+ * var speed = map(mouseY, 0.1, height, 0, 2);
+ * speed = constrain(speed, 0.01, 4);
+ * song.rate(speed);
+ *
+ * // Draw a circle to show what is going on
+ * stroke(0);
+ * fill(51, 100);
+ * ellipse(mouseX, 100, 48, 48);
+ * }
+ *
+ *
+ *
+ * var drum;
+ *
+ * function preload() {
+ * drum = loadSound('assets/drum.mp3');
+ * }
+ *
+ * function setup() {
+ * drum.reverseBuffer();
+ * drum.play();
+ * }
+ *
+ *
+ *
+ * var mySound;
+ * function preload() {
+ * mySound = loadSound('assets/beat.mp3');
+ * }
+ *
+ * function setup() {
+ * background(0);
+ * noStroke();
+ * fill(255);
+ * textAlign(CENTER);
+ * text('click to play', width/2, height/2);
+ *
+ * // schedule calls to changeText
+ * mySound.addCue(0.50, changeText, "hello" );
+ * mySound.addCue(1.00, changeText, "p5" );
+ * mySound.addCue(1.50, changeText, "what" );
+ * mySound.addCue(2.00, changeText, "do" );
+ * mySound.addCue(2.50, changeText, "you" );
+ * mySound.addCue(3.00, changeText, "want" );
+ * mySound.addCue(4.00, changeText, "to" );
+ * mySound.addCue(5.00, changeText, "make" );
+ * mySound.addCue(6.00, changeText, "?" );
+ * }
+ *
+ * function changeText(val) {
+ * background(0);
+ * text(val, width/2, height/2);
+ * }
+ *
+ * function mouseClicked() {
+ * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
+ * if (mySound.isPlaying() ) {
+ * mySound.stop();
+ * } else {
+ * mySound.play();
+ * }
+ * }
+ * }
+ *
+ * var inp, button, mySound;
+ * var fileName = 'cool';
+ * function preload() {
+ * mySound = loadSound('assets/doorbell.mp3');
+ * }
+ * function setup() {
+ * btn = createButton('click to save file');
+ * btn.position(0, 0);
+ * btn.mouseClicked(handleMouseClick);
+ * }
+ *
+ * function handleMouseClick() {
+ * mySound.save(fileName);
+ * }
+ *
+ *
+ * function preload() {
+ * mySound = loadSound('assets/doorbell.mp3');
+ * }
+ *
+ * function setup() {
+ * noCanvas();
+ * var soundBlob = mySound.getBlob();
+ *
+ * // Now we can send the blob to a server...
+ * var serverUrl = 'https://jsonplaceholder.typicode.com/posts';
+ * var httpRequestOptions = {
+ * method: 'POST',
+ * body: new FormData().append('soundBlob', soundBlob),
+ * headers: new Headers({
+ * 'Content-Type': 'multipart/form-data'
+ * })
+ * };
+ * httpDo(serverUrl, httpRequestOptions);
+ *
+ * // We can also create an `ObjectURL` pointing to the Blob
+ * var blobUrl = URL.createObjectURL(soundBlob);
+ *
+ * // The `
+ * var sound, amplitude, cnv;
+ *
+ * function preload(){
+ * sound = loadSound('assets/beat.mp3');
+ * }
+ * function setup() {
+ * cnv = createCanvas(100,100);
+ * amplitude = new p5.Amplitude();
+ *
+ * // start / stop the sound when canvas is clicked
+ * cnv.mouseClicked(function() {
+ * if (sound.isPlaying() ){
+ * sound.stop();
+ * } else {
+ * sound.play();
+ * }
+ * });
+ * }
+ * function draw() {
+ * background(0);
+ * fill(255);
+ * var level = amplitude.getLevel();
+ * var size = map(level, 0, 1, 0, 200);
+ * ellipse(width/2, height/2, size, size);
+ * }
+ *
+ *
+ * function preload(){
+ * sound1 = loadSound('assets/beat.mp3');
+ * sound2 = loadSound('assets/drum.mp3');
+ * }
+ * function setup(){
+ * amplitude = new p5.Amplitude();
+ * sound1.play();
+ * sound2.play();
+ * amplitude.setInput(sound2);
+ * }
+ * function draw() {
+ * background(0);
+ * fill(255);
+ * var level = amplitude.getLevel();
+ * var size = map(level, 0, 1, 0, 200);
+ * ellipse(width/2, height/2, size, size);
+ * }
+ * function mouseClicked(){
+ * sound1.stop();
+ * sound2.stop();
+ * }
+ *
+ * function preload(){
+ * sound = loadSound('assets/beat.mp3');
+ * }
+ * function setup() {
+ * amplitude = new p5.Amplitude();
+ * sound.play();
+ * }
+ * function draw() {
+ * background(0);
+ * fill(255);
+ * var level = amplitude.getLevel();
+ * var size = map(level, 0, 1, 0, 200);
+ * ellipse(width/2, height/2, size, size);
+ * }
+ * function mouseClicked(){
+ * sound.stop();
+ * }
+ *
FFT (Fast Fourier Transform) is an analysis algorithm that + * isolates individual + * + * audio frequencies within a waveform.
+ * + *Once instantiated, a p5.FFT object can return an array based on
+ * two types of analyses:
โข FFT.waveform()
computes
+ * amplitude values along the time domain. The array indices correspond
+ * to samples across a brief moment in time. Each value represents
+ * amplitude of the waveform at that sample of time.
+ * โข FFT.analyze()
computes amplitude values along the
+ * frequency domain. The array indices correspond to frequencies (i.e.
+ * pitches), from the lowest to the highest that humans can hear. Each
+ * value represents amplitude at that slice of the frequency spectrum.
+ * Use with getEnergy()
to measure amplitude at specific
+ * frequencies, or within a range of frequencies.
FFT analyzes a very short snapshot of sound called a sample
+ * buffer. It returns an array of amplitude measurements, referred
+ * to as bins
. The array is 1024 bins long by default.
+ * You can change the bin array length, but it must be a power of 2
+ * between 16 and 1024 in order for the FFT algorithm to function
+ * correctly. The actual size of the FFT buffer is twice the
+ * number of bins, so given a standard sample rate, the buffer is
+ * 2048/44100 seconds long.
+ * function preload(){
+ * sound = loadSound('assets/Damscray_DancingTiger.mp3');
+ * }
+ *
+ * function setup(){
+ * var cnv = createCanvas(100,100);
+ * cnv.mouseClicked(togglePlay);
+ * fft = new p5.FFT();
+ * sound.amp(0.2);
+ * }
+ *
+ * function draw(){
+ * background(0);
+ *
+ * var spectrum = fft.analyze();
+ * noStroke();
+ * fill(0,255,0); // spectrum is green
+ * for (var i = 0; i< spectrum.length; i++){
+ * var x = map(i, 0, spectrum.length, 0, width);
+ * var h = -height + map(spectrum[i], 0, 255, height, 0);
+ * rect(x, height, width / spectrum.length, h )
+ * }
+ *
+ * var waveform = fft.waveform();
+ * noFill();
+ * beginShape();
+ * stroke(255,0,0); // waveform is red
+ * strokeWeight(1);
+ * for (var i = 0; i< waveform.length; i++){
+ * var x = map(i, 0, waveform.length, 0, width);
+ * var y = map( waveform[i], -1, 1, 0, height);
+ * vertex(x,y);
+ * }
+ * endShape();
+ *
+ * text('click to play/pause', 4, 10);
+ * }
+ *
+ * // fade sound if mouse is over canvas
+ * function togglePlay() {
+ * if (sound.isPlaying()) {
+ * sound.pause();
+ * } else {
+ * sound.loop();
+ * }
+ * }
+ *
getEnergy()
.
+ *
+ * @method analyze
+ * @param {Number} [bins] Must be a power of two between
+ * 16 and 1024. Defaults to 1024.
+ * @param {Number} [scale] If "dB," returns decibel
+ * float measurements between
+ * -140 and 0 (max).
+ * Otherwise returns integers from 0-255.
+ * @return {Array} spectrum Array of energy (amplitude/volume)
+ * values across the frequency spectrum.
+ * Lowest energy (silence) = 0, highest
+ * possible is 255.
+ * @example
+ *
+ * var osc;
+ * var fft;
+ *
+ * function setup(){
+ * createCanvas(100,100);
+ * osc = new p5.Oscillator();
+ * osc.amp(0);
+ * osc.start();
+ * fft = new p5.FFT();
+ * }
+ *
+ * function draw(){
+ * background(0);
+ *
+ * var freq = map(mouseX, 0, 800, 20, 15000);
+ * freq = constrain(freq, 1, 20000);
+ * osc.freq(freq);
+ *
+ * var spectrum = fft.analyze();
+ * noStroke();
+ * fill(0,255,0); // spectrum is green
+ * for (var i = 0; i< spectrum.length; i++){
+ * var x = map(i, 0, spectrum.length, 0, width);
+ * var h = -height + map(spectrum[i], 0, 255, height, 0);
+ * rect(x, height, width / spectrum.length, h );
+ * }
+ *
+ * stroke(255);
+ * text('Freq: ' + round(freq)+'Hz', 10, 10);
+ *
+ * isMouseOverCanvas();
+ * }
+ *
+ * // only play sound when mouse is over canvas
+ * function isMouseOverCanvas() {
+ * var mX = mouseX, mY = mouseY;
+ * if (mX > 0 && mX < width && mY < height && mY > 0) {
+ * osc.amp(0.5, 0.2);
+ * } else {
+ * osc.amp(0, 0.2);
+ * }
+ * }
+ *
+ *
+ *
+ *function setup(){
+ * cnv = createCanvas(100,100);
+ * sound = new p5.AudioIn();
+ * sound.start();
+ * fft = new p5.FFT();
+ * sound.connect(fft);
+ *}
+ *
+ *
+ *function draw(){
+ *
+ * var centroidplot = 0.0;
+ * var spectralCentroid = 0;
+ *
+ *
+ * background(0);
+ * stroke(0,255,0);
+ * var spectrum = fft.analyze();
+ * fill(0,255,0); // spectrum is green
+ *
+ * //draw the spectrum
+ * for (var i = 0; i< spectrum.length; i++){
+ * var x = map(log(i), 0, log(spectrum.length), 0, width);
+ * var h = map(spectrum[i], 0, 255, 0, height);
+ * var rectangle_width = (log(i+1)-log(i))*(width/log(spectrum.length));
+ * rect(x, height, rectangle_width, -h )
+ * }
+
+ * var nyquist = 22050;
+ *
+ * // get the centroid
+ * spectralCentroid = fft.getCentroid();
+ *
+ * // the mean_freq_index calculation is for the display.
+ * var mean_freq_index = spectralCentroid/(nyquist/spectrum.length);
+ *
+ * centroidplot = map(log(mean_freq_index), 0, log(spectrum.length), 0, width);
+ *
+ *
+ * stroke(255,0,0); // the line showing where the centroid is will be red
+ *
+ * rect(centroidplot, 0, width / spectrum.length, height)
+ * noStroke();
+ * fill(255,255,255); // text is white
+ * text("centroid: ", 10, 20);
+ * text(round(spectralCentroid)+" Hz", 10, 40);
+ *}
+ *
p5.Signal is a constant audio-rate signal used by p5.Oscillator + * and p5.Envelope for modulation math.
+ * + *This is necessary because Web Audio is processed on a seprate clock. + * For example, the p5 draw loop runs about 60 times per second. But + * the audio clock must process samples 44100 times per second. If we + * want to add a value to each of those samples, we can't do it in the + * draw loop, but we can do it by adding a constant-rate audio signal.This class mostly functions behind the scenes in p5.sound, and returns + * a Tone.Signal from the Tone.js library by Yotam Mann. + * If you want to work directly with audio signals for modular + * synthesis, check out + * tone.js.
+ * + * @class p5.Signal + * @constructor + * @return {Tone.Signal} A Signal object from the Tone.js library + * @example + *
+ * function setup() {
+ * carrier = new p5.Oscillator('sine');
+ * carrier.amp(1); // set amplitude
+ * carrier.freq(220); // set frequency
+ * carrier.start(); // start oscillating
+ *
+ * modulator = new p5.Oscillator('sawtooth');
+ * modulator.disconnect();
+ * modulator.amp(1);
+ * modulator.freq(4);
+ * modulator.start();
+ *
+ * // Modulator's default amplitude range is -1 to 1.
+ * // Multiply it by -200, so the range is -200 to 200
+ * // then add 220 so the range is 20 to 420
+ * carrier.freq( modulator.mult(-200).add(220) );
+ * }
+ *
Creates a signal that oscillates between -1.0 and 1.0. + * By default, the oscillation takes the form of a sinusoidal + * shape ('sine'). Additional types include 'triangle', + * 'sawtooth' and 'square'. The frequency defaults to + * 440 oscillations per second (440Hz, equal to the pitch of an + * 'A' note).
+ * + *Set the type of oscillation with setType(), or by instantiating a + * specific oscillator: p5.SinOsc, p5.TriOsc, p5.SqrOsc, or p5.SawOsc. + *
+ * + * @class p5.Oscillator + * @constructor + * @param {Number} [freq] frequency defaults to 440Hz + * @param {String} [type] type of oscillator. Options: + * 'sine' (default), 'triangle', + * 'sawtooth', 'square' + * @example + *
+ * var osc;
+ * var playing = false;
+ *
+ * function setup() {
+ * backgroundColor = color(255,0,255);
+ * textAlign(CENTER);
+ *
+ * osc = new p5.Oscillator();
+ * osc.setType('sine');
+ * osc.freq(240);
+ * osc.amp(0);
+ * osc.start();
+ * }
+ *
+ * function draw() {
+ * background(backgroundColor)
+ * text('click to play', width/2, height/2);
+ * }
+ *
+ * function mouseClicked() {
+ * if (mouseX > 0 && mouseX < width && mouseY < height && mouseY > 0) {
+ * if (!playing) {
+ * // ramp amplitude to 0.5 over 0.05 seconds
+ * osc.amp(0.5, 0.05);
+ * playing = true;
+ * backgroundColor = color(0,255,255);
+ * } else {
+ * // ramp amplitude to 0 over 0.5 seconds
+ * osc.amp(0, 0.5);
+ * playing = false;
+ * backgroundColor = color(255,0,255);
+ * }
+ * }
+ * }
+ *
+ * var osc = new p5.Oscillator(300);
+ * osc.start();
+ * osc.freq(40, 10);
+ *
new p5.SinOsc()
.
+ * This creates a Sine Wave Oscillator and is
+ * equivalent to new p5.Oscillator('sine')
+ *
or creating a p5.Oscillator and then calling
+ * its method setType('sine')
.
+ * See p5.Oscillator for methods.
+ *
+ * @class p5.SinOsc
+ * @constructor
+ * @extends p5.Oscillator
+ * @param {Number} [freq] Set the frequency
+ */
+ p5.SinOsc = function (freq) {
+ p5.Oscillator.call(this, freq, 'sine');
+ };
+ p5.SinOsc.prototype = Object.create(p5.Oscillator.prototype);
+ /**
+ * Constructor: new p5.TriOsc()
.
+ * This creates a Triangle Wave Oscillator and is
+ * equivalent to new p5.Oscillator('triangle')
+ *
or creating a p5.Oscillator and then calling
+ * its method setType('triangle')
.
+ * See p5.Oscillator for methods.
+ *
+ * @class p5.TriOsc
+ * @constructor
+ * @extends p5.Oscillator
+ * @param {Number} [freq] Set the frequency
+ */
+ p5.TriOsc = function (freq) {
+ p5.Oscillator.call(this, freq, 'triangle');
+ };
+ p5.TriOsc.prototype = Object.create(p5.Oscillator.prototype);
+ /**
+ * Constructor: new p5.SawOsc()
.
+ * This creates a SawTooth Wave Oscillator and is
+ * equivalent to new p5.Oscillator('sawtooth')
+ *
or creating a p5.Oscillator and then calling
+ * its method setType('sawtooth')
.
+ * See p5.Oscillator for methods.
+ *
+ * @class p5.SawOsc
+ * @constructor
+ * @extends p5.Oscillator
+ * @param {Number} [freq] Set the frequency
+ */
+ p5.SawOsc = function (freq) {
+ p5.Oscillator.call(this, freq, 'sawtooth');
+ };
+ p5.SawOsc.prototype = Object.create(p5.Oscillator.prototype);
+ /**
+ * Constructor: new p5.SqrOsc()
.
+ * This creates a Square Wave Oscillator and is
+ * equivalent to new p5.Oscillator('square')
+ *
or creating a p5.Oscillator and then calling
+ * its method setType('square')
.
+ * See p5.Oscillator for methods.
+ *
+ * @class p5.SqrOsc
+ * @constructor
+ * @extends p5.Oscillator
+ * @param {Number} [freq] Set the frequency
+ */
+ p5.SqrOsc = function (freq) {
+ p5.Oscillator.call(this, freq, 'square');
+ };
+ p5.SqrOsc.prototype = Object.create(p5.Oscillator.prototype);
+}(master, Tone_signal_Add, Tone_signal_Multiply, Tone_signal_Scale);
+/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
+var Tone_core_Timeline;
+Tone_core_Timeline = function (Tone) {
+ 'use strict';
+ Tone.Timeline = function () {
+ var options = this.optionsObject(arguments, ['memory'], Tone.Timeline.defaults);
+ this._timeline = [];
+ this._toRemove = [];
+ this._iterating = false;
+ this.memory = options.memory;
+ };
+ Tone.extend(Tone.Timeline);
+ Tone.Timeline.defaults = { 'memory': Infinity };
+ Object.defineProperty(Tone.Timeline.prototype, 'length', {
+ get: function () {
+ return this._timeline.length;
+ }
+ });
+ Tone.Timeline.prototype.add = function (event) {
+ if (this.isUndef(event.time)) {
+ throw new Error('Tone.Timeline: events must have a time attribute');
+ }
+ if (this._timeline.length) {
+ var index = this._search(event.time);
+ this._timeline.splice(index + 1, 0, event);
+ } else {
+ this._timeline.push(event);
+ }
+ if (this.length > this.memory) {
+ var diff = this.length - this.memory;
+ this._timeline.splice(0, diff);
+ }
+ return this;
+ };
+ Tone.Timeline.prototype.remove = function (event) {
+ if (this._iterating) {
+ this._toRemove.push(event);
+ } else {
+ var index = this._timeline.indexOf(event);
+ if (index !== -1) {
+ this._timeline.splice(index, 1);
+ }
+ }
+ return this;
+ };
+ Tone.Timeline.prototype.get = function (time) {
+ var index = this._search(time);
+ if (index !== -1) {
+ return this._timeline[index];
+ } else {
+ return null;
+ }
+ };
+ Tone.Timeline.prototype.peek = function () {
+ return this._timeline[0];
+ };
+ Tone.Timeline.prototype.shift = function () {
+ return this._timeline.shift();
+ };
+ Tone.Timeline.prototype.getAfter = function (time) {
+ var index = this._search(time);
+ if (index + 1 < this._timeline.length) {
+ return this._timeline[index + 1];
+ } else {
+ return null;
+ }
+ };
+ Tone.Timeline.prototype.getBefore = function (time) {
+ var len = this._timeline.length;
+ if (len > 0 && this._timeline[len - 1].time < time) {
+ return this._timeline[len - 1];
+ }
+ var index = this._search(time);
+ if (index - 1 >= 0) {
+ return this._timeline[index - 1];
+ } else {
+ return null;
+ }
+ };
+ Tone.Timeline.prototype.cancel = function (after) {
+ if (this._timeline.length > 1) {
+ var index = this._search(after);
+ if (index >= 0) {
+ if (this._timeline[index].time === after) {
+ for (var i = index; i >= 0; i--) {
+ if (this._timeline[i].time === after) {
+ index = i;
+ } else {
+ break;
+ }
+ }
+ this._timeline = this._timeline.slice(0, index);
+ } else {
+ this._timeline = this._timeline.slice(0, index + 1);
+ }
+ } else {
+ this._timeline = [];
+ }
+ } else if (this._timeline.length === 1) {
+ if (this._timeline[0].time >= after) {
+ this._timeline = [];
+ }
+ }
+ return this;
+ };
+ Tone.Timeline.prototype.cancelBefore = function (time) {
+ if (this._timeline.length) {
+ var index = this._search(time);
+ if (index >= 0) {
+ this._timeline = this._timeline.slice(index + 1);
+ }
+ }
+ return this;
+ };
+ Tone.Timeline.prototype._search = function (time) {
+ var beginning = 0;
+ var len = this._timeline.length;
+ var end = len;
+ if (len > 0 && this._timeline[len - 1].time <= time) {
+ return len - 1;
+ }
+ while (beginning < end) {
+ var midPoint = Math.floor(beginning + (end - beginning) / 2);
+ var event = this._timeline[midPoint];
+ var nextEvent = this._timeline[midPoint + 1];
+ if (event.time === time) {
+ for (var i = midPoint; i < this._timeline.length; i++) {
+ var testEvent = this._timeline[i];
+ if (testEvent.time === time) {
+ midPoint = i;
+ }
+ }
+ return midPoint;
+ } else if (event.time < time && nextEvent.time > time) {
+ return midPoint;
+ } else if (event.time > time) {
+ end = midPoint;
+ } else if (event.time < time) {
+ beginning = midPoint + 1;
+ }
+ }
+ return -1;
+ };
+ Tone.Timeline.prototype._iterate = function (callback, lowerBound, upperBound) {
+ this._iterating = true;
+ lowerBound = this.defaultArg(lowerBound, 0);
+ upperBound = this.defaultArg(upperBound, this._timeline.length - 1);
+ for (var i = lowerBound; i <= upperBound; i++) {
+ callback(this._timeline[i]);
+ }
+ this._iterating = false;
+ if (this._toRemove.length > 0) {
+ for (var j = 0; j < this._toRemove.length; j++) {
+ var index = this._timeline.indexOf(this._toRemove[j]);
+ if (index !== -1) {
+ this._timeline.splice(index, 1);
+ }
+ }
+ this._toRemove = [];
+ }
+ };
+ Tone.Timeline.prototype.forEach = function (callback) {
+ this._iterate(callback);
+ return this;
+ };
+ Tone.Timeline.prototype.forEachBefore = function (time, callback) {
+ var upperBound = this._search(time);
+ if (upperBound !== -1) {
+ this._iterate(callback, 0, upperBound);
+ }
+ return this;
+ };
+ Tone.Timeline.prototype.forEachAfter = function (time, callback) {
+ var lowerBound = this._search(time);
+ this._iterate(callback, lowerBound + 1);
+ return this;
+ };
+ Tone.Timeline.prototype.forEachFrom = function (time, callback) {
+ var lowerBound = this._search(time);
+ while (lowerBound >= 0 && this._timeline[lowerBound].time >= time) {
+ lowerBound--;
+ }
+ this._iterate(callback, lowerBound + 1);
+ return this;
+ };
+ Tone.Timeline.prototype.forEachAtTime = function (time, callback) {
+ var upperBound = this._search(time);
+ if (upperBound !== -1) {
+ this._iterate(function (event) {
+ if (event.time === time) {
+ callback(event);
+ }
+ }, 0, upperBound);
+ }
+ return this;
+ };
+ Tone.Timeline.prototype.dispose = function () {
+ Tone.prototype.dispose.call(this);
+ this._timeline = null;
+ this._toRemove = null;
+ };
+ return Tone.Timeline;
+}(Tone_core_Tone);
+/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
+var Tone_signal_TimelineSignal;
+Tone_signal_TimelineSignal = function (Tone) {
+ 'use strict';
+ Tone.TimelineSignal = function () {
+ var options = this.optionsObject(arguments, [
+ 'value',
+ 'units'
+ ], Tone.Signal.defaults);
+ this._events = new Tone.Timeline(10);
+ Tone.Signal.apply(this, options);
+ options.param = this._param;
+ Tone.Param.call(this, options);
+ this._initial = this._fromUnits(this._param.value);
+ };
+ Tone.extend(Tone.TimelineSignal, Tone.Param);
+ Tone.TimelineSignal.Type = {
+ Linear: 'linear',
+ Exponential: 'exponential',
+ Target: 'target',
+ Curve: 'curve',
+ Set: 'set'
+ };
+ Object.defineProperty(Tone.TimelineSignal.prototype, 'value', {
+ get: function () {
+ var now = this.now();
+ var val = this.getValueAtTime(now);
+ return this._toUnits(val);
+ },
+ set: function (value) {
+ var convertedVal = this._fromUnits(value);
+ this._initial = convertedVal;
+ this.cancelScheduledValues();
+ this._param.value = convertedVal;
+ }
+ });
+ Tone.TimelineSignal.prototype.setValueAtTime = function (value, startTime) {
+ value = this._fromUnits(value);
+ startTime = this.toSeconds(startTime);
+ this._events.add({
+ 'type': Tone.TimelineSignal.Type.Set,
+ 'value': value,
+ 'time': startTime
+ });
+ this._param.setValueAtTime(value, startTime);
+ return this;
+ };
+ Tone.TimelineSignal.prototype.linearRampToValueAtTime = function (value, endTime) {
+ value = this._fromUnits(value);
+ endTime = this.toSeconds(endTime);
+ this._events.add({
+ 'type': Tone.TimelineSignal.Type.Linear,
+ 'value': value,
+ 'time': endTime
+ });
+ this._param.linearRampToValueAtTime(value, endTime);
+ return this;
+ };
+ Tone.TimelineSignal.prototype.exponentialRampToValueAtTime = function (value, endTime) {
+ endTime = this.toSeconds(endTime);
+ var beforeEvent = this._searchBefore(endTime);
+ if (beforeEvent && beforeEvent.value === 0) {
+ this.setValueAtTime(this._minOutput, beforeEvent.time);
+ }
+ value = this._fromUnits(value);
+ var setValue = Math.max(value, this._minOutput);
+ this._events.add({
+ 'type': Tone.TimelineSignal.Type.Exponential,
+ 'value': setValue,
+ 'time': endTime
+ });
+ if (value < this._minOutput) {
+ this._param.exponentialRampToValueAtTime(this._minOutput, endTime - this.sampleTime);
+ this.setValueAtTime(0, endTime);
+ } else {
+ this._param.exponentialRampToValueAtTime(value, endTime);
+ }
+ return this;
+ };
+ Tone.TimelineSignal.prototype.setTargetAtTime = function (value, startTime, timeConstant) {
+ value = this._fromUnits(value);
+ value = Math.max(this._minOutput, value);
+ timeConstant = Math.max(this._minOutput, timeConstant);
+ startTime = this.toSeconds(startTime);
+ this._events.add({
+ 'type': Tone.TimelineSignal.Type.Target,
+ 'value': value,
+ 'time': startTime,
+ 'constant': timeConstant
+ });
+ this._param.setTargetAtTime(value, startTime, timeConstant);
+ return this;
+ };
+ Tone.TimelineSignal.prototype.setValueCurveAtTime = function (values, startTime, duration, scaling) {
+ scaling = this.defaultArg(scaling, 1);
+ var floats = new Array(values.length);
+ for (var i = 0; i < floats.length; i++) {
+ floats[i] = this._fromUnits(values[i]) * scaling;
+ }
+ startTime = this.toSeconds(startTime);
+ duration = this.toSeconds(duration);
+ this._events.add({
+ 'type': Tone.TimelineSignal.Type.Curve,
+ 'value': floats,
+ 'time': startTime,
+ 'duration': duration
+ });
+ this._param.setValueAtTime(floats[0], startTime);
+ for (var j = 1; j < floats.length; j++) {
+ var segmentTime = startTime + j / (floats.length - 1) * duration;
+ this._param.linearRampToValueAtTime(floats[j], segmentTime);
+ }
+ return this;
+ };
+ Tone.TimelineSignal.prototype.cancelScheduledValues = function (after) {
+ after = this.toSeconds(after);
+ this._events.cancel(after);
+ this._param.cancelScheduledValues(after);
+ return this;
+ };
+ Tone.TimelineSignal.prototype.setRampPoint = function (time) {
+ time = this.toSeconds(time);
+ var val = this._toUnits(this.getValueAtTime(time));
+ var before = this._searchBefore(time);
+ if (before && before.time === time) {
+ this.cancelScheduledValues(time + this.sampleTime);
+ } else if (before && before.type === Tone.TimelineSignal.Type.Curve && before.time + before.duration > time) {
+ this.cancelScheduledValues(time);
+ this.linearRampToValueAtTime(val, time);
+ } else {
+ var after = this._searchAfter(time);
+ if (after) {
+ this.cancelScheduledValues(time);
+ if (after.type === Tone.TimelineSignal.Type.Linear) {
+ this.linearRampToValueAtTime(val, time);
+ } else if (after.type === Tone.TimelineSignal.Type.Exponential) {
+ this.exponentialRampToValueAtTime(val, time);
+ }
+ }
+ this.setValueAtTime(val, time);
+ }
+ return this;
+ };
+ Tone.TimelineSignal.prototype.linearRampToValueBetween = function (value, start, finish) {
+ this.setRampPoint(start);
+ this.linearRampToValueAtTime(value, finish);
+ return this;
+ };
+ Tone.TimelineSignal.prototype.exponentialRampToValueBetween = function (value, start, finish) {
+ this.setRampPoint(start);
+ this.exponentialRampToValueAtTime(value, finish);
+ return this;
+ };
+ Tone.TimelineSignal.prototype._searchBefore = function (time) {
+ return this._events.get(time);
+ };
+ Tone.TimelineSignal.prototype._searchAfter = function (time) {
+ return this._events.getAfter(time);
+ };
+ Tone.TimelineSignal.prototype.getValueAtTime = function (time) {
+ time = this.toSeconds(time);
+ var after = this._searchAfter(time);
+ var before = this._searchBefore(time);
+ var value = this._initial;
+ if (before === null) {
+ value = this._initial;
+ } else if (before.type === Tone.TimelineSignal.Type.Target) {
+ var previous = this._events.getBefore(before.time);
+ var previouVal;
+ if (previous === null) {
+ previouVal = this._initial;
+ } else {
+ previouVal = previous.value;
+ }
+ value = this._exponentialApproach(before.time, previouVal, before.value, before.constant, time);
+ } else if (before.type === Tone.TimelineSignal.Type.Curve) {
+ value = this._curveInterpolate(before.time, before.value, before.duration, time);
+ } else if (after === null) {
+ value = before.value;
+ } else if (after.type === Tone.TimelineSignal.Type.Linear) {
+ value = this._linearInterpolate(before.time, before.value, after.time, after.value, time);
+ } else if (after.type === Tone.TimelineSignal.Type.Exponential) {
+ value = this._exponentialInterpolate(before.time, before.value, after.time, after.value, time);
+ } else {
+ value = before.value;
+ }
+ return value;
+ };
+ Tone.TimelineSignal.prototype.connect = Tone.SignalBase.prototype.connect;
+ Tone.TimelineSignal.prototype._exponentialApproach = function (t0, v0, v1, timeConstant, t) {
+ return v1 + (v0 - v1) * Math.exp(-(t - t0) / timeConstant);
+ };
+ Tone.TimelineSignal.prototype._linearInterpolate = function (t0, v0, t1, v1, t) {
+ return v0 + (v1 - v0) * ((t - t0) / (t1 - t0));
+ };
+ Tone.TimelineSignal.prototype._exponentialInterpolate = function (t0, v0, t1, v1, t) {
+ v0 = Math.max(this._minOutput, v0);
+ return v0 * Math.pow(v1 / v0, (t - t0) / (t1 - t0));
+ };
+ Tone.TimelineSignal.prototype._curveInterpolate = function (start, curve, duration, time) {
+ var len = curve.length;
+ if (time >= start + duration) {
+ return curve[len - 1];
+ } else if (time <= start) {
+ return curve[0];
+ } else {
+ var progress = (time - start) / duration;
+ var lowerIndex = Math.floor((len - 1) * progress);
+ var upperIndex = Math.ceil((len - 1) * progress);
+ var lowerVal = curve[lowerIndex];
+ var upperVal = curve[upperIndex];
+ if (upperIndex === lowerIndex) {
+ return lowerVal;
+ } else {
+ return this._linearInterpolate(lowerIndex, lowerVal, upperIndex, upperVal, progress * (len - 1));
+ }
+ }
+ };
+ Tone.TimelineSignal.prototype.dispose = function () {
+ Tone.Signal.prototype.dispose.call(this);
+ Tone.Param.prototype.dispose.call(this);
+ this._events.dispose();
+ this._events = null;
+ };
+ return Tone.TimelineSignal;
+}(Tone_core_Tone, Tone_signal_Signal);
+var envelope;
+'use strict';
+envelope = function () {
+ var p5sound = master;
+ var Add = Tone_signal_Add;
+ var Mult = Tone_signal_Multiply;
+ var Scale = Tone_signal_Scale;
+ var TimelineSignal = Tone_signal_TimelineSignal;
+ /**
+ * Envelopes are pre-defined amplitude distribution over time.
+ * Typically, envelopes are used to control the output volume
+ * of an object, a series of fades referred to as Attack, Decay,
+ * Sustain and Release (
+ * ADSR
+ * ). Envelopes can also control other Web Audio Parametersโfor example, a p5.Envelope can
+ * control an Oscillator's frequency like this: osc.freq(env)
.
Use setRange
to change the attack/release level.
+ * Use setADSR
to change attackTime, decayTime, sustainPercent and releaseTime.
Use the play
method to play the entire envelope,
+ * the ramp
method for a pingable trigger,
+ * or triggerAttack
/
+ * triggerRelease
to trigger noteOn/noteOff.
+ * var attackLevel = 1.0;
+ * var releaseLevel = 0;
+ *
+ * var attackTime = 0.001;
+ * var decayTime = 0.2;
+ * var susPercent = 0.2;
+ * var releaseTime = 0.5;
+ *
+ * var env, triOsc;
+ *
+ * function setup() {
+ * var cnv = createCanvas(100, 100);
+ *
+ * textAlign(CENTER);
+ * text('click to play', width/2, height/2);
+ *
+ * env = new p5.Envelope();
+ * env.setADSR(attackTime, decayTime, susPercent, releaseTime);
+ * env.setRange(attackLevel, releaseLevel);
+ *
+ * triOsc = new p5.Oscillator('triangle');
+ * triOsc.amp(env);
+ * triOsc.start();
+ * triOsc.freq(220);
+ *
+ * cnv.mousePressed(playEnv);
+ * }
+ *
+ * function playEnv() {
+ * env.play();
+ * }
+ *
+ * var t1 = 0.1; // attack time in seconds
+ * var l1 = 0.7; // attack level 0.0 to 1.0
+ * var t2 = 0.3; // decay time in seconds
+ * var l2 = 0.1; // decay level 0.0 to 1.0
+ * var t3 = 0.2; // sustain time in seconds
+ * var l3 = 0.5; // sustain level 0.0 to 1.0
+ * // release level defaults to zero
+ *
+ * var env;
+ * var triOsc;
+ *
+ * function setup() {
+ * background(0);
+ * noStroke();
+ * fill(255);
+ * textAlign(CENTER);
+ * text('click to play', width/2, height/2);
+ *
+ * env = new p5.Envelope(t1, l1, t2, l2, t3, l3);
+ * triOsc = new p5.Oscillator('triangle');
+ * triOsc.amp(env); // give the env control of the triOsc's amp
+ * triOsc.start();
+ * }
+ *
+ * // mouseClick triggers envelope if over canvas
+ * function mouseClicked() {
+ * // is mouse over canvas?
+ * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
+ * env.play(triOsc);
+ * }
+ * }
+ *
setRange
),
+ * then decayLevel would increase proportionally, to become 0.5.
+ * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)
+ * @example
+ *
+ * var attackLevel = 1.0;
+ * var releaseLevel = 0;
+ *
+ * var attackTime = 0.001;
+ * var decayTime = 0.2;
+ * var susPercent = 0.2;
+ * var releaseTime = 0.5;
+ *
+ * var env, triOsc;
+ *
+ * function setup() {
+ * var cnv = createCanvas(100, 100);
+ *
+ * textAlign(CENTER);
+ * text('click to play', width/2, height/2);
+ *
+ * env = new p5.Envelope();
+ * env.setADSR(attackTime, decayTime, susPercent, releaseTime);
+ * env.setRange(attackLevel, releaseLevel);
+ *
+ * triOsc = new p5.Oscillator('triangle');
+ * triOsc.amp(env);
+ * triOsc.start();
+ * triOsc.freq(220);
+ *
+ * cnv.mousePressed(playEnv);
+ * }
+ *
+ * function playEnv() {
+ * env.play();
+ * }
+ *
+ * var attackLevel = 1.0;
+ * var releaseLevel = 0;
+ *
+ * var attackTime = 0.001;
+ * var decayTime = 0.2;
+ * var susPercent = 0.2;
+ * var releaseTime = 0.5;
+ *
+ * var env, triOsc;
+ *
+ * function setup() {
+ * var cnv = createCanvas(100, 100);
+ *
+ * textAlign(CENTER);
+ * text('click to play', width/2, height/2);
+ *
+ * env = new p5.Envelope();
+ * env.setADSR(attackTime, decayTime, susPercent, releaseTime);
+ * env.setRange(attackLevel, releaseLevel);
+ *
+ * triOsc = new p5.Oscillator('triangle');
+ * triOsc.amp(env);
+ * triOsc.start();
+ * triOsc.freq(220);
+ *
+ * cnv.mousePressed(playEnv);
+ * }
+ *
+ * function playEnv() {
+ * env.play();
+ * }
+ *
+ * var attackLevel = 1.0;
+ * var releaseLevel = 0;
+ *
+ * var attackTime = 0.001;
+ * var decayTime = 0.2;
+ * var susPercent = 0.2;
+ * var releaseTime = 0.5;
+ *
+ * var env, triOsc;
+ *
+ * function setup() {
+ * var cnv = createCanvas(100, 100);
+ *
+ * textAlign(CENTER);
+ * text('click to play', width/2, height/2);
+ *
+ * env = new p5.Envelope();
+ * env.setADSR(attackTime, decayTime, susPercent, releaseTime);
+ * env.setRange(attackLevel, releaseLevel);
+ *
+ * triOsc = new p5.Oscillator('triangle');
+ * triOsc.amp(env);
+ * triOsc.start();
+ * triOsc.freq(220);
+ *
+ * cnv.mousePressed(playEnv);
+ * }
+ *
+ * function playEnv() {
+ * // trigger env on triOsc, 0 seconds from now
+ * // After decay, sustain for 0.2 seconds before release
+ * env.play(triOsc, 0, 0.2);
+ * }
+ *
+ *
+ * var attackLevel = 1.0;
+ * var releaseLevel = 0;
+ *
+ * var attackTime = 0.001;
+ * var decayTime = 0.3;
+ * var susPercent = 0.4;
+ * var releaseTime = 0.5;
+ *
+ * var env, triOsc;
+ *
+ * function setup() {
+ * var cnv = createCanvas(100, 100);
+ * background(200);
+ * textAlign(CENTER);
+ * text('click to play', width/2, height/2);
+ *
+ * env = new p5.Envelope();
+ * env.setADSR(attackTime, decayTime, susPercent, releaseTime);
+ * env.setRange(attackLevel, releaseLevel);
+ *
+ * triOsc = new p5.Oscillator('triangle');
+ * triOsc.amp(env);
+ * triOsc.start();
+ * triOsc.freq(220);
+ *
+ * cnv.mousePressed(envAttack);
+ * }
+ *
+ * function envAttack() {
+ * console.log('trigger attack');
+ * env.triggerAttack();
+ *
+ * background(0,255,0);
+ * text('attack!', width/2, height/2);
+ * }
+ *
+ * function mouseReleased() {
+ * env.triggerRelease();
+ *
+ * background(200);
+ * text('click to play', width/2, height/2);
+ * }
+ *
+ *
+ * var attackLevel = 1.0;
+ * var releaseLevel = 0;
+ *
+ * var attackTime = 0.001;
+ * var decayTime = 0.3;
+ * var susPercent = 0.4;
+ * var releaseTime = 0.5;
+ *
+ * var env, triOsc;
+ *
+ * function setup() {
+ * var cnv = createCanvas(100, 100);
+ * background(200);
+ * textAlign(CENTER);
+ * text('click to play', width/2, height/2);
+ *
+ * env = new p5.Envelope();
+ * env.setADSR(attackTime, decayTime, susPercent, releaseTime);
+ * env.setRange(attackLevel, releaseLevel);
+ *
+ * triOsc = new p5.Oscillator('triangle');
+ * triOsc.amp(env);
+ * triOsc.start();
+ * triOsc.freq(220);
+ *
+ * cnv.mousePressed(envAttack);
+ * }
+ *
+ * function envAttack() {
+ * console.log('trigger attack');
+ * env.triggerAttack();
+ *
+ * background(0,255,0);
+ * text('attack!', width/2, height/2);
+ * }
+ *
+ * function mouseReleased() {
+ * env.triggerRelease();
+ *
+ * background(200);
+ * text('click to play', width/2, height/2);
+ * }
+ *
setADSR(attackTime, decayTime)
+ * as
+ * time constants for simple exponential ramps.
+ * If the value is higher than current value, it uses attackTime,
+ * while a decrease uses decayTime.
+ *
+ * @method ramp
+ * @param {Object} unit p5.sound Object or Web Audio Param
+ * @param {Number} secondsFromNow When to trigger the ramp
+ * @param {Number} v Target value
+ * @param {Number} [v2] Second target value (optional)
+ * @example
+ *
+ * var env, osc, amp, cnv;
+ *
+ * var attackTime = 0.001;
+ * var decayTime = 0.2;
+ * var attackLevel = 1;
+ * var decayLevel = 0;
+ *
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * fill(0,255,0);
+ * noStroke();
+ *
+ * env = new p5.Envelope();
+ * env.setADSR(attackTime, decayTime);
+ *
+ * osc = new p5.Oscillator();
+ * osc.amp(env);
+ * osc.start();
+ *
+ * amp = new p5.Amplitude();
+ *
+ * cnv.mousePressed(triggerRamp);
+ * }
+ *
+ * function triggerRamp() {
+ * env.ramp(osc, 0, attackLevel, decayLevel);
+ * }
+ *
+ * function draw() {
+ * background(20,20,20);
+ * text('click me', 10, 20);
+ * var h = map(amp.getLevel(), 0, 0.4, 0, height);;
+ *
+ * rect(0, height, width, -h);
+ * }
+ *
p5.Oscillator
for a full list of methods.
+ *
+ * @class p5.Pulse
+ * @extends p5.Oscillator
+ * @constructor
+ * @param {Number} [freq] Frequency in oscillations per second (Hz)
+ * @param {Number} [w] Width between the pulses (0 to 1.0,
+ * defaults to 0)
+ * @example
+ *
+ * var pulse;
+ * function setup() {
+ * background(0);
+ *
+ * // Create and start the pulse wave oscillator
+ * pulse = new p5.Pulse();
+ * pulse.amp(0.5);
+ * pulse.freq(220);
+ * pulse.start();
+ * }
+ *
+ * function draw() {
+ * var w = map(mouseX, 0, width, 0, 1);
+ * w = constrain(w, 0, 1);
+ * pulse.width(w)
+ * }
+ *
Get audio from an input, i.e. your computer's microphone.
+ * + *Turn the mic on/off with the start() and stop() methods. When the mic + * is on, its volume can be measured with getLevel or by connecting an + * FFT object.
+ * + *If you want to hear the AudioIn, use the .connect() method. + * AudioIn does not connect to p5.sound output by default to prevent + * feedback.
+ * + *Note: This uses the getUserMedia/ + * Stream API, which is not supported by certain browsers. Access in Chrome browser + * is limited to localhost and https, but access over http may be limited.
+ * + * @class p5.AudioIn + * @constructor + * @param {Function} [errorCallback] A function to call if there is an error + * accessing the AudioIn. For example, + * Safari and iOS devices do not + * currently allow microphone access. + * @example + *
+ * var mic;
+ * function setup(){
+ * mic = new p5.AudioIn()
+ * mic.start();
+ * }
+ * function draw(){
+ * background(0);
+ * micLevel = mic.getLevel();
+ * ellipse(width/2, constrain(height-micLevel*height*5, 0, height), 10, 10);
+ * }
+ *
+ * var audiograb;
+ *
+ * function setup(){
+ * //new audioIn
+ * audioGrab = new p5.AudioIn();
+ *
+ * audioGrab.getSources(function(deviceList) {
+ * //print out the array of available sources
+ * console.log(deviceList);
+ * //set the source to the first item in the deviceList array
+ * audioGrab.setSource(0);
+ * });
+ * }
+ *
A p5.Filter uses a Web Audio Biquad Filter to filter + * the frequency response of an input source. Subclasses + * include:
+ * *p5.LowPass
:
+ * Allows frequencies below the cutoff frequency to pass through,
+ * and attenuates frequencies above the cutoff.p5.HighPass
:
+ * The opposite of a lowpass filter. p5.BandPass
:
+ * Allows a range of frequencies to pass through and attenuates
+ * the frequencies below and above this frequency range..res()
method controls either width of the
+ * bandpass, or resonance of the low/highpass cutoff frequency.
+ *
+ * This class extends p5.Effect.
+ * Methods amp(), chain(),
+ * drywet(), connect(), and
+ * disconnect() are available.
+ *
+ * @class p5.Filter
+ * @extends p5.Effect
+ * @constructor
+ * @param {String} [type] 'lowpass' (default), 'highpass', 'bandpass'
+ * @example
+ *
+ * var fft, noise, filter;
+ *
+ * function setup() {
+ * fill(255, 40, 255);
+ *
+ * filter = new p5.BandPass();
+ *
+ * noise = new p5.Noise();
+ * // disconnect unfiltered noise,
+ * // and connect to filter
+ * noise.disconnect();
+ * noise.connect(filter);
+ * noise.start();
+ *
+ * fft = new p5.FFT();
+ * }
+ *
+ * function draw() {
+ * background(30);
+ *
+ * // set the BandPass frequency based on mouseX
+ * var freq = map(mouseX, 0, width, 20, 10000);
+ * filter.freq(freq);
+ * // give the filter a narrow band (lower res = wider bandpass)
+ * filter.res(50);
+ *
+ * // draw filtered spectrum
+ * var spectrum = fft.analyze();
+ * noStroke();
+ * for (var i = 0; i < spectrum.length; i++) {
+ * var x = map(i, 0, spectrum.length, 0, width);
+ * var h = -height + map(spectrum[i], 0, 255, height, 0);
+ * rect(x, height, width/spectrum.length, h);
+ * }
+ *
+ * isMouseOverCanvas();
+ * }
+ *
+ * function isMouseOverCanvas() {
+ * var mX = mouseX, mY = mouseY;
+ * if (mX > 0 && mX < width && mY < height && mY > 0) {
+ * noise.amp(0.5, 0.2);
+ * } else {
+ * noise.amp(0, 0.2);
+ * }
+ * }
+ *
new p5.LowPass()
Filter.
+ * This is the same as creating a p5.Filter and then calling
+ * its method setType('lowpass')
.
+ * See p5.Filter for methods.
+ *
+ * @class p5.LowPass
+ * @constructor
+ * @extends p5.Filter
+ */
+ p5.LowPass = function () {
+ p5.Filter.call(this, 'lowpass');
+ };
+ p5.LowPass.prototype = Object.create(p5.Filter.prototype);
+ /**
+ * Constructor: new p5.HighPass()
Filter.
+ * This is the same as creating a p5.Filter and then calling
+ * its method setType('highpass')
.
+ * See p5.Filter for methods.
+ *
+ * @class p5.HighPass
+ * @constructor
+ * @extends p5.Filter
+ */
+ p5.HighPass = function () {
+ p5.Filter.call(this, 'highpass');
+ };
+ p5.HighPass.prototype = Object.create(p5.Filter.prototype);
+ /**
+ * Constructor: new p5.BandPass()
Filter.
+ * This is the same as creating a p5.Filter and then calling
+ * its method setType('bandpass')
.
+ * See p5.Filter for methods.
+ *
+ * @class p5.BandPass
+ * @constructor
+ * @extends p5.Filter
+ */
+ p5.BandPass = function () {
+ p5.Filter.call(this, 'bandpass');
+ };
+ p5.BandPass.prototype = Object.create(p5.Filter.prototype);
+ return p5.Filter;
+}(master, effect);
+var src_eqFilter;
+'use strict';
+src_eqFilter = function () {
+ var Filter = filter;
+ var p5sound = master;
+ /**
+ * EQFilter extends p5.Filter with constraints
+ * necessary for the p5.EQ
+ *
+ * @private
+ */
+ var EQFilter = function (freq, res) {
+ Filter.call(this, 'peaking');
+ this.disconnect();
+ this.set(freq, res);
+ this.biquad.gain.value = 0;
+ delete this.input;
+ delete this.output;
+ delete this._drywet;
+ delete this.wet;
+ };
+ EQFilter.prototype = Object.create(Filter.prototype);
+ EQFilter.prototype.amp = function () {
+ console.warn('`amp()` is not available for p5.EQ bands. Use `.gain()`');
+ };
+ EQFilter.prototype.drywet = function () {
+ console.warn('`drywet()` is not available for p5.EQ bands.');
+ };
+ EQFilter.prototype.connect = function (unit) {
+ var u = unit || p5.soundOut.input;
+ if (this.biquad) {
+ this.biquad.connect(u.input ? u.input : u);
+ } else {
+ this.output.connect(u.input ? u.input : u);
+ }
+ };
+ EQFilter.prototype.disconnect = function () {
+ if (this.biquad) {
+ this.biquad.disconnect();
+ }
+ };
+ EQFilter.prototype.dispose = function () {
+ // remove reference form soundArray
+ var index = p5sound.soundArray.indexOf(this);
+ p5sound.soundArray.splice(index, 1);
+ this.disconnect();
+ delete this.biquad;
+ };
+ return EQFilter;
+}(filter, master);
+var eq;
+'use strict';
+eq = function () {
+ var Effect = effect;
+ var EQFilter = src_eqFilter;
+ /**
+ * p5.EQ is an audio effect that performs the function of a multiband
+ * audio equalizer. Equalization is used to adjust the balance of
+ * frequency compoenents of an audio signal. This process is commonly used
+ * in sound production and recording to change the waveform before it reaches
+ * a sound output device. EQ can also be used as an audio effect to create
+ * interesting distortions by filtering out parts of the spectrum. p5.EQ is
+ * built using a chain of Web Audio Biquad Filter Nodes and can be
+ * instantiated with 3 or 8 bands. Bands can be added or removed from
+ * the EQ by directly modifying p5.EQ.bands (the array that stores filters).
+ *
+ * This class extends p5.Effect.
+ * Methods amp(), chain(),
+ * drywet(), connect(), and
+ * disconnect() are available.
+ *
+ * @class p5.EQ
+ * @constructor
+ * @extends p5.Effect
+ * @param {Number} [_eqsize] Constructor will accept 3 or 8, defaults to 3
+ * @return {Object} p5.EQ object
+ *
+ * @example
+ *
+ * var eq;
+ * var band_names;
+ * var band_index;
+ *
+ * var soundFile, play;
+ *
+ * function preload() {
+ * soundFormats('mp3', 'ogg');
+ * soundFile = loadSound('assets/beat');
+ * }
+ *
+ * function setup() {
+ * eq = new p5.EQ(3);
+ * soundFile.disconnect();
+ * eq.process(soundFile);
+ *
+ * band_names = ['lows','mids','highs'];
+ * band_index = 0;
+ * play = false;
+ * textAlign(CENTER);
+ * }
+ *
+ * function draw() {
+ * background(30);
+ * noStroke();
+ * fill(255);
+ * text('click to kill',50,25);
+ *
+ * fill(255, 40, 255);
+ * textSize(26);
+ * text(band_names[band_index],50,55);
+ *
+ * fill(255);
+ * textSize(9);
+ * text('space = play/pause',50,80);
+ * }
+ *
+ * //If mouse is over canvas, cycle to the next band and kill the frequency
+ * function mouseClicked() {
+ * for (var i = 0; i < eq.bands.length; i++) {
+ * eq.bands[i].gain(0);
+ * }
+ * eq.bands[band_index].gain(-40);
+ * if (mouseX > 0 && mouseX < width && mouseY < height && mouseY > 0) {
+ * band_index === 2 ? band_index = 0 : band_index++;
+ * }
+ * }
+ *
+ * //use space bar to trigger play / pause
+ * function keyPressed() {
+ * if (key===' ') {
+ * play = !play
+ * play ? soundFile.loop() : soundFile.pause();
+ * }
+ * }
+ *
p5.soundOut.audiocontext.listener
+ *
+ *
+ * @class p5.Panner3D
+ * @constructor
+ */
+ p5.Panner3D = function () {
+ Effect.call(this);
+ /**
+ *
+ * Web Audio Spatial Panner Node
+ *
+ * Properties include
+ * - panningModel: "equal power" or "HRTF"
+ * - distanceModel: "linear", "inverse", or "exponential"
+ *
+ * @property {AudioNode} panner
+ *
+ */
+ this.panner = this.ac.createPanner();
+ this.panner.panningModel = 'HRTF';
+ this.panner.distanceModel = 'linear';
+ this.panner.connect(this.output);
+ this.input.connect(this.panner);
+ };
+ p5.Panner3D.prototype = Object.create(Effect.prototype);
+ /**
+ * Connect an audio sorce
+ *
+ * @method process
+ * @param {Object} src Input source
+ */
+ p5.Panner3D.prototype.process = function (src) {
+ src.connect(this.input);
+ };
+ /**
+ * Set the X,Y,Z position of the Panner
+ * @method set
+ * @param {Number} xVal
+ * @param {Number} yVal
+ * @param {Number} zVal
+ * @param {Number} time
+ * @return {Array} Updated x, y, z values as an array
+ */
+ p5.Panner3D.prototype.set = function (xVal, yVal, zVal, time) {
+ this.positionX(xVal, time);
+ this.positionY(yVal, time);
+ this.positionZ(zVal, time);
+ return [
+ this.panner.positionX.value,
+ this.panner.positionY.value,
+ this.panner.positionZ.value
+ ];
+ };
+ /**
+ * Getter and setter methods for position coordinates
+ * @method positionX
+ * @return {Number} updated coordinate value
+ */
+ /**
+ * Getter and setter methods for position coordinates
+ * @method positionY
+ * @return {Number} updated coordinate value
+ */
+ /**
+ * Getter and setter methods for position coordinates
+ * @method positionZ
+ * @return {Number} updated coordinate value
+ */
+ p5.Panner3D.prototype.positionX = function (xVal, time) {
+ var t = time || 0;
+ if (typeof xVal === 'number') {
+ this.panner.positionX.value = xVal;
+ this.panner.positionX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
+ this.panner.positionX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);
+ } else if (xVal) {
+ xVal.connect(this.panner.positionX);
+ }
+ return this.panner.positionX.value;
+ };
+ p5.Panner3D.prototype.positionY = function (yVal, time) {
+ var t = time || 0;
+ if (typeof yVal === 'number') {
+ this.panner.positionY.value = yVal;
+ this.panner.positionY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
+ this.panner.positionY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);
+ } else if (yVal) {
+ yVal.connect(this.panner.positionY);
+ }
+ return this.panner.positionY.value;
+ };
+ p5.Panner3D.prototype.positionZ = function (zVal, time) {
+ var t = time || 0;
+ if (typeof zVal === 'number') {
+ this.panner.positionZ.value = zVal;
+ this.panner.positionZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
+ this.panner.positionZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);
+ } else if (zVal) {
+ zVal.connect(this.panner.positionZ);
+ }
+ return this.panner.positionZ.value;
+ };
+ /**
+ * Set the X,Y,Z position of the Panner
+ * @method orient
+ * @param {Number} xVal
+ * @param {Number} yVal
+ * @param {Number} zVal
+ * @param {Number} time
+ * @return {Array} Updated x, y, z values as an array
+ */
+ p5.Panner3D.prototype.orient = function (xVal, yVal, zVal, time) {
+ this.orientX(xVal, time);
+ this.orientY(yVal, time);
+ this.orientZ(zVal, time);
+ return [
+ this.panner.orientationX.value,
+ this.panner.orientationY.value,
+ this.panner.orientationZ.value
+ ];
+ };
+ /**
+ * Getter and setter methods for orient coordinates
+ * @method orientX
+ * @return {Number} updated coordinate value
+ */
+ /**
+ * Getter and setter methods for orient coordinates
+ * @method orientY
+ * @return {Number} updated coordinate value
+ */
+ /**
+ * Getter and setter methods for orient coordinates
+ * @method orientZ
+ * @return {Number} updated coordinate value
+ */
+ p5.Panner3D.prototype.orientX = function (xVal, time) {
+ var t = time || 0;
+ if (typeof xVal === 'number') {
+ this.panner.orientationX.value = xVal;
+ this.panner.orientationX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
+ this.panner.orientationX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);
+ } else if (xVal) {
+ xVal.connect(this.panner.orientationX);
+ }
+ return this.panner.orientationX.value;
+ };
+ p5.Panner3D.prototype.orientY = function (yVal, time) {
+ var t = time || 0;
+ if (typeof yVal === 'number') {
+ this.panner.orientationY.value = yVal;
+ this.panner.orientationY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
+ this.panner.orientationY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);
+ } else if (yVal) {
+ yVal.connect(this.panner.orientationY);
+ }
+ return this.panner.orientationY.value;
+ };
+ p5.Panner3D.prototype.orientZ = function (zVal, time) {
+ var t = time || 0;
+ if (typeof zVal === 'number') {
+ this.panner.orientationZ.value = zVal;
+ this.panner.orientationZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
+ this.panner.orientationZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);
+ } else if (zVal) {
+ zVal.connect(this.panner.orientationZ);
+ }
+ return this.panner.orientationZ.value;
+ };
+ /**
+ * Set the rolloff factor and max distance
+ * @method setFalloff
+ * @param {Number} [maxDistance]
+ * @param {Number} [rolloffFactor]
+ */
+ p5.Panner3D.prototype.setFalloff = function (maxDistance, rolloffFactor) {
+ this.maxDist(maxDistance);
+ this.rolloff(rolloffFactor);
+ };
+ /**
+ * Maxium distance between the source and the listener
+ * @method maxDist
+ * @param {Number} maxDistance
+ * @return {Number} updated value
+ */
+ p5.Panner3D.prototype.maxDist = function (maxDistance) {
+ if (typeof maxDistance === 'number') {
+ this.panner.maxDistance = maxDistance;
+ }
+ return this.panner.maxDistance;
+ };
+ /**
+ * How quickly the volume is reduced as the source moves away from the listener
+ * @method rollof
+ * @param {Number} rolloffFactor
+ * @return {Number} updated value
+ */
+ p5.Panner3D.prototype.rolloff = function (rolloffFactor) {
+ if (typeof rolloffFactor === 'number') {
+ this.panner.rolloffFactor = rolloffFactor;
+ }
+ return this.panner.rolloffFactor;
+ };
+ p5.Panner3D.dispose = function () {
+ Effect.prototype.dispose.apply(this);
+ if (this.panner) {
+ this.panner.disconnect();
+ delete this.panner;
+ }
+ };
+ return p5.Panner3D;
+}(master, effect);
+var listener3d;
+'use strict';
+listener3d = function () {
+ var p5sound = master;
+ var Effect = effect;
+ // /**
+ // * listener is a class that can construct both a Spatial Panner
+ // * and a Spatial Listener. The panner is based on the
+ // * Web Audio Spatial Panner Node
+ // * https://www.w3.org/TR/webaudio/#the-listenernode-interface
+ // * This panner is a spatial processing node that allows audio to be positioned
+ // * and oriented in 3D space.
+ // *
+ // * The Listener modifies the properties of the Audio Context Listener.
+ // * Both objects types use the same methods. The default is a spatial panner.
+ // *
+ // * p5.Panner3D
- Constructs a Spatial Pannerp5.Listener3D
- Constructs a Spatial Listener
+ * var noise, env, delay;
+ *
+ * function setup() {
+ * background(0);
+ * noStroke();
+ * fill(255);
+ * textAlign(CENTER);
+ * text('click to play', width/2, height/2);
+ *
+ * noise = new p5.Noise('brown');
+ * noise.amp(0);
+ * noise.start();
+ *
+ * delay = new p5.Delay();
+ *
+ * // delay.process() accepts 4 parameters:
+ * // source, delayTime, feedback, filter frequency
+ * // play with these numbers!!
+ * delay.process(noise, .12, .7, 2300);
+ *
+ * // play the noise with an envelope,
+ * // a series of fades ( time / value pairs )
+ * env = new p5.Envelope(.01, 0.2, .2, .1);
+ * }
+ *
+ * // mouseClick triggers envelope
+ * function mouseClicked() {
+ * // is mouse over canvas?
+ * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
+ * env.play(noise);
+ * }
+ * }
+ *
+ * var soundFile, reverb;
+ * function preload() {
+ * soundFile = loadSound('assets/Damscray_DancingTiger.mp3');
+ * }
+ *
+ * function setup() {
+ * reverb = new p5.Reverb();
+ * soundFile.disconnect(); // so we'll only hear reverb...
+ *
+ * // connect soundFile to reverb, process w/
+ * // 3 second reverbTime, decayRate of 2%
+ * reverb.process(soundFile, 3, 2);
+ * soundFile.play();
+ * }
+ *
p5.Convolver extends p5.Reverb. It can emulate the sound of real + * physical spaces through a process called + * convolution.
+ * + *Convolution multiplies any audio input by an "impulse response" + * to simulate the dispersion of sound over time. The impulse response is + * generated from an audio file that you provide. One way to + * generate an impulse response is to pop a balloon in a reverberant space + * and record the echo. Convolution can also be used to experiment with + * sound.
+ * + *Use the method createConvolution(path)
to instantiate a
+ * p5.Convolver with a path to your impulse response audio file.
+ * var cVerb, sound;
+ * function preload() {
+ * // We have both MP3 and OGG versions of all sound assets
+ * soundFormats('ogg', 'mp3');
+ *
+ * // Try replacing 'bx-spring' with other soundfiles like
+ * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'
+ * cVerb = createConvolver('assets/bx-spring.mp3');
+ *
+ * // Try replacing 'Damscray_DancingTiger' with
+ * // 'beat', 'doorbell', lucky_dragons_-_power_melody'
+ * sound = loadSound('assets/Damscray_DancingTiger.mp3');
+ * }
+ *
+ * function setup() {
+ * // disconnect from master output...
+ * sound.disconnect();
+ *
+ * // ...and process with cVerb
+ * // so that we only hear the convolution
+ * cVerb.process(sound);
+ *
+ * sound.play();
+ * }
+ *
+ * var cVerb, sound;
+ * function preload() {
+ * // We have both MP3 and OGG versions of all sound assets
+ * soundFormats('ogg', 'mp3');
+ *
+ * // Try replacing 'bx-spring' with other soundfiles like
+ * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'
+ * cVerb = createConvolver('assets/bx-spring.mp3');
+ *
+ * // Try replacing 'Damscray_DancingTiger' with
+ * // 'beat', 'doorbell', lucky_dragons_-_power_melody'
+ * sound = loadSound('assets/Damscray_DancingTiger.mp3');
+ * }
+ *
+ * function setup() {
+ * // disconnect from master output...
+ * sound.disconnect();
+ *
+ * // ...and process with cVerb
+ * // so that we only hear the convolution
+ * cVerb.process(sound);
+ *
+ * sound.play();
+ * }
+ *
+ * var cVerb, sound;
+ * function preload() {
+ * soundFormats('ogg', 'mp3');
+ *
+ * cVerb = createConvolver('assets/concrete-tunnel.mp3');
+ *
+ * sound = loadSound('assets/beat.mp3');
+ * }
+ *
+ * function setup() {
+ * // disconnect from master output...
+ * sound.disconnect();
+ *
+ * // ...and process with (i.e. connect to) cVerb
+ * // so that we only hear the convolution
+ * cVerb.process(sound);
+ *
+ * sound.play();
+ * }
+ *
toggleImpulse(id)
method.
+ *
+ * @property {Array} impulses
+ */
+ p5.Convolver.prototype.impulses = [];
+ /**
+ * Load and assign a new Impulse Response to the p5.Convolver.
+ * The impulse is added to the .impulses
array. Previous
+ * impulses can be accessed with the .toggleImpulse(id)
+ * method.
+ *
+ * @method addImpulse
+ * @param {String} path path to a sound file
+ * @param {Function} callback function (optional)
+ * @param {Function} errorCallback function (optional)
+ */
+ p5.Convolver.prototype.addImpulse = function (path, callback, errorCallback) {
+ // if loading locally without a server
+ if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {
+ alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');
+ }
+ this._loadBuffer(path, callback, errorCallback);
+ };
+ /**
+ * Similar to .addImpulse, except that the .impulses
+ * Array is reset to save memory. A new .impulses
+ * array is created with this impulse as the only item.
+ *
+ * @method resetImpulse
+ * @param {String} path path to a sound file
+ * @param {Function} callback function (optional)
+ * @param {Function} errorCallback function (optional)
+ */
+ p5.Convolver.prototype.resetImpulse = function (path, callback, errorCallback) {
+ // if loading locally without a server
+ if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {
+ alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');
+ }
+ this.impulses = [];
+ this._loadBuffer(path, callback, errorCallback);
+ };
+ /**
+ * If you have used .addImpulse()
to add multiple impulses
+ * to a p5.Convolver, then you can use this method to toggle between
+ * the items in the .impulses
Array. Accepts a parameter
+ * to identify which impulse you wish to use, identified either by its
+ * original filename (String) or by its position in the .impulses
+ *
Array (Number)..audioBuffer
(type:
+ * Web Audio
+ * AudioBuffer) and a .name
, a String that corresponds
+ * with the original filename.
+ *
+ * @method toggleImpulse
+ * @param {String|Number} id Identify the impulse by its original filename
+ * (String), or by its position in the
+ * .impulses
Array (Number).
+ */
+ p5.Convolver.prototype.toggleImpulse = function (id) {
+ if (typeof id === 'number' && id < this.impulses.length) {
+ this._setBuffer(this.impulses[id].audioBuffer);
+ }
+ if (typeof id === 'string') {
+ for (var i = 0; i < this.impulses.length; i++) {
+ if (this.impulses[i].name === id) {
+ this._setBuffer(this.impulses[i].audioBuffer);
+ break;
+ }
+ }
+ }
+ };
+ p5.Convolver.prototype.dispose = function () {
+ p5.Reverb.prototype.dispose.apply(this);
+ // remove all the Impulse Response buffers
+ for (var i in this.impulses) {
+ if (this.impulses[i]) {
+ this.impulses[i] = null;
+ }
+ }
+ };
+}(errorHandler, effect);
+/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
+var Tone_core_TimelineState;
+Tone_core_TimelineState = function (Tone) {
+ 'use strict';
+ Tone.TimelineState = function (initial) {
+ Tone.Timeline.call(this);
+ this._initial = initial;
+ };
+ Tone.extend(Tone.TimelineState, Tone.Timeline);
+ Tone.TimelineState.prototype.getValueAtTime = function (time) {
+ var event = this.get(time);
+ if (event !== null) {
+ return event.state;
+ } else {
+ return this._initial;
+ }
+ };
+ Tone.TimelineState.prototype.setStateAtTime = function (state, time) {
+ this.add({
+ 'state': state,
+ 'time': time
+ });
+ };
+ return Tone.TimelineState;
+}(Tone_core_Tone, Tone_core_Timeline);
+/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
+var Tone_core_Clock;
+Tone_core_Clock = function (Tone) {
+ 'use strict';
+ Tone.Clock = function () {
+ Tone.Emitter.call(this);
+ var options = this.optionsObject(arguments, [
+ 'callback',
+ 'frequency'
+ ], Tone.Clock.defaults);
+ this.callback = options.callback;
+ this._nextTick = 0;
+ this._lastState = Tone.State.Stopped;
+ this.frequency = new Tone.TimelineSignal(options.frequency, Tone.Type.Frequency);
+ this._readOnly('frequency');
+ this.ticks = 0;
+ this._state = new Tone.TimelineState(Tone.State.Stopped);
+ this._boundLoop = this._loop.bind(this);
+ this.context.on('tick', this._boundLoop);
+ };
+ Tone.extend(Tone.Clock, Tone.Emitter);
+ Tone.Clock.defaults = {
+ 'callback': Tone.noOp,
+ 'frequency': 1,
+ 'lookAhead': 'auto'
+ };
+ Object.defineProperty(Tone.Clock.prototype, 'state', {
+ get: function () {
+ return this._state.getValueAtTime(this.now());
+ }
+ });
+ Tone.Clock.prototype.start = function (time, offset) {
+ time = this.toSeconds(time);
+ if (this._state.getValueAtTime(time) !== Tone.State.Started) {
+ this._state.add({
+ 'state': Tone.State.Started,
+ 'time': time,
+ 'offset': offset
+ });
+ }
+ return this;
+ };
+ Tone.Clock.prototype.stop = function (time) {
+ time = this.toSeconds(time);
+ this._state.cancel(time);
+ this._state.setStateAtTime(Tone.State.Stopped, time);
+ return this;
+ };
+ Tone.Clock.prototype.pause = function (time) {
+ time = this.toSeconds(time);
+ if (this._state.getValueAtTime(time) === Tone.State.Started) {
+ this._state.setStateAtTime(Tone.State.Paused, time);
+ }
+ return this;
+ };
+ Tone.Clock.prototype._loop = function () {
+ var now = this.now();
+ var lookAhead = this.context.lookAhead;
+ var updateInterval = this.context.updateInterval;
+ var lagCompensation = this.context.lag * 2;
+ var loopInterval = now + lookAhead + updateInterval + lagCompensation;
+ while (loopInterval > this._nextTick && this._state) {
+ var currentState = this._state.getValueAtTime(this._nextTick);
+ if (currentState !== this._lastState) {
+ this._lastState = currentState;
+ var event = this._state.get(this._nextTick);
+ if (currentState === Tone.State.Started) {
+ this._nextTick = event.time;
+ if (!this.isUndef(event.offset)) {
+ this.ticks = event.offset;
+ }
+ this.emit('start', event.time, this.ticks);
+ } else if (currentState === Tone.State.Stopped) {
+ this.ticks = 0;
+ this.emit('stop', event.time);
+ } else if (currentState === Tone.State.Paused) {
+ this.emit('pause', event.time);
+ }
+ }
+ var tickTime = this._nextTick;
+ if (this.frequency) {
+ this._nextTick += 1 / this.frequency.getValueAtTime(this._nextTick);
+ if (currentState === Tone.State.Started) {
+ this.callback(tickTime);
+ this.ticks++;
+ }
+ }
+ }
+ };
+ Tone.Clock.prototype.getStateAtTime = function (time) {
+ time = this.toSeconds(time);
+ return this._state.getValueAtTime(time);
+ };
+ Tone.Clock.prototype.dispose = function () {
+ Tone.Emitter.prototype.dispose.call(this);
+ this.context.off('tick', this._boundLoop);
+ this._writable('frequency');
+ this.frequency.dispose();
+ this.frequency = null;
+ this._boundLoop = null;
+ this._nextTick = Infinity;
+ this.callback = null;
+ this._state.dispose();
+ this._state = null;
+ };
+ return Tone.Clock;
+}(Tone_core_Tone, Tone_signal_TimelineSignal, Tone_core_TimelineState, Tone_core_Emitter);
+var metro;
+'use strict';
+metro = function () {
+ var p5sound = master;
+ // requires the Tone.js library's Clock (MIT license, Yotam Mann)
+ // https://github.com/TONEnoTONE/Tone.js/
+ var Clock = Tone_core_Clock;
+ p5.Metro = function () {
+ this.clock = new Clock({ 'callback': this.ontick.bind(this) });
+ this.syncedParts = [];
+ this.bpm = 120;
+ // gets overridden by p5.Part
+ this._init();
+ this.prevTick = 0;
+ this.tatumTime = 0;
+ this.tickCallback = function () {
+ };
+ };
+ p5.Metro.prototype.ontick = function (tickTime) {
+ var elapsedTime = tickTime - this.prevTick;
+ var secondsFromNow = tickTime - p5sound.audiocontext.currentTime;
+ if (elapsedTime - this.tatumTime <= -0.02) {
+ return;
+ } else {
+ // console.log('ok', this.syncedParts[0].phrases[0].name);
+ this.prevTick = tickTime;
+ // for all of the active things on the metro:
+ var self = this;
+ this.syncedParts.forEach(function (thisPart) {
+ if (!thisPart.isPlaying)
+ return;
+ thisPart.incrementStep(secondsFromNow);
+ // each synced source keeps track of its own beat number
+ thisPart.phrases.forEach(function (thisPhrase) {
+ var phraseArray = thisPhrase.sequence;
+ var bNum = self.metroTicks % phraseArray.length;
+ if (phraseArray[bNum] !== 0 && (self.metroTicks < phraseArray.length || !thisPhrase.looping)) {
+ thisPhrase.callback(secondsFromNow, phraseArray[bNum]);
+ }
+ });
+ });
+ this.metroTicks += 1;
+ this.tickCallback(secondsFromNow);
+ }
+ };
+ p5.Metro.prototype.setBPM = function (bpm, rampTime) {
+ var beatTime = 60 / (bpm * this.tatums);
+ var now = p5sound.audiocontext.currentTime;
+ this.tatumTime = beatTime;
+ var rampTime = rampTime || 0;
+ this.clock.frequency.setValueAtTime(this.clock.frequency.value, now);
+ this.clock.frequency.linearRampToValueAtTime(bpm, now + rampTime);
+ this.bpm = bpm;
+ };
+ p5.Metro.prototype.getBPM = function () {
+ return this.clock.getRate() / this.tatums * 60;
+ };
+ p5.Metro.prototype._init = function () {
+ this.metroTicks = 0;
+ };
+ // clear existing synced parts, add only this one
+ p5.Metro.prototype.resetSync = function (part) {
+ this.syncedParts = [part];
+ };
+ // push a new synced part to the array
+ p5.Metro.prototype.pushSync = function (part) {
+ this.syncedParts.push(part);
+ };
+ p5.Metro.prototype.start = function (timeFromNow) {
+ var t = timeFromNow || 0;
+ var now = p5sound.audiocontext.currentTime;
+ this.clock.start(now + t);
+ this.setBPM(this.bpm);
+ };
+ p5.Metro.prototype.stop = function (timeFromNow) {
+ var t = timeFromNow || 0;
+ var now = p5sound.audiocontext.currentTime;
+ this.clock.stop(now + t);
+ };
+ p5.Metro.prototype.beatLength = function (tatums) {
+ this.tatums = 1 / tatums / 4;
+ };
+}(master, Tone_core_Clock);
+var looper;
+'use strict';
+looper = function () {
+ var p5sound = master;
+ var BPM = 120;
+ /**
+ * Set the global tempo, in beats per minute, for all
+ * p5.Parts. This method will impact all active p5.Parts.
+ *
+ * @method setBPM
+ * @param {Number} BPM Beats Per Minute
+ * @param {Number} rampTime Seconds from now
+ */
+ p5.prototype.setBPM = function (bpm, rampTime) {
+ BPM = bpm;
+ for (var i in p5sound.parts) {
+ if (p5sound.parts[i]) {
+ p5sound.parts[i].setBPM(bpm, rampTime);
+ }
+ }
+ };
+ /**
+ * A phrase is a pattern of musical events over time, i.e. + * a series of notes and rests.
+ * + *Phrases must be added to a p5.Part for playback, and + * each part can play multiple phrases at the same time. + * For example, one Phrase might be a kick drum, another + * could be a snare, and another could be the bassline.
+ * + *The first parameter is a name so that the phrase can be
+ * modified or deleted later. The callback is a a function that
+ * this phrase will call at every stepโfor example it might be
+ * called playNote(value){}
. The array determines
+ * which value is passed into the callback at each step of the
+ * phrase. It can be numbers, an object with multiple numbers,
+ * or a zero (0) indicates a rest so the callback won't be called).
+ * var mySound, myPhrase, myPart;
+ * var pattern = [1,0,0,2,0,2,0,0];
+ * var msg = 'click to play';
+ *
+ * function preload() {
+ * mySound = loadSound('assets/beatbox.mp3');
+ * }
+ *
+ * function setup() {
+ * noStroke();
+ * fill(255);
+ * textAlign(CENTER);
+ * masterVolume(0.1);
+ *
+ * myPhrase = new p5.Phrase('bbox', makeSound, pattern);
+ * myPart = new p5.Part();
+ * myPart.addPhrase(myPhrase);
+ * myPart.setBPM(60);
+ * }
+ *
+ * function draw() {
+ * background(0);
+ * text(msg, width/2, height/2);
+ * }
+ *
+ * function makeSound(time, playbackRate) {
+ * mySound.rate(playbackRate);
+ * mySound.play(time);
+ * }
+ *
+ * function mouseClicked() {
+ * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
+ * myPart.start();
+ * msg = 'playing pattern';
+ * }
+ * }
+ *
+ *
A p5.Part plays back one or more p5.Phrases. Instantiate a part + * with steps and tatums. By default, each step represents a 1/16th note.
+ * + *See p5.Phrase for more about musical timing.
+ * + * @class p5.Part + * @constructor + * @param {Number} [steps] Steps in the part + * @param {Number} [tatums] Divisions of a beat, e.g. use 1/4, or 0.25 for a quater note (default is 1/16, a sixteenth note) + * @example + *
+ * var box, drum, myPart;
+ * var boxPat = [1,0,0,2,0,2,0,0];
+ * var drumPat = [0,1,1,0,2,0,1,0];
+ * var msg = 'click to play';
+ *
+ * function preload() {
+ * box = loadSound('assets/beatbox.mp3');
+ * drum = loadSound('assets/drum.mp3');
+ * }
+ *
+ * function setup() {
+ * noStroke();
+ * fill(255);
+ * textAlign(CENTER);
+ * masterVolume(0.1);
+ *
+ * var boxPhrase = new p5.Phrase('box', playBox, boxPat);
+ * var drumPhrase = new p5.Phrase('drum', playDrum, drumPat);
+ * myPart = new p5.Part();
+ * myPart.addPhrase(boxPhrase);
+ * myPart.addPhrase(drumPhrase);
+ * myPart.setBPM(60);
+ * masterVolume(0.1);
+ * }
+ *
+ * function draw() {
+ * background(0);
+ * text(msg, width/2, height/2);
+ * }
+ *
+ * function playBox(time, playbackRate) {
+ * box.rate(playbackRate);
+ * box.play(time);
+ * }
+ *
+ * function playDrum(time, playbackRate) {
+ * drum.rate(playbackRate);
+ * drum.play(time);
+ * }
+ *
+ * function mouseClicked() {
+ * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
+ * myPart.start();
+ * msg = 'playing part';
+ * }
+ * }
+ *
new p5.Score(a, a, b, a, c)
+ *
+ * @class p5.Score
+ * @constructor
+ * @param {p5.Part} [...parts] One or multiple parts, to be played in sequence.
+ */
+ p5.Score = function () {
+ // for all of the arguments
+ this.parts = [];
+ this.currentPart = 0;
+ var thisScore = this;
+ for (var i in arguments) {
+ if (arguments[i] && this.parts[i]) {
+ this.parts[i] = arguments[i];
+ this.parts[i].nextPart = this.parts[i + 1];
+ this.parts[i].onended = function () {
+ thisScore.resetPart(i);
+ playNextPart(thisScore);
+ };
+ }
+ }
+ this.looping = false;
+ };
+ p5.Score.prototype.onended = function () {
+ if (this.looping) {
+ // this.resetParts();
+ this.parts[0].start();
+ } else {
+ this.parts[this.parts.length - 1].onended = function () {
+ this.stop();
+ this.resetParts();
+ };
+ }
+ this.currentPart = 0;
+ };
+ /**
+ * Start playback of the score.
+ *
+ * @method start
+ */
+ p5.Score.prototype.start = function () {
+ this.parts[this.currentPart].start();
+ this.scoreStep = 0;
+ };
+ /**
+ * Stop playback of the score.
+ *
+ * @method stop
+ */
+ p5.Score.prototype.stop = function () {
+ this.parts[this.currentPart].stop();
+ this.currentPart = 0;
+ this.scoreStep = 0;
+ };
+ /**
+ * Pause playback of the score.
+ *
+ * @method pause
+ */
+ p5.Score.prototype.pause = function () {
+ this.parts[this.currentPart].stop();
+ };
+ /**
+ * Loop playback of the score.
+ *
+ * @method loop
+ */
+ p5.Score.prototype.loop = function () {
+ this.looping = true;
+ this.start();
+ };
+ /**
+ * Stop looping playback of the score. If it
+ * is currently playing, this will go into effect
+ * after the current round of playback completes.
+ *
+ * @method noLoop
+ */
+ p5.Score.prototype.noLoop = function () {
+ this.looping = false;
+ };
+ p5.Score.prototype.resetParts = function () {
+ var self = this;
+ this.parts.forEach(function (part) {
+ self.resetParts[part];
+ });
+ };
+ p5.Score.prototype.resetPart = function (i) {
+ this.parts[i].stop();
+ this.parts[i].partStep = 0;
+ for (var p in this.parts[i].phrases) {
+ if (this.parts[i]) {
+ this.parts[i].phrases[p].phraseStep = 0;
+ }
+ }
+ };
+ /**
+ * Set the tempo for all parts in the score
+ *
+ * @method setBPM
+ * @param {Number} BPM Beats Per Minute
+ * @param {Number} rampTime Seconds from now
+ */
+ p5.Score.prototype.setBPM = function (bpm, rampTime) {
+ for (var i in this.parts) {
+ if (this.parts[i]) {
+ this.parts[i].setBPM(bpm, rampTime);
+ }
+ }
+ };
+ function playNextPart(aScore) {
+ aScore.currentPart++;
+ if (aScore.currentPart >= aScore.parts.length) {
+ aScore.scoreStep = 0;
+ aScore.onended();
+ } else {
+ aScore.scoreStep = 0;
+ aScore.parts[aScore.currentPart - 1].stop();
+ aScore.parts[aScore.currentPart].start();
+ }
+ }
+}(master);
+var soundloop;
+'use strict';
+soundloop = function () {
+ var p5sound = master;
+ var Clock = Tone_core_Clock;
+ /**
+ * SoundLoop
+ *
+ * @class p5.SoundLoop
+ * @constructor
+ *
+ * @param {Function} callback this function will be called on each iteration of theloop
+ * @param {Number|String} [interval] amount of time or beats for each iteration of the loop
+ * defaults to 1
+ *
+ * @example
+ *
+ * var click;
+ * var looper1;
+ *
+ * function preload() {
+ * click = loadSound('assets/drum.mp3');
+ * }
+ *
+ * function setup() {
+ * //the looper's callback is passed the timeFromNow
+ * //this value should be used as a reference point from
+ * //which to schedule sounds
+ * looper1 = new p5.SoundLoop(function(timeFromNow){
+ * click.play(timeFromNow);
+ * background(255 * (looper1.iterations % 2));
+ * }, 2);
+ *
+ * //stop after 10 iteratios;
+ * looper1.maxIterations = 10;
+ * //start the loop
+ * looper1.start();
+ * }
+ *
Record sounds for playback and/or to save as a .wav file. + * The p5.SoundRecorder records all sound output from your sketch, + * or can be assigned a specific source with setInput().
+ *The record() method accepts a p5.SoundFile as a parameter. + * When playback is stopped (either after the given amount of time, + * or with the stop() method), the p5.SoundRecorder will send its + * recording to that p5.SoundFile for playback.
+ * + * @class p5.SoundRecorder + * @constructor + * @example + *
+ * var mic, recorder, soundFile;
+ * var state = 0;
+ *
+ * function setup() {
+ * background(200);
+ * // create an audio in
+ * mic = new p5.AudioIn();
+ *
+ * // prompts user to enable their browser mic
+ * mic.start();
+ *
+ * // create a sound recorder
+ * recorder = new p5.SoundRecorder();
+ *
+ * // connect the mic to the recorder
+ * recorder.setInput(mic);
+ *
+ * // this sound file will be used to
+ * // playback & save the recording
+ * soundFile = new p5.SoundFile();
+ *
+ * text('keyPress to record', 20, 20);
+ * }
+ *
+ * function keyPressed() {
+ * // make sure user enabled the mic
+ * if (state === 0 && mic.enabled) {
+ *
+ * // record to our p5.SoundFile
+ * recorder.record(soundFile);
+ *
+ * background(255,0,0);
+ * text('Recording!', 20, 20);
+ * state++;
+ * }
+ * else if (state === 1) {
+ * background(0,255,0);
+ *
+ * // stop recorder and
+ * // send result to soundFile
+ * recorder.stop();
+ *
+ * text('Stopped', 20, 20);
+ * state++;
+ * }
+ *
+ * else if (state === 2) {
+ * soundFile.play(); // play the result!
+ * save(soundFile, 'mySound.wav');
+ * state++;
+ * }
+ * }
+ *
PeakDetect works in conjunction with p5.FFT to + * look for onsets in some or all of the frequency spectrum. + *
+ *
+ * To use p5.PeakDetect, call update
in the draw loop
+ * and pass in a p5.FFT object.
+ *
+ * You can listen for a specific part of the frequency spectrum by
+ * setting the range between freq1
and freq2
.
+ *
threshold
is the threshold for detecting a peak,
+ * scaled between 0 and 1. It is logarithmic, so 0.1 is half as loud
+ * as 1.0.
+ * The update method is meant to be run in the draw loop, and
+ * frames determines how many loops must pass before
+ * another peak can be detected.
+ * For example, if the frameRate() = 60, you could detect the beat of a
+ * 120 beat-per-minute song with this equation:
+ * framesPerPeak = 60 / (estimatedBPM / 60 );
+ *
+ * Based on example contribtued by @b2renger, and a simple beat detection + * explanation by Felix Turner. + *
+ * + * @class p5.PeakDetect + * @constructor + * @param {Number} [freq1] lowFrequency - defaults to 20Hz + * @param {Number} [freq2] highFrequency - defaults to 20000 Hz + * @param {Number} [threshold] Threshold for detecting a beat between 0 and 1 + * scaled logarithmically where 0.1 is 1/2 the loudness + * of 1.0. Defaults to 0.35. + * @param {Number} [framesPerPeak] Defaults to 20. + * @example + *
+ *
+ * var cnv, soundFile, fft, peakDetect;
+ * var ellipseWidth = 10;
+ *
+ * function preload() {
+ * soundFile = loadSound('assets/beat.mp3');
+ * }
+ *
+ * function setup() {
+ * background(0);
+ * noStroke();
+ * fill(255);
+ * textAlign(CENTER);
+ *
+ * // p5.PeakDetect requires a p5.FFT
+ * fft = new p5.FFT();
+ * peakDetect = new p5.PeakDetect();
+ * }
+ *
+ * function draw() {
+ * background(0);
+ * text('click to play/pause', width/2, height/2);
+ *
+ * // peakDetect accepts an fft post-analysis
+ * fft.analyze();
+ * peakDetect.update(fft);
+ *
+ * if ( peakDetect.isDetected ) {
+ * ellipseWidth = 50;
+ * } else {
+ * ellipseWidth *= 0.95;
+ * }
+ *
+ * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);
+ * }
+ *
+ * // toggle play/stop when canvas is clicked
+ * function mouseClicked() {
+ * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
+ * if (soundFile.isPlaying() ) {
+ * soundFile.stop();
+ * } else {
+ * soundFile.play();
+ * }
+ * }
+ * }
+ *
+ * var cnv, soundFile, fft, peakDetect;
+ * var ellipseWidth = 0;
+ *
+ * function preload() {
+ * soundFile = loadSound('assets/beat.mp3');
+ * }
+ *
+ * function setup() {
+ * cnv = createCanvas(100,100);
+ * textAlign(CENTER);
+ *
+ * fft = new p5.FFT();
+ * peakDetect = new p5.PeakDetect();
+ *
+ * setupSound();
+ *
+ * // when a beat is detected, call triggerBeat()
+ * peakDetect.onPeak(triggerBeat);
+ * }
+ *
+ * function draw() {
+ * background(0);
+ * fill(255);
+ * text('click to play', width/2, height/2);
+ *
+ * fft.analyze();
+ * peakDetect.update(fft);
+ *
+ * ellipseWidth *= 0.95;
+ * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);
+ * }
+ *
+ * // this function is called by peakDetect.onPeak
+ * function triggerBeat() {
+ * ellipseWidth = 50;
+ * }
+ *
+ * // mouseclick starts/stops sound
+ * function setupSound() {
+ * cnv.mouseClicked( function() {
+ * if (soundFile.isPlaying() ) {
+ * soundFile.stop();
+ * } else {
+ * soundFile.play();
+ * }
+ * });
+ * }
+ *
+ *
+ * // load two soundfile and crossfade beetween them
+ * var sound1,sound2;
+ * var gain1, gain2, gain3;
+ *
+ * function preload(){
+ * soundFormats('ogg', 'mp3');
+ * sound1 = loadSound('assets/Damscray_-_Dancing_Tiger_01');
+ * sound2 = loadSound('assets/beat.mp3');
+ * }
+ *
+ * function setup() {
+ * createCanvas(400,200);
+ *
+ * // create a 'master' gain to which we will connect both soundfiles
+ * gain3 = new p5.Gain();
+ * gain3.connect();
+ *
+ * // setup first sound for playing
+ * sound1.rate(1);
+ * sound1.loop();
+ * sound1.disconnect(); // diconnect from p5 output
+ *
+ * gain1 = new p5.Gain(); // setup a gain node
+ * gain1.setInput(sound1); // connect the first sound to its input
+ * gain1.connect(gain3); // connect its output to the 'master'
+ *
+ * sound2.rate(1);
+ * sound2.disconnect();
+ * sound2.loop();
+ *
+ * gain2 = new p5.Gain();
+ * gain2.setInput(sound2);
+ * gain2.connect(gain3);
+ *
+ * }
+ *
+ * function draw(){
+ * background(180);
+ *
+ * // calculate the horizontal distance beetween the mouse and the right of the screen
+ * var d = dist(mouseX,0,width,0);
+ *
+ * // map the horizontal position of the mouse to values useable for volume control of sound1
+ * var vol1 = map(mouseX,0,width,0,1);
+ * var vol2 = 1-vol1; // when sound1 is loud, sound2 is quiet and vice versa
+ *
+ * gain1.amp(vol1,0.5,0);
+ * gain2.amp(vol2,0.5,0);
+ *
+ * // map the vertical position of the mouse to values useable for 'master volume control'
+ * var vol3 = map(mouseY,0,height,0,1);
+ * gain3.amp(vol3,0.5,0);
+ * }
+ *
+ * var monoSynth;
+ *
+ * function setup() {
+ * var cnv = createCanvas(100, 100);
+ * cnv.mousePressed(playSynth);
+ *
+ * monoSynth = new p5.MonoSynth();
+ *
+ * textAlign(CENTER);
+ * text('click to play', width/2, height/2);
+ * }
+ *
+ * function playSynth() {
+ * // time from now (in seconds)
+ * var time = 0;
+ * // note duration (in seconds)
+ * var dur = 0.25;
+ * // velocity (volume, from 0 to 1)
+ * var v = 0.2;
+ *
+ * monoSynth.play("G3", v, time, dur);
+ * monoSynth.play("C4", v, time += dur, dur);
+ *
+ * background(random(255), random(255), 255);
+ * text('click to play', width/2, height/2);
+ * }
+ *
+ * var monoSynth;
+ *
+ * function setup() {
+ * var cnv = createCanvas(100, 100);
+ * cnv.mousePressed(playSynth);
+ *
+ * monoSynth = new p5.MonoSynth();
+ *
+ * textAlign(CENTER);
+ * text('click to play', width/2, height/2);
+ * }
+ *
+ * function playSynth() {
+ * // time from now (in seconds)
+ * var time = 0;
+ * // note duration (in seconds)
+ * var dur = 1/6;
+ * // note velocity (volume, from 0 to 1)
+ * var v = random();
+ *
+ * monoSynth.play("Fb3", v, 0, dur);
+ * monoSynth.play("Gb3", v, time += dur, dur);
+ *
+ * background(random(255), random(255), 255);
+ * text('click to play', width/2, height/2);
+ * }
+ *
+ * var monoSynth = new p5.MonoSynth();
+ *
+ * function mousePressed() {
+ * monoSynth.triggerAttack("E3");
+ * }
+ *
+ * function mouseReleased() {
+ * monoSynth.triggerRelease();
+ * }
+ *
+ * var monoSynth = new p5.MonoSynth();
+ *
+ * function mousePressed() {
+ * monoSynth.triggerAttack("E3");
+ * }
+ *
+ * function mouseReleased() {
+ * monoSynth.triggerRelease();
+ * }
+ *
setRange
),
+ * then decayLevel would increase proportionally, to become 0.5.
+ * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)
+ */
+ p5.MonoSynth.prototype.setADSR = function (attack, decay, sustain, release) {
+ this.env.setADSR(attack, decay, sustain, release);
+ };
+ /**
+ * Getters and Setters
+ * @property {Number} attack
+ */
+ /**
+ * @property {Number} decay
+ */
+ /**
+ * @property {Number} sustain
+ */
+ /**
+ * @property {Number} release
+ */
+ Object.defineProperties(p5.MonoSynth.prototype, {
+ 'attack': {
+ get: function () {
+ return this.env.aTime;
+ },
+ set: function (attack) {
+ this.env.setADSR(attack, this.env.dTime, this.env.sPercent, this.env.rTime);
+ }
+ },
+ 'decay': {
+ get: function () {
+ return this.env.dTime;
+ },
+ set: function (decay) {
+ this.env.setADSR(this.env.aTime, decay, this.env.sPercent, this.env.rTime);
+ }
+ },
+ 'sustain': {
+ get: function () {
+ return this.env.sPercent;
+ },
+ set: function (sustain) {
+ this.env.setADSR(this.env.aTime, this.env.dTime, sustain, this.env.rTime);
+ }
+ },
+ 'release': {
+ get: function () {
+ return this.env.rTime;
+ },
+ set: function (release) {
+ this.env.setADSR(this.env.aTime, this.env.dTime, this.env.sPercent, release);
+ }
+ }
+ });
+ /**
+ * MonoSynth amp
+ * @method amp
+ * @param {Number} vol desired volume
+ * @param {Number} [rampTime] Time to reach new volume
+ * @return {Number} new volume value
+ */
+ p5.MonoSynth.prototype.amp = function (vol, rampTime) {
+ var t = rampTime || 0;
+ if (typeof vol !== 'undefined') {
+ this.oscillator.amp(vol, t);
+ }
+ return this.oscillator.amp().value;
+ };
+ /**
+ * Connect to a p5.sound / Web Audio object.
+ *
+ * @method connect
+ * @param {Object} unit A p5.sound or Web Audio object
+ */
+ p5.MonoSynth.prototype.connect = function (unit) {
+ var u = unit || p5sound.input;
+ this.output.connect(u.input ? u.input : u);
+ };
+ /**
+ * Disconnect all outputs
+ *
+ * @method disconnect
+ */
+ p5.MonoSynth.prototype.disconnect = function () {
+ if (this.output) {
+ this.output.disconnect();
+ }
+ };
+ /**
+ * Get rid of the MonoSynth and free up its resources / memory.
+ *
+ * @method dispose
+ */
+ p5.MonoSynth.prototype.dispose = function () {
+ AudioVoice.prototype.dispose.apply(this);
+ if (this.env) {
+ this.env.dispose();
+ }
+ if (this.oscillator) {
+ this.oscillator.dispose();
+ }
+ };
+}(master, audioVoice, helpers);
+var polysynth;
+'use strict';
+polysynth = function () {
+ var p5sound = master;
+ var TimelineSignal = Tone_signal_TimelineSignal;
+ var noteToFreq = helpers.noteToFreq;
+ /**
+ * An AudioVoice is used as a single voice for sound synthesis.
+ * The PolySynth class holds an array of AudioVoice, and deals
+ * with voices allocations, with setting notes to be played, and
+ * parameters to be set.
+ *
+ * @class p5.PolySynth
+ * @constructor
+ *
+ * @param {Number} [synthVoice] A monophonic synth voice inheriting
+ * the AudioVoice class. Defaults to p5.MonoSynth
+ * @param {Number} [maxVoices] Number of voices, defaults to 8;
+ * @example
+ *
+ * var polySynth;
+ *
+ * function setup() {
+ * var cnv = createCanvas(100, 100);
+ * cnv.mousePressed(playSynth);
+ *
+ * polySynth = new p5.PolySynth();
+ *
+ * textAlign(CENTER);
+ * text('click to play', width/2, height/2);
+ * }
+ *
+ * function playSynth() {
+ * // note duration (in seconds)
+ * var dur = 1.5;
+ *
+ * // time from now (in seconds)
+ * var time = 0;
+ *
+ * // velocity (volume, from 0 to 1)
+ * var vel = 0.1;
+ *
+ * // notes can overlap with each other
+ * polySynth.play("G2", vel, 0, dur);
+ * polySynth.play("C3", vel, time += 1/3, dur);
+ * polySynth.play("G3", vel, time += 1/3, dur);
+ *
+ * background(random(255), random(255), 255);
+ * text('click to play', width/2, height/2);
+ * }
+ *
+ * var polySynth;
+ *
+ * function setup() {
+ * var cnv = createCanvas(100, 100);
+ * cnv.mousePressed(playSynth);
+ *
+ * polySynth = new p5.PolySynth();
+ *
+ * textAlign(CENTER);
+ * text('click to play', width/2, height/2);
+ * }
+ *
+ * function playSynth() {
+ * // note duration (in seconds)
+ * var dur = 0.1;
+ *
+ * // time from now (in seconds)
+ * var time = 0;
+ *
+ * // velocity (volume, from 0 to 1)
+ * var vel = 0.1;
+ *
+ * polySynth.play("G2", vel, 0, dur);
+ * polySynth.play("C3", vel, 0, dur);
+ * polySynth.play("G3", vel, 0, dur);
+ *
+ * background(random(255), random(255), 255);
+ * text('click to play', width/2, height/2);
+ * }
+ *
setRange
),
+ * then decayLevel would increase proportionally, to become 0.5.
+ * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)
+ **/
+ p5.PolySynth.prototype.noteADSR = function (note, a, d, s, r, timeFromNow) {
+ var now = p5sound.audiocontext.currentTime;
+ var timeFromNow = timeFromNow || 0;
+ var t = now + timeFromNow;
+ this.audiovoices[this.notes[note].getValueAtTime(t)].setADSR(a, d, s, r);
+ };
+ /**
+ * Set the PolySynths global envelope. This method modifies the envelopes of each
+ * monosynth so that all notes are played with this envelope.
+ *
+ * @method setADSR
+ * @param {Number} [attackTime] Time (in seconds before envelope
+ * reaches Attack Level
+ * @param {Number} [decayTime] Time (in seconds) before envelope
+ * reaches Decay/Sustain Level
+ * @param {Number} [susRatio] Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,
+ * where 1.0 = attackLevel, 0.0 = releaseLevel.
+ * The susRatio determines the decayLevel and the level at which the
+ * sustain portion of the envelope will sustain.
+ * For example, if attackLevel is 0.4, releaseLevel is 0,
+ * and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is
+ * increased to 1.0 (using setRange
),
+ * then decayLevel would increase proportionally, to become 0.5.
+ * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)
+ **/
+ p5.PolySynth.prototype.setADSR = function (a, d, s, r) {
+ this.audiovoices.forEach(function (voice) {
+ voice.setADSR(a, d, s, r);
+ });
+ };
+ /**
+ * Trigger the Attack, and Decay portion of a MonoSynth.
+ * Similar to holding down a key on a piano, but it will
+ * hold the sustain level until you let go.
+ *
+ * @method noteAttack
+ * @param {Number} [note] midi note on which attack should be triggered.
+ * @param {Number} [velocity] velocity of the note to play (ranging from 0 to 1)/
+ * @param {Number} [secondsFromNow] time from now (in seconds)
+ * @example
+ *
+ * var polySynth = new p5.PolySynth();
+ * var pitches = ["G", "D", "G", "C"];
+ * var octaves = [2, 3, 4];
+ *
+ * function mousePressed() {
+ * // play a chord: multiple notes at the same time
+ * for (var i = 0; i < 4; i++) {
+ * var note = random(pitches) + random(octaves);
+ * polySynth.noteAttack(note, 0.1);
+ * }
+ * }
+ *
+ * function mouseReleased() {
+ * // release all voices
+ * polySynth.noteRelease();
+ * }
+ *
+ * var pitches = ["G", "D", "G", "C"];
+ * var octaves = [2, 3, 4];
+ * var polySynth = new p5.PolySynth();
+ *
+ * function mousePressed() {
+ * // play a chord: multiple notes at the same time
+ * for (var i = 0; i < 4; i++) {
+ * var note = random(pitches) + random(octaves);
+ * polySynth.noteAttack(note, 0.1);
+ * }
+ * }
+ *
+ * function mouseReleased() {
+ * // release all voices
+ * polySynth.noteRelease();
+ * }
+ *
Each color stores the color mode and level maxes that applied at the\ntime of its construction. These are used to interpret the input arguments\n(at construction and later for that instance of color) and to format the\noutput e.g. when saturation() is requested.
\nInternally we store an array representing the ideal RGBA values in floating\npoint form, normalized from 0 to 1. From this we calculate the closest\nscreen color (RGBA levels from 0 to 255) and expose this to the renderer.
\nWe also cache normalized, floating point components of the color in various\nrepresentations as they are calculated. This is done to prevent repeating a\nconversion that has already been performed.
\n' - }, - Setting: { - name: 'Setting', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Color', - namespace: '', - file: 'src/color/setting.js', - line: 1, - requires: ['core', 'constants'] - }, - Shape: { - name: 'Shape', - submodules: { - '2D Primitives': 1, - Curves: 1, - Vertex: 1, - '3D Primitives': 1, - '3D Models': 1 - }, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - namespaces: {} - }, - '2D Primitives': { - name: '2D Primitives', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Shape', - namespace: '', - file: 'src/core/shape/2d_primitives.js', - line: 1, - requires: ['core', 'constants'] - }, - Attributes: { - name: 'Attributes', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Typography', - namespace: '', - file: 'src/core/shape/attributes.js', - line: 1, - requires: ['core', 'constants'] - }, - Curves: { - name: 'Curves', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Shape', - namespace: '', - file: 'src/core/shape/curves.js', - line: 1, - requires: ['core'] - }, - Vertex: { - name: 'Vertex', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Shape', - namespace: '', - file: 'src/core/shape/vertex.js', - line: 1, - requires: ['core', 'constants'] - }, - Constants: { - name: 'Constants', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - namespaces: {}, - module: 'Constants', - file: 'src/core/constants.js', - line: 1 - }, - Environment: { - name: 'Environment', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - namespaces: {}, - module: 'Environment', - file: 'src/core/environment.js', - line: 1, - requires: ['core', 'constants'] - }, - Structure: { - name: 'Structure', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - namespaces: {}, - module: 'IO', - file: 'src/core/main.js', - line: 1, - requires: ['constants'] - }, - DOM: { - name: 'DOM', - submodules: {}, - elements: {}, - classes: { - 'p5.Element': 1 - }, - fors: { - 'p5.Element': 1 - }, - namespaces: {}, - module: 'DOM', - file: 'src/core/p5.Element.js', - line: 11, - description: - 'Base class for all elements added to a sketch, including canvas,\ngraphics buffers, and other HTML elements. Methods in blue are\nincluded in the core functionality, methods in brown are added\nwith the p5.dom\nlibrary.\nIt is not called directly, but p5.Element\nobjects are created by calling createCanvas, createGraphics,\nor in the p5.dom library, createDiv, createImg, createInput, etc.
\n' - }, - Rendering: { - name: 'Rendering', - submodules: { - undefined: 1 - }, - elements: {}, - classes: { - 'p5.RendererGL': 1, - 'p5.Graphics': 1, - 'p5.Renderer': 1 - }, - fors: { - p5: 1 - }, - namespaces: {}, - module: 'Rendering', - file: 'src/webgl/p5.RendererGL.js', - line: 519, - description: - 'Thin wrapper around a renderer, to be used for creating a\ngraphics buffer object. Use this class if you need\nto draw into an off-screen graphics buffer. The two parameters define the\nwidth and height in pixels. The fields and methods for this class are\nextensive, but mirror the normal drawing API for p5.
\n' - }, - Transform: { - name: 'Transform', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - namespaces: {}, - module: 'Transform', - file: 'src/core/transform.js', - line: 1, - requires: ['core', 'constants'] - }, - Data: { - name: 'Data', - submodules: { - LocalStorage: 1, - Dictionary: 1, - 'Array Functions': 1, - Conversion: 1, - 'String Functions': 1 - }, - elements: {}, - classes: { - 'p5.TypedDict': 1, - 'p5.StringDict': 1, - 'p5.NumberDict': 1 - }, - fors: { - p5: 1, - 'p5.TypedDict': 1 - }, - namespaces: {}, - file: 'src/data/p5.TypedDict.js', - line: 422 - }, - LocalStorage: { - name: 'LocalStorage', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Data', - namespace: '', - file: 'src/data/local_storage.js', - line: 1, - requires: [ - 'core\n\nThis module defines the p5 methods for working with local storage' - ] - }, - Dictionary: { - name: 'Dictionary', - submodules: {}, - elements: {}, - classes: { - 'p5.TypedDict': 1, - 'p5.StringDict': 1, - 'p5.NumberDict': 1 - }, - fors: { - 'p5.TypedDict': 1, - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Data', - namespace: '', - file: 'src/data/p5.TypedDict.js', - line: 422, - requires: [ - 'core\n\nThis module defines the p5 methods for the p5 Dictionary classes.\nThe classes StringDict and NumberDict are for storing and working\nwith key-value pairs.' - ], - description: - 'Base class for all p5.Dictionary types. Specifically\n typed Dictionary classes inherit from this class.
\n' - }, - Events: { - name: 'Events', - submodules: { - Acceleration: 1, - Keyboard: 1, - Mouse: 1, - Touch: 1 - }, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - namespaces: {} - }, - Acceleration: { - name: 'Acceleration', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Events', - namespace: '', - file: 'src/events/acceleration.js', - line: 1, - requires: ['core'] - }, - Keyboard: { - name: 'Keyboard', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Events', - namespace: '', - file: 'src/events/keyboard.js', - line: 1, - requires: ['core'] - }, - Mouse: { - name: 'Mouse', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Events', - namespace: '', - file: 'src/events/mouse.js', - line: 1, - requires: ['core', 'constants'] - }, - Touch: { - name: 'Touch', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Events', - namespace: '', - file: 'src/events/touch.js', - line: 1, - requires: ['core'] - }, - Image: { - name: 'Image', - submodules: { - Pixels: 1 - }, - elements: {}, - classes: { - 'p5.Image': 1 - }, - fors: { - p5: 1 - }, - namespaces: {}, - module: 'Image', - file: 'src/image/p5.Image.js', - line: 23, - requires: ['core'], - description: - 'Creates a new p5.Image. A p5.Image is a canvas backed representation of an\nimage.\n
\np5 can display .gif, .jpg and .png images. Images may be displayed\nin 2D and 3D space. Before an image is used, it must be loaded with the\nloadImage() function. The p5.Image class contains fields for the width and\nheight of the image, as well as an array called pixels[] that contains the\nvalues for every pixel in the image.\n
\nThe methods described below allow easy access to the image's pixels and\nalpha channel and simplify the process of compositing.\n
\nBefore using the pixels[] array, be sure to use the loadPixels() method on\nthe image to make sure that the pixel data is properly loaded.
This is the p5 instance constructor.
\nA p5 instance holds all the properties and methods related to\na p5 sketch. It expects an incoming sketch closure and it can also\ntake an optional node parameter for attaching the generated p5 canvas\nto a node. The sketch closure takes the newly created p5 instance as\nits sole argument and may optionally set preload(), setup(), and/or\ndraw() properties on it for running a sketch.
\nA p5 sketch can run in "global" or "instance" mode:\n"global" - all properties and methods are attached to the window\n"instance" - all properties and methods are bound to this p5 object
\n' - }, - Table: { - name: 'Table', - submodules: {}, - elements: {}, - classes: { - 'p5.Table': 1, - 'p5.TableRow': 1 - }, - fors: {}, - is_submodule: 1, - namespaces: {}, - module: 'IO', - namespace: '', - file: 'src/io/p5.TableRow.js', - line: 11, - requires: ['core'], - description: - 'Table objects store data with multiple rows and columns, much\nlike in a traditional spreadsheet. Tables can be generated from\nscratch, dynamically, or using data from an existing file.
\n' - }, - XML: { - name: 'XML', - submodules: {}, - elements: {}, - classes: { - 'p5.XML': 1 - }, - fors: {}, - is_submodule: 1, - namespaces: {}, - module: 'IO', - namespace: '', - file: 'src/io/p5.XML.js', - line: 11, - requires: ['core'], - description: - 'XML is a representation of an XML object, able to parse XML code. Use\nloadXML() to load external XML files and create XML objects.
\n' - }, - Math: { - name: 'Math', - submodules: { - Calculation: 1, - Noise: 1, - Random: 1, - Trigonometry: 1 - }, - elements: {}, - classes: { - 'p5.Vector': 1 - }, - fors: { - p5: 1 - }, - namespaces: {}, - module: 'Math', - file: 'src/math/p5.Vector.js', - line: 12, - requires: ['core'], - description: - 'A class to describe a two or three dimensional vector, specifically\na Euclidean (also known as geometric) vector. A vector is an entity\nthat has both magnitude and direction. The datatype, however, stores\nthe components of the vector (x, y for 2D, and x, y, z for 3D). The magnitude\nand direction can be accessed via the methods mag() and heading().\n
\nIn many of the p5.js examples, you will see p5.Vector used to describe a\nposition, velocity, or acceleration. For example, if you consider a rectangle\nmoving across the screen, at any given instant it has a position (a vector\nthat points from the origin to its location), a velocity (the rate at which\nthe object's position changes per time unit, expressed as a vector), and\nacceleration (the rate at which the object's velocity changes per time\nunit, expressed as a vector).\n
\nSince vectors represent groupings of values, we cannot simply use\ntraditional addition/multiplication/etc. Instead, we'll need to do some\n"vector" math, which is made easy by the methods inside the p5.Vector class.
This module defines the p5.Font class and functions for\ndrawing text to the display canvas.
\n', - requires: ['core', 'constants'] - }, - 'Array Functions': { - name: 'Array Functions', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Data', - namespace: '', - file: 'src/utilities/array_functions.js', - line: 1, - requires: ['core'] - }, - Conversion: { - name: 'Conversion', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Data', - namespace: '', - file: 'src/utilities/conversion.js', - line: 1, - requires: ['core'] - }, - 'String Functions': { - name: 'String Functions', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Data', - namespace: '', - file: 'src/utilities/string_functions.js', - line: 1, - requires: ['core'] - }, - 'Time & Date': { - name: 'Time & Date', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'IO', - namespace: '', - file: 'src/utilities/time_date.js', - line: 1, - requires: ['core'] - }, - '3D Primitives': { - name: '3D Primitives', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Shape', - namespace: '', - file: 'src/webgl/3d_primitives.js', - line: 1, - requires: ['core', 'p5.Geometry'] - }, - 'Lights, Camera': { - name: 'Lights, Camera', - submodules: { - Interaction: 1, - Lights: 1, - Material: 1, - Camera: 1, - Shaders: 1 - }, - elements: {}, - classes: { - 'p5.Camera': 1, - 'p5.Geometry': 1, - 'p5.Matrix': 1, - 'p5.Shader': 1, - 'p5.Texture': 1, - ImageInfos: 1, - FontInfo: 1, - Cubic: 1 - }, - fors: { - p5: 1, - 'p5.Camera': 1 - }, - namespaces: {}, - file: 'src/webgl/text.js', - line: 259 - }, - Interaction: { - name: 'Interaction', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Lights, Camera', - namespace: '', - file: 'src/webgl/interaction.js', - line: 1, - requires: ['core'] - }, - Lights: { - name: 'Lights', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Lights, Camera', - namespace: '', - file: 'src/webgl/light.js', - line: 1, - requires: ['core'] - }, - '3D Models': { - name: '3D Models', - submodules: {}, - elements: {}, - classes: {}, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Shape', - namespace: '', - file: 'src/webgl/loading.js', - line: 1, - requires: ['core', 'p5.Geometry'] - }, - Material: { - name: 'Material', - submodules: {}, - elements: {}, - classes: { - 'p5.Texture': 1 - }, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Lights, Camera', - namespace: '', - file: 'src/webgl/p5.Texture.js', - line: 14, - requires: ['core'], - description: 'This module defines the p5.Texture class
\n' - }, - Camera: { - name: 'Camera', - submodules: {}, - elements: {}, - classes: { - 'p5.Camera': 1 - }, - fors: { - p5: 1, - 'p5.Camera': 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Lights, Camera', - namespace: '', - file: 'src/webgl/p5.Camera.js', - line: 209, - requires: ['core'], - description: - 'This class describes a camera for use in p5's\n\nWebGL mode. It contains camera position, orientation, and projection\ninformation necessary for rendering a 3D scene.
\nNew p5.Camera objects can be made through the\ncreateCamera() function and controlled through\nthe methods described below. A camera created in this way will use a default\nposition in the scene and a default perspective projection until these\nproperties are changed through the various methods available. It is possible\nto create multiple cameras, in which case the current camera\ncan be set through the setCamera() method.
\nNote:\nThe methods below operate in two coordinate systems: the 'world' coordinate\nsystem describe positions in terms of their relationship to the origin along\nthe X, Y and Z axes whereas the camera's 'local' coordinate system\ndescribes positions from the camera's point of view: left-right, up-down,\nand forward-backward. The move() method,\nfor instance, moves the camera along its own axes, whereas the\nsetPosition()\nmethod sets the camera's position in world-space.
\n' - }, - Shaders: { - name: 'Shaders', - submodules: {}, - elements: {}, - classes: { - 'p5.Shader': 1 - }, - fors: { - p5: 1 - }, - is_submodule: 1, - namespaces: {}, - module: 'Lights, Camera', - namespace: '', - file: 'src/webgl/p5.Shader.js', - line: 13, - description: 'This module defines the p5.Shader class
\n', - requires: ['core'] - }, - 'p5.dom': { - name: 'p5.dom', - submodules: {}, - elements: {}, - classes: { - 'p5.MediaElement': 1, - 'p5.File': 1 - }, - fors: { - p5: 1, - 'p5.Element': 1 - }, - namespaces: {}, - module: 'p5.dom', - file: 'lib/addons/p5.dom.js', - line: 3323, - description: - "The web is much more than just canvas and p5.dom makes it easy to interact\nwith other HTML5 objects, including text, hyperlink, image, input, video,\naudio, and webcam.
\nThere is a set of creation methods, DOM manipulation methods, and\nan extended p5.Element that supports a range of HTML elements. See the\n\nbeyond the canvas tutorial for a full overview of how this addon works.
\nMethods and properties shown in black are part of the p5.js core, items in\nblue are part of the p5.dom library. You will need to include an extra file\nin order to access the blue functions. See the\nusing a library\nsection for information on how to include this library. p5.dom comes with\np5 complete or you can download the single file\n\nhere.
\nSee tutorial: beyond the canvas\nfor more info on how to use this library.
\n", - tag: 'main', - itemtype: 'main' - }, - 'p5.sound': { - name: 'p5.sound', - submodules: {}, - elements: {}, - classes: { - 'p5.sound': 1, - 'p5.SoundFile': 1, - 'p5.Amplitude': 1, - 'p5.FFT': 1, - 'p5.Signal': 1, - 'p5.Oscillator': 1, - 'p5.SinOsc': 1, - 'p5.TriOsc': 1, - 'p5.SawOsc': 1, - 'p5.SqrOsc': 1, - 'p5.Envelope': 1, - 'p5.Pulse': 1, - 'p5.Noise': 1, - 'p5.AudioIn': 1, - 'p5.Effect': 1, - 'p5.Filter': 1, - 'p5.LowPass': 1, - 'p5.HighPass': 1, - 'p5.BandPass': 1, - 'p5.EQ': 1, - 'p5.Panner3D': 1, - 'p5.Delay': 1, - 'p5.Reverb': 1, - 'p5.Convolver': 1, - 'p5.Phrase': 1, - 'p5.Part': 1, - 'p5.Score': 1, - 'p5.SoundLoop': 1, - 'p5.Compressor': 1, - 'p5.SoundRecorder': 1, - 'p5.PeakDetect': 1, - 'p5.Gain': 1, - 'p5.AudioVoice': 1, - 'p5.MonoSynth': 1, - 'p5.PolySynth': 1, - 'p5.Distortion': 1 - }, - fors: { - 'p5.sound': 1, - p5: 1 - }, - namespaces: {}, - module: 'p5.sound', - file: 'lib/addons/p5.sound.js', - line: 12767, - description: - 'p5.sound extends p5 with Web Audio functionality including audio input,\nplayback, analysis and synthesis.\n
\np5.SoundFile: Load and play sound files.
\np5.Amplitude: Get the current volume of a sound.
\np5.AudioIn: Get sound from an input source, typically\n a computer microphone.
\np5.FFT: Analyze the frequency of sound. Returns\n results from the frequency spectrum or time domain (waveform).
\np5.Oscillator: Generate Sine,\n Triangle, Square and Sawtooth waveforms. Base class of\n p5.Noise and p5.Pulse.\n
\np5.Envelope: An Envelope is a series\n of fades over time. Often used to control an object's\n output gain level as an "ADSR Envelope" (Attack, Decay,\n Sustain, Release). Can also modulate other parameters.
\np5.Delay: A delay effect with\n parameters for feedback, delayTime, and lowpass filter.
\np5.Filter: Filter the frequency range of a\n sound.\n
\np5.Reverb: Add reverb to a sound by specifying\n duration and decay.
\np5.Convolver: Extends\np5.Reverb to simulate the sound of real\n physical spaces through convolution.
\np5.SoundRecorder: Record sound for playback\n / save the .wav file.\np5.Phrase, p5.Part and\np5.Score: Compose musical sequences.\n
\np5.sound is on GitHub.\nDownload the latest version\nhere.
This is the p5 instance constructor.
\nA p5 instance holds all the properties and methods related to\na p5 sketch. It expects an incoming sketch closure and it can also\ntake an optional node parameter for attaching the generated p5 canvas\nto a node. The sketch closure takes the newly created p5 instance as\nits sole argument and may optionally set preload(), setup(), and/or\ndraw() properties on it for running a sketch.
\nA p5 sketch can run in "global" or "instance" mode:\n"global" - all properties and methods are attached to the window\n"instance" - all properties and methods are bound to this p5 object
\n', - is_constructor: 1, - params: [ - { - name: 'sketch', - description: - 'a closure that can set optional preload(),\n setup(), and/or draw() properties on the\n given p5 instance
\n', - type: 'Function' - }, - { - name: 'node', - description: 'element to attach canvas to
\n', - type: 'HTMLElement', - optional: true - } - ], - return: { - description: 'a p5 instance', - type: 'P5' - } - }, - 'p5.Color': { - name: 'p5.Color', - shortname: 'p5.Color', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'Color', - submodule: 'Creating & Reading', - namespace: '', - file: 'src/color/p5.Color.js', - line: 16, - description: - 'Each color stores the color mode and level maxes that applied at the\ntime of its construction. These are used to interpret the input arguments\n(at construction and later for that instance of color) and to format the\noutput e.g. when saturation() is requested.
\nInternally we store an array representing the ideal RGBA values in floating\npoint form, normalized from 0 to 1. From this we calculate the closest\nscreen color (RGBA levels from 0 to 255) and expose this to the renderer.
\nWe also cache normalized, floating point components of the color in various\nrepresentations as they are calculated. This is done to prevent repeating a\nconversion that has already been performed.
\n' - }, - 'p5.Element': { - name: 'p5.Element', - shortname: 'p5.Element', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'DOM', - submodule: 'DOM', - namespace: '', - file: 'src/core/p5.Element.js', - line: 11, - description: - 'Base class for all elements added to a sketch, including canvas,\ngraphics buffers, and other HTML elements. Methods in blue are\nincluded in the core functionality, methods in brown are added\nwith the p5.dom\nlibrary.\nIt is not called directly, but p5.Element\nobjects are created by calling createCanvas, createGraphics,\nor in the p5.dom library, createDiv, createImg, createInput, etc.
\n', - params: [ - { - name: 'elt', - description: 'DOM node that is wrapped
\n', - type: 'String' - }, - { - name: 'pInst', - description: 'pointer to p5 instance
\n', - type: 'P5', - optional: true - } - ] - }, - 'p5.Graphics': { - name: 'p5.Graphics', - shortname: 'p5.Graphics', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'Rendering', - submodule: 'Rendering', - namespace: '', - file: 'src/core/p5.Graphics.js', - line: 12, - description: - 'Thin wrapper around a renderer, to be used for creating a\ngraphics buffer object. Use this class if you need\nto draw into an off-screen graphics buffer. The two parameters define the\nwidth and height in pixels. The fields and methods for this class are\nextensive, but mirror the normal drawing API for p5.
\n', - extends: 'p5.Element', - params: [ - { - name: 'w', - description: 'width
\n', - type: 'Number' - }, - { - name: 'h', - description: 'height
\n', - type: 'Number' - }, - { - name: 'renderer', - description: 'the renderer to use, either P2D or WEBGL
\n', - type: 'Constant' - }, - { - name: 'pInst', - description: 'pointer to p5 instance
\n', - type: 'P5', - optional: true - } - ] - }, - 'p5.Renderer': { - name: 'p5.Renderer', - shortname: 'p5.Renderer', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'Rendering', - submodule: 'Rendering', - namespace: '', - file: 'src/core/p5.Renderer.js', - line: 12, - description: - 'Main graphics and rendering context, as well as the base API\nimplementation for p5.js "core". To be used as the superclass for\nRenderer2D and Renderer3D classes, respecitvely.
\n', - is_constructor: 1, - extends: 'p5.Element', - params: [ - { - name: 'elt', - description: 'DOM node that is wrapped
\n', - type: 'String' - }, - { - name: 'pInst', - description: 'pointer to p5 instance
\n', - type: 'P5', - optional: true - }, - { - name: 'isMainCanvas', - description: 'whether we're using it as main canvas
\n', - type: 'Boolean', - optional: true - } - ] - }, - 'p5.TypedDict': { - name: 'p5.TypedDict', - shortname: 'p5.TypedDict', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'Data', - submodule: 'Dictionary', - namespace: '', - file: 'src/data/p5.TypedDict.js', - line: 84, - description: - 'Base class for all p5.Dictionary types. Specifically\n typed Dictionary classes inherit from this class.
\n' - }, - 'p5.StringDict': { - name: 'p5.StringDict', - shortname: 'p5.StringDict', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'Data', - submodule: 'Dictionary', - namespace: '', - file: 'src/data/p5.TypedDict.js', - line: 403, - description: 'A simple Dictionary class for Strings.
\n', - extends: 'p5.TypedDict' - }, - 'p5.NumberDict': { - name: 'p5.NumberDict', - shortname: 'p5.NumberDict', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'Data', - submodule: 'Dictionary', - namespace: '', - file: 'src/data/p5.TypedDict.js', - line: 422, - description: 'A simple Dictionary class for Numbers.
\n', - extends: 'p5.TypedDict' - }, - 'p5.Image': { - name: 'p5.Image', - shortname: 'p5.Image', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'Image', - submodule: 'Image', - namespace: '', - file: 'src/image/p5.Image.js', - line: 23, - description: - 'Creates a new p5.Image. A p5.Image is a canvas backed representation of an\nimage.\n
\np5 can display .gif, .jpg and .png images. Images may be displayed\nin 2D and 3D space. Before an image is used, it must be loaded with the\nloadImage() function. The p5.Image class contains fields for the width and\nheight of the image, as well as an array called pixels[] that contains the\nvalues for every pixel in the image.\n
\nThe methods described below allow easy access to the image's pixels and\nalpha channel and simplify the process of compositing.\n
\nBefore using the pixels[] array, be sure to use the loadPixels() method on\nthe image to make sure that the pixel data is properly loaded.
\nfunction setup() {\n let img = createImage(100, 100); // same as new p5.Image(100, 100);\n img.loadPixels();\n createCanvas(100, 100);\n background(0);\n\n // helper for writing color to array\n function writeColor(image, x, y, red, green, blue, alpha) {\n let index = (x + y * width) * 4;\n image.pixels[index] = red;\n image.pixels[index + 1] = green;\n image.pixels[index + 2] = blue;\n image.pixels[index + 3] = alpha;\n }\n\n let x, y;\n // fill with random colors\n for (y = 0; y < img.height; y++) {\n for (x = 0; x < img.width; x++) {\n let red = random(255);\n let green = random(255);\n let blue = random(255);\n let alpha = 255;\n writeColor(img, x, y, red, green, blue, alpha);\n }\n }\n\n // draw a red line\n y = 0;\n for (x = 0; x < img.width; x++) {\n writeColor(img, x, y, 255, 0, 0, 255);\n }\n\n // draw a green line\n y = img.height - 1;\n for (x = 0; x < img.width; x++) {\n writeColor(img, x, y, 0, 255, 0, 255);\n }\n\n img.updatePixels();\n image(img, 0, 0);\n}\n
Table objects store data with multiple rows and columns, much\nlike in a traditional spreadsheet. Tables can be generated from\nscratch, dynamically, or using data from an existing file.
\n', - is_constructor: 1, - params: [ - { - name: 'rows', - description: 'An array of p5.TableRow objects
\n', - type: 'p5.TableRow[]', - optional: true - } - ] - }, - 'p5.TableRow': { - name: 'p5.TableRow', - shortname: 'p5.TableRow', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'IO', - submodule: 'Table', - namespace: '', - file: 'src/io/p5.TableRow.js', - line: 11, - description: - 'A TableRow object represents a single row of data values,\nstored in columns, from a table.
\nA Table Row contains both an ordered array, and an unordered\nJSON object.
\n', - is_constructor: 1, - params: [ - { - name: 'str', - description: - 'optional: populate the row with a\n string of values, separated by the\n separator
\n', - type: 'String', - optional: true - }, - { - name: 'separator', - description: 'comma separated values (csv) by default
\n', - type: 'String', - optional: true - } - ] - }, - 'p5.XML': { - name: 'p5.XML', - shortname: 'p5.XML', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'IO', - submodule: 'XML', - namespace: '', - file: 'src/io/p5.XML.js', - line: 11, - description: - 'XML is a representation of an XML object, able to parse XML code. Use\nloadXML() to load external XML files and create XML objects.
\n', - is_constructor: 1, - example: [ - '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let children = xml.getChildren(\'animal\');\n\n for (let i = 0; i < children.length; i++) {\n let id = children[i].getNum(\'id\');\n let coloring = children[i].getString(\'species\');\n let name = children[i].getContent();\n print(id + \', \' + coloring + \', \' + name);\n }\n}\n\n// Sketch prints:\n// 0, Capra hircus, Goat\n// 1, Panthera pardus, Leopard\n// 2, Equus zebra, Zebra\n
A class to describe a two or three dimensional vector, specifically\na Euclidean (also known as geometric) vector. A vector is an entity\nthat has both magnitude and direction. The datatype, however, stores\nthe components of the vector (x, y for 2D, and x, y, z for 3D). The magnitude\nand direction can be accessed via the methods mag() and heading().\n
\nIn many of the p5.js examples, you will see p5.Vector used to describe a\nposition, velocity, or acceleration. For example, if you consider a rectangle\nmoving across the screen, at any given instant it has a position (a vector\nthat points from the origin to its location), a velocity (the rate at which\nthe object's position changes per time unit, expressed as a vector), and\nacceleration (the rate at which the object's velocity changes per time\nunit, expressed as a vector).\n
\nSince vectors represent groupings of values, we cannot simply use\ntraditional addition/multiplication/etc. Instead, we'll need to do some\n"vector" math, which is made easy by the methods inside the p5.Vector class.
x component of the vector
\n', - type: 'Number', - optional: true - }, - { - name: 'y', - description: 'y component of the vector
\n', - type: 'Number', - optional: true - }, - { - name: 'z', - description: 'z component of the vector
\n', - type: 'Number', - optional: true - } - ], - example: [ - '\n\nlet v1 = createVector(40, 50);\nlet v2 = createVector(40, 50);\n\nellipse(v1.x, v1.y, 50, 50);\nellipse(v2.x, v2.y, 50, 50);\nv1.add(v2);\nellipse(v1.x, v1.y, 50, 50);\n
\nBase class for font handling
\n', - params: [ - { - name: 'pInst', - description: 'pointer to p5 instance
\n', - type: 'P5', - optional: true - } - ] - }, - 'p5.Camera': { - name: 'p5.Camera', - shortname: 'p5.Camera', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'Lights, Camera', - submodule: 'Camera', - namespace: '', - file: 'src/webgl/p5.Camera.js', - line: 209, - description: - 'This class describes a camera for use in p5's\n\nWebGL mode. It contains camera position, orientation, and projection\ninformation necessary for rendering a 3D scene.
\nNew p5.Camera objects can be made through the\ncreateCamera() function and controlled through\nthe methods described below. A camera created in this way will use a default\nposition in the scene and a default perspective projection until these\nproperties are changed through the various methods available. It is possible\nto create multiple cameras, in which case the current camera\ncan be set through the setCamera() method.
\nNote:\nThe methods below operate in two coordinate systems: the 'world' coordinate\nsystem describe positions in terms of their relationship to the origin along\nthe X, Y and Z axes whereas the camera's 'local' coordinate system\ndescribes positions from the camera's point of view: left-right, up-down,\nand forward-backward. The move() method,\nfor instance, moves the camera along its own axes, whereas the\nsetPosition()\nmethod sets the camera's position in world-space.
\n', - params: [ - { - name: 'rendererGL', - description: 'instance of WebGL renderer
\n', - type: 'RendererGL' - } - ], - example: [ - "\n\nlet cam;\nlet delta = 0.01;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n cam = createCamera();\n // set initial pan angle\n cam.pan(-0.8);\n}\n\nfunction draw() {\n background(200);\n\n // pan camera according to angle 'delta'\n cam.pan(delta);\n\n // every 160 frames, switch direction\n if (frameCount % 160 === 0) {\n delta *= -1;\n }\n\n rotateX(frameCount * 0.01);\n translate(-100, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n}\n
\np5 Geometry class
\n', - is_constructor: 1, - params: [ - { - name: 'detailX', - description: 'number of vertices on horizontal surface
\n', - type: 'Integer', - optional: true - }, - { - name: 'detailY', - description: 'number of vertices on horizontal surface
\n', - type: 'Integer', - optional: true - }, - { - name: 'callback', - description: 'function to call upon object instantiation.
\n', - type: 'Function', - optional: true - } - ] - }, - 'p5.Shader': { - name: 'p5.Shader', - shortname: 'p5.Shader', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'Lights, Camera', - submodule: 'Shaders', - namespace: '', - file: 'src/webgl/p5.Shader.js', - line: 13, - description: 'Shader class for WEBGL Mode
\n', - params: [ - { - name: 'renderer', - description: - 'an instance of p5.RendererGL that\nwill provide the GL context for this new p5.Shader
\n', - type: 'p5.RendererGL' - }, - { - name: 'vertSrc', - description: 'source code for the vertex shader (as a string)
\n', - type: 'String' - }, - { - name: 'fragSrc', - description: - 'source code for the fragment shader (as a string)
\n', - type: 'String' - } - ] - }, - 'p5.MediaElement': { - name: 'p5.MediaElement', - shortname: 'p5.MediaElement', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'p5.dom', - submodule: 'p5.dom', - namespace: '', - file: 'lib/addons/p5.dom.js', - line: 2228, - description: - 'Extends p5.Element to handle audio and video. In addition to the methods\nof p5.Element, it also contains methods for controlling media. It is not\ncalled directly, but p5.MediaElements are created by calling createVideo,\ncreateAudio, and createCapture.
\n', - is_constructor: 1, - params: [ - { - name: 'elt', - description: 'DOM node that is wrapped
\n', - type: 'String' - } - ] - }, - 'p5.File': { - name: 'p5.File', - shortname: 'p5.File', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'p5.dom', - submodule: 'p5.dom', - namespace: '', - file: 'lib/addons/p5.dom.js', - line: 3323, - description: - 'Base class for a file.\nUsed for Element.drop and createFileInput.
\n', - is_constructor: 1, - params: [ - { - name: 'file', - description: 'File that is wrapped
\n', - type: 'File' - } - ] - }, - 'p5.sound': { - name: 'p5.sound', - shortname: 'p5.sound', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'p5.sound', - submodule: 'p5.sound', - namespace: '' - }, - 'p5.SoundFile': { - name: 'p5.SoundFile', - shortname: 'p5.SoundFile', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'p5.sound', - submodule: 'p5.sound', - namespace: '', - file: 'lib/addons/p5.sound.js', - line: 1645, - description: - 'SoundFile object with a path to a file.
\n\nThe p5.SoundFile may not be available immediately because\nit loads the file information asynchronously.
\n\nTo do something with the sound as soon as it loads\npass the name of a function as the second parameter.
\n\nOnly one file path is required. However, audio file formats\n(i.e. mp3, ogg, wav and m4a/aac) are not supported by all\nweb browsers. If you want to ensure compatability, instead of a single\nfile path, you may include an Array of filepaths, and the browser will\nchoose a format that works.
', - is_constructor: 1, - params: [ - { - name: 'path', - description: - 'path to a sound file (String). Optionally,\n you may include multiple file formats in\n an array. Alternately, accepts an object\n from the HTML5 File API, or a p5.File.
\n', - type: 'String|Array' - }, - { - name: 'successCallback', - description: 'Name of a function to call once file loads
\n', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: - 'Name of a function to call if file fails to\n load. This function will receive an error or\n XMLHttpRequest object with information\n about what went wrong.
\n', - type: 'Function', - optional: true - }, - { - name: 'whileLoadingCallback', - description: - 'Name of a function to call while file\n is loading. That function will\n receive progress of the request to\n load the sound file\n (between 0 and 1) as its first\n parameter. This progress\n does not account for the additional\n time needed to decode the audio data.
\n', - type: 'Function', - optional: true - } - ], - example: [ - "\n\n\nfunction preload() {\n soundFormats('mp3', 'ogg');\n mySound = loadSound('assets/doorbell.mp3');\n}\n\nfunction setup() {\n mySound.setVolume(0.1);\n mySound.play();\n}\n\n
Amplitude measures volume between 0.0 and 1.0.\nListens to all p5sound by default, or use setInput()\nto listen to a specific sound source. Accepts an optional\nsmoothing value, which defaults to 0.
\n', - is_constructor: 1, - params: [ - { - name: 'smoothing', - description: - 'between 0.0 and .999 to smooth\n amplitude readings (defaults to 0)
\n', - type: 'Number', - optional: true - } - ], - example: [ - "\n\nvar sound, amplitude, cnv;\n\nfunction preload(){\n sound = loadSound('assets/beat.mp3');\n}\nfunction setup() {\n cnv = createCanvas(100,100);\n amplitude = new p5.Amplitude();\n\n // start / stop the sound when canvas is clicked\n cnv.mouseClicked(function() {\n if (sound.isPlaying() ){\n sound.stop();\n } else {\n sound.play();\n }\n });\n}\nfunction draw() {\n background(0);\n fill(255);\n var level = amplitude.getLevel();\n var size = map(level, 0, 1, 0, 200);\n ellipse(width/2, height/2, size, size);\n}\n\n
FFT (Fast Fourier Transform) is an analysis algorithm that\nisolates individual\n\naudio frequencies within a waveform.
\n\nOnce instantiated, a p5.FFT object can return an array based on\ntwo types of analyses:
โข FFT.waveform()
computes\namplitude values along the time domain. The array indices correspond\nto samples across a brief moment in time. Each value represents\namplitude of the waveform at that sample of time.
\nโข FFT.analyze()
computes amplitude values along the\nfrequency domain. The array indices correspond to frequencies (i.e.\npitches), from the lowest to the highest that humans can hear. Each\nvalue represents amplitude at that slice of the frequency spectrum.\nUse with getEnergy()
to measure amplitude at specific\nfrequencies, or within a range of frequencies.
FFT analyzes a very short snapshot of sound called a sample\nbuffer. It returns an array of amplitude measurements, referred\nto as bins
. The array is 1024 bins long by default.\nYou can change the bin array length, but it must be a power of 2\nbetween 16 and 1024 in order for the FFT algorithm to function\ncorrectly. The actual size of the FFT buffer is twice the\nnumber of bins, so given a standard sample rate, the buffer is\n2048/44100 seconds long.
Smooth results of Freq Spectrum.\n 0.0 < smoothing < 1.0.\n Defaults to 0.8.
\n', - type: 'Number', - optional: true - }, - { - name: 'bins', - description: - 'Length of resulting array.\n Must be a power of two between\n 16 and 1024. Defaults to 1024.
\n', - type: 'Number', - optional: true - } - ], - example: [ - "\n\nfunction preload(){\n sound = loadSound('assets/Damscray_DancingTiger.mp3');\n}\n\nfunction setup(){\n var cnv = createCanvas(100,100);\n cnv.mouseClicked(togglePlay);\n fft = new p5.FFT();\n sound.amp(0.2);\n}\n\nfunction draw(){\n background(0);\n\n var spectrum = fft.analyze();\n noStroke();\n fill(0,255,0); // spectrum is green\n for (var i = 0; i< spectrum.length; i++){\n var x = map(i, 0, spectrum.length, 0, width);\n var h = -height + map(spectrum[i], 0, 255, height, 0);\n rect(x, height, width / spectrum.length, h )\n }\n\n var waveform = fft.waveform();\n noFill();\n beginShape();\n stroke(255,0,0); // waveform is red\n strokeWeight(1);\n for (var i = 0; i< waveform.length; i++){\n var x = map(i, 0, waveform.length, 0, width);\n var y = map( waveform[i], -1, 1, 0, height);\n vertex(x,y);\n }\n endShape();\n\n text('click to play/pause', 4, 10);\n}\n\n// fade sound if mouse is over canvas\nfunction togglePlay() {\n if (sound.isPlaying()) {\n sound.pause();\n } else {\n sound.loop();\n }\n}\n
p5.Signal is a constant audio-rate signal used by p5.Oscillator\nand p5.Envelope for modulation math.
\n\nThis is necessary because Web Audio is processed on a seprate clock.\nFor example, the p5 draw loop runs about 60 times per second. But\nthe audio clock must process samples 44100 times per second. If we\nwant to add a value to each of those samples, we can't do it in the\ndraw loop, but we can do it by adding a constant-rate audio signal.</p.\n\n
This class mostly functions behind the scenes in p5.sound, and returns\na Tone.Signal from the Tone.js library by Yotam Mann.\nIf you want to work directly with audio signals for modular\nsynthesis, check out\ntone.js.
", - is_constructor: 1, - return: { - description: 'A Signal object from the Tone.js library', - type: 'Tone.Signal' - }, - example: [ - "\n\nfunction setup() {\n carrier = new p5.Oscillator('sine');\n carrier.amp(1); // set amplitude\n carrier.freq(220); // set frequency\n carrier.start(); // start oscillating\n\n modulator = new p5.Oscillator('sawtooth');\n modulator.disconnect();\n modulator.amp(1);\n modulator.freq(4);\n modulator.start();\n\n // Modulator's default amplitude range is -1 to 1.\n // Multiply it by -200, so the range is -200 to 200\n // then add 220 so the range is 20 to 420\n carrier.freq( modulator.mult(-200).add(220) );\n}\n
Creates a signal that oscillates between -1.0 and 1.0.\nBy default, the oscillation takes the form of a sinusoidal\nshape ('sine'). Additional types include 'triangle',\n'sawtooth' and 'square'. The frequency defaults to\n440 oscillations per second (440Hz, equal to the pitch of an\n'A' note).
\n\nSet the type of oscillation with setType(), or by instantiating a\nspecific oscillator: p5.SinOsc, p5.TriOsc, p5.SqrOsc, or p5.SawOsc.\n
', - is_constructor: 1, - params: [ - { - name: 'freq', - description: 'frequency defaults to 440Hz
\n', - type: 'Number', - optional: true - }, - { - name: 'type', - description: - 'type of oscillator. Options:\n 'sine' (default), 'triangle',\n 'sawtooth', 'square'
\n', - type: 'String', - optional: true - } - ], - example: [ - "\n\nvar osc;\nvar playing = false;\n\nfunction setup() {\n backgroundColor = color(255,0,255);\n textAlign(CENTER);\n\n osc = new p5.Oscillator();\n osc.setType('sine');\n osc.freq(240);\n osc.amp(0);\n osc.start();\n}\n\nfunction draw() {\n background(backgroundColor)\n text('click to play', width/2, height/2);\n}\n\nfunction mouseClicked() {\n if (mouseX > 0 && mouseX < width && mouseY < height && mouseY > 0) {\n if (!playing) {\n // ramp amplitude to 0.5 over 0.05 seconds\n osc.amp(0.5, 0.05);\n playing = true;\n backgroundColor = color(0,255,255);\n } else {\n // ramp amplitude to 0 over 0.5 seconds\n osc.amp(0, 0.5);\n playing = false;\n backgroundColor = color(255,0,255);\n }\n }\n}\n
Constructor: new p5.SinOsc()
.\nThis creates a Sine Wave Oscillator and is\nequivalent to new p5.Oscillator('sine')\n
or creating a p5.Oscillator and then calling\nits method setType('sine')
.\nSee p5.Oscillator for methods.
Set the frequency
\n', - type: 'Number', - optional: true - } - ] - }, - 'p5.TriOsc': { - name: 'p5.TriOsc', - shortname: 'p5.TriOsc', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'p5.sound', - submodule: 'p5.sound', - namespace: '', - file: 'lib/addons/p5.sound.js', - line: 5827, - description: - 'Constructor: new p5.TriOsc()
.\nThis creates a Triangle Wave Oscillator and is\nequivalent to new p5.Oscillator('triangle')\n
or creating a p5.Oscillator and then calling\nits method setType('triangle')
.\nSee p5.Oscillator for methods.
Set the frequency
\n', - type: 'Number', - optional: true - } - ] - }, - 'p5.SawOsc': { - name: 'p5.SawOsc', - shortname: 'p5.SawOsc', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'p5.sound', - submodule: 'p5.sound', - namespace: '', - file: 'lib/addons/p5.sound.js', - line: 5844, - description: - 'Constructor: new p5.SawOsc()
.\nThis creates a SawTooth Wave Oscillator and is\nequivalent to new p5.Oscillator('sawtooth')\n
or creating a p5.Oscillator and then calling\nits method setType('sawtooth')
.\nSee p5.Oscillator for methods.
Set the frequency
\n', - type: 'Number', - optional: true - } - ] - }, - 'p5.SqrOsc': { - name: 'p5.SqrOsc', - shortname: 'p5.SqrOsc', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'p5.sound', - submodule: 'p5.sound', - namespace: '', - file: 'lib/addons/p5.sound.js', - line: 5861, - description: - 'Constructor: new p5.SqrOsc()
.\nThis creates a Square Wave Oscillator and is\nequivalent to new p5.Oscillator('square')\n
or creating a p5.Oscillator and then calling\nits method setType('square')
.\nSee p5.Oscillator for methods.
Set the frequency
\n', - type: 'Number', - optional: true - } - ] - }, - 'p5.Envelope': { - name: 'p5.Envelope', - shortname: 'p5.Envelope', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'p5.sound', - submodule: 'p5.sound', - namespace: '', - file: 'lib/addons/p5.sound.js', - line: 6316, - description: - 'Envelopes are pre-defined amplitude distribution over time.\nTypically, envelopes are used to control the output volume\nof an object, a series of fades referred to as Attack, Decay,\nSustain and Release (\nADSR\n). Envelopes can also control other Web Audio Parametersโfor example, a p5.Envelope can\ncontrol an Oscillator's frequency like this: osc.freq(env)
.
Use setRange
to change the attack/release level.\nUse setADSR
to change attackTime, decayTime, sustainPercent and releaseTime.
Use the play
method to play the entire envelope,\nthe ramp
method for a pingable trigger,\nor triggerAttack
/\ntriggerRelease
to trigger noteOn/noteOff.
\nvar attackLevel = 1.0;\nvar releaseLevel = 0;\n\nvar attackTime = 0.001;\nvar decayTime = 0.2;\nvar susPercent = 0.2;\nvar releaseTime = 0.5;\n\nvar env, triOsc;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n\n textAlign(CENTER);\n text('click to play', width/2, height/2);\n\n env = new p5.Envelope();\n env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n env.setRange(attackLevel, releaseLevel);\n\n triOsc = new p5.Oscillator('triangle');\n triOsc.amp(env);\n triOsc.start();\n triOsc.freq(220);\n\n cnv.mousePressed(playEnv);\n}\n\nfunction playEnv() {\n env.play();\n}\n
Creates a Pulse object, an oscillator that implements\nPulse Width Modulation.\nThe pulse is created with two oscillators.\nAccepts a parameter for frequency, and to set the\nwidth between the pulses. See \np5.Oscillator
for a full list of methods.
Frequency in oscillations per second (Hz)
\n', - type: 'Number', - optional: true - }, - { - name: 'w', - description: - 'Width between the pulses (0 to 1.0,\n defaults to 0)
\n', - type: 'Number', - optional: true - } - ], - example: [ - '\n\nvar pulse;\nfunction setup() {\n background(0);\n\n // Create and start the pulse wave oscillator\n pulse = new p5.Pulse();\n pulse.amp(0.5);\n pulse.freq(220);\n pulse.start();\n}\n\nfunction draw() {\n var w = map(mouseX, 0, width, 0, 1);\n w = constrain(w, 0, 1);\n pulse.width(w)\n}\n
Noise is a type of oscillator that generates a buffer with random values.
\n', - extends: 'p5.Oscillator', - is_constructor: 1, - params: [ - { - name: 'type', - description: - 'Type of noise can be 'white' (default),\n 'brown' or 'pink'.
\n', - type: 'String' - } - ] - }, - 'p5.AudioIn': { - name: 'p5.AudioIn', - shortname: 'p5.AudioIn', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'p5.sound', - submodule: 'p5.sound', - namespace: '', - file: 'lib/addons/p5.sound.js', - line: 7441, - description: - 'Get audio from an input, i.e. your computer's microphone.
\n\nTurn the mic on/off with the start() and stop() methods. When the mic\nis on, its volume can be measured with getLevel or by connecting an\nFFT object.
\n\nIf you want to hear the AudioIn, use the .connect() method.\nAudioIn does not connect to p5.sound output by default to prevent\nfeedback.
\n\nNote: This uses the getUserMedia/\nStream API, which is not supported by certain browsers. Access in Chrome browser\nis limited to localhost and https, but access over http may be limited.
', - is_constructor: 1, - params: [ - { - name: 'errorCallback', - description: - 'A function to call if there is an error\n accessing the AudioIn. For example,\n Safari and iOS devices do not\n currently allow microphone access.
\n', - type: 'Function', - optional: true - } - ], - example: [ - '\n\nvar mic;\nfunction setup(){\n mic = new p5.AudioIn()\n mic.start();\n}\nfunction draw(){\n background(0);\n micLevel = mic.getLevel();\n ellipse(width/2, constrain(height-micLevel*height*5, 0, height), 10, 10);\n}\n
Effect is a base class for audio effects in p5.
\nThis module handles the nodes and methods that are \ncommon and useful for current and future effects.
This class is extended by p5.Distortion, \np5.Compressor,\np5.Delay, \np5.Filter, \np5.Reverb.
\n', - is_constructor: 1, - params: [ - { - name: 'ac', - description: 'Reference to the audio context of the p5 object
\n', - type: 'Object', - optional: true - }, - { - name: 'input', - description: 'Gain Node effect wrapper
\n', - type: 'AudioNode', - optional: true - }, - { - name: 'output', - description: 'Gain Node effect wrapper
\n', - type: 'AudioNode', - optional: true - }, - { - name: '_drywet', - description: 'Tone.JS CrossFade node (defaults to value: 1)
\n', - type: 'Object', - optional: true - }, - { - name: 'wet', - description: - 'Effects that extend this class should connect\n to the wet signal to this gain node, so that dry and wet \n signals are mixed properly.
\n', - type: 'AudioNode', - optional: true - } - ] - }, - 'p5.Filter': { - name: 'p5.Filter', - shortname: 'p5.Filter', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'p5.sound', - submodule: 'p5.sound', - namespace: '', - file: 'lib/addons/p5.sound.js', - line: 8499, - description: - 'A p5.Filter uses a Web Audio Biquad Filter to filter\nthe frequency response of an input source. Subclasses\ninclude:
\np5.LowPass
:\nAllows frequencies below the cutoff frequency to pass through,\nand attenuates frequencies above the cutoff.p5.HighPass
:\nThe opposite of a lowpass filter. p5.BandPass
:\nAllows a range of frequencies to pass through and attenuates\nthe frequencies below and above this frequency range.The .res()
method controls either width of the\nbandpass, or resonance of the low/highpass cutoff frequency.
This class extends p5.Effect.
Methods amp(), chain(), \ndrywet(), connect(), and \ndisconnect() are available.
'lowpass' (default), 'highpass', 'bandpass'
\n', - type: 'String', - optional: true - } - ], - example: [ - '\n\nvar fft, noise, filter;\n\nfunction setup() {\n fill(255, 40, 255);\n\n filter = new p5.BandPass();\n\n noise = new p5.Noise();\n // disconnect unfiltered noise,\n // and connect to filter\n noise.disconnect();\n noise.connect(filter);\n noise.start();\n\n fft = new p5.FFT();\n}\n\nfunction draw() {\n background(30);\n\n // set the BandPass frequency based on mouseX\n var freq = map(mouseX, 0, width, 20, 10000);\n filter.freq(freq);\n // give the filter a narrow band (lower res = wider bandpass)\n filter.res(50);\n\n // draw filtered spectrum\n var spectrum = fft.analyze();\n noStroke();\n for (var i = 0; i < spectrum.length; i++) {\n var x = map(i, 0, spectrum.length, 0, width);\n var h = -height + map(spectrum[i], 0, 255, height, 0);\n rect(x, height, width/spectrum.length, h);\n }\n\n isMouseOverCanvas();\n}\n\nfunction isMouseOverCanvas() {\n var mX = mouseX, mY = mouseY;\n if (mX > 0 && mX < width && mY < height && mY > 0) {\n noise.amp(0.5, 0.2);\n } else {\n noise.amp(0, 0.2);\n }\n}\n
Constructor: new p5.LowPass()
Filter.\nThis is the same as creating a p5.Filter and then calling\nits method setType('lowpass')
.\nSee p5.Filter for methods.
Constructor: new p5.HighPass()
Filter.\nThis is the same as creating a p5.Filter and then calling\nits method setType('highpass')
.\nSee p5.Filter for methods.
Constructor: new p5.BandPass()
Filter.\nThis is the same as creating a p5.Filter and then calling\nits method setType('bandpass')
.\nSee p5.Filter for methods.
p5.EQ is an audio effect that performs the function of a multiband\naudio equalizer. Equalization is used to adjust the balance of\nfrequency compoenents of an audio signal. This process is commonly used\nin sound production and recording to change the waveform before it reaches\na sound output device. EQ can also be used as an audio effect to create\ninteresting distortions by filtering out parts of the spectrum. p5.EQ is\nbuilt using a chain of Web Audio Biquad Filter Nodes and can be\ninstantiated with 3 or 8 bands. Bands can be added or removed from\nthe EQ by directly modifying p5.EQ.bands (the array that stores filters).
\nThis class extends p5.Effect.\nMethods amp(), chain(),\ndrywet(), connect(), and\ndisconnect() are available.
\n', - is_constructor: 1, - extends: 'p5.Effect', - params: [ - { - name: '_eqsize', - description: 'Constructor will accept 3 or 8, defaults to 3
\n', - type: 'Number', - optional: true - } - ], - return: { - description: 'p5.EQ object', - type: 'Object' - }, - example: [ - "\n\nvar eq;\nvar band_names;\nvar band_index;\n\nvar soundFile, play;\n\nfunction preload() {\n soundFormats('mp3', 'ogg');\n soundFile = loadSound('assets/beat');\n}\n\nfunction setup() {\n eq = new p5.EQ(3);\n soundFile.disconnect();\n eq.process(soundFile);\n\n band_names = ['lows','mids','highs'];\n band_index = 0;\n play = false;\n textAlign(CENTER);\n}\n\nfunction draw() {\n background(30);\n noStroke();\n fill(255);\n text('click to kill',50,25);\n\n fill(255, 40, 255);\n textSize(26);\n text(band_names[band_index],50,55);\n\n fill(255);\n textSize(9);\n text('space = play/pause',50,80);\n}\n\n//If mouse is over canvas, cycle to the next band and kill the frequency\nfunction mouseClicked() {\n for (var i = 0; i < eq.bands.length; i++) {\n eq.bands[i].gain(0);\n }\n eq.bands[band_index].gain(-40);\n if (mouseX > 0 && mouseX < width && mouseY < height && mouseY > 0) {\n band_index === 2 ? band_index = 0 : band_index++;\n }\n}\n\n//use space bar to trigger play / pause\nfunction keyPressed() {\n if (key===' ') {\n play = !play\n play ? soundFile.loop() : soundFile.pause();\n }\n}\n
Panner3D is based on the \nWeb Audio Spatial Panner Node.\nThis panner is a spatial processing node that allows audio to be positioned\nand oriented in 3D space.
\nThe position is relative to an \nAudio Context Listener, which can be accessed\nby p5.soundOut.audiocontext.listener
Delay is an echo effect. It processes an existing sound source,\nand outputs a delayed version of that sound. The p5.Delay can\nproduce different effects depending on the delayTime, feedback,\nfilter, and type. In the example below, a feedback of 0.5 (the\ndefaul value) will produce a looping delay that decreases in\nvolume by 50% each repeat. A filter will cut out the high\nfrequencies so that the delay does not sound as piercing as the\noriginal source.
\nThis class extends p5.Effect.
Methods amp(), chain(), \ndrywet(), connect(), and \ndisconnect() are available.
\nvar noise, env, delay;\n\nfunction setup() {\n background(0);\n noStroke();\n fill(255);\n textAlign(CENTER);\n text('click to play', width/2, height/2);\n\n noise = new p5.Noise('brown');\n noise.amp(0);\n noise.start();\n\n delay = new p5.Delay();\n\n // delay.process() accepts 4 parameters:\n // source, delayTime, feedback, filter frequency\n // play with these numbers!!\n delay.process(noise, .12, .7, 2300);\n\n // play the noise with an envelope,\n // a series of fades ( time / value pairs )\n env = new p5.Envelope(.01, 0.2, .2, .1);\n}\n\n// mouseClick triggers envelope\nfunction mouseClicked() {\n // is mouse over canvas?\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n env.play(noise);\n }\n}\n
Reverb adds depth to a sound through a large number of decaying\nechoes. It creates the perception that sound is occurring in a\nphysical space. The p5.Reverb has paramters for Time (how long does the\nreverb last) and decayRate (how much the sound decays with each echo)\nthat can be set with the .set() or .process() methods. The p5.Convolver\nextends p5.Reverb allowing you to recreate the sound of actual physical\nspaces through convolution.
\nThis class extends p5.Effect.\nMethods amp(), chain(),\ndrywet(), connect(), and\ndisconnect() are available.
\n', - extends: 'p5.Effect', - is_constructor: 1, - example: [ - "\n\nvar soundFile, reverb;\nfunction preload() {\n soundFile = loadSound('assets/Damscray_DancingTiger.mp3');\n}\n\nfunction setup() {\n reverb = new p5.Reverb();\n soundFile.disconnect(); // so we'll only hear reverb...\n\n // connect soundFile to reverb, process w/\n // 3 second reverbTime, decayRate of 2%\n reverb.process(soundFile, 3, 2);\n soundFile.play();\n}\n
p5.Convolver extends p5.Reverb. It can emulate the sound of real\nphysical spaces through a process called \nconvolution.
\n\nConvolution multiplies any audio input by an "impulse response"\nto simulate the dispersion of sound over time. The impulse response is\ngenerated from an audio file that you provide. One way to\ngenerate an impulse response is to pop a balloon in a reverberant space\nand record the echo. Convolution can also be used to experiment with\nsound.
\n\nUse the method createConvolution(path)
to instantiate a\np5.Convolver with a path to your impulse response audio file.
path to a sound file
\n', - type: 'String' - }, - { - name: 'callback', - description: 'function to call when loading succeeds
\n', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: - 'function to call if loading fails.\n This function will receive an error or\n XMLHttpRequest object with information\n about what went wrong.
\n', - type: 'Function', - optional: true - } - ], - example: [ - "\n\nvar cVerb, sound;\nfunction preload() {\n // We have both MP3 and OGG versions of all sound assets\n soundFormats('ogg', 'mp3');\n\n // Try replacing 'bx-spring' with other soundfiles like\n // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n cVerb = createConvolver('assets/bx-spring.mp3');\n\n // Try replacing 'Damscray_DancingTiger' with\n // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n sound = loadSound('assets/Damscray_DancingTiger.mp3');\n}\n\nfunction setup() {\n // disconnect from master output...\n sound.disconnect();\n\n // ...and process with cVerb\n // so that we only hear the convolution\n cVerb.process(sound);\n\n sound.play();\n}\n
A phrase is a pattern of musical events over time, i.e.\na series of notes and rests.
\n\nPhrases must be added to a p5.Part for playback, and\neach part can play multiple phrases at the same time.\nFor example, one Phrase might be a kick drum, another\ncould be a snare, and another could be the bassline.
\n\nThe first parameter is a name so that the phrase can be\nmodified or deleted later. The callback is a a function that\nthis phrase will call at every stepโfor example it might be\ncalled playNote(value){}
. The array determines\nwhich value is passed into the callback at each step of the\nphrase. It can be numbers, an object with multiple numbers,\nor a zero (0) indicates a rest so the callback won't be called).
Name so that you can access the Phrase.
\n', - type: 'String' - }, - { - name: 'callback', - description: - 'The name of a function that this phrase\n will call. Typically it will play a sound,\n and accept two parameters: a time at which\n to play the sound (in seconds from now),\n and a value from the sequence array. The\n time should be passed into the play() or\n start() method to ensure precision.
\n', - type: 'Function' - }, - { - name: 'sequence', - description: - 'Array of values to pass into the callback\n at each step of the phrase.
\n', - type: 'Array' - } - ], - example: [ - "\n\nvar mySound, myPhrase, myPart;\nvar pattern = [1,0,0,2,0,2,0,0];\nvar msg = 'click to play';\n\nfunction preload() {\n mySound = loadSound('assets/beatbox.mp3');\n}\n\nfunction setup() {\n noStroke();\n fill(255);\n textAlign(CENTER);\n masterVolume(0.1);\n\n myPhrase = new p5.Phrase('bbox', makeSound, pattern);\n myPart = new p5.Part();\n myPart.addPhrase(myPhrase);\n myPart.setBPM(60);\n}\n\nfunction draw() {\n background(0);\n text(msg, width/2, height/2);\n}\n\nfunction makeSound(time, playbackRate) {\n mySound.rate(playbackRate);\n mySound.play(time);\n}\n\nfunction mouseClicked() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n myPart.start();\n msg = 'playing pattern';\n }\n}\n\n
A p5.Part plays back one or more p5.Phrases. Instantiate a part\nwith steps and tatums. By default, each step represents a 1/16th note.
\n\nSee p5.Phrase for more about musical timing.
', - is_constructor: 1, - params: [ - { - name: 'steps', - description: 'Steps in the part
\n', - type: 'Number', - optional: true - }, - { - name: 'tatums', - description: - 'Divisions of a beat, e.g. use 1/4, or 0.25 for a quater note (default is 1/16, a sixteenth note)
\n', - type: 'Number', - optional: true - } - ], - example: [ - "\n\nvar box, drum, myPart;\nvar boxPat = [1,0,0,2,0,2,0,0];\nvar drumPat = [0,1,1,0,2,0,1,0];\nvar msg = 'click to play';\n\nfunction preload() {\n box = loadSound('assets/beatbox.mp3');\n drum = loadSound('assets/drum.mp3');\n}\n\nfunction setup() {\n noStroke();\n fill(255);\n textAlign(CENTER);\n masterVolume(0.1);\n\n var boxPhrase = new p5.Phrase('box', playBox, boxPat);\n var drumPhrase = new p5.Phrase('drum', playDrum, drumPat);\n myPart = new p5.Part();\n myPart.addPhrase(boxPhrase);\n myPart.addPhrase(drumPhrase);\n myPart.setBPM(60);\n masterVolume(0.1);\n}\n\nfunction draw() {\n background(0);\n text(msg, width/2, height/2);\n}\n\nfunction playBox(time, playbackRate) {\n box.rate(playbackRate);\n box.play(time);\n}\n\nfunction playDrum(time, playbackRate) {\n drum.rate(playbackRate);\n drum.play(time);\n}\n\nfunction mouseClicked() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n myPart.start();\n msg = 'playing part';\n }\n}\n
A Score consists of a series of Parts. The parts will\nbe played back in order. For example, you could have an\nA part, a B part, and a C part, and play them back in this order\nnew p5.Score(a, a, b, a, c)
One or multiple parts, to be played in sequence.
\n', - type: 'p5.Part', - optional: true, - multiple: true - } - ] - }, - 'p5.SoundLoop': { - name: 'p5.SoundLoop', - shortname: 'p5.SoundLoop', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'p5.sound', - submodule: 'p5.sound', - namespace: '', - file: 'lib/addons/p5.sound.js', - line: 10945, - description: 'SoundLoop
\n', - is_constructor: 1, - params: [ - { - name: 'callback', - description: - 'this function will be called on each iteration of theloop
\n', - type: 'Function' - }, - { - name: 'interval', - description: - 'amount of time or beats for each iteration of the loop\n defaults to 1
\n', - type: 'Number|String', - optional: true - } - ], - example: [ - "\n\nvar click;\nvar looper1;\n\nfunction preload() {\n click = loadSound('assets/drum.mp3');\n}\n\nfunction setup() {\n //the looper's callback is passed the timeFromNow\n //this value should be used as a reference point from \n //which to schedule sounds \n looper1 = new p5.SoundLoop(function(timeFromNow){\n click.play(timeFromNow);\n background(255 * (looper1.iterations % 2));\n }, 2);\n\n //stop after 10 iteratios;\n looper1.maxIterations = 10;\n //start the loop\n looper1.start();\n}\n
Compressor is an audio effect class that performs dynamics compression\non an audio input source. This is a very commonly used technique in music\nand sound production. Compression creates an overall louder, richer, \nand fuller sound by lowering the volume of louds and raising that of softs.\nCompression can be used to avoid clipping (sound distortion due to \npeaks in volume) and is especially useful when many sounds are played \nat once. Compression can be used on indivudal sound sources in addition\nto the master output.
\nThis class extends p5.Effect.
Methods amp(), chain(), \ndrywet(), connect(), and \ndisconnect() are available.
Record sounds for playback and/or to save as a .wav file.\nThe p5.SoundRecorder records all sound output from your sketch,\nor can be assigned a specific source with setInput().
\nThe record() method accepts a p5.SoundFile as a parameter.\nWhen playback is stopped (either after the given amount of time,\nor with the stop() method), the p5.SoundRecorder will send its\nrecording to that p5.SoundFile for playback.
', - is_constructor: 1, - example: [ - "\n\nvar mic, recorder, soundFile;\nvar state = 0;\n\nfunction setup() {\n background(200);\n // create an audio in\n mic = new p5.AudioIn();\n\n // prompts user to enable their browser mic\n mic.start();\n\n // create a sound recorder\n recorder = new p5.SoundRecorder();\n\n // connect the mic to the recorder\n recorder.setInput(mic);\n\n // this sound file will be used to\n // playback & save the recording\n soundFile = new p5.SoundFile();\n\n text('keyPress to record', 20, 20);\n}\n\nfunction keyPressed() {\n // make sure user enabled the mic\n if (state === 0 && mic.enabled) {\n\n // record to our p5.SoundFile\n recorder.record(soundFile);\n\n background(255,0,0);\n text('Recording!', 20, 20);\n state++;\n }\n else if (state === 1) {\n background(0,255,0);\n\n // stop recorder and\n // send result to soundFile\n recorder.stop();\n\n text('Stopped', 20, 20);\n state++;\n }\n\n else if (state === 2) {\n soundFile.play(); // play the result!\n save(soundFile, 'mySound.wav');\n state++;\n }\n}\n
PeakDetect works in conjunction with p5.FFT to\nlook for onsets in some or all of the frequency spectrum.\n
\n\nTo use p5.PeakDetect, call update
in the draw loop\nand pass in a p5.FFT object.\n
\nYou can listen for a specific part of the frequency spectrum by\nsetting the range between freq1
and freq2
.\n
threshold
is the threshold for detecting a peak,\nscaled between 0 and 1. It is logarithmic, so 0.1 is half as loud\nas 1.0.
\nThe update method is meant to be run in the draw loop, and\nframes determines how many loops must pass before\nanother peak can be detected.\nFor example, if the frameRate() = 60, you could detect the beat of a\n120 beat-per-minute song with this equation:\n framesPerPeak = 60 / (estimatedBPM / 60 );
\n
\nBased on example contribtued by @b2renger, and a simple beat detection\nexplanation by Felix Turner.\n
', - is_constructor: 1, - params: [ - { - name: 'freq1', - description: 'lowFrequency - defaults to 20Hz
\n', - type: 'Number', - optional: true - }, - { - name: 'freq2', - description: 'highFrequency - defaults to 20000 Hz
\n', - type: 'Number', - optional: true - }, - { - name: 'threshold', - description: - 'Threshold for detecting a beat between 0 and 1\n scaled logarithmically where 0.1 is 1/2 the loudness\n of 1.0. Defaults to 0.35.
\n', - type: 'Number', - optional: true - }, - { - name: 'framesPerPeak', - description: 'Defaults to 20.
\n', - type: 'Number', - optional: true - } - ], - example: [ - "\n\n\nvar cnv, soundFile, fft, peakDetect;\nvar ellipseWidth = 10;\n\nfunction preload() {\n soundFile = loadSound('assets/beat.mp3');\n}\n\nfunction setup() {\n background(0);\n noStroke();\n fill(255);\n textAlign(CENTER);\n\n // p5.PeakDetect requires a p5.FFT\n fft = new p5.FFT();\n peakDetect = new p5.PeakDetect();\n}\n\nfunction draw() {\n background(0);\n text('click to play/pause', width/2, height/2);\n\n // peakDetect accepts an fft post-analysis\n fft.analyze();\n peakDetect.update(fft);\n\n if ( peakDetect.isDetected ) {\n ellipseWidth = 50;\n } else {\n ellipseWidth *= 0.95;\n }\n\n ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n}\n\n// toggle play/stop when canvas is clicked\nfunction mouseClicked() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n if (soundFile.isPlaying() ) {\n soundFile.stop();\n } else {\n soundFile.play();\n }\n }\n}\n
A gain node is usefull to set the relative volume of sound.\nIt's typically used to build mixers.
\n', - is_constructor: 1, - example: [ - "\n\n\n // load two soundfile and crossfade beetween them\n var sound1,sound2;\n var gain1, gain2, gain3;\n\n function preload(){\n soundFormats('ogg', 'mp3');\n sound1 = loadSound('assets/Damscray_-_Dancing_Tiger_01');\n sound2 = loadSound('assets/beat.mp3');\n }\n\n function setup() {\n createCanvas(400,200);\n\n // create a 'master' gain to which we will connect both soundfiles\n gain3 = new p5.Gain();\n gain3.connect();\n\n // setup first sound for playing\n sound1.rate(1);\n sound1.loop();\n sound1.disconnect(); // diconnect from p5 output\n\n gain1 = new p5.Gain(); // setup a gain node\n gain1.setInput(sound1); // connect the first sound to its input\n gain1.connect(gain3); // connect its output to the 'master'\n\n sound2.rate(1);\n sound2.disconnect();\n sound2.loop();\n\n gain2 = new p5.Gain();\n gain2.setInput(sound2);\n gain2.connect(gain3);\n\n }\n\n function draw(){\n background(180);\n\n // calculate the horizontal distance beetween the mouse and the right of the screen\n var d = dist(mouseX,0,width,0);\n\n // map the horizontal position of the mouse to values useable for volume control of sound1\n var vol1 = map(mouseX,0,width,0,1);\n var vol2 = 1-vol1; // when sound1 is loud, sound2 is quiet and vice versa\n\n gain1.amp(vol1,0.5,0);\n gain2.amp(vol2,0.5,0);\n\n // map the vertical position of the mouse to values useable for 'master volume control'\n var vol3 = map(mouseY,0,height,0,1);\n gain3.amp(vol3,0.5,0);\n }\n
Base class for monophonic synthesizers. Any extensions of this class\nshould follow the API and implement the methods below in order to \nremain compatible with p5.PolySynth();
\n', - is_constructor: 1 - }, - 'p5.MonoSynth': { - name: 'p5.MonoSynth', - shortname: 'p5.MonoSynth', - classitems: [], - plugins: [], - extensions: [], - plugin_for: [], - extension_for: [], - module: 'p5.sound', - submodule: 'p5.sound', - namespace: '', - file: 'lib/addons/p5.sound.js', - line: 12073, - description: - 'A MonoSynth is used as a single voice for sound synthesis.\nThis is a class to be used in conjunction with the PolySynth\nclass. Custom synthetisers should be built inheriting from\nthis class.
\n', - is_constructor: 1, - example: [ - '\n\nvar monoSynth;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n cnv.mousePressed(playSynth);\n\n monoSynth = new p5.MonoSynth();\n\n textAlign(CENTER);\n text(\'click to play\', width/2, height/2);\n}\n\nfunction playSynth() {\n // time from now (in seconds)\n var time = 0;\n // note duration (in seconds)\n var dur = 0.25;\n // velocity (volume, from 0 to 1)\n var v = 0.2;\n\n monoSynth.play("G3", v, time, dur);\n monoSynth.play("C4", v, time += dur, dur);\n\n background(random(255), random(255), 255);\n text(\'click to play\', width/2, height/2);\n}\n
An AudioVoice is used as a single voice for sound synthesis.\nThe PolySynth class holds an array of AudioVoice, and deals\nwith voices allocations, with setting notes to be played, and\nparameters to be set.
\n', - is_constructor: 1, - params: [ - { - name: 'synthVoice', - description: - 'A monophonic synth voice inheriting\n the AudioVoice class. Defaults to p5.MonoSynth
\n', - type: 'Number', - optional: true - }, - { - name: 'maxVoices', - description: 'Number of voices, defaults to 8;
\n', - type: 'Number', - optional: true - } - ], - example: [ - '\n\nvar polySynth;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n cnv.mousePressed(playSynth);\n\n polySynth = new p5.PolySynth();\n\n textAlign(CENTER);\n text(\'click to play\', width/2, height/2);\n}\n\nfunction playSynth() {\n // note duration (in seconds)\n var dur = 1.5;\n\n // time from now (in seconds)\n var time = 0;\n\n // velocity (volume, from 0 to 1)\n var vel = 0.1;\n\n // notes can overlap with each other\n polySynth.play("G2", vel, 0, dur);\n polySynth.play("C3", vel, time += 1/3, dur);\n polySynth.play("G3", vel, time += 1/3, dur);\n\n background(random(255), random(255), 255);\n text(\'click to play\', width/2, height/2);\n}\n
A Distortion effect created with a Waveshaper Node,\nwith an approach adapted from\nKevin Ennis
\nThis class extends p5.Effect.
Methods amp(), chain(), \ndrywet(), connect(), and \ndisconnect() are available.
Unbounded distortion amount.\n Normal values range from 0-1.
\n', - type: 'Number', - optional: true, - optdefault: '0.25' - }, - { - name: 'oversample', - description: ''none', '2x', or '4x'.
\n', - type: 'String', - optional: true, - optdefault: "'none'" - } - ] - } - }, - elements: {}, - classitems: [ - { - file: 'src/color/color_conversion.js', - line: 10, - description: - 'Conversions adapted from http://www.easyrgb.com/en/math.php.
\nIn these functions, hue is always in the range [0, 1], just like all other\ncomponents are in the range [0, 1]. 'Brightness' and 'value' are used\ninterchangeably.
\n', - class: 'p5', - module: 'Color', - submodule: 'Color Conversion' - }, - { - file: 'src/color/color_conversion.js', - line: 21, - description: 'Convert an HSBA array to HSLA.
\n', - class: 'p5', - module: 'Color', - submodule: 'Color Conversion' - }, - { - file: 'src/color/color_conversion.js', - line: 47, - description: 'Convert an HSBA array to RGBA.
\n', - class: 'p5', - module: 'Color', - submodule: 'Color Conversion' - }, - { - file: 'src/color/color_conversion.js', - line: 102, - description: 'Convert an HSLA array to HSBA.
\n', - class: 'p5', - module: 'Color', - submodule: 'Color Conversion' - }, - { - file: 'src/color/color_conversion.js', - line: 125, - description: - 'Convert an HSLA array to RGBA.
\nWe need to change basis from HSLA to something that can be more easily be\nprojected onto RGBA. We will choose hue and brightness as our first two\ncomponents, and pick a convenient third one ('zest') so that we don't need\nto calculate formal HSBA saturation.
\n', - class: 'p5', - module: 'Color', - submodule: 'Color Conversion' - }, - { - file: 'src/color/color_conversion.js', - line: 189, - description: 'Convert an RGBA array to HSBA.
\n', - class: 'p5', - module: 'Color', - submodule: 'Color Conversion' - }, - { - file: 'src/color/color_conversion.js', - line: 228, - description: 'Convert an RGBA array to HSLA.
\n', - class: 'p5', - module: 'Color', - submodule: 'Color Conversion' - }, - { - file: 'src/color/creating_reading.js', - line: 16, - description: - 'Extracts the alpha value from a color or pixel array.
\n', - itemtype: 'method', - name: 'alpha', - params: [ - { - name: 'color', - description: - 'p5.Color object, color components,\n or CSS color
\n', - type: 'p5.Color|Number[]|String' - } - ], - return: { - description: 'the alpha value', - type: 'Number' - }, - example: [ - "\n\nnoStroke();\nlet c = color(0, 126, 255, 102);\nfill(c);\nrect(15, 15, 35, 70);\nlet value = alpha(c); // Sets 'value' to 102\nfill(value);\nrect(50, 15, 35, 70);\n
\nExtracts the blue value from a color or pixel array.
\n', - itemtype: 'method', - name: 'blue', - params: [ - { - name: 'color', - description: - 'p5.Color object, color components,\n or CSS color
\n', - type: 'p5.Color|Number[]|String' - } - ], - return: { - description: 'the blue value', - type: 'Number' - }, - example: [ - "\n\nlet c = color(175, 100, 220); // Define color 'c'\nfill(c); // Use color variable 'c' as fill color\nrect(15, 20, 35, 60); // Draw left rectangle\n\nlet blueValue = blue(c); // Get blue in 'c'\nprint(blueValue); // Prints \"220.0\"\nfill(0, 0, blueValue); // Use 'blueValue' in new fill\nrect(50, 20, 35, 60); // Draw right rectangle\n
\nExtracts the HSB brightness value from a color or pixel array.
\n', - itemtype: 'method', - name: 'brightness', - params: [ - { - name: 'color', - description: - 'p5.Color object, color components,\n or CSS color
\n', - type: 'p5.Color|Number[]|String' - } - ], - return: { - description: 'the brightness value', - type: 'Number' - }, - example: [ - "\n\nnoStroke();\ncolorMode(HSB, 255);\nlet c = color(0, 126, 255);\nfill(c);\nrect(15, 20, 35, 60);\nlet value = brightness(c); // Sets 'value' to 255\nfill(value);\nrect(50, 20, 35, 60);\n
\n\nnoStroke();\ncolorMode(HSB, 255);\nlet c = color('hsb(60, 100%, 50%)');\nfill(c);\nrect(15, 20, 35, 60);\nlet value = brightness(c); // A 'value' of 50% is 127.5\nfill(value);\nrect(50, 20, 35, 60);\n
\nCreates colors for storing in variables of the color datatype. The\nparameters are interpreted as RGB or HSB values depending on the\ncurrent colorMode(). The default mode is RGB values from 0 to 255\nand, therefore, the function call color(255, 204, 0) will return a\nbright yellow color.\n
\nNote that if only one value is provided to color(), it will be interpreted\nas a grayscale value. Add a second value, and it will be used for alpha\ntransparency. When three values are specified, they are interpreted as\neither RGB or HSB values. Adding a fourth value applies alpha\ntransparency.\n
\nIf a single string argument is provided, RGB, RGBA and Hex CSS color\nstrings and all named color strings are supported. In this case, an alpha\nnumber value as a second argument is not supported, the RGBA form should be\nused.
\nlet c = color(255, 204, 0); // Define color 'c'\nfill(c); // Use color variable 'c' as fill color\nnoStroke(); // Don't draw a stroke around shapes\nrect(30, 20, 55, 55); // Draw rectangle\n
\n\nlet c = color(255, 204, 0); // Define color 'c'\nfill(c); // Use color variable 'c' as fill color\nnoStroke(); // Don't draw a stroke around shapes\nellipse(25, 25, 80, 80); // Draw left circle\n\n// Using only one value with color()\n// generates a grayscale value.\nc = color(65); // Update 'c' with grayscale value\nfill(c); // Use updated 'c' as fill color\nellipse(75, 75, 80, 80); // Draw right circle\n
\n\n// Named SVG & CSS colors may be used,\nlet c = color('magenta');\nfill(c); // Use 'c' as fill color\nnoStroke(); // Don't draw a stroke around shapes\nrect(20, 20, 60, 60); // Draw rectangle\n
\n\n// as can hex color codes:\nnoStroke(); // Don't draw a stroke around shapes\nlet c = color('#0f0');\nfill(c); // Use 'c' as fill color\nrect(0, 10, 45, 80); // Draw rectangle\n\nc = color('#00ff00');\nfill(c); // Use updated 'c' as fill color\nrect(55, 10, 45, 80); // Draw rectangle\n
\n\n// RGB and RGBA color strings are also supported:\n// these all set to the same color (solid blue)\nlet c;\nnoStroke(); // Don't draw a stroke around shapes\nc = color('rgb(0,0,255)');\nfill(c); // Use 'c' as fill color\nrect(10, 10, 35, 35); // Draw rectangle\n\nc = color('rgb(0%, 0%, 100%)');\nfill(c); // Use updated 'c' as fill color\nrect(55, 10, 35, 35); // Draw rectangle\n\nc = color('rgba(0, 0, 255, 1)');\nfill(c); // Use updated 'c' as fill color\nrect(10, 55, 35, 35); // Draw rectangle\n\nc = color('rgba(0%, 0%, 100%, 1)');\nfill(c); // Use updated 'c' as fill color\nrect(55, 55, 35, 35); // Draw rectangle\n
\n\n// HSL color is also supported and can be specified\n// by value\nlet c;\nnoStroke(); // Don't draw a stroke around shapes\nc = color('hsl(160, 100%, 50%)');\nfill(c); // Use 'c' as fill color\nrect(0, 10, 45, 80); // Draw rectangle\n\nc = color('hsla(160, 100%, 50%, 0.5)');\nfill(c); // Use updated 'c' as fill color\nrect(55, 10, 45, 80); // Draw rectangle\n
\n\n// HSB color is also supported and can be specified\n// by value\nlet c;\nnoStroke(); // Don't draw a stroke around shapes\nc = color('hsb(160, 100%, 50%)');\nfill(c); // Use 'c' as fill color\nrect(0, 10, 45, 80); // Draw rectangle\n\nc = color('hsba(160, 100%, 50%, 0.5)');\nfill(c); // Use updated 'c' as fill color\nrect(55, 10, 45, 80); // Draw rectangle\n
\n\nlet c; // Declare color 'c'\nnoStroke(); // Don't draw a stroke around shapes\n\n// If no colorMode is specified, then the\n// default of RGB with scale of 0-255 is used.\nc = color(50, 55, 100); // Create a color for 'c'\nfill(c); // Use color variable 'c' as fill color\nrect(0, 10, 45, 80); // Draw left rect\n\ncolorMode(HSB, 100); // Use HSB with scale of 0-100\nc = color(50, 55, 100); // Update 'c' with new color\nfill(c); // Use updated 'c' as fill color\nrect(55, 10, 45, 80); // Draw right rect\n
\nnumber specifying value between white\n and black.
\n', - type: 'Number' - }, - { - name: 'alpha', - description: - 'alpha value relative to current color range\n (default is 0-255)
\n', - type: 'Number', - optional: true - } - ], - return: { - description: 'resulting color', - type: 'p5.Color' - } - }, - { - line: 293, - params: [ - { - name: 'v1', - description: - 'red or hue value relative to\n the current color range
\n', - type: 'Number' - }, - { - name: 'v2', - description: - 'green or saturation value\n relative to the current color range
\n', - type: 'Number' - }, - { - name: 'v3', - description: - 'blue or brightness value\n relative to the current color range
\n', - type: 'Number' - }, - { - name: 'alpha', - description: '', - type: 'Number', - optional: true - } - ], - return: { - description: '', - type: 'p5.Color' - } - }, - { - line: 305, - params: [ - { - name: 'value', - description: 'a color string
\n', - type: 'String' - } - ], - return: { - description: '', - type: 'p5.Color' - } - }, - { - line: 310, - params: [ - { - name: 'values', - description: - 'an array containing the red,green,blue &\n and alpha components of the color
\n', - type: 'Number[]' - } - ], - return: { - description: '', - type: 'p5.Color' - } - }, - { - line: 316, - params: [ - { - name: 'color', - description: '', - type: 'p5.Color' - } - ], - return: { - description: '', - type: 'p5.Color' - } - } - ] - }, - { - file: 'src/color/creating_reading.js', - line: 332, - description: - 'Extracts the green value from a color or pixel array.
\n', - itemtype: 'method', - name: 'green', - params: [ - { - name: 'color', - description: - 'p5.Color object, color components,\n or CSS color
\n', - type: 'p5.Color|Number[]|String' - } - ], - return: { - description: 'the green value', - type: 'Number' - }, - example: [ - "\n\nlet c = color(20, 75, 200); // Define color 'c'\nfill(c); // Use color variable 'c' as fill color\nrect(15, 20, 35, 60); // Draw left rectangle\n\nlet greenValue = green(c); // Get green in 'c'\nprint(greenValue); // Print \"75.0\"\nfill(0, greenValue, 0); // Use 'greenValue' in new fill\nrect(50, 20, 35, 60); // Draw right rectangle\n
\nExtracts the hue value from a color or pixel array.
\nHue exists in both HSB and HSL. This function will return the\nHSB-normalized hue when supplied with an HSB color object (or when supplied\nwith a pixel array while the color mode is HSB), but will default to the\nHSL-normalized hue otherwise. (The values will only be different if the\nmaximum hue setting for each system is different.)
\n', - itemtype: 'method', - name: 'hue', - params: [ - { - name: 'color', - description: - 'p5.Color object, color components,\n or CSS color
\n', - type: 'p5.Color|Number[]|String' - } - ], - return: { - description: 'the hue', - type: 'Number' - }, - example: [ - '\n\nnoStroke();\ncolorMode(HSB, 255);\nlet c = color(0, 126, 255);\nfill(c);\nrect(15, 20, 35, 60);\nlet value = hue(c); // Sets \'value\' to "0"\nfill(value);\nrect(50, 20, 35, 60);\n
\nBlends two colors to find a third color somewhere between them. The amt\nparameter is the amount to interpolate between the two values where 0.0\nequal to the first color, 0.1 is very near the first color, 0.5 is halfway\nin between, etc. An amount below 0 will be treated as 0. Likewise, amounts\nabove 1 will be capped at 1. This is different from the behavior of lerp(),\nbut necessary because otherwise numbers outside the range will produce\nstrange and unexpected colors.\n
\nThe way that colours are interpolated depends on the current color mode.
interpolate from this color
\n', - type: 'p5.Color' - }, - { - name: 'c2', - description: 'interpolate to this color
\n', - type: 'p5.Color' - }, - { - name: 'amt', - description: 'number between 0 and 1
\n', - type: 'Number' - } - ], - return: { - description: 'interpolated color', - type: 'p5.Color' - }, - example: [ - '\n\ncolorMode(RGB);\nstroke(255);\nbackground(51);\nlet from = color(218, 165, 32);\nlet to = color(72, 61, 139);\ncolorMode(RGB); // Try changing to HSB.\nlet interA = lerpColor(from, to, 0.33);\nlet interB = lerpColor(from, to, 0.66);\nfill(from);\nrect(10, 20, 20, 60);\nfill(interA);\nrect(30, 20, 20, 60);\nfill(interB);\nrect(50, 20, 20, 60);\nfill(to);\nrect(70, 20, 20, 60);\n
\nExtracts the HSL lightness value from a color or pixel array.
\n', - itemtype: 'method', - name: 'lightness', - params: [ - { - name: 'color', - description: - 'p5.Color object, color components,\n or CSS color
\n', - type: 'p5.Color|Number[]|String' - } - ], - return: { - description: 'the lightness', - type: 'Number' - }, - example: [ - "\n\nnoStroke();\ncolorMode(HSL);\nlet c = color(156, 100, 50, 1);\nfill(c);\nrect(15, 20, 35, 60);\nlet value = lightness(c); // Sets 'value' to 50\nfill(value);\nrect(50, 20, 35, 60);\n
\nExtracts the red value from a color or pixel array.
\n', - itemtype: 'method', - name: 'red', - params: [ - { - name: 'color', - description: - 'p5.Color object, color components,\n or CSS color
\n', - type: 'p5.Color|Number[]|String' - } - ], - return: { - description: 'the red value', - type: 'Number' - }, - example: [ - "\n\nlet c = color(255, 204, 0); // Define color 'c'\nfill(c); // Use color variable 'c' as fill color\nrect(15, 20, 35, 60); // Draw left rectangle\n\nlet redValue = red(c); // Get red in 'c'\nprint(redValue); // Print \"255.0\"\nfill(redValue, 0, 0); // Use 'redValue' in new fill\nrect(50, 20, 35, 60); // Draw right rectangle\n
\n\ncolorMode(RGB, 255); // Sets the range for red, green, and blue to 255\nlet c = color(127, 255, 0);\ncolorMode(RGB, 1); // Sets the range for red, green, and blue to 1\nlet myColor = red(c);\nprint(myColor); // 0.4980392156862745\n
\nExtracts the saturation value from a color or pixel array.
\nSaturation is scaled differently in HSB and HSL. This function will return\nthe HSB saturation when supplied with an HSB color object (or when supplied\nwith a pixel array while the color mode is HSB), but will default to the\nHSL saturation otherwise.
\n', - itemtype: 'method', - name: 'saturation', - params: [ - { - name: 'color', - description: - 'p5.Color object, color components,\n or CSS color
\n', - type: 'p5.Color|Number[]|String' - } - ], - return: { - description: 'the saturation value', - type: 'Number' - }, - example: [ - "\n\nnoStroke();\ncolorMode(HSB, 255);\nlet c = color(0, 126, 255);\nfill(c);\nrect(15, 20, 35, 60);\nlet value = saturation(c); // Sets 'value' to 126\nfill(value);\nrect(50, 20, 35, 60);\n
\nThis function returns the color formatted as a string. This can be useful\nfor debugging, or for using p5.js with other libraries.
\n', - itemtype: 'method', - name: 'toString', - params: [ - { - name: 'format', - description: - 'How the color string will be formatted.\nLeaving this empty formats the string as rgba(r, g, b, a).\n'#rgb' '#rgba' '#rrggbb' and '#rrggbbaa' format as hexadecimal color codes.\n'rgb' 'hsb' and 'hsl' return the color formatted in the specified color mode.\n'rgba' 'hsba' and 'hsla' are the same as above but with alpha channels.\n'rgb%' 'hsb%' 'hsl%' 'rgba%' 'hsba%' and 'hsla%' format as percentages.
\n', - type: 'String', - optional: true - } - ], - return: { - description: 'the formatted string', - type: 'String' - }, - example: [ - "\n\nlet myColor;\nfunction setup() {\n createCanvas(200, 200);\n stroke(255);\n myColor = color(100, 100, 250);\n fill(myColor);\n}\n\nfunction draw() {\n rotate(HALF_PI);\n text(myColor.toString(), 0, -5);\n text(myColor.toString('#rrggbb'), 0, -30);\n text(myColor.toString('rgba%'), 0, -55);\n}\n
\nthe new red value
\n', - type: 'Number' - } - ], - example: [ - '\n\nlet backgroundColor;\n\nfunction setup() {\n backgroundColor = color(100, 50, 150);\n}\n\nfunction draw() {\n backgroundColor.setRed(128 + 128 * sin(millis() / 1000));\n background(backgroundColor);\n}\n
\nthe new green value
\n', - type: 'Number' - } - ], - example: [ - '\n\nlet backgroundColor;\n\nfunction setup() {\n backgroundColor = color(100, 50, 150);\n}\n\nfunction draw() {\n backgroundColor.setGreen(128 + 128 * sin(millis() / 1000));\n background(backgroundColor);\n}\n
\nthe new blue value
\n', - type: 'Number' - } - ], - example: [ - '\n\nlet backgroundColor;\n\nfunction setup() {\n backgroundColor = color(100, 50, 150);\n}\n\nfunction draw() {\n backgroundColor.setBlue(128 + 128 * sin(millis() / 1000));\n background(backgroundColor);\n}\n
\nthe new alpha value
\n', - type: 'Number' - } - ], - example: [ - '\n\nlet squareColor;\n\nfunction setup() {\n ellipseMode(CORNERS);\n strokeWeight(4);\n squareColor = color(100, 50, 150);\n}\n\nfunction draw() {\n background(255);\n\n noFill();\n stroke(0);\n ellipse(10, 10, width - 10, height - 10);\n\n squareColor.setAlpha(128 + 128 * sin(millis() / 1000));\n fill(squareColor);\n noStroke();\n rect(13, 13, width - 26, height - 26);\n}\n
\nHue is the same in HSB and HSL, but the maximum value may be different.\nThis function will return the HSB-normalized saturation when supplied with\nan HSB color object, but will default to the HSL-normalized saturation\notherwise.
\n', - class: 'p5.Color', - module: 'Color', - submodule: 'Creating & Reading' - }, - { - file: 'src/color/p5.Color.js', - line: 446, - description: - 'Saturation is scaled differently in HSB and HSL. This function will return\nthe HSB saturation when supplied with an HSB color object, but will default\nto the HSL saturation otherwise.
\n', - class: 'p5.Color', - module: 'Color', - submodule: 'Creating & Reading' - }, - { - file: 'src/color/p5.Color.js', - line: 465, - description: 'CSS named colors.
\n', - class: 'p5.Color', - module: 'Color', - submodule: 'Creating & Reading' - }, - { - file: 'src/color/p5.Color.js', - line: 618, - description: - 'These regular expressions are used to build up the patterns for matching\nviable CSS color strings: fragmenting the regexes in this way increases the\nlegibility and comprehensibility of the code.
\nNote that RGB values of .9 are not parsed by IE, but are supported here for\ncolor string consistency.
\n', - class: 'p5.Color', - module: 'Color', - submodule: 'Creating & Reading' - }, - { - file: 'src/color/p5.Color.js', - line: 631, - description: - 'Full color string patterns. The capture groups are necessary.
\n', - class: 'p5.Color', - module: 'Color', - submodule: 'Creating & Reading' - }, - { - file: 'src/color/p5.Color.js', - line: 994, - description: - 'For HSB and HSL, interpret the gray level as a brightness/lightness\nvalue (they are equivalent when chroma is zero). For RGB, normalize the\ngray level according to the blue maximum.
\n', - class: 'p5.Color', - module: 'Color', - submodule: 'Creating & Reading' - }, - { - file: 'src/color/setting.js', - line: 15, - description: - 'The background() function sets the color used for the background of the\np5.js canvas. The default background is transparent. This function is\ntypically used within draw() to clear the display window at the beginning\nof each frame, but it can be used inside setup() to set the background on\nthe first frame of animation or if the background need only be set once.\n
\nThe color is either specified in terms of the RGB, HSB, or HSL color\ndepending on the current colorMode. (The default color space is RGB, with\neach value in the range from 0 to 255). The alpha range by default is also 0 to 255.\n
\nIf a single string argument is provided, RGB, RGBA and Hex CSS color strings\nand all named color strings are supported. In this case, an alpha number\nvalue as a second argument is not supported, the RGBA form should be used.\n
\nA p5.Color object can also be provided to set the background color.\n
\nA p5.Image can also be provided to set the background image.
\n// Grayscale integer value\nbackground(51);\n
\n\n// R, G & B integer values\nbackground(255, 204, 0);\n
\n\n// H, S & B integer values\ncolorMode(HSB);\nbackground(255, 204, 100);\n
\n\n// Named SVG/CSS color string\nbackground('red');\n
\n\n// three-digit hexadecimal RGB notation\nbackground('#fae');\n
\n\n// six-digit hexadecimal RGB notation\nbackground('#222222');\n
\n\n// integer RGB notation\nbackground('rgb(0,255,0)');\n
\n\n// integer RGBA notation\nbackground('rgba(0,255,0, 0.25)');\n
\n\n// percentage RGB notation\nbackground('rgb(100%,0%,10%)');\n
\n\n// percentage RGBA notation\nbackground('rgba(100%,0%,100%,0.5)');\n
\n\n// p5 Color object\nbackground(color(0, 0, 255));\n
\nany value created by the color() function
\n', - type: 'p5.Color' - } - ], - chainable: 1 - }, - { - line: 131, - params: [ - { - name: 'colorstring', - description: - 'color string, possible formats include: integer\n rgb() or rgba(), percentage rgb() or rgba(),\n 3-digit hex, 6-digit hex
\n', - type: 'String' - }, - { - name: 'a', - description: - 'opacity of the background relative to current\n color range (default is 0-255)
\n', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 141, - params: [ - { - name: 'gray', - description: 'specifies a value between white and black
\n', - type: 'Number' - }, - { - name: 'a', - description: '', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 148, - params: [ - { - name: 'v1', - description: - 'red or hue value (depending on the current color\n mode)
\n', - type: 'Number' - }, - { - name: 'v2', - description: - 'green or saturation value (depending on the current\n color mode)
\n', - type: 'Number' - }, - { - name: 'v3', - description: - 'blue or brightness value (depending on the current\n color mode)
\n', - type: 'Number' - }, - { - name: 'a', - description: '', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 160, - params: [ - { - name: 'values', - description: - 'an array containing the red, green, blue\n and alpha components of the color
\n', - type: 'Number[]' - } - ], - chainable: 1 - }, - { - line: 167, - params: [ - { - name: 'image', - description: - 'image created with loadImage() or createImage(),\n to set as background\n (must be same size as the sketch window)
\n', - type: 'p5.Image' - }, - { - name: 'a', - description: '', - type: 'Number', - optional: true - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/color/setting.js', - line: 181, - description: - 'Clears the pixels within a buffer. This function only clears the canvas.\nIt will not clear objects created by createX() methods such as\ncreateVideo() or createDiv().\nUnlike the main graphics context, pixels in additional graphics areas created\nwith createGraphics() can be entirely\nor partially transparent. This function clears everything to make all of\nthe pixels 100% transparent.
\n', - itemtype: 'method', - name: 'clear', - chainable: 1, - example: [ - '\n\n// Clear the screen on mouse press.\nfunction setup() {\n createCanvas(100, 100);\n}\n\nfunction draw() {\n ellipse(mouseX, mouseY, 20, 20);\n}\n\nfunction mousePressed() {\n clear();\n}\n
\ncolorMode() changes the way p5.js interprets color data. By default, the\nparameters for fill(), stroke(), background(), and color() are defined by\nvalues between 0 and 255 using the RGB color model. This is equivalent to\nsetting colorMode(RGB, 255). Setting colorMode(HSB) lets you use the HSB\nsystem instead. By default, this is colorMode(HSB, 360, 100, 100, 1). You\ncan also use HSL.\n
\nNote: existing color objects remember the mode that they were created in,\nso you can change modes as you like without affecting their appearance.
\nnoStroke();\ncolorMode(RGB, 100);\nfor (let i = 0; i < 100; i++) {\n for (let j = 0; j < 100; j++) {\n stroke(i, j, 0);\n point(i, j);\n }\n}\n
\n\nnoStroke();\ncolorMode(HSB, 100);\nfor (let i = 0; i < 100; i++) {\n for (let j = 0; j < 100; j++) {\n stroke(i, j, 100);\n point(i, j);\n }\n}\n
\n\ncolorMode(RGB, 255);\nlet c = color(127, 255, 0);\n\ncolorMode(RGB, 1);\nlet myColor = c._getRed();\ntext(myColor, 10, 10, 80, 80);\n
\n\nnoFill();\ncolorMode(RGB, 255, 255, 255, 1);\nbackground(255);\n\nstrokeWeight(4);\nstroke(255, 0, 10, 0.3);\nellipse(40, 40, 50, 50);\nellipse(50, 50, 40, 40);\n
\neither RGB, HSB or HSL, corresponding to\n Red/Green/Blue and Hue/Saturation/Brightness\n (or Lightness)
\n', - type: 'Constant' - }, - { - name: 'max', - description: 'range for all values
\n', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 297, - params: [ - { - name: 'mode', - description: '', - type: 'Constant' - }, - { - name: 'max1', - description: - 'range for the red or hue depending on the\n current color mode
\n', - type: 'Number' - }, - { - name: 'max2', - description: - 'range for the green or saturation depending\n on the current color mode
\n', - type: 'Number' - }, - { - name: 'max3', - description: - 'range for the blue or brightness/lightness\n depending on the current color mode
\n', - type: 'Number' - }, - { - name: 'maxA', - description: 'range for the alpha
\n', - type: 'Number', - optional: true - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/color/setting.js', - line: 341, - description: - 'Sets the color used to fill shapes. For example, if you run\nfill(204, 102, 0), all shapes drawn after the fill command will be filled with the color orange. This\ncolor is either specified in terms of the RGB or HSB color depending on\nthe current colorMode(). (The default color space is RGB, with each value\nin the range from 0 to 255). The alpha range by default is also 0 to 255.\n
\nIf a single string argument is provided, RGB, RGBA and Hex CSS color strings\nand all named color strings are supported. In this case, an alpha number\nvalue as a second argument is not supported, the RGBA form should be used.\n
\nA p5 Color object can also be provided to set the fill color.
\n// Grayscale integer value\nfill(51);\nrect(20, 20, 60, 60);\n
\n\n// R, G & B integer values\nfill(255, 204, 0);\nrect(20, 20, 60, 60);\n
\n\n// H, S & B integer values\ncolorMode(HSB);\nfill(255, 204, 100);\nrect(20, 20, 60, 60);\n
\n\n// Named SVG/CSS color string\nfill('red');\nrect(20, 20, 60, 60);\n
\n\n// three-digit hexadecimal RGB notation\nfill('#fae');\nrect(20, 20, 60, 60);\n
\n\n// six-digit hexadecimal RGB notation\nfill('#222222');\nrect(20, 20, 60, 60);\n
\n\n// integer RGB notation\nfill('rgb(0,255,0)');\nrect(20, 20, 60, 60);\n
\n\n// integer RGBA notation\nfill('rgba(0,255,0, 0.25)');\nrect(20, 20, 60, 60);\n
\n\n// percentage RGB notation\nfill('rgb(100%,0%,10%)');\nrect(20, 20, 60, 60);\n
\n\n// percentage RGBA notation\nfill('rgba(100%,0%,100%,0.5)');\nrect(20, 20, 60, 60);\n
\n\n// p5 Color object\nfill(color(0, 0, 255));\nrect(20, 20, 60, 60);\n
\nred or hue value relative to\n the current color range
\n', - type: 'Number' - }, - { - name: 'v2', - description: - 'green or saturation value\n relative to the current color range
\n', - type: 'Number' - }, - { - name: 'v3', - description: - 'blue or brightness value\n relative to the current color range
\n', - type: 'Number' - }, - { - name: 'alpha', - description: '', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 466, - params: [ - { - name: 'value', - description: 'a color string
\n', - type: 'String' - } - ], - chainable: 1 - }, - { - line: 472, - params: [ - { - name: 'gray', - description: 'a gray value
\n', - type: 'Number' - }, - { - name: 'alpha', - description: '', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 479, - params: [ - { - name: 'values', - description: - 'an array containing the red,green,blue &\n and alpha components of the color
\n', - type: 'Number[]' - } - ], - chainable: 1 - }, - { - line: 486, - params: [ - { - name: 'color', - description: 'the fill color
\n', - type: 'p5.Color' - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/color/setting.js', - line: 498, - description: - 'Disables filling geometry. If both noStroke() and noFill() are called,\nnothing will be drawn to the screen.
\n', - itemtype: 'method', - name: 'noFill', - chainable: 1, - example: [ - "\n\nrect(15, 10, 55, 55);\nnoFill();\nrect(20, 20, 60, 60);\n
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(0);\n noFill();\n stroke(100, 100, 240);\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n box(45, 45, 45);\n}\n
\nDisables drawing the stroke (outline). If both noStroke() and noFill()\nare called, nothing will be drawn to the screen.
\n', - itemtype: 'method', - name: 'noStroke', - chainable: 1, - example: [ - "\n\nnoStroke();\nrect(20, 20, 60, 60);\n
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(0);\n noStroke();\n fill(240, 150, 150);\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n box(45, 45, 45);\n}\n
\nSets the color used to draw lines and borders around shapes. This color\nis either specified in terms of the RGB or HSB color depending on the\ncurrent colorMode() (the default color space is RGB, with each value in\nthe range from 0 to 255). The alpha range by default is also 0 to 255.\n
\nIf a single string argument is provided, RGB, RGBA and Hex CSS color\nstrings and all named color strings are supported. In this case, an alpha\nnumber value as a second argument is not supported, the RGBA form should be\nused.\n
\nA p5 Color object can also be provided to set the stroke color.
\n// Grayscale integer value\nstrokeWeight(4);\nstroke(51);\nrect(20, 20, 60, 60);\n
\n\n// R, G & B integer values\nstroke(255, 204, 0);\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\n\n// H, S & B integer values\ncolorMode(HSB);\nstrokeWeight(4);\nstroke(255, 204, 100);\nrect(20, 20, 60, 60);\n
\n\n// Named SVG/CSS color string\nstroke('red');\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\n\n// three-digit hexadecimal RGB notation\nstroke('#fae');\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\n\n// six-digit hexadecimal RGB notation\nstroke('#222222');\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\n\n// integer RGB notation\nstroke('rgb(0,255,0)');\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\n\n// integer RGBA notation\nstroke('rgba(0,255,0,0.25)');\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\n\n// percentage RGB notation\nstroke('rgb(100%,0%,10%)');\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\n\n// percentage RGBA notation\nstroke('rgba(100%,0%,100%,0.5)');\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\n\n// p5 Color object\nstroke(color(0, 0, 255));\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\nred or hue value relative to\n the current color range
\n', - type: 'Number' - }, - { - name: 'v2', - description: - 'green or saturation value\n relative to the current color range
\n', - type: 'Number' - }, - { - name: 'v3', - description: - 'blue or brightness value\n relative to the current color range
\n', - type: 'Number' - }, - { - name: 'alpha', - description: '', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 718, - params: [ - { - name: 'value', - description: 'a color string
\n', - type: 'String' - } - ], - chainable: 1 - }, - { - line: 724, - params: [ - { - name: 'gray', - description: 'a gray value
\n', - type: 'Number' - }, - { - name: 'alpha', - description: '', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 731, - params: [ - { - name: 'values', - description: - 'an array containing the red,green,blue &\n and alpha components of the color
\n', - type: 'Number[]' - } - ], - chainable: 1 - }, - { - line: 738, - params: [ - { - name: 'color', - description: 'the stroke color
\n', - type: 'p5.Color' - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/core/shape/2d_primitives.js', - line: 16, - description: - 'This function does 3 things:
\nBounds the desired start/stop angles for an arc (in radians) so that:
\n0 <= start < TWO_PI ; start <= stop < start + TWO_PI\n
This means that the arc rendering functions don't have to be concerned\nwith what happens if stop is smaller than start, or if the arc 'goes\nround more than once', etc.: they can just start at start and increase\nuntil stop and the correct arc will be drawn.
\nOptionally adjusts the angles within each quadrant to counter the naive\nscaling of the underlying ellipse up from the unit circle. Without\nthis, the angles become arbitrary when width != height: 45 degrees\nmight be drawn at 5 degrees on a 'wide' ellipse, or at 85 degrees on\na 'tall' ellipse.
\nFlags up when start and stop correspond to the same place on the\nunderlying ellipse. This is useful if you want to do something special\nthere (like rendering a whole ellipse instead).
\nDraw an arc to the screen. If called with only x, y, w, h, start, and\nstop, the arc will be drawn and filled as an open pie segment. If a mode parameter is provided, the arc\nwill be filled like an open semi-circle (OPEN) , a closed semi-circle (CHORD), or as a closed pie segment (PIE). The\norigin may be changed with the ellipseMode() function.
\nThe arc is always drawn clockwise from wherever start falls to wherever stop falls on the ellipse.\nAdding or subtracting TWO_PI to either angle does not change where they fall.\nIf both start and stop fall at the same place, a full ellipse will be drawn. Be aware that the the\ny-axis increases in the downward direction therefore the values of PI is counter clockwise.
x-coordinate of the arc's ellipse
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y-coordinate of the arc's ellipse
\n', - type: 'Number' - }, - { - name: 'w', - description: 'width of the arc's ellipse by default
\n', - type: 'Number' - }, - { - name: 'h', - description: 'height of the arc's ellipse by default
\n', - type: 'Number' - }, - { - name: 'start', - description: 'angle to start the arc, specified in radians
\n', - type: 'Number' - }, - { - name: 'stop', - description: 'angle to stop the arc, specified in radians
\n', - type: 'Number' - }, - { - name: 'mode', - description: - 'optional parameter to determine the way of drawing\n the arc. either CHORD, PIE or OPEN
\n', - type: 'Constant', - optional: true - }, - { - name: 'detail', - description: - 'optional parameter for WebGL mode only. This is to\n specify the number of vertices that makes up the\n perimeter of the arc. Default value is 25.
\n', - type: 'Number', - optional: true - } - ], - chainable: 1, - example: [ - '\n\narc(50, 55, 50, 50, 0, HALF_PI);\nnoFill();\narc(50, 55, 60, 60, HALF_PI, PI);\narc(50, 55, 70, 70, PI, PI + QUARTER_PI);\narc(50, 55, 80, 80, PI + QUARTER_PI, TWO_PI);\n
\n\narc(50, 50, 80, 80, 0, PI + QUARTER_PI);\n
\n\narc(50, 50, 80, 80, 0, PI + QUARTER_PI, OPEN);\n
\n\narc(50, 50, 80, 80, 0, PI + QUARTER_PI, CHORD);\n
\n\narc(50, 50, 80, 80, 0, PI + QUARTER_PI, PIE);\n
\nDraws an ellipse (oval) to the screen. An ellipse with equal width and\nheight is a circle. By default, the first two parameters set the location,\nand the third and fourth parameters set the shape's width and height. If\nno height is specified, the value of width is used for both the width and\nheight. If a negative height or width is specified, the absolute value is taken.\nThe origin may be changed with the ellipseMode() function.
\n', - itemtype: 'method', - name: 'ellipse', - chainable: 1, - example: ['\n\nellipse(56, 46, 55, 55);\n
\nx-coordinate of the ellipse.
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y-coordinate of the ellipse.
\n', - type: 'Number' - }, - { - name: 'w', - description: 'width of the ellipse.
\n', - type: 'Number' - }, - { - name: 'h', - description: 'height of the ellipse.
\n', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 235, - params: [ - { - name: 'x', - description: '', - type: 'Number' - }, - { - name: 'y', - description: '', - type: 'Number' - }, - { - name: 'w', - description: '', - type: 'Number' - }, - { - name: 'h', - description: '', - type: 'Number' - }, - { - name: 'detail', - description: - 'number of radial sectors to draw (for WebGL mode)
\n', - type: 'Integer' - } - ] - } - ] - }, - { - file: 'src/core/shape/2d_primitives.js', - line: 270, - description: - 'Draws a circle to the screen. A circle is a simple closed shape.\nIt is the set of all points in a plane that are at a given distance from a given point, the centre.\nThis function is a special case of the ellipse() function, where the width and height of the ellipse are the same.\nHeight and width of the ellipse correspond to the diameter of the circle.\nBy default, the first two parameters set the location of the centre of the circle, the third sets the diameter of the circle.
\n', - itemtype: 'method', - name: 'circle', - params: [ - { - name: 'x', - description: 'x-coordinate of the centre of the circle.
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y-coordinate of the centre of the circle.
\n', - type: 'Number' - }, - { - name: 'd', - description: 'diameter of the circle.
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - '\n\n// Draw a circle at location (30, 30) with a diameter of 20.\ncircle(30, 30, 20);\n
\nDraws a line (a direct path between two points) to the screen. The version\nof line() with four parameters draws the line in 2D. To color a line, use\nthe stroke() function. A line cannot be filled, therefore the fill()\nfunction will not affect the color of a line. 2D lines are drawn with a\nwidth of one pixel by default, but this can be changed with the\nstrokeWeight() function.
\n', - itemtype: 'method', - name: 'line', - chainable: 1, - example: [ - '\n\nline(30, 20, 85, 75);\n
\n\nline(30, 20, 85, 20);\nstroke(126);\nline(85, 20, 85, 75);\nstroke(255);\nline(85, 75, 30, 75);\n
\nthe x-coordinate of the first point
\n', - type: 'Number' - }, - { - name: 'y1', - description: 'the y-coordinate of the first point
\n', - type: 'Number' - }, - { - name: 'x2', - description: 'the x-coordinate of the second point
\n', - type: 'Number' - }, - { - name: 'y2', - description: 'the y-coordinate of the second point
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 336, - params: [ - { - name: 'x1', - description: '', - type: 'Number' - }, - { - name: 'y1', - description: '', - type: 'Number' - }, - { - name: 'z1', - description: 'the z-coordinate of the first point
\n', - type: 'Number' - }, - { - name: 'x2', - description: '', - type: 'Number' - }, - { - name: 'y2', - description: '', - type: 'Number' - }, - { - name: 'z2', - description: 'the z-coordinate of the second point
\n', - type: 'Number' - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/core/shape/2d_primitives.js', - line: 356, - description: - 'Draws a point, a coordinate in space at the dimension of one pixel.\nThe first parameter is the horizontal value for the point, the second\nvalue is the vertical value for the point. The color of the point is\ndetermined by the current stroke.
\n', - itemtype: 'method', - name: 'point', - params: [ - { - name: 'x', - description: 'the x-coordinate
\n', - type: 'Number' - }, - { - name: 'y', - description: 'the y-coordinate
\n', - type: 'Number' - }, - { - name: 'z', - description: 'the z-coordinate (for WebGL mode)
\n', - type: 'Number', - optional: true - } - ], - chainable: 1, - example: [ - '\n\npoint(30, 20);\npoint(85, 20);\npoint(85, 75);\npoint(30, 75);\n
\nDraw a quad. A quad is a quadrilateral, a four sided polygon. It is\nsimilar to a rectangle, but the angles between its edges are not\nconstrained to ninety degrees. The first pair of parameters (x1,y1)\nsets the first vertex and the subsequent pairs should proceed\nclockwise or counter-clockwise around the defined shape.\nz-arguments only work when quad() is used in WEBGL mode.
\n', - itemtype: 'method', - name: 'quad', - chainable: 1, - example: [ - '\n\nquad(38, 31, 86, 20, 69, 63, 30, 76);\n
\nthe x-coordinate of the first point
\n', - type: 'Number' - }, - { - name: 'y1', - description: 'the y-coordinate of the first point
\n', - type: 'Number' - }, - { - name: 'x2', - description: 'the x-coordinate of the second point
\n', - type: 'Number' - }, - { - name: 'y2', - description: 'the y-coordinate of the second point
\n', - type: 'Number' - }, - { - name: 'x3', - description: 'the x-coordinate of the third point
\n', - type: 'Number' - }, - { - name: 'y3', - description: 'the y-coordinate of the third point
\n', - type: 'Number' - }, - { - name: 'x4', - description: 'the x-coordinate of the fourth point
\n', - type: 'Number' - }, - { - name: 'y4', - description: 'the y-coordinate of the fourth point
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 421, - params: [ - { - name: 'x1', - description: '', - type: 'Number' - }, - { - name: 'y1', - description: '', - type: 'Number' - }, - { - name: 'z1', - description: 'the z-coordinate of the first point
\n', - type: 'Number' - }, - { - name: 'x2', - description: '', - type: 'Number' - }, - { - name: 'y2', - description: '', - type: 'Number' - }, - { - name: 'z2', - description: 'the z-coordinate of the second point
\n', - type: 'Number' - }, - { - name: 'x3', - description: '', - type: 'Number' - }, - { - name: 'y3', - description: '', - type: 'Number' - }, - { - name: 'z3', - description: 'the z-coordinate of the third point
\n', - type: 'Number' - }, - { - name: 'x4', - description: '', - type: 'Number' - }, - { - name: 'y4', - description: '', - type: 'Number' - }, - { - name: 'z4', - description: 'the z-coordinate of the fourth point
\n', - type: 'Number' - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/core/shape/2d_primitives.js', - line: 458, - description: - 'Draws a rectangle to the screen. A rectangle is a four-sided shape with\nevery angle at ninety degrees. By default, the first two parameters set\nthe location of the upper-left corner, the third sets the width, and the\nfourth sets the height. The way these parameters are interpreted, however,\nmay be changed with the rectMode() function.\n
\nThe fifth, sixth, seventh and eighth parameters, if specified,\ndetermine corner radius for the top-left, top-right, lower-right and\nlower-left corners, respectively. An omitted corner radius parameter is set\nto the value of the previously specified radius value in the parameter list.
\n// Draw a rectangle at location (30, 20) with a width and height of 55.\nrect(30, 20, 55, 55);\n
\n\n// Draw a rectangle with rounded corners, each having a radius of 20.\nrect(30, 20, 55, 55, 20);\n
\n\n// Draw a rectangle with rounded corners having the following radii:\n// top-left = 20, top-right = 15, bottom-right = 10, bottom-left = 5.\nrect(30, 20, 55, 55, 20, 15, 10, 5);\n
\nx-coordinate of the rectangle.
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y-coordinate of the rectangle.
\n', - type: 'Number' - }, - { - name: 'w', - description: 'width of the rectangle.
\n', - type: 'Number' - }, - { - name: 'h', - description: 'height of the rectangle.
\n', - type: 'Number' - }, - { - name: 'tl', - description: 'optional radius of top-left corner.
\n', - type: 'Number', - optional: true - }, - { - name: 'tr', - description: 'optional radius of top-right corner.
\n', - type: 'Number', - optional: true - }, - { - name: 'br', - description: 'optional radius of bottom-right corner.
\n', - type: 'Number', - optional: true - }, - { - name: 'bl', - description: 'optional radius of bottom-left corner.
\n', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 508, - params: [ - { - name: 'x', - description: '', - type: 'Number' - }, - { - name: 'y', - description: '', - type: 'Number' - }, - { - name: 'w', - description: '', - type: 'Number' - }, - { - name: 'h', - description: '', - type: 'Number' - }, - { - name: 'detailX', - description: - 'number of segments in the x-direction (for WebGL mode)
\n', - type: 'Integer', - optional: true - }, - { - name: 'detailY', - description: - 'number of segments in the y-direction (for WebGL mode)
\n', - type: 'Integer', - optional: true - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/core/shape/2d_primitives.js', - line: 541, - description: - 'Draws a square to the screen. A square is a four-sided shape with\nevery angle at ninety degrees, and equal side size.\nThis function is a special case of the rect() function, where the width and height are the same, and the parameter is called "s" for side size.\nBy default, the first two parameters set the location of the upper-left corner, the third sets the side size of the square.\nThe way these parameters are interpreted, however,\nmay be changed with the rectMode() function.\n
\nThe fourth, fifth, sixth and seventh parameters, if specified,\ndetermine corner radius for the top-left, top-right, lower-right and\nlower-left corners, respectively. An omitted corner radius parameter is set\nto the value of the previously specified radius value in the parameter list.
x-coordinate of the square.
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y-coordinate of the square.
\n', - type: 'Number' - }, - { - name: 's', - description: 'side size of the square.
\n', - type: 'Number' - }, - { - name: 'tl', - description: 'optional radius of top-left corner.
\n', - type: 'Number', - optional: true - }, - { - name: 'tr', - description: 'optional radius of top-right corner.
\n', - type: 'Number', - optional: true - }, - { - name: 'br', - description: 'optional radius of bottom-right corner.
\n', - type: 'Number', - optional: true - }, - { - name: 'bl', - description: 'optional radius of bottom-left corner.
\n', - type: 'Number', - optional: true - } - ], - chainable: 1, - example: [ - '\n\n// Draw a square at location (30, 20) with a side size of 55.\nsquare(30, 20, 55);\n
\n\n// Draw a square with rounded corners, each having a radius of 20.\nsquare(30, 20, 55, 20);\n
\n\n// Draw a square with rounded corners having the following radii:\n// top-left = 20, top-right = 15, bottom-right = 10, bottom-left = 5.\nsquare(30, 20, 55, 20, 15, 10, 5);\n
\nA triangle is a plane created by connecting three points. The first two\narguments specify the first point, the middle two arguments specify the\nsecond point, and the last two arguments specify the third point.
\n', - itemtype: 'method', - name: 'triangle', - params: [ - { - name: 'x1', - description: 'x-coordinate of the first point
\n', - type: 'Number' - }, - { - name: 'y1', - description: 'y-coordinate of the first point
\n', - type: 'Number' - }, - { - name: 'x2', - description: 'x-coordinate of the second point
\n', - type: 'Number' - }, - { - name: 'y2', - description: 'y-coordinate of the second point
\n', - type: 'Number' - }, - { - name: 'x3', - description: 'x-coordinate of the third point
\n', - type: 'Number' - }, - { - name: 'y3', - description: 'y-coordinate of the third point
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - '\n\ntriangle(30, 75, 58, 20, 86, 75);\n
\nModifies the location from which ellipses are drawn by changing the way\nin which parameters given to ellipse() are interpreted.\n
\nThe default mode is ellipseMode(CENTER), which interprets the first two\nparameters of ellipse() as the shape's center point, while the third and\nfourth parameters are its width and height.\n
\nellipseMode(RADIUS) also uses the first two parameters of ellipse() as\nthe shape's center point, but uses the third and fourth parameters to\nspecify half of the shapes's width and height.\n
\nellipseMode(CORNER) interprets the first two parameters of ellipse() as\nthe upper-left corner of the shape, while the third and fourth parameters\nare its width and height.\n
\nellipseMode(CORNERS) interprets the first two parameters of ellipse() as\nthe location of one corner of the ellipse's bounding box, and the third\nand fourth parameters as the location of the opposite corner.\n
\nThe parameter must be written in ALL CAPS because Javascript is a\ncase-sensitive language.
either CENTER, RADIUS, CORNER, or CORNERS
\n', - type: 'Constant' - } - ], - chainable: 1, - example: [ - '\n\nellipseMode(RADIUS); // Set ellipseMode to RADIUS\nfill(255); // Set fill to white\nellipse(50, 50, 30, 30); // Draw white ellipse using RADIUS mode\n\nellipseMode(CENTER); // Set ellipseMode to CENTER\nfill(100); // Set fill to gray\nellipse(50, 50, 30, 30); // Draw gray ellipse using CENTER mode\n
\n\nellipseMode(CORNER); // Set ellipseMode is CORNER\nfill(255); // Set fill to white\nellipse(25, 25, 50, 50); // Draw white ellipse using CORNER mode\n\nellipseMode(CORNERS); // Set ellipseMode to CORNERS\nfill(100); // Set fill to gray\nellipse(25, 25, 50, 50); // Draw gray ellipse using CORNERS mode\n
\nDraws all geometry with jagged (aliased) edges. Note that smooth() is\nactive by default in 2D mode, so it is necessary to call noSmooth() to disable\nsmoothing of geometry, images, and fonts. In 3D mode, noSmooth() is enabled\nby default, so it is necessary to call smooth() if you would like\nsmooth (antialiased) edges on your geometry.
\n', - itemtype: 'method', - name: 'noSmooth', - chainable: 1, - example: [ - '\n\nbackground(0);\nnoStroke();\nsmooth();\nellipse(30, 48, 36, 36);\nnoSmooth();\nellipse(70, 48, 36, 36);\n
\nModifies the location from which rectangles are drawn by changing the way\nin which parameters given to rect() are interpreted.\n
\nThe default mode is rectMode(CORNER), which interprets the first two\nparameters of rect() as the upper-left corner of the shape, while the\nthird and fourth parameters are its width and height.\n
\nrectMode(CORNERS) interprets the first two parameters of rect() as the\nlocation of one corner, and the third and fourth parameters as the\nlocation of the opposite corner.\n
\nrectMode(CENTER) interprets the first two parameters of rect() as the\nshape's center point, while the third and fourth parameters are its\nwidth and height.\n
\nrectMode(RADIUS) also uses the first two parameters of rect() as the\nshape's center point, but uses the third and fourth parameters to specify\nhalf of the shapes's width and height.\n
\nThe parameter must be written in ALL CAPS because Javascript is a\ncase-sensitive language.
either CORNER, CORNERS, CENTER, or RADIUS
\n', - type: 'Constant' - } - ], - chainable: 1, - example: [ - '\n\nrectMode(CORNER); // Default rectMode is CORNER\nfill(255); // Set fill to white\nrect(25, 25, 50, 50); // Draw white rect using CORNER mode\n\nrectMode(CORNERS); // Set rectMode to CORNERS\nfill(100); // Set fill to gray\nrect(25, 25, 50, 50); // Draw gray rect using CORNERS mode\n
\n\nrectMode(RADIUS); // Set rectMode to RADIUS\nfill(255); // Set fill to white\nrect(50, 50, 30, 30); // Draw white rect using RADIUS mode\n\nrectMode(CENTER); // Set rectMode to CENTER\nfill(100); // Set fill to gray\nrect(50, 50, 30, 30); // Draw gray rect using CENTER mode\n
\nDraws all geometry with smooth (anti-aliased) edges. smooth() will also\nimprove image quality of resized images. Note that smooth() is active by\ndefault in 2D mode; noSmooth() can be used to disable smoothing of geometry,\nimages, and fonts. In 3D mode, noSmooth() is enabled\nby default, so it is necessary to call smooth() if you would like\nsmooth (antialiased) edges on your geometry.
\n', - itemtype: 'method', - name: 'smooth', - chainable: 1, - example: [ - '\n\nbackground(0);\nnoStroke();\nsmooth();\nellipse(30, 48, 36, 36);\nnoSmooth();\nellipse(70, 48, 36, 36);\n
\nSets the style for rendering line endings. These ends are either squared,\nextended, or rounded, each of which specified with the corresponding\nparameters: SQUARE, PROJECT, and ROUND. The default cap is ROUND.
\n', - itemtype: 'method', - name: 'strokeCap', - params: [ - { - name: 'cap', - description: 'either SQUARE, PROJECT, or ROUND
\n', - type: 'Constant' - } - ], - chainable: 1, - example: [ - '\n\nstrokeWeight(12.0);\nstrokeCap(ROUND);\nline(20, 30, 80, 30);\nstrokeCap(SQUARE);\nline(20, 50, 80, 50);\nstrokeCap(PROJECT);\nline(20, 70, 80, 70);\n
\nSets the style of the joints which connect line segments. These joints\nare either mitered, beveled, or rounded and specified with the\ncorresponding parameters MITER, BEVEL, and ROUND. The default joint is\nMITER.
\n', - itemtype: 'method', - name: 'strokeJoin', - params: [ - { - name: 'join', - description: 'either MITER, BEVEL, ROUND
\n', - type: 'Constant' - } - ], - chainable: 1, - example: [ - '\n\nnoFill();\nstrokeWeight(10.0);\nstrokeJoin(MITER);\nbeginShape();\nvertex(35, 20);\nvertex(65, 50);\nvertex(35, 80);\nendShape();\n
\n\nnoFill();\nstrokeWeight(10.0);\nstrokeJoin(BEVEL);\nbeginShape();\nvertex(35, 20);\nvertex(65, 50);\nvertex(35, 80);\nendShape();\n
\n\nnoFill();\nstrokeWeight(10.0);\nstrokeJoin(ROUND);\nbeginShape();\nvertex(35, 20);\nvertex(65, 50);\nvertex(35, 80);\nendShape();\n
\nSets the width of the stroke used for lines, points, and the border\naround shapes. All widths are set in units of pixels.
\n', - itemtype: 'method', - name: 'strokeWeight', - params: [ - { - name: 'weight', - description: 'the weight (in pixels) of the stroke
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - '\n\nstrokeWeight(1); // Default\nline(20, 20, 80, 20);\nstrokeWeight(4); // Thicker\nline(20, 40, 80, 40);\nstrokeWeight(10); // Beastly\nline(20, 70, 80, 70);\n
\nDraws a cubic Bezier curve on the screen. These curves are defined by a\nseries of anchor and control points. The first two parameters specify\nthe first anchor point and the last two parameters specify the other\nanchor point, which become the first and last points on the curve. The\nmiddle parameters specify the two control points which define the shape\nof the curve. Approximately speaking, control points "pull" the curve\ntowards them.
Bezier curves were developed by French\nautomotive engineer Pierre Bezier, and are commonly used in computer\ngraphics to define gently sloping curves. See also curve().
\nnoFill();\nstroke(255, 102, 0);\nline(85, 20, 10, 10);\nline(90, 90, 15, 80);\nstroke(0, 0, 0);\nbezier(85, 20, 10, 10, 90, 90, 15, 80);\n
\n\nbackground(0, 0, 0);\nnoFill();\nstroke(255);\nbezier(250, 250, 0, 100, 100, 0, 100, 0, 0, 0, 100, 0);\n
\nx-coordinate for the first anchor point
\n', - type: 'Number' - }, - { - name: 'y1', - description: 'y-coordinate for the first anchor point
\n', - type: 'Number' - }, - { - name: 'x2', - description: 'x-coordinate for the first control point
\n', - type: 'Number' - }, - { - name: 'y2', - description: 'y-coordinate for the first control point
\n', - type: 'Number' - }, - { - name: 'x3', - description: 'x-coordinate for the second control point
\n', - type: 'Number' - }, - { - name: 'y3', - description: 'y-coordinate for the second control point
\n', - type: 'Number' - }, - { - name: 'x4', - description: 'x-coordinate for the second anchor point
\n', - type: 'Number' - }, - { - name: 'y4', - description: 'y-coordinate for the second anchor point
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 66, - params: [ - { - name: 'x1', - description: '', - type: 'Number' - }, - { - name: 'y1', - description: '', - type: 'Number' - }, - { - name: 'z1', - description: 'z-coordinate for the first anchor point
\n', - type: 'Number' - }, - { - name: 'x2', - description: '', - type: 'Number' - }, - { - name: 'y2', - description: '', - type: 'Number' - }, - { - name: 'z2', - description: 'z-coordinate for the first control point
\n', - type: 'Number' - }, - { - name: 'x3', - description: '', - type: 'Number' - }, - { - name: 'y3', - description: '', - type: 'Number' - }, - { - name: 'z3', - description: 'z-coordinate for the second control point
\n', - type: 'Number' - }, - { - name: 'x4', - description: '', - type: 'Number' - }, - { - name: 'y4', - description: '', - type: 'Number' - }, - { - name: 'z4', - description: 'z-coordinate for the second anchor point
\n', - type: 'Number' - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/core/shape/curves.js', - line: 96, - description: - 'Sets the resolution at which Beziers display.
\nThe default value is 20.
\nThis function is only useful when using the WEBGL renderer\nas the default canvas renderer does not use this information.
\n', - itemtype: 'method', - name: 'bezierDetail', - params: [ - { - name: 'detail', - description: 'resolution of the curves
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - "\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n noFill();\n\n bezierDetail(5);\n}\n\nfunction draw() {\n background(200);\n\n bezier(-40, -40, 0,\n 90, -40, 0,\n -90, 40, 0,\n 40, 40, 0);\n}\n
\nEvaluates the Bezier at position t for points a, b, c, d.\nThe parameters a and d are the first and last points\non the curve, and b and c are the control points.\nThe final parameter t varies between 0 and 1.\nThis can be done once with the x coordinates and a second time\nwith the y coordinates to get the location of a bezier curve at t.
\n', - itemtype: 'method', - name: 'bezierPoint', - params: [ - { - name: 'a', - description: 'coordinate of first point on the curve
\n', - type: 'Number' - }, - { - name: 'b', - description: 'coordinate of first control point
\n', - type: 'Number' - }, - { - name: 'c', - description: 'coordinate of second control point
\n', - type: 'Number' - }, - { - name: 'd', - description: 'coordinate of second point on the curve
\n', - type: 'Number' - }, - { - name: 't', - description: 'value between 0 and 1
\n', - type: 'Number' - } - ], - return: { - description: 'the value of the Bezier at position t', - type: 'Number' - }, - example: [ - '\n\nnoFill();\nlet x1 = 85,\n x2 = 10,\n x3 = 90,\n x4 = 15;\nlet y1 = 20,\n y2 = 10,\n y3 = 90,\n y4 = 80;\nbezier(x1, y1, x2, y2, x3, y3, x4, y4);\nfill(255);\nlet steps = 10;\nfor (let i = 0; i <= steps; i++) {\n let t = i / steps;\n let x = bezierPoint(x1, x2, x3, x4, t);\n let y = bezierPoint(y1, y2, y3, y4, t);\n ellipse(x, y, 5, 5);\n}\n
\nEvaluates the tangent to the Bezier at position t for points a, b, c, d.\nThe parameters a and d are the first and last points\non the curve, and b and c are the control points.\nThe final parameter t varies between 0 and 1.
\n', - itemtype: 'method', - name: 'bezierTangent', - params: [ - { - name: 'a', - description: 'coordinate of first point on the curve
\n', - type: 'Number' - }, - { - name: 'b', - description: 'coordinate of first control point
\n', - type: 'Number' - }, - { - name: 'c', - description: 'coordinate of second control point
\n', - type: 'Number' - }, - { - name: 'd', - description: 'coordinate of second point on the curve
\n', - type: 'Number' - }, - { - name: 't', - description: 'value between 0 and 1
\n', - type: 'Number' - } - ], - return: { - description: 'the tangent at position t', - type: 'Number' - }, - example: [ - '\n\nnoFill();\nbezier(85, 20, 10, 10, 90, 90, 15, 80);\nlet steps = 6;\nfill(255);\nfor (let i = 0; i <= steps; i++) {\n let t = i / steps;\n // Get the location of the point\n let x = bezierPoint(85, 10, 90, 15, t);\n let y = bezierPoint(20, 10, 90, 80, t);\n // Get the tangent points\n let tx = bezierTangent(85, 10, 90, 15, t);\n let ty = bezierTangent(20, 10, 90, 80, t);\n // Calculate an angle from the tangent points\n let a = atan2(ty, tx);\n a += PI;\n stroke(255, 102, 0);\n line(x, y, cos(a) * 30 + x, sin(a) * 30 + y);\n // The following line of code makes a line\n // inverse of the above line\n //line(x, y, cos(a)*-30 + x, sin(a)*-30 + y);\n stroke(0);\n ellipse(x, y, 5, 5);\n}\n
\n\nnoFill();\nbezier(85, 20, 10, 10, 90, 90, 15, 80);\nstroke(255, 102, 0);\nlet steps = 16;\nfor (let i = 0; i <= steps; i++) {\n let t = i / steps;\n let x = bezierPoint(85, 10, 90, 15, t);\n let y = bezierPoint(20, 10, 90, 80, t);\n let tx = bezierTangent(85, 10, 90, 15, t);\n let ty = bezierTangent(20, 10, 90, 80, t);\n let a = atan2(ty, tx);\n a -= HALF_PI;\n line(x, y, cos(a) * 8 + x, sin(a) * 8 + y);\n}\n
\nDraws a curved line on the screen between two points, given as the\nmiddle four parameters. The first two parameters are a control point, as\nif the curve came from this point even though it's not drawn. The last\ntwo parameters similarly describe the other control point.
\nLonger curves can be created by putting a series of curve() functions\ntogether or using curveVertex(). An additional function called\ncurveTightness() provides control for the visual quality of the curve.\nThe curve() function is an implementation of Catmull-Rom splines.
\nnoFill();\nstroke(255, 102, 0);\ncurve(5, 26, 5, 26, 73, 24, 73, 61);\nstroke(0);\ncurve(5, 26, 73, 24, 73, 61, 15, 65);\nstroke(255, 102, 0);\ncurve(73, 24, 73, 61, 15, 65, 15, 65);\n
\n\n// Define the curve points as JavaScript objects\nlet p1 = { x: 5, y: 26 },\n p2 = { x: 73, y: 24 };\nlet p3 = { x: 73, y: 61 },\n p4 = { x: 15, y: 65 };\nnoFill();\nstroke(255, 102, 0);\ncurve(p1.x, p1.y, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);\nstroke(0);\ncurve(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y);\nstroke(255, 102, 0);\ncurve(p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, p4.x, p4.y);\n
\n\nnoFill();\nstroke(255, 102, 0);\ncurve(5, 26, 0, 5, 26, 0, 73, 24, 0, 73, 61, 0);\nstroke(0);\ncurve(5, 26, 0, 73, 24, 0, 73, 61, 0, 15, 65, 0);\nstroke(255, 102, 0);\ncurve(73, 24, 0, 73, 61, 0, 15, 65, 0, 15, 65, 0);\n
\nx-coordinate for the beginning control point
\n', - type: 'Number' - }, - { - name: 'y1', - description: - 'y-coordinate for the beginning control point
\n', - type: 'Number' - }, - { - name: 'x2', - description: 'x-coordinate for the first point
\n', - type: 'Number' - }, - { - name: 'y2', - description: 'y-coordinate for the first point
\n', - type: 'Number' - }, - { - name: 'x3', - description: 'x-coordinate for the second point
\n', - type: 'Number' - }, - { - name: 'y3', - description: 'y-coordinate for the second point
\n', - type: 'Number' - }, - { - name: 'x4', - description: 'x-coordinate for the ending control point
\n', - type: 'Number' - }, - { - name: 'y4', - description: 'y-coordinate for the ending control point
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 338, - params: [ - { - name: 'x1', - description: '', - type: 'Number' - }, - { - name: 'y1', - description: '', - type: 'Number' - }, - { - name: 'z1', - description: - 'z-coordinate for the beginning control point
\n', - type: 'Number' - }, - { - name: 'x2', - description: '', - type: 'Number' - }, - { - name: 'y2', - description: '', - type: 'Number' - }, - { - name: 'z2', - description: 'z-coordinate for the first point
\n', - type: 'Number' - }, - { - name: 'x3', - description: '', - type: 'Number' - }, - { - name: 'y3', - description: '', - type: 'Number' - }, - { - name: 'z3', - description: 'z-coordinate for the second point
\n', - type: 'Number' - }, - { - name: 'x4', - description: '', - type: 'Number' - }, - { - name: 'y4', - description: '', - type: 'Number' - }, - { - name: 'z4', - description: 'z-coordinate for the ending control point
\n', - type: 'Number' - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/core/shape/curves.js', - line: 364, - description: - 'Sets the resolution at which curves display.
\nThe default value is 20 while the minimum value is 3.
\nThis function is only useful when using the WEBGL renderer\nas the default canvas renderer does not use this\ninformation.
\n', - itemtype: 'method', - name: 'curveDetail', - params: [ - { - name: 'resolution', - description: 'resolution of the curves
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - "\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n\n curveDetail(5);\n}\nfunction draw() {\n background(200);\n\n curve(250, 600, 0, -30, 40, 0, 30, 30, 0, -250, 600, 0);\n}\n
\nModifies the quality of forms created with curve() and curveVertex().\nThe parameter tightness determines how the curve fits to the vertex\npoints. The value 0.0 is the default value for tightness (this value\ndefines the curves to be Catmull-Rom splines) and the value 1.0 connects\nall the points with straight lines. Values within the range -5.0 and 5.0\nwill deform the curves but will leave them recognizable and as values\nincrease in magnitude, they will continue to deform.
\n', - itemtype: 'method', - name: 'curveTightness', - params: [ - { - name: 'amount', - description: - 'amount of deformation from the original vertices
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - '\n\n// Move the mouse left and right to see the curve change\n\nfunction setup() {\n createCanvas(100, 100);\n noFill();\n}\n\nfunction draw() {\n background(204);\n let t = map(mouseX, 0, width, -5, 5);\n curveTightness(t);\n beginShape();\n curveVertex(10, 26);\n curveVertex(10, 26);\n curveVertex(83, 24);\n curveVertex(83, 61);\n curveVertex(25, 65);\n curveVertex(25, 65);\n endShape();\n}\n
\nEvaluates the curve at position t for points a, b, c, d.\nThe parameter t varies between 0 and 1, a and d are control points\nof the curve, and b and c are the start and end points of the curve.\nThis can be done once with the x coordinates and a second time\nwith the y coordinates to get the location of a curve at t.
\n', - itemtype: 'method', - name: 'curvePoint', - params: [ - { - name: 'a', - description: 'coordinate of first control point of the curve
\n', - type: 'Number' - }, - { - name: 'b', - description: 'coordinate of first point
\n', - type: 'Number' - }, - { - name: 'c', - description: 'coordinate of second point
\n', - type: 'Number' - }, - { - name: 'd', - description: 'coordinate of second control point
\n', - type: 'Number' - }, - { - name: 't', - description: 'value between 0 and 1
\n', - type: 'Number' - } - ], - return: { - description: 'bezier value at position t', - type: 'Number' - }, - example: [ - '\n\nnoFill();\ncurve(5, 26, 5, 26, 73, 24, 73, 61);\ncurve(5, 26, 73, 24, 73, 61, 15, 65);\nfill(255);\nellipseMode(CENTER);\nlet steps = 6;\nfor (let i = 0; i <= steps; i++) {\n let t = i / steps;\n let x = curvePoint(5, 5, 73, 73, t);\n let y = curvePoint(26, 26, 24, 61, t);\n ellipse(x, y, 5, 5);\n x = curvePoint(5, 73, 73, 15, t);\n y = curvePoint(26, 24, 61, 65, t);\n ellipse(x, y, 5, 5);\n}\n
\nEvaluates the tangent to the curve at position t for points a, b, c, d.\nThe parameter t varies between 0 and 1, a and d are points on the curve,\nand b and c are the control points.
\n', - itemtype: 'method', - name: 'curveTangent', - params: [ - { - name: 'a', - description: 'coordinate of first point on the curve
\n', - type: 'Number' - }, - { - name: 'b', - description: 'coordinate of first control point
\n', - type: 'Number' - }, - { - name: 'c', - description: 'coordinate of second control point
\n', - type: 'Number' - }, - { - name: 'd', - description: 'coordinate of second point on the curve
\n', - type: 'Number' - }, - { - name: 't', - description: 'value between 0 and 1
\n', - type: 'Number' - } - ], - return: { - description: 'the tangent at position t', - type: 'Number' - }, - example: [ - '\n\nnoFill();\ncurve(5, 26, 73, 24, 73, 61, 15, 65);\nlet steps = 6;\nfor (let i = 0; i <= steps; i++) {\n let t = i / steps;\n let x = curvePoint(5, 73, 73, 15, t);\n let y = curvePoint(26, 24, 61, 65, t);\n //ellipse(x, y, 5, 5);\n let tx = curveTangent(5, 73, 73, 15, t);\n let ty = curveTangent(26, 24, 61, 65, t);\n let a = atan2(ty, tx);\n a -= PI / 2.0;\n line(x, y, cos(a) * 8 + x, sin(a) * 8 + y);\n}\n
\nUse the beginContour() and endContour() functions to create negative\nshapes within shapes such as the center of the letter 'O'. beginContour()\nbegins recording vertices for the shape and endContour() stops recording.\nThe vertices that define a negative shape must "wind" in the opposite\ndirection from the exterior shape. First draw vertices for the exterior\nclockwise order, then for internal shapes, draw vertices\nshape in counter-clockwise.\n
\nThese functions can only be used within a beginShape()/endShape() pair and\ntransformations such as translate(), rotate(), and scale() do not work\nwithin a beginContour()/endContour() pair. It is also not possible to use\nother shapes, such as ellipse() or rect() within.
\ntranslate(50, 50);\nstroke(255, 0, 0);\nbeginShape();\n// Exterior part of shape, clockwise winding\nvertex(-40, -40);\nvertex(40, -40);\nvertex(40, 40);\nvertex(-40, 40);\n// Interior part of shape, counter-clockwise winding\nbeginContour();\nvertex(-20, -20);\nvertex(-20, 20);\nvertex(20, 20);\nvertex(20, -20);\nendContour();\nendShape(CLOSE);\n
\nUsing the beginShape() and endShape() functions allow creating more\ncomplex forms. beginShape() begins recording vertices for a shape and\nendShape() stops recording. The value of the kind parameter tells it which\ntypes of shapes to create from the provided vertices. With no mode\nspecified, the shape can be any irregular polygon.\n
\nThe parameters available for beginShape() are POINTS, LINES, TRIANGLES,\nTRIANGLE_FAN, TRIANGLE_STRIP, QUADS, and QUAD_STRIP. After calling the\nbeginShape() function, a series of vertex() commands must follow. To stop\ndrawing the shape, call endShape(). Each shape will be outlined with the\ncurrent stroke color and filled with the fill color.\n
\nTransformations such as translate(), rotate(), and scale() do not work\nwithin beginShape(). It is also not possible to use other shapes, such as\nellipse() or rect() within beginShape().
either POINTS, LINES, TRIANGLES, TRIANGLE_FAN\n TRIANGLE_STRIP, QUADS, or QUAD_STRIP
\n', - type: 'Constant', - optional: true - } - ], - chainable: 1, - example: [ - '\n\nbeginShape();\nvertex(30, 20);\nvertex(85, 20);\nvertex(85, 75);\nvertex(30, 75);\nendShape(CLOSE);\n
\n\nbeginShape(POINTS);\nvertex(30, 20);\nvertex(85, 20);\nvertex(85, 75);\nvertex(30, 75);\nendShape();\n
\n\nbeginShape(LINES);\nvertex(30, 20);\nvertex(85, 20);\nvertex(85, 75);\nvertex(30, 75);\nendShape();\n
\n\nnoFill();\nbeginShape();\nvertex(30, 20);\nvertex(85, 20);\nvertex(85, 75);\nvertex(30, 75);\nendShape();\n
\n\nnoFill();\nbeginShape();\nvertex(30, 20);\nvertex(85, 20);\nvertex(85, 75);\nvertex(30, 75);\nendShape(CLOSE);\n
\n\nbeginShape(TRIANGLES);\nvertex(30, 75);\nvertex(40, 20);\nvertex(50, 75);\nvertex(60, 20);\nvertex(70, 75);\nvertex(80, 20);\nendShape();\n
\n\nbeginShape(TRIANGLE_STRIP);\nvertex(30, 75);\nvertex(40, 20);\nvertex(50, 75);\nvertex(60, 20);\nvertex(70, 75);\nvertex(80, 20);\nvertex(90, 75);\nendShape();\n
\n\nbeginShape(TRIANGLE_FAN);\nvertex(57.5, 50);\nvertex(57.5, 15);\nvertex(92, 50);\nvertex(57.5, 85);\nvertex(22, 50);\nvertex(57.5, 15);\nendShape();\n
\n\nbeginShape(QUADS);\nvertex(30, 20);\nvertex(30, 75);\nvertex(50, 75);\nvertex(50, 20);\nvertex(65, 20);\nvertex(65, 75);\nvertex(85, 75);\nvertex(85, 20);\nendShape();\n
\n\nbeginShape(QUAD_STRIP);\nvertex(30, 20);\nvertex(30, 75);\nvertex(50, 20);\nvertex(50, 75);\nvertex(65, 20);\nvertex(65, 75);\nvertex(85, 20);\nvertex(85, 75);\nendShape();\n
\n\nbeginShape();\nvertex(20, 20);\nvertex(40, 20);\nvertex(40, 40);\nvertex(60, 40);\nvertex(60, 60);\nvertex(20, 60);\nendShape(CLOSE);\n
\nSpecifies vertex coordinates for Bezier curves. Each call to\nbezierVertex() defines the position of two control points and\none anchor point of a Bezier curve, adding a new segment to a\nline or shape. For WebGL mode bezierVertex() can be used in 2D\nas well as 3D mode. 2D mode expects 6 parameters, while 3D mode\nexpects 9 parameters (including z coordinates).\n
\nThe first time bezierVertex() is used within a beginShape()\ncall, it must be prefaced with a call to vertex() to set the first anchor\npoint. This function must be used between beginShape() and endShape()\nand only when there is no MODE or POINTS parameter specified to\nbeginShape().
\nnoFill();\nbeginShape();\nvertex(30, 20);\nbezierVertex(80, 0, 80, 75, 30, 75);\nendShape();\n
\n\nbeginShape();\nvertex(30, 20);\nbezierVertex(80, 0, 80, 75, 30, 75);\nbezierVertex(50, 80, 60, 25, 30, 20);\nendShape();\n
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n setAttributes('antialias', true);\n}\nfunction draw() {\n orbitControl();\n background(50);\n strokeWeight(4);\n stroke(255);\n point(-25, 30);\n point(25, 30);\n point(25, -30);\n point(-25, -30);\n\n strokeWeight(1);\n noFill();\n\n beginShape();\n vertex(-25, 30);\n bezierVertex(25, 30, 25, -30, -25, -30);\n endShape();\n\n beginShape();\n vertex(-25, 30, 20);\n bezierVertex(25, 30, 20, 25, -30, 20, -25, -30, 20);\n endShape();\n}\n
\nx-coordinate for the first control point
\n', - type: 'Number' - }, - { - name: 'y2', - description: 'y-coordinate for the first control point
\n', - type: 'Number' - }, - { - name: 'x3', - description: 'x-coordinate for the second control point
\n', - type: 'Number' - }, - { - name: 'y3', - description: 'y-coordinate for the second control point
\n', - type: 'Number' - }, - { - name: 'x4', - description: 'x-coordinate for the anchor point
\n', - type: 'Number' - }, - { - name: 'y4', - description: 'y-coordinate for the anchor point
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 358, - params: [ - { - name: 'x2', - description: '', - type: 'Number' - }, - { - name: 'y2', - description: '', - type: 'Number' - }, - { - name: 'z2', - description: - 'z-coordinate for the first control point (for WebGL mode)
\n', - type: 'Number' - }, - { - name: 'x3', - description: '', - type: 'Number' - }, - { - name: 'y3', - description: '', - type: 'Number' - }, - { - name: 'z3', - description: - 'z-coordinate for the second control point (for WebGL mode)
\n', - type: 'Number' - }, - { - name: 'x4', - description: '', - type: 'Number' - }, - { - name: 'y4', - description: '', - type: 'Number' - }, - { - name: 'z4', - description: - 'z-coordinate for the anchor point (for WebGL mode)
\n', - type: 'Number' - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/core/shape/vertex.js', - line: 398, - description: - 'Specifies vertex coordinates for curves. This function may only\nbe used between beginShape() and endShape() and only when there\nis no MODE parameter specified to beginShape().\nFor WebGL mode curveVertex() can be used in 2D as well as 3D mode.\n2D mode expects 2 parameters, while 3D mode expects 3 parameters.\n
\nThe first and last points in a series of curveVertex() lines will be used to\nguide the beginning and end of a the curve. A minimum of four\npoints is required to draw a tiny curve between the second and\nthird points. Adding a fifth point with curveVertex() will draw\nthe curve between the second, third, and fourth points. The\ncurveVertex() function is an implementation of Catmull-Rom\nsplines.
\nstrokeWeight(5);\npoint(84, 91);\npoint(68, 19);\npoint(21, 17);\npoint(32, 91);\nstrokeWeight(1);\n\nnoFill();\nbeginShape();\ncurveVertex(84, 91);\ncurveVertex(84, 91);\ncurveVertex(68, 19);\ncurveVertex(21, 17);\ncurveVertex(32, 91);\ncurveVertex(32, 91);\nendShape();\n
\nx-coordinate of the vertex
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y-coordinate of the vertex
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 443, - params: [ - { - name: 'x', - description: '', - type: 'Number' - }, - { - name: 'y', - description: '', - type: 'Number' - }, - { - name: 'z', - description: 'z-coordinate of the vertex (for WebGL mode)
\n', - type: 'Number', - optional: true - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/core/shape/vertex.js', - line: 508, - description: - 'Use the beginContour() and endContour() functions to create negative\nshapes within shapes such as the center of the letter 'O'. beginContour()\nbegins recording vertices for the shape and endContour() stops recording.\nThe vertices that define a negative shape must "wind" in the opposite\ndirection from the exterior shape. First draw vertices for the exterior\nclockwise order, then for internal shapes, draw vertices\nshape in counter-clockwise.\n
\nThese functions can only be used within a beginShape()/endShape() pair and\ntransformations such as translate(), rotate(), and scale() do not work\nwithin a beginContour()/endContour() pair. It is also not possible to use\nother shapes, such as ellipse() or rect() within.
\ntranslate(50, 50);\nstroke(255, 0, 0);\nbeginShape();\n// Exterior part of shape, clockwise winding\nvertex(-40, -40);\nvertex(40, -40);\nvertex(40, 40);\nvertex(-40, 40);\n// Interior part of shape, counter-clockwise winding\nbeginContour();\nvertex(-20, -20);\nvertex(-20, 20);\nvertex(20, 20);\nvertex(20, -20);\nendContour();\nendShape(CLOSE);\n
\nThe endShape() function is the companion to beginShape() and may only be\ncalled after beginShape(). When endshape() is called, all of image data\ndefined since the previous call to beginShape() is written into the image\nbuffer. The constant CLOSE as the value for the MODE parameter to close\nthe shape (to connect the beginning and the end).
\n', - itemtype: 'method', - name: 'endShape', - params: [ - { - name: 'mode', - description: 'use CLOSE to close the shape
\n', - type: 'Constant', - optional: true - } - ], - chainable: 1, - example: [ - '\n\nnoFill();\n\nbeginShape();\nvertex(20, 20);\nvertex(45, 20);\nvertex(45, 80);\nendShape(CLOSE);\n\nbeginShape();\nvertex(50, 20);\nvertex(75, 20);\nvertex(75, 80);\nendShape();\n
\nSpecifies vertex coordinates for quadratic Bezier curves. Each call to\nquadraticVertex() defines the position of one control points and one\nanchor point of a Bezier curve, adding a new segment to a line or shape.\nThe first time quadraticVertex() is used within a beginShape() call, it\nmust be prefaced with a call to vertex() to set the first anchor point.\nFor WebGL mode quadraticVertex() can be used in 2D as well as 3D mode.\n2D mode expects 4 parameters, while 3D mode expects 6 parameters\n(including z coordinates).\n
\nThis function must be used between beginShape() and endShape()\nand only when there is no MODE or POINTS parameter specified to\nbeginShape().
\nstrokeWeight(5);\npoint(20, 20);\npoint(80, 20);\npoint(50, 50);\n\nnoFill();\nstrokeWeight(1);\nbeginShape();\nvertex(20, 20);\nquadraticVertex(80, 20, 50, 50);\nendShape();\n
\n\nstrokeWeight(5);\npoint(20, 20);\npoint(80, 20);\npoint(50, 50);\n\npoint(20, 80);\npoint(80, 80);\npoint(80, 60);\n\nnoFill();\nstrokeWeight(1);\nbeginShape();\nvertex(20, 20);\nquadraticVertex(80, 20, 50, 50);\nquadraticVertex(20, 80, 80, 80);\nvertex(80, 60);\nendShape();\n
\nx-coordinate for the control point
\n', - type: 'Number' - }, - { - name: 'cy', - description: 'y-coordinate for the control point
\n', - type: 'Number' - }, - { - name: 'x3', - description: 'x-coordinate for the anchor point
\n', - type: 'Number' - }, - { - name: 'y3', - description: 'y-coordinate for the anchor point
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 720, - params: [ - { - name: 'cx', - description: '', - type: 'Number' - }, - { - name: 'cy', - description: '', - type: 'Number' - }, - { - name: 'cz', - description: - 'z-coordinate for the control point (for WebGL mode)
\n', - type: 'Number' - }, - { - name: 'x3', - description: '', - type: 'Number' - }, - { - name: 'y3', - description: '', - type: 'Number' - }, - { - name: 'z3', - description: - 'z-coordinate for the anchor point (for WebGL mode)
\n', - type: 'Number' - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/core/shape/vertex.js', - line: 813, - description: - 'All shapes are constructed by connecting a series of vertices. vertex()\nis used to specify the vertex coordinates for points, lines, triangles,\nquads, and polygons. It is used exclusively within the beginShape() and\nendShape() functions.
\n', - itemtype: 'method', - name: 'vertex', - chainable: 1, - example: [ - "\n\nstrokeWeight(3);\nbeginShape(POINTS);\nvertex(30, 20);\nvertex(85, 20);\nvertex(85, 75);\nvertex(30, 75);\nendShape();\n
\n\ncreateCanvas(100, 100, WEBGL);\nbackground(240, 240, 240);\nfill(237, 34, 93);\nnoStroke();\nbeginShape();\nvertex(0, 35);\nvertex(35, 0);\nvertex(0, -35);\nvertex(-35, 0);\nendShape();\n
\n\ncreateCanvas(100, 100, WEBGL);\nbackground(240, 240, 240);\nfill(237, 34, 93);\nnoStroke();\nbeginShape();\nvertex(-10, 10);\nvertex(0, 35);\nvertex(10, 10);\nvertex(35, 0);\nvertex(10, -8);\nvertex(0, -35);\nvertex(-10, -8);\nvertex(-35, 0);\nendShape();\n
\n\nstrokeWeight(3);\nstroke(237, 34, 93);\nbeginShape(LINES);\nvertex(10, 35);\nvertex(90, 35);\nvertex(10, 65);\nvertex(90, 65);\nvertex(35, 10);\nvertex(35, 90);\nvertex(65, 10);\nvertex(65, 90);\nendShape();\n
\n\n// Click to change the number of sides.\n// In WebGL mode, custom shapes will only\n// display hollow fill sections when\n// all calls to vertex() use the same z-value.\n\nlet sides = 3;\nlet angle, px, py;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n setAttributes('antialias', true);\n fill(237, 34, 93);\n strokeWeight(3);\n}\n\nfunction draw() {\n background(200);\n rotateX(frameCount * 0.01);\n rotateZ(frameCount * 0.01);\n ngon(sides, 0, 0, 80);\n}\n\nfunction mouseClicked() {\n if (sides > 6) {\n sides = 3;\n } else {\n sides++;\n }\n}\n\nfunction ngon(n, x, y, d) {\n beginShape();\n for (var i = 0; i < n + 1; i++) {\n angle = TWO_PI / n * i;\n px = x + sin(angle) * d / 2;\n py = y - cos(angle) * d / 2;\n vertex(px, py, 0);\n }\n for (i = 0; i < n + 1; i++) {\n angle = TWO_PI / n * i;\n px = x + sin(angle) * d / 4;\n py = y - cos(angle) * d / 4;\n vertex(px, py, 0);\n }\n endShape();\n}\n
\nx-coordinate of the vertex
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y-coordinate of the vertex
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 945, - params: [ - { - name: 'x', - description: '', - type: 'Number' - }, - { - name: 'y', - description: '', - type: 'Number' - }, - { - name: 'z', - description: 'z-coordinate of the vertex
\n', - type: 'Number' - }, - { - name: 'u', - description: 'the vertex's texture u-coordinate
\n', - type: 'Number', - optional: true - }, - { - name: 'v', - description: 'the vertex's texture v-coordinate
\n', - type: 'Number', - optional: true - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/core/constants.js', - line: 13, - description: 'The default, two-dimensional renderer.
\n', - itemtype: 'property', - name: 'P2D', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 19, - description: - 'One of the two render modes in p5.js: P2D (default renderer) and WEBGL\nEnables 3D render by introducing the third dimension: Z
\n', - itemtype: 'property', - name: 'WEBGL', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 28, - itemtype: 'property', - name: 'ARROW', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 33, - itemtype: 'property', - name: 'CROSS', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 38, - itemtype: 'property', - name: 'HAND', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 43, - itemtype: 'property', - name: 'MOVE', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 48, - itemtype: 'property', - name: 'TEXT', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 53, - itemtype: 'property', - name: 'WAIT', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 61, - description: - 'HALF_PI is a mathematical constant with the value\n1.57079632679489661923. It is half the ratio of the\ncircumference of a circle to its diameter. It is useful in\ncombination with the trigonometric functions sin() and cos().
\n', - itemtype: 'property', - name: 'HALF_PI', - type: 'Number', - final: 1, - example: ['\n\narc(50, 50, 80, 80, 0, HALF_PI);\n
PI is a mathematical constant with the value\n3.14159265358979323846. It is the ratio of the circumference\nof a circle to its diameter. It is useful in combination with\nthe trigonometric functions sin() and cos().
\n', - itemtype: 'property', - name: 'PI', - type: 'Number', - final: 1, - example: ['\n\narc(50, 50, 80, 80, 0, PI);\n
QUARTER_PI is a mathematical constant with the value 0.7853982.\nIt is one quarter the ratio of the circumference of a circle to\nits diameter. It is useful in combination with the trigonometric\nfunctions sin() and cos().
\n', - itemtype: 'property', - name: 'QUARTER_PI', - type: 'Number', - final: 1, - example: [ - '\n\narc(50, 50, 80, 80, 0, QUARTER_PI);\n
TAU is an alias for TWO_PI, a mathematical constant with the\nvalue 6.28318530717958647693. It is twice the ratio of the\ncircumference of a circle to its diameter. It is useful in\ncombination with the trigonometric functions sin() and cos().
\n', - itemtype: 'property', - name: 'TAU', - type: 'Number', - final: 1, - example: ['\n\narc(50, 50, 80, 80, 0, TAU);\n
TWO_PI is a mathematical constant with the value\n6.28318530717958647693. It is twice the ratio of the\ncircumference of a circle to its diameter. It is useful in\ncombination with the trigonometric functions sin() and cos().
\n', - itemtype: 'property', - name: 'TWO_PI', - type: 'Number', - final: 1, - example: ['\n\narc(50, 50, 80, 80, 0, TWO_PI);\n
Constant to be used with angleMode() function, to set the mode which\np5.js interprates and calculates angles (either DEGREES or RADIANS).
\n', - itemtype: 'property', - name: 'DEGREES', - type: 'String', - final: 1, - example: [ - "\n\nfunction setup() {\n angleMode(DEGREES);\n}\n
Constant to be used with angleMode() function, to set the mode which\np5.js interprates and calculates angles (either RADIANS or DEGREES).
\n', - itemtype: 'property', - name: 'RADIANS', - type: 'String', - final: 1, - example: [ - "\n\nfunction setup() {\n angleMode(RADIANS);\n}\n
AUTO allows us to automatically set the width or height of an element (but not both),\nbased on the current height and width of the element. Only one parameter can\nbe passed to the size function as AUTO, at a time.
\n', - itemtype: 'property', - name: 'AUTO', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 380, - itemtype: 'property', - name: 'BLEND', - type: 'String', - final: 1, - default: 'source-over', - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 386, - itemtype: 'property', - name: 'ADD', - type: 'String', - final: 1, - default: 'lighter', - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 394, - itemtype: 'property', - name: 'DARKEST', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 399, - itemtype: 'property', - name: 'LIGHTEST', - type: 'String', - final: 1, - default: 'lighten', - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 405, - itemtype: 'property', - name: 'DIFFERENCE', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 410, - itemtype: 'property', - name: 'SUBTRACT', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 415, - itemtype: 'property', - name: 'EXCLUSION', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 420, - itemtype: 'property', - name: 'MULTIPLY', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 425, - itemtype: 'property', - name: 'SCREEN', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 430, - itemtype: 'property', - name: 'REPLACE', - type: 'String', - final: 1, - default: 'copy', - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 436, - itemtype: 'property', - name: 'OVERLAY', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 441, - itemtype: 'property', - name: 'HARD_LIGHT', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 446, - itemtype: 'property', - name: 'SOFT_LIGHT', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 451, - itemtype: 'property', - name: 'DODGE', - type: 'String', - final: 1, - default: 'color-dodge', - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 457, - itemtype: 'property', - name: 'BURN', - type: 'String', - final: 1, - default: 'color-burn', - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 465, - itemtype: 'property', - name: 'THRESHOLD', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 470, - itemtype: 'property', - name: 'GRAY', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 475, - itemtype: 'property', - name: 'OPAQUE', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 480, - itemtype: 'property', - name: 'INVERT', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 485, - itemtype: 'property', - name: 'POSTERIZE', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 490, - itemtype: 'property', - name: 'DILATE', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 495, - itemtype: 'property', - name: 'ERODE', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 500, - itemtype: 'property', - name: 'BLUR', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 507, - itemtype: 'property', - name: 'NORMAL', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 512, - itemtype: 'property', - name: 'ITALIC', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 517, - itemtype: 'property', - name: 'BOLD', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 522, - itemtype: 'property', - name: 'BOLDITALIC', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 547, - itemtype: 'property', - name: 'IMAGE', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 561, - itemtype: 'property', - name: 'LANDSCAPE', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 566, - itemtype: 'property', - name: 'PORTRAIT', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 576, - itemtype: 'property', - name: 'GRID', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/constants.js', - line: 582, - itemtype: 'property', - name: 'AXES', - type: 'String', - final: 1, - class: 'p5', - module: 'Constants', - submodule: 'Constants' - }, - { - file: 'src/core/environment.js', - line: 22, - description: - 'The print() function writes to the console area of your browser.\nThis function is often helpful for looking at the data a program is\nproducing. This function creates a new line of text for each call to\nthe function. Individual elements can be\nseparated with quotes ("") and joined with the addition operator (+).
\nNote that calling print() without any arguments invokes the window.print()\nfunction which opens the browser's print dialog. To print a blank line\nto console you can write print('\\n').
\n', - itemtype: 'method', - name: 'print', - params: [ - { - name: 'contents', - description: - 'any combination of Number, String, Object, Boolean,\n Array to print
\n', - type: 'Any' - } - ], - example: [ - "\n\nlet x = 10;\nprint('The value of x is ' + x);\n// prints \"The value of x is 10\"\n
The system variable frameCount contains the number of frames that have\nbeen displayed since the program started. Inside setup() the value is 0,\nafter the first iteration of draw it is 1, etc.
\n', - itemtype: 'property', - name: 'frameCount', - type: 'Integer', - readonly: '', - example: [ - '\n\nfunction setup() {\n frameRate(30);\n textSize(30);\n textAlign(CENTER);\n}\n\nfunction draw() {\n background(200);\n text(frameCount, width / 2, height / 2);\n}\n
The system variable deltaTime contains the time\ndifference between the beginning of the previous frame and the beginning\nof the current frame in milliseconds.\n
\nThis variable is useful for creating time sensitive animation or physics\ncalculation that should stay constant regardless of frame rate.
\nlet rectX = 0;\nlet fr = 30; //starting FPS\nlet clr;\n\nfunction setup() {\n background(200);\n frameRate(fr); // Attempt to refresh at starting FPS\n clr = color(255, 0, 0);\n}\n\nfunction draw() {\n background(200);\n rectX = rectX + 1 * (deltaTime / 50); // Move Rectangle in relation to deltaTime\n\n if (rectX >= width) {\n // If you go off screen.\n if (fr === 30) {\n clr = color(0, 0, 255);\n fr = 10;\n frameRate(fr); // make frameRate 10 FPS\n } else {\n clr = color(255, 0, 0);\n fr = 30;\n frameRate(fr); // make frameRate 30 FPS\n }\n rectX = 0;\n }\n fill(clr);\n rect(rectX, 40, 20, 20);\n}\n
Confirms if the window a p5.js program is in is "focused," meaning that\nthe sketch will accept mouse or keyboard input. This variable is\n"true" if the window is focused and "false" if not.
\n', - itemtype: 'property', - name: 'focused', - type: 'Boolean', - readonly: '', - example: [ - '\n\n// To demonstrate, put two windows side by side.\n// Click on the window that the p5 sketch isn\'t in!\nfunction draw() {\n background(200);\n noStroke();\n fill(0, 200, 0);\n ellipse(25, 25, 50, 50);\n\n if (!focused) {\n // or "if (focused === false)"\n stroke(200, 0, 0);\n line(0, 0, 100, 100);\n line(100, 0, 0, 100);\n }\n}\n
Sets the cursor to a predefined symbol or an image, or makes it visible\nif already hidden. If you are trying to set an image as the cursor, the\nrecommended size is 16x16 or 32x32 pixels. The values for parameters x and y\nmust be less than the dimensions of the image.
\n', - itemtype: 'method', - name: 'cursor', - params: [ - { - name: 'type', - description: - 'Built-In: either ARROW, CROSS, HAND, MOVE, TEXT and WAIT\n Native CSS properties: 'grab', 'progress', 'cell' etc.\n External: path for cursor's images\n (Allowed File extensions: .cur, .gif, .jpg, .jpeg, .png)\n For more information on Native CSS cursors and url visit:\n https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
\n', - type: 'String|Constant' - }, - { - name: 'x', - description: - 'the horizontal active spot of the cursor (must be less than 32)
\n', - type: 'Number', - optional: true - }, - { - name: 'y', - description: - 'the vertical active spot of the cursor (must be less than 32)
\n', - type: 'Number', - optional: true - } - ], - example: [ - "\n\n// Move the mouse across the quadrants\n// to see the cursor change\nfunction draw() {\n line(width / 2, 0, width / 2, height);\n line(0, height / 2, width, height / 2);\n if (mouseX < 50 && mouseY < 50) {\n cursor(CROSS);\n } else if (mouseX > 50 && mouseY < 50) {\n cursor('progress');\n } else if (mouseX > 50 && mouseY > 50) {\n cursor('https://s3.amazonaws.com/mupublicdata/cursor.cur');\n } else {\n cursor('grab');\n }\n}\n
Specifies the number of frames to be displayed every second. For example,\nthe function call frameRate(30) will attempt to refresh 30 times a second.\nIf the processor is not fast enough to maintain the specified rate, the\nframe rate will not be achieved. Setting the frame rate within setup() is\nrecommended. The default frame rate is based on the frame rate of the display\n(here also called "refresh rate"), which is set to 60 frames per second on most\ncomputers. A frame rate of 24 frames per second (usual for movies) or above\nwill be enough for smooth animations\nThis is the same as setFrameRate(val).\n
\nCalling frameRate() with no arguments returns the current framerate. The\ndraw function must run at least once before it will return a value. This\nis the same as getFrameRate().\n
\nCalling frameRate() with arguments that are not of the type numbers\nor are non positive also returns current framerate.
\nlet rectX = 0;\nlet fr = 30; //starting FPS\nlet clr;\n\nfunction setup() {\n background(200);\n frameRate(fr); // Attempt to refresh at starting FPS\n clr = color(255, 0, 0);\n}\n\nfunction draw() {\n background(200);\n rectX = rectX += 1; // Move Rectangle\n\n if (rectX >= width) {\n // If you go off screen.\n if (fr === 30) {\n clr = color(0, 0, 255);\n fr = 10;\n frameRate(fr); // make frameRate 10 FPS\n } else {\n clr = color(255, 0, 0);\n fr = 30;\n frameRate(fr); // make frameRate 30 FPS\n }\n rectX = 0;\n }\n fill(clr);\n rect(rectX, 40, 20, 20);\n}\n
number of frames to be displayed every second
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 293, - params: [], - return: { - description: 'current frameRate', - type: 'Number' - } - } - ] - }, - { - file: 'src/core/environment.js', - line: 332, - description: 'Hides the cursor from view.
\n', - itemtype: 'method', - name: 'noCursor', - example: [ - '\n\nfunction setup() {\n noCursor();\n}\n\nfunction draw() {\n background(200);\n ellipse(mouseX, mouseY, 10, 10);\n}\n
System variable that stores the width of the screen display according to The\ndefault pixelDensity. This is used to run a\nfull-screen program on any display size. To return actual screen size,\nmultiply this by pixelDensity.
\n', - itemtype: 'property', - name: 'displayWidth', - type: 'Number', - readonly: '', - example: [ - '\n\ncreateCanvas(displayWidth, displayHeight);\n
System variable that stores the height of the screen display according to The\ndefault pixelDensity. This is used to run a\nfull-screen program on any display size. To return actual screen size,\nmultiply this by pixelDensity.
\n', - itemtype: 'property', - name: 'displayHeight', - type: 'Number', - readonly: '', - example: [ - '\n\ncreateCanvas(displayWidth, displayHeight);\n
System variable that stores the width of the inner window, it maps to\nwindow.innerWidth.
\n', - itemtype: 'property', - name: 'windowWidth', - type: 'Number', - readonly: '', - example: [ - '\n\ncreateCanvas(windowWidth, windowHeight);\n
System variable that stores the height of the inner window, it maps to\nwindow.innerHeight.
\n', - itemtype: 'property', - name: 'windowHeight', - type: 'Number', - readonly: '', - example: [ - '\n\ncreateCanvas(windowWidth, windowHeight);\n
The windowResized() function is called once every time the browser window\nis resized. This is a good place to resize the canvas or do any other\nadjustments to accommodate the new window size.
\n', - itemtype: 'method', - name: 'windowResized', - example: [ - '\n\nfunction setup() {\n createCanvas(windowWidth, windowHeight);\n}\n\nfunction draw() {\n background(0, 100, 200);\n}\n\nfunction windowResized() {\n resizeCanvas(windowWidth, windowHeight);\n}\n
System variable that stores the width of the drawing canvas. This value\nis set by the first parameter of the createCanvas() function.\nFor example, the function call createCanvas(320, 240) sets the width\nvariable to the value 320. The value of width defaults to 100 if\ncreateCanvas() is not used in a program.
\n', - itemtype: 'property', - name: 'width', - type: 'Number', - readonly: '', - class: 'p5', - module: 'Environment', - submodule: 'Environment' - }, - { - file: 'src/core/environment.js', - line: 493, - description: - 'System variable that stores the height of the drawing canvas. This value\nis set by the second parameter of the createCanvas() function. For\nexample, the function call createCanvas(320, 240) sets the height\nvariable to the value 240. The value of height defaults to 100 if\ncreateCanvas() is not used in a program.
\n', - itemtype: 'property', - name: 'height', - type: 'Number', - readonly: '', - class: 'p5', - module: 'Environment', - submodule: 'Environment' - }, - { - file: 'src/core/environment.js', - line: 505, - description: - 'If argument is given, sets the sketch to fullscreen or not based on the\nvalue of the argument. If no argument is given, returns the current\nfullscreen state. Note that due to browser restrictions this can only\nbe called on user input, for example, on mouse press like the example\nbelow.
\n', - itemtype: 'method', - name: 'fullscreen', - params: [ - { - name: 'val', - description: - 'whether the sketch should be in fullscreen mode\nor not
\n', - type: 'Boolean', - optional: true - } - ], - return: { - description: 'current fullscreen state', - type: 'Boolean' - }, - example: [ - '\n\n// Clicking in the box toggles fullscreen on and off.\nfunction setup() {\n background(200);\n}\nfunction mousePressed() {\n if (mouseX > 0 && mouseX < 100 && mouseY > 0 && mouseY < 100) {\n let fs = fullscreen();\n fullscreen(!fs);\n }\n}\n
\nSets the pixel scaling for high pixel density displays. By default\npixel density is set to match display density, call pixelDensity(1)\nto turn this off. Calling pixelDensity() with no arguments returns\nthe current pixel density of the sketch.
\n', - itemtype: 'method', - name: 'pixelDensity', - chainable: 1, - example: [ - '\n\nfunction setup() {\n pixelDensity(1);\n createCanvas(100, 100);\n background(200);\n ellipse(width / 2, height / 2, 50, 50);\n}\n
\n\nfunction setup() {\n pixelDensity(3.0);\n createCanvas(100, 100);\n background(200);\n ellipse(width / 2, height / 2, 50, 50);\n}\n
\nwhether or how much the sketch should scale
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 591, - params: [], - return: { - description: 'current pixel density of the sketch', - type: 'Number' - } - } - ] - }, - { - file: 'src/core/environment.js', - line: 611, - description: - 'Returns the pixel density of the current display the sketch is running on.
\n', - itemtype: 'method', - name: 'displayDensity', - return: { - description: 'current pixel density of the display', - type: 'Number' - }, - example: [ - '\n\nfunction setup() {\n let density = displayDensity();\n pixelDensity(density);\n createCanvas(100, 100);\n background(200);\n ellipse(width / 2, height / 2, 50, 50);\n}\n
\nGets the current URL.
\n', - itemtype: 'method', - name: 'getURL', - return: { - description: 'url', - type: 'String' - }, - example: [ - '\n\nlet url;\nlet x = 100;\n\nfunction setup() {\n fill(0);\n noStroke();\n url = getURL();\n}\n\nfunction draw() {\n background(200);\n text(url, x, height / 2);\n x--;\n}\n
\nGets the current URL path as an array.
\n', - itemtype: 'method', - name: 'getURLPath', - return: { - description: 'path components', - type: 'String[]' - }, - example: [ - "\n\nfunction setup() {\n let urlPath = getURLPath();\n for (let i = 0; i < urlPath.length; i++) {\n text(urlPath[i], 10, i * 20 + 20);\n }\n}\n
Gets the current URL params as an Object.
\n', - itemtype: 'method', - name: 'getURLParams', - return: { - description: 'URL params', - type: 'Object' - }, - example: [ - "\n\n// Example: http://p5js.org?year=2014&month=May&day=15\n\nfunction setup() {\n let params = getURLParams();\n text(params.day, 10, 20);\n text(params.month, 10, 40);\n text(params.year, 10, 60);\n}\n
\nValidates parameters\nparam {String} func the name of the function\nparam {Array} args user input arguments
\nexample:\n var a;\n ellipse(10,10,a,5);\nconsole ouput:\n "It looks like ellipse received an empty variable in spot #2."
\nexample:\n ellipse(10,"foo",5,5);\nconsole output:\n "ellipse was expecting a number for parameter #1,\n received "foo" instead."
\n', - class: 'p5', - module: 'Environment' - }, - { - file: 'src/core/error_helpers.js', - line: 645, - description: - 'Prints out all the colors in the color pallete with white text.\nFor color blindness testing.
\n', - class: 'p5', - module: 'Environment' - }, - { - file: 'src/core/helpers.js', - line: 1, - requires: ['constants'], - class: 'p5', - module: 'Environment' - }, - { - file: 'src/core/legacy.js', - line: 1, - requires: [ - 'core\nThese are functions that are part of the Processing API but are not part of\nthe p5.js API. In some cases they have a new name', - 'in others', - 'they are\nremoved completely. Not all unsupported Processing functions are listed here\nbut we try to include ones that a user coming from Processing might likely\ncall.' - ], - class: 'p5', - module: 'Environment' - }, - { - file: 'src/core/main.js', - line: 42, - description: - 'Called directly before setup(), the preload() function is used to handle\nasynchronous loading of external files in a blocking way. If a preload\nfunction is defined, setup() will wait until any load calls within have\nfinished. Nothing besides load calls (loadImage, loadJSON, loadFont,\nloadStrings, etc.) should be inside the preload function. If asynchronous\nloading is preferred, the load methods can instead be called in setup()\nor anywhere else with the use of a callback parameter.\n
\nBy default the text "loading..." will be displayed. To make your own\nloading page, include an HTML element with id "p5_loading" in your\npage. More information here.
\nlet img;\nlet c;\nfunction preload() {\n // preload() runs once\n img = loadImage('assets/laDefense.jpg');\n}\n\nfunction setup() {\n // setup() waits until preload() is done\n img.loadPixels();\n // get color of middle pixel\n c = img.get(img.width / 2, img.height / 2);\n}\n\nfunction draw() {\n background(c);\n image(img, 25, 25, 50, 50);\n}\n
The setup() function is called once when the program starts. It's used to\ndefine initial environment properties such as screen size and background\ncolor and to load media such as images and fonts as the program starts.\nThere can only be one setup() function for each program and it shouldn't\nbe called again after its initial execution.\n
\nNote: Variables declared within setup() are not accessible within other\nfunctions, including draw().
\nlet a = 0;\n\nfunction setup() {\n background(0);\n noStroke();\n fill(102);\n}\n\nfunction draw() {\n rect(a++ % width, 10, 2, 80);\n}\n
Called directly after setup(), the draw() function continuously executes\nthe lines of code contained inside its block until the program is stopped\nor noLoop() is called. Note if noLoop() is called in setup(), draw() will\nstill be executed once before stopping. draw() is called automatically and\nshould never be called explicitly.\n
\nIt should always be controlled with noLoop(), redraw() and loop(). After\nnoLoop() stops the code in draw() from executing, redraw() causes the\ncode inside draw() to execute once, and loop() will cause the code\ninside draw() to resume executing continuously.\n
\nThe number of times draw() executes in each second may be controlled with\nthe frameRate() function.\n
\nThere can only be one draw() function for each sketch, and draw() must\nexist if you want the code to run continuously, or to process events such\nas mousePressed(). Sometimes, you might have an empty call to draw() in\nyour program, as shown in the above example.\n
\nIt is important to note that the drawing coordinate system will be reset\nat the beginning of each draw() call. If any transformations are performed\nwithin draw() (ex: scale, rotate, translate), their effects will be\nundone at the beginning of draw(), so transformations will not accumulate\nover time. On the other hand, styling applied (ex: fill, stroke, etc) will\nremain in effect.
\nlet yPos = 0;\nfunction setup() {\n // setup() runs once\n frameRate(30);\n}\nfunction draw() {\n // draw() loops forever, until stopped\n background(204);\n yPos = yPos - 1;\n if (yPos < 0) {\n yPos = height;\n }\n line(0, yPos, width, yPos);\n}\n
Removes the entire p5 sketch. This will remove the canvas and any\nelements created by p5.js. It will also stop the draw loop and unbind\nany properties or methods from the window global scope. It will\nleave a variable p5 in case you wanted to create a new p5 sketch.\nIf you like, you can set p5 = null to erase it. While all functions and\nvariables and objects created by the p5 library will be removed, any\nother global variables created by your code will remain.
\n', - itemtype: 'method', - name: 'remove', - example: [ - "\n\nfunction draw() {\n ellipse(50, 50, 10, 10);\n}\n\nfunction mousePressed() {\n remove(); // remove whole sketch on mouse press\n}\n
Allows for the friendly error system (FES) to be turned off when creating a sketch,\nwhich can give a significant boost to performance when needed.\nSee \ndisabling the friendly error system.
\n", - itemtype: 'property', - name: 'disableFriendlyErrors', - type: 'Boolean', - example: [ - '\n\np5.disableFriendlyErrors = true;\n\nfunction setup() {\n createCanvas(100, 50);\n}\n
Underlying HTML element. All normal HTML methods can be called on this.
\n', - example: [ - "\n\nfunction setup() {\n let c = createCanvas(50, 50);\n c.elt.style.border = '5px solid red';\n}\n\nfunction draw() {\n background(220);\n}\n
\nAttaches the element to the parent specified. A way of setting\n the container for the element. Accepts either a string ID, DOM\n node, or p5.Element. If no arguments given, parent node is returned.\n For more ways to position the canvas, see the\n \n positioning the canvas wiki page.\nAll above examples except for the first one require the inclusion of\n the p5.dom library in your index.html. See the\n using a library\n section for information on how to include this library.
\n", - itemtype: 'method', - name: 'parent', - chainable: 1, - example: [ - "\n\n // in the html file:\n // <div id=\"myContainer\"></div>\n// in the js file:\n let cnv = createCanvas(100, 100);\n cnv.parent('myContainer');\n
\n let div0 = createDiv('this is the parent');\n let div1 = createDiv('this is the child');\n div1.parent(div0); // use p5.Element\n
\n let div0 = createDiv('this is the parent');\n div0.id('apples');\n let div1 = createDiv('this is the child');\n div1.parent('apples'); // use id\n
\n let elt = document.getElementById('myParentDiv');\n let div1 = createDiv('this is the child');\n div1.parent(elt); // use element from page\n
the ID, DOM node, or p5.Element\n of desired parent element
\n', - type: 'String|p5.Element|Object' - } - ], - chainable: 1 - }, - { - line: 100, - params: [], - return: { - description: '', - type: 'p5.Element' - } - } - ] - }, - { - file: 'src/core/p5.Element.js', - line: 122, - description: - 'Sets the ID of the element. If no ID argument is passed in, it instead\n returns the current ID of the element.\n Note that only one element can have a particular id in a page.\n The .class() function can be used\n to identify multiple elements with the same class name.
\n', - itemtype: 'method', - name: 'id', - chainable: 1, - example: [ - "\n\n function setup() {\n let cnv = createCanvas(100, 100);\n // Assigns a CSS selector ID to\n // the canvas element.\n cnv.id('mycanvas');\n }\n
ID of the element
\n', - type: 'String' - } - ], - chainable: 1 - }, - { - line: 147, - params: [], - return: { - description: 'the id of the element', - type: 'String' - } - } - ] - }, - { - file: 'src/core/p5.Element.js', - line: 162, - description: - 'Adds given class to the element. If no class argument is passed in, it\n instead returns a string containing the current class(es) of the element.
\n', - itemtype: 'method', - name: 'class', - chainable: 1, - example: [ - "\n\n function setup() {\n let cnv = createCanvas(100, 100);\n // Assigns a CSS selector class 'small'\n // to the canvas element.\n cnv.class('small');\n }\n
class to add
\n', - type: 'String' - } - ], - chainable: 1 - }, - { - line: 184, - params: [], - return: { - description: 'the class of the element', - type: 'String' - } - } - ] - }, - { - file: 'src/core/p5.Element.js', - line: 197, - description: - 'The .mousePressed() function is called once after every time a\nmouse button is pressed over the element.\nSome mobile browsers may also trigger this event on a touch screen,\nif the user performs a quick tap.\nThis can be used to attach element specific event listeners.
\n', - itemtype: 'method', - name: 'mousePressed', - params: [ - { - name: 'fxn', - description: - 'function to be fired when mouse is\n pressed over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mousePressed(changeGray); // attach listener for\n // canvas click only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires with any click anywhere\nfunction mousePressed() {\n d = d + 10;\n}\n\n// this function fires only when cnv is clicked\nfunction changeGray() {\n g = random(0, 255);\n}\n
The .doubleClicked() function is called once after every time a\nmouse button is pressed twice over the element. This can be used to\nattach element and action specific event listeners.
\n', - itemtype: 'method', - name: 'doubleClicked', - params: [ - { - name: 'fxn', - description: - 'function to be fired when mouse is\n double clicked over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.doubleClicked(changeGray); // attach listener for\n // canvas double click only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires with any double click anywhere\nfunction doubleClicked() {\n d = d + 10;\n}\n\n// this function fires only when cnv is double clicked\nfunction changeGray() {\n g = random(0, 255);\n}\n
The .mouseWheel() function is called once after every time a\nmouse wheel is scrolled over the element. This can be used to\nattach element specific event listeners.\n
\nThe function accepts a callback function as argument which will be executed\nwhen the wheel
event is triggered on the element, the callback function is\npassed one argument event
. The event.deltaY
property returns negative\nvalues if the mouse wheel is rotated up or away from the user and positive\nin the other direction. The event.deltaX
does the same as event.deltaY
\nexcept it reads the horizontal wheel scroll of the mouse wheel.\n
\nOn OS X with "natural" scrolling enabled, the event.deltaY
values are\nreversed.
function to be fired when mouse is\n scrolled over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mouseWheel(changeSize); // attach listener for\n // activity on canvas only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires with mousewheel movement\n// anywhere on screen\nfunction mouseWheel() {\n g = g + 10;\n}\n\n// this function fires with mousewheel movement\n// over canvas only\nfunction changeSize(event) {\n if (event.deltaY > 0) {\n d = d + 10;\n } else {\n d = d - 10;\n }\n}\n
The .mouseReleased() function is called once after every time a\nmouse button is released over the element.\nSome mobile browsers may also trigger this event on a touch screen,\nif the user performs a quick tap.\nThis can be used to attach element specific event listeners.
\n', - itemtype: 'method', - name: 'mouseReleased', - params: [ - { - name: 'fxn', - description: - 'function to be fired when mouse is\n released over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mouseReleased(changeGray); // attach listener for\n // activity on canvas only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires after the mouse has been\n// released\nfunction mouseReleased() {\n d = d + 10;\n}\n\n// this function fires after the mouse has been\n// released while on canvas\nfunction changeGray() {\n g = random(0, 255);\n}\n
The .mouseClicked() function is called once after a mouse button is\npressed and released over the element.\nSome mobile browsers may also trigger this event on a touch screen,\nif the user performs a quick tap.\nThis can be used to attach element specific event listeners.
\n', - itemtype: 'method', - name: 'mouseClicked', - params: [ - { - name: 'fxn', - description: - 'function to be fired when mouse is\n clicked over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nlet g;\n\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mouseClicked(changeGray); // attach listener for\n // activity on canvas only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires after the mouse has been\n// clicked anywhere\nfunction mouseClicked() {\n d = d + 10;\n}\n\n// this function fires after the mouse has been\n// clicked on canvas\nfunction changeGray() {\n g = random(0, 255);\n}\n
\nThe .mouseMoved() function is called once every time a\nmouse moves over the element. This can be used to attach an\nelement specific event listener.
\n', - itemtype: 'method', - name: 'mouseMoved', - params: [ - { - name: 'fxn', - description: - 'function to be fired when a mouse moves\n over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d = 30;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mouseMoved(changeSize); // attach listener for\n // activity on canvas only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n fill(200);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires when mouse moves anywhere on\n// page\nfunction mouseMoved() {\n g = g + 5;\n if (g > 255) {\n g = 0;\n }\n}\n\n// this function fires when mouse moves over canvas\nfunction changeSize() {\n d = d + 2;\n if (d > 100) {\n d = 0;\n }\n}\n
The .mouseOver() function is called once after every time a\nmouse moves onto the element. This can be used to attach an\nelement specific event listener.
\n', - itemtype: 'method', - name: 'mouseOver', - params: [ - { - name: 'fxn', - description: - 'function to be fired when a mouse moves\n onto the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mouseOver(changeGray);\n d = 10;\n}\n\nfunction draw() {\n ellipse(width / 2, height / 2, d, d);\n}\n\nfunction changeGray() {\n d = d + 10;\n if (d > 100) {\n d = 0;\n }\n}\n
The .mouseOut() function is called once after every time a\nmouse moves off the element. This can be used to attach an\nelement specific event listener.
\n', - itemtype: 'method', - name: 'mouseOut', - params: [ - { - name: 'fxn', - description: - 'function to be fired when a mouse\n moves off of an element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mouseOut(changeGray);\n d = 10;\n}\n\nfunction draw() {\n ellipse(width / 2, height / 2, d, d);\n}\n\nfunction changeGray() {\n d = d + 10;\n if (d > 100) {\n d = 0;\n }\n}\n
The .touchStarted() function is called once after every time a touch is\nregistered. This can be used to attach element specific event listeners.
\n', - itemtype: 'method', - name: 'touchStarted', - params: [ - { - name: 'fxn', - description: - 'function to be fired when a touch\n starts over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.touchStarted(changeGray); // attach listener for\n // canvas click only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires with any touch anywhere\nfunction touchStarted() {\n d = d + 10;\n}\n\n// this function fires only when cnv is clicked\nfunction changeGray() {\n g = random(0, 255);\n}\n
The .touchMoved() function is called once after every time a touch move is\nregistered. This can be used to attach element specific event listeners.
\n', - itemtype: 'method', - name: 'touchMoved', - params: [ - { - name: 'fxn', - description: - 'function to be fired when a touch moves over\n the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.touchMoved(changeGray); // attach listener for\n // canvas click only\n g = 100;\n}\n\nfunction draw() {\n background(g);\n}\n\n// this function fires only when cnv is clicked\nfunction changeGray() {\n g = random(0, 255);\n}\n
The .touchEnded() function is called once after every time a touch is\nregistered. This can be used to attach element specific event listeners.
\n', - itemtype: 'method', - name: 'touchEnded', - params: [ - { - name: 'fxn', - description: - 'function to be fired when a touch ends\n over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.touchEnded(changeGray); // attach listener for\n // canvas click only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires with any touch anywhere\nfunction touchEnded() {\n d = d + 10;\n}\n\n// this function fires only when cnv is clicked\nfunction changeGray() {\n g = random(0, 255);\n}\n
The .dragOver() function is called once after every time a\nfile is dragged over the element. This can be used to attach an\nelement specific event listener.
\n', - itemtype: 'method', - name: 'dragOver', - params: [ - { - name: 'fxn', - description: - 'function to be fired when a file is\n dragged over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\n// To test this sketch, simply drag a\n// file over the canvas\nfunction setup() {\n let c = createCanvas(100, 100);\n background(200);\n textAlign(CENTER);\n text('Drag file', width / 2, height / 2);\n c.dragOver(dragOverCallback);\n}\n\n// This function will be called whenever\n// a file is dragged over the canvas\nfunction dragOverCallback() {\n background(240);\n text('Dragged over', width / 2, height / 2);\n}\n
The .dragLeave() function is called once after every time a\ndragged file leaves the element area. This can be used to attach an\nelement specific event listener.
\n', - itemtype: 'method', - name: 'dragLeave', - params: [ - { - name: 'fxn', - description: - 'function to be fired when a file is\n dragged off the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\n// To test this sketch, simply drag a file\n// over and then out of the canvas area\nfunction setup() {\n let c = createCanvas(100, 100);\n background(200);\n textAlign(CENTER);\n text('Drag file', width / 2, height / 2);\n c.dragLeave(dragLeaveCallback);\n}\n\n// This function will be called whenever\n// a file is dragged out of the canvas\nfunction dragLeaveCallback() {\n background(240);\n text('Dragged off', width / 2, height / 2);\n}\n
Helper fxn for sharing pixel methods
\n', - class: 'p5.Element', - module: 'DOM', - submodule: 'DOM' - }, - { - file: 'src/core/p5.Graphics.js', - line: 65, - description: - "Resets certain values such as those modified by functions in the Transform category\nand in the Lights category that are not automatically reset\nwith graphics buffer objects. Calling this in draw() will copy the behavior\nof the standard canvas.
\n", - itemtype: 'method', - name: 'reset', - example: [ - "\n\n\nlet pg;\nfunction setup() {\n createCanvas(100, 100);\n background(0);\n pg = createGraphics(50, 100);\n pg.fill(0);\n frameRate(5);\n}\nfunction draw() {\n image(pg, width / 2, 0);\n pg.background(255);\n // p5.Graphics object behave a bit differently in some cases\n // The normal canvas on the left resets the translate\n // with every loop through draw()\n // the graphics object on the right doesn't automatically reset\n // so translate() is additive and it moves down the screen\n rect(0, 0, width / 2, 5);\n pg.rect(0, 0, width / 2, 5);\n translate(0, 5, 0);\n pg.translate(0, 5, 0);\n}\nfunction mouseClicked() {\n // if you click you will see that\n // reset() resets the translate back to the initial state\n // of the Graphics object\n pg.reset();\n}\n
Removes a Graphics object from the page and frees any resources\nassociated with it.
\n', - itemtype: 'method', - name: 'remove', - example: [ - "\n\nlet bg;\nfunction setup() {\n bg = createCanvas(100, 100);\n bg.background(0);\n image(bg, 0, 0);\n bg.remove();\n}\n
\nlet bg;\nfunction setup() {\n pixelDensity(1);\n createCanvas(100, 100);\n stroke(255);\n fill(0);\n\n // create and draw the background image\n bg = createGraphics(100, 100);\n bg.background(200);\n bg.ellipse(50, 50, 80, 80);\n}\nfunction draw() {\n let t = millis() / 1000;\n // draw the background\n if (bg) {\n image(bg, frameCount % 100, 0);\n image(bg, frameCount % 100 - 100, 0);\n }\n // draw the foreground\n let p = p5.Vector.fromAngle(t, 35).add(50, 50);\n ellipse(p.x, p.y, 30);\n}\nfunction mouseClicked() {\n // remove the background\n if (bg) {\n bg.remove();\n bg = null;\n }\n}\n
Resize our canvas element.
\n', - class: 'p5.Renderer', - module: 'Rendering', - submodule: 'Rendering' - }, - { - file: 'src/core/p5.Renderer.js', - line: 335, - description: 'Helper fxn to check font type (system or otf)
\n', - class: 'p5.Renderer', - module: 'Rendering', - submodule: 'Rendering' - }, - { - file: 'src/core/p5.Renderer.js', - line: 388, - description: - 'Helper fxn to measure ascent and descent.\nAdapted from http://stackoverflow.com/a/25355178
\n', - class: 'p5.Renderer', - module: 'Rendering', - submodule: 'Rendering' - }, - { - file: 'src/core/p5.Renderer2D.js', - line: 9, - description: - 'p5.Renderer2D\nThe 2D graphics canvas renderer class.\nextends p5.Renderer
\n', - class: 'p5', - module: 'Rendering' - }, - { - file: 'src/core/p5.Renderer2D.js', - line: 407, - description: - 'Generate a cubic Bezier representing an arc on the unit circle of total\nangle size
radians, beginning start
radians above the x-axis. Up to\nfour of these curves are combined to make a full arc.
See www.joecridge.me/bezier.pdf for an explanation of the method.
\n', - class: 'p5', - module: 'Rendering' - }, - { - file: 'src/core/rendering.js', - line: 17, - description: - 'Creates a canvas element in the document, and sets the dimensions of it\nin pixels. This method should be called only once at the start of setup.\nCalling createCanvas more than once in a sketch will result in very\nunpredictable behavior. If you want more than one drawing canvas\nyou could use createGraphics (hidden by default but it can be shown).\n
\nThe system variables width and height are set by the parameters passed\nto this function. If createCanvas() is not used, the window will be\ngiven a default size of 100x100 pixels.\n
\nFor more ways to position the canvas, see the\n\npositioning the canvas wiki page.
width of the canvas
\n', - type: 'Number' - }, - { - name: 'h', - description: 'height of the canvas
\n', - type: 'Number' - }, - { - name: 'renderer', - description: 'either P2D or WEBGL
\n', - type: 'Constant', - optional: true - } - ], - return: { - description: '', - type: 'p5.Renderer' - }, - example: [ - '\n\nfunction setup() {\n createCanvas(100, 50);\n background(153);\n line(0, 0, width, height);\n}\n
\nResizes the canvas to given width and height. The canvas will be cleared\nand draw will be called immediately, allowing the sketch to re-render itself\nin the resized canvas.
\n', - itemtype: 'method', - name: 'resizeCanvas', - params: [ - { - name: 'w', - description: 'width of the canvas
\n', - type: 'Number' - }, - { - name: 'h', - description: 'height of the canvas
\n', - type: 'Number' - }, - { - name: 'noRedraw', - description: 'don't redraw the canvas immediately
\n', - type: 'Boolean', - optional: true - } - ], - example: [ - '\n\nfunction setup() {\n createCanvas(windowWidth, windowHeight);\n}\n\nfunction draw() {\n background(0, 100, 200);\n}\n\nfunction windowResized() {\n resizeCanvas(windowWidth, windowHeight);\n}\n
Removes the default canvas for a p5 sketch that doesn't\nrequire a canvas
\n', - itemtype: 'method', - name: 'noCanvas', - example: [ - '\n\nfunction setup() {\n noCanvas();\n}\n
\nCreates and returns a new p5.Renderer object. Use this class if you need\nto draw into an off-screen graphics buffer. The two parameters define the\nwidth and height in pixels.
\n', - itemtype: 'method', - name: 'createGraphics', - params: [ - { - name: 'w', - description: 'width of the offscreen graphics buffer
\n', - type: 'Number' - }, - { - name: 'h', - description: 'height of the offscreen graphics buffer
\n', - type: 'Number' - }, - { - name: 'renderer', - description: 'either P2D or WEBGL\nundefined defaults to p2d
\n', - type: 'Constant', - optional: true - } - ], - return: { - description: 'offscreen graphics buffer', - type: 'p5.Graphics' - }, - example: [ - '\n\nlet pg;\nfunction setup() {\n createCanvas(100, 100);\n pg = createGraphics(100, 100);\n}\nfunction draw() {\n background(200);\n pg.background(100);\n pg.noStroke();\n pg.ellipse(pg.width / 2, pg.height / 2, 50, 50);\n image(pg, 50, 50);\n image(pg, 0, 0, 50, 50);\n}\n
\nBlends the pixels in the display window according to the defined mode.\nThere is a choice of the following modes to blend the source pixels (A)\nwith the ones of pixels already in the display window (B):
\nBLEND
- linear interpolation of colours: C =\nA*factor + B. This is the default blending mode.ADD
- sum of A and BDARKEST
- only the darkest colour succeeds: C =\nmin(A*factor, B).LIGHTEST
- only the lightest colour succeeds: C =\nmax(A*factor, B).DIFFERENCE
- subtract colors from underlying image.EXCLUSION
- similar to DIFFERENCE
, but less\nextreme.MULTIPLY
- multiply the colors, result will always be\ndarker.SCREEN
- opposite multiply, uses inverse values of the\ncolors.REPLACE
- the pixels entirely replace the others and\ndon't utilize alpha (transparency) values.OVERLAY
- mix of MULTIPLY
and SCREEN\n
. Multiplies dark values, and screens light values. (2D)HARD_LIGHT
- SCREEN
when greater than 50%\ngray, MULTIPLY
when lower. (2D)SOFT_LIGHT
- mix of DARKEST
and\nLIGHTEST
. Works like OVERLAY
, but not as harsh. (2D)\nDODGE
- lightens light tones and increases contrast,\nignores darks. (2D)BURN
- darker areas are applied, increasing contrast,\nignores lights. (2D)SUBTRACT
- remainder of A and B (3D)blend mode to set for canvas.\n either BLEND, DARKEST, LIGHTEST, DIFFERENCE, MULTIPLY,\n EXCLUSION, SCREEN, REPLACE, OVERLAY, HARD_LIGHT,\n SOFT_LIGHT, DODGE, BURN, ADD, or SUBTRACT
\n', - type: 'Constant' - } - ], - example: [ - '\n\nblendMode(LIGHTEST);\nstrokeWeight(30);\nstroke(80, 150, 255);\nline(25, 25, 75, 75);\nstroke(255, 50, 50);\nline(75, 25, 25, 75);\n
\n\nblendMode(MULTIPLY);\nstrokeWeight(30);\nstroke(80, 150, 255);\nline(25, 25, 75, 75);\nstroke(255, 50, 50);\nline(75, 25, 25, 75);\n
\nshim for Uint8ClampedArray.slice\n(allows arrayCopy to work with pixels[])\nwith thanks to http://halfpapstudios.com/blog/tag/html5-canvas/\nEnumerable set to false to protect for...in from\nUint8ClampedArray.prototype pollution.
\n', - class: 'p5', - module: 'Rendering' - }, - { - file: 'src/core/shim.js', - line: 45, - description: - 'this is implementation of Object.assign() which is unavailable in\nIE11 and (non-Chrome) Android browsers.\nThe assign() method is used to copy the values of all enumerable\nown properties from one or more source objects to a target object.\nIt will return the target object.\nModified from https://github.com/ljharb/object.assign
\n', - class: 'p5', - module: 'Rendering' - }, - { - file: 'src/core/structure.js', - line: 12, - description: - 'Stops p5.js from continuously executing the code within draw().\nIf loop() is called, the code in draw() begins to run continuously again.\nIf using noLoop() in setup(), it should be the last line inside the block.\n
\nWhen noLoop() is used, it's not possible to manipulate or access the\nscreen inside event handling functions such as mousePressed() or\nkeyPressed(). Instead, use those functions to call redraw() or loop(),\nwhich will run draw(), which can update the screen properly. This means\nthat when noLoop() has been called, no drawing can happen, and functions\nlike saveFrame() or loadPixels() may not be used.\n
\nNote that if the sketch is resized, redraw() will be called to update\nthe sketch, even after noLoop() has been specified. Otherwise, the sketch\nwould enter an odd state until loop() was called.
\nfunction setup() {\n createCanvas(100, 100);\n background(200);\n noLoop();\n}\n\nfunction draw() {\n line(10, 10, 90, 90);\n}\n
\nlet x = 0;\nfunction setup() {\n createCanvas(100, 100);\n}\n\nfunction draw() {\n background(204);\n x = x + 0.1;\n if (x > width) {\n x = 0;\n }\n line(x, 0, x, height);\n}\n\nfunction mousePressed() {\n noLoop();\n}\n\nfunction mouseReleased() {\n loop();\n}\n
By default, p5.js loops through draw() continuously, executing the code\nwithin it. However, the draw() loop may be stopped by calling noLoop().\nIn that case, the draw() loop can be resumed with loop().
\nAvoid calling loop() from inside setup().
\n', - itemtype: 'method', - name: 'loop', - example: [ - '\n\nlet x = 0;\nfunction setup() {\n createCanvas(100, 100);\n noLoop();\n}\n\nfunction draw() {\n background(204);\n x = x + 0.1;\n if (x > width) {\n x = 0;\n }\n line(x, 0, x, height);\n}\n\nfunction mousePressed() {\n loop();\n}\n\nfunction mouseReleased() {\n noLoop();\n}\n
The push() function saves the current drawing style settings and\ntransformations, while pop() restores these settings. Note that these\nfunctions are always used together. They allow you to change the style\nand transformation settings and later return to what you had. When a new\nstate is started with push(), it builds on the current style and transform\ninformation. The push() and pop() functions can be embedded to provide\nmore control. (See the second example for a demonstration.)\n
\npush() stores information related to the current transformation state\nand style settings controlled by the following functions: fill(),\nstroke(), tint(), strokeWeight(), strokeCap(), strokeJoin(),\nimageMode(), rectMode(), ellipseMode(), colorMode(), textAlign(),\ntextFont(), textSize(), textLeading().\n
\nIn WEBGL mode additional style settings are stored. These are controlled by the following functions: setCamera(), ambientLight(), directionalLight(),\npointLight(), texture(), specularMaterial(), shininess(), normalMaterial()\nand shader().
\nellipse(0, 50, 33, 33); // Left circle\n\npush(); // Start a new drawing state\nstrokeWeight(10);\nfill(204, 153, 0);\ntranslate(50, 0);\nellipse(0, 50, 33, 33); // Middle circle\npop(); // Restore original state\n\nellipse(100, 50, 33, 33); // Right circle\n
\n\nellipse(0, 50, 33, 33); // Left circle\n\npush(); // Start a new drawing state\nstrokeWeight(10);\nfill(204, 153, 0);\nellipse(33, 50, 33, 33); // Left-middle circle\n\npush(); // Start another new drawing state\nstroke(0, 102, 153);\nellipse(66, 50, 33, 33); // Right-middle circle\npop(); // Restore previous state\n\npop(); // Restore original state\n\nellipse(100, 50, 33, 33); // Right circle\n
\nThe push() function saves the current drawing style settings and\ntransformations, while pop() restores these settings. Note that these\nfunctions are always used together. They allow you to change the style\nand transformation settings and later return to what you had. When a new\nstate is started with push(), it builds on the current style and transform\ninformation. The push() and pop() functions can be embedded to provide\nmore control. (See the second example for a demonstration.)\n
\npush() stores information related to the current transformation state\nand style settings controlled by the following functions: fill(),\nstroke(), tint(), strokeWeight(), strokeCap(), strokeJoin(),\nimageMode(), rectMode(), ellipseMode(), colorMode(), textAlign(),\ntextFont(), textSize(), textLeading().\n
\nIn WEBGL mode additional style settings are stored. These are controlled by the following functions: setCamera(), ambientLight(), directionalLight(),\npointLight(), texture(), specularMaterial(), shininess(), normalMaterial()\nand shader().
\nellipse(0, 50, 33, 33); // Left circle\n\npush(); // Start a new drawing state\ntranslate(50, 0);\nstrokeWeight(10);\nfill(204, 153, 0);\nellipse(0, 50, 33, 33); // Middle circle\npop(); // Restore original state\n\nellipse(100, 50, 33, 33); // Right circle\n
\n\nellipse(0, 50, 33, 33); // Left circle\n\npush(); // Start a new drawing state\nstrokeWeight(10);\nfill(204, 153, 0);\nellipse(33, 50, 33, 33); // Left-middle circle\n\npush(); // Start another new drawing state\nstroke(0, 102, 153);\nellipse(66, 50, 33, 33); // Right-middle circle\npop(); // Restore previous state\n\npop(); // Restore original state\n\nellipse(100, 50, 33, 33); // Right circle\n
\nExecutes the code within draw() one time. This functions allows the\n program to update the display window only when necessary, for example\n when an event registered by mousePressed() or keyPressed() occurs.\n
\n In structuring a program, it only makes sense to call redraw() within\n events such as mousePressed(). This is because redraw() does not run\n draw() immediately (it only sets a flag that indicates an update is\n needed).\n
\n The redraw() function does not work properly when called inside draw().\n To enable/disable animations, use loop() and noLoop().\n
\n In addition you can set the number of redraws per method call. Just\n add an integer as single parameter for the number of redraws.
Redraw for n-times. The default value is 1.
\n', - type: 'Integer', - optional: true - } - ], - example: [ - "\n\n let x = 0;\nfunction setup() {\n createCanvas(100, 100);\n noLoop();\n }\nfunction draw() {\n background(204);\n line(x, 0, x, height);\n }\nfunction mousePressed() {\n x += 1;\n redraw();\n }\n
\n let x = 0;\nfunction setup() {\n createCanvas(100, 100);\n noLoop();\n }\nfunction draw() {\n background(204);\n x += 1;\n line(x, 0, x, height);\n }\nfunction mousePressed() {\n redraw(5);\n }\n
Multiplies the current matrix by the one specified through the parameters.\nThis is a powerful operation that can perform the equivalent of translate,\nscale, shear and rotate all at once. You can learn more about transformation\nmatrices on \nWikipedia.
\nThe naming of the arguments here follows the naming of the \nWHATWG specification and corresponds to a\ntransformation matrix of the\nform:
\n\n\n\n', - itemtype: 'method', - name: 'applyMatrix', - params: [ - { - name: 'a', - description: - '
numbers which define the 2x3 matrix to be multiplied
\n', - type: 'Number' - }, - { - name: 'b', - description: - 'numbers which define the 2x3 matrix to be multiplied
\n', - type: 'Number' - }, - { - name: 'c', - description: - 'numbers which define the 2x3 matrix to be multiplied
\n', - type: 'Number' - }, - { - name: 'd', - description: - 'numbers which define the 2x3 matrix to be multiplied
\n', - type: 'Number' - }, - { - name: 'e', - description: - 'numbers which define the 2x3 matrix to be multiplied
\n', - type: 'Number' - }, - { - name: 'f', - description: - 'numbers which define the 2x3 matrix to be multiplied
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - "\n\nfunction setup() {\n frameRate(10);\n rectMode(CENTER);\n}\n\nfunction draw() {\n var step = frameCount % 20;\n background(200);\n // Equivalent to translate(x, y);\n applyMatrix(1, 0, 0, 1, 40 + step, 50);\n rect(0, 0, 50, 50);\n}\n
\n\nfunction setup() {\n frameRate(10);\n rectMode(CENTER);\n}\n\nfunction draw() {\n var step = frameCount % 20;\n background(200);\n translate(50, 50);\n // Equivalent to scale(x, y);\n applyMatrix(1 / step, 0, 0, 1 / step, 0, 0);\n rect(0, 0, 50, 50);\n}\n
\n\nfunction setup() {\n frameRate(10);\n rectMode(CENTER);\n}\n\nfunction draw() {\n var step = frameCount % 20;\n var angle = map(step, 0, 20, 0, TWO_PI);\n var cos_a = cos(angle);\n var sin_a = sin(angle);\n background(200);\n translate(50, 50);\n // Equivalent to rotate(angle);\n applyMatrix(cos_a, sin_a, -sin_a, cos_a, 0, 0);\n rect(0, 0, 50, 50);\n}\n
\n\nfunction setup() {\n frameRate(10);\n rectMode(CENTER);\n}\n\nfunction draw() {\n var step = frameCount % 20;\n var angle = map(step, 0, 20, -PI / 4, PI / 4);\n background(200);\n translate(50, 50);\n // equivalent to shearX(angle);\n var shear_factor = 1 / tan(PI / 2 - angle);\n applyMatrix(1, 0, shear_factor, 1, 0, 0);\n rect(0, 0, 50, 50);\n}\n
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n noFill();\n}\n\nfunction draw() {\n background(200);\n rotateY(PI / 6);\n stroke(153);\n box(35);\n var rad = millis() / 1000;\n // Set rotation angles\n var ct = cos(rad);\n var st = sin(rad);\n // Matrix for rotation around the Y axis\n applyMatrix( ct, 0.0, st, 0.0,\n 0.0, 1.0, 0.0, 0.0,\n -st, 0.0, ct, 0.0,\n 0.0, 0.0, 0.0, 1.0);\n stroke(255);\n box(50);\n}\n
\nReplaces the current matrix with the identity matrix.
\n', - itemtype: 'method', - name: 'resetMatrix', - chainable: 1, - example: [ - '\n\ntranslate(50, 50);\napplyMatrix(0.5, 0.5, -0.5, 0.5, 0, 0);\nrect(0, 0, 20, 20);\n// Note that the translate is also reset.\nresetMatrix();\nrect(0, 0, 20, 20);\n
\nRotates a shape the amount specified by the angle parameter. This\nfunction accounts for angleMode, so angles can be entered in either\nRADIANS or DEGREES.\n
\nObjects are always rotated around their relative position to the\norigin and positive numbers rotate objects in a clockwise direction.\nTransformations apply to everything that happens after and subsequent\ncalls to the function accumulates the effect. For example, calling\nrotate(HALF_PI) and then rotate(HALF_PI) is the same as rotate(PI).\nAll tranformations are reset when draw() begins again.\n
\nTechnically, rotate() multiplies the current transformation matrix\nby a rotation matrix. This function can be further controlled by\nthe push() and pop().
the angle of rotation, specified in radians\n or degrees, depending on current angleMode
\n', - type: 'Number' - }, - { - name: 'axis', - description: '(in 3d) the axis to rotate around
\n', - type: 'p5.Vector|Number[]', - optional: true - } - ], - chainable: 1, - example: [ - '\n\ntranslate(width / 2, height / 2);\nrotate(PI / 3.0);\nrect(-26, -26, 52, 52);\n
\nRotates around X axis.
\n', - itemtype: 'method', - name: 'rotateX', - params: [ - { - name: 'angle', - description: - 'the angle of rotation, specified in radians\n or degrees, depending on current angleMode
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - "\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(255);\n rotateX(millis() / 1000);\n box();\n}\n
\nRotates around Y axis.
\n', - itemtype: 'method', - name: 'rotateY', - params: [ - { - name: 'angle', - description: - 'the angle of rotation, specified in radians\n or degrees, depending on current angleMode
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - "\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(255);\n rotateY(millis() / 1000);\n box();\n}\n
\nRotates around Z axis. Webgl mode only.
\n', - itemtype: 'method', - name: 'rotateZ', - params: [ - { - name: 'angle', - description: - 'the angle of rotation, specified in radians\n or degrees, depending on current angleMode
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - "\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(255);\n rotateZ(millis() / 1000);\n box();\n}\n
\nIncreases or decreases the size of a shape by expanding and contracting\nvertices. Objects always scale from their relative origin to the\ncoordinate system. Scale values are specified as decimal percentages.\nFor example, the function call scale(2.0) increases the dimension of a\nshape by 200%.\n
\nTransformations apply to everything that happens after and subsequent\ncalls to the function multiply the effect. For example, calling scale(2.0)\nand then scale(1.5) is the same as scale(3.0). If scale() is called\nwithin draw(), the transformation is reset when the loop begins again.\n
\nUsing this function with the z parameter is only available in WEBGL mode.\nThis function can be further controlled with push() and pop().
\nrect(30, 20, 50, 50);\nscale(0.5);\nrect(30, 20, 50, 50);\n
\n\nrect(30, 20, 50, 50);\nscale(0.5, 1.3);\nrect(30, 20, 50, 50);\n
\npercent to scale the object, or percentage to\n scale the object in the x-axis if multiple arguments\n are given
\n', - type: 'Number|p5.Vector|Number[]' - }, - { - name: 'y', - description: 'percent to scale the object in the y-axis
\n', - type: 'Number', - optional: true - }, - { - name: 'z', - description: - 'percent to scale the object in the z-axis (webgl only)
\n', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 351, - params: [ - { - name: 'scales', - description: 'per-axis percents to scale the object
\n', - type: 'p5.Vector|Number[]' - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/core/transform.js', - line: 381, - description: - 'Shears a shape around the x-axis the amount specified by the angle\nparameter. Angles should be specified in the current angleMode.\nObjects are always sheared around their relative position to the origin\nand positive numbers shear objects in a clockwise direction.\n
\nTransformations apply to everything that happens after and subsequent\ncalls to the function accumulates the effect. For example, calling\nshearX(PI/2) and then shearX(PI/2) is the same as shearX(PI).\nIf shearX() is called within the draw(), the transformation is reset when\nthe loop begins again.\n
\nTechnically, shearX() multiplies the current transformation matrix by a\nrotation matrix. This function can be further controlled by the\npush() and pop() functions.
angle of shear specified in radians or degrees,\n depending on current angleMode
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - '\n\ntranslate(width / 4, height / 4);\nshearX(PI / 4.0);\nrect(0, 0, 30, 30);\n
\nShears a shape around the y-axis the amount specified by the angle\nparameter. Angles should be specified in the current angleMode. Objects\nare always sheared around their relative position to the origin and\npositive numbers shear objects in a clockwise direction.\n
\nTransformations apply to everything that happens after and subsequent\ncalls to the function accumulates the effect. For example, calling\nshearY(PI/2) and then shearY(PI/2) is the same as shearY(PI). If\nshearY() is called within the draw(), the transformation is reset when\nthe loop begins again.\n
\nTechnically, shearY() multiplies the current transformation matrix by a\nrotation matrix. This function can be further controlled by the\npush() and pop() functions.
angle of shear specified in radians or degrees,\n depending on current angleMode
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - '\n\ntranslate(width / 4, height / 4);\nshearY(PI / 4.0);\nrect(0, 0, 30, 30);\n
\nSpecifies an amount to displace objects within the display window.\nThe x parameter specifies left/right translation, the y parameter\nspecifies up/down translation.\n
\nTransformations are cumulative and apply to everything that happens after\nand subsequent calls to the function accumulates the effect. For example,\ncalling translate(50, 0) and then translate(20, 0) is the same as\ntranslate(70, 0). If translate() is called within draw(), the\ntransformation is reset when the loop begins again. This function can be\nfurther controlled by using push() and pop().
\ntranslate(30, 20);\nrect(0, 0, 55, 55);\n
\n\nrect(0, 0, 55, 55); // Draw rect at original 0,0\ntranslate(30, 20);\nrect(0, 0, 55, 55); // Draw rect at new 0,0\ntranslate(14, 14);\nrect(0, 0, 55, 55); // Draw rect at new 0,0\n
\n\nfunction draw() {\n background(200);\n rectMode(CENTER);\n translate(width / 2, height / 2);\n translate(p5.Vector.fromAngle(millis() / 1000, 40));\n rect(0, 0, 20, 20);\n}\n
\nleft/right translation
\n', - type: 'Number' - }, - { - name: 'y', - description: 'up/down translation
\n', - type: 'Number' - }, - { - name: 'z', - description: 'forward/backward translation (webgl only)
\n', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 515, - params: [ - { - name: 'vector', - description: 'the vector to translate by
\n', - type: 'p5.Vector' - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/data/local_storage.js', - line: 11, - description: - 'Stores a value in local storage under the key name.\n Local storage is saved in the browser and persists\n between browsing sessions and page reloads.\n The key can be the name of the variable but doesn't\n have to be. To retrieve stored items\n see getItem.\n
\n Sensitive data such as passwords or personal information\n should not be stored in local storage.
\n // Type to change the letter in the\n // center of the canvas.\n // If you reload the page, it will\n // still display the last key you entered\nlet myText;\nfunction setup() {\n createCanvas(100, 100);\n myText = getItem('myText');\n if (myText === null) {\n myText = '';\n }\n }\nfunction draw() {\n textSize(40);\n background(255);\n text(myText, width / 2, height / 2);\n }\nfunction keyPressed() {\n myText = key;\n storeItem('myText', myText);\n }\n
Returns the value of an item that was stored in local storage\n using storeItem()
\n', - itemtype: 'method', - name: 'getItem', - params: [ - { - name: 'key', - description: - 'name that you wish to use to store in local storage
\n', - type: 'String' - } - ], - return: { - description: 'Value of stored item', - type: 'Number|Object|String|Boolean|p5.Color' - }, - example: [ - "\n\n // Click the mouse to change\n // the color of the background\n // Once you have changed the color\n // it will stay changed even when you\n // reload the page.\nlet myColor;\nfunction setup() {\n createCanvas(100, 100);\n myColor = getItem('myColor');\n }\nfunction draw() {\n if (myColor !== null) {\n background(myColor);\n }\n }\nfunction mousePressed() {\n myColor = color(random(255), random(255), random(255));\n storeItem('myColor', myColor);\n }\n
Clears all local storage items set with storeItem()\n for the current domain.
\n', - itemtype: 'method', - name: 'clearStorage', - example: [ - "\n\n function setup() {\n let myNum = 10;\n let myBool = false;\n storeItem('myNum', myNum);\n storeItem('myBool', myBool);\n print(getItem('myNum')); // logs 10 to the console\n print(getItem('myBool')); // logs false to the console\n clearStorage();\n print(getItem('myNum')); // logs null to the console\n print(getItem('myBool')); // logs null to the console\n }\n
Removes an item that was stored with storeItem()
\n', - itemtype: 'method', - name: 'removeItem', - params: [ - { - name: 'key', - description: '', - type: 'String' - } - ], - example: [ - "\n\n function setup() {\n let myVar = 10;\n storeItem('myVar', myVar);\n print(getItem('myVar')); // logs 10 to the console\n removeItem('myVar');\n print(getItem('myVar')); // logs null to the console\n }\n
Creates a new instance of p5.StringDict using the key-value pair\n or the object you provide.
\n', - itemtype: 'method', - name: 'createStringDict', - return: { - description: '', - type: 'p5.StringDict' - }, - example: [ - "\n\n function setup() {\n let myDictionary = createStringDict('p5', 'js');\n print(myDictionary.hasKey('p5')); // logs true to console\n let anotherDictionary = createStringDict({ happy: 'coding' });\n print(anotherDictionary.hasKey('happy')); // logs true to console\n }\n
object
\n', - type: 'Object' - } - ], - return: { - description: '', - type: 'p5.StringDict' - } - } - ] - }, - { - file: 'src/data/p5.TypedDict.js', - line: 50, - description: - 'Creates a new instance of p5.NumberDict using the key-value pair\n or object you provide.
\n', - itemtype: 'method', - name: 'createNumberDict', - return: { - description: '', - type: 'p5.NumberDict' - }, - example: [ - '\n\n function setup() {\n let myDictionary = createNumberDict(100, 42);\n print(myDictionary.hasKey(100)); // logs true to console\n let anotherDictionary = createNumberDict({ 200: 84 });\n print(anotherDictionary.hasKey(200)); // logs true to console\n }\n
object
\n', - type: 'Object' - } - ], - return: { - description: '', - type: 'p5.NumberDict' - } - } - ] - }, - { - file: 'src/data/p5.TypedDict.js', - line: 103, - description: - 'Returns the number of key-value pairs currently stored in the Dictionary.
\n', - itemtype: 'method', - name: 'size', - return: { - description: 'the number of key-value pairs in the Dictionary', - type: 'Integer' - }, - example: [ - '\n\nfunction setup() {\n let myDictionary = createNumberDict(1, 10);\n myDictionary.create(2, 20);\n myDictionary.create(3, 30);\n print(myDictionary.size()); // logs 3 to the console\n}\n
Returns true if the given key exists in the Dictionary,\notherwise returns false.
\n', - itemtype: 'method', - name: 'hasKey', - params: [ - { - name: 'key', - description: 'that you want to look up
\n', - type: 'Number|String' - } - ], - return: { - description: 'whether that key exists in Dictionary', - type: 'Boolean' - }, - example: [ - "\n\nfunction setup() {\n let myDictionary = createStringDict('p5', 'js');\n print(myDictionary.hasKey('p5')); // logs true to console\n}\n
Returns the value stored at the given key.
\n', - itemtype: 'method', - name: 'get', - params: [ - { - name: 'the', - description: 'key you want to access
\n', - type: 'Number|String' - } - ], - return: { - description: 'the value stored at that key', - type: 'Number|String' - }, - example: [ - "\n\nfunction setup() {\n let myDictionary = createStringDict('p5', 'js');\n let myValue = myDictionary.get('p5');\n print(myValue === 'js'); // logs true to console\n}\n
Updates the value associated with the given key in case it already exists\nin the Dictionary. Otherwise a new key-value pair is added.
\n', - itemtype: 'method', - name: 'set', - params: [ - { - name: 'key', - description: '', - type: 'Number|String' - }, - { - name: 'value', - description: '', - type: 'Number|String' - } - ], - example: [ - "\n\nfunction setup() {\n let myDictionary = createStringDict('p5', 'js');\n myDictionary.set('p5', 'JS');\n myDictionary.print(); // logs \"key: p5 - value: JS\" to console\n}\n
private helper function to handle the user passing in objects\nduring construction or calls to create()
\n', - class: 'p5.TypedDict', - module: 'Data', - submodule: 'Dictionary' - }, - { - file: 'src/data/p5.TypedDict.js', - line: 214, - description: 'Creates a new key-value pair in the Dictionary.
\n', - itemtype: 'method', - name: 'create', - example: [ - "\n\nfunction setup() {\n let myDictionary = createStringDict('p5', 'js');\n myDictionary.create('happy', 'coding');\n myDictionary.print();\n // above logs \"key: p5 - value: js, key: happy - value: coding\" to console\n}\n
key/value pair
\n', - type: 'Object' - } - ] - } - ] - }, - { - file: 'src/data/p5.TypedDict.js', - line: 250, - description: - 'Removes all previously stored key-value pairs from the Dictionary.
\n', - itemtype: 'method', - name: 'clear', - example: [ - "\n\nfunction setup() {\n let myDictionary = createStringDict('p5', 'js');\n print(myDictionary.hasKey('p5')); // prints 'true'\n myDictionary.clear();\n print(myDictionary.hasKey('p5')); // prints 'false'\n}\n
\nRemoves the key-value pair stored at the given key from the Dictionary.
\n', - itemtype: 'method', - name: 'remove', - params: [ - { - name: 'key', - description: 'for the pair to remove
\n', - type: 'Number|String' - } - ], - example: [ - "\n\nfunction setup() {\n let myDictionary = createStringDict('p5', 'js');\n myDictionary.create('happy', 'coding');\n myDictionary.print();\n // above logs \"key: p5 - value: js, key: happy - value: coding\" to console\n myDictionary.remove('p5');\n myDictionary.print();\n // above logs \"key: happy value: coding\" to console\n}\n
Logs the set of items currently stored in the Dictionary to the console.
\n', - itemtype: 'method', - name: 'print', - example: [ - "\n\nfunction setup() {\n let myDictionary = createStringDict('p5', 'js');\n myDictionary.create('happy', 'coding');\n myDictionary.print();\n // above logs \"key: p5 - value: js, key: happy - value: coding\" to console\n}\n
\nConverts the Dictionary into a CSV file for local download.
\n', - itemtype: 'method', - name: 'saveTable', - example: [ - "\n\nfunction setup() {\n createCanvas(100, 100);\n background(200);\n text('click here to save', 10, 10, 70, 80);\n}\n\nfunction mousePressed() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n createStringDict({\n john: 1940,\n paul: 1942,\n george: 1943,\n ringo: 1940\n }).saveTable('beatles');\n }\n}\n
\nConverts the Dictionary into a JSON file for local download.
\n', - itemtype: 'method', - name: 'saveJSON', - example: [ - "\n\nfunction setup() {\n createCanvas(100, 100);\n background(200);\n text('click here to save', 10, 10, 70, 80);\n}\n\nfunction mousePressed() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n createStringDict({\n john: 1940,\n paul: 1942,\n george: 1943,\n ringo: 1940\n }).saveJSON('beatles');\n }\n}\n
\nprivate helper function to ensure that the user passed in valid\nvalues for the Dictionary type
\n', - class: 'p5.TypedDict', - module: 'Data', - submodule: 'Dictionary' - }, - { - file: 'src/data/p5.TypedDict.js', - line: 437, - description: - 'private helper function to ensure that the user passed in valid\nvalues for the Dictionary type
\n', - class: 'p5.NumberDict', - module: 'Data', - submodule: 'Dictionary' - }, - { - file: 'src/data/p5.TypedDict.js', - line: 446, - description: - 'Add the given number to the value currently stored at the given key.\nThe sum then replaces the value previously stored in the Dictionary.
\n', - itemtype: 'method', - name: 'add', - params: [ - { - name: 'Key', - description: 'for the value you wish to add to
\n', - type: 'Number' - }, - { - name: 'Number', - description: 'to add to the value
\n', - type: 'Number' - } - ], - example: [ - "\n\nfunction setup() {\n let myDictionary = createNumberDict(2, 5);\n myDictionary.add(2, 2);\n print(myDictionary.get(2)); // logs 7 to console.\n}\n
Subtract the given number from the value currently stored at the given key.\nThe difference then replaces the value previously stored in the Dictionary.
\n', - itemtype: 'method', - name: 'sub', - params: [ - { - name: 'Key', - description: 'for the value you wish to subtract from
\n', - type: 'Number' - }, - { - name: 'Number', - description: 'to subtract from the value
\n', - type: 'Number' - } - ], - example: [ - "\n\nfunction setup() {\n let myDictionary = createNumberDict(2, 5);\n myDictionary.sub(2, 2);\n print(myDictionary.get(2)); // logs 3 to console.\n}\n
Multiply the given number with the value currently stored at the given key.\nThe product then replaces the value previously stored in the Dictionary.
\n', - itemtype: 'method', - name: 'mult', - params: [ - { - name: 'Key', - description: 'for value you wish to multiply
\n', - type: 'Number' - }, - { - name: 'Amount', - description: 'to multiply the value by
\n', - type: 'Number' - } - ], - example: [ - "\n\nfunction setup() {\n let myDictionary = createNumberDict(2, 4);\n myDictionary.mult(2, 2);\n print(myDictionary.get(2)); // logs 8 to console.\n}\n
Divide the given number with the value currently stored at the given key.\nThe quotient then replaces the value previously stored in the Dictionary.
\n', - itemtype: 'method', - name: 'div', - params: [ - { - name: 'Key', - description: 'for value you wish to divide
\n', - type: 'Number' - }, - { - name: 'Amount', - description: 'to divide the value by
\n', - type: 'Number' - } - ], - example: [ - "\n\nfunction setup() {\n let myDictionary = createNumberDict(2, 8);\n myDictionary.div(2, 2);\n print(myDictionary.get(2)); // logs 4 to console.\n}\n
private helper function for finding lowest or highest value\nthe argument 'flip' is used to flip the comparison arrow\nfrom 'less than' to 'greater than'
\n', - class: 'p5.NumberDict', - module: 'Data', - submodule: 'Dictionary' - }, - { - file: 'src/data/p5.TypedDict.js', - line: 579, - description: - 'Return the lowest number currently stored in the Dictionary.
\n', - itemtype: 'method', - name: 'minValue', - return: { - description: '', - type: 'Number' - }, - example: [ - "\n\nfunction setup() {\n let myDictionary = createNumberDict({ 2: -10, 4: 0.65, 1.2: 3 });\n let lowestValue = myDictionary.minValue(); // value is -10\n print(lowestValue);\n}\n
Return the highest number currently stored in the Dictionary.
\n', - itemtype: 'method', - name: 'maxValue', - return: { - description: '', - type: 'Number' - }, - example: [ - "\n\nfunction setup() {\n let myDictionary = createNumberDict({ 2: -10, 4: 0.65, 1.2: 3 });\n let highestValue = myDictionary.maxValue(); // value is 3\n print(highestValue);\n}\n
private helper function for finding lowest or highest key\nthe argument 'flip' is used to flip the comparison arrow\nfrom 'less than' to 'greater than'
\n', - class: 'p5.NumberDict', - module: 'Data', - submodule: 'Dictionary' - }, - { - file: 'src/data/p5.TypedDict.js', - line: 644, - description: - 'Return the lowest key currently used in the Dictionary.
\n', - itemtype: 'method', - name: 'minKey', - return: { - description: '', - type: 'Number' - }, - example: [ - "\n\nfunction setup() {\n let myDictionary = createNumberDict({ 2: 4, 4: 6, 1.2: 3 });\n let lowestKey = myDictionary.minKey(); // value is 1.2\n print(lowestKey);\n}\n
Return the highest key currently used in the Dictionary.
\n', - itemtype: 'method', - name: 'maxKey', - return: { - description: '', - type: 'Number' - }, - example: [ - "\n\nfunction setup() {\n let myDictionary = createNumberDict({ 2: 4, 4: 6, 1.2: 3 });\n let highestKey = myDictionary.maxKey(); // value is 4\n print(highestKey);\n}\n
The system variable deviceOrientation always contains the orientation of\nthe device. The value of this variable will either be set 'landscape'\nor 'portrait'. If no data is available it will be set to 'undefined'.\neither LANDSCAPE or PORTRAIT.
\n', - itemtype: 'property', - name: 'deviceOrientation', - type: 'Constant', - readonly: '', - class: 'p5', - module: 'Events', - submodule: 'Acceleration' - }, - { - file: 'src/events/acceleration.js', - line: 23, - description: - 'The system variable accelerationX always contains the acceleration of the\ndevice along the x axis. Value is represented as meters per second squared.
\n', - itemtype: 'property', - name: 'accelerationX', - type: 'Number', - readonly: '', - example: [ - "\n\n// Move a touchscreen device to register\n// acceleration changes.\nfunction draw() {\n background(220, 50);\n fill('magenta');\n ellipse(width / 2, height / 2, accelerationX);\n}\n
\nThe system variable accelerationY always contains the acceleration of the\ndevice along the y axis. Value is represented as meters per second squared.
\n', - itemtype: 'property', - name: 'accelerationY', - type: 'Number', - readonly: '', - example: [ - "\n\n// Move a touchscreen device to register\n// acceleration changes.\nfunction draw() {\n background(220, 50);\n fill('magenta');\n ellipse(width / 2, height / 2, accelerationY);\n}\n
\nThe system variable accelerationZ always contains the acceleration of the\ndevice along the z axis. Value is represented as meters per second squared.
\n', - itemtype: 'property', - name: 'accelerationZ', - type: 'Number', - readonly: '', - example: [ - "\n\n// Move a touchscreen device to register\n// acceleration changes.\nfunction draw() {\n background(220, 50);\n fill('magenta');\n ellipse(width / 2, height / 2, accelerationZ);\n}\n
\nThe system variable pAccelerationX always contains the acceleration of the\ndevice along the x axis in the frame previous to the current frame. Value\nis represented as meters per second squared.
\n', - itemtype: 'property', - name: 'pAccelerationX', - type: 'Number', - readonly: '', - class: 'p5', - module: 'Events', - submodule: 'Acceleration' - }, - { - file: 'src/events/acceleration.js', - line: 104, - description: - 'The system variable pAccelerationY always contains the acceleration of the\ndevice along the y axis in the frame previous to the current frame. Value\nis represented as meters per second squared.
\n', - itemtype: 'property', - name: 'pAccelerationY', - type: 'Number', - readonly: '', - class: 'p5', - module: 'Events', - submodule: 'Acceleration' - }, - { - file: 'src/events/acceleration.js', - line: 114, - description: - 'The system variable pAccelerationZ always contains the acceleration of the\ndevice along the z axis in the frame previous to the current frame. Value\nis represented as meters per second squared.
\n', - itemtype: 'property', - name: 'pAccelerationZ', - type: 'Number', - readonly: '', - class: 'p5', - module: 'Events', - submodule: 'Acceleration' - }, - { - file: 'src/events/acceleration.js', - line: 135, - description: - 'The system variable rotationX always contains the rotation of the\ndevice along the x axis. Value is represented as 0 to +/-180 degrees.\n
\nNote: The order the rotations are called is important, ie. if used\ntogether, it must be called in the order Z-X-Y or there might be\nunexpected behaviour.
\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n //rotateZ(radians(rotationZ));\n rotateX(radians(rotationX));\n //rotateY(radians(rotationY));\n box(200, 200, 200);\n}\n
\nThe system variable rotationY always contains the rotation of the\ndevice along the y axis. Value is represented as 0 to +/-90 degrees.\n
\nNote: The order the rotations are called is important, ie. if used\ntogether, it must be called in the order Z-X-Y or there might be\nunexpected behaviour.
\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n //rotateZ(radians(rotationZ));\n //rotateX(radians(rotationX));\n rotateY(radians(rotationY));\n box(200, 200, 200);\n}\n
\nThe system variable rotationZ always contains the rotation of the\ndevice along the z axis. Value is represented as 0 to 359 degrees.\n
\nUnlike rotationX and rotationY, this variable is available for devices\nwith a built-in compass only.\n
\nNote: The order the rotations are called is important, ie. if used\ntogether, it must be called in the order Z-X-Y or there might be\nunexpected behaviour.
\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n rotateZ(radians(rotationZ));\n //rotateX(radians(rotationX));\n //rotateY(radians(rotationY));\n box(200, 200, 200);\n}\n
\nThe system variable pRotationX always contains the rotation of the\ndevice along the x axis in the frame previous to the current frame. Value\nis represented as 0 to +/-180 degrees.\n
\npRotationX can also be used with rotationX to determine the rotate\ndirection of the device along the X-axis.
\n// A simple if statement looking at whether\n// rotationX - pRotationX < 0 is true or not will be\n// sufficient for determining the rotate direction\n// in most cases.\n\n// Some extra logic is needed to account for cases where\n// the angles wrap around.\nlet rotateDirection = 'clockwise';\n\n// Simple range conversion to make things simpler.\n// This is not absolutely necessary but the logic\n// will be different in that case.\n\nlet rX = rotationX + 180;\nlet pRX = pRotationX + 180;\n\nif ((rX - pRX > 0 && rX - pRX < 270) || rX - pRX < -270) {\n rotateDirection = 'clockwise';\n} else if (rX - pRX < 0 || rX - pRX > 270) {\n rotateDirection = 'counter-clockwise';\n}\n\nprint(rotateDirection);\n
\nThe system variable pRotationY always contains the rotation of the\ndevice along the y axis in the frame previous to the current frame. Value\nis represented as 0 to +/-90 degrees.\n
\npRotationY can also be used with rotationY to determine the rotate\ndirection of the device along the Y-axis.
\n// A simple if statement looking at whether\n// rotationY - pRotationY < 0 is true or not will be\n// sufficient for determining the rotate direction\n// in most cases.\n\n// Some extra logic is needed to account for cases where\n// the angles wrap around.\nlet rotateDirection = 'clockwise';\n\n// Simple range conversion to make things simpler.\n// This is not absolutely necessary but the logic\n// will be different in that case.\n\nlet rY = rotationY + 180;\nlet pRY = pRotationY + 180;\n\nif ((rY - pRY > 0 && rY - pRY < 270) || rY - pRY < -270) {\n rotateDirection = 'clockwise';\n} else if (rY - pRY < 0 || rY - pRY > 270) {\n rotateDirection = 'counter-clockwise';\n}\nprint(rotateDirection);\n
\nThe system variable pRotationZ always contains the rotation of the\ndevice along the z axis in the frame previous to the current frame. Value\nis represented as 0 to 359 degrees.\n
\npRotationZ can also be used with rotationZ to determine the rotate\ndirection of the device along the Z-axis.
\n// A simple if statement looking at whether\n// rotationZ - pRotationZ < 0 is true or not will be\n// sufficient for determining the rotate direction\n// in most cases.\n\n// Some extra logic is needed to account for cases where\n// the angles wrap around.\nlet rotateDirection = 'clockwise';\n\nif (\n (rotationZ - pRotationZ > 0 && rotationZ - pRotationZ < 270) ||\n rotationZ - pRotationZ < -270\n) {\n rotateDirection = 'clockwise';\n} else if (rotationZ - pRotationZ < 0 || rotationZ - pRotationZ > 270) {\n rotateDirection = 'counter-clockwise';\n}\nprint(rotateDirection);\n
\nWhen a device is rotated, the axis that triggers the deviceTurned()\nmethod is stored in the turnAxis variable. The turnAxis variable is only defined within\nthe scope of deviceTurned().
\n', - itemtype: 'property', - name: 'turnAxis', - type: 'String', - readonly: '', - example: [ - "\n\n// Run this example on a mobile device\n// Rotate the device by 90 degrees in the\n// X-axis to change the value.\n\nvar value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceTurned() {\n if (turnAxis === 'X') {\n if (value === 0) {\n value = 255;\n } else if (value === 255) {\n value = 0;\n }\n }\n}\n
\nThe setMoveThreshold() function is used to set the movement threshold for\nthe deviceMoved() function. The default threshold is set to 0.5.
\n', - itemtype: 'method', - name: 'setMoveThreshold', - params: [ - { - name: 'value', - description: 'The threshold value
\n', - type: 'Number' - } - ], - example: [ - '\n\n// Run this example on a mobile device\n// You will need to move the device incrementally further\n// the closer the square\'s color gets to white in order to change the value.\n\nlet value = 0;\nlet threshold = 0.5;\nfunction setup() {\n setMoveThreshold(threshold);\n}\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceMoved() {\n value = value + 5;\n threshold = threshold + 0.1;\n if (value > 255) {\n value = 0;\n threshold = 30;\n }\n setMoveThreshold(threshold);\n}\n
\nThe setShakeThreshold() function is used to set the movement threshold for\nthe deviceShaken() function. The default threshold is set to 30.
\n', - itemtype: 'method', - name: 'setShakeThreshold', - params: [ - { - name: 'value', - description: 'The threshold value
\n', - type: 'Number' - } - ], - example: [ - '\n\n// Run this example on a mobile device\n// You will need to shake the device more firmly\n// the closer the box\'s fill gets to white in order to change the value.\n\nlet value = 0;\nlet threshold = 30;\nfunction setup() {\n setShakeThreshold(threshold);\n}\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceMoved() {\n value = value + 5;\n threshold = threshold + 5;\n if (value > 255) {\n value = 0;\n threshold = 30;\n }\n setShakeThreshold(threshold);\n}\n
\nThe deviceMoved() function is called when the device is moved by more than\nthe threshold value along X, Y or Z axis. The default threshold is set to 0.5.\nThe threshold value can be changed using setMoveThreshold().
\n', - itemtype: 'method', - name: 'deviceMoved', - example: [ - '\n\n// Run this example on a mobile device\n// Move the device around\n// to change the value.\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceMoved() {\n value = value + 5;\n if (value > 255) {\n value = 0;\n }\n}\n
\nThe deviceTurned() function is called when the device rotates by\nmore than 90 degrees continuously.\n
\nThe axis that triggers the deviceTurned() method is stored in the turnAxis\nvariable. The deviceTurned() method can be locked to trigger on any axis:\nX, Y or Z by comparing the turnAxis variable to 'X', 'Y' or 'Z'.
\n// Run this example on a mobile device\n// Rotate the device by 90 degrees\n// to change the value.\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceTurned() {\n if (value === 0) {\n value = 255;\n } else if (value === 255) {\n value = 0;\n }\n}\n
\n\n// Run this example on a mobile device\n// Rotate the device by 90 degrees in the\n// X-axis to change the value.\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceTurned() {\n if (turnAxis === \'X\') {\n if (value === 0) {\n value = 255;\n } else if (value === 255) {\n value = 0;\n }\n }\n}\n
\nThe deviceShaken() function is called when the device total acceleration\nchanges of accelerationX and accelerationY values is more than\nthe threshold value. The default threshold is set to 30.\nThe threshold value can be changed using setShakeThreshold().
\n', - itemtype: 'method', - name: 'deviceShaken', - example: [ - '\n\n// Run this example on a mobile device\n// Shake the device to change the value.\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceShaken() {\n value = value + 5;\n if (value > 255) {\n value = 0;\n }\n}\n
\nThe boolean system variable keyIsPressed is true if any key is pressed\nand false if no keys are pressed.
\n', - itemtype: 'property', - name: 'keyIsPressed', - type: 'Boolean', - readonly: '', - example: [ - '\n\nfunction draw() {\n if (keyIsPressed === true) {\n fill(0);\n } else {\n fill(255);\n }\n rect(25, 25, 50, 50);\n}\n
\nThe system variable key always contains the value of the most recent\nkey on the keyboard that was typed. To get the proper capitalization, it\nis best to use it within keyTyped(). For non-ASCII keys, use the keyCode\nvariable.
\n', - itemtype: 'property', - name: 'key', - type: 'String', - readonly: '', - example: [ - '\n\n// Click any key to display it!\n// (Not Guaranteed to be Case Sensitive)\nfunction setup() {\n fill(245, 123, 158);\n textSize(50);\n}\n\nfunction draw() {\n background(200);\n text(key, 33, 65); // Display last key pressed.\n}\n
The variable keyCode is used to detect special keys such as BACKSPACE,\nDELETE, ENTER, RETURN, TAB, ESCAPE, SHIFT, CONTROL, OPTION, ALT, UP_ARROW,\nDOWN_ARROW, LEFT_ARROW, RIGHT_ARROW.\nYou can also check for custom keys by looking up the keyCode of any key\non a site like this: keycode.info.
\n', - itemtype: 'property', - name: 'keyCode', - type: 'Integer', - readonly: '', - example: [ - "\n\nlet fillVal = 126;\nfunction draw() {\n fill(fillVal);\n rect(25, 25, 50, 50);\n}\n\nfunction keyPressed() {\n if (keyCode === UP_ARROW) {\n fillVal = 255;\n } else if (keyCode === DOWN_ARROW) {\n fillVal = 0;\n }\n return false; // prevent default\n}\n
\nfunction draw() {}\nfunction keyPressed() {\n background('yellow');\n text(`${key} ${keyCode}`, 10, 40);\n print(key, ' ', keyCode);\n return false; // prevent default\n}\n
The keyPressed() function is called once every time a key is pressed. The\nkeyCode for the key that was pressed is stored in the keyCode variable.\n
\nFor non-ASCII keys, use the keyCode variable. You can check if the keyCode\nequals BACKSPACE, DELETE, ENTER, RETURN, TAB, ESCAPE, SHIFT, CONTROL,\nOPTION, ALT, UP_ARROW, DOWN_ARROW, LEFT_ARROW, RIGHT_ARROW.\n
\nFor ASCII keys, the key that was pressed is stored in the key variable. However, it\ndoes not distinguish between uppercase and lowercase. For this reason, it\nis recommended to use keyTyped() to read the key variable, in which the\ncase of the variable will be distinguished.\n
\nBecause of how operating systems handle key repeats, holding down a key\nmay cause multiple calls to keyTyped() (and keyReleased() as well). The\nrate of repeat is set by the operating system and how each computer is\nconfigured.
\nBrowsers may have different default\nbehaviors attached to various key events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction keyPressed() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n
\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction keyPressed() {\n if (keyCode === LEFT_ARROW) {\n value = 255;\n } else if (keyCode === RIGHT_ARROW) {\n value = 0;\n }\n}\n
\n\nfunction keyPressed() {\n // Do something\n return false; // prevent any default behaviour\n}\n
\nThe keyReleased() function is called once every time a key is released.\nSee key and keyCode for more information.
\nBrowsers may have different default\nbehaviors attached to various key events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction keyReleased() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n return false; // prevent any default behavior\n}\n
\nThe keyTyped() function is called once every time a key is pressed, but\naction keys such as Backspace, Delete, Ctrl, Shift, and Alt are ignored. If you are trying to detect\na keyCode for one of these keys, use the keyPressed() function instead.\nThe most recent key typed will be stored in the key variable.\n
\nBecause of how operating systems handle key repeats, holding down a key\nwill cause multiple calls to keyTyped() (and keyReleased() as well). The\nrate of repeat is set by the operating system and how each computer is\nconfigured.
\nBrowsers may have different default behaviors attached to various key\nevents. To prevent any default behavior for this event, add "return false"\nto the end of the method.
\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction keyTyped() {\n if (key === 'a') {\n value = 255;\n } else if (key === 'b') {\n value = 0;\n }\n // uncomment to prevent any default behavior\n // return false;\n}\n
\nThe onblur function is called when the user is no longer focused\non the p5 element. Because the keyup events will not fire if the user is\nnot focused on the element we must assume all keys currently down have\nbeen released.
\n', - class: 'p5', - module: 'Events', - submodule: 'Keyboard' - }, - { - file: 'src/events/keyboard.js', - line: 312, - description: - 'The keyIsDown() function checks if the key is currently down, i.e. pressed.\nIt can be used if you have an object that moves, and you want several keys\nto be able to affect its behaviour simultaneously, such as moving a\nsprite diagonally. You can put in any number representing the keyCode of\nthe key, or use any of the variable keyCode names listed\nhere.
\n', - itemtype: 'method', - name: 'keyIsDown', - params: [ - { - name: 'code', - description: 'The key to check for.
\n', - type: 'Number' - } - ], - return: { - description: 'whether key is down or not', - type: 'Boolean' - }, - example: [ - '\n\nlet x = 100;\nlet y = 100;\n\nfunction setup() {\n createCanvas(512, 512);\n fill(255, 0, 0);\n}\n\nfunction draw() {\n if (keyIsDown(LEFT_ARROW)) {\n x -= 5;\n }\n\n if (keyIsDown(RIGHT_ARROW)) {\n x += 5;\n }\n\n if (keyIsDown(UP_ARROW)) {\n y -= 5;\n }\n\n if (keyIsDown(DOWN_ARROW)) {\n y += 5;\n }\n\n clear();\n ellipse(x, y, 50, 50);\n}\n
\nlet diameter = 50;\n\nfunction setup() {\n createCanvas(512, 512);\n}\n\nfunction draw() {\n // 107 and 187 are keyCodes for "+"\n if (keyIsDown(107) || keyIsDown(187)) {\n diameter += 1;\n }\n\n // 109 and 189 are keyCodes for "-"\n if (keyIsDown(109) || keyIsDown(189)) {\n diameter -= 1;\n }\n\n clear();\n fill(255, 0, 0);\n ellipse(50, 50, diameter, diameter);\n}\n
The system variable mouseX always contains the current horizontal\nposition of the mouse, relative to (0, 0) of the canvas. The value at\nthe top-left corner is (0, 0) for 2-D and (-width/2, -height/2) for WebGL.\nIf touch is used instead of mouse input, mouseX will hold the x value\nof the most recent touch point.
\n', - itemtype: 'property', - name: 'mouseX', - type: 'Number', - readonly: '', - example: [ - '\n\n// Move the mouse across the canvas\nfunction draw() {\n background(244, 248, 252);\n line(mouseX, 0, mouseX, 100);\n}\n
\nThe system variable mouseY always contains the current vertical\nposition of the mouse, relative to (0, 0) of the canvas. The value at\nthe top-left corner is (0, 0) for 2-D and (-width/2, -height/2) for WebGL.\nIf touch is used instead of mouse input, mouseY will hold the y value\nof the most recent touch point.
\n', - itemtype: 'property', - name: 'mouseY', - type: 'Number', - readonly: '', - example: [ - '\n\n// Move the mouse across the canvas\nfunction draw() {\n background(244, 248, 252);\n line(0, mouseY, 100, mouseY);\n}\n
\nThe system variable pmouseX always contains the horizontal position of\nthe mouse or finger in the frame previous to the current frame, relative to\n(0, 0) of the canvas. The value at the top-left corner is (0, 0) for 2-D and\n(-width/2, -height/2) for WebGL. Note: pmouseX will be reset to the current mouseX\nvalue at the start of each touch event.
\n', - itemtype: 'property', - name: 'pmouseX', - type: 'Number', - readonly: '', - example: [ - "\n\n// Move the mouse across the canvas to leave a trail\nfunction setup() {\n //slow down the frameRate to make it more visible\n frameRate(10);\n}\n\nfunction draw() {\n background(244, 248, 252);\n line(mouseX, mouseY, pmouseX, pmouseY);\n print(pmouseX + ' -> ' + mouseX);\n}\n
\nThe system variable pmouseY always contains the vertical position of\nthe mouse or finger in the frame previous to the current frame, relative to\n(0, 0) of the canvas. The value at the top-left corner is (0, 0) for 2-D and\n(-width/2, -height/2) for WebGL. Note: pmouseY will be reset to the current mouseY\nvalue at the start of each touch event.
\n', - itemtype: 'property', - name: 'pmouseY', - type: 'Number', - readonly: '', - example: [ - "\n\nfunction draw() {\n background(237, 34, 93);\n fill(0);\n //draw a square only if the mouse is not moving\n if (mouseY === pmouseY && mouseX === pmouseX) {\n rect(20, 20, 60, 60);\n }\n\n print(pmouseY + ' -> ' + mouseY);\n}\n
\nThe system variable winMouseX always contains the current horizontal\nposition of the mouse, relative to (0, 0) of the window.
\n', - itemtype: 'property', - name: 'winMouseX', - type: 'Number', - readonly: '', - example: [ - "\n\nlet myCanvas;\n\nfunction setup() {\n //use a variable to store a pointer to the canvas\n myCanvas = createCanvas(100, 100);\n const body = document.getElementsByTagName('body')[0];\n myCanvas.parent(body);\n}\n\nfunction draw() {\n background(237, 34, 93);\n fill(0);\n\n //move the canvas to the horizontal mouse position\n //relative to the window\n myCanvas.position(winMouseX + 1, windowHeight / 2);\n\n //the y of the square is relative to the canvas\n rect(20, mouseY, 60, 60);\n}\n
\nThe system variable winMouseY always contains the current vertical\nposition of the mouse, relative to (0, 0) of the window.
\n', - itemtype: 'property', - name: 'winMouseY', - type: 'Number', - readonly: '', - example: [ - "\n\nlet myCanvas;\n\nfunction setup() {\n //use a variable to store a pointer to the canvas\n myCanvas = createCanvas(100, 100);\n const body = document.getElementsByTagName('body')[0];\n myCanvas.parent(body);\n}\n\nfunction draw() {\n background(237, 34, 93);\n fill(0);\n\n //move the canvas to the vertical mouse position\n //relative to the window\n myCanvas.position(windowWidth / 2, winMouseY + 1);\n\n //the x of the square is relative to the canvas\n rect(mouseX, 20, 60, 60);\n}\n
\nThe system variable pwinMouseX always contains the horizontal position\nof the mouse in the frame previous to the current frame, relative to\n(0, 0) of the window. Note: pwinMouseX will be reset to the current winMouseX\nvalue at the start of each touch event.
\n', - itemtype: 'property', - name: 'pwinMouseX', - type: 'Number', - readonly: '', - example: [ - '\n\nlet myCanvas;\n\nfunction setup() {\n //use a variable to store a pointer to the canvas\n myCanvas = createCanvas(100, 100);\n noStroke();\n fill(237, 34, 93);\n}\n\nfunction draw() {\n clear();\n //the difference between previous and\n //current x position is the horizontal mouse speed\n let speed = abs(winMouseX - pwinMouseX);\n //change the size of the circle\n //according to the horizontal speed\n ellipse(50, 50, 10 + speed * 5, 10 + speed * 5);\n //move the canvas to the mouse position\n myCanvas.position(winMouseX + 1, winMouseY + 1);\n}\n
\nThe system variable pwinMouseY always contains the vertical position of\nthe mouse in the frame previous to the current frame, relative to (0, 0)\nof the window. Note: pwinMouseY will be reset to the current winMouseY\nvalue at the start of each touch event.
\n', - itemtype: 'property', - name: 'pwinMouseY', - type: 'Number', - readonly: '', - example: [ - '\n\nlet myCanvas;\n\nfunction setup() {\n //use a variable to store a pointer to the canvas\n myCanvas = createCanvas(100, 100);\n noStroke();\n fill(237, 34, 93);\n}\n\nfunction draw() {\n clear();\n //the difference between previous and\n //current y position is the vertical mouse speed\n let speed = abs(winMouseY - pwinMouseY);\n //change the size of the circle\n //according to the vertical speed\n ellipse(50, 50, 10 + speed * 5, 10 + speed * 5);\n //move the canvas to the mouse position\n myCanvas.position(winMouseX + 1, winMouseY + 1);\n}\n
\nProcessing automatically tracks if the mouse button is pressed and which\nbutton is pressed. The value of the system variable mouseButton is either\nLEFT, RIGHT, or CENTER depending on which button was pressed last.\nWarning: different browsers may track mouseButton differently.
\n', - itemtype: 'property', - name: 'mouseButton', - type: 'Constant', - readonly: '', - example: [ - '\n\nfunction draw() {\n background(237, 34, 93);\n fill(0);\n\n if (mouseIsPressed) {\n if (mouseButton === LEFT) {\n ellipse(50, 50, 50, 50);\n }\n if (mouseButton === RIGHT) {\n rect(25, 25, 50, 50);\n }\n if (mouseButton === CENTER) {\n triangle(23, 75, 50, 20, 78, 75);\n }\n }\n\n print(mouseButton);\n}\n
\nThe boolean system variable mouseIsPressed is true if the mouse is pressed\nand false if not.
\n', - itemtype: 'property', - name: 'mouseIsPressed', - type: 'Boolean', - readonly: '', - example: [ - '\n\nfunction draw() {\n background(237, 34, 93);\n fill(0);\n\n if (mouseIsPressed) {\n ellipse(50, 50, 50, 50);\n } else {\n rect(25, 25, 50, 50);\n }\n\n print(mouseIsPressed);\n}\n
\nThe mouseMoved() function is called every time the mouse moves and a mouse\nbutton is not pressed.
\nBrowsers may have different default\nbehaviors attached to various mouse events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
optional MouseEvent callback argument.
\n', - type: 'Object', - optional: true - } - ], - example: [ - '\n\n// Move the mouse across the page\n// to change its value\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction mouseMoved() {\n value = value + 5;\n if (value > 255) {\n value = 0;\n }\n}\n
\n\nfunction mouseMoved() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction mouseMoved(event) {\n console.log(event);\n}\n
\nThe mouseDragged() function is called once every time the mouse moves and\na mouse button is pressed. If no mouseDragged() function is defined, the\ntouchMoved() function will be called instead if it is defined.
\nBrowsers may have different default\nbehaviors attached to various mouse events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
optional MouseEvent callback argument.
\n', - type: 'Object', - optional: true - } - ], - example: [ - '\n\n// Drag the mouse across the page\n// to change its value\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction mouseDragged() {\n value = value + 5;\n if (value > 255) {\n value = 0;\n }\n}\n
\n\nfunction mouseDragged() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction mouseDragged(event) {\n console.log(event);\n}\n
\nThe mousePressed() function is called once after every time a mouse button\nis pressed. The mouseButton variable (see the related reference entry)\ncan be used to determine which button has been pressed. If no\nmousePressed() function is defined, the touchStarted() function will be\ncalled instead if it is defined.
\nBrowsers may have different default\nbehaviors attached to various mouse events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
optional MouseEvent callback argument.
\n', - type: 'Object', - optional: true - } - ], - example: [ - '\n\n// Click within the image to change\n// the value of the rectangle\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction mousePressed() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n
\n\nfunction mousePressed() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction mousePressed(event) {\n console.log(event);\n}\n
\nThe mouseReleased() function is called every time a mouse button is\nreleased. If no mouseReleased() function is defined, the touchEnded()\nfunction will be called instead if it is defined.
\nBrowsers may have different default\nbehaviors attached to various mouse events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
optional MouseEvent callback argument.
\n', - type: 'Object', - optional: true - } - ], - example: [ - '\n\n// Click within the image to change\n// the value of the rectangle\n// after the mouse has been clicked\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction mouseReleased() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n
\n\nfunction mouseReleased() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction mouseReleased(event) {\n console.log(event);\n}\n
\nThe mouseClicked() function is called once after a mouse button has been\npressed and then released.
\nBrowsers handle clicks differently, so this function is only guaranteed to be\nrun when the left mouse button is clicked. To handle other mouse buttons\nbeing pressed or released, see mousePressed() or mouseReleased().
\nBrowsers may have different default\nbehaviors attached to various mouse events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
optional MouseEvent callback argument.
\n', - type: 'Object', - optional: true - } - ], - example: [ - '\n\n// Click within the image to change\n// the value of the rectangle\n// after the mouse has been clicked\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\n\nfunction mouseClicked() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n
\n\nfunction mouseClicked() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction mouseClicked(event) {\n console.log(event);\n}\n
\nThe doubleClicked() function is executed every time a event\nlistener has detected a dblclick event which is a part of the\nDOM L3 specification. The doubleClicked event is fired when a\npointing device button (usually a mouse's primary button)\nis clicked twice on a single element. For more info on the\ndblclick event refer to mozilla's documentation here:\nhttps://developer.mozilla.org/en-US/docs/Web/Events/dblclick
\n', - itemtype: 'method', - name: 'doubleClicked', - params: [ - { - name: 'event', - description: 'optional MouseEvent callback argument.
\n', - type: 'Object', - optional: true - } - ], - example: [ - '\n\n// Click within the image to change\n// the value of the rectangle\n// after the mouse has been double clicked\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\n\nfunction doubleClicked() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n
\n\nfunction doubleClicked() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction doubleClicked(event) {\n console.log(event);\n}\n
\nThe function mouseWheel() is executed every time a vertical mouse wheel\nevent is detected either triggered by an actual mouse wheel or by a\ntouchpad.
\nThe event.delta property returns the amount the mouse wheel\nhave scrolled. The values can be positive or negative depending on the\nscroll direction (on OS X with "natural" scrolling enabled, the signs\nare inverted).
\nBrowsers may have different default behaviors attached to various\nmouse events. To prevent any default behavior for this event, add\n"return false" to the end of the method.
\nDue to the current support of the "wheel" event on Safari, the function\nmay only work as expected if "return false" is included while using Safari.
optional WheelEvent callback argument.
\n', - type: 'Object', - optional: true - } - ], - example: [ - '\n\nlet pos = 25;\n\nfunction draw() {\n background(237, 34, 93);\n fill(0);\n rect(25, pos, 50, 50);\n}\n\nfunction mouseWheel(event) {\n print(event.delta);\n //move the square according to the vertical scroll amount\n pos += event.delta;\n //uncomment to block page scrolling\n //return false;\n}\n
\nThe system variable touches[] contains an array of the positions of all\ncurrent touch points, relative to (0, 0) of the canvas, and IDs identifying a\nunique touch as it moves. Each element in the array is an object with x, y,\nand id properties.
\nThe touches[] array is not supported on Safari and IE on touch-based\ndesktops (laptops).
\n', - itemtype: 'property', - name: 'touches', - type: 'Object[]', - readonly: '', - example: [ - "\n\n// On a touchscreen device, touch\n// the canvas using one or more fingers\n// at the same time\nfunction draw() {\n clear();\n let display = touches.length + ' touches';\n text(display, 5, 10);\n}\n
\nThe touchStarted() function is called once after every time a touch is\nregistered. If no touchStarted() function is defined, the mousePressed()\nfunction will be called instead if it is defined.
\nBrowsers may have different default behaviors attached to various touch\nevents. To prevent any default behavior for this event, add "return false"\nto the end of the method.
optional TouchEvent callback argument.
\n', - type: 'Object', - optional: true - } - ], - example: [ - '\n\n// Touch within the image to change\n// the value of the rectangle\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction touchStarted() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n
\n\nfunction touchStarted() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a TouchEvent object\n// as a callback argument\nfunction touchStarted(event) {\n console.log(event);\n}\n
\nThe touchMoved() function is called every time a touch move is registered.\nIf no touchMoved() function is defined, the mouseDragged() function will\nbe called instead if it is defined.
\nBrowsers may have different default behaviors attached to various touch\nevents. To prevent any default behavior for this event, add "return false"\nto the end of the method.
optional TouchEvent callback argument.
\n', - type: 'Object', - optional: true - } - ], - example: [ - '\n\n// Move your finger across the page\n// to change its value\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction touchMoved() {\n value = value + 5;\n if (value > 255) {\n value = 0;\n }\n}\n
\n\nfunction touchMoved() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a TouchEvent object\n// as a callback argument\nfunction touchMoved(event) {\n console.log(event);\n}\n
\nThe touchEnded() function is called every time a touch ends. If no\ntouchEnded() function is defined, the mouseReleased() function will be\ncalled instead if it is defined.
\nBrowsers may have different default behaviors attached to various touch\nevents. To prevent any default behavior for this event, add "return false"\nto the end of the method.
optional TouchEvent callback argument.
\n', - type: 'Object', - optional: true - } - ], - example: [ - '\n\n// Release touch within the image to\n// change the value of the rectangle\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction touchEnded() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n
\n\nfunction touchEnded() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a TouchEvent object\n// as a callback argument\nfunction touchEnded(event) {\n console.log(event);\n}\n
\nThis module defines the filters for use with image buffers.
\nThis module is basically a collection of functions stored in an object\nas opposed to modules. The functions are destructive, modifying\nthe passed in canvas rather than creating a copy.
\nGenerally speaking users of this module will use the Filters.apply method\non a canvas to create an effect.
\nA number of functions are borrowed/adapted from\nhttp://www.html5rocks.com/en/tutorials/canvas/imagefilters/\nor the java processing implementation.
\n', - class: 'p5', - module: 'Events' - }, - { - file: 'src/image/image.js', - line: 8, - description: - 'This module defines the p5 methods for the p5.Image class\nfor drawing images to the main display canvas.
\n', - class: 'p5', - module: 'Image', - submodule: 'Image' - }, - { - file: 'src/image/image.js', - line: 22, - description: - 'Creates a new p5.Image (the datatype for storing images). This provides a\nfresh buffer of pixels to play with. Set the size of the buffer with the\nwidth and height parameters.\n
\n.pixels gives access to an array containing the values for all the pixels\nin the display window.\nThese values are numbers. This array is the size (including an appropriate\nfactor for the pixelDensity) of the display window x4,\nrepresenting the R, G, B, A values in order for each pixel, moving from\nleft to right across each row, then down each column. See .pixels for\nmore info. It may also be simpler to use set() or get().\n
\nBefore accessing the pixels of an image, the data must loaded with the\nloadPixels() function. After the array data has been modified, the\nupdatePixels() function must be run to update the changes.
width in pixels
\n', - type: 'Integer' - }, - { - name: 'height', - description: 'height in pixels
\n', - type: 'Integer' - } - ], - return: { - description: 'the p5.Image object', - type: 'p5.Image' - }, - example: [ - '\n\nlet img = createImage(66, 66);\nimg.loadPixels();\nfor (let i = 0; i < img.width; i++) {\n for (let j = 0; j < img.height; j++) {\n img.set(i, j, color(0, 90, 102));\n }\n}\nimg.updatePixels();\nimage(img, 17, 17);\n
\n\nlet img = createImage(66, 66);\nimg.loadPixels();\nfor (let i = 0; i < img.width; i++) {\n for (let j = 0; j < img.height; j++) {\n img.set(i, j, color(0, 90, 102, (i % img.width) * 2));\n }\n}\nimg.updatePixels();\nimage(img, 17, 17);\nimage(img, 34, 34);\n
\n\nlet pink = color(255, 102, 204);\nlet img = createImage(66, 66);\nimg.loadPixels();\nlet d = pixelDensity();\nlet halfImage = 4 * (img.width * d) * (img.height / 2 * d);\nfor (let i = 0; i < halfImage; i += 4) {\n img.pixels[i] = red(pink);\n img.pixels[i + 1] = green(pink);\n img.pixels[i + 2] = blue(pink);\n img.pixels[i + 3] = alpha(pink);\n}\nimg.updatePixels();\nimage(img, 17, 17);\n
\nSave the current canvas as an image. The browser will either save the\nfile immediately, or prompt the user with a dialogue window.
\n', - itemtype: 'method', - name: 'saveCanvas', - example: [ - "\n\n function setup() {\n let c = createCanvas(100, 100);\n background(255, 0, 0);\n saveCanvas(c, 'myCanvas', 'jpg');\n }\n
\n // note that this example has the same result as above\n // if no canvas is specified, defaults to main canvas\n function setup() {\n let c = createCanvas(100, 100);\n background(255, 0, 0);\n saveCanvas('myCanvas', 'jpg');\n\n // all of the following are valid\n saveCanvas(c, 'myCanvas', 'jpg');\n saveCanvas(c, 'myCanvas.jpg');\n saveCanvas(c, 'myCanvas');\n saveCanvas(c);\n saveCanvas('myCanvas', 'png');\n saveCanvas('myCanvas');\n saveCanvas();\n }\n
a variable\n representing a specific html5 canvas (optional)
\n', - type: 'p5.Element|HTMLCanvasElement' - }, - { - name: 'filename', - description: '', - type: 'String', - optional: true - }, - { - name: 'extension', - description: ''jpg' or 'png'
\n', - type: 'String', - optional: true - } - ] - }, - { - line: 144, - params: [ - { - name: 'filename', - description: '', - type: 'String', - optional: true - }, - { - name: 'extension', - description: '', - type: 'String', - optional: true - } - ] - } - ] - }, - { - file: 'src/image/image.js', - line: 195, - description: - 'Capture a sequence of frames that can be used to create a movie.\nAccepts a callback. For example, you may wish to send the frames\nto a server where they can be stored or converted into a movie.\nIf no callback is provided, the browser will pop up save dialogues in an\nattempt to download all of the images that have just been created. With the\ncallback provided the image data isn't saved by default but instead passed\nas an argument to the callback function as an array of objects, with the\nsize of array equal to the total number of frames.
\nNote that saveFrames() will only save the first 15 frames of an animation.\nTo export longer animations, you might look into a library like\nccapture.js.
\n', - itemtype: 'method', - name: 'saveFrames', - params: [ - { - name: 'filename', - description: '', - type: 'String' - }, - { - name: 'extension', - description: ''jpg' or 'png'
\n', - type: 'String' - }, - { - name: 'duration', - description: 'Duration in seconds to save the frames for.
\n', - type: 'Number' - }, - { - name: 'framerate', - description: 'Framerate to save the frames in.
\n', - type: 'Number' - }, - { - name: 'callback', - description: - 'A callback function that will be executed\n to handle the image data. This function\n should accept an array as argument. The\n array will contain the specified number of\n frames of objects. Each object has three\n properties: imageData - an\n image/octet-stream, filename and extension.
\n', - type: 'Function(Array)', - optional: true - } - ], - example: [ - "\n\n function draw() {\n background(mouseX);\n }\n\n function mousePressed() {\n saveFrames('out', 'png', 1, 25, data => {\n print(data);\n });\n }\n
Loads an image from a path and creates a p5.Image from it.\n
\nThe image may not be immediately available for rendering\nIf you want to ensure that the image is ready before doing\nanything with it, place the loadImage() call in preload().\nYou may also supply a callback function to handle the image when it's ready.\n
\nThe path to the image should be relative to the HTML file\nthat links in your sketch. Loading an image from a URL or other\nremote location may be blocked due to your browser's built-in\nsecurity.
Path of the image to be loaded
\n', - type: 'String' - }, - { - name: 'successCallback', - description: - 'Function to be called once\n the image is loaded. Will be passed the\n p5.Image.
\n', - type: 'function(p5.Image)', - optional: true - }, - { - name: 'failureCallback', - description: - 'called with event error if\n the image fails to load.
\n', - type: 'Function(Event)', - optional: true - } - ], - return: { - description: 'the p5.Image object', - type: 'p5.Image' - }, - example: [ - "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n}\n
\n\nfunction setup() {\n // here we use a callback to display the image after loading\n loadImage('assets/laDefense.jpg', img => {\n image(img, 0, 0);\n });\n}\n
\nDraw an image to the p5.js canvas.
\nThis function can be used with different numbers of parameters. The\nsimplest use requires only three parameters: img, x, and yโwhere (x, y) is\nthe position of the image. Two more parameters can optionally be added to\nspecify the width and height of the image.
\nThis function can also be used with all eight Number parameters. To\ndifferentiate between all these parameters, p5.js uses the language of\n"destination rectangle" (which corresponds to "dx", "dy", etc.) and "source\nimage" (which corresponds to "sx", "sy", etc.) below. Specifying the\n"source image" dimensions can be useful when you want to display a\nsubsection of the source image instead of the whole thing. Here's a diagram\nto explain further:\n
\n', - itemtype: 'method', - name: 'image', - example: [ - "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\nfunction setup() {\n // Top-left corner of the img is at (0, 0)\n // Width and height are the img's original width and height\n image(img, 0, 0);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\nfunction setup() {\n background(50);\n // Top-left corner of the img is at (10, 10)\n // Width and height are 50 x 50\n image(img, 10, 10, 50, 50);\n}\n
\n\nfunction setup() {\n // Here, we use a callback to display the image after loading\n loadImage('assets/laDefense.jpg', img => {\n image(img, 0, 0);\n });\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/gradient.png');\n}\nfunction setup() {\n // 1. Background image\n // Top-left corner of the img is at (0, 0)\n // Width and height are the img's original width and height, 100 x 100\n image(img, 0, 0);\n // 2. Top right image\n // Top-left corner of destination rectangle is at (50, 0)\n // Destination rectangle width and height are 40 x 20\n // The next parameters are relative to the source image:\n // - Starting at position (50, 50) on the source image, capture a 50 x 50\n // subsection\n // - Draw this subsection to fill the dimensions of the destination rectangle\n image(img, 50, 0, 40, 20, 50, 50, 50, 50);\n}\n
\nthe image to display
\n', - type: 'p5.Image|p5.Element' - }, - { - name: 'x', - description: - 'the x-coordinate of the top-left corner of the image
\n', - type: 'Number' - }, - { - name: 'y', - description: - 'the y-coordinate of the top-left corner of the image
\n', - type: 'Number' - }, - { - name: 'width', - description: 'the width to draw the image
\n', - type: 'Number', - optional: true - }, - { - name: 'height', - description: 'the height to draw the image
\n', - type: 'Number', - optional: true - } - ] - }, - { - line: 215, - params: [ - { - name: 'img', - description: '', - type: 'p5.Image|p5.Element' - }, - { - name: 'dx', - description: - 'the x-coordinate of the destination\n rectangle in which to draw the source image
\n', - type: 'Number' - }, - { - name: 'dy', - description: - 'the y-coordinate of the destination\n rectangle in which to draw the source image
\n', - type: 'Number' - }, - { - name: 'dWidth', - description: 'the width of the destination rectangle
\n', - type: 'Number' - }, - { - name: 'dHeight', - description: 'the height of the destination rectangle
\n', - type: 'Number' - }, - { - name: 'sx', - description: - 'the x-coordinate of the subsection of the source\nimage to draw into the destination rectangle
\n', - type: 'Number' - }, - { - name: 'sy', - description: - 'the y-coordinate of the subsection of the source\nimage to draw into the destination rectangle
\n', - type: 'Number' - }, - { - name: 'sWidth', - description: - 'the width of the subsection of the\n source image to draw into the destination\n rectangle
\n', - type: 'Number', - optional: true - }, - { - name: 'sHeight', - description: - 'the height of the subsection of the\n source image to draw into the destination rectangle
\n', - type: 'Number', - optional: true - } - ] - } - ] - }, - { - file: 'src/image/loading_displaying.js', - line: 298, - description: - 'Sets the fill value for displaying images. Images can be tinted to\nspecified colors or made transparent by including an alpha value.\n
\nTo apply transparency to an image without affecting its color, use\nwhite as the tint color and specify an alpha value. For instance,\ntint(255, 128) will make an image 50% transparent (assuming the default\nalpha range of 0-255, which can be changed with colorMode()).\n
\nThe value for the gray parameter must be less than or equal to the current\nmaximum value as specified by colorMode(). The default maximum value is\n255.
\nlet img;\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n tint(0, 153, 204); // Tint blue\n image(img, 50, 0);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n tint(0, 153, 204, 126); // Tint blue and set transparency\n image(img, 50, 0);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n tint(255, 126); // Apply transparency without changing color\n image(img, 50, 0);\n}\n
\nred or hue value relative to\n the current color range
\n', - type: 'Number' - }, - { - name: 'v2', - description: - 'green or saturation value\n relative to the current color range
\n', - type: 'Number' - }, - { - name: 'v3', - description: - 'blue or brightness value\n relative to the current color range
\n', - type: 'Number' - }, - { - name: 'alpha', - description: '', - type: 'Number', - optional: true - } - ] - }, - { - line: 371, - params: [ - { - name: 'value', - description: 'a color string
\n', - type: 'String' - } - ] - }, - { - line: 376, - params: [ - { - name: 'gray', - description: 'a gray value
\n', - type: 'Number' - }, - { - name: 'alpha', - description: '', - type: 'Number', - optional: true - } - ] - }, - { - line: 382, - params: [ - { - name: 'values', - description: - 'an array containing the red,green,blue &\n and alpha components of the color
\n', - type: 'Number[]' - } - ] - }, - { - line: 388, - params: [ - { - name: 'color', - description: 'the tint color
\n', - type: 'p5.Color' - } - ] - } - ] - }, - { - file: 'src/image/loading_displaying.js', - line: 398, - description: - 'Removes the current fill value for displaying images and reverts to\ndisplaying images with their original hues.
\n', - itemtype: 'method', - name: 'noTint', - example: [ - "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n tint(0, 153, 204); // Tint blue\n image(img, 0, 0);\n noTint(); // Disable tint\n image(img, 50, 0);\n}\n
\nSet image mode. Modifies the location from which images are drawn by\nchanging the way in which parameters given to image() are interpreted.\nThe default mode is imageMode(CORNER), which interprets the second and\nthird parameters of image() as the upper-left corner of the image. If\ntwo additional parameters are specified, they are used to set the image's\nwidth and height.\n
\nimageMode(CORNERS) interprets the second and third parameters of image()\nas the location of one corner, and the fourth and fifth parameters as the\nopposite corner.\n
\nimageMode(CENTER) interprets the second and third parameters of image()\nas the image's center point. If two additional parameters are specified,\nthey are used to set the image's width and height.
either CORNER, CORNERS, or CENTER
\n', - type: 'Constant' - } - ], - example: [ - "\n\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n imageMode(CORNER);\n image(img, 10, 10, 50, 50);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n imageMode(CORNERS);\n image(img, 10, 10, 90, 40);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n imageMode(CENTER);\n image(img, 50, 50, 80, 80);\n}\n
\nThis module defines the p5.Image class and P5 methods for\ndrawing images to the main display canvas.
\n', - class: 'p5.Image', - module: 'Image', - submodule: 'Image' - }, - { - file: 'src/image/p5.Image.js', - line: 90, - description: 'Image width.
\n', - itemtype: 'property', - name: 'width', - type: 'Number', - readonly: '', - example: [ - "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n createCanvas(100, 100);\n image(img, 0, 0);\n for (let i = 0; i < img.width; i++) {\n let c = img.get(i, img.height / 2);\n stroke(c);\n line(i, height / 2, i, height);\n }\n}\n
Image height.
\n', - itemtype: 'property', - name: 'height', - type: 'Number', - readonly: '', - example: [ - "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n createCanvas(100, 100);\n image(img, 0, 0);\n for (let i = 0; i < img.height; i++) {\n let c = img.get(img.width / 2, i);\n stroke(c);\n line(0, i, width / 2, i);\n }\n}\n
Array containing the values for all the pixels in the display window.\nThese values are numbers. This array is the size (include an appropriate\nfactor for pixelDensity) of the display window x4,\nrepresenting the R, G, B, A values in order for each pixel, moving from\nleft to right across each row, then down each column. Retina and other\nhigh denisty displays may have more pixels (by a factor of\npixelDensity^2).\nFor example, if the image is 100x100 pixels, there will be 40,000. With\npixelDensity = 2, there will be 160,000. The first four values\n(indices 0-3) in the array will be the R, G, B, A values of the pixel at\n(0, 0). The second four values (indices 4-7) will contain the R, G, B, A\nvalues of the pixel at (1, 0). More generally, to set values for a pixel\nat (x, y):
\nlet d = pixelDensity();\nfor (let i = 0; i < d; i++) {\n for (let j = 0; j < d; j++) {\n // loop over\n index = 4 * ((y * d + j) * width * d + (x * d + i));\n pixels[index] = r;\n pixels[index+1] = g;\n pixels[index+2] = b;\n pixels[index+3] = a;\n }\n}\n
\n
\nBefore accessing this array, the data must loaded with the loadPixels()\nfunction. After the array data has been modified, the updatePixels()\nfunction must be run to update the changes.
\nlet img = createImage(66, 66);\nimg.loadPixels();\nfor (let i = 0; i < img.width; i++) {\n for (let j = 0; j < img.height; j++) {\n img.set(i, j, color(0, 90, 102));\n }\n}\nimg.updatePixels();\nimage(img, 17, 17);\n
\n\nlet pink = color(255, 102, 204);\nlet img = createImage(66, 66);\nimg.loadPixels();\nfor (let i = 0; i < 4 * (width * height / 2); i += 4) {\n img.pixels[i] = red(pink);\n img.pixels[i + 1] = green(pink);\n img.pixels[i + 2] = blue(pink);\n img.pixels[i + 3] = alpha(pink);\n}\nimg.updatePixels();\nimage(img, 17, 17);\n
\nHelper fxn for sharing pixel methods
\n', - class: 'p5.Image', - module: 'Image', - submodule: 'Image' - }, - { - file: 'src/image/p5.Image.js', - line: 232, - description: - 'Loads the pixels data for this image into the [pixels] attribute.
\n', - itemtype: 'method', - name: 'loadPixels', - example: [ - "\n\nlet myImage;\nlet halfImage;\n\nfunction preload() {\n myImage = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n myImage.loadPixels();\n halfImage = 4 * myImage.width * myImage.height / 2;\n for (let i = 0; i < halfImage; i++) {\n myImage.pixels[i + halfImage] = myImage.pixels[i];\n }\n myImage.updatePixels();\n}\n\nfunction draw() {\n image(myImage, 0, 0, width, height);\n}\n
Updates the backing canvas for this image with the contents of\nthe [pixels] array.
\n', - itemtype: 'method', - name: 'updatePixels', - example: [ - "\n\nlet myImage;\nlet halfImage;\n\nfunction preload() {\n myImage = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n myImage.loadPixels();\n halfImage = 4 * myImage.width * myImage.height / 2;\n for (let i = 0; i < halfImage; i++) {\n myImage.pixels[i + halfImage] = myImage.pixels[i];\n }\n myImage.updatePixels();\n}\n\nfunction draw() {\n image(myImage, 0, 0, width, height);\n}\n
x-offset of the target update area for the\n underlying canvas
\n', - type: 'Integer' - }, - { - name: 'y', - description: - 'y-offset of the target update area for the\n underlying canvas
\n', - type: 'Integer' - }, - { - name: 'w', - description: - 'height of the target update area for the\n underlying canvas
\n', - type: 'Integer' - }, - { - name: 'h', - description: - 'height of the target update area for the\n underlying canvas
\n', - type: 'Integer' - } - ] - }, - { - line: 308, - params: [] - } - ] - }, - { - file: 'src/image/p5.Image.js', - line: 316, - description: - 'Get a region of pixels from an image.
\nIf no params are passed, the whole image is returned.\nIf x and y are the only params passed a single pixel is extracted.\nIf all params are passed a rectangle region is extracted and a p5.Image\nis returned.
\n', - itemtype: 'method', - name: 'get', - return: { - description: 'the rectangle p5.Image', - type: 'p5.Image' - }, - example: [ - "\n\nlet myImage;\nlet c;\n\nfunction preload() {\n myImage = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n background(myImage);\n noStroke();\n c = myImage.get(60, 90);\n fill(c);\n rect(25, 25, 50, 50);\n}\n\n//get() returns color here\n
x-coordinate of the pixel
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y-coordinate of the pixel
\n', - type: 'Number' - }, - { - name: 'w', - description: 'width
\n', - type: 'Number' - }, - { - name: 'h', - description: 'height
\n', - type: 'Number' - } - ], - return: { - description: 'the rectangle p5.Image', - type: 'p5.Image' - } - }, - { - line: 354, - params: [], - return: { - description: 'the whole p5.Image', - type: 'p5.Image' - } - }, - { - line: 358, - params: [ - { - name: 'x', - description: '', - type: 'Number' - }, - { - name: 'y', - description: '', - type: 'Number' - } - ], - return: { - description: 'color of pixel at x,y in array format [R, G, B, A]', - type: 'Number[]' - } - } - ] - }, - { - file: 'src/image/p5.Image.js', - line: 371, - description: - 'Set the color of a single pixel or write an image into\nthis p5.Image.
\nNote that for a large number of pixels this will\nbe slower than directly manipulating the pixels array\nand then calling updatePixels().
\n', - itemtype: 'method', - name: 'set', - params: [ - { - name: 'x', - description: 'x-coordinate of the pixel
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y-coordinate of the pixel
\n', - type: 'Number' - }, - { - name: 'a', - description: - 'grayscale value | pixel array |\n a p5.Color | image to copy
\n', - type: 'Number|Number[]|Object' - } - ], - example: [ - '\n\nlet img = createImage(66, 66);\nimg.loadPixels();\nfor (let i = 0; i < img.width; i++) {\n for (let j = 0; j < img.height; j++) {\n img.set(i, j, color(0, 90, 102, (i % img.width) * 2));\n }\n}\nimg.updatePixels();\nimage(img, 17, 17);\nimage(img, 34, 34);\n
\nResize the image to a new width and height. To make the image scale\nproportionally, use 0 as the value for the wide or high parameter.\nFor instance, to make the width of an image 150 pixels, and change\nthe height using the same proportion, use resize(150, 0).
\n', - itemtype: 'method', - name: 'resize', - params: [ - { - name: 'width', - description: 'the resized image width
\n', - type: 'Number' - }, - { - name: 'height', - description: 'the resized image height
\n', - type: 'Number' - } - ], - example: [ - "\n\nlet img;\n\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction draw() {\n image(img, 0, 0);\n}\n\nfunction mousePressed() {\n img.resize(50, 100);\n}\n
Copies a region of pixels from one image to another. If no\nsrcImage is specified this is used as the source. If the source\nand destination regions aren't the same size, it will\nautomatically resize source pixels to fit the specified\ntarget region.
\n', - itemtype: 'method', - name: 'copy', - example: [ - "\n\nlet photo;\nlet bricks;\nlet x;\nlet y;\n\nfunction preload() {\n photo = loadImage('assets/rockies.jpg');\n bricks = loadImage('assets/bricks.jpg');\n}\n\nfunction setup() {\n x = bricks.width / 2;\n y = bricks.height / 2;\n photo.copy(bricks, 0, 0, x, y, 0, 0, x, y);\n image(photo, 0, 0);\n}\n
source image
\n', - type: 'p5.Image|p5.Element' - }, - { - name: 'sx', - description: - 'X coordinate of the source's upper left corner
\n', - type: 'Integer' - }, - { - name: 'sy', - description: - 'Y coordinate of the source's upper left corner
\n', - type: 'Integer' - }, - { - name: 'sw', - description: 'source image width
\n', - type: 'Integer' - }, - { - name: 'sh', - description: 'source image height
\n', - type: 'Integer' - }, - { - name: 'dx', - description: - 'X coordinate of the destination's upper left corner
\n', - type: 'Integer' - }, - { - name: 'dy', - description: - 'Y coordinate of the destination's upper left corner
\n', - type: 'Integer' - }, - { - name: 'dw', - description: 'destination image width
\n', - type: 'Integer' - }, - { - name: 'dh', - description: 'destination image height
\n', - type: 'Integer' - } - ] - }, - { - line: 535, - params: [ - { - name: 'sx', - description: '', - type: 'Integer' - }, - { - name: 'sy', - description: '', - type: 'Integer' - }, - { - name: 'sw', - description: '', - type: 'Integer' - }, - { - name: 'sh', - description: '', - type: 'Integer' - }, - { - name: 'dx', - description: '', - type: 'Integer' - }, - { - name: 'dy', - description: '', - type: 'Integer' - }, - { - name: 'dw', - description: '', - type: 'Integer' - }, - { - name: 'dh', - description: '', - type: 'Integer' - } - ] - } - ] - }, - { - file: 'src/image/p5.Image.js', - line: 575, - description: - 'Masks part of an image from displaying by loading another\nimage and using it's alpha channel as an alpha channel for\nthis image.
\n', - itemtype: 'method', - name: 'mask', - params: [ - { - name: 'srcImage', - description: 'source image
\n', - type: 'p5.Image' - } - ], - example: [ - "\n\nlet photo, maskImage;\nfunction preload() {\n photo = loadImage('assets/rockies.jpg');\n maskImage = loadImage('assets/mask2.png');\n}\n\nfunction setup() {\n createCanvas(100, 100);\n photo.mask(maskImage);\n image(photo, 0, 0);\n}\n
Applies an image filter to a p5.Image
\n', - itemtype: 'method', - name: 'filter', - params: [ - { - name: 'filterType', - description: - 'either THRESHOLD, GRAY, OPAQUE, INVERT,\n POSTERIZE, BLUR, ERODE, DILATE or BLUR.\n See Filters.js for docs on\n each available filter
\n', - type: 'Constant' - }, - { - name: 'filterParam', - description: - 'an optional parameter unique\n to each filter, see above
\n', - type: 'Number', - optional: true - } - ], - example: [ - "\n\nlet photo1;\nlet photo2;\n\nfunction preload() {\n photo1 = loadImage('assets/rockies.jpg');\n photo2 = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n photo2.filter(GRAY);\n image(photo1, 0, 0);\n image(photo2, width / 2, 0);\n}\n
Copies a region of pixels from one image to another, using a specified\nblend mode to do the operation.
\n', - itemtype: 'method', - name: 'blend', - example: [ - "\n\nlet mountains;\nlet bricks;\n\nfunction preload() {\n mountains = loadImage('assets/rockies.jpg');\n bricks = loadImage('assets/bricks_third.jpg');\n}\n\nfunction setup() {\n mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, ADD);\n image(mountains, 0, 0);\n image(bricks, 0, 0);\n}\n
\nlet mountains;\nlet bricks;\n\nfunction preload() {\n mountains = loadImage('assets/rockies.jpg');\n bricks = loadImage('assets/bricks_third.jpg');\n}\n\nfunction setup() {\n mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, DARKEST);\n image(mountains, 0, 0);\n image(bricks, 0, 0);\n}\n
\nlet mountains;\nlet bricks;\n\nfunction preload() {\n mountains = loadImage('assets/rockies.jpg');\n bricks = loadImage('assets/bricks_third.jpg');\n}\n\nfunction setup() {\n mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, LIGHTEST);\n image(mountains, 0, 0);\n image(bricks, 0, 0);\n}\n
source image
\n', - type: 'p5.Image' - }, - { - name: 'sx', - description: - 'X coordinate of the source's upper left corner
\n', - type: 'Integer' - }, - { - name: 'sy', - description: - 'Y coordinate of the source's upper left corner
\n', - type: 'Integer' - }, - { - name: 'sw', - description: 'source image width
\n', - type: 'Integer' - }, - { - name: 'sh', - description: 'source image height
\n', - type: 'Integer' - }, - { - name: 'dx', - description: - 'X coordinate of the destination's upper left corner
\n', - type: 'Integer' - }, - { - name: 'dy', - description: - 'Y coordinate of the destination's upper left corner
\n', - type: 'Integer' - }, - { - name: 'dw', - description: 'destination image width
\n', - type: 'Integer' - }, - { - name: 'dh', - description: 'destination image height
\n', - type: 'Integer' - }, - { - name: 'blendMode', - description: - 'the blend mode. either\n BLEND, DARKEST, LIGHTEST, DIFFERENCE,\n MULTIPLY, EXCLUSION, SCREEN, REPLACE, OVERLAY, HARD_LIGHT,\n SOFT_LIGHT, DODGE, BURN, ADD or NORMAL.
\nAvailable blend modes are: normal | multiply | screen | overlay |\n darken | lighten | color-dodge | color-burn | hard-light |\n soft-light | difference | exclusion | hue | saturation |\n color | luminosity
\nhttp://blogs.adobe.com/webplatform/2013/01/28/blending-features-in-canvas/
\n', - type: 'Constant' - } - ] - }, - { - line: 753, - params: [ - { - name: 'sx', - description: '', - type: 'Integer' - }, - { - name: 'sy', - description: '', - type: 'Integer' - }, - { - name: 'sw', - description: '', - type: 'Integer' - }, - { - name: 'sh', - description: '', - type: 'Integer' - }, - { - name: 'dx', - description: '', - type: 'Integer' - }, - { - name: 'dy', - description: '', - type: 'Integer' - }, - { - name: 'dw', - description: '', - type: 'Integer' - }, - { - name: 'dh', - description: '', - type: 'Integer' - }, - { - name: 'blendMode', - description: '', - type: 'Constant' - } - ] - } - ] - }, - { - file: 'src/image/p5.Image.js', - line: 796, - description: - 'Saves the image to a file and force the browser to download it.\nAccepts two strings for filename and file extension\nSupports png (default) and jpg.
\n', - itemtype: 'method', - name: 'save', - params: [ - { - name: 'filename', - description: 'give your file a name
\n', - type: 'String' - }, - { - name: 'extension', - description: ''png' or 'jpg'
\n', - type: 'String' - } - ], - example: [ - "\n\nlet photo;\n\nfunction preload() {\n photo = loadImage('assets/rockies.jpg');\n}\n\nfunction draw() {\n image(photo, 0, 0);\n}\n\nfunction keyTyped() {\n if (key === 's') {\n photo.save('photo', 'png');\n }\n}\n
Uint8ClampedArray\ncontaining the values for all the pixels in the display window.\nThese values are numbers. This array is the size (include an appropriate\nfactor for pixelDensity) of the display window x4,\nrepresenting the R, G, B, A values in order for each pixel, moving from\nleft to right across each row, then down each column. Retina and other\nhigh density displays will have more pixels[] (by a factor of\npixelDensity^2).\nFor example, if the image is 100x100 pixels, there will be 40,000. On a\nretina display, there will be 160,000.\n
\nThe first four values (indices 0-3) in the array will be the R, G, B, A\nvalues of the pixel at (0, 0). The second four values (indices 4-7) will\ncontain the R, G, B, A values of the pixel at (1, 0). More generally, to\nset values for a pixel at (x, y):
let d = pixelDensity();\nfor (let i = 0; i < d; i++) {\n for (let j = 0; j < d; j++) {\n // loop over\n index = 4 * ((y * d + j) * width * d + (x * d + i));\n pixels[index] = r;\n pixels[index+1] = g;\n pixels[index+2] = b;\n pixels[index+3] = a;\n }\n}\n
\nWhile the above method is complex, it is flexible enough to work with\nany pixelDensity. Note that set() will automatically take care of\nsetting all the appropriate values in pixels[] for a given (x, y) at\nany pixelDensity, but the performance may not be as fast when lots of\nmodifications are made to the pixel array.\n
\nBefore accessing this array, the data must loaded with the loadPixels()\nfunction. After the array data has been modified, the updatePixels()\nfunction must be run to update the changes.\n
\nNote that this is not a standard javascript array. This means that\nstandard javascript functions such as slice() or\narrayCopy() do not\nwork.
\nlet pink = color(255, 102, 204);\nloadPixels();\nlet d = pixelDensity();\nlet halfImage = 4 * (width * d) * (height / 2 * d);\nfor (let i = 0; i < halfImage; i += 4) {\n pixels[i] = red(pink);\n pixels[i + 1] = green(pink);\n pixels[i + 2] = blue(pink);\n pixels[i + 3] = alpha(pink);\n}\nupdatePixels();\n
\nCopies a region of pixels from one image to another, using a specified\nblend mode to do the operation.
\n', - itemtype: 'method', - name: 'blend', - example: [ - "\n\nlet img0;\nlet img1;\n\nfunction preload() {\n img0 = loadImage('assets/rockies.jpg');\n img1 = loadImage('assets/bricks_third.jpg');\n}\n\nfunction setup() {\n background(img0);\n image(img1, 0, 0);\n blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, LIGHTEST);\n}\n
\nlet img0;\nlet img1;\n\nfunction preload() {\n img0 = loadImage('assets/rockies.jpg');\n img1 = loadImage('assets/bricks_third.jpg');\n}\n\nfunction setup() {\n background(img0);\n image(img1, 0, 0);\n blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, DARKEST);\n}\n
\nlet img0;\nlet img1;\n\nfunction preload() {\n img0 = loadImage('assets/rockies.jpg');\n img1 = loadImage('assets/bricks_third.jpg');\n}\n\nfunction setup() {\n background(img0);\n image(img1, 0, 0);\n blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, ADD);\n}\n
source image
\n', - type: 'p5.Image' - }, - { - name: 'sx', - description: - 'X coordinate of the source's upper left corner
\n', - type: 'Integer' - }, - { - name: 'sy', - description: - 'Y coordinate of the source's upper left corner
\n', - type: 'Integer' - }, - { - name: 'sw', - description: 'source image width
\n', - type: 'Integer' - }, - { - name: 'sh', - description: 'source image height
\n', - type: 'Integer' - }, - { - name: 'dx', - description: - 'X coordinate of the destination's upper left corner
\n', - type: 'Integer' - }, - { - name: 'dy', - description: - 'Y coordinate of the destination's upper left corner
\n', - type: 'Integer' - }, - { - name: 'dw', - description: 'destination image width
\n', - type: 'Integer' - }, - { - name: 'dh', - description: 'destination image height
\n', - type: 'Integer' - }, - { - name: 'blendMode', - description: - 'the blend mode. either\n BLEND, DARKEST, LIGHTEST, DIFFERENCE,\n MULTIPLY, EXCLUSION, SCREEN, REPLACE, OVERLAY, HARD_LIGHT,\n SOFT_LIGHT, DODGE, BURN, ADD or NORMAL.
\n', - type: 'Constant' - } - ] - }, - { - line: 156, - params: [ - { - name: 'sx', - description: '', - type: 'Integer' - }, - { - name: 'sy', - description: '', - type: 'Integer' - }, - { - name: 'sw', - description: '', - type: 'Integer' - }, - { - name: 'sh', - description: '', - type: 'Integer' - }, - { - name: 'dx', - description: '', - type: 'Integer' - }, - { - name: 'dy', - description: '', - type: 'Integer' - }, - { - name: 'dw', - description: '', - type: 'Integer' - }, - { - name: 'dh', - description: '', - type: 'Integer' - }, - { - name: 'blendMode', - description: '', - type: 'Constant' - } - ] - } - ] - }, - { - file: 'src/image/pixels.js', - line: 177, - description: - 'Copies a region of the canvas to another region of the canvas\nand copies a region of pixels from an image used as the srcImg parameter\ninto the canvas srcImage is specified this is used as the source. If\nthe source and destination regions aren't the same size, it will\nautomatically resize source pixels to fit the specified\ntarget region.
\n', - itemtype: 'method', - name: 'copy', - example: [ - "\n\nlet img;\n\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n background(img);\n copy(img, 7, 22, 10, 10, 35, 25, 50, 50);\n stroke(255);\n noFill();\n // Rectangle shows area being copied\n rect(7, 22, 10, 10);\n}\n
source image
\n', - type: 'p5.Image|p5.Element' - }, - { - name: 'sx', - description: - 'X coordinate of the source's upper left corner
\n', - type: 'Integer' - }, - { - name: 'sy', - description: - 'Y coordinate of the source's upper left corner
\n', - type: 'Integer' - }, - { - name: 'sw', - description: 'source image width
\n', - type: 'Integer' - }, - { - name: 'sh', - description: 'source image height
\n', - type: 'Integer' - }, - { - name: 'dx', - description: - 'X coordinate of the destination's upper left corner
\n', - type: 'Integer' - }, - { - name: 'dy', - description: - 'Y coordinate of the destination's upper left corner
\n', - type: 'Integer' - }, - { - name: 'dw', - description: 'destination image width
\n', - type: 'Integer' - }, - { - name: 'dh', - description: 'destination image height
\n', - type: 'Integer' - } - ] - }, - { - line: 220, - params: [ - { - name: 'sx', - description: '', - type: 'Integer' - }, - { - name: 'sy', - description: '', - type: 'Integer' - }, - { - name: 'sw', - description: '', - type: 'Integer' - }, - { - name: 'sh', - description: '', - type: 'Integer' - }, - { - name: 'dx', - description: '', - type: 'Integer' - }, - { - name: 'dy', - description: '', - type: 'Integer' - }, - { - name: 'dw', - description: '', - type: 'Integer' - }, - { - name: 'dh', - description: '', - type: 'Integer' - } - ] - } - ] - }, - { - file: 'src/image/pixels.js', - line: 236, - description: - 'Applies a filter to the canvas.\n
The presets options are:\n
THRESHOLD\nConverts the image to black and white pixels depending if they are above or\nbelow the threshold defined by the level parameter. The parameter must be\nbetween 0.0 (black) and 1.0 (white). If no level is specified, 0.5 is used.\n
GRAY\nConverts any colors in the image to grayscale equivalents. No parameter\nis used.\n
OPAQUE\nSets the alpha channel to entirely opaque. No parameter is used.\n
INVERT\nSets each pixel to its inverse value. No parameter is used.\n
POSTERIZE\nLimits each channel of the image to the number of colors specified as the\nparameter. The parameter can be set to values between 2 and 255, but\nresults are most noticeable in the lower ranges.\n
BLUR\nExecutes a Gaussian blur with the level parameter specifying the extent\nof the blurring. If no parameter is used, the blur is equivalent to\nGaussian blur of radius 1. Larger values increase the blur.\n
ERODE\nReduces the light areas. No parameter is used.\n
DILATE\nIncreases the light areas. No parameter is used.
\n', - itemtype: 'method', - name: 'filter', - params: [ - { - name: 'filterType', - description: - 'either THRESHOLD, GRAY, OPAQUE, INVERT,\n POSTERIZE, BLUR, ERODE, DILATE or BLUR.\n See Filters.js for docs on\n each available filter
\n', - type: 'Constant' - }, - { - name: 'filterParam', - description: - 'an optional parameter unique\n to each filter, see above
\n', - type: 'Number', - optional: true - } - ], - example: [ - "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n filter(THRESHOLD);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n filter(GRAY);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n filter(OPAQUE);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n filter(INVERT);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n filter(POSTERIZE, 3);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n filter(DILATE);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n filter(BLUR, 3);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n filter(ERODE);\n}\n
\nGet a region of pixels, or a single pixel, from the canvas.
\nReturns an array of [R,G,B,A] values for any pixel or grabs a section of\nan image. If no parameters are specified, the entire image is returned.\nUse the x and y parameters to get the value of one pixel. Get a section of\nthe display window by specifying additional w and h parameters. When\ngetting an image, the x and y parameters define the coordinates for the\nupper-left corner of the image, regardless of the current imageMode().\n
\nGetting the color of a single pixel with get(x, y) is easy, but not as fast\nas grabbing the data directly from pixels[]. The equivalent statement to\nget(x, y) using pixels[] with pixel density d is
let x, y, d; // set these to the coordinates\nlet off = (y * width + x) * d * 4;\nlet components = [\n pixels[off],\n pixels[off + 1],\n pixels[off + 2],\n pixels[off + 3]\n];\nprint(components);\n
\nSee the reference for pixels[] for more information.
\nIf you want to extract an array of colors or a subimage from an p5.Image object,\ntake a look at p5.Image.get()
\n', - itemtype: 'method', - name: 'get', - return: { - description: 'the rectangle p5.Image', - type: 'p5.Image' - }, - example: [ - "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n let c = get();\n image(c, width / 2, 0);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n let c = get(50, 90);\n fill(c);\n noStroke();\n rect(25, 25, 50, 50);\n}\n
\nx-coordinate of the pixel
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y-coordinate of the pixel
\n', - type: 'Number' - }, - { - name: 'w', - description: 'width
\n', - type: 'Number' - }, - { - name: 'h', - description: 'height
\n', - type: 'Number' - } - ], - return: { - description: 'the rectangle p5.Image', - type: 'p5.Image' - } - }, - { - line: 488, - params: [], - return: { - description: 'the whole p5.Image', - type: 'p5.Image' - } - }, - { - line: 492, - params: [ - { - name: 'x', - description: '', - type: 'Number' - }, - { - name: 'y', - description: '', - type: 'Number' - } - ], - return: { - description: 'color of pixel at x,y in array format [R, G, B, A]', - type: 'Number[]' - } - } - ] - }, - { - file: 'src/image/pixels.js', - line: 503, - description: - 'Loads the pixel data for the display window into the pixels[] array. This\nfunction must always be called before reading from or writing to pixels[].\nNote that only changes made with set() or direct manipulation of pixels[]\nwill occur.
\n', - itemtype: 'method', - name: 'loadPixels', - example: [ - "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n image(img, 0, 0, width, height);\n let d = pixelDensity();\n let halfImage = 4 * (width * d) * (height * d / 2);\n loadPixels();\n for (let i = 0; i < halfImage; i++) {\n pixels[i + halfImage] = pixels[i];\n }\n updatePixels();\n}\n
\nChanges the color of any pixel, or writes an image directly to the\ndisplay window.
\nThe x and y parameters specify the pixel to change and the c parameter\nspecifies the color value. This can be a p5.Color object, or [R, G, B, A]\npixel array. It can also be a single grayscale value.\nWhen setting an image, the x and y parameters define the coordinates for\nthe upper-left corner of the image, regardless of the current imageMode().\n
\n\nAfter using set(), you must call updatePixels() for your changes to appear.\nThis should be called once all pixels have been set, and must be called before\ncalling .get() or drawing the image.\n
\nSetting the color of a single pixel with set(x, y) is easy, but not as\nfast as putting the data directly into pixels[]. Setting the pixels[]\nvalues directly may be complicated when working with a retina display,\nbut will perform better when lots of pixels need to be set directly on\nevery loop.
\nSee the reference for pixels[] for more information.
', - itemtype: 'method', - name: 'set', - params: [ - { - name: 'x', - description: 'x-coordinate of the pixel
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y-coordinate of the pixel
\n', - type: 'Number' - }, - { - name: 'c', - description: - 'insert a grayscale value | a pixel array |\n a p5.Color object | a p5.Image to copy
\n', - type: 'Number|Number[]|Object' - } - ], - example: [ - "\n\nlet black = color(0);\nset(30, 20, black);\nset(85, 20, black);\nset(85, 75, black);\nset(30, 75, black);\nupdatePixels();\n
\n\nfor (let i = 30; i < width - 15; i++) {\n for (let j = 20; j < height - 25; j++) {\n let c = color(204 - j, 153 - i, 0);\n set(i, j, c);\n }\n}\nupdatePixels();\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n set(0, 0, img);\n updatePixels();\n line(0, 0, width, height);\n line(0, height, width, 0);\n}\n
\nUpdates the display window with the data in the pixels[] array.\nUse in conjunction with loadPixels(). If you're only reading pixels from\nthe array, there's no need to call updatePixels() โ updating is only\nnecessary to apply changes. updatePixels() should be called anytime the\npixels array is manipulated or set() is called, and only changes made with\nset() or direct changes to pixels[] will occur.
\n', - itemtype: 'method', - name: 'updatePixels', - params: [ - { - name: 'x', - description: - 'x-coordinate of the upper-left corner of region\n to update
\n', - type: 'Number', - optional: true - }, - { - name: 'y', - description: - 'y-coordinate of the upper-left corner of region\n to update
\n', - type: 'Number', - optional: true - }, - { - name: 'w', - description: 'width of region to update
\n', - type: 'Number', - optional: true - }, - { - name: 'h', - description: 'height of region to update
\n', - type: 'Number', - optional: true - } - ], - example: [ - "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n image(img, 0, 0, width, height);\n let d = pixelDensity();\n let halfImage = 4 * (width * d) * (height * d / 2);\n loadPixels();\n for (let i = 0; i < halfImage; i++) {\n pixels[i + halfImage] = pixels[i];\n }\n updatePixels();\n}\n
\nLoads a JSON file from a file or a URL, and returns an Object.\nNote that even if the JSON file contains an Array, an Object will be\nreturned with index numbers as keys.
\nThis method is asynchronous, meaning it may not finish before the next\nline in your sketch is executed. JSONP is supported via a polyfill and you\ncan pass in as the second argument an object with definitions of the json\ncallback following the syntax specified here.
\nThis method is suitable for fetching files up to size of 64MB.
\n', - itemtype: 'method', - name: 'loadJSON', - return: { - description: 'JSON data', - type: 'Object|Array' - }, - example: [ - '\n\nCalling loadJSON() inside preload() guarantees to complete the\noperation before setup() and draw() are called.
\n\n\n// Examples use USGS Earthquake API:\n// https://earthquake.usgs.gov/fdsnws/event/1/#methods\nlet earthquakes;\nfunction preload() {\n // Get the most recent earthquake in the database\n let url =\n \'https://earthquake.usgs.gov/earthquakes/feed/v1.0/\' +\n \'summary/all_day.geojson\';\n earthquakes = loadJSON(url);\n}\n\nfunction setup() {\n noLoop();\n}\n\nfunction draw() {\n background(200);\n // Get the magnitude and name of the earthquake out of the loaded JSON\n let earthquakeMag = earthquakes.features[0].properties.mag;\n let earthquakeName = earthquakes.features[0].properties.place;\n ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);\n textAlign(CENTER);\n text(earthquakeName, 0, height - 30, width, 30);\n}\n
Outside of preload(), you may supply a callback function to handle the\nobject:
\n\nfunction setup() {\n noLoop();\n let url =\n \'https://earthquake.usgs.gov/earthquakes/feed/v1.0/\' +\n \'summary/all_day.geojson\';\n loadJSON(url, drawEarthquake);\n}\n\nfunction draw() {\n background(200);\n}\n\nfunction drawEarthquake(earthquakes) {\n // Get the magnitude and name of the earthquake out of the loaded JSON\n let earthquakeMag = earthquakes.features[0].properties.mag;\n let earthquakeName = earthquakes.features[0].properties.place;\n ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);\n textAlign(CENTER);\n text(earthquakeName, 0, height - 30, width, 30);\n}\n
name of the file or url to load
\n', - type: 'String' - }, - { - name: 'jsonpOptions', - description: 'options object for jsonp related settings
\n', - type: 'Object', - optional: true - }, - { - name: 'datatype', - description: '"json" or "jsonp"
\n', - type: 'String', - optional: true - }, - { - name: 'callback', - description: - 'function to be executed after\n loadJSON() completes, data is passed\n in as first argument
\n', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: - 'function to be executed if\n there is an error, response is passed\n in as first argument
\n', - type: 'Function', - optional: true - } - ], - return: { - description: 'JSON data', - type: 'Object|Array' - } - }, - { - line: 105, - params: [ - { - name: 'path', - description: '', - type: 'String' - }, - { - name: 'datatype', - description: '', - type: 'String' - }, - { - name: 'callback', - description: '', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: '', - type: 'Function', - optional: true - } - ], - return: { - description: '', - type: 'Object|Array' - } - }, - { - line: 113, - params: [ - { - name: 'path', - description: '', - type: 'String' - }, - { - name: 'callback', - description: '', - type: 'Function' - }, - { - name: 'errorCallback', - description: '', - type: 'Function', - optional: true - } - ], - return: { - description: '', - type: 'Object|Array' - } - } - ] - }, - { - file: 'src/io/files.js', - line: 184, - description: - 'Reads the contents of a file and creates a String array of its individual\nlines. If the name of the file is used as the parameter, as in the above\nexample, the file must be located in the sketch directory/folder.\n
\nAlternatively, the file maybe be loaded from anywhere on the local\ncomputer using an absolute path (something that starts with / on Unix and\nLinux, or a drive letter on Windows), or the filename parameter can be a\nURL for a file found on a network.\n
\nThis method is asynchronous, meaning it may not finish before the next\nline in your sketch is executed.
This method is suitable for fetching files up to size of 64MB.
\n', - itemtype: 'method', - name: 'loadStrings', - params: [ - { - name: 'filename', - description: 'name of the file or url to load
\n', - type: 'String' - }, - { - name: 'callback', - description: - 'function to be executed after loadStrings()\n completes, Array is passed in as first\n argument
\n', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: - 'function to be executed if\n there is an error, response is passed\n in as first argument
\n', - type: 'Function', - optional: true - } - ], - return: { - description: 'Array of Strings', - type: 'String[]' - }, - example: [ - '\n\nCalling loadStrings() inside preload() guarantees to complete the\noperation before setup() and draw() are called.
\n\n\nlet result;\nfunction preload() {\n result = loadStrings(\'assets/test.txt\');\n}\n\nfunction setup() {\n background(200);\n let ind = floor(random(result.length));\n text(result[ind], 10, 10, 80, 80);\n}\n
Outside of preload(), you may supply a callback function to handle the\nobject:
\n\n\nfunction setup() {\n loadStrings(\'assets/test.txt\', pickString);\n}\n\nfunction pickString(result) {\n background(200);\n let ind = floor(random(result.length));\n text(result[ind], 10, 10, 80, 80);\n}\n
Reads the contents of a file or URL and creates a p5.Table object with\nits values. If a file is specified, it must be located in the sketch's\n"data" folder. The filename parameter can also be a URL to a file found\nonline. By default, the file is assumed to be comma-separated (in CSV\nformat). Table only looks for a header row if the 'header' option is\nincluded.
\n\nPossible options include:\n
When passing in multiple options, pass them in as separate parameters,\nseperated by commas. For example:\n
\n\nloadTable('my_csv_file.csv', 'csv', 'header');\n
\n
All files loaded and saved use UTF-8 encoding.
\n\nThis method is asynchronous, meaning it may not finish before the next\nline in your sketch is executed. Calling loadTable() inside preload()\nguarantees to complete the operation before setup() and draw() are called.\n
Outside of preload(), you may supply a callback function to handle the\nobject:
\n\n\nThis method is suitable for fetching files up to size of 64MB.
\n', - itemtype: 'method', - name: 'loadTable', - return: { - description: 'Table object containing data', - type: 'Object' - }, - example: [ - '\n\n// Given the following CSV file called "mammals.csv"\n// located in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n //the file can be remote\n //table = loadTable("http://p5js.org/reference/assets/mammals.csv",\n // "csv", "header");\n}\n\nfunction setup() {\n //count the columns\n print(table.getRowCount() + \' total rows in table\');\n print(table.getColumnCount() + \' total columns in table\');\n\n print(table.getColumn(\'name\'));\n //["Goat", "Leopard", "Zebra"]\n\n //cycle through the table\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++) {\n print(table.getString(r, c));\n }\n}\n
\nname of the file or URL to load
\n', - type: 'String' - }, - { - name: 'options', - description: - '"header" "csv" "tsv"
\n', - type: 'String' - }, - { - name: 'callback', - description: - 'function to be executed after\n loadTable() completes. On success, the\n Table object is passed in as the\n first argument.
\n', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: - 'function to be executed if\n there is an error, response is passed\n in as first argument
\n', - type: 'Function', - optional: true - } - ], - return: { - description: 'Table object containing data', - type: 'Object' - } - }, - { - line: 387, - params: [ - { - name: 'filename', - description: '', - type: 'String' - }, - { - name: 'callback', - description: '', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: '', - type: 'Function', - optional: true - } - ], - return: { - description: '', - type: 'Object' - } - } - ] - }, - { - file: 'src/io/files.js', - line: 607, - description: - 'Reads the contents of a file and creates an XML object with its values.\nIf the name of the file is used as the parameter, as in the above example,\nthe file must be located in the sketch directory/folder.
\nAlternatively, the file maybe be loaded from anywhere on the local\ncomputer using an absolute path (something that starts with / on Unix and\nLinux, or a drive letter on Windows), or the filename parameter can be a\nURL for a file found on a network.
\nThis method is asynchronous, meaning it may not finish before the next\nline in your sketch is executed. Calling loadXML() inside preload()\nguarantees to complete the operation before setup() and draw() are called.
\nOutside of preload(), you may supply a callback function to handle the\nobject.
\nThis method is suitable for fetching files up to size of 64MB.
\n', - itemtype: 'method', - name: 'loadXML', - params: [ - { - name: 'filename', - description: 'name of the file or URL to load
\n', - type: 'String' - }, - { - name: 'callback', - description: - 'function to be executed after loadXML()\n completes, XML object is passed in as\n first argument
\n', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: - 'function to be executed if\n there is an error, response is passed\n in as first argument
\n', - type: 'Function', - optional: true - } - ], - return: { - description: 'XML object containing data', - type: 'Object' - }, - example: [ - '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let children = xml.getChildren(\'animal\');\n\n for (let i = 0; i < children.length; i++) {\n let id = children[i].getNum(\'id\');\n let coloring = children[i].getString(\'species\');\n let name = children[i].getContent();\n print(id + \', \' + coloring + \', \' + name);\n }\n}\n\n// Sketch prints:\n// 0, Capra hircus, Goat\n// 1, Panthera pardus, Leopard\n// 2, Equus zebra, Zebra\n
This method is suitable for fetching files up to size of 64MB.
\n', - itemtype: 'method', - name: 'loadBytes', - params: [ - { - name: 'file', - description: 'name of the file or URL to load
\n', - type: 'String' - }, - { - name: 'callback', - description: - 'function to be executed after loadBytes()\n completes
\n', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: - 'function to be executed if there\n is an error
\n', - type: 'Function', - optional: true - } - ], - return: { - description: "an object whose 'bytes' property will be the loaded buffer", - type: 'Object' - }, - example: [ - "\n\nlet data;\n\nfunction preload() {\n data = loadBytes('assets/mammals.xml');\n}\n\nfunction setup() {\n for (let i = 0; i < 5; i++) {\n console.log(data.bytes[i].toString(16));\n }\n}\n
Method for executing an HTTP GET request. If data type is not specified,\np5 will try to guess based on the URL, defaulting to text. This is equivalent to\ncalling httpDo(path, 'GET')
. The 'binary' datatype will return\na Blob object, and the 'arrayBuffer' datatype will return an ArrayBuffer\nwhich can be used to initialize typed arrays (such as Uint8Array).
\n// Examples use USGS Earthquake API:\n// https://earthquake.usgs.gov/fdsnws/event/1/#methods\nlet earthquakes;\nfunction preload() {\n // Get the most recent earthquake in the database\n let url =\n 'https://earthquake.usgs.gov/fdsnws/event/1/query?' +\n 'format=geojson&limit=1&orderby=time';\n httpGet(url, 'jsonp', false, function(response) {\n // when the HTTP request completes, populate the variable that holds the\n // earthquake data used in the visualization.\n earthquakes = response;\n });\n}\n\nfunction draw() {\n if (!earthquakes) {\n // Wait until the earthquake data has loaded before drawing.\n return;\n }\n background(200);\n // Get the magnitude and name of the earthquake out of the loaded JSON\n let earthquakeMag = earthquakes.features[0].properties.mag;\n let earthquakeName = earthquakes.features[0].properties.place;\n ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);\n textAlign(CENTER);\n text(earthquakeName, 0, height - 30, width, 30);\n noLoop();\n}\n
name of the file or url to load
\n', - type: 'String' - }, - { - name: 'datatype', - description: - '"json", "jsonp", "binary", "arrayBuffer",\n "xml", or "text"
\n', - type: 'String', - optional: true - }, - { - name: 'data', - description: 'param data passed sent with request
\n', - type: 'Object|Boolean', - optional: true - }, - { - name: 'callback', - description: - 'function to be executed after\n httpGet() completes, data is passed in\n as first argument
\n', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: - 'function to be executed if\n there is an error, response is passed\n in as first argument
\n', - type: 'Function', - optional: true - } - ], - return: { - description: - 'A promise that resolves with the data when the operation\n completes successfully or rejects with the error after\n one occurs.', - type: 'Promise' - } - }, - { - line: 832, - params: [ - { - name: 'path', - description: '', - type: 'String' - }, - { - name: 'data', - description: '', - type: 'Object|Boolean' - }, - { - name: 'callback', - description: '', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: '', - type: 'Function', - optional: true - } - ], - return: { - description: '', - type: 'Promise' - } - }, - { - line: 840, - params: [ - { - name: 'path', - description: '', - type: 'String' - }, - { - name: 'callback', - description: '', - type: 'Function' - }, - { - name: 'errorCallback', - description: '', - type: 'Function', - optional: true - } - ], - return: { - description: '', - type: 'Promise' - } - } - ] - }, - { - file: 'src/io/files.js', - line: 855, - description: - 'Method for executing an HTTP POST request. If data type is not specified,\np5 will try to guess based on the URL, defaulting to text. This is equivalent to\ncalling httpDo(path, 'POST')
.
\n// Examples use jsonplaceholder.typicode.com for a Mock Data API\n\nlet url = 'https://jsonplaceholder.typicode.com/posts';\nlet postData = { userId: 1, title: 'p5 Clicked!', body: 'p5.js is way cool.' };\n\nfunction setup() {\n createCanvas(800, 800);\n}\n\nfunction mousePressed() {\n // Pick new random color values\n let r = random(255);\n let g = random(255);\n let b = random(255);\n\n httpPost(url, 'json', postData, function(result) {\n strokeWeight(2);\n stroke(r, g, b);\n fill(r, g, b, 127);\n ellipse(mouseX, mouseY, 200, 200);\n text(result.body, mouseX, mouseY);\n });\n}\n
\n\nlet url = 'https://invalidURL'; // A bad URL that will cause errors\nlet postData = { title: 'p5 Clicked!', body: 'p5.js is way cool.' };\n\nfunction setup() {\n createCanvas(800, 800);\n}\n\nfunction mousePressed() {\n // Pick new random color values\n let r = random(255);\n let g = random(255);\n let b = random(255);\n\n httpPost(\n url,\n 'json',\n postData,\n function(result) {\n // ... won't be called\n },\n function(error) {\n strokeWeight(2);\n stroke(r, g, b);\n fill(r, g, b, 127);\n text(error.toString(), mouseX, mouseY);\n }\n );\n}\n
name of the file or url to load
\n', - type: 'String' - }, - { - name: 'datatype', - description: - '"json", "jsonp", "xml", or "text".\n If omitted, httpPost() will guess.
\n', - type: 'String', - optional: true - }, - { - name: 'data', - description: 'param data passed sent with request
\n', - type: 'Object|Boolean', - optional: true - }, - { - name: 'callback', - description: - 'function to be executed after\n httpPost() completes, data is passed in\n as first argument
\n', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: - 'function to be executed if\n there is an error, response is passed\n in as first argument
\n', - type: 'Function', - optional: true - } - ], - return: { - description: - 'A promise that resolves with the data when the operation\n completes successfully or rejects with the error after\n one occurs.', - type: 'Promise' - } - }, - { - line: 937, - params: [ - { - name: 'path', - description: '', - type: 'String' - }, - { - name: 'data', - description: '', - type: 'Object|Boolean' - }, - { - name: 'callback', - description: '', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: '', - type: 'Function', - optional: true - } - ], - return: { - description: '', - type: 'Promise' - } - }, - { - line: 945, - params: [ - { - name: 'path', - description: '', - type: 'String' - }, - { - name: 'callback', - description: '', - type: 'Function' - }, - { - name: 'errorCallback', - description: '', - type: 'Function', - optional: true - } - ], - return: { - description: '', - type: 'Promise' - } - } - ] - }, - { - file: 'src/io/files.js', - line: 960, - description: - 'Method for executing an HTTP request. If data type is not specified,\np5 will try to guess based on the URL, defaulting to text.
\nFor more advanced use, you may also pass in the path as the first argument\nand a object as the second argument, the signature follows the one specified\nin the Fetch API specification.\nThis method is suitable for fetching files up to size of 64MB when "GET" is used.
\n// Examples use USGS Earthquake API:\n// https://earthquake.usgs.gov/fdsnws/event/1/#methods\n\n// displays an animation of all USGS earthquakes\nlet earthquakes;\nlet eqFeatureIndex = 0;\n\nfunction preload() {\n let url = 'https://earthquake.usgs.gov/fdsnws/event/1/query?format=geojson';\n httpDo(\n url,\n {\n method: 'GET',\n // Other Request options, like special headers for apis\n headers: { authorization: 'Bearer secretKey' }\n },\n function(res) {\n earthquakes = res;\n }\n );\n}\n\nfunction draw() {\n // wait until the data is loaded\n if (!earthquakes || !earthquakes.features[eqFeatureIndex]) {\n return;\n }\n clear();\n\n let feature = earthquakes.features[eqFeatureIndex];\n let mag = feature.properties.mag;\n let rad = mag / 11 * ((width + height) / 2);\n fill(255, 0, 0, 100);\n ellipse(width / 2 + random(-2, 2), height / 2 + random(-2, 2), rad, rad);\n\n if (eqFeatureIndex >= earthquakes.features.length) {\n eqFeatureIndex = 0;\n } else {\n eqFeatureIndex += 1;\n }\n}\n
\nname of the file or url to load
\n', - type: 'String' - }, - { - name: 'method', - description: - 'either "GET", "POST", or "PUT",\n defaults to "GET"
\n', - type: 'String', - optional: true - }, - { - name: 'datatype', - description: - '"json", "jsonp", "xml", or "text"
\n', - type: 'String', - optional: true - }, - { - name: 'data', - description: 'param data passed sent with request
\n', - type: 'Object', - optional: true - }, - { - name: 'callback', - description: - 'function to be executed after\n httpGet() completes, data is passed in\n as first argument
\n', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: - 'function to be executed if\n there is an error, response is passed\n in as first argument
\n', - type: 'Function', - optional: true - } - ], - return: { - description: - 'A promise that resolves with the data when the operation\n completes successfully or rejects with the error after\n one occurs.', - type: 'Promise' - } - }, - { - line: 1031, - params: [ - { - name: 'path', - description: '', - type: 'String' - }, - { - name: 'options', - description: - 'Request object options as documented in the\n "fetch" API\nreference
\n', - type: 'Object' - }, - { - name: 'callback', - description: '', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: '', - type: 'Function', - optional: true - } - ], - return: { - description: '', - type: 'Promise' - } - } - ] - }, - { - file: 'src/io/files.js', - line: 1193, - itemtype: 'method', - name: 'createWriter', - params: [ - { - name: 'name', - description: 'name of the file to be created
\n', - type: 'String' - }, - { - name: 'extension', - description: '', - type: 'String', - optional: true - } - ], - return: { - description: '', - type: 'p5.PrintWriter' - }, - example: [ - "\n\nfunction setup() {\n createCanvas(100, 100);\n background(200);\n text('click here to save', 10, 10, 70, 80);\n}\n\nfunction mousePressed() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n var writer = createWriter('squares.txt');\n for (let i = 0; i < 10; i++) {\n writer.print(i * i);\n }\n writer.close();\n writer.clear();\n }\n}\n
\nWrites data to the PrintWriter stream
\n', - itemtype: 'method', - name: 'write', - params: [ - { - name: 'data', - description: 'all data to be written by the PrintWriter
\n', - type: 'Array' - } - ], - example: [ - "\n\n// creates a file called 'newFile.txt'\nlet writer = createWriter('newFile.txt');\n// write 'Hello world!'' to the file\nwriter.write(['Hello world!']);\n// close the PrintWriter and save the file\nwriter.close();\n
\n\n// creates a file called 'newFile2.txt'\nlet writer = createWriter('newFile2.txt');\n// write 'apples,bananas,123' to the file\nwriter.write(['apples', 'bananas', 123]);\n// close the PrintWriter and save the file\nwriter.close();\n
\n\n// creates a file called 'newFile3.txt'\nlet writer = createWriter('newFile3.txt');\n// write 'My name is: Teddy' to the file\nwriter.write('My name is:');\nwriter.write(' Teddy');\n// close the PrintWriter and save the file\nwriter.close();\n
\nWrites data to the PrintWriter stream, and adds a new line at the end
\n', - itemtype: 'method', - name: 'print', - params: [ - { - name: 'data', - description: 'all data to be printed by the PrintWriter
\n', - type: 'Array' - } - ], - example: [ - "\n\n// creates a file called 'newFile.txt'\nlet writer = createWriter('newFile.txt');\n// creates a file containing\n// My name is:\n// Teddy\nwriter.print('My name is:');\nwriter.print('Teddy');\n// close the PrintWriter and save the file\nwriter.close();\n
\n\nlet writer;\n\nfunction setup() {\n createCanvas(400, 400);\n // create a PrintWriter\n writer = createWriter('newFile.txt');\n}\n\nfunction draw() {\n // print all mouseX and mouseY coordinates to the stream\n writer.print([mouseX, mouseY]);\n}\n\nfunction mouseClicked() {\n // close the PrintWriter and save the file\n writer.close();\n}\n
\nClears the data already written to the PrintWriter object
\n', - itemtype: 'method', - name: 'clear', - example: [ - "\n\n// create writer object\nlet writer = createWriter('newFile.txt');\nwriter.write(['clear me']);\n// clear writer object here\nwriter.clear();\n// close writer\nwriter.close();\n
Closes the PrintWriter
\n', - itemtype: 'method', - name: 'close', - example: [ - "\n\n// create a file called 'newFile.txt'\nlet writer = createWriter('newFile.txt');\n// close the PrintWriter and save the file\nwriter.close();\n
\n\n// create a file called 'newFile2.txt'\nlet writer = createWriter('newFile2.txt');\n// write some data to the file\nwriter.write([100, 101, 102]);\n// close the PrintWriter and save the file\nwriter.close();\n
\nSave an image, text, json, csv, wav, or html. Prompts download to\nthe client's computer. Note that it is not recommended to call save()\nwithin draw if it's looping, as the save() function will open a new save\ndialog every frame.
\nThe default behavior is to save the canvas as an image. You can\noptionally specify a filename.\nFor example:
\n\n save();\n save('myCanvas.jpg'); // save a specific canvas with a filename\n
\n\nAlternately, the first parameter can be a pointer to a canvas\np5.Element, an Array of Strings,\nan Array of JSON, a JSON object, a p5.Table, a p5.Image, or a\np5.SoundFile (requires p5.sound). The second parameter is a filename\n(including extension). The third parameter is for options specific\nto this type of object. This method will save a file that fits the\ngiven parameters. For example:
\n\n\n // Saves canvas as an image\n save('myCanvas.jpg');\n\n // Saves pImage as a png image\n let img = createImage(10, 10);\n save(img, 'my.png');\n\n // Saves canvas as an image\n let cnv = createCanvas(100, 100);\n save(cnv, 'myCanvas.jpg');\n\n // Saves p5.Renderer object as an image\n let gb = createGraphics(100, 100);\n save(gb, 'myGraphics.jpg');\n\n let myTable = new p5.Table();\n\n // Saves table as html file\n save(myTable, 'myTable.html');\n\n // Comma Separated Values\n save(myTable, 'myTable.csv');\n\n // Tab Separated Values\n save(myTable, 'myTable.tsv');\n\n let myJSON = { a: 1, b: true };\n\n // Saves pretty JSON\n save(myJSON, 'my.json');\n\n // Optimizes JSON filesize\n save(myJSON, 'my.json', true);\n\n // Saves array of strings to a text file with line breaks after each item\n let arrayOfStrings = ['a', 'b'];\n save(arrayOfStrings, 'my.txt');\n
",
- itemtype: 'method',
- name: 'save',
- params: [
- {
- name: 'objectOrFilename',
- description:
- 'If filename is provided, will\n save canvas as an image with\n either png or jpg extension\n depending on the filename.\n If object is provided, will\n save depending on the object\n and filename (see examples\n above).
\n', - type: 'Object|String', - optional: true - }, - { - name: 'filename', - description: - 'If an object is provided as the first\n parameter, then the second parameter\n indicates the filename,\n and should include an appropriate\n file extension (see examples above).
\n', - type: 'String', - optional: true - }, - { - name: 'options', - description: - 'Additional options depend on\n filetype. For example, when saving JSON,\n true
indicates that the\n output will be optimized for filesize,\n rather than readability.
Writes the contents of an Array or a JSON object to a .json file.\nThe file saving process and location of the saved file will\nvary between web browsers.
\n', - itemtype: 'method', - name: 'saveJSON', - params: [ - { - name: 'json', - description: '', - type: 'Array|Object' - }, - { - name: 'filename', - description: '', - type: 'String' - }, - { - name: 'optimize', - description: - 'If true, removes line breaks\n and spaces from the output\n file to optimize filesize\n (but not readability).
\n', - type: 'Boolean', - optional: true - } - ], - example: [ - '\n\n let json = {}; // new JSON Object\n\n json.id = 0;\n json.species = \'Panthera leo\';\n json.name = \'Lion\';\n\n function setup() {\n createCanvas(100, 100);\n background(200);\n text(\'click here to save\', 10, 10, 70, 80);\n }\n\n function mousePressed() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n saveJSON(json, \'lion.json\');\n }\n }\n\n // saves the following to a file called "lion.json":\n // {\n // "id": 0,\n // "species": "Panthera leo",\n // "name": "Lion"\n // }\n
Writes an array of Strings to a text file, one line per String.\nThe file saving process and location of the saved file will\nvary between web browsers.
\n', - itemtype: 'method', - name: 'saveStrings', - params: [ - { - name: 'list', - description: 'string array to be written
\n', - type: 'String[]' - }, - { - name: 'filename', - description: 'filename for output
\n', - type: 'String' - }, - { - name: 'extension', - description: 'the filename's extension
\n', - type: 'String', - optional: true - } - ], - example: [ - "\n\n let words = 'apple bear cat dog';\n\n // .split() outputs an Array\n let list = split(words, ' ');\n\n function setup() {\n createCanvas(100, 100);\n background(200);\n text('click here to save', 10, 10, 70, 80);\n }\n\n function mousePressed() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n saveStrings(list, 'nouns.txt');\n }\n }\n\n // Saves the following to a file called 'nouns.txt':\n //\n // apple\n // bear\n // cat\n // dog\n
Writes the contents of a Table object to a file. Defaults to a\ntext file with comma-separated-values ('csv') but can also\nuse tab separation ('tsv'), or generate an HTML table ('html').\nThe file saving process and location of the saved file will\nvary between web browsers.
\n', - itemtype: 'method', - name: 'saveTable', - params: [ - { - name: 'Table', - description: - 'the Table object to save to a file
\n', - type: 'p5.Table' - }, - { - name: 'filename', - description: 'the filename to which the Table should be saved
\n', - type: 'String' - }, - { - name: 'options', - description: - 'can be one of "tsv", "csv", or "html"
\n', - type: 'String', - optional: true - } - ], - example: [ - "\n\n let table;\n\n function setup() {\n table = new p5.Table();\n\n table.addColumn('id');\n table.addColumn('species');\n table.addColumn('name');\n\n let newRow = table.addRow();\n newRow.setNum('id', table.getRowCount() - 1);\n newRow.setString('species', 'Panthera leo');\n newRow.setString('name', 'Lion');\n\n // To save, un-comment next line then click 'run'\n // saveTable(table, 'new.csv');\n }\n\n // Saves the following to a file called 'new.csv':\n // id,species,name\n // 0,Panthera leo,Lion\n
Table Options
\nGeneric class for handling tabular data, typically from a\nCSV, TSV, or other sort of spreadsheet file.
\nCSV files are\n\ncomma separated values, often with the data in quotes. TSV\nfiles use tabs as separators, and usually don't bother with the\nquotes.
\nFile names should end with .csv if they're comma separated.
\nA rough "spec" for CSV can be found\nhere.
\nTo load files, use the loadTable method.
\nTo save tables to your computer, use the save method\n or the saveTable method.
\n\nPossible options include:
\nUse addRow() to add a new row of data to a p5.Table object. By default,\nan empty row is created. Typically, you would store a reference to\nthe new row in a TableRow object (see newRow in the example above),\nand then set individual values using set().
\nIf a p5.TableRow object is included as a parameter, then that row is\nduplicated and added to the table.
\n', - itemtype: 'method', - name: 'addRow', - params: [ - { - name: 'row', - description: 'row to be added to the table
\n', - type: 'p5.TableRow', - optional: true - } - ], - return: { - description: 'the row that was added', - type: 'p5.TableRow' - }, - example: [ - "\n\n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n //add a row\n let newRow = table.addRow();\n newRow.setString('id', table.getRowCount() - 1);\n newRow.setString('species', 'Canis Lupus');\n newRow.setString('name', 'Wolf');\n\n //print the results\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++)\n print(table.getString(r, c));\n }\n
\n Removes a row from the table object.
\n', - itemtype: 'method', - name: 'removeRow', - params: [ - { - name: 'id', - description: 'ID number of the row to remove
\n', - type: 'Integer' - } - ], - example: [ - '\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n //remove the first row\n table.removeRow(0);\n\n //print the results\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++)\n print(table.getString(r, c));\n}\n
\nReturns a reference to the specified p5.TableRow. The reference\ncan then be used to get and set values of the selected row.
\n', - itemtype: 'method', - name: 'getRow', - params: [ - { - name: 'rowID', - description: 'ID number of the row to get
\n', - type: 'Integer' - } - ], - return: { - description: 'p5.TableRow object', - type: 'p5.TableRow' - }, - example: [ - '\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n let row = table.getRow(1);\n //print it column by column\n //note: a row is an object, not an array\n for (let c = 0; c < table.getColumnCount(); c++) {\n print(row.getString(c));\n }\n}\n
\nGets all rows from the table. Returns an array of p5.TableRows.
\n', - itemtype: 'method', - name: 'getRows', - return: { - description: 'Array of p5.TableRows', - type: 'p5.TableRow[]' - }, - example: [ - "\n\n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n\n //warning: rows is an array of objects\n for (let r = 0; r < rows.length; r++) {\n rows[r].set('name', 'Unicorn');\n }\n\n //print the results\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++)\n print(table.getString(r, c));\n }\n
\n Finds the first row in the Table that contains the value\nprovided, and returns a reference to that row. Even if\nmultiple rows are possible matches, only the first matching\nrow is returned. The column to search may be specified by\neither its ID or title.
\n', - itemtype: 'method', - name: 'findRow', - params: [ - { - name: 'value', - description: 'The value to match
\n', - type: 'String' - }, - { - name: 'column', - description: - 'ID number or title of the\n column to search
\n', - type: 'Integer|String' - } - ], - return: { - description: '', - type: 'p5.TableRow' - }, - example: [ - "\n\n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n //find the animal named zebra\n let row = table.findRow('Zebra', 'name');\n //find the corresponding species\n print(row.getString('species'));\n }\n
\n Finds the rows in the Table that contain the value\nprovided, and returns references to those rows. Returns an\nArray, so for must be used to iterate through all the rows,\nas shown in the example above. The column to search may be\nspecified by either its ID or title.
\n', - itemtype: 'method', - name: 'findRows', - params: [ - { - name: 'value', - description: 'The value to match
\n', - type: 'String' - }, - { - name: 'column', - description: - 'ID number or title of the\n column to search
\n', - type: 'Integer|String' - } - ], - return: { - description: 'An Array of TableRow objects', - type: 'p5.TableRow[]' - }, - example: [ - "\n\n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n //add another goat\n let newRow = table.addRow();\n newRow.setString('id', table.getRowCount() - 1);\n newRow.setString('species', 'Scape Goat');\n newRow.setString('name', 'Goat');\n\n //find the rows containing animals named Goat\n let rows = table.findRows('Goat', 'name');\n print(rows.length + ' Goats found');\n }\n
\n Finds the first row in the Table that matches the regular\nexpression provided, and returns a reference to that row.\nEven if multiple rows are possible matches, only the first\nmatching row is returned. The column to search may be\nspecified by either its ID or title.
\n', - itemtype: 'method', - name: 'matchRow', - params: [ - { - name: 'regexp', - description: 'The regular expression to match
\n', - type: 'String|RegExp' - }, - { - name: 'column', - description: - 'The column ID (number) or\n title (string)
\n', - type: 'String|Integer' - } - ], - return: { - description: 'TableRow object', - type: 'p5.TableRow' - }, - example: [ - '\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n //Search using specified regex on a given column, return TableRow object\n let mammal = table.matchRow(new RegExp(\'ant\'), 1);\n print(mammal.getString(1));\n //Output "Panthera pardus"\n}\n
\nFinds the rows in the Table that match the regular expression provided,\nand returns references to those rows. Returns an array, so for must be\nused to iterate through all the rows, as shown in the example. The\ncolumn to search may be specified by either its ID or title.
\n', - itemtype: 'method', - name: 'matchRows', - params: [ - { - name: 'regexp', - description: 'The regular expression to match
\n', - type: 'String' - }, - { - name: 'column', - description: - 'The column ID (number) or\n title (string)
\n', - type: 'String|Integer', - optional: true - } - ], - return: { - description: 'An Array of TableRow objects', - type: 'p5.TableRow[]' - }, - example: [ - "\n\nlet table;\n\nfunction setup() {\n table = new p5.Table();\n\n table.addColumn('name');\n table.addColumn('type');\n\n let newRow = table.addRow();\n newRow.setString('name', 'Lion');\n newRow.setString('type', 'Mammal');\n\n newRow = table.addRow();\n newRow.setString('name', 'Snake');\n newRow.setString('type', 'Reptile');\n\n newRow = table.addRow();\n newRow.setString('name', 'Mosquito');\n newRow.setString('type', 'Insect');\n\n newRow = table.addRow();\n newRow.setString('name', 'Lizard');\n newRow.setString('type', 'Reptile');\n\n let rows = table.matchRows('R.*', 'type');\n for (let i = 0; i < rows.length; i++) {\n print(rows[i].getString('name') + ': ' + rows[i].getString('type'));\n }\n}\n// Sketch prints:\n// Snake: Reptile\n// Lizard: Reptile\n
\nRetrieves all values in the specified column, and returns them\nas an array. The column may be specified by either its ID or title.
\n', - itemtype: 'method', - name: 'getColumn', - params: [ - { - name: 'column', - description: 'String or Number of the column to return
\n', - type: 'String|Number' - } - ], - return: { - description: 'Array of column values', - type: 'Array' - }, - example: [ - '\n\n // Given the CSV file "mammals.csv"\n // in the project\'s "assets" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n }\n\n function setup() {\n //getColumn returns an array that can be printed directly\n print(table.getColumn(\'species\'));\n //outputs ["Capra hircus", "Panthera pardus", "Equus zebra"]\n }\n
\n Removes all rows from a Table. While all rows are removed,\ncolumns and column titles are maintained.
\n', - itemtype: 'method', - name: 'clearRows', - example: [ - "\n\n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n table.clearRows();\n print(table.getRowCount() + ' total rows in table');\n print(table.getColumnCount() + ' total columns in table');\n }\n
\n Use addColumn() to add a new column to a Table object.\nTypically, you will want to specify a title, so the column\nmay be easily referenced later by name. (If no title is\nspecified, the new column's title will be null.)
\n', - itemtype: 'method', - name: 'addColumn', - params: [ - { - name: 'title', - description: 'title of the given column
\n', - type: 'String', - optional: true - } - ], - example: [ - "\n\n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n table.addColumn('carnivore');\n table.set(0, 'carnivore', 'no');\n table.set(1, 'carnivore', 'yes');\n table.set(2, 'carnivore', 'no');\n\n //print the results\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++)\n print(table.getString(r, c));\n }\n
\n Returns the total number of columns in a Table.
\n', - itemtype: 'method', - name: 'getColumnCount', - return: { - description: 'Number of columns in this table', - type: 'Integer' - }, - example: [ - "\n\n // given the cvs file \"blobs.csv\" in /assets directory\n // ID, Name, Flavor, Shape, Color\n // Blob1, Blobby, Sweet, Blob, Pink\n // Blob2, Saddy, Savory, Blob, Blue\n\n let table;\n\n function preload() {\n table = loadTable('assets/blobs.csv');\n }\n\n function setup() {\n createCanvas(200, 100);\n textAlign(CENTER);\n background(255);\n }\n\n function draw() {\n let numOfColumn = table.getColumnCount();\n text('There are ' + numOfColumn + ' columns in the table.', 100, 50);\n }\n
\n Returns the total number of rows in a Table.
\n', - itemtype: 'method', - name: 'getRowCount', - return: { - description: 'Number of rows in this table', - type: 'Integer' - }, - example: [ - "\n\n // given the cvs file \"blobs.csv\" in /assets directory\n //\n // ID, Name, Flavor, Shape, Color\n // Blob1, Blobby, Sweet, Blob, Pink\n // Blob2, Saddy, Savory, Blob, Blue\n\n let table;\n\n function preload() {\n table = loadTable('assets/blobs.csv');\n }\n\n function setup() {\n createCanvas(200, 100);\n textAlign(CENTER);\n background(255);\n }\n\n function draw() {\n text('There are ' + table.getRowCount() + ' rows in the table.', 100, 50);\n }\n
\n Removes any of the specified characters (or "tokens").
\n\nIf no column is specified, then the values in all columns and\nrows are processed. A specific column may be referenced by\neither its ID or title.
', - itemtype: 'method', - name: 'removeTokens', - params: [ - { - name: 'chars', - description: 'String listing characters to be removed
\n', - type: 'String' - }, - { - name: 'column', - description: - 'Column ID (number)\n or name (string)
\n', - type: 'String|Integer', - optional: true - } - ], - example: [ - "\n\n function setup() {\n let table = new p5.Table();\n\n table.addColumn('name');\n table.addColumn('type');\n\n let newRow = table.addRow();\n newRow.setString('name', ' $Lion ,');\n newRow.setString('type', ',,,Mammal');\n\n newRow = table.addRow();\n newRow.setString('name', '$Snake ');\n newRow.setString('type', ',,,Reptile');\n\n table.removeTokens(',$ ');\n print(table.getArray());\n }\n\n // prints:\n // 0 \"Lion\" \"Mamal\"\n // 1 \"Snake\" \"Reptile\"\n
Trims leading and trailing whitespace, such as spaces and tabs,\nfrom String table values. If no column is specified, then the\nvalues in all columns and rows are trimmed. A specific column\nmay be referenced by either its ID or title.
\n', - itemtype: 'method', - name: 'trim', - params: [ - { - name: 'column', - description: - 'Column ID (number)\n or name (string)
\n', - type: 'String|Integer', - optional: true - } - ], - example: [ - "\n\n function setup() {\n let table = new p5.Table();\n\n table.addColumn('name');\n table.addColumn('type');\n\n let newRow = table.addRow();\n newRow.setString('name', ' Lion ,');\n newRow.setString('type', ' Mammal ');\n\n newRow = table.addRow();\n newRow.setString('name', ' Snake ');\n newRow.setString('type', ' Reptile ');\n\n table.trim();\n print(table.getArray());\n }\n\n // prints:\n // 0 \"Lion\" \"Mamal\"\n // 1 \"Snake\" \"Reptile\"\n
Use removeColumn() to remove an existing column from a Table\nobject. The column to be removed may be identified by either\nits title (a String) or its index value (an int).\nremoveColumn(0) would remove the first column, removeColumn(1)\nwould remove the second column, and so on.
\n', - itemtype: 'method', - name: 'removeColumn', - params: [ - { - name: 'column', - description: 'columnName (string) or ID (number)
\n', - type: 'String|Integer' - } - ], - example: [ - "\n\n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n table.removeColumn('id');\n print(table.getColumnCount());\n }\n
\n Stores a value in the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified\nby either its ID or title.
\n', - itemtype: 'method', - name: 'set', - params: [ - { - name: 'row', - description: 'row ID
\n', - type: 'Integer' - }, - { - name: 'column', - description: - 'column ID (Number)\n or title (String)
\n', - type: 'String|Integer' - }, - { - name: 'value', - description: 'value to assign
\n', - type: 'String|Number' - } - ], - example: [ - "\n\n// Given the CSV file \"mammals.csv\"\n// in the project's \"assets\" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n}\n\nfunction setup() {\n table.set(0, 'species', 'Canis Lupus');\n table.set(0, 'name', 'Wolf');\n\n //print the results\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++)\n print(table.getString(r, c));\n}\n
\nStores a Float value in the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified\nby either its ID or title.
\n', - itemtype: 'method', - name: 'setNum', - params: [ - { - name: 'row', - description: 'row ID
\n', - type: 'Integer' - }, - { - name: 'column', - description: - 'column ID (Number)\n or title (String)
\n', - type: 'String|Integer' - }, - { - name: 'value', - description: 'value to assign
\n', - type: 'Number' - } - ], - example: [ - '\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n table.setNum(1, \'id\', 1);\n\n print(table.getColumn(0));\n //["0", 1, "2"]\n}\n
\nStores a String value in the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified\nby either its ID or title.
\n', - itemtype: 'method', - name: 'setString', - params: [ - { - name: 'row', - description: 'row ID
\n', - type: 'Integer' - }, - { - name: 'column', - description: - 'column ID (Number)\n or title (String)
\n', - type: 'String|Integer' - }, - { - name: 'value', - description: 'value to assign
\n', - type: 'String' - } - ], - example: [ - "\n\n// Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n}\n\nfunction setup() {\n //add a row\n let newRow = table.addRow();\n newRow.setString('id', table.getRowCount() - 1);\n newRow.setString('species', 'Canis Lupus');\n newRow.setString('name', 'Wolf');\n\n print(table.getArray());\n}\n
Retrieves a value from the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified by\neither its ID or title.
\n', - itemtype: 'method', - name: 'get', - params: [ - { - name: 'row', - description: 'row ID
\n', - type: 'Integer' - }, - { - name: 'column', - description: - 'columnName (string) or\n ID (number)
\n', - type: 'String|Integer' - } - ], - return: { - description: '', - type: 'String|Number' - }, - example: [ - "\n\n// Given the CSV file \"mammals.csv\"\n// in the project's \"assets\" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n}\n\nfunction setup() {\n print(table.get(0, 1));\n //Capra hircus\n print(table.get(0, 'species'));\n //Capra hircus\n}\n
\nRetrieves a Float value from the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified by\neither its ID or title.
\n', - itemtype: 'method', - name: 'getNum', - params: [ - { - name: 'row', - description: 'row ID
\n', - type: 'Integer' - }, - { - name: 'column', - description: - 'columnName (string) or\n ID (number)
\n', - type: 'String|Integer' - } - ], - return: { - description: '', - type: 'Number' - }, - example: [ - '\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n print(table.getNum(1, 0) + 100);\n //id 1 + 100 = 101\n}\n
\nRetrieves a String value from the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified by\neither its ID or title.
\n', - itemtype: 'method', - name: 'getString', - params: [ - { - name: 'row', - description: 'row ID
\n', - type: 'Integer' - }, - { - name: 'column', - description: - 'columnName (string) or\n ID (number)
\n', - type: 'String|Integer' - } - ], - return: { - description: '', - type: 'String' - }, - example: [ - '\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n // table is comma separated value "CSV"\n // and has specifiying header for column labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n print(table.getString(0, 0)); // 0\n print(table.getString(0, 1)); // Capra hircus\n print(table.getString(0, 2)); // Goat\n print(table.getString(1, 0)); // 1\n print(table.getString(1, 1)); // Panthera pardus\n print(table.getString(1, 2)); // Leopard\n print(table.getString(2, 0)); // 2\n print(table.getString(2, 1)); // Equus zebra\n print(table.getString(2, 2)); // Zebra\n}\n
\nRetrieves all table data and returns as an object. If a column name is\npassed in, each row object will be stored with that attribute as its\ntitle.
\n', - itemtype: 'method', - name: 'getObject', - params: [ - { - name: 'headerColumn', - description: - 'Name of the column which should be used to\n title each row object (optional)
\n', - type: 'String', - optional: true - } - ], - return: { - description: '', - type: 'Object' - }, - example: [ - '\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n let tableObject = table.getObject();\n\n print(tableObject);\n //outputs an object\n}\n
\nRetrieves all table data and returns it as a multidimensional array.
\n', - itemtype: 'method', - name: 'getArray', - return: { - description: '', - type: 'Array' - }, - example: [ - '\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leoperd\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n // table is comma separated value "CSV"\n // and has specifiying header for column labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n let tableArray = table.getArray();\n for (let i = 0; i < tableArray.length; i++) {\n print(tableArray[i]);\n }\n}\n
\nStores a value in the TableRow's specified column.\nThe column may be specified by either its ID or title.
\n', - itemtype: 'method', - name: 'set', - params: [ - { - name: 'column', - description: - 'Column ID (Number)\n or Title (String)
\n', - type: 'String|Integer' - }, - { - name: 'value', - description: 'The value to be stored
\n', - type: 'String|Number' - } - ], - example: [ - "\n\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n for (let r = 0; r < rows.length; r++) {\n rows[r].set('name', 'Unicorn');\n }\n\n //print the results\n print(table.getArray());\n }\n
Stores a Float value in the TableRow's specified column.\nThe column may be specified by either its ID or title.
\n', - itemtype: 'method', - name: 'setNum', - params: [ - { - name: 'column', - description: - 'Column ID (Number)\n or Title (String)
\n', - type: 'String|Integer' - }, - { - name: 'value', - description: - 'The value to be stored\n as a Float
\n', - type: 'Number|String' - } - ], - example: [ - "\n\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n for (let r = 0; r < rows.length; r++) {\n rows[r].setNum('id', r + 10);\n }\n\n print(table.getArray());\n }\n
Stores a String value in the TableRow's specified column.\nThe column may be specified by either its ID or title.
\n', - itemtype: 'method', - name: 'setString', - params: [ - { - name: 'column', - description: - 'Column ID (Number)\n or Title (String)
\n', - type: 'String|Integer' - }, - { - name: 'value', - description: - 'The value to be stored\n as a String
\n', - type: 'String|Number|Boolean|Object' - } - ], - example: [ - "\n\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n for (let r = 0; r < rows.length; r++) {\n let name = rows[r].getString('name');\n rows[r].setString('name', 'A ' + name + ' named George');\n }\n\n print(table.getArray());\n }\n
Retrieves a value from the TableRow's specified column.\nThe column may be specified by either its ID or title.
\n', - itemtype: 'method', - name: 'get', - params: [ - { - name: 'column', - description: - 'columnName (string) or\n ID (number)
\n', - type: 'String|Integer' - } - ], - return: { - description: '', - type: 'String|Number' - }, - example: [ - "\n\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let names = [];\n let rows = table.getRows();\n for (let r = 0; r < rows.length; r++) {\n names.push(rows[r].get('name'));\n }\n\n print(names);\n }\n
Retrieves a Float value from the TableRow's specified\ncolumn. The column may be specified by either its ID or\ntitle.
\n', - itemtype: 'method', - name: 'getNum', - params: [ - { - name: 'column', - description: - 'columnName (string) or\n ID (number)
\n', - type: 'String|Integer' - } - ], - return: { - description: 'Float Floating point number', - type: 'Number' - }, - example: [ - "\n\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n let minId = Infinity;\n let maxId = -Infinity;\n for (let r = 0; r < rows.length; r++) {\n let id = rows[r].getNum('id');\n minId = min(minId, id);\n maxId = min(maxId, id);\n }\n print('minimum id = ' + minId + ', maximum id = ' + maxId);\n }\n
Retrieves an String value from the TableRow's specified\ncolumn. The column may be specified by either its ID or\ntitle.
\n', - itemtype: 'method', - name: 'getString', - params: [ - { - name: 'column', - description: - 'columnName (string) or\n ID (number)
\n', - type: 'String|Integer' - } - ], - return: { - description: 'String', - type: 'String' - }, - example: [ - "\n\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n let longest = '';\n for (let r = 0; r < rows.length; r++) {\n let species = rows[r].getString('species');\n if (longest.length < species.length) {\n longest = species;\n }\n }\n\n print('longest: ' + longest);\n }\n
Gets a copy of the element's parent. Returns the parent as another\np5.XML object.
\n', - itemtype: 'method', - name: 'getParent', - return: { - description: 'element parent', - type: 'p5.XML' - }, - example: [ - '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let children = xml.getChildren(\'animal\');\n let parent = children[1].getParent();\n print(parent.getName());\n}\n\n// Sketch prints:\n// mammals\n
Gets the element's full name, which is returned as a String.
\n', - itemtype: 'method', - name: 'getName', - return: { - description: 'the name of the node', - type: 'String' - }, - example: [ - '<animal\n\n // The following short XML file called "mammals.xml" is parsed\n // in the code below.\n //\n // \n // <mammals>\n // <animal id="0" species="Capra hircus">Goat</animal>\n // <animal id="1" species="Panthera pardus">Leopard</animal>\n // <animal id="2" species="Equus zebra">Zebra</animal>\n // </mammals>\n\n let xml;\n\n function preload() {\n xml = loadXML(\'assets/mammals.xml\');\n }\n\n function setup() {\n print(xml.getName());\n }\n\n // Sketch prints:\n // mammals\n
Sets the element's name, which is specified as a String.
\n', - itemtype: 'method', - name: 'setName', - params: [ - { - name: 'the', - description: 'new name of the node
\n', - type: 'String' - } - ], - example: [ - '<animal\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n print(xml.getName());\n xml.setName(\'fish\');\n print(xml.getName());\n}\n\n// Sketch prints:\n// mammals\n// fish\n
Checks whether or not the element has any children, and returns the result\nas a boolean.
\n', - itemtype: 'method', - name: 'hasChildren', - return: { - description: '', - type: 'Boolean' - }, - example: [ - '<animal\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n print(xml.hasChildren());\n}\n\n// Sketch prints:\n// true\n
Get the names of all of the element's children, and returns the names as an\narray of Strings. This is the same as looping through and calling getName()\non each child element individually.
\n', - itemtype: 'method', - name: 'listChildren', - return: { - description: 'names of the children of the element', - type: 'String[]' - }, - example: [ - '<animal\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n print(xml.listChildren());\n}\n\n// Sketch prints:\n// ["animal", "animal", "animal"]\n
Returns all of the element's children as an array of p5.XML objects. When\nthe name parameter is specified, then it will return all children that match\nthat name.
\n', - itemtype: 'method', - name: 'getChildren', - params: [ - { - name: 'name', - description: 'element name
\n', - type: 'String', - optional: true - } - ], - return: { - description: 'children of the element', - type: 'p5.XML[]' - }, - example: [ - '<animal\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let animals = xml.getChildren(\'animal\');\n\n for (let i = 0; i < animals.length; i++) {\n print(animals[i].getContent());\n }\n}\n\n// Sketch prints:\n// "Goat"\n// "Leopard"\n// "Zebra"\n
Returns the first of the element's children that matches the name parameter\nor the child of the given index.It returns undefined if no matching\nchild is found.
\n', - itemtype: 'method', - name: 'getChild', - params: [ - { - name: 'name', - description: 'element name or index
\n', - type: 'String|Integer' - } - ], - return: { - description: '', - type: 'p5.XML' - }, - example: [ - '<animal\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getContent());\n}\n\n// Sketch prints:\n// "Goat"\n
\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let secondChild = xml.getChild(1);\n print(secondChild.getContent());\n}\n\n// Sketch prints:\n// "Leopard"\n
Appends a new child to the element. The child can be specified with\neither a String, which will be used as the new tag's name, or as a\nreference to an existing p5.XML object.\nA reference to the newly created child is returned as an p5.XML object.
\n', - itemtype: 'method', - name: 'addChild', - params: [ - { - name: 'node', - description: - 'a p5.XML Object which will be the child to be added
\n', - type: 'p5.XML' - } - ], - example: [ - '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let child = new p5.XML();\n child.setName(\'animal\');\n child.setAttribute(\'id\', \'3\');\n child.setAttribute(\'species\', \'Ornithorhynchus anatinus\');\n child.setContent(\'Platypus\');\n xml.addChild(child);\n\n let animals = xml.getChildren(\'animal\');\n print(animals[animals.length - 1].getContent());\n}\n\n// Sketch prints:\n// "Goat"\n// "Leopard"\n// "Zebra"\n
Removes the element specified by name or index.
\n', - itemtype: 'method', - name: 'removeChild', - params: [ - { - name: 'name', - description: 'element name or index
\n', - type: 'String|Integer' - } - ], - example: [ - '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n xml.removeChild(\'animal\');\n let children = xml.getChildren();\n for (let i = 0; i < children.length; i++) {\n print(children[i].getContent());\n }\n}\n\n// Sketch prints:\n// "Leopard"\n// "Zebra"\n
\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n xml.removeChild(1);\n let children = xml.getChildren();\n for (let i = 0; i < children.length; i++) {\n print(children[i].getContent());\n }\n}\n\n// Sketch prints:\n// "Goat"\n// "Zebra"\n
Counts the specified element's number of attributes, returned as an Number.
\n', - itemtype: 'method', - name: 'getAttributeCount', - return: { - description: '', - type: 'Integer' - }, - example: [ - '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getAttributeCount());\n}\n\n// Sketch prints:\n// 2\n
Gets all of the specified element's attributes, and returns them as an\narray of Strings.
\n', - itemtype: 'method', - name: 'listAttributes', - return: { - description: 'an array of strings containing the names of attributes', - type: 'String[]' - }, - example: [ - '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.listAttributes());\n}\n\n// Sketch prints:\n// ["id", "species"]\n
Checks whether or not an element has the specified attribute.
\n', - itemtype: 'method', - name: 'hasAttribute', - params: [ - { - name: 'the', - description: 'attribute to be checked
\n', - type: 'String' - } - ], - return: { - description: 'true if attribute found else false', - type: 'Boolean' - }, - example: [ - '\n\n // The following short XML file called "mammals.xml" is parsed\n // in the code below.\n //\n // \n // <mammals>\n // <animal id="0" species="Capra hircus">Goat</animal>\n // <animal id="1" species="Panthera pardus">Leopard</animal>\n // <animal id="2" species="Equus zebra">Zebra</animal>\n // </mammals>\n\n let xml;\n\n function preload() {\n xml = loadXML(\'assets/mammals.xml\');\n }\n\n function setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.hasAttribute(\'species\'));\n print(firstChild.hasAttribute(\'color\'));\n }\n\n // Sketch prints:\n // true\n // false\n
Returns an attribute value of the element as an Number. If the defaultValue\nparameter is specified and the attribute doesn't exist, then defaultValue\nis returned. If no defaultValue is specified and the attribute doesn't\nexist, the value 0 is returned.
\n', - itemtype: 'method', - name: 'getNum', - params: [ - { - name: 'name', - description: 'the non-null full name of the attribute
\n', - type: 'String' - }, - { - name: 'defaultValue', - description: 'the default value of the attribute
\n', - type: 'Number', - optional: true - } - ], - return: { - description: '', - type: 'Number' - }, - example: [ - '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getNum(\'id\'));\n}\n\n// Sketch prints:\n// 0\n
Returns an attribute value of the element as an String. If the defaultValue\nparameter is specified and the attribute doesn't exist, then defaultValue\nis returned. If no defaultValue is specified and the attribute doesn't\nexist, null is returned.
\n', - itemtype: 'method', - name: 'getString', - params: [ - { - name: 'name', - description: 'the non-null full name of the attribute
\n', - type: 'String' - }, - { - name: 'defaultValue', - description: 'the default value of the attribute
\n', - type: 'Number', - optional: true - } - ], - return: { - description: '', - type: 'String' - }, - example: [ - '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getString(\'species\'));\n}\n\n// Sketch prints:\n// "Capra hircus"\n
Sets the content of an element's attribute. The first parameter specifies\nthe attribute name, while the second specifies the new content.
\n', - itemtype: 'method', - name: 'setAttribute', - params: [ - { - name: 'name', - description: 'the full name of the attribute
\n', - type: 'String' - }, - { - name: 'value', - description: 'the value of the attribute
\n', - type: 'Number|String|Boolean' - } - ], - example: [ - '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getString(\'species\'));\n firstChild.setAttribute(\'species\', \'Jamides zebra\');\n print(firstChild.getString(\'species\'));\n}\n\n// Sketch prints:\n// "Capra hircus"\n// "Jamides zebra"\n
Returns the content of an element. If there is no such content,\ndefaultValue is returned if specified, otherwise null is returned.
\n', - itemtype: 'method', - name: 'getContent', - params: [ - { - name: 'defaultValue', - description: 'value returned if no content is found
\n', - type: 'String', - optional: true - } - ], - return: { - description: '', - type: 'String' - }, - example: [ - '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getContent());\n}\n\n// Sketch prints:\n// "Goat"\n
Sets the element's content.
\n', - itemtype: 'method', - name: 'setContent', - params: [ - { - name: 'text', - description: 'the new content
\n', - type: 'String' - } - ], - example: [ - '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getContent());\n firstChild.setContent(\'Mountain Goat\');\n print(firstChild.getContent());\n}\n\n// Sketch prints:\n// "Goat"\n// "Mountain Goat"\n
Serializes the element into a string. This function is useful for preparing\nthe content to be sent over a http request or saved to file.
\n', - itemtype: 'method', - name: 'serialize', - return: { - description: 'Serialized string of the element', - type: 'String' - }, - example: [ - '\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n print(xml.serialize());\n}\n\n// Sketch prints:\n// \n// Goat \n// Leopard \n// Zebra \n// \n
Calculates the absolute value (magnitude) of a number. Maps to Math.abs().\nThe absolute value of a number is always positive.
\n', - itemtype: 'method', - name: 'abs', - params: [ - { - name: 'n', - description: 'number to compute
\n', - type: 'Number' - } - ], - return: { - description: 'absolute value of given number', - type: 'Number' - }, - example: [ - '\n\nfunction setup() {\n let x = -3;\n let y = abs(x);\n\n print(x); // -3\n print(y); // 3\n}\n
Calculates the closest int value that is greater than or equal to the\nvalue of the parameter. Maps to Math.ceil(). For example, ceil(9.03)\nreturns the value 10.
\n', - itemtype: 'method', - name: 'ceil', - params: [ - { - name: 'n', - description: 'number to round up
\n', - type: 'Number' - } - ], - return: { - description: 'rounded up number', - type: 'Integer' - }, - example: [ - '\n\nfunction draw() {\n background(200);\n // map, mouseX between 0 and 5.\n let ax = map(mouseX, 0, 100, 0, 5);\n let ay = 66;\n\n //Get the ceiling of the mapped number.\n let bx = ceil(map(mouseX, 0, 100, 0, 5));\n let by = 33;\n\n // Multiply the mapped numbers by 20 to more easily\n // see the changes.\n stroke(0);\n fill(0);\n line(0, ay, ax * 20, ay);\n line(0, by, bx * 20, by);\n\n // Reformat the float returned by map and draw it.\n noStroke();\n text(nfc(ax, 2), ax, ay - 5);\n text(nfc(bx, 1), bx, by - 5);\n}\n
Constrains a value between a minimum and maximum value.
\n', - itemtype: 'method', - name: 'constrain', - params: [ - { - name: 'n', - description: 'number to constrain
\n', - type: 'Number' - }, - { - name: 'low', - description: 'minimum limit
\n', - type: 'Number' - }, - { - name: 'high', - description: 'maximum limit
\n', - type: 'Number' - } - ], - return: { - description: 'constrained number', - type: 'Number' - }, - example: [ - '\n\nfunction draw() {\n background(200);\n\n let leftWall = 25;\n let rightWall = 75;\n\n // xm is just the mouseX, while\n // xc is the mouseX, but constrained\n // between the leftWall and rightWall!\n let xm = mouseX;\n let xc = constrain(mouseX, leftWall, rightWall);\n\n // Draw the walls.\n stroke(150);\n line(leftWall, 0, leftWall, height);\n line(rightWall, 0, rightWall, height);\n\n // Draw xm and xc as circles.\n noStroke();\n fill(150);\n ellipse(xm, 33, 9, 9); // Not Constrained\n fill(0);\n ellipse(xc, 66, 9, 9); // Constrained\n}\n
Calculates the distance between two points, in either two or three dimensions.
\n', - itemtype: 'method', - name: 'dist', - return: { - description: 'distance between the two points', - type: 'Number' - }, - example: [ - "\n\n// Move your mouse inside the canvas to see the\n// change in distance between two points!\nfunction draw() {\n background(200);\n fill(0);\n\n let x1 = 10;\n let y1 = 90;\n let x2 = mouseX;\n let y2 = mouseY;\n\n line(x1, y1, x2, y2);\n ellipse(x1, y1, 7, 7);\n ellipse(x2, y2, 7, 7);\n\n // d is the length of the line\n // the distance from point 1 to point 2.\n let d = int(dist(x1, y1, x2, y2));\n\n // Let's write d along the line we are drawing!\n push();\n translate((x1 + x2) / 2, (y1 + y2) / 2);\n rotate(atan2(y2 - y1, x2 - x1));\n text(nfc(d, 1), 0, -5);\n pop();\n // Fancy!\n}\n
x-coordinate of the first point
\n', - type: 'Number' - }, - { - name: 'y1', - description: 'y-coordinate of the first point
\n', - type: 'Number' - }, - { - name: 'x2', - description: 'x-coordinate of the second point
\n', - type: 'Number' - }, - { - name: 'y2', - description: 'y-coordinate of the second point
\n', - type: 'Number' - } - ], - return: { - description: 'distance between the two points', - type: 'Number' - } - }, - { - line: 165, - params: [ - { - name: 'x1', - description: '', - type: 'Number' - }, - { - name: 'y1', - description: '', - type: 'Number' - }, - { - name: 'z1', - description: 'z-coordinate of the first point
\n', - type: 'Number' - }, - { - name: 'x2', - description: '', - type: 'Number' - }, - { - name: 'y2', - description: '', - type: 'Number' - }, - { - name: 'z2', - description: 'z-coordinate of the second point
\n', - type: 'Number' - } - ], - return: { - description: 'distance between the two points', - type: 'Number' - } - } - ] - }, - { - file: 'src/math/calculation.js', - line: 190, - description: - 'Returns Euler's number e (2.71828...) raised to the power of the n\nparameter. Maps to Math.exp().
\n', - itemtype: 'method', - name: 'exp', - params: [ - { - name: 'n', - description: 'exponent to raise
\n', - type: 'Number' - } - ], - return: { - description: 'e^n', - type: 'Number' - }, - example: [ - "\n\nfunction draw() {\n background(200);\n\n // Compute the exp() function with a value between 0 and 2\n let xValue = map(mouseX, 0, width, 0, 2);\n let yValue = exp(xValue);\n\n let y = map(yValue, 0, 8, height, 0);\n\n let legend = 'exp (' + nfc(xValue, 3) + ')\\n= ' + nf(yValue, 1, 4);\n stroke(150);\n line(mouseX, y, mouseX, height);\n fill(0);\n text(legend, 5, 15);\n noStroke();\n ellipse(mouseX, y, 7, 7);\n\n // Draw the exp(x) curve,\n // over the domain of x from 0 to 2\n noFill();\n stroke(0);\n beginShape();\n for (let x = 0; x < width; x++) {\n xValue = map(x, 0, width, 0, 2);\n yValue = exp(xValue);\n y = map(yValue, 0, 8, height, 0);\n vertex(x, y);\n }\n\n endShape();\n line(0, 0, 0, height);\n line(0, height - 1, width, height - 1);\n}\n
Calculates the closest int value that is less than or equal to the\nvalue of the parameter. Maps to Math.floor().
\n', - itemtype: 'method', - name: 'floor', - params: [ - { - name: 'n', - description: 'number to round down
\n', - type: 'Number' - } - ], - return: { - description: 'rounded down number', - type: 'Integer' - }, - example: [ - '\n\nfunction draw() {\n background(200);\n //map, mouseX between 0 and 5.\n let ax = map(mouseX, 0, 100, 0, 5);\n let ay = 66;\n\n //Get the floor of the mapped number.\n let bx = floor(map(mouseX, 0, 100, 0, 5));\n let by = 33;\n\n // Multiply the mapped numbers by 20 to more easily\n // see the changes.\n stroke(0);\n fill(0);\n line(0, ay, ax * 20, ay);\n line(0, by, bx * 20, by);\n\n // Reformat the float returned by map and draw it.\n noStroke();\n text(nfc(ax, 2), ax, ay - 5);\n text(nfc(bx, 1), bx, by - 5);\n}\n
Calculates a number between two numbers at a specific increment. The amt\nparameter is the amount to interpolate between the two values where 0.0\nequal to the first point, 0.1 is very near the first point, 0.5 is\nhalf-way in between, and 1.0 is equal to the second point. If the\nvalue of amt is more than 1.0 or less than 0.0, the number will be\ncalculated accordingly in the ratio of the two given numbers. The lerp\nfunction is convenient for creating motion along a straight\npath and for drawing dotted lines.
\n', - itemtype: 'method', - name: 'lerp', - params: [ - { - name: 'start', - description: 'first value
\n', - type: 'Number' - }, - { - name: 'stop', - description: 'second value
\n', - type: 'Number' - }, - { - name: 'amt', - description: 'number
\n', - type: 'Number' - } - ], - return: { - description: 'lerped value', - type: 'Number' - }, - example: [ - '\n\nfunction setup() {\n background(200);\n let a = 20;\n let b = 80;\n let c = lerp(a, b, 0.2);\n let d = lerp(a, b, 0.5);\n let e = lerp(a, b, 0.8);\n\n let y = 50;\n\n strokeWeight(5);\n stroke(0); // Draw the original points in black\n point(a, y);\n point(b, y);\n\n stroke(100); // Draw the lerp points in gray\n point(c, y);\n point(d, y);\n point(e, y);\n}\n
Calculates the natural logarithm (the base-e logarithm) of a number. This\nfunction expects the n parameter to be a value greater than 0.0. Maps to\nMath.log().
\n', - itemtype: 'method', - name: 'log', - params: [ - { - name: 'n', - description: 'number greater than 0
\n', - type: 'Number' - } - ], - return: { - description: 'natural logarithm of n', - type: 'Number' - }, - example: [ - "\n\nfunction draw() {\n background(200);\n let maxX = 2.8;\n let maxY = 1.5;\n\n // Compute the natural log of a value between 0 and maxX\n let xValue = map(mouseX, 0, width, 0, maxX);\n let yValue, y;\n if (xValue > 0) {\n // Cannot take the log of a negative number.\n yValue = log(xValue);\n y = map(yValue, -maxY, maxY, height, 0);\n\n // Display the calculation occurring.\n let legend = 'log(' + nf(xValue, 1, 2) + ')\\n= ' + nf(yValue, 1, 3);\n stroke(150);\n line(mouseX, y, mouseX, height);\n fill(0);\n text(legend, 5, 15);\n noStroke();\n ellipse(mouseX, y, 7, 7);\n }\n\n // Draw the log(x) curve,\n // over the domain of x from 0 to maxX\n noFill();\n stroke(0);\n beginShape();\n for (let x = 0; x < width; x++) {\n xValue = map(x, 0, width, 0, maxX);\n yValue = log(xValue);\n y = map(yValue, -maxY, maxY, height, 0);\n vertex(x, y);\n }\n endShape();\n line(0, 0, 0, height);\n line(0, height / 2, width, height / 2);\n}\n
Calculates the magnitude (or length) of a vector. A vector is a direction\nin space commonly used in computer graphics and linear algebra. Because it\nhas no "start" position, the magnitude of a vector can be thought of as\nthe distance from the coordinate 0,0 to its x,y value. Therefore, mag() is\na shortcut for writing dist(0, 0, x, y).
\n', - itemtype: 'method', - name: 'mag', - params: [ - { - name: 'a', - description: 'first value
\n', - type: 'Number' - }, - { - name: 'b', - description: 'second value
\n', - type: 'Number' - } - ], - return: { - description: 'magnitude of vector from (0,0) to (a,b)', - type: 'Number' - }, - example: [ - '\n\nfunction setup() {\n let x1 = 20;\n let x2 = 80;\n let y1 = 30;\n let y2 = 70;\n\n line(0, 0, x1, y1);\n print(mag(x1, y1)); // Prints "36.05551275463989"\n line(0, 0, x2, y1);\n print(mag(x2, y1)); // Prints "85.44003745317531"\n line(0, 0, x1, y2);\n print(mag(x1, y2)); // Prints "72.80109889280519"\n line(0, 0, x2, y2);\n print(mag(x2, y2)); // Prints "106.3014581273465"\n}\n
Re-maps a number from one range to another.\n
\nIn the first example above, the number 25 is converted from a value in the\nrange of 0 to 100 into a value that ranges from the left edge of the\nwindow (0) to the right edge (width).
the incoming value to be converted
\n', - type: 'Number' - }, - { - name: 'start1', - description: 'lower bound of the value's current range
\n', - type: 'Number' - }, - { - name: 'stop1', - description: 'upper bound of the value's current range
\n', - type: 'Number' - }, - { - name: 'start2', - description: 'lower bound of the value's target range
\n', - type: 'Number' - }, - { - name: 'stop2', - description: 'upper bound of the value's target range
\n', - type: 'Number' - }, - { - name: 'withinBounds', - description: 'constrain the value to the newly mapped range
\n', - type: 'Boolean', - optional: true - } - ], - return: { - description: 'remapped number', - type: 'Number' - }, - example: [ - '\n\nlet value = 25;\nlet m = map(value, 0, 100, 0, width);\nellipse(m, 50, 10, 10);\n
\nfunction setup() {\n noStroke();\n}\n\nfunction draw() {\n background(204);\n let x1 = map(mouseX, 0, width, 25, 75);\n ellipse(x1, 25, 25, 25);\n //This ellipse is constrained to the 0-100 range\n //after setting withinBounds to true\n let x2 = map(mouseX, 0, width, 0, 100, true);\n ellipse(x2, 75, 25, 25);\n}\n
Determines the largest value in a sequence of numbers, and then returns\nthat value. max() accepts any number of Number parameters, or an Array\nof any length.
\n', - itemtype: 'method', - name: 'max', - return: { - description: 'maximum Number', - type: 'Number' - }, - example: [ - "\n\nfunction setup() {\n // Change the elements in the array and run the sketch\n // to show how max() works!\n let numArray = [2, 1, 5, 4, 8, 9];\n fill(0);\n noStroke();\n text('Array Elements', 0, 10);\n // Draw all numbers in the array\n let spacing = 15;\n let elemsY = 25;\n for (let i = 0; i < numArray.length; i++) {\n text(numArray[i], i * spacing, elemsY);\n }\n let maxX = 33;\n let maxY = 80;\n // Draw the Maximum value in the array.\n textSize(32);\n text(max(numArray), maxX, maxY);\n}\n
Number to compare
\n', - type: 'Number' - }, - { - name: 'n1', - description: 'Number to compare
\n', - type: 'Number' - } - ], - return: { - description: 'maximum Number', - type: 'Number' - } - }, - { - line: 514, - params: [ - { - name: 'nums', - description: 'Numbers to compare
\n', - type: 'Number[]' - } - ], - return: { - description: '', - type: 'Number' - } - } - ] - }, - { - file: 'src/math/calculation.js', - line: 528, - description: - 'Determines the smallest value in a sequence of numbers, and then returns\nthat value. min() accepts any number of Number parameters, or an Array\nof any length.
\n', - itemtype: 'method', - name: 'min', - return: { - description: 'minimum Number', - type: 'Number' - }, - example: [ - "\n\nfunction setup() {\n // Change the elements in the array and run the sketch\n // to show how min() works!\n let numArray = [2, 1, 5, 4, 8, 9];\n fill(0);\n noStroke();\n text('Array Elements', 0, 10);\n // Draw all numbers in the array\n let spacing = 15;\n let elemsY = 25;\n for (let i = 0; i < numArray.length; i++) {\n text(numArray[i], i * spacing, elemsY);\n }\n let maxX = 33;\n let maxY = 80;\n // Draw the Minimum value in the array.\n textSize(32);\n text(min(numArray), maxX, maxY);\n}\n
Number to compare
\n', - type: 'Number' - }, - { - name: 'n1', - description: 'Number to compare
\n', - type: 'Number' - } - ], - return: { - description: 'minimum Number', - type: 'Number' - } - }, - { - line: 564, - params: [ - { - name: 'nums', - description: 'Numbers to compare
\n', - type: 'Number[]' - } - ], - return: { - description: '', - type: 'Number' - } - } - ] - }, - { - file: 'src/math/calculation.js', - line: 578, - description: - 'Normalizes a number from another range into a value between 0 and 1.\nIdentical to map(value, low, high, 0, 1).\nNumbers outside of the range are not clamped to 0 and 1, because\nout-of-range values are often intentional and useful. (See the example above.)
\n', - itemtype: 'method', - name: 'norm', - params: [ - { - name: 'value', - description: 'incoming value to be normalized
\n', - type: 'Number' - }, - { - name: 'start', - description: 'lower bound of the value's current range
\n', - type: 'Number' - }, - { - name: 'stop', - description: 'upper bound of the value's current range
\n', - type: 'Number' - } - ], - return: { - description: 'normalized number', - type: 'Number' - }, - example: [ - "\n\nfunction draw() {\n background(200);\n let currentNum = mouseX;\n let lowerBound = 0;\n let upperBound = width; //100;\n let normalized = norm(currentNum, lowerBound, upperBound);\n let lineY = 70;\n stroke(3);\n line(0, lineY, width, lineY);\n //Draw an ellipse mapped to the non-normalized value.\n noStroke();\n fill(50);\n let s = 7; // ellipse size\n ellipse(currentNum, lineY, s, s);\n\n // Draw the guide\n let guideY = lineY + 15;\n text('0', 0, guideY);\n textAlign(RIGHT);\n text('100', width, guideY);\n\n // Draw the normalized value\n textAlign(LEFT);\n fill(0);\n textSize(32);\n let normalY = 40;\n let normalX = 20;\n text(normalized, normalX, normalY);\n}\n
Facilitates exponential expressions. The pow() function is an efficient\nway of multiplying numbers by themselves (or their reciprocals) in large\nquantities. For example, pow(3, 5) is equivalent to the expression\n33333 and pow(3, -5) is equivalent to 1 / 33333. Maps to\nMath.pow().
\n', - itemtype: 'method', - name: 'pow', - params: [ - { - name: 'n', - description: 'base of the exponential expression
\n', - type: 'Number' - }, - { - name: 'e', - description: 'power by which to raise the base
\n', - type: 'Number' - } - ], - return: { - description: 'n^e', - type: 'Number' - }, - example: [ - '\n\nfunction setup() {\n //Exponentially increase the size of an ellipse.\n let eSize = 3; // Original Size\n let eLoc = 10; // Original Location\n\n ellipse(eLoc, eLoc, eSize, eSize);\n\n ellipse(eLoc * 2, eLoc * 2, pow(eSize, 2), pow(eSize, 2));\n\n ellipse(eLoc * 4, eLoc * 4, pow(eSize, 3), pow(eSize, 3));\n\n ellipse(eLoc * 8, eLoc * 8, pow(eSize, 4), pow(eSize, 4));\n}\n
Calculates the integer closest to the n parameter. For example,\nround(133.8) returns the value 134. Maps to Math.round().
\n', - itemtype: 'method', - name: 'round', - params: [ - { - name: 'n', - description: 'number to round
\n', - type: 'Number' - } - ], - return: { - description: 'rounded number', - type: 'Integer' - }, - example: [ - '\n\nfunction draw() {\n background(200);\n //map, mouseX between 0 and 5.\n let ax = map(mouseX, 0, 100, 0, 5);\n let ay = 66;\n\n // Round the mapped number.\n let bx = round(map(mouseX, 0, 100, 0, 5));\n let by = 33;\n\n // Multiply the mapped numbers by 20 to more easily\n // see the changes.\n stroke(0);\n fill(0);\n line(0, ay, ax * 20, ay);\n line(0, by, bx * 20, by);\n\n // Reformat the float returned by map and draw it.\n noStroke();\n text(nfc(ax, 2), ax, ay - 5);\n text(nfc(bx, 1), bx, by - 5);\n}\n
Squares a number (multiplies a number by itself). The result is always a\npositive number, as multiplying two negative numbers always yields a\npositive result. For example, -1 * -1 = 1.
\n', - itemtype: 'method', - name: 'sq', - params: [ - { - name: 'n', - description: 'number to square
\n', - type: 'Number' - } - ], - return: { - description: 'squared number', - type: 'Number' - }, - example: [ - "\n\nfunction draw() {\n background(200);\n let eSize = 7;\n let x1 = map(mouseX, 0, width, 0, 10);\n let y1 = 80;\n let x2 = sq(x1);\n let y2 = 20;\n\n // Draw the non-squared.\n line(0, y1, width, y1);\n ellipse(x1, y1, eSize, eSize);\n\n // Draw the squared.\n line(0, y2, width, y2);\n ellipse(x2, y2, eSize, eSize);\n\n // Draw dividing line.\n stroke(100);\n line(0, height / 2, width, height / 2);\n\n // Draw text.\n let spacing = 15;\n noStroke();\n fill(0);\n text('x = ' + x1, 0, y1 + spacing);\n text('sq(x) = ' + x2, 0, y2 + spacing);\n}\n
Calculates the square root of a number. The square root of a number is\nalways positive, even though there may be a valid negative root. The\nsquare root s of number a is such that s*s = a. It is the opposite of\nsquaring. Maps to Math.sqrt().
\n', - itemtype: 'method', - name: 'sqrt', - params: [ - { - name: 'n', - description: 'non-negative number to square root
\n', - type: 'Number' - } - ], - return: { - description: 'square root of number', - type: 'Number' - }, - example: [ - "\n\nfunction draw() {\n background(200);\n let eSize = 7;\n let x1 = mouseX;\n let y1 = 80;\n let x2 = sqrt(x1);\n let y2 = 20;\n\n // Draw the non-squared.\n line(0, y1, width, y1);\n ellipse(x1, y1, eSize, eSize);\n\n // Draw the squared.\n line(0, y2, width, y2);\n ellipse(x2, y2, eSize, eSize);\n\n // Draw dividing line.\n stroke(100);\n line(0, height / 2, width, height / 2);\n\n // Draw text.\n noStroke();\n fill(0);\n let spacing = 15;\n text('x = ' + x1, 0, y1 + spacing);\n text('sqrt(x) = ' + x2, 0, y2 + spacing);\n}\n
Creates a new p5.Vector (the datatype for storing vectors). This provides a\ntwo or three dimensional vector, specifically a Euclidean (also known as\ngeometric) vector. A vector is an entity that has both magnitude and\ndirection.
\n', - itemtype: 'method', - name: 'createVector', - params: [ - { - name: 'x', - description: 'x component of the vector
\n', - type: 'Number', - optional: true - }, - { - name: 'y', - description: 'y component of the vector
\n', - type: 'Number', - optional: true - }, - { - name: 'z', - description: 'z component of the vector
\n', - type: 'Number', - optional: true - } - ], - return: { - description: '', - type: 'p5.Vector' - }, - example: [ - "\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n noStroke();\n fill(255, 102, 204);\n}\n\nfunction draw() {\n background(255);\n pointLight(color(255), createVector(sin(millis() / 1000) * 20, -40, -10));\n scale(0.75);\n sphere();\n}\n
Returns the Perlin noise value at specified coordinates. Perlin noise is\na random sequence generator producing a more natural ordered, harmonic\nsuccession of numbers compared to the standard random() function.\nIt was invented by Ken Perlin in the 1980s and been used since in\ngraphical applications to produce procedural textures, natural motion,\nshapes, terrains etc.
The main difference to the\nrandom() function is that Perlin noise is defined in an infinite\nn-dimensional space where each pair of coordinates corresponds to a\nfixed semi-random value (fixed only for the lifespan of the program; see\nthe noiseSeed() function). p5.js can compute 1D, 2D and 3D noise,\ndepending on the number of coordinates given. The resulting value will\nalways be between 0.0 and 1.0. The noise value can be animated by moving\nthrough the noise space as demonstrated in the example above. The 2nd\nand 3rd dimension can also be interpreted as time.
The actual\nnoise is structured similar to an audio signal, in respect to the\nfunction's use of frequencies. Similar to the concept of harmonics in\nphysics, perlin noise is computed over several octaves which are added\ntogether for the final result.
Another way to adjust the\ncharacter of the resulting sequence is the scale of the input\ncoordinates. As the function works within an infinite space the value of\nthe coordinates doesn't matter as such, only the distance between\nsuccessive coordinates does (eg. when using noise() within a\nloop). As a general rule the smaller the difference between coordinates,\nthe smoother the resulting noise sequence will be. Steps of 0.005-0.03\nwork best for most applications, but this will differ depending on use.
x-coordinate in noise space
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y-coordinate in noise space
\n', - type: 'Number', - optional: true - }, - { - name: 'z', - description: 'z-coordinate in noise space
\n', - type: 'Number', - optional: true - } - ], - return: { - description: - 'Perlin noise value (between 0 and 1) at specified\n coordinates', - type: 'Number' - }, - example: [ - '\n\nlet xoff = 0.0;\n\nfunction draw() {\n background(204);\n xoff = xoff + 0.01;\n let n = noise(xoff) * width;\n line(n, 0, n, height);\n}\n
\nlet noiseScale=0.02;\n\nfunction draw() {\n background(0);\n for (let x=0; x < width; x++) {\n let noiseVal = noise((mouseX+x)*noiseScale, mouseY*noiseScale);\n stroke(noiseVal*255);\n line(x, mouseY+noiseVal*80, x, height);\n }\n}\n
\nAdjusts the character and level of detail produced by the Perlin noise\n function. Similar to harmonics in physics, noise is computed over\n several octaves. Lower octaves contribute more to the output signal and\n as such define the overall intensity of the noise, whereas higher octaves\n create finer grained details in the noise sequence.\n
\n By default, noise is computed over 4 octaves with each octave contributing\n exactly half than its predecessor, starting at 50% strength for the 1st\n octave. This falloff amount can be changed by adding an additional function\n parameter. Eg. a falloff factor of 0.75 means each octave will now have\n 75% impact (25% less) of the previous lower octave. Any value between\n 0.0 and 1.0 is valid, however note that values greater than 0.5 might\n result in greater than 1.0 values returned by noise().\n
\n By changing these parameters, the signal created by the noise()\n function can be adapted to fit very specific needs and characteristics.
number of octaves to be used by the noise
\n', - type: 'Number' - }, - { - name: 'falloff', - description: 'falloff factor for each octave
\n', - type: 'Number' - } - ], - example: [ - '\n\n let noiseVal;\n let noiseScale = 0.02;\nfunction setup() {\n createCanvas(100, 100);\n }\nfunction draw() {\n background(0);\n for (let y = 0; y < height; y++) {\n for (let x = 0; x < width / 2; x++) {\n noiseDetail(2, 0.2);\n noiseVal = noise((mouseX + x) * noiseScale, (mouseY + y) * noiseScale);\n stroke(noiseVal * 255);\n point(x, y);\n noiseDetail(8, 0.65);\n noiseVal = noise(\n (mouseX + x + width / 2) * noiseScale,\n (mouseY + y) * noiseScale\n );\n stroke(noiseVal * 255);\n point(x + width / 2, y);\n }\n }\n }\n
\n Sets the seed value for noise(). By default, noise()\nproduces different results each time the program is run. Set the\nvalue parameter to a constant to return the same pseudo-random\nnumbers each time the software is run.
\n', - itemtype: 'method', - name: 'noiseSeed', - params: [ - { - name: 'seed', - description: 'the seed value
\n', - type: 'Number' - } - ], - example: [ - '\nlet xoff = 0.0;\n\nfunction setup() {\n noiseSeed(99);\n stroke(0, 10);\n}\n\nfunction draw() {\n xoff = xoff + .01;\n let n = noise(xoff) * width;\n line(n, 0, n, height);\n}\n
\nThe x component of the vector
\n', - itemtype: 'property', - name: 'x', - type: 'Number', - class: 'p5.Vector', - module: 'Math', - submodule: 'Math' - }, - { - file: 'src/math/p5.Vector.js', - line: 72, - description: 'The y component of the vector
\n', - itemtype: 'property', - name: 'y', - type: 'Number', - class: 'p5.Vector', - module: 'Math', - submodule: 'Math' - }, - { - file: 'src/math/p5.Vector.js', - line: 77, - description: 'The z component of the vector
\n', - itemtype: 'property', - name: 'z', - type: 'Number', - class: 'p5.Vector', - module: 'Math', - submodule: 'Math' - }, - { - file: 'src/math/p5.Vector.js', - line: 84, - description: - 'Returns a string representation of a vector v by calling String(v)\nor v.toString(). This method is useful for logging vectors in the\nconsole.
\n', - itemtype: 'method', - name: 'toString', - return: { - description: '', - type: 'String' - }, - example: [ - '\n\nfunction setup() {\n let v = createVector(20, 30);\n print(String(v)); // prints "p5.Vector Object : [20, 30, 0]"\n}\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(0, 0);\n let v1 = createVector(mouseX, mouseY);\n drawArrow(v0, v1, \'black\');\n\n noStroke();\n text(v1.toString(), 10, 25, 90, 75);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nSets the x, y, and z component of the vector using two or three separate\nvariables, the data from a p5.Vector, or the values from a float array.
\n', - itemtype: 'method', - name: 'set', - chainable: 1, - example: [ - "\n\nfunction setup() {\n let v = createVector(1, 2, 3);\n v.set(4, 5, 6); // Sets vector to [4, 5, 6]\n\n let v1 = createVector(0, 0, 0);\n let arr = [1, 2, 3];\n v1.set(arr); // Sets vector to [1, 2, 3]\n}\n
\n\nlet v0, v1;\nfunction setup() {\n createCanvas(100, 100);\n\n v0 = createVector(0, 0);\n v1 = createVector(50, 50);\n}\n\nfunction draw() {\n background(240);\n\n drawArrow(v0, v1, 'black');\n v1.set(v1.x + random(-1, 1), v1.y + random(-1, 1));\n\n noStroke();\n text('x: ' + round(v1.x) + ' y: ' + round(v1.y), 20, 90);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nthe x component of the vector
\n', - type: 'Number', - optional: true - }, - { - name: 'y', - description: 'the y component of the vector
\n', - type: 'Number', - optional: true - }, - { - name: 'z', - description: 'the z component of the vector
\n', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 193, - params: [ - { - name: 'value', - description: 'the vector to set
\n', - type: 'p5.Vector|Number[]' - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/math/p5.Vector.js', - line: 217, - description: - 'Gets a copy of the vector, returns a p5.Vector object.
\n', - itemtype: 'method', - name: 'copy', - return: { - description: 'the copy of the p5.Vector object', - type: 'p5.Vector' - }, - example: [ - '\n\nlet v1 = createVector(1, 2, 3);\nlet v2 = v1.copy();\nprint(v1.x === v2.x && v1.y === v2.y && v1.z === v2.z);\n// Prints "true"\n
\nAdds x, y, and z components to a vector, adds one vector to another, or\nadds two independent vectors together. The version of the method that adds\ntwo vectors together is a static method and returns a p5.Vector, the others\nacts directly on the vector. See the examples for more context.
\n', - itemtype: 'method', - name: 'add', - chainable: 1, - example: [ - "\n\nlet v = createVector(1, 2, 3);\nv.add(4, 5, 6);\n// v's components are set to [5, 7, 9]\n
\n\n// Static method\nlet v1 = createVector(1, 2, 3);\nlet v2 = createVector(2, 3, 4);\n\nlet v3 = p5.Vector.add(v1, v2);\n// v3 has components [3, 5, 7]\nprint(v3);\n
\n\n// red vector + blue vector = purple vector\nfunction draw() {\n background(240);\n\n let v0 = createVector(0, 0);\n let v1 = createVector(mouseX, mouseY);\n drawArrow(v0, v1, 'red');\n\n let v2 = createVector(-30, 20);\n drawArrow(v1, v2, 'blue');\n\n let v3 = p5.Vector.add(v1, v2);\n drawArrow(v0, v3, 'purple');\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nthe x component of the vector to be added
\n', - type: 'Number' - }, - { - name: 'y', - description: 'the y component of the vector to be added
\n', - type: 'Number', - optional: true - }, - { - name: 'z', - description: 'the z component of the vector to be added
\n', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 306, - params: [ - { - name: 'value', - description: 'the vector to add
\n', - type: 'p5.Vector|Number[]' - } - ], - chainable: 1 - }, - { - line: 1555, - params: [ - { - name: 'v1', - description: - 'a p5.Vector to add
\n', - type: 'p5.Vector' - }, - { - name: 'v2', - description: - 'a p5.Vector to add
\n', - type: 'p5.Vector' - }, - { - name: 'target', - description: 'the vector to receive the result
\n', - type: 'p5.Vector' - } - ], - static: 1 - }, - { - line: 1562, - params: [ - { - name: 'v1', - description: '', - type: 'p5.Vector' - }, - { - name: 'v2', - description: '', - type: 'p5.Vector' - } - ], - static: 1, - return: { - description: 'the resulting p5.Vector', - type: 'p5.Vector' - } - } - ] - }, - { - file: 'src/math/p5.Vector.js', - line: 330, - description: - 'Subtracts x, y, and z components from a vector, subtracts one vector from\nanother, or subtracts two independent vectors. The version of the method\nthat subtracts two vectors is a static method and returns a p5.Vector, the\nother acts directly on the vector. See the examples for more context.
\n', - itemtype: 'method', - name: 'sub', - chainable: 1, - example: [ - "\n\nlet v = createVector(4, 5, 6);\nv.sub(1, 1, 1);\n// v's components are set to [3, 4, 5]\n
\n\n// Static method\nlet v1 = createVector(2, 3, 4);\nlet v2 = createVector(1, 2, 3);\n\nlet v3 = p5.Vector.sub(v1, v2);\n// v3 has components [1, 1, 1]\nprint(v3);\n
\n\n// red vector - blue vector = purple vector\nfunction draw() {\n background(240);\n\n let v0 = createVector(0, 0);\n let v1 = createVector(70, 50);\n drawArrow(v0, v1, 'red');\n\n let v2 = createVector(mouseX, mouseY);\n drawArrow(v0, v2, 'blue');\n\n let v3 = p5.Vector.sub(v1, v2);\n drawArrow(v2, v3, 'purple');\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nthe x component of the vector to subtract
\n', - type: 'Number' - }, - { - name: 'y', - description: 'the y component of the vector to subtract
\n', - type: 'Number', - optional: true - }, - { - name: 'z', - description: 'the z component of the vector to subtract
\n', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 396, - params: [ - { - name: 'value', - description: 'the vector to subtract
\n', - type: 'p5.Vector|Number[]' - } - ], - chainable: 1 - }, - { - line: 1585, - params: [ - { - name: 'v1', - description: - 'a p5.Vector to subtract from
\n', - type: 'p5.Vector' - }, - { - name: 'v2', - description: - 'a p5.Vector to subtract
\n', - type: 'p5.Vector' - }, - { - name: 'target', - description: 'if undefined a new vector will be created
\n', - type: 'p5.Vector' - } - ], - static: 1 - }, - { - line: 1592, - params: [ - { - name: 'v1', - description: '', - type: 'p5.Vector' - }, - { - name: 'v2', - description: '', - type: 'p5.Vector' - } - ], - static: 1, - return: { - description: 'the resulting p5.Vector', - type: 'p5.Vector' - } - } - ] - }, - { - file: 'src/math/p5.Vector.js', - line: 420, - description: - 'Multiply the vector by a scalar. The static version of this method\ncreates a new p5.Vector while the non static version acts on the vector\ndirectly. See the examples for more context.
\n', - itemtype: 'method', - name: 'mult', - chainable: 1, - example: [ - "\n\nlet v = createVector(1, 2, 3);\nv.mult(2);\n// v's components are set to [2, 4, 6]\n
\n\n// Static method\nlet v1 = createVector(1, 2, 3);\nlet v2 = p5.Vector.mult(v1, 2);\n// v2 has components [2, 4, 6]\nprint(v2);\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(50, 50);\n let v1 = createVector(25, -25);\n drawArrow(v0, v1, 'red');\n\n let num = map(mouseX, 0, width, -2, 2, true);\n let v2 = p5.Vector.mult(v1, num);\n drawArrow(v0, v2, 'blue');\n\n noStroke();\n text('multiplied by ' + num.toFixed(2), 5, 90);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nthe number to multiply with the vector
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 1613, - params: [ - { - name: 'v', - description: 'the vector to multiply
\n', - type: 'p5.Vector' - }, - { - name: 'n', - description: '', - type: 'Number' - }, - { - name: 'target', - description: 'if undefined a new vector will be created
\n', - type: 'p5.Vector' - } - ], - static: 1 - }, - { - line: 1620, - params: [ - { - name: 'v', - description: '', - type: 'p5.Vector' - }, - { - name: 'n', - description: '', - type: 'Number' - } - ], - static: 1, - return: { - description: 'the resulting new p5.Vector', - type: 'p5.Vector' - } - } - ] - }, - { - file: 'src/math/p5.Vector.js', - line: 495, - description: - 'Divide the vector by a scalar. The static version of this method creates a\nnew p5.Vector while the non static version acts on the vector directly.\nSee the examples for more context.
\n', - itemtype: 'method', - name: 'div', - chainable: 1, - example: [ - "\n\nlet v = createVector(6, 4, 2);\nv.div(2); //v's components are set to [3, 2, 1]\n
\n\n// Static method\nlet v1 = createVector(6, 4, 2);\nlet v2 = p5.Vector.div(v1, 2);\n// v2 has components [3, 2, 1]\nprint(v2);\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(0, 100);\n let v1 = createVector(50, -50);\n drawArrow(v0, v1, 'red');\n\n let num = map(mouseX, 0, width, 10, 0.5, true);\n let v2 = p5.Vector.div(v1, num);\n drawArrow(v0, v2, 'blue');\n\n noStroke();\n text('divided by ' + num.toFixed(2), 10, 90);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nthe number to divide the vector by
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 1640, - params: [ - { - name: 'v', - description: 'the vector to divide
\n', - type: 'p5.Vector' - }, - { - name: 'n', - description: '', - type: 'Number' - }, - { - name: 'target', - description: 'if undefined a new vector will be created
\n', - type: 'p5.Vector' - } - ], - static: 1 - }, - { - line: 1647, - params: [ - { - name: 'v', - description: '', - type: 'p5.Vector' - }, - { - name: 'n', - description: '', - type: 'Number' - } - ], - static: 1, - return: { - description: 'the resulting new p5.Vector', - type: 'p5.Vector' - } - } - ] - }, - { - file: 'src/math/p5.Vector.js', - line: 573, - description: - 'Calculates the magnitude (length) of the vector and returns the result as\na float (this is simply the equation sqrt(xx + yy + z*z).)
\n', - itemtype: 'method', - name: 'mag', - return: { - description: 'magnitude of the vector', - type: 'Number' - }, - example: [ - '\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(0, 0);\n let v1 = createVector(mouseX, mouseY);\n drawArrow(v0, v1, \'black\');\n\n noStroke();\n text(\'vector length: \' + v1.mag().toFixed(2), 10, 70, 90, 30);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\n\nlet v = createVector(20.0, 30.0, 40.0);\nlet m = v.mag();\nprint(m); // Prints "53.85164807134504"\n
\nthe vector to return the magnitude of
\n', - type: 'p5.Vector' - } - ], - static: 1, - return: { - description: 'the magnitude of vecT', - type: 'Number' - } - } - ] - }, - { - file: 'src/math/p5.Vector.js', - line: 621, - description: - 'Calculates the squared magnitude of the vector and returns the result\nas a float (this is simply the equation (xx + yy + z*z).)\nFaster if the real length is not required in the\ncase of comparing vectors, etc.
\n', - itemtype: 'method', - name: 'magSq', - return: { - description: 'squared magnitude of the vector', - type: 'Number' - }, - example: [ - '\n\n// Static method\nlet v1 = createVector(6, 4, 2);\nprint(v1.magSq()); // Prints "56"\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(0, 0);\n let v1 = createVector(mouseX, mouseY);\n drawArrow(v0, v1, \'black\');\n\n noStroke();\n text(\'vector length squared: \' + v1.magSq().toFixed(2), 10, 45, 90, 55);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nCalculates the dot product of two vectors. The version of the method\nthat computes the dot product of two independent vectors is a static\nmethod. See the examples for more context.
\n', - itemtype: 'method', - name: 'dot', - return: { - description: 'the dot product', - type: 'Number' - }, - example: [ - '\n\nlet v1 = createVector(1, 2, 3);\nlet v2 = createVector(2, 3, 4);\n\nprint(v1.dot(v2)); // Prints "20"\n
\n\n//Static method\nlet v1 = createVector(1, 2, 3);\nlet v2 = createVector(3, 2, 1);\nprint(p5.Vector.dot(v1, v2)); // Prints "10"\n
\nx component of the vector
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y component of the vector
\n', - type: 'Number', - optional: true - }, - { - name: 'z', - description: 'z component of the vector
\n', - type: 'Number', - optional: true - } - ], - return: { - description: 'the dot product', - type: 'Number' - } - }, - { - line: 706, - params: [ - { - name: 'value', - description: - 'value component of the vector or a p5.Vector
\n', - type: 'p5.Vector' - } - ], - return: { - description: '', - type: 'Number' - } - }, - { - line: 1667, - params: [ - { - name: 'v1', - description: - 'the first p5.Vector
\n', - type: 'p5.Vector' - }, - { - name: 'v2', - description: - 'the second p5.Vector
\n', - type: 'p5.Vector' - } - ], - static: 1, - return: { - description: 'the dot product', - type: 'Number' - } - } - ] - }, - { - file: 'src/math/p5.Vector.js', - line: 718, - description: - 'Calculates and returns a vector composed of the cross product between\ntwo vectors. Both the static and non static methods return a new p5.Vector.\nSee the examples for more context.
\n', - itemtype: 'method', - name: 'cross', - return: { - description: - 'p5.Vector composed of cross product', - type: 'p5.Vector' - }, - example: [ - '\n\nlet v1 = createVector(1, 2, 3);\nlet v2 = createVector(1, 2, 3);\n\nv1.cross(v2); // v\'s components are [0, 0, 0]\n
\n\n// Static method\nlet v1 = createVector(1, 0, 0);\nlet v2 = createVector(0, 1, 0);\n\nlet crossProduct = p5.Vector.cross(v1, v2);\n// crossProduct has components [0, 0, 1]\nprint(crossProduct);\n
\np5.Vector to be crossed
\n', - type: 'p5.Vector' - } - ], - return: { - description: - 'p5.Vector composed of cross product', - type: 'p5.Vector' - } - }, - { - line: 1681, - params: [ - { - name: 'v1', - description: - 'the first p5.Vector
\n', - type: 'p5.Vector' - }, - { - name: 'v2', - description: - 'the second p5.Vector
\n', - type: 'p5.Vector' - } - ], - static: 1, - return: { - description: 'the cross product', - type: 'Number' - } - } - ] - }, - { - file: 'src/math/p5.Vector.js', - line: 759, - description: - 'Calculates the Euclidean distance between two points (considering a\npoint as a vector object).
\n', - itemtype: 'method', - name: 'dist', - return: { - description: 'the distance', - type: 'Number' - }, - example: [ - "\n\nlet v1 = createVector(1, 0, 0);\nlet v2 = createVector(0, 1, 0);\n\nlet distance = v1.dist(v2); // distance is 1.4142...\nprint(distance);\n
\n\n// Static method\nlet v1 = createVector(1, 0, 0);\nlet v2 = createVector(0, 1, 0);\n\nlet distance = p5.Vector.dist(v1, v2);\n// distance is 1.4142...\nprint(distance);\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(0, 0);\n\n let v1 = createVector(70, 50);\n drawArrow(v0, v1, 'red');\n\n let v2 = createVector(mouseX, mouseY);\n drawArrow(v0, v2, 'blue');\n\n noStroke();\n text('distance between vectors: ' + v2.dist(v1).toFixed(2), 5, 50, 95, 50);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nthe x, y, and z coordinates of a p5.Vector
\n', - type: 'p5.Vector' - } - ], - return: { - description: 'the distance', - type: 'Number' - } - }, - { - line: 1696, - params: [ - { - name: 'v1', - description: - 'the first p5.Vector
\n', - type: 'p5.Vector' - }, - { - name: 'v2', - description: - 'the second p5.Vector
\n', - type: 'p5.Vector' - } - ], - static: 1, - return: { - description: 'the distance', - type: 'Number' - } - } - ] - }, - { - file: 'src/math/p5.Vector.js', - line: 830, - description: - 'Normalize the vector to length 1 (make it a unit vector).
\n', - itemtype: 'method', - name: 'normalize', - return: { - description: 'normalized p5.Vector', - type: 'p5.Vector' - }, - example: [ - "\n\nlet v = createVector(10, 20, 2);\n// v has components [10.0, 20.0, 2.0]\nv.normalize();\n// v's components are set to\n// [0.4454354, 0.8908708, 0.089087084]\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(50, 50);\n let v1 = createVector(mouseX - 50, mouseY - 50);\n\n drawArrow(v0, v1, 'red');\n v1.normalize();\n drawArrow(v0, v1.mult(35), 'blue');\n\n noFill();\n ellipse(50, 50, 35 * 2);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nLimit the magnitude of this vector to the value used for the max\nparameter.
\n', - itemtype: 'method', - name: 'limit', - params: [ - { - name: 'max', - description: 'the maximum magnitude for the vector
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - "\n\nlet v = createVector(10, 20, 2);\n// v has components [10.0, 20.0, 2.0]\nv.limit(5);\n// v's components are set to\n// [2.2271771, 4.4543543, 0.4454354]\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(50, 50);\n let v1 = createVector(mouseX - 50, mouseY - 50);\n\n drawArrow(v0, v1, 'red');\n drawArrow(v0, v1.limit(35), 'blue');\n\n noFill();\n ellipse(50, 50, 35 * 2);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nSet the magnitude of this vector to the value used for the len\nparameter.
\n', - itemtype: 'method', - name: 'setMag', - params: [ - { - name: 'len', - description: 'the new length for this vector
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - "\n\nlet v = createVector(10, 20, 2);\n// v has components [10.0, 20.0, 2.0]\nv.setMag(10);\n// v's components are set to [6.0, 8.0, 0.0]\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(0, 0);\n let v1 = createVector(50, 50);\n\n drawArrow(v0, v1, 'red');\n\n let length = map(mouseX, 0, width, 0, 141, true);\n v1.setMag(length);\n drawArrow(v0, v1, 'blue');\n\n noStroke();\n text('magnitude set to: ' + length.toFixed(2), 10, 70, 90, 30);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nCalculate the angle of rotation for this vector (only 2D vectors)
\n', - itemtype: 'method', - name: 'heading', - return: { - description: 'the angle of rotation', - type: 'Number' - }, - example: [ - "\n\nfunction setup() {\n let v1 = createVector(30, 50);\n print(v1.heading()); // 1.0303768265243125\n\n v1 = createVector(40, 50);\n print(v1.heading()); // 0.8960553845713439\n\n v1 = createVector(30, 70);\n print(v1.heading()); // 1.1659045405098132\n}\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(50, 50);\n let v1 = createVector(mouseX - 50, mouseY - 50);\n\n drawArrow(v0, v1, 'black');\n\n let myHeading = v1.heading();\n noStroke();\n text(\n 'vector heading: ' +\n myHeading.toFixed(2) +\n ' radians or ' +\n degrees(myHeading).toFixed(2) +\n ' degrees',\n 10,\n 50,\n 90,\n 50\n );\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nRotate the vector by an angle (only 2D vectors), magnitude remains the\nsame
\n', - itemtype: 'method', - name: 'rotate', - params: [ - { - name: 'angle', - description: 'the angle of rotation
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - "\n\nlet v = createVector(10.0, 20.0);\n// v has components [10.0, 20.0, 0.0]\nv.rotate(HALF_PI);\n// v's components are set to [-20.0, 9.999999, 0.0]\n
\n\nlet angle = 0;\nfunction draw() {\n background(240);\n\n let v0 = createVector(50, 50);\n let v1 = createVector(50, 0);\n\n drawArrow(v0, v1.rotate(angle), 'black');\n angle += 0.01;\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nCalculates and returns the angle (in radians) between two vectors.
\n', - itemtype: 'method', - name: 'angleBetween', - params: [ - { - name: 'value', - description: - 'the x, y, and z components of a p5.Vector
\n', - type: 'p5.Vector' - } - ], - return: { - description: 'the angle between (in radians)', - type: 'Number' - }, - example: [ - "\n\nlet v1 = createVector(1, 0, 0);\nlet v2 = createVector(0, 1, 0);\n\nlet angle = v1.angleBetween(v2);\n// angle is PI/2\nprint(angle);\n
\n\nfunction draw() {\n background(240);\n let v0 = createVector(50, 50);\n\n let v1 = createVector(50, 0);\n drawArrow(v0, v1, 'red');\n\n let v2 = createVector(mouseX - 50, mouseY - 50);\n drawArrow(v0, v2, 'blue');\n\n let angleBetween = v1.angleBetween(v2);\n noStroke();\n text(\n 'angle between: ' +\n angleBetween.toFixed(2) +\n ' radians or ' +\n degrees(angleBetween).toFixed(2) +\n ' degrees',\n 10,\n 50,\n 90,\n 50\n );\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nLinear interpolate the vector to another vector
\n', - itemtype: 'method', - name: 'lerp', - chainable: 1, - example: [ - "\n\nlet v = createVector(1, 1, 0);\n\nv.lerp(3, 3, 0, 0.5); // v now has components [2,2,0]\n
\n\nlet v1 = createVector(0, 0, 0);\nlet v2 = createVector(100, 100, 0);\n\nlet v3 = p5.Vector.lerp(v1, v2, 0.5);\n// v3 has components [50,50,0]\nprint(v3);\n
\n\nlet step = 0.01;\nlet amount = 0;\n\nfunction draw() {\n background(240);\n let v0 = createVector(0, 0);\n\n let v1 = createVector(mouseX, mouseY);\n drawArrow(v0, v1, 'red');\n\n let v2 = createVector(90, 90);\n drawArrow(v0, v2, 'blue');\n\n if (amount > 1 || amount < 0) {\n step *= -1;\n }\n amount += step;\n let v3 = p5.Vector.lerp(v1, v2, amount);\n\n drawArrow(v0, v3, 'purple');\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nthe x component
\n', - type: 'Number' - }, - { - name: 'y', - description: 'the y component
\n', - type: 'Number' - }, - { - name: 'z', - description: 'the z component
\n', - type: 'Number' - }, - { - name: 'amt', - description: - 'the amount of interpolation; some value between 0.0\n (old vector) and 1.0 (new vector). 0.9 is very near\n the new vector. 0.5 is halfway in between.
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 1271, - params: [ - { - name: 'v', - description: - 'the p5.Vector to lerp to
\n', - type: 'p5.Vector' - }, - { - name: 'amt', - description: '', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 1711, - params: [ - { - name: 'v1', - description: '', - type: 'p5.Vector' - }, - { - name: 'v2', - description: '', - type: 'p5.Vector' - }, - { - name: 'amt', - description: '', - type: 'Number' - }, - { - name: 'target', - description: 'if undefined a new vector will be created
\n', - type: 'p5.Vector' - } - ], - static: 1 - }, - { - line: 1719, - params: [ - { - name: 'v1', - description: '', - type: 'p5.Vector' - }, - { - name: 'v2', - description: '', - type: 'p5.Vector' - }, - { - name: 'amt', - description: '', - type: 'Number' - } - ], - static: 1, - return: { - description: 'the lerped value', - type: 'Number' - } - } - ] - }, - { - file: 'src/math/p5.Vector.js', - line: 1287, - description: - 'Return a representation of this vector as a float array. This is only\nfor temporary use. If used in any other fashion, the contents should be\ncopied by using the p5.Vector.copy() method to copy into your own\narray.
\n', - itemtype: 'method', - name: 'array', - return: { - description: 'an Array with the 3 values', - type: 'Number[]' - }, - example: [ - '\n\nfunction setup() {\n let v = createVector(20, 30);\n print(v.array()); // Prints : Array [20, 30, 0]\n}\n
\n\nlet v = createVector(10.0, 20.0, 30.0);\nlet f = v.array();\nprint(f[0]); // Prints "10.0"\nprint(f[1]); // Prints "20.0"\nprint(f[2]); // Prints "30.0"\n
\nEquality check against a p5.Vector
\n', - itemtype: 'method', - name: 'equals', - return: { - description: 'whether the vectors are equals', - type: 'Boolean' - }, - example: [ - '\n\nlet v1 = createVector(5, 10, 20);\nlet v2 = createVector(5, 10, 20);\nlet v3 = createVector(13, 10, 19);\n\nprint(v1.equals(v2.x, v2.y, v2.z)); // true\nprint(v1.equals(v3.x, v3.y, v3.z)); // false\n
\n\nlet v1 = createVector(10.0, 20.0, 30.0);\nlet v2 = createVector(10.0, 20.0, 30.0);\nlet v3 = createVector(0.0, 0.0, 0.0);\nprint(v1.equals(v2)); // true\nprint(v1.equals(v3)); // false\n
\nthe x component of the vector
\n', - type: 'Number', - optional: true - }, - { - name: 'y', - description: 'the y component of the vector
\n', - type: 'Number', - optional: true - }, - { - name: 'z', - description: 'the z component of the vector
\n', - type: 'Number', - optional: true - } - ], - return: { - description: 'whether the vectors are equals', - type: 'Boolean' - } - }, - { - line: 1349, - params: [ - { - name: 'value', - description: 'the vector to compare
\n', - type: 'p5.Vector|Array' - } - ], - return: { - description: '', - type: 'Boolean' - } - } - ] - }, - { - file: 'src/math/p5.Vector.js', - line: 1374, - description: 'Make a new 2D vector from an angle
\n', - itemtype: 'method', - name: 'fromAngle', - static: 1, - params: [ - { - name: 'angle', - description: - 'the desired angle, in radians (unaffected by angleMode)
\n', - type: 'Number' - }, - { - name: 'length', - description: 'the length of the new vector (defaults to 1)
\n', - type: 'Number', - optional: true - } - ], - return: { - description: 'the new p5.Vector object', - type: 'p5.Vector' - }, - example: [ - "\n\nfunction draw() {\n background(200);\n\n // Create a variable, proportional to the mouseX,\n // varying from 0-360, to represent an angle in degrees.\n let myDegrees = map(mouseX, 0, width, 0, 360);\n\n // Display that variable in an onscreen text.\n // (Note the nfc() function to truncate additional decimal places,\n // and the \"\\xB0\" character for the degree symbol.)\n let readout = 'angle = ' + nfc(myDegrees, 1) + '\\xB0';\n noStroke();\n fill(0);\n text(readout, 5, 15);\n\n // Create a p5.Vector using the fromAngle function,\n // and extract its x and y components.\n let v = p5.Vector.fromAngle(radians(myDegrees), 30);\n let vx = v.x;\n let vy = v.y;\n\n push();\n translate(width / 2, height / 2);\n noFill();\n stroke(150);\n line(0, 0, 30, 0);\n stroke(0);\n line(0, 0, vx, vy);\n pop();\n}\n
\nMake a new 3D vector from a pair of ISO spherical angles
\n', - itemtype: 'method', - name: 'fromAngles', - static: 1, - params: [ - { - name: 'theta', - description: 'the polar angle, in radians (zero is up)
\n', - type: 'Number' - }, - { - name: 'phi', - description: - 'the azimuthal angle, in radians\n (zero is out of the screen)
\n', - type: 'Number' - }, - { - name: 'length', - description: 'the length of the new vector (defaults to 1)
\n', - type: 'Number', - optional: true - } - ], - return: { - description: 'the new p5.Vector object', - type: 'p5.Vector' - }, - example: [ - "\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n fill(255);\n noStroke();\n}\nfunction draw() {\n background(255);\n\n let t = millis() / 1000;\n\n // add three point lights\n pointLight(color('#f00'), p5.Vector.fromAngles(t * 1.0, t * 1.3, 100));\n pointLight(color('#0f0'), p5.Vector.fromAngles(t * 1.1, t * 1.2, 100));\n pointLight(color('#00f'), p5.Vector.fromAngles(t * 1.2, t * 1.1, 100));\n\n sphere(35);\n}\n
\nMake a new 2D unit vector from a random angle
\n', - itemtype: 'method', - name: 'random2D', - static: 1, - return: { - description: 'the new p5.Vector object', - type: 'p5.Vector' - }, - example: [ - "\n\nlet v = p5.Vector.random2D();\n// May make v's attributes something like:\n// [0.61554617, -0.51195765, 0.0] or\n// [-0.4695841, -0.14366731, 0.0] or\n// [0.6091097, -0.22805278, 0.0]\nprint(v);\n
\n\nfunction setup() {\n frameRate(1);\n}\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(50, 50);\n let v1 = p5.Vector.random2D();\n drawArrow(v0, v1.mult(50), 'black');\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nMake a new random 3D unit vector.
\n', - itemtype: 'method', - name: 'random3D', - static: 1, - return: { - description: 'the new p5.Vector object', - type: 'p5.Vector' - }, - example: [ - '\n\nlet v = p5.Vector.random3D();\n// May make v\'s attributes something like:\n// [0.61554617, -0.51195765, 0.599168] or\n// [-0.4695841, -0.14366731, -0.8711202] or\n// [0.6091097, -0.22805278, -0.7595902]\nprint(v);\n
\nMultiplies a vector by a scalar and returns a new vector.
\n', - class: 'p5.Vector', - module: 'Math', - submodule: 'Math' - }, - { - file: 'src/math/p5.Vector.js', - line: 1637, - description: - 'Divides a vector by a scalar and returns a new vector.
\n', - class: 'p5.Vector', - module: 'Math', - submodule: 'Math' - }, - { - file: 'src/math/p5.Vector.js', - line: 1664, - description: 'Calculates the dot product of two vectors.
\n', - class: 'p5.Vector', - module: 'Math', - submodule: 'Math' - }, - { - file: 'src/math/p5.Vector.js', - line: 1678, - description: 'Calculates the cross product of two vectors.
\n', - class: 'p5.Vector', - module: 'Math', - submodule: 'Math' - }, - { - file: 'src/math/p5.Vector.js', - line: 1692, - description: - 'Calculates the Euclidean distance between two points (considering a\npoint as a vector object).
\n', - class: 'p5.Vector', - module: 'Math', - submodule: 'Math' - }, - { - file: 'src/math/p5.Vector.js', - line: 1707, - description: - 'Linear interpolate a vector to another vector and return the result as a\nnew vector.
\n', - class: 'p5.Vector', - module: 'Math', - submodule: 'Math' - }, - { - file: 'src/math/random.js', - line: 48, - description: - 'Sets the seed value for random().
\nBy default, random() produces different results each time the program\nis run. Set the seed parameter to a constant to return the same\npseudo-random numbers each time the software is run.
\n', - itemtype: 'method', - name: 'randomSeed', - params: [ - { - name: 'seed', - description: 'the seed value
\n', - type: 'Number' - } - ], - example: [ - '\n\nrandomSeed(99);\nfor (let i = 0; i < 100; i++) {\n let r = random(0, 255);\n stroke(r);\n line(i, 0, i, 100);\n}\n
\nReturn a random floating-point number.
\nTakes either 0, 1 or 2 arguments.
\nIf no argument is given, returns a random number from 0\nup to (but not including) 1.
\nIf one argument is given and it is a number, returns a random number from 0\nup to (but not including) the number.
\nIf one argument is given and it is an array, returns a random element from\nthat array.
\nIf two arguments are given, returns a random number from the\nfirst argument up to (but not including) the second argument.
\n', - itemtype: 'method', - name: 'random', - return: { - description: 'the random number', - type: 'Number' - }, - example: [ - "\n\nfor (let i = 0; i < 100; i++) {\n let r = random(50);\n stroke(r * 5);\n line(50, i, 50 + r, i);\n}\n
\n\nfor (let i = 0; i < 100; i++) {\n let r = random(-50, 50);\n line(50, i, 50 + r, i);\n}\n
\n\n// Get a random element from an array using the random(Array) syntax\nlet words = ['apple', 'bear', 'cat', 'dog'];\nlet word = random(words); // select random word\ntext(word, 10, 50); // draw the word\n
\nthe lower bound (inclusive)
\n', - type: 'Number', - optional: true - }, - { - name: 'max', - description: 'the upper bound (exclusive)
\n', - type: 'Number', - optional: true - } - ], - return: { - description: 'the random number', - type: 'Number' - } - }, - { - line: 133, - params: [ - { - name: 'choices', - description: 'the array to choose from
\n', - type: 'Array' - } - ], - return: { - description: 'the random element from the array', - type: '*' - } - } - ] - }, - { - file: 'src/math/random.js', - line: 166, - description: - 'Returns a random number fitting a Gaussian, or\n normal, distribution. There is theoretically no minimum or maximum\n value that randomGaussian() might return. Rather, there is\n just a very low probability that values far from the mean will be\n returned; and a higher probability that numbers near the mean will\n be returned.\n
\n Takes either 0, 1 or 2 arguments.
\n If no args, returns a mean of 0 and standard deviation of 1.
\n If one arg, that arg is the mean (standard deviation is 1).
\n If two args, first is mean, second is standard deviation.
the mean
\n', - type: 'Number' - }, - { - name: 'sd', - description: 'the standard deviation
\n', - type: 'Number' - } - ], - return: { - description: 'the random number', - type: 'Number' - }, - example: [ - '\n\n for (let y = 0; y < 100; y++) {\n let x = randomGaussian(50, 15);\n line(50, y, x, y);\n }\n
\n \n let distribution = new Array(360);\nfunction setup() {\n createCanvas(100, 100);\n for (let i = 0; i < distribution.length; i++) {\n distribution[i] = floor(randomGaussian(0, 15));\n }\n }\nfunction draw() {\n background(204);\n translate(width / 2, width / 2);\n for (let i = 0; i < distribution.length; i++) {\n rotate(TWO_PI / distribution.length);\n stroke(0);\n let dist = abs(distribution[i]);\n line(0, 0, dist, 0);\n }\n }\n
\n The inverse of cos(), returns the arc cosine of a value. This function\nexpects the values in the range of -1 to 1 and values are returned in\nthe range 0 to PI (3.1415927).
\n', - itemtype: 'method', - name: 'acos', - params: [ - { - name: 'value', - description: 'the value whose arc cosine is to be returned
\n', - type: 'Number' - } - ], - return: { - description: 'the arc cosine of the given value', - type: 'Number' - }, - example: [ - "\n\nlet a = PI;\nlet c = cos(a);\nlet ac = acos(c);\n// Prints: \"3.1415927 : -1.0 : 3.1415927\"\nprint(a + ' : ' + c + ' : ' + ac);\n
\n\nlet a = PI + PI / 4.0;\nlet c = cos(a);\nlet ac = acos(c);\n// Prints: \"3.926991 : -0.70710665 : 2.3561943\"\nprint(a + ' : ' + c + ' : ' + ac);\n
\nThe inverse of sin(), returns the arc sine of a value. This function\nexpects the values in the range of -1 to 1 and values are returned\nin the range -PI/2 to PI/2.
\n', - itemtype: 'method', - name: 'asin', - params: [ - { - name: 'value', - description: 'the value whose arc sine is to be returned
\n', - type: 'Number' - } - ], - return: { - description: 'the arc sine of the given value', - type: 'Number' - }, - example: [ - "\n\nlet a = PI + PI / 3;\nlet s = sin(a);\nlet as = asin(s);\n// Prints: \"1.0471976 : 0.86602545 : 1.0471976\"\nprint(a + ' : ' + s + ' : ' + as);\n
\n\nlet a = PI + PI / 3.0;\nlet s = sin(a);\nlet as = asin(s);\n// Prints: \"4.1887903 : -0.86602545 : -1.0471976\"\nprint(a + ' : ' + s + ' : ' + as);\n
\nThe inverse of tan(), returns the arc tangent of a value. This function\nexpects the values in the range of -Infinity to Infinity (exclusive) and\nvalues are returned in the range -PI/2 to PI/2.
\n', - itemtype: 'method', - name: 'atan', - params: [ - { - name: 'value', - description: 'the value whose arc tangent is to be returned
\n', - type: 'Number' - } - ], - return: { - description: 'the arc tangent of the given value', - type: 'Number' - }, - example: [ - "\n\nlet a = PI + PI / 3;\nlet t = tan(a);\nlet at = atan(t);\n// Prints: \"1.0471976 : 1.7320509 : 1.0471976\"\nprint(a + ' : ' + t + ' : ' + at);\n
\n\nlet a = PI + PI / 3.0;\nlet t = tan(a);\nlet at = atan(t);\n// Prints: \"4.1887903 : 1.7320513 : 1.0471977\"\nprint(a + ' : ' + t + ' : ' + at);\n
\nCalculates the angle (in radians) from a specified point to the coordinate\norigin as measured from the positive x-axis. Values are returned as a\nfloat in the range from PI to -PI. The atan2() function is most often used\nfor orienting geometry to the position of the cursor.\n
\nNote: The y-coordinate of the point is the first parameter, and the\nx-coordinate is the second parameter, due the the structure of calculating\nthe tangent.
y-coordinate of the point
\n', - type: 'Number' - }, - { - name: 'x', - description: 'x-coordinate of the point
\n', - type: 'Number' - } - ], - return: { - description: 'the arc tangent of the given point', - type: 'Number' - }, - example: [ - '\n\nfunction draw() {\n background(204);\n translate(width / 2, height / 2);\n let a = atan2(mouseY - height / 2, mouseX - width / 2);\n rotate(a);\n rect(-30, -5, 60, 10);\n}\n
\nCalculates the cosine of an angle. This function takes into account the\ncurrent angleMode. Values are returned in the range -1 to 1.
\n', - itemtype: 'method', - name: 'cos', - params: [ - { - name: 'angle', - description: 'the angle
\n', - type: 'Number' - } - ], - return: { - description: 'the cosine of the angle', - type: 'Number' - }, - example: [ - '\n\nlet a = 0.0;\nlet inc = TWO_PI / 25.0;\nfor (let i = 0; i < 25; i++) {\n line(i * 4, 50, i * 4, 50 + cos(a) * 40.0);\n a = a + inc;\n}\n
\nCalculates the sine of an angle. This function takes into account the\ncurrent angleMode. Values are returned in the range -1 to 1.
\n', - itemtype: 'method', - name: 'sin', - params: [ - { - name: 'angle', - description: 'the angle
\n', - type: 'Number' - } - ], - return: { - description: 'the sine of the angle', - type: 'Number' - }, - example: [ - '\n\nlet a = 0.0;\nlet inc = TWO_PI / 25.0;\nfor (let i = 0; i < 25; i++) {\n line(i * 4, 50, i * 4, 50 + sin(a) * 40.0);\n a = a + inc;\n}\n
\nCalculates the tangent of an angle. This function takes into account\nthe current angleMode. Values are returned in the range -1 to 1.
\n', - itemtype: 'method', - name: 'tan', - params: [ - { - name: 'angle', - description: 'the angle
\n', - type: 'Number' - } - ], - return: { - description: 'the tangent of the angle', - type: 'Number' - }, - example: [ - '\n\nlet a = 0.0;\nlet inc = TWO_PI / 50.0;\nfor (let i = 0; i < 100; i = i + 2) {\n line(i, 50, i, 50 + tan(a) * 2.0);\n a = a + inc;\n}\n
'
- ],
- alt:
- 'vertical black lines end down and up from center to form spike pattern',
- class: 'p5',
- module: 'Math',
- submodule: 'Trigonometry'
- },
- {
- file: 'src/math/trigonometry.js',
- line: 244,
- description:
- 'Converts a radian measurement to its corresponding value in degrees.\nRadians and degrees are two ways of measuring the same thing. There are\n360 degrees in a circle and 2*PI radians in a circle. For example,\n90ยฐ = PI/2 = 1.5707964. This function does not take into account the\ncurrent angleMode.
\n', - itemtype: 'method', - name: 'degrees', - params: [ - { - name: 'radians', - description: 'the radians value to convert to degrees
\n', - type: 'Number' - } - ], - return: { - description: 'the converted angle', - type: 'Number' - }, - example: [ - "\n\nlet rad = PI / 4;\nlet deg = degrees(rad);\nprint(rad + ' radians is ' + deg + ' degrees');\n// Prints: 0.7853981633974483 radians is 45 degrees\n
\nConverts a degree measurement to its corresponding value in radians.\nRadians and degrees are two ways of measuring the same thing. There are\n360 degrees in a circle and 2*PI radians in a circle. For example,\n90ยฐ = PI/2 = 1.5707964. This function does not take into account the\ncurrent angleMode.
\n', - itemtype: 'method', - name: 'radians', - params: [ - { - name: 'degrees', - description: 'the degree value to convert to radians
\n', - type: 'Number' - } - ], - return: { - description: 'the converted angle', - type: 'Number' - }, - example: [ - "\n\nlet deg = 45.0;\nlet rad = radians(deg);\nprint(deg + ' degrees is ' + rad + ' radians');\n// Prints: 45 degrees is 0.7853981633974483 radians\n
\nSets the current mode of p5 to given mode. Default mode is RADIANS.
\n', - itemtype: 'method', - name: 'angleMode', - params: [ - { - name: 'mode', - description: 'either RADIANS or DEGREES
\n', - type: 'Constant' - } - ], - example: [ - '\n\nfunction draw() {\n background(204);\n angleMode(DEGREES); // Change the mode to DEGREES\n let a = atan2(mouseY - height / 2, mouseX - width / 2);\n translate(width / 2, height / 2);\n push();\n rotate(a);\n rect(-20, -5, 40, 10); // Larger rectangle is rotating in degrees\n pop();\n angleMode(RADIANS); // Change the mode to RADIANS\n rotate(a); // variable a stays the same\n rect(-40, -5, 20, 10); // Smaller rectangle is rotating in radians\n}\n
\nSets the current alignment for drawing text. Accepts two\narguments: horizAlign (LEFT, CENTER, or RIGHT) and\nvertAlign (TOP, BOTTOM, CENTER, or BASELINE).
\nThe horizAlign parameter is in reference to the x value\nof the text() function, while the vertAlign parameter is\nin reference to the y value.
\nSo if you write textAlign(LEFT), you are aligning the left\nedge of your text to the x value you give in text(). If you\nwrite textAlign(RIGHT, TOP), you are aligning the right edge\nof your text to the x value and the top of edge of the text\nto the y value.
\n', - itemtype: 'method', - name: 'textAlign', - chainable: 1, - example: [ - "\n\ntextSize(16);\ntextAlign(RIGHT);\ntext('ABCD', 50, 30);\ntextAlign(CENTER);\ntext('EFGH', 50, 50);\ntextAlign(LEFT);\ntext('IJKL', 50, 70);\n
\n\ntextSize(16);\nstrokeWeight(0.5);\n\nline(0, 12, width, 12);\ntextAlign(CENTER, TOP);\ntext('TOP', 0, 12, width);\n\nline(0, 37, width, 37);\ntextAlign(CENTER, CENTER);\ntext('CENTER', 0, 37, width);\n\nline(0, 62, width, 62);\ntextAlign(CENTER, BASELINE);\ntext('BASELINE', 0, 62, width);\n\nline(0, 87, width, 87);\ntextAlign(CENTER, BOTTOM);\ntext('BOTTOM', 0, 87, width);\n
\nhorizontal alignment, either LEFT,\n CENTER, or RIGHT
\n', - type: 'Constant' - }, - { - name: 'vertAlign', - description: - 'vertical alignment, either TOP,\n BOTTOM, CENTER, or BASELINE
\n', - type: 'Constant', - optional: true - } - ], - chainable: 1 - }, - { - line: 75, - params: [], - return: { - description: '', - type: 'Object' - } - } - ] - }, - { - file: 'src/typography/attributes.js', - line: 84, - description: - 'Sets/gets the spacing, in pixels, between lines of text. This\nsetting will be used in all subsequent calls to the text() function.
\n', - itemtype: 'method', - name: 'textLeading', - chainable: 1, - example: [ - '\n\n// Text to display. The "\\n" is a "new line" character\nlet lines = \'L1\\nL2\\nL3\';\ntextSize(12);\n\ntextLeading(10); // Set leading to 10\ntext(lines, 10, 25);\n\ntextLeading(20); // Set leading to 20\ntext(lines, 40, 25);\n\ntextLeading(30); // Set leading to 30\ntext(lines, 70, 25);\n
\nthe size in pixels for spacing between lines
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 113, - params: [], - return: { - description: '', - type: 'Number' - } - } - ] - }, - { - file: 'src/typography/attributes.js', - line: 122, - description: - 'Sets/gets the current font size. This size will be used in all subsequent\ncalls to the text() function. Font size is measured in pixels.
\n', - itemtype: 'method', - name: 'textSize', - chainable: 1, - example: [ - "\n\ntextSize(12);\ntext('Font Size 12', 10, 30);\ntextSize(14);\ntext('Font Size 14', 10, 60);\ntextSize(16);\ntext('Font Size 16', 10, 90);\n
\nthe size of the letters in units of pixels
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 145, - params: [], - return: { - description: '', - type: 'Number' - } - } - ] - }, - { - file: 'src/typography/attributes.js', - line: 154, - description: - 'Sets/gets the style of the text for system fonts to NORMAL, ITALIC, BOLD or BOLDITALIC.\nNote: this may be is overridden by CSS styling. For non-system fonts\n(opentype, truetype, etc.) please load styled fonts instead.
\n', - itemtype: 'method', - name: 'textStyle', - chainable: 1, - example: [ - "\n\nstrokeWeight(0);\ntextSize(12);\ntextStyle(NORMAL);\ntext('Font Style Normal', 10, 15);\ntextStyle(ITALIC);\ntext('Font Style Italic', 10, 40);\ntextStyle(BOLD);\ntext('Font Style Bold', 10, 65);\ntextStyle(BOLDITALIC);\ntext('Font Style Bold Italic', 10, 90);\n
\nstyling for text, either NORMAL,\n ITALIC, BOLD or BOLDITALIC
\n', - type: 'Constant' - } - ], - chainable: 1 - }, - { - line: 182, - params: [], - return: { - description: '', - type: 'String' - } - } - ] - }, - { - file: 'src/typography/attributes.js', - line: 191, - description: - 'Calculates and returns the width of any character or text string.
\n', - itemtype: 'method', - name: 'textWidth', - params: [ - { - name: 'theText', - description: 'the String of characters to measure
\n', - type: 'String' - } - ], - return: { - description: '', - type: 'Number' - }, - example: [ - "\n\ntextSize(28);\n\nlet aChar = 'P';\nlet cWidth = textWidth(aChar);\ntext(aChar, 0, 40);\nline(cWidth, 0, cWidth, 50);\n\nlet aString = 'p5.js';\nlet sWidth = textWidth(aString);\ntext(aString, 0, 85);\nline(sWidth, 50, sWidth, 100);\n
\nReturns the ascent of the current font at its current size. The ascent\nrepresents the distance, in pixels, of the tallest character above\nthe baseline.
\n', - itemtype: 'method', - name: 'textAscent', - return: { - description: '', - type: 'Number' - }, - example: [ - "\n\nlet base = height * 0.75;\nlet scalar = 0.8; // Different for each font\n\ntextSize(32); // Set initial text size\nlet asc = textAscent() * scalar; // Calc ascent\nline(0, base - asc, width, base - asc);\ntext('dp', 0, base); // Draw text on baseline\n\ntextSize(64); // Increase text size\nasc = textAscent() * scalar; // Recalc ascent\nline(40, base - asc, width, base - asc);\ntext('dp', 40, base); // Draw text on baseline\n
\nReturns the descent of the current font at its current size. The descent\nrepresents the distance, in pixels, of the character with the longest\ndescender below the baseline.
\n', - itemtype: 'method', - name: 'textDescent', - return: { - description: '', - type: 'Number' - }, - example: [ - "\n\nlet base = height * 0.75;\nlet scalar = 0.8; // Different for each font\n\ntextSize(32); // Set initial text size\nlet desc = textDescent() * scalar; // Calc ascent\nline(0, base + desc, width, base + desc);\ntext('dp', 0, base); // Draw text on baseline\n\ntextSize(64); // Increase text size\ndesc = textDescent() * scalar; // Recalc ascent\nline(40, base + desc, width, base + desc);\ntext('dp', 40, base); // Draw text on baseline\n
\nHelper function to measure ascent and descent.
\n', - class: 'p5', - module: 'Typography', - submodule: 'Attributes' - }, - { - file: 'src/typography/loading_displaying.js', - line: 16, - description: - 'Loads an opentype font file (.otf, .ttf) from a file or a URL,\nand returns a PFont Object. This method is asynchronous,\nmeaning it may not finish before the next line in your sketch\nis executed.\n
\nThe path to the font should be relative to the HTML file\nthat links in your sketch. Loading fonts from a URL or other\nremote location may be blocked due to your browser's built-in\nsecurity.
name of the file or url to load
\n', - type: 'String' - }, - { - name: 'callback', - description: - 'function to be executed after\n loadFont() completes
\n', - type: 'Function', - optional: true - }, - { - name: 'onError', - description: - 'function to be executed if\n an error occurs
\n', - type: 'Function', - optional: true - } - ], - return: { - description: 'p5.Font object', - type: 'p5.Font' - }, - example: [ - "\n\nCalling loadFont() inside preload() guarantees that the load\noperation will have completed before setup() and draw() are called.
\n\n\nlet myFont;\nfunction preload() {\n myFont = loadFont('assets/inconsolata.otf');\n}\n\nfunction setup() {\n fill('#ED225D');\n textFont(myFont);\n textSize(36);\n text('p5*js', 10, 50);\n}\n
\nfunction setup() {\n loadFont('assets/inconsolata.otf', drawText);\n}\n\nfunction drawText(font) {\n fill('#ED225D');\n textFont(font, 36);\n text('p5*js', 10, 50);\n}\n
You can also use the font filename string (without the file extension) to style other HTML\nelements.
\n\n\nfunction preload() {\n loadFont('assets/inconsolata.otf');\n}\n\nfunction setup() {\n let myDiv = createDiv('hello there');\n myDiv.style('font-family', 'Inconsolata');\n}\n
Draws text to the screen. Displays the information specified in the first\nparameter on the screen in the position specified by the additional\nparameters. A default font will be used unless a font is set with the\ntextFont() function and a default size will be used unless a font is set\nwith textSize(). Change the color of the text with the fill() function.\nChange the outline of the text with the stroke() and strokeWeight()\nfunctions.\n
\nThe text displays in relation to the textAlign() function, which gives the\noption to draw to the left, right, and center of the coordinates.\n
\nThe x2 and y2 parameters define a rectangular area to display within and\nmay only be used with string data. When these parameters are specified,\nthey are interpreted based on the current rectMode() setting. Text that\ndoes not fit completely within the rectangle specified will not be drawn\nto the screen. If x2 and y2 are not specified, the baseline alignment is the\ndefault, which means that the text will be drawn upwards from x and y.\n
\nWEBGL: Only opentype/truetype fonts are supported. You must load a font using the\nloadFont() method (see the example above).\nstroke() currently has no effect in webgl mode.
the alphanumeric\n symbols to be displayed
\n', - type: 'String|Object|Array|Number|Boolean' - }, - { - name: 'x', - description: 'x-coordinate of text
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y-coordinate of text
\n', - type: 'Number' - }, - { - name: 'x2', - description: - 'by default, the width of the text box,\n see rectMode() for more info
\n', - type: 'Number', - optional: true - }, - { - name: 'y2', - description: - 'by default, the height of the text box,\n see rectMode() for more info
\n', - type: 'Number', - optional: true - } - ], - chainable: 1, - example: [ - "\n\ntextSize(32);\ntext('word', 10, 30);\nfill(0, 102, 153);\ntext('word', 10, 60);\nfill(0, 102, 153, 51);\ntext('word', 10, 90);\n
\n\nlet s = 'The quick brown fox jumped over the lazy dog.';\nfill(50);\ntext(s, 10, 10, 70, 80); // Text wraps within text box\n
\n\nlet inconsolata;\nfunction preload() {\n inconsolata = loadFont('assets/inconsolata.otf');\n}\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n textFont(inconsolata);\n textSize(width / 3);\n textAlign(CENTER, CENTER);\n}\nfunction draw() {\n background(0);\n let time = millis();\n rotateX(time / 1000);\n rotateZ(time / 1234);\n text('p5.js', 0, 0);\n}\n
\nSets the current font that will be drawn with the text() function.\n
\nWEBGL: Only fonts loaded via loadFont() are supported.
\nfill(0);\ntextSize(12);\ntextFont('Georgia');\ntext('Georgia', 12, 30);\ntextFont('Helvetica');\ntext('Helvetica', 12, 60);\n
\n\nlet fontRegular, fontItalic, fontBold;\nfunction preload() {\n fontRegular = loadFont('assets/Regular.otf');\n fontItalic = loadFont('assets/Italic.ttf');\n fontBold = loadFont('assets/Bold.ttf');\n}\nfunction setup() {\n background(210);\n fill(0)\n .strokeWeight(0)\n .textSize(10);\n textFont(fontRegular);\n text('Font Style Normal', 10, 30);\n textFont(fontItalic);\n text('Font Style Italic', 10, 50);\n textFont(fontBold);\n text('Font Style Bold', 10, 70);\n}\n
\na font loaded via loadFont(), or a String\nrepresenting a web safe font (a font\nthat is generally available across all systems)
\n', - type: 'Object|String' - }, - { - name: 'size', - description: 'the font size to use
\n', - type: 'Number', - optional: true - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/typography/p5.Font.js', - line: 25, - description: 'Underlying opentype font implementation
\n', - itemtype: 'property', - name: 'font', - class: 'p5.Font', - module: 'Typography', - submodule: 'Font' - }, - { - file: 'src/typography/p5.Font.js', - line: 32, - description: - 'Returns a tight bounding box for the given text string using this\nfont (currently only supports single lines)
\n', - itemtype: 'method', - name: 'textBounds', - params: [ - { - name: 'line', - description: 'a line of text
\n', - type: 'String' - }, - { - name: 'x', - description: 'x-position
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y-position
\n', - type: 'Number' - }, - { - name: 'fontSize', - description: 'font size to use (optional) Default is 12.
\n', - type: 'Number', - optional: true - }, - { - name: 'options', - description: - 'opentype options (optional)\n opentype fonts contains alignment and baseline options.\n Default is 'LEFT' and 'alphabetic'
\n', - type: 'Object', - optional: true - } - ], - return: { - description: 'a rectangle object with properties: x, y, w, h', - type: 'Object' - }, - example: [ - "\n\nlet font;\nlet textString = 'Lorem ipsum dolor sit amet.';\nfunction preload() {\n font = loadFont('./assets/Regular.otf');\n}\nfunction setup() {\n background(210);\n\n let bbox = font.textBounds(textString, 10, 30, 12);\n fill(255);\n stroke(0);\n rect(bbox.x, bbox.y, bbox.w, bbox.h);\n fill(0);\n noStroke();\n\n textFont(font);\n textSize(12);\n text(textString, 10, 30);\n}\n
\nComputes an array of points following the path for specified text
\n', - itemtype: 'method', - name: 'textToPoints', - params: [ - { - name: 'txt', - description: 'a line of text
\n', - type: 'String' - }, - { - name: 'x', - description: 'x-position
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y-position
\n', - type: 'Number' - }, - { - name: 'fontSize', - description: 'font size to use (optional)
\n', - type: 'Number' - }, - { - name: 'options', - description: - 'an (optional) object that can contain:
\n
sampleFactor - the ratio of path-length to number of samples\n(default=.1); higher values yield more points and are therefore\nmore precise
simplifyThreshold - if set to a non-zero value, collinear points will be\nbe removed from the polygon; the value represents the threshold angle to use\nwhen determining whether two edges are collinear
\nlet font;\nfunction preload() {\n font = loadFont('assets/inconsolata.otf');\n}\n\nlet points;\nlet bounds;\nfunction setup() {\n createCanvas(100, 100);\n stroke(0);\n fill(255, 104, 204);\n\n points = font.textToPoints('p5', 0, 0, 10, {\n sampleFactor: 5,\n simplifyThreshold: 0\n });\n bounds = font.textBounds(' p5 ', 0, 0, 10);\n}\n\nfunction draw() {\n background(255);\n beginShape();\n translate(-bounds.x * width / bounds.w, -bounds.y * height / bounds.h);\n for (let i = 0; i < points.length; i++) {\n let p = points[i];\n vertex(\n p.x * width / bounds.w +\n sin(20 * p.y / bounds.h + millis() / 1000) * width / 30,\n p.y * height / bounds.h\n );\n }\n endShape(CLOSE);\n}\n
\nAdds a value to the end of an array. Extends the length of\nthe array by one. Maps to Array.push().
\n', - itemtype: 'method', - name: 'append', - deprecated: true, - deprecationMessage: - 'Use array.push(value) instead.', - params: [ - { - name: 'array', - description: 'Array to append
\n', - type: 'Array' - }, - { - name: 'value', - description: 'to be added to the Array
\n', - type: 'Any' - } - ], - return: { - description: 'the array that was appended to', - type: 'Array' - }, - example: [ - "\n\nfunction setup() {\n var myArray = ['Mango', 'Apple', 'Papaya'];\n print(myArray); // ['Mango', 'Apple', 'Papaya']\n\n append(myArray, 'Peach');\n print(myArray); // ['Mango', 'Apple', 'Papaya', 'Peach']\n}\n
Copies an array (or part of an array) to another array. The src array is\ncopied to the dst array, beginning at the position specified by\nsrcPosition and into the position specified by dstPosition. The number of\nelements to copy is determined by length. Note that copying values\noverwrites existing values in the destination array. To append values\ninstead of overwriting them, use concat().\n
\nThe simplified version with only two arguments, arrayCopy(src, dst),\ncopies an entire array to another of the same size. It is equivalent to\narrayCopy(src, 0, dst, 0, src.length).\n
\nUsing this function is far more efficient for copying array data than\niterating through a for() loop and copying each element individually.
\nvar src = ['A', 'B', 'C'];\nvar dst = [1, 2, 3];\nvar srcPosition = 1;\nvar dstPosition = 0;\nvar length = 2;\n\nprint(src); // ['A', 'B', 'C']\nprint(dst); // [ 1 , 2 , 3 ]\n\narrayCopy(src, srcPosition, dst, dstPosition, length);\nprint(dst); // ['B', 'C', 3]\n
the source Array
\n', - type: 'Array' - }, - { - name: 'srcPosition', - description: 'starting position in the source Array
\n', - type: 'Integer' - }, - { - name: 'dst', - description: 'the destination Array
\n', - type: 'Array' - }, - { - name: 'dstPosition', - description: 'starting position in the destination Array
\n', - type: 'Integer' - }, - { - name: 'length', - description: 'number of Array elements to be copied
\n', - type: 'Integer' - } - ] - }, - { - line: 75, - params: [ - { - name: 'src', - description: '', - type: 'Array' - }, - { - name: 'dst', - description: '', - type: 'Array' - }, - { - name: 'length', - description: '', - type: 'Integer', - optional: true - } - ] - } - ] - }, - { - file: 'src/utilities/array_functions.js', - line: 114, - description: - 'Concatenates two arrays, maps to Array.concat(). Does not modify the\ninput arrays.
\n', - itemtype: 'method', - name: 'concat', - deprecated: true, - deprecationMessage: - 'Use arr1.concat(arr2) instead.', - params: [ - { - name: 'a', - description: 'first Array to concatenate
\n', - type: 'Array' - }, - { - name: 'b', - description: 'second Array to concatenate
\n', - type: 'Array' - } - ], - return: { - description: 'concatenated array', - type: 'Array' - }, - example: [ - "\n\nfunction setup() {\n var arr1 = ['A', 'B', 'C'];\n var arr2 = [1, 2, 3];\n\n print(arr1); // ['A','B','C']\n print(arr2); // [1,2,3]\n\n var arr3 = concat(arr1, arr2);\n\n print(arr1); // ['A','B','C']\n print(arr2); // [1, 2, 3]\n print(arr3); // ['A','B','C', 1, 2, 3]\n}\n
Reverses the order of an array, maps to Array.reverse()
\n', - itemtype: 'method', - name: 'reverse', - deprecated: true, - deprecationMessage: - 'Use array.reverse() instead.', - params: [ - { - name: 'list', - description: 'Array to reverse
\n', - type: 'Array' - } - ], - return: { - description: 'the reversed list', - type: 'Array' - }, - example: [ - "\n\nfunction setup() {\n var myArray = ['A', 'B', 'C'];\n print(myArray); // ['A','B','C']\n\n reverse(myArray);\n print(myArray); // ['C','B','A']\n}\n
Decreases an array by one element and returns the shortened array,\nmaps to Array.pop().
\n', - itemtype: 'method', - name: 'shorten', - deprecated: true, - deprecationMessage: - 'Use array.pop() instead.', - params: [ - { - name: 'list', - description: 'Array to shorten
\n', - type: 'Array' - } - ], - return: { - description: 'shortened Array', - type: 'Array' - }, - example: [ - "\n\nfunction setup() {\n var myArray = ['A', 'B', 'C'];\n print(myArray); // ['A', 'B', 'C']\n var newArray = shorten(myArray);\n print(myArray); // ['A','B','C']\n print(newArray); // ['A','B']\n}\n
Randomizes the order of the elements of an array. Implements\n\nFisher-Yates Shuffle Algorithm.
\n", - itemtype: 'method', - name: 'shuffle', - params: [ - { - name: 'array', - description: 'Array to shuffle
\n', - type: 'Array' - }, - { - name: 'bool', - description: 'modify passed array
\n', - type: 'Boolean', - optional: true - } - ], - return: { - description: 'shuffled Array', - type: 'Array' - }, - example: [ - "\n\nfunction setup() {\n var regularArr = ['ABC', 'def', createVector(), TAU, Math.E];\n print(regularArr);\n shuffle(regularArr, true); // force modifications to passed array\n print(regularArr);\n\n // By default shuffle() returns a shuffled cloned array:\n var newArr = shuffle(regularArr);\n print(regularArr);\n print(newArr);\n}\n
Sorts an array of numbers from smallest to largest, or puts an array of\nwords in alphabetical order. The original array is not modified; a\nre-ordered array is returned. The count parameter states the number of\nelements to sort. For example, if there are 12 elements in an array and\ncount is set to 5, only the first 5 elements in the array will be sorted.
\n', - itemtype: 'method', - name: 'sort', - deprecated: true, - deprecationMessage: - 'Use array.sort() instead.', - params: [ - { - name: 'list', - description: 'Array to sort
\n', - type: 'Array' - }, - { - name: 'count', - description: 'number of elements to sort, starting from 0
\n', - type: 'Integer', - optional: true - } - ], - return: { - description: 'the sorted list', - type: 'Array' - }, - example: [ - "\n\nfunction setup() {\n var words = ['banana', 'apple', 'pear', 'lime'];\n print(words); // ['banana', 'apple', 'pear', 'lime']\n var count = 4; // length of array\n\n words = sort(words, count);\n print(words); // ['apple', 'banana', 'lime', 'pear']\n}\n
\nfunction setup() {\n var numbers = [2, 6, 1, 5, 14, 9, 8, 12];\n print(numbers); // [2, 6, 1, 5, 14, 9, 8, 12]\n var count = 5; // Less than the length of the array\n\n numbers = sort(numbers, count);\n print(numbers); // [1,2,5,6,14,9,8,12]\n}\n
Inserts a value or an array of values into an existing array. The first\nparameter specifies the initial array to be modified, and the second\nparameter defines the data to be inserted. The third parameter is an index\nvalue which specifies the array position from which to insert data.\n(Remember that array index numbering starts at zero, so the first position\nis 0, the second position is 1, and so on.)
\n', - itemtype: 'method', - name: 'splice', - deprecated: true, - deprecationMessage: - 'Use array.splice() instead.', - params: [ - { - name: 'list', - description: 'Array to splice into
\n', - type: 'Array' - }, - { - name: 'value', - description: 'value to be spliced in
\n', - type: 'Any' - }, - { - name: 'position', - description: 'in the array from which to insert data
\n', - type: 'Integer' - } - ], - return: { - description: 'the list', - type: 'Array' - }, - example: [ - "\n\nfunction setup() {\n var myArray = [0, 1, 2, 3, 4];\n var insArray = ['A', 'B', 'C'];\n print(myArray); // [0, 1, 2, 3, 4]\n print(insArray); // ['A','B','C']\n\n splice(myArray, insArray, 3);\n print(myArray); // [0,1,2,'A','B','C',3,4]\n}\n
Extracts an array of elements from an existing array. The list parameter\ndefines the array from which the elements will be copied, and the start\nand count parameters specify which elements to extract. If no count is\ngiven, elements will be extracted from the start to the end of the array.\nWhen specifying the start, remember that the first array element is 0.\nThis function does not change the source array.
\n', - itemtype: 'method', - name: 'subset', - deprecated: true, - deprecationMessage: - 'Use array.slice() instead.', - params: [ - { - name: 'list', - description: 'Array to extract from
\n', - type: 'Array' - }, - { - name: 'start', - description: 'position to begin
\n', - type: 'Integer' - }, - { - name: 'count', - description: 'number of values to extract
\n', - type: 'Integer', - optional: true - } - ], - return: { - description: 'Array of extracted elements', - type: 'Array' - }, - example: [ - "\n\nfunction setup() {\n var myArray = [1, 2, 3, 4, 5];\n print(myArray); // [1, 2, 3, 4, 5]\n\n var sub1 = subset(myArray, 0, 3);\n var sub2 = subset(myArray, 2, 2);\n print(sub1); // [1,2,3]\n print(sub2); // [3,4]\n}\n
Converts a string to its floating point representation. The contents of a\nstring must resemble a number, or NaN (not a number) will be returned.\nFor example, float("1234.56") evaluates to 1234.56, but float("giraffe")\nwill return NaN.
\nWhen an array of values is passed in, then an array of floats of the same\nlength is returned.
\n', - itemtype: 'method', - name: 'float', - params: [ - { - name: 'str', - description: 'float string to parse
\n', - type: 'String' - } - ], - return: { - description: 'floating point representation of string', - type: 'Number' - }, - example: [ - "\n\nvar str = '20';\nvar diameter = float(str);\nellipse(width / 2, height / 2, diameter, diameter);\n
\nprint(float('10.31')); // 10.31\nprint(float('Infinity')); // Infinity\nprint(float('-Infinity')); // -Infinity\n
Converts a boolean, string, or float to its integer representation.\nWhen an array of values is passed in, then an int array of the same length\nis returned.
\n', - itemtype: 'method', - name: 'int', - return: { - description: 'integer representation of value', - type: 'Number' - }, - example: [ - "\n\nprint(int('10')); // 10\nprint(int(10.31)); // 10\nprint(int(-10)); // -10\nprint(int(true)); // 1\nprint(int(false)); // 0\nprint(int([false, true, '10.3', 9.8])); // [0, 1, 10, 9]\nprint(int(Infinity)); // Infinity\nprint(int('-Infinity')); // -Infinity\n
value to parse
\n', - type: 'String|Boolean|Number' - }, - { - name: 'radix', - description: 'the radix to convert to (default: 10)
\n', - type: 'Integer', - optional: true - } - ], - return: { - description: 'integer representation of value', - type: 'Number' - } - }, - { - line: 69, - params: [ - { - name: 'ns', - description: 'values to parse
\n', - type: 'Array' - } - ], - return: { - description: 'integer representation of values', - type: 'Number[]' - } - } - ] - }, - { - file: 'src/utilities/conversion.js', - line: 93, - description: - 'Converts a boolean, string or number to its string representation.\nWhen an array of values is passed in, then an array of strings of the same\nlength is returned.
\n', - itemtype: 'method', - name: 'str', - params: [ - { - name: 'n', - description: 'value to parse
\n', - type: 'String|Boolean|Number|Array' - } - ], - return: { - description: 'string representation of value', - type: 'String' - }, - example: [ - '\n\nprint(str(\'10\')); // "10"\nprint(str(10.31)); // "10.31"\nprint(str(-10)); // "-10"\nprint(str(true)); // "true"\nprint(str(false)); // "false"\nprint(str([true, \'10.3\', 9.8])); // [ "true", "10.3", "9.8" ]\n
Converts a number or string to its boolean representation.\nFor a number, any non-zero value (positive or negative) evaluates to true,\nwhile zero evaluates to false. For a string, the value "true" evaluates to\ntrue, while any other value evaluates to false. When an array of number or\nstring values is passed in, then a array of booleans of the same length is\nreturned.
\n', - itemtype: 'method', - name: 'boolean', - params: [ - { - name: 'n', - description: 'value to parse
\n', - type: 'String|Boolean|Number|Array' - } - ], - return: { - description: 'boolean representation of value', - type: 'Boolean' - }, - example: [ - "\n\nprint(boolean(0)); // false\nprint(boolean(1)); // true\nprint(boolean('true')); // true\nprint(boolean('abcd')); // false\nprint(boolean([0, 12, 'true'])); // [false, true, true]\n
Converts a number, string representation of a number, or boolean to its byte\nrepresentation. A byte can be only a whole number between -128 and 127, so\nwhen a value outside of this range is converted, it wraps around to the\ncorresponding byte representation. When an array of number, string or boolean\nvalues is passed in, then an array of bytes the same length is returned.
\n', - itemtype: 'method', - name: 'byte', - return: { - description: 'byte representation of value', - type: 'Number' - }, - example: [ - "\n\nprint(byte(127)); // 127\nprint(byte(128)); // -128\nprint(byte(23.4)); // 23\nprint(byte('23.4')); // 23\nprint(byte('hello')); // NaN\nprint(byte(true)); // 1\nprint(byte([0, 255, '100'])); // [0, -1, 100]\n
value to parse
\n', - type: 'String|Boolean|Number' - } - ], - return: { - description: 'byte representation of value', - type: 'Number' - } - }, - { - line: 173, - params: [ - { - name: 'ns', - description: 'values to parse
\n', - type: 'Array' - } - ], - return: { - description: 'array of byte representation of values', - type: 'Number[]' - } - } - ] - }, - { - file: 'src/utilities/conversion.js', - line: 187, - description: - 'Converts a number or string to its corresponding single-character\nstring representation. If a string parameter is provided, it is first\nparsed as an integer and then translated into a single-character string.\nWhen an array of number or string values is passed in, then an array of\nsingle-character strings of the same length is returned.
\n', - itemtype: 'method', - name: 'char', - return: { - description: 'string representation of value', - type: 'String' - }, - example: [ - '\n\nprint(char(65)); // "A"\nprint(char(\'65\')); // "A"\nprint(char([65, 66, 67])); // [ "A", "B", "C" ]\nprint(join(char([65, 66, 67]), \'\')); // "ABC"\n
value to parse
\n', - type: 'String|Number' - } - ], - return: { - description: 'string representation of value', - type: 'String' - } - }, - { - line: 206, - params: [ - { - name: 'ns', - description: 'values to parse
\n', - type: 'Array' - } - ], - return: { - description: 'array of string representation of values', - type: 'String[]' - } - } - ] - }, - { - file: 'src/utilities/conversion.js', - line: 221, - description: - 'Converts a single-character string to its corresponding integer\nrepresentation. When an array of single-character string values is passed\nin, then an array of integers of the same length is returned.
\n', - itemtype: 'method', - name: 'unchar', - return: { - description: 'integer representation of value', - type: 'Number' - }, - example: [ - "\n\nprint(unchar('A')); // 65\nprint(unchar(['A', 'B', 'C'])); // [ 65, 66, 67 ]\nprint(unchar(split('ABC', ''))); // [ 65, 66, 67 ]\n
value to parse
\n', - type: 'String' - } - ], - return: { - description: 'integer representation of value', - type: 'Number' - } - }, - { - line: 237, - params: [ - { - name: 'ns', - description: 'values to parse
\n', - type: 'Array' - } - ], - return: { - description: 'integer representation of values', - type: 'Number[]' - } - } - ] - }, - { - file: 'src/utilities/conversion.js', - line: 250, - description: - 'Converts a number to a string in its equivalent hexadecimal notation. If a\nsecond parameter is passed, it is used to set the number of characters to\ngenerate in the hexadecimal notation. When an array is passed in, an\narray of strings in hexadecimal notation of the same length is returned.
\n', - itemtype: 'method', - name: 'hex', - return: { - description: 'hexadecimal string representation of value', - type: 'String' - }, - example: [ - '\n\nprint(hex(255)); // "000000FF"\nprint(hex(255, 6)); // "0000FF"\nprint(hex([0, 127, 255], 6)); // [ "000000", "00007F", "0000FF" ]\nprint(Infinity); // "FFFFFFFF"\nprint(-Infinity); // "00000000"\n
value to parse
\n', - type: 'Number' - }, - { - name: 'digits', - description: '', - type: 'Number', - optional: true - } - ], - return: { - description: 'hexadecimal string representation of value', - type: 'String' - } - }, - { - line: 270, - params: [ - { - name: 'ns', - description: 'array of values to parse
\n', - type: 'Number[]' - }, - { - name: 'digits', - description: '', - type: 'Number', - optional: true - } - ], - return: { - description: 'hexadecimal string representation of values', - type: 'String[]' - } - } - ] - }, - { - file: 'src/utilities/conversion.js', - line: 302, - description: - 'Converts a string representation of a hexadecimal number to its equivalent\ninteger value. When an array of strings in hexadecimal notation is passed\nin, an array of integers of the same length is returned.
\n', - itemtype: 'method', - name: 'unhex', - return: { - description: 'integer representation of hexadecimal value', - type: 'Number' - }, - example: [ - "\n\nprint(unhex('A')); // 10\nprint(unhex('FF')); // 255\nprint(unhex(['FF', 'AA', '00'])); // [ 255, 170, 0 ]\n
value to parse
\n', - type: 'String' - } - ], - return: { - description: 'integer representation of hexadecimal value', - type: 'Number' - } - }, - { - line: 318, - params: [ - { - name: 'ns', - description: 'values to parse
\n', - type: 'Array' - } - ], - return: { - description: 'integer representations of hexadecimal value', - type: 'Number[]' - } - } - ] - }, - { - file: 'src/utilities/string_functions.js', - line: 15, - description: - 'Combines an array of Strings into one String, each separated by the\ncharacter(s) used for the separator parameter. To join arrays of ints or\nfloats, it's necessary to first convert them to Strings using nf() or\nnfs().
\n', - itemtype: 'method', - name: 'join', - params: [ - { - name: 'list', - description: 'array of Strings to be joined
\n', - type: 'Array' - }, - { - name: 'separator', - description: 'String to be placed between each item
\n', - type: 'String' - } - ], - return: { - description: 'joined String', - type: 'String' - }, - example: [ - "\n\nvar array = ['Hello', 'world!'];\nvar separator = ' ';\nvar message = join(array, separator);\ntext(message, 5, 50);\n
\nThis function is used to apply a regular expression to a piece of text,\nand return matching groups (elements found inside parentheses) as a\nString array. If there are no matches, a null value will be returned.\nIf no groups are specified in the regular expression, but the sequence\nmatches, an array of length 1 (with the matched text as the first element\nof the array) will be returned.\n
\nTo use the function, first check to see if the result is null. If the\nresult is null, then the sequence did not match at all. If the sequence\ndid match, an array is returned.\n
\nIf there are groups (specified by sets of parentheses) in the regular\nexpression, then the contents of each will be returned in the array.\nElement [0] of a regular expression match returns the entire matching\nstring, and the match groups start at element [1] (the first group is [1],\nthe second [2], and so on).
the String to be searched
\n', - type: 'String' - }, - { - name: 'regexp', - description: 'the regexp to be used for matching
\n', - type: 'String' - } - ], - return: { - description: 'Array of Strings found', - type: 'String[]' - }, - example: [ - "\n\nvar string = 'Hello p5js*!';\nvar regexp = 'p5js\\\\*';\nvar m = match(string, regexp);\ntext(m, 5, 50);\n
\nThis function is used to apply a regular expression to a piece of text,\nand return a list of matching groups (elements found inside parentheses)\nas a two-dimensional String array. If there are no matches, a null value\nwill be returned. If no groups are specified in the regular expression,\nbut the sequence matches, a two dimensional array is still returned, but\nthe second dimension is only of length one.\n
\nTo use the function, first check to see if the result is null. If the\nresult is null, then the sequence did not match at all. If the sequence\ndid match, a 2D array is returned.\n
\nIf there are groups (specified by sets of parentheses) in the regular\nexpression, then the contents of each will be returned in the array.\nAssuming a loop with counter variable i, element [i][0] of a regular\nexpression match returns the entire matching string, and the match groups\nstart at element [i][1] (the first group is [i][1], the second [i][2],\nand so on).
the String to be searched
\n', - type: 'String' - }, - { - name: 'regexp', - description: 'the regexp to be used for matching
\n', - type: 'String' - } - ], - return: { - description: '2d Array of Strings found', - type: 'String[]' - }, - example: [ - "\n\nvar string = 'Hello p5js*! Hello world!';\nvar regexp = 'Hello';\nmatchAll(string, regexp);\n
\nUtility function for formatting numbers into strings. There are two\nversions: one for formatting floats, and one for formatting ints.\nThe values for the digits, left, and right parameters should always\nbe positive integers.\n(NOTE): Be cautious when using left and right parameters as it prepends numbers of 0's if the parameter\nif greater than the current length of the number.\nFor example if number is 123.2 and left parameter passed is 4 which is greater than length of 123\n(integer part) i.e 3 than result will be 0123.2. Same case for right parameter i.e. if right is 3 than\nthe result will be 123.200.
\n', - itemtype: 'method', - name: 'nf', - return: { - description: 'formatted String', - type: 'String' - }, - example: [ - "\n\nvar myFont;\nfunction preload() {\n myFont = loadFont('assets/fonts/inconsolata.ttf');\n}\nfunction setup() {\n background(200);\n var num1 = 321;\n var num2 = -1321;\n\n noStroke();\n fill(0);\n textFont(myFont);\n textSize(22);\n\n text(nf(num1, 4, 2), 10, 30);\n text(nf(num2, 4, 2), 10, 80);\n // Draw dividing line\n stroke(120);\n line(0, 50, width, 50);\n}\n
\nthe Number to format
\n', - type: 'Number|String' - }, - { - name: 'left', - description: - 'number of digits to the left of the\n decimal point
\n', - type: 'Integer|String', - optional: true - }, - { - name: 'right', - description: - 'number of digits to the right of the\n decimal point
\n', - type: 'Integer|String', - optional: true - } - ], - return: { - description: 'formatted String', - type: 'String' - } - }, - { - line: 180, - params: [ - { - name: 'nums', - description: 'the Numbers to format
\n', - type: 'Array' - }, - { - name: 'left', - description: '', - type: 'Integer|String', - optional: true - }, - { - name: 'right', - description: '', - type: 'Integer|String', - optional: true - } - ], - return: { - description: 'formatted Strings', - type: 'String[]' - } - } - ] - }, - { - file: 'src/utilities/string_functions.js', - line: 243, - description: - 'Utility function for formatting numbers into strings and placing\nappropriate commas to mark units of 1000. There are two versions: one\nfor formatting ints, and one for formatting an array of ints. The value\nfor the right parameter should always be a positive integer.
\n', - itemtype: 'method', - name: 'nfc', - return: { - description: 'formatted String', - type: 'String' - }, - example: [ - '\n\nfunction setup() {\n background(200);\n var num = 11253106.115;\n var numArr = [1, 1, 2];\n\n noStroke();\n fill(0);\n textSize(12);\n\n // Draw formatted numbers\n text(nfc(num, 4), 10, 30);\n text(nfc(numArr, 2), 10, 80);\n\n // Draw dividing line\n stroke(120);\n line(0, 50, width, 50);\n}\n
\nthe Number to format
\n', - type: 'Number|String' - }, - { - name: 'right', - description: - 'number of digits to the right of the\n decimal point
\n', - type: 'Integer|String', - optional: true - } - ], - return: { - description: 'formatted String', - type: 'String' - } - }, - { - line: 281, - params: [ - { - name: 'nums', - description: 'the Numbers to format
\n', - type: 'Array' - }, - { - name: 'right', - description: '', - type: 'Integer|String', - optional: true - } - ], - return: { - description: 'formatted Strings', - type: 'String[]' - } - } - ] - }, - { - file: 'src/utilities/string_functions.js', - line: 319, - description: - 'Utility function for formatting numbers into strings. Similar to nf() but\nputs a "+" in front of positive numbers and a "-" in front of negative\nnumbers. There are two versions: one for formatting floats, and one for\nformatting ints. The values for left, and right parameters\nshould always be positive integers.
\n', - itemtype: 'method', - name: 'nfp', - return: { - description: 'formatted String', - type: 'String' - }, - example: [ - '\n\nfunction setup() {\n background(200);\n var num1 = 11253106.115;\n var num2 = -11253106.115;\n\n noStroke();\n fill(0);\n textSize(12);\n\n // Draw formatted numbers\n text(nfp(num1, 4, 2), 10, 30);\n text(nfp(num2, 4, 2), 10, 80);\n\n // Draw dividing line\n stroke(120);\n line(0, 50, width, 50);\n}\n
\nthe Number to format
\n', - type: 'Number' - }, - { - name: 'left', - description: - 'number of digits to the left of the decimal\n point
\n', - type: 'Integer', - optional: true - }, - { - name: 'right', - description: - 'number of digits to the right of the\n decimal point
\n', - type: 'Integer', - optional: true - } - ], - return: { - description: 'formatted String', - type: 'String' - } - }, - { - line: 360, - params: [ - { - name: 'nums', - description: 'the Numbers to format
\n', - type: 'Number[]' - }, - { - name: 'left', - description: '', - type: 'Integer', - optional: true - }, - { - name: 'right', - description: '', - type: 'Integer', - optional: true - } - ], - return: { - description: 'formatted Strings', - type: 'String[]' - } - } - ] - }, - { - file: 'src/utilities/string_functions.js', - line: 381, - description: - 'Utility function for formatting numbers into strings. Similar to nf() but\nputs an additional "_" (space) in front of positive numbers just in case to align it with negative\nnumbers which includes "-" (minus) sign.\nThe main usecase of nfs() can be seen when one wants to align the digits (place values) of a non-negative\nnumber with some negative number (See the example to get a clear picture).\nThere are two versions: one for formatting float, and one for formatting int.\nThe values for the digits, left, and right parameters should always be positive integers.\n(IMP): The result on the canvas basically the expected alignment can vary based on the typeface you are using.\n(NOTE): Be cautious when using left and right parameters as it prepends numbers of 0's if the parameter\nif greater than the current length of the number.\nFor example if number is 123.2 and left parameter passed is 4 which is greater than length of 123\n(integer part) i.e 3 than result will be 0123.2. Same case for right parameter i.e. if right is 3 than\nthe result will be 123.200.
\n', - itemtype: 'method', - name: 'nfs', - return: { - description: 'formatted String', - type: 'String' - }, - example: [ - "\n\nvar myFont;\nfunction preload() {\n myFont = loadFont('assets/fonts/inconsolata.ttf');\n}\nfunction setup() {\n background(200);\n var num1 = 321;\n var num2 = -1321;\n\n noStroke();\n fill(0);\n textFont(myFont);\n textSize(22);\n\n // nfs() aligns num1 (positive number) with num2 (negative number) by\n // adding a blank space in front of the num1 (positive number)\n // [left = 4] in num1 add one 0 in front, to align the digits with num2\n // [right = 2] in num1 and num2 adds two 0's after both numbers\n // To see the differences check the example of nf() too.\n text(nfs(num1, 4, 2), 10, 30);\n text(nfs(num2, 4, 2), 10, 80);\n // Draw dividing line\n stroke(120);\n line(0, 50, width, 50);\n}\n
\nthe Number to format
\n', - type: 'Number' - }, - { - name: 'left', - description: - 'number of digits to the left of the decimal\n point
\n', - type: 'Integer', - optional: true - }, - { - name: 'right', - description: - 'number of digits to the right of the\n decimal point
\n', - type: 'Integer', - optional: true - } - ], - return: { - description: 'formatted String', - type: 'String' - } - }, - { - line: 438, - params: [ - { - name: 'nums', - description: 'the Numbers to format
\n', - type: 'Array' - }, - { - name: 'left', - description: '', - type: 'Integer', - optional: true - }, - { - name: 'right', - description: '', - type: 'Integer', - optional: true - } - ], - return: { - description: 'formatted Strings', - type: 'String[]' - } - } - ] - }, - { - file: 'src/utilities/string_functions.js', - line: 459, - description: - 'The split() function maps to String.split(), it breaks a String into\npieces using a character or string as the delimiter. The delim parameter\nspecifies the character or characters that mark the boundaries between\neach piece. A String[] array is returned that contains each of the pieces.
\nThe splitTokens() function works in a similar fashion, except that it\nsplits using a range of characters instead of a specific character or\nsequence.
\n', - itemtype: 'method', - name: 'split', - params: [ - { - name: 'value', - description: 'the String to be split
\n', - type: 'String' - }, - { - name: 'delim', - description: 'the String used to separate the data
\n', - type: 'String' - } - ], - return: { - description: 'Array of Strings', - type: 'String[]' - }, - example: [ - "\n\nvar names = 'Pat,Xio,Alex';\nvar splitString = split(names, ',');\ntext(splitString[0], 5, 30);\ntext(splitString[1], 5, 50);\ntext(splitString[2], 5, 70);\n
\nThe splitTokens() function splits a String at one or many character\ndelimiters or "tokens." The delim parameter specifies the character or\ncharacters to be used as a boundary.\n
\nIf no delim characters are specified, any whitespace character is used to\nsplit. Whitespace characters include tab (\\t), line feed (\\n), carriage\nreturn (\\r), form feed (\\f), and space.
the String to be split
\n', - type: 'String' - }, - { - name: 'delim', - description: - 'list of individual Strings that will be used as\n separators
\n', - type: 'String', - optional: true - } - ], - return: { - description: 'Array of Strings', - type: 'String[]' - }, - example: [ - '\n\nfunction setup() {\n var myStr = \'Mango, Banana, Lime\';\n var myStrArr = splitTokens(myStr, \',\');\n\n print(myStrArr); // prints : ["Mango"," Banana"," Lime"]\n}\n
\nRemoves whitespace characters from the beginning and end of a String. In\naddition to standard whitespace characters such as space, carriage return,\nand tab, this function also removes the Unicode "nbsp" character.
\n', - itemtype: 'method', - name: 'trim', - return: { - description: 'a trimmed String', - type: 'String' - }, - example: [ - "\n\nvar string = trim(' No new lines\\n ');\ntext(string + ' here', 2, 50);\n
\na String to be trimmed
\n', - type: 'String' - } - ], - return: { - description: 'a trimmed String', - type: 'String' - } - }, - { - line: 568, - params: [ - { - name: 'strs', - description: 'an Array of Strings to be trimmed
\n', - type: 'Array' - } - ], - return: { - description: 'an Array of trimmed Strings', - type: 'String[]' - } - } - ] - }, - { - file: 'src/utilities/time_date.js', - line: 12, - description: - 'p5.js communicates with the clock on your computer. The day() function\nreturns the current day as a value from 1 - 31.
\n', - itemtype: 'method', - name: 'day', - return: { - description: 'the current day', - type: 'Integer' - }, - example: [ - "\n\nvar d = day();\ntext('Current day: \\n' + d, 5, 50);\n
\np5.js communicates with the clock on your computer. The hour() function\nreturns the current hour as a value from 0 - 23.
\n', - itemtype: 'method', - name: 'hour', - return: { - description: 'the current hour', - type: 'Integer' - }, - example: [ - "\n\nvar h = hour();\ntext('Current hour:\\n' + h, 5, 50);\n
\np5.js communicates with the clock on your computer. The minute() function\nreturns the current minute as a value from 0 - 59.
\n', - itemtype: 'method', - name: 'minute', - return: { - description: 'the current minute', - type: 'Integer' - }, - example: [ - "\n\nvar m = minute();\ntext('Current minute: \\n' + m, 5, 50);\n
\nReturns the number of milliseconds (thousandths of a second) since\nstarting the program. This information is often used for timing events and\nanimation sequences.
\n', - itemtype: 'method', - name: 'millis', - return: { - description: 'the number of milliseconds since starting the program', - type: 'Number' - }, - example: [ - "\n\nvar millisecond = millis();\ntext('Milliseconds \\nrunning: \\n' + millisecond, 5, 40);\n
\np5.js communicates with the clock on your computer. The month() function\nreturns the current month as a value from 1 - 12.
\n', - itemtype: 'method', - name: 'month', - return: { - description: 'the current month', - type: 'Integer' - }, - example: [ - "\n\nvar m = month();\ntext('Current month: \\n' + m, 5, 50);\n
\np5.js communicates with the clock on your computer. The second() function\nreturns the current second as a value from 0 - 59.
\n', - itemtype: 'method', - name: 'second', - return: { - description: 'the current second', - type: 'Integer' - }, - example: [ - "\n\nvar s = second();\ntext('Current second: \\n' + s, 5, 50);\n
\np5.js communicates with the clock on your computer. The year() function\nreturns the current year as an integer (2014, 2015, 2016, etc).
\n', - itemtype: 'method', - name: 'year', - return: { - description: 'the current year', - type: 'Integer' - }, - example: [ - "\n\nvar y = year();\ntext('Current year: \\n' + y, 5, 50);\n
\nDraw a plane with given a width and height
\n', - itemtype: 'method', - name: 'plane', - params: [ - { - name: 'width', - description: 'width of the plane
\n', - type: 'Number', - optional: true - }, - { - name: 'height', - description: 'height of the plane
\n', - type: 'Number', - optional: true - }, - { - name: 'detailX', - description: - 'Optional number of triangle\n subdivisions in x-dimension
\n', - type: 'Integer', - optional: true - }, - { - name: 'detailY', - description: - 'Optional number of triangle\n subdivisions in y-dimension
\n', - type: 'Integer', - optional: true - } - ], - chainable: 1, - example: [ - '\n\n// draw a plane\n// with width 50 and height 50\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n plane(50, 50);\n}\n
\nDraw a box with given width, height and depth
\n', - itemtype: 'method', - name: 'box', - params: [ - { - name: 'width', - description: 'width of the box
\n', - type: 'Number', - optional: true - }, - { - name: 'Height', - description: 'height of the box
\n', - type: 'Number', - optional: true - }, - { - name: 'depth', - description: 'depth of the box
\n', - type: 'Number', - optional: true - }, - { - name: 'detailX', - description: - 'Optional number of triangle\n subdivisions in x-dimension
\n', - type: 'Integer', - optional: true - }, - { - name: 'detailY', - description: - 'Optional number of triangle\n subdivisions in y-dimension
\n', - type: 'Integer', - optional: true - } - ], - chainable: 1, - example: [ - '\n\n// draw a spinning box\n// with width, height and depth of 50\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n box(50);\n}\n
\nDraw a sphere with given radius
\n', - itemtype: 'method', - name: 'sphere', - params: [ - { - name: 'radius', - description: 'radius of circle
\n', - type: 'Number', - optional: true - }, - { - name: 'detailX', - description: - 'number of segments,\n the more segments the smoother geometry\n default is 24
\n', - type: 'Integer', - optional: true - }, - { - name: 'detailY', - description: - 'number of segments,\n the more segments the smoother geometry\n default is 16
\n', - type: 'Integer', - optional: true - } - ], - chainable: 1, - example: [ - '\n\n// draw a sphere with radius 40\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n sphere(40);\n}\n
\nDraw a cylinder with given radius and height
\n', - itemtype: 'method', - name: 'cylinder', - params: [ - { - name: 'radius', - description: 'radius of the surface
\n', - type: 'Number', - optional: true - }, - { - name: 'height', - description: 'height of the cylinder
\n', - type: 'Number', - optional: true - }, - { - name: 'detailX', - description: - 'number of segments,\n the more segments the smoother geometry\n default is 24
\n', - type: 'Integer', - optional: true - }, - { - name: 'detailY', - description: - 'number of segments in y-dimension,\n the more segments the smoother geometry\n default is 1
\n', - type: 'Integer', - optional: true - }, - { - name: 'bottomCap', - description: 'whether to draw the bottom of the cylinder
\n', - type: 'Boolean', - optional: true - }, - { - name: 'topCap', - description: 'whether to draw the top of the cylinder
\n', - type: 'Boolean', - optional: true - } - ], - chainable: 1, - example: [ - '\n\n// draw a spinning cylinder\n// with radius 20 and height 50\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n rotateX(frameCount * 0.01);\n rotateZ(frameCount * 0.01);\n cylinder(20, 50);\n}\n
\nDraw a cone with given radius and height
\n', - itemtype: 'method', - name: 'cone', - params: [ - { - name: 'radius', - description: 'radius of the bottom surface
\n', - type: 'Number', - optional: true - }, - { - name: 'height', - description: 'height of the cone
\n', - type: 'Number', - optional: true - }, - { - name: 'detailX', - description: - 'number of segments,\n the more segments the smoother geometry\n default is 24
\n', - type: 'Integer', - optional: true - }, - { - name: 'detailY', - description: - 'number of segments,\n the more segments the smoother geometry\n default is 1
\n', - type: 'Integer', - optional: true - }, - { - name: 'cap', - description: 'whether to draw the base of the cone
\n', - type: 'Boolean', - optional: true - } - ], - chainable: 1, - example: [ - '\n\n// draw a spinning cone\n// with radius 40 and height 70\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n rotateX(frameCount * 0.01);\n rotateZ(frameCount * 0.01);\n cone(40, 70);\n}\n
\nDraw an ellipsoid with given radius
\n', - itemtype: 'method', - name: 'ellipsoid', - params: [ - { - name: 'radiusx', - description: 'x-radius of ellipsoid
\n', - type: 'Number', - optional: true - }, - { - name: 'radiusy', - description: 'y-radius of ellipsoid
\n', - type: 'Number', - optional: true - }, - { - name: 'radiusz', - description: 'z-radius of ellipsoid
\n', - type: 'Number', - optional: true - }, - { - name: 'detailX', - description: - 'number of segments,\n the more segments the smoother geometry\n default is 24. Avoid detail number above\n 150, it may crash the browser.
\n', - type: 'Integer', - optional: true - }, - { - name: 'detailY', - description: - 'number of segments,\n the more segments the smoother geometry\n default is 16. Avoid detail number above\n 150, it may crash the browser.
\n', - type: 'Integer', - optional: true - } - ], - chainable: 1, - example: [ - '\n\n// draw an ellipsoid\n// with radius 30, 40 and 40.\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n ellipsoid(30, 40, 40);\n}\n
\nDraw a torus with given radius and tube radius
\n', - itemtype: 'method', - name: 'torus', - params: [ - { - name: 'radius', - description: 'radius of the whole ring
\n', - type: 'Number', - optional: true - }, - { - name: 'tubeRadius', - description: 'radius of the tube
\n', - type: 'Number', - optional: true - }, - { - name: 'detailX', - description: - 'number of segments in x-dimension,\n the more segments the smoother geometry\n default is 24
\n', - type: 'Integer', - optional: true - }, - { - name: 'detailY', - description: - 'number of segments in y-dimension,\n the more segments the smoother geometry\n default is 16
\n', - type: 'Integer', - optional: true - } - ], - chainable: 1, - example: [ - '\n\n// draw a spinning torus\n// with ring radius 30 and tube radius 15\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n torus(30, 15);\n}\n
\nAllows movement around a 3D sketch using a mouse or trackpad. Left-clicking\nand dragging will rotate the camera position about the center of the sketch,\nright-clicking and dragging will pan the camera position without rotation,\nand using the mouse wheel (scrolling) will move the camera closer or further\nfrom the center of the sketch. This function can be called with parameters\ndictating sensitivity to mouse movement along the X and Y axes. Calling\nthis function without parameters is equivalent to calling orbitControl(1,1).\nTo reverse direction of movement in either axis, enter a negative number\nfor sensitivity.
\n', - itemtype: 'method', - name: 'orbitControl', - params: [ - { - name: 'sensitivityX', - description: 'sensitivity to mouse movement along X axis
\n', - type: 'Number', - optional: true - }, - { - name: 'sensitivityY', - description: 'sensitivity to mouse movement along Y axis
\n', - type: 'Number', - optional: true - } - ], - chainable: 1, - example: [ - '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n}\nfunction draw() {\n background(200);\n orbitControl();\n rotateY(0.5);\n box(30, 50);\n}\n
\ndebugMode() helps visualize 3D space by adding a grid to indicate where the\nโgroundโ is in a sketch and an axes icon which indicates the +X, +Y, and +Z\ndirections. This function can be called without parameters to create a\ndefault grid and axes icon, or it can be called according to the examples\nabove to customize the size and position of the grid and/or axes icon. The\ngrid is drawn using the most recently set stroke color and weight. To\nspecify these parameters, add a call to stroke() and strokeWeight()\njust before the end of the draw() loop.
\nBy default, the grid will run through the origin (0,0,0) of the sketch\nalong the XZ plane\nand the axes icon will be offset from the origin. Both the grid and axes\nicon will be sized according to the current canvas size. Note that because the\ngrid runs parallel to the default camera view, it is often helpful to use\ndebugMode along with orbitControl to allow full view of the grid.
\n', - itemtype: 'method', - name: 'debugMode', - example: [ - '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n camera(0, -30, 100, 0, 0, 0, 0, 1, 0);\n normalMaterial();\n debugMode();\n}\n\nfunction draw() {\n background(200);\n orbitControl();\n box(15, 30);\n // Press the spacebar to turn debugMode off!\n if (keyIsDown(32)) {\n noDebugMode();\n }\n}\n
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n camera(0, -30, 100, 0, 0, 0, 0, 1, 0);\n normalMaterial();\n debugMode(GRID);\n}\n\nfunction draw() {\n background(200);\n orbitControl();\n box(15, 30);\n}\n
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n camera(0, -30, 100, 0, 0, 0, 0, 1, 0);\n normalMaterial();\n debugMode(AXES);\n}\n\nfunction draw() {\n background(200);\n orbitControl();\n box(15, 30);\n}\n
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n camera(0, -30, 100, 0, 0, 0, 0, 1, 0);\n normalMaterial();\n debugMode(GRID, 100, 10, 0, 0, 0);\n}\n\nfunction draw() {\n background(200);\n orbitControl();\n box(15, 30);\n}\n
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n camera(0, -30, 100, 0, 0, 0, 0, 1, 0);\n normalMaterial();\n debugMode(100, 10, 0, 0, 0, 20, 0, -40, 0);\n}\n\nfunction draw() {\n noStroke();\n background(200);\n orbitControl();\n box(15, 30);\n // set the stroke color and weight for the grid!\n stroke(255, 0, 150);\n strokeWeight(0.8);\n}\n
\neither GRID or AXES
\n', - type: 'Constant' - } - ] - }, - { - line: 284, - params: [ - { - name: 'mode', - description: '', - type: 'Constant' - }, - { - name: 'gridSize', - description: 'size of one side of the grid
\n', - type: 'Number', - optional: true - }, - { - name: 'gridDivisions', - description: 'number of divisions in the grid
\n', - type: 'Number', - optional: true - }, - { - name: 'xOff', - description: 'X axis offset from origin (0,0,0)
\n', - type: 'Number', - optional: true - }, - { - name: 'yOff', - description: 'Y axis offset from origin (0,0,0)
\n', - type: 'Number', - optional: true - }, - { - name: 'zOff', - description: 'Z axis offset from origin (0,0,0)
\n', - type: 'Number', - optional: true - } - ] - }, - { - line: 294, - params: [ - { - name: 'mode', - description: '', - type: 'Constant' - }, - { - name: 'axesSize', - description: 'size of axes icon
\n', - type: 'Number', - optional: true - }, - { - name: 'xOff', - description: '', - type: 'Number', - optional: true - }, - { - name: 'yOff', - description: '', - type: 'Number', - optional: true - }, - { - name: 'zOff', - description: '', - type: 'Number', - optional: true - } - ] - }, - { - line: 303, - params: [ - { - name: 'gridSize', - description: '', - type: 'Number', - optional: true - }, - { - name: 'gridDivisions', - description: '', - type: 'Number', - optional: true - }, - { - name: 'gridXOff', - description: '', - type: 'Number', - optional: true - }, - { - name: 'gridYOff', - description: '', - type: 'Number', - optional: true - }, - { - name: 'gridZOff', - description: '', - type: 'Number', - optional: true - }, - { - name: 'axesSize', - description: '', - type: 'Number', - optional: true - }, - { - name: 'axesXOff', - description: '', - type: 'Number', - optional: true - }, - { - name: 'axesYOff', - description: '', - type: 'Number', - optional: true - }, - { - name: 'axesZOff', - description: '', - type: 'Number', - optional: true - } - ] - } - ] - }, - { - file: 'src/webgl/interaction.js', - line: 380, - description: 'Turns off debugMode() in a 3D sketch.
\n', - itemtype: 'method', - name: 'noDebugMode', - example: [ - '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n camera(0, -30, 100, 0, 0, 0, 0, 1, 0);\n normalMaterial();\n debugMode();\n}\n\nfunction draw() {\n background(200);\n orbitControl();\n box(15, 30);\n // Press the spacebar to turn debugMode off!\n if (keyIsDown(32)) {\n noDebugMode();\n }\n}\n
\nCreates an ambient light with a color
\n', - itemtype: 'method', - name: 'ambientLight', - chainable: 1, - example: [ - '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(0);\n ambientLight(150);\n ambientMaterial(250);\n noStroke();\n sphere(40);\n}\n
\nred or hue value relative to\n the current color range
\n', - type: 'Number' - }, - { - name: 'v2', - description: - 'green or saturation value\n relative to the current color range
\n', - type: 'Number' - }, - { - name: 'v3', - description: - 'blue or brightness value\n relative to the current color range
\n', - type: 'Number' - }, - { - name: 'alpha', - description: 'the alpha value
\n', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 46, - params: [ - { - name: 'value', - description: 'a color string
\n', - type: 'String' - } - ], - chainable: 1 - }, - { - line: 52, - params: [ - { - name: 'gray', - description: 'a gray value
\n', - type: 'Number' - }, - { - name: 'alpha', - description: '', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 59, - params: [ - { - name: 'values', - description: - 'an array containing the red,green,blue &\n and alpha components of the color
\n', - type: 'Number[]' - } - ], - chainable: 1 - }, - { - line: 66, - params: [ - { - name: 'color', - description: 'the ambient light color
\n', - type: 'p5.Color' - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/webgl/light.js', - line: 87, - description: - 'Creates a directional light with a color and a direction
\n', - itemtype: 'method', - name: 'directionalLight', - chainable: 1, - example: [ - '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(0);\n //move your mouse to change light direction\n let dirX = (mouseX / width - 0.5) * 2;\n let dirY = (mouseY / height - 0.5) * 2;\n directionalLight(250, 250, 250, -dirX, -dirY, -1);\n noStroke();\n sphere(40);\n}\n
\nred or hue value (depending on the current\ncolor mode),
\n', - type: 'Number' - }, - { - name: 'v2', - description: 'green or saturation value
\n', - type: 'Number' - }, - { - name: 'v3', - description: 'blue or brightness value
\n', - type: 'Number' - }, - { - name: 'position', - description: 'the direction of the light
\n', - type: 'p5.Vector' - } - ], - chainable: 1 - }, - { - line: 119, - params: [ - { - name: 'color', - description: - 'color Array, CSS color string,\n or p5.Color value
\n', - type: 'Number[]|String|p5.Color' - }, - { - name: 'x', - description: 'x axis direction
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y axis direction
\n', - type: 'Number' - }, - { - name: 'z', - description: 'z axis direction
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 129, - params: [ - { - name: 'color', - description: '', - type: 'Number[]|String|p5.Color' - }, - { - name: 'position', - description: '', - type: 'p5.Vector' - } - ], - chainable: 1 - }, - { - line: 136, - params: [ - { - name: 'v1', - description: '', - type: 'Number' - }, - { - name: 'v2', - description: '', - type: 'Number' - }, - { - name: 'v3', - description: '', - type: 'Number' - }, - { - name: 'x', - description: '', - type: 'Number' - }, - { - name: 'y', - description: '', - type: 'Number' - }, - { - name: 'z', - description: '', - type: 'Number' - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/webgl/light.js', - line: 185, - description: - 'Creates a point light with a color and a light position
\n', - itemtype: 'method', - name: 'pointLight', - chainable: 1, - example: [ - "\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(0);\n //move your mouse to change light position\n let locX = mouseX - width / 2;\n let locY = mouseY - height / 2;\n // to set the light position,\n // think of the world's coordinate as:\n // -width/2,-height/2 -------- width/2,-height/2\n // | |\n // | 0,0 |\n // | |\n // -width/2,height/2--------width/2,height/2\n pointLight(250, 250, 250, locX, locY, 50);\n noStroke();\n sphere(40);\n}\n
\nred or hue value (depending on the current\ncolor mode),
\n', - type: 'Number' - }, - { - name: 'v2', - description: 'green or saturation value
\n', - type: 'Number' - }, - { - name: 'v3', - description: 'blue or brightness value
\n', - type: 'Number' - }, - { - name: 'x', - description: 'x axis position
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y axis position
\n', - type: 'Number' - }, - { - name: 'z', - description: 'z axis position
\n', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 226, - params: [ - { - name: 'v1', - description: '', - type: 'Number' - }, - { - name: 'v2', - description: '', - type: 'Number' - }, - { - name: 'v3', - description: '', - type: 'Number' - }, - { - name: 'position', - description: 'the position of the light
\n', - type: 'p5.Vector' - } - ], - chainable: 1 - }, - { - line: 235, - params: [ - { - name: 'color', - description: - 'color Array, CSS color string,\nor p5.Color value
\n', - type: 'Number[]|String|p5.Color' - }, - { - name: 'x', - description: '', - type: 'Number' - }, - { - name: 'y', - description: '', - type: 'Number' - }, - { - name: 'z', - description: '', - type: 'Number' - } - ], - chainable: 1 - }, - { - line: 245, - params: [ - { - name: 'color', - description: '', - type: 'Number[]|String|p5.Color' - }, - { - name: 'position', - description: '', - type: 'p5.Vector' - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/webgl/light.js', - line: 287, - description: - 'Sets the default ambient and directional light. The defaults are ambientLight(128, 128, 128) and directionalLight(128, 128, 128, 0, 0, -1). Lights need to be included in the draw() to remain persistent in a looping program. Placing them in the setup() of a looping program will cause them to only have an effect the first time through the loop.
\n', - itemtype: 'method', - name: 'lights', - chainable: 1, - example: [ - '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(0);\n lights();\n rotateX(millis() / 1000);\n rotateY(millis() / 1000);\n rotateZ(millis() / 1000);\n box();\n}\n
\nSets the falloff rates for point lights. It affects only the elements which are created after it in the code.\nThe default value is lightFalloff(1.0, 0.0, 0.0), and the parameters are used to calculate the falloff with the following equation:
\nd = distance from light position to vertex position
\nfalloff = 1 / (CONSTANT + d * LINEAR + ( d * d ) * QUADRATIC)
\n', - itemtype: 'method', - name: 'lightFalloff', - params: [ - { - name: 'constant', - description: 'constant value for determining falloff
\n', - type: 'Number' - }, - { - name: 'linear', - description: 'linear value for determining falloff
\n', - type: 'Number' - }, - { - name: 'quadratic', - description: 'quadratic value for determining falloff
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n noStroke();\n}\nfunction draw() {\n background(0);\n let locX = mouseX - width / 2;\n let locY = mouseY - height / 2;\n translate(-25, 0, 0);\n lightFalloff(1, 0, 0);\n pointLight(250, 250, 250, locX, locY, 50);\n sphere(20);\n translate(50, 0, 0);\n lightFalloff(0.9, 0.01, 0);\n pointLight(250, 250, 250, locX, locY, 50);\n sphere(20);\n}\n
\nLoad a 3d model from an OBJ or STL file.\n
\nOne of the limitations of the OBJ and STL format is that it doesn't have a built-in\nsense of scale. This means that models exported from different programs might\nbe very different sizes. If your model isn't displaying, try calling\nloadModel() with the normalized parameter set to true. This will resize the\nmodel to a scale appropriate for p5. You can also make additional changes to\nthe final size of your model with the scale() function.
Also, the support for colored STL files is not present. STL files with color will be\nrendered without color properties.
\n', - itemtype: 'method', - name: 'loadModel', - return: { - description: 'the p5.Geometry object', - type: 'p5.Geometry' - }, - example: [ - "\n\n//draw a spinning octahedron\nlet octahedron;\n\nfunction preload() {\n octahedron = loadModel('assets/octahedron.obj');\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n model(octahedron);\n}\n
\n\n//draw a spinning teapot\nlet teapot;\n\nfunction preload() {\n // Load model with normalise parameter set to true\n teapot = loadModel('assets/teapot.obj', true);\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n scale(0.4); // Scaled to make model fit into canvas\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n normalMaterial(); // For effect\n model(teapot);\n}\n
\nPath of the model to be loaded
\n', - type: 'String' - }, - { - name: 'normalize', - description: - 'If true, scale the model to a\n standardized size when loading
\n', - type: 'Boolean' - }, - { - name: 'successCallback', - description: - 'Function to be called\n once the model is loaded. Will be passed\n the 3D model object.
\n', - type: 'function(p5.Geometry)', - optional: true - }, - { - name: 'failureCallback', - description: - 'called with event error if\n the model fails to load.
\n', - type: 'Function(Event)', - optional: true - } - ], - return: { - description: 'the p5.Geometry object', - type: 'p5.Geometry' - } - }, - { - line: 93, - params: [ - { - name: 'path', - description: '', - type: 'String' - }, - { - name: 'successCallback', - description: '', - type: 'function(p5.Geometry)', - optional: true - }, - { - name: 'failureCallback', - description: '', - type: 'Function(Event)', - optional: true - } - ], - return: { - description: 'the p5.Geometry object', - type: 'p5.Geometry' - } - } - ] - }, - { - file: 'src/webgl/loading.js', - line: 169, - description: - 'Parse OBJ lines into model. For reference, this is what a simple model of a\nsquare might look like:
\nv -0.5 -0.5 0.5\nv -0.5 -0.5 -0.5\nv -0.5 0.5 -0.5\nv -0.5 0.5 0.5
\nf 4 3 2 1
\n', - class: 'p5', - module: 'Shape', - submodule: '3D Models' - }, - { - file: 'src/webgl/loading.js', - line: 278, - description: - 'STL files can be of two types, ASCII and Binary,
\nWe need to convert the arrayBuffer to an array of strings,\nto parse it as an ASCII file.
\n', - class: 'p5', - module: 'Shape', - submodule: '3D Models' - }, - { - file: 'src/webgl/loading.js', - line: 305, - description: - 'This function checks if the file is in ASCII format or in Binary format
\nIt is done by searching keyword solid
at the start of the file.
An ASCII STL data must begin with solid
as the first six bytes.\nHowever, ASCII STLs lacking the SPACE after the d
are known to be\nplentiful. So, check the first 5 bytes for solid
.
Several encodings, such as UTF-8, precede the text with up to 5 bytes:\nhttps://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding\nSearch for solid
to start anywhere after those prefixes.
This function matches the query
at the provided offset
This function parses the Binary STL files.\nhttps://en.wikipedia.org/wiki/STL_%28file_format%29#Binary_STL
\nCurrently there is no support for the colors provided in STL files.
\n', - class: 'p5', - module: 'Shape', - submodule: '3D Models' - }, - { - file: 'src/webgl/loading.js', - line: 433, - description: - 'ASCII STL file starts with solid 'nameOfFile'
\nThen contain the normal of the face, starting with facet normal
\nNext contain a keyword indicating the start of face vertex, outer loop
\nNext comes the three vertex, starting with vertex x y z
\nVertices ends with endloop
\nFace ends with endfacet
\nNext face starts with facet normal
\nThe end of the file is indicated by endsolid
Render a 3d model to the screen.
\n', - itemtype: 'method', - name: 'model', - params: [ - { - name: 'model', - description: 'Loaded 3d model to be rendered
\n', - type: 'p5.Geometry' - } - ], - example: [ - "\n\n//draw a spinning octahedron\nlet octahedron;\n\nfunction preload() {\n octahedron = loadModel('assets/octahedron.obj');\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n model(octahedron);\n}\n
\nLoads a custom shader from the provided vertex and fragment\nshader paths. The shader files are loaded asynchronously in the\nbackground, so this method should be used in preload().
\nFor now, there are three main types of shaders. p5 will automatically\nsupply appropriate vertices, normals, colors, and lighting attributes\nif the parameters defined in the shader match the names.
\n', - itemtype: 'method', - name: 'loadShader', - params: [ - { - name: 'vertFilename', - description: - 'path to file containing vertex shader\nsource code
\n', - type: 'String' - }, - { - name: 'fragFilename', - description: - 'path to file containing fragment shader\nsource code
\n', - type: 'String' - }, - { - name: 'callback', - description: - 'callback to be executed after loadShader\ncompletes. On success, the Shader object is passed as the first argument.
\n', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: - 'callback to be executed when an error\noccurs inside loadShader. On error, the error is passed as the first\nargument.
\n', - type: 'Function', - optional: true - } - ], - return: { - description: - 'a shader object created from the provided\nvertex and fragment shader files.', - type: 'p5.Shader' - }, - example: [ - "\n\nlet mandel;\nfunction preload() {\n // load the shader definitions from files\n mandel = loadShader('assets/shader.vert', 'assets/shader.frag');\n}\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n // use the shader\n shader(mandel);\n noStroke();\n mandel.setUniform('p', [-0.74364388703, 0.13182590421]);\n}\n\nfunction draw() {\n mandel.setUniform('r', 1.5 * exp(-6.5 * (1 + sin(millis() / 2000))));\n quad(-1, -1, 1, -1, 1, 1, -1, 1);\n}\n
\nsource code for the vertex shader
\n', - type: 'String' - }, - { - name: 'fragSrc', - description: 'source code for the fragment shader
\n', - type: 'String' - } - ], - return: { - description: - 'a shader object created from the provided\nvertex and fragment shaders.', - type: 'p5.Shader' - }, - example: [ - "\n\n// the 'varying's are shared between both vertex & fragment shaders\nlet varying = 'precision highp float; varying vec2 vPos;';\n\n// the vertex shader is called for each vertex\nlet vs =\n varying +\n 'attribute vec3 aPosition;' +\n 'void main() { vPos = (gl_Position = vec4(aPosition,1.0)).xy; }';\n\n// the fragment shader is called for each pixel\nlet fs =\n varying +\n 'uniform vec2 p;' +\n 'uniform float r;' +\n 'const int I = 500;' +\n 'void main() {' +\n ' vec2 c = p + vPos * r, z = c;' +\n ' float n = 0.0;' +\n ' for (int i = I; i > 0; i --) {' +\n ' if(z.x*z.x+z.y*z.y > 4.0) {' +\n ' n = float(i)/float(I);' +\n ' break;' +\n ' }' +\n ' z = vec2(z.x*z.x-z.y*z.y, 2.0*z.x*z.y) + c;' +\n ' }' +\n ' gl_FragColor = vec4(0.5-cos(n*17.0)/2.0,0.5-cos(n*13.0)/2.0,0.5-cos(n*23.0)/2.0,1.0);' +\n '}';\n\nlet mandel;\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n\n // create and initialize the shader\n mandel = createShader(vs, fs);\n shader(mandel);\n noStroke();\n\n // 'p' is the center point of the Mandelbrot image\n mandel.setUniform('p', [-0.74364388703, 0.13182590421]);\n}\n\nfunction draw() {\n // 'r' is the size of the image in Mandelbrot-space\n mandel.setUniform('r', 1.5 * exp(-6.5 * (1 + sin(millis() / 2000))));\n quad(-1, -1, 1, -1, 1, 1, -1, 1);\n}\n
\nThe shader() function lets the user provide a custom shader\nto fill in shapes in WEBGL mode. Users can create their\nown shaders by loading vertex and fragment shaders with\nloadShader().
\n', - itemtype: 'method', - name: 'shader', - chainable: 1, - params: [ - { - name: 's', - description: - 'the desired p5.Shader to use for rendering\nshapes.
\n', - type: 'p5.Shader', - optional: true - } - ], - example: [ - "\n\n// Click within the image to toggle\n// the shader used by the quad shape\n// Note: for an alternative approach to the same example,\n// involving changing uniforms please refer to:\n// https://p5js.org/reference/#/p5.Shader/setUniform\n\nlet redGreen;\nlet orangeBlue;\nlet showRedGreen = false;\n\nfunction preload() {\n // note that we are using two instances\n // of the same vertex and fragment shaders\n redGreen = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');\n orangeBlue = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n\n // initialize the colors for redGreen shader\n shader(redGreen);\n redGreen.setUniform('colorCenter', [1.0, 0.0, 0.0]);\n redGreen.setUniform('colorBackground', [0.0, 1.0, 0.0]);\n\n // initialize the colors for orangeBlue shader\n shader(orangeBlue);\n orangeBlue.setUniform('colorCenter', [1.0, 0.5, 0.0]);\n orangeBlue.setUniform('colorBackground', [0.226, 0.0, 0.615]);\n\n noStroke();\n}\n\nfunction draw() {\n // update the offset values for each shader,\n // moving orangeBlue in vertical and redGreen\n // in horizontal direction\n orangeBlue.setUniform('offset', [0, sin(millis() / 2000) + 1]);\n redGreen.setUniform('offset', [sin(millis() / 2000), 1]);\n\n if (showRedGreen === true) {\n shader(redGreen);\n } else {\n shader(orangeBlue);\n }\n quad(-1, -1, 1, -1, 1, 1, -1, 1);\n}\n\nfunction mouseClicked() {\n showRedGreen = !showRedGreen;\n}\n
\nThis function restores the default shaders in WEBGL mode. Code that runs\nafter resetShader() will not be affected by previously defined\nshaders. Should be run after shader().
\n', - itemtype: 'method', - name: 'resetShader', - chainable: 1, - class: 'p5', - module: 'Lights, Camera', - submodule: 'Material' - }, - { - file: 'src/webgl/material.js', - line: 285, - description: - 'Normal material for geometry. You can view all\npossible materials in this\nexample.
\n', - itemtype: 'method', - name: 'normalMaterial', - chainable: 1, - example: [ - '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n normalMaterial();\n sphere(40);\n}\n
\nTexture for geometry. You can view other possible materials in this\nexample.
\n', - itemtype: 'method', - name: 'texture', - params: [ - { - name: 'tex', - description: - '2-dimensional graphics\n to render as texture
\n', - type: 'p5.Image|p5.MediaElement|p5.Graphics' - } - ], - chainable: 1, - example: [ - "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(0);\n rotateZ(frameCount * 0.01);\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n //pass image as texture\n texture(img);\n box(200, 200, 200);\n}\n
\n\nlet pg;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n pg = createGraphics(200, 200);\n pg.textSize(75);\n}\n\nfunction draw() {\n background(0);\n pg.background(255);\n pg.text('hello!', 0, 100);\n //pass image as texture\n texture(pg);\n rotateX(0.5);\n noStroke();\n plane(50);\n}\n
\n\nlet vid;\nfunction preload() {\n vid = createVideo('assets/fingers.mov');\n vid.hide();\n}\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(0);\n //pass video frame as texture\n texture(vid);\n rect(-40, -40, 80, 80);\n}\n\nfunction mousePressed() {\n vid.loop();\n}\n
\nSets the coordinate space for texture mapping. The default mode is IMAGE\nwhich refers to the actual coordinates of the image.\nNORMAL refers to a normalized space of values ranging from 0 to 1.\nThis function only works in WEBGL mode.
\nWith IMAGE, if an image is 100 x 200 pixels, mapping the image onto the entire\nsize of a quad would require the points (0,0) (100, 0) (100,200) (0,200).\nThe same mapping in NORMAL is (0,0) (1,0) (1,1) (0,1).
\n', - itemtype: 'method', - name: 'textureMode', - params: [ - { - name: 'mode', - description: 'either IMAGE or NORMAL
\n', - type: 'Constant' - } - ], - example: [ - "\n\nlet img;\n\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n texture(img);\n textureMode(NORMAL);\n beginShape();\n vertex(-50, -50, 0, 0);\n vertex(50, -50, 1, 0);\n vertex(50, 50, 1, 1);\n vertex(-50, 50, 0, 1);\n endShape();\n}\n
\nSets the global texture wrapping mode. This controls how textures behave\nwhen their uv's go outside of the 0 - 1 range. There are three options:\nCLAMP, REPEAT, and MIRROR.
\nCLAMP causes the pixels at the edge of the texture to extend to the bounds\nREPEAT causes the texture to tile repeatedly until reaching the bounds\nMIRROR works similarly to REPEAT but it flips the texture with every new tile
\nREPEAT & MIRROR are only available if the texture\nis a power of two size (128, 256, 512, 1024, etc.).
\nThis method will affect all textures in your sketch until a subsequent\ntextureWrap call is made.
\nIf only one argument is provided, it will be applied to both the\nhorizontal and vertical axes.
\n', - itemtype: 'method', - name: 'textureWrap', - params: [ - { - name: 'wrapX', - description: 'either CLAMP, REPEAT, or MIRROR
\n', - type: 'Constant' - }, - { - name: 'wrapY', - description: 'either CLAMP, REPEAT, or MIRROR
\n', - type: 'Constant', - optional: true - } - ], - example: [ - "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies128.jpg');\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n textureWrap(MIRROR);\n}\n\nfunction draw() {\n background(0);\n\n let dX = mouseX;\n let dY = mouseY;\n\n let u = lerp(1.0, 2.0, dX);\n let v = lerp(1.0, 2.0, dY);\n\n scale(width / 2);\n\n texture(img);\n\n beginShape(TRIANGLES);\n vertex(-1, -1, 0, 0, 0);\n vertex(1, -1, 0, u, 0);\n vertex(1, 1, 0, u, v);\n\n vertex(1, 1, 0, u, v);\n vertex(-1, 1, 0, 0, v);\n vertex(-1, -1, 0, 0, 0);\n endShape();\n}\n
\nAmbient material for geometry with a given color. You can view all\npossible materials in this\nexample.
\n', - itemtype: 'method', - name: 'ambientMaterial', - chainable: 1, - example: [ - '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(0);\n noStroke();\n ambientLight(200);\n ambientMaterial(70, 130, 230);\n sphere(40);\n}\n
\ngray value, red or hue value\n (depending on the current color mode),
\n', - type: 'Number' - }, - { - name: 'v2', - description: 'green or saturation value
\n', - type: 'Number', - optional: true - }, - { - name: 'v3', - description: 'blue or brightness value
\n', - type: 'Number', - optional: true - }, - { - name: 'a', - description: 'opacity
\n', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 604, - params: [ - { - name: 'color', - description: 'color, color Array, or CSS color string
\n', - type: 'Number[]|String|p5.Color' - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/webgl/material.js', - line: 623, - description: - 'Specular material for geometry with a given color. You can view all\npossible materials in this\nexample.
\n', - itemtype: 'method', - name: 'specularMaterial', - chainable: 1, - example: [ - '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(0);\n noStroke();\n ambientLight(50);\n pointLight(250, 250, 250, 100, 100, 30);\n specularMaterial(250);\n sphere(40);\n}\n
\ngray value, red or hue value\n (depending on the current color mode),
\n', - type: 'Number' - }, - { - name: 'v2', - description: 'green or saturation value
\n', - type: 'Number', - optional: true - }, - { - name: 'v3', - description: 'blue or brightness value
\n', - type: 'Number', - optional: true - }, - { - name: 'a', - description: 'opacity
\n', - type: 'Number', - optional: true - } - ], - chainable: 1 - }, - { - line: 655, - params: [ - { - name: 'color', - description: 'color Array, or CSS color string
\n', - type: 'Number[]|String|p5.Color' - } - ], - chainable: 1 - } - ] - }, - { - file: 'src/webgl/material.js', - line: 674, - description: - 'Sets the amount of gloss in the surface of shapes.\nUsed in combination with specularMaterial() in setting\nthe material properties of shapes. The default and minimum value is 1.
\n', - itemtype: 'method', - name: 'shininess', - params: [ - { - name: 'shine', - description: - 'Degree of Shininess.\n Defaults to 1.
\n', - type: 'Number' - } - ], - chainable: 1, - example: [ - '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(0);\n noStroke();\n let locX = mouseX - width / 2;\n let locY = mouseY - height / 2;\n ambientLight(60, 60, 60);\n pointLight(255, 255, 255, locX, locY, 50);\n specularMaterial(250);\n translate(-25, 0, 0);\n shininess(1);\n sphere(20);\n translate(50, 0, 0);\n shininess(20);\n sphere(20);\n}\n
\nSets the camera position for a 3D sketch. Parameters for this function define\nthe position for the camera, the center of the sketch (where the camera is\npointing), and an up direction (the orientation of the camera).
\nWhen called with no arguments, this function creates a default camera\nequivalent to\ncamera(0, 0, (height/2.0) / tan(PI*30.0 / 180.0), 0, 0, 0, 0, 1, 0);
\n', - itemtype: 'method', - name: 'camera', - params: [ - { - name: 'x', - description: 'camera position value on x axis
\n', - type: 'Number', - optional: true - }, - { - name: 'y', - description: 'camera position value on y axis
\n', - type: 'Number', - optional: true - }, - { - name: 'z', - description: 'camera position value on z axis
\n', - type: 'Number', - optional: true - }, - { - name: 'centerX', - description: 'x coordinate representing center of the sketch
\n', - type: 'Number', - optional: true - }, - { - name: 'centerY', - description: 'y coordinate representing center of the sketch
\n', - type: 'Number', - optional: true - }, - { - name: 'centerZ', - description: 'z coordinate representing center of the sketch
\n', - type: 'Number', - optional: true - }, - { - name: 'upX', - description: - 'x component of direction 'up' from camera
\n', - type: 'Number', - optional: true - }, - { - name: 'upY', - description: - 'y component of direction 'up' from camera
\n', - type: 'Number', - optional: true - }, - { - name: 'upZ', - description: - 'z component of direction 'up' from camera
\n', - type: 'Number', - optional: true - } - ], - chainable: 1, - example: [ - '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(204);\n //move the camera away from the plane by a sin wave\n camera(0, 0, 20 + sin(frameCount * 0.01) * 10, 0, 0, 0, 0, 1, 0);\n plane(10, 10);\n}\n
\nSets a perspective projection for the camera in a 3D sketch. This projection\nrepresents depth through foreshortening: objects that are close to the camera\nappear their actual size while those that are further away from the camera\nappear smaller. The parameters to this function define the viewing frustum\n(the truncated pyramid within which objects are seen by the camera) through\nvertical field of view, aspect ratio (usually width/height), and near and far\nclipping planes.
\nWhen called with no arguments, the defaults\nprovided are equivalent to\nperspective(PI/3.0, width/height, eyeZ/10.0, eyeZ10.0), where eyeZ\nis equal to ((height/2.0) / tan(PI60.0/360.0));
\n', - itemtype: 'method', - name: 'perspective', - params: [ - { - name: 'fovy', - description: - 'camera frustum vertical field of view,\n from bottom to top of view, in angleMode units
\n', - type: 'Number', - optional: true - }, - { - name: 'aspect', - description: 'camera frustum aspect ratio
\n', - type: 'Number', - optional: true - }, - { - name: 'near', - description: 'frustum near plane length
\n', - type: 'Number', - optional: true - }, - { - name: 'far', - description: 'frustum far plane length
\n', - type: 'Number', - optional: true - } - ], - chainable: 1, - example: [ - "\n\n//drag the mouse to look around!\n//you will see there's a vanishing point\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n perspective(PI / 3.0, width / height, 0.1, 500);\n}\nfunction draw() {\n background(200);\n orbitControl();\n normalMaterial();\n\n rotateX(-0.3);\n rotateY(-0.2);\n translate(0, 0, -50);\n\n push();\n translate(-15, 0, sin(frameCount / 30) * 95);\n box(30);\n pop();\n push();\n translate(15, 0, sin(frameCount / 30 + PI) * 95);\n box(30);\n pop();\n}\n
\nSets an orthographic projection for the camera in a 3D sketch and defines a\nbox-shaped viewing frustum within which objects are seen. In this projection,\nall objects with the same dimension appear the same size, regardless of\nwhether they are near or far from the camera. The parameters to this\nfunction specify the viewing frustum where left and right are the minimum and\nmaximum x values, top and bottom are the minimum and maximum y values, and near\nand far are the minimum and maximum z values. If no parameters are given, the\ndefault is used: ortho(-width/2, width/2, -height/2, height/2).
\n', - itemtype: 'method', - name: 'ortho', - params: [ - { - name: 'left', - description: 'camera frustum left plane
\n', - type: 'Number', - optional: true - }, - { - name: 'right', - description: 'camera frustum right plane
\n', - type: 'Number', - optional: true - }, - { - name: 'bottom', - description: 'camera frustum bottom plane
\n', - type: 'Number', - optional: true - }, - { - name: 'top', - description: 'camera frustum top plane
\n', - type: 'Number', - optional: true - }, - { - name: 'near', - description: 'camera frustum near plane
\n', - type: 'Number', - optional: true - }, - { - name: 'far', - description: 'camera frustum far plane
\n', - type: 'Number', - optional: true - } - ], - chainable: 1, - example: [ - "\n\n//drag the mouse to look around!\n//there's no vanishing point\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n ortho(-width / 2, width / 2, height / 2, -height / 2, 0, 500);\n}\nfunction draw() {\n background(200);\n orbitControl();\n normalMaterial();\n\n rotateX(0.2);\n rotateY(-0.2);\n push();\n translate(-15, 0, sin(frameCount / 30) * 65);\n box(30);\n pop();\n push();\n translate(15, 0, sin(frameCount / 30 + PI) * 65);\n box(30);\n pop();\n}\n
\nCreates a new p5.Camera object and tells the\nrenderer to use that camera.\nReturns the p5.Camera object.
\n', - itemtype: 'method', - name: 'createCamera', - return: { - description: 'The newly created camera object.', - type: 'p5.Camera' - }, - class: 'p5', - module: 'Lights, Camera', - submodule: 'Camera' - }, - { - file: 'src/webgl/p5.Camera.js', - line: 298, - description: - 'Sets a perspective projection for a p5.Camera object and sets parameters\nfor that projection according to perspective()\nsyntax.
\n', - itemtype: 'method', - name: 'perspective', - class: 'p5.Camera', - module: 'Lights, Camera', - submodule: 'Camera' - }, - { - file: 'src/webgl/p5.Camera.js', - line: 379, - description: - 'Sets an orthographic projection for a p5.Camera object and sets parameters\nfor that projection according to ortho() syntax.
\n', - itemtype: 'method', - name: 'ortho', - class: 'p5.Camera', - module: 'Lights, Camera', - submodule: 'Camera' - }, - { - file: 'src/webgl/p5.Camera.js', - line: 486, - description: - 'Panning rotates the camera view to the left and right.
\n', - itemtype: 'method', - name: 'pan', - params: [ - { - name: 'angle', - description: - 'amount to rotate camera in current\nangleMode units.\nGreater than 0 values rotate counterclockwise (to the left).
\n', - type: 'Number' - } - ], - example: [ - "\n\nlet cam;\nlet delta = 0.01;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n cam = createCamera();\n // set initial pan angle\n cam.pan(-0.8);\n}\n\nfunction draw() {\n background(200);\n\n // pan camera according to angle 'delta'\n cam.pan(delta);\n\n // every 160 frames, switch direction\n if (frameCount % 160 === 0) {\n delta *= -1;\n }\n\n rotateX(frameCount * 0.01);\n translate(-100, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n}\n
\nTilting rotates the camera view up and down.
\n', - itemtype: 'method', - name: 'tilt', - params: [ - { - name: 'angle', - description: - 'amount to rotate camera in current\nangleMode units.\nGreater than 0 values rotate counterclockwise (to the left).
\n', - type: 'Number' - } - ], - example: [ - "\n\nlet cam;\nlet delta = 0.01;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n cam = createCamera();\n // set initial tilt\n cam.tilt(-0.8);\n}\n\nfunction draw() {\n background(200);\n\n // pan camera according to angle 'delta'\n cam.tilt(delta);\n\n // every 160 frames, switch direction\n if (frameCount % 160 === 0) {\n delta *= -1;\n }\n\n rotateY(frameCount * 0.01);\n translate(0, -100, 0);\n box(20);\n translate(0, 35, 0);\n box(20);\n translate(0, 35, 0);\n box(20);\n translate(0, 35, 0);\n box(20);\n translate(0, 35, 0);\n box(20);\n translate(0, 35, 0);\n box(20);\n translate(0, 35, 0);\n box(20);\n}\n
\nReorients the camera to look at a position in world space.
\n', - itemtype: 'method', - name: 'lookAt', - params: [ - { - name: 'x', - description: 'x position of a point in world space
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y position of a point in world space
\n', - type: 'Number' - }, - { - name: 'z', - description: 'z position of a point in world space
\n', - type: 'Number' - } - ], - example: [ - '\n\nlet cam;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n cam = createCamera();\n}\n\nfunction draw() {\n background(200);\n\n // look at a new random point every 60 frames\n if (frameCount % 60 === 0) {\n cam.lookAt(random(-100, 100), random(-50, 50), 0);\n }\n\n rotateX(frameCount * 0.01);\n translate(-100, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n}\n
\nSets a camera's position and orientation. This is equivalent to calling\ncamera() on a p5.Camera object.
\n', - itemtype: 'method', - name: 'camera', - class: 'p5.Camera', - module: 'Lights, Camera', - submodule: 'Camera' - }, - { - file: 'src/webgl/p5.Camera.js', - line: 751, - description: - 'Move camera along its local axes while maintaining current camera orientation.
\n', - itemtype: 'method', - name: 'move', - params: [ - { - name: 'x', - description: - 'amount to move along camera's left-right axis
\n', - type: 'Number' - }, - { - name: 'y', - description: 'amount to move along camera's up-down axis
\n', - type: 'Number' - }, - { - name: 'z', - description: - 'amount to move along camera's forward-backward axis
\n', - type: 'Number' - } - ], - example: [ - '\n\n// see the camera move along its own axes while maintaining its orientation\nlet cam;\nlet delta = 0.5;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n cam = createCamera();\n}\n\nfunction draw() {\n background(200);\n\n // move the camera along its local axes\n cam.move(delta, delta, 0);\n\n // every 100 frames, switch direction\n if (frameCount % 150 === 0) {\n delta *= -1;\n }\n\n translate(-10, -10, 0);\n box(50, 8, 50);\n translate(15, 15, 0);\n box(50, 8, 50);\n translate(15, 15, 0);\n box(50, 8, 50);\n translate(15, 15, 0);\n box(50, 8, 50);\n translate(15, 15, 0);\n box(50, 8, 50);\n translate(15, 15, 0);\n box(50, 8, 50);\n}\n
\nSet camera position in world-space while maintaining current camera\norientation.
\n', - itemtype: 'method', - name: 'setPosition', - params: [ - { - name: 'x', - description: 'x position of a point in world space
\n', - type: 'Number' - }, - { - name: 'y', - description: 'y position of a point in world space
\n', - type: 'Number' - }, - { - name: 'z', - description: 'z position of a point in world space
\n', - type: 'Number' - } - ], - example: [ - "\n\n// press '1' '2' or '3' keys to set camera position\n\nlet cam;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n cam = createCamera();\n}\n\nfunction draw() {\n background(200);\n\n // '1' key\n if (keyIsDown(49)) {\n cam.setPosition(30, 0, 80);\n }\n // '2' key\n if (keyIsDown(50)) {\n cam.setPosition(0, 0, 80);\n }\n // '3' key\n if (keyIsDown(51)) {\n cam.setPosition(-30, 0, 80);\n }\n\n box(20);\n}\n
\nSets rendererGL's current camera to a p5.Camera object. Allows switching\nbetween multiple cameras.
\n', - itemtype: 'method', - name: 'setCamera', - params: [ - { - name: 'cam', - description: 'p5.Camera object
\n', - type: 'p5.Camera' - } - ], - example: [ - '\n\nlet cam1, cam2;\nlet currentCamera;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n\n cam1 = createCamera();\n cam2 = createCamera();\n cam2.setPosition(30, 0, 50);\n cam2.lookAt(0, 0, 0);\n cam2.ortho();\n\n // set variable for previously active camera:\n currentCamera = 1;\n}\n\nfunction draw() {\n background(200);\n\n // camera 1:\n cam1.lookAt(0, 0, 0);\n cam1.setPosition(sin(frameCount / 60) * 200, 0, 100);\n\n // every 100 frames, switch between the two cameras\n if (frameCount % 100 === 0) {\n if (currentCamera === 1) {\n setCamera(cam1);\n currentCamera = 0;\n } else {\n setCamera(cam2);\n currentCamera = 1;\n }\n }\n\n drawBoxes();\n}\n\nfunction drawBoxes() {\n rotateX(frameCount * 0.01);\n translate(-100, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n}\n
\ncomputes smooth normals per vertex as an average of each\nface.
\n', - itemtype: 'method', - name: 'computeNormals', - chainable: 1, - class: 'p5.Geometry', - module: 'Lights, Camera' - }, - { - file: 'src/webgl/p5.Geometry.js', - line: 147, - description: - 'Averages the vertex normals. Used in curved\nsurfaces
\n', - itemtype: 'method', - name: 'averageNormals', - chainable: 1, - class: 'p5.Geometry', - module: 'Lights, Camera' - }, - { - file: 'src/webgl/p5.Geometry.js', - line: 168, - description: - 'Averages pole normals. Used in spherical primitives
\n', - itemtype: 'method', - name: 'averagePoleNormals', - chainable: 1, - class: 'p5.Geometry', - module: 'Lights, Camera' - }, - { - file: 'src/webgl/p5.Geometry.js', - line: 261, - description: - 'Modifies all vertices to be centered within the range -100 to 100.
\n', - itemtype: 'method', - name: 'normalize', - chainable: 1, - class: 'p5.Geometry', - module: 'Lights, Camera' - }, - { - file: 'src/webgl/p5.RendererGL.js', - line: 263, - description: - 'Set attributes for the WebGL Drawing context.\nThis is a way of adjusting how the WebGL\nrenderer works to fine-tune the display and performance.\n
\nNote that this will reinitialize the drawing context\nif called after the WebGL canvas is made.\n
\nIf an object is passed as the parameter, all attributes\nnot declared in the object will be set to defaults.\n
\nThe available attributes are:\n
\nalpha - indicates if the canvas contains an alpha buffer\ndefault is true\n
\ndepth - indicates whether the drawing buffer has a depth buffer\nof at least 16 bits - default is true\n
\nstencil - indicates whether the drawing buffer has a stencil buffer\nof at least 8 bits\n
\nantialias - indicates whether or not to perform anti-aliasing\ndefault is false\n
\npremultipliedAlpha - indicates that the page compositor will assume\nthe drawing buffer contains colors with pre-multiplied alpha\ndefault is false\n
\npreserveDrawingBuffer - if true the buffers will not be cleared and\nand will preserve their values until cleared or overwritten by author\n(note that p5 clears automatically on draw loop)\ndefault is true\n
\nperPixelLighting - if true, per-pixel lighting will be used in the\nlighting shader.\ndefault is false\n
\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(255);\n push();\n rotateZ(frameCount * 0.02);\n rotateX(frameCount * 0.02);\n rotateY(frameCount * 0.02);\n fill(0, 0, 0);\n box(50);\n pop();\n}\n
\n\nfunction setup() {\n setAttributes('antialias', true);\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(255);\n push();\n rotateZ(frameCount * 0.02);\n rotateX(frameCount * 0.02);\n rotateY(frameCount * 0.02);\n fill(0, 0, 0);\n box(50);\n pop();\n}\n
\n\n// press the mouse button to enable perPixelLighting\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n noStroke();\n fill(255);\n}\n\nvar lights = [\n { c: '#f00', t: 1.12, p: 1.91, r: 0.2 },\n { c: '#0f0', t: 1.21, p: 1.31, r: 0.2 },\n { c: '#00f', t: 1.37, p: 1.57, r: 0.2 },\n { c: '#ff0', t: 1.12, p: 1.91, r: 0.7 },\n { c: '#0ff', t: 1.21, p: 1.31, r: 0.7 },\n { c: '#f0f', t: 1.37, p: 1.57, r: 0.7 }\n];\n\nfunction draw() {\n var t = millis() / 1000 + 1000;\n background(0);\n directionalLight(color('#222'), 1, 1, 1);\n\n for (var i = 0; i < lights.length; i++) {\n var light = lights[i];\n pointLight(\n color(light.c),\n p5.Vector.fromAngles(t * light.t, t * light.p, width * light.r)\n );\n }\n\n specularMaterial(255);\n sphere(width * 0.1);\n\n rotateX(t * 0.77);\n rotateY(t * 0.83);\n rotateZ(t * 0.91);\n torus(width * 0.3, width * 0.07, 24, 10);\n}\n\nfunction mousePressed() {\n setAttributes('perPixelLighting', true);\n noStroke();\n fill(255);\n}\nfunction mouseReleased() {\n setAttributes('perPixelLighting', false);\n noStroke();\n fill(255);\n}\n
\nName of attribute
\n', - type: 'String' - }, - { - name: 'value', - description: 'New value of named attribute
\n', - type: 'Boolean' - } - ] - }, - { - line: 402, - params: [ - { - name: 'obj', - description: 'object with key-value pairs
\n', - type: 'Object' - } - ] - } - ] - }, - { - file: 'src/webgl/p5.Shader.js', - line: 269, - description: - 'Wrapper around gl.uniform functions.\nAs we store uniform info in the shader we can use that\nto do type checking on the supplied data and call\nthe appropriate function.
\n', - itemtype: 'method', - name: 'setUniform', - chainable: 1, - params: [ - { - name: 'uniformName', - description: 'the name of the uniform in the\nshader program
\n', - type: 'String' - }, - { - name: 'data', - description: - 'the data to be associated\nwith that uniform; type varies (could be a single numerical value, array,\nmatrix, or texture / sampler reference)
\n', - type: 'Object|Number|Boolean|Number[]' - } - ], - example: [ - "\n\n// Click within the image to toggle the value of uniforms\n// Note: for an alternative approach to the same example,\n// involving toggling between shaders please refer to:\n// https://p5js.org/reference/#/p5/shader\n\nlet grad;\nlet showRedGreen = false;\n\nfunction preload() {\n // note that we are using two instances\n // of the same vertex and fragment shaders\n grad = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n shader(grad);\n noStroke();\n}\n\nfunction draw() {\n // update the offset values for each scenario,\n // moving the \"grad\" shader in either vertical or\n // horizontal direction each with differing colors\n\n if (showRedGreen === true) {\n grad.setUniform('colorCenter', [1, 0, 0]);\n grad.setUniform('colorBackground', [0, 1, 0]);\n grad.setUniform('offset', [sin(millis() / 2000), 1]);\n } else {\n grad.setUniform('colorCenter', [1, 0.5, 0]);\n grad.setUniform('colorBackground', [0.226, 0, 0.615]);\n grad.setUniform('offset', [0, sin(millis() / 2000) + 1]);\n }\n quad(-1, -1, 1, -1, 1, 1, -1, 1);\n}\n\nfunction mouseClicked() {\n showRedGreen = !showRedGreen;\n}\n
\nSearches the page for an element with the given ID, class, or tag name (using the '#' or '.'\nprefixes to specify an ID or class respectively, and none for a tag) and returns it as\na p5.Element. If a class or tag name is given with more than 1 element,\nonly the first element will be returned.\nThe DOM node itself can be accessed with .elt.\nReturns null if none found. You can also specify a container to search within.
\n', - itemtype: 'method', - name: 'select', - params: [ - { - name: 'name', - description: 'id, class, or tag name of element to search for
\n', - type: 'String' - }, - { - name: 'container', - description: - 'id, p5.Element, or\n HTML element to search within
\n', - type: 'String|p5.Element|HTMLElement', - optional: true - } - ], - return: { - description: - 'p5.Element containing node found', - type: 'p5.Element|null' - }, - example: [ - "\n\nfunction setup() {\n createCanvas(100, 100);\n //translates canvas 50px down\n select('canvas').position(100, 100);\n}\n
\n// these are all valid calls to select()\nvar a = select('#moo');\nvar b = select('#blah', '#myContainer');\nvar c, e;\nif (b) {\n c = select('#foo', b);\n}\nvar d = document.getElementById('beep');\nif (d) {\n e = select('p', d);\n}\n[a, b, c, d, e]; // unused\n
Searches the page for elements with the given class or tag name (using the '.' prefix\nto specify a class and no prefix for a tag) and returns them as p5.Elements\nin an array.\nThe DOM node itself can be accessed with .elt.\nReturns an empty array if none found.\nYou can also specify a container to search within.
\n', - itemtype: 'method', - name: 'selectAll', - params: [ - { - name: 'name', - description: 'class or tag name of elements to search for
\n', - type: 'String' - }, - { - name: 'container', - description: - 'id, p5.Element, or HTML element to search within
\n', - type: 'String', - optional: true - } - ], - return: { - description: - 'Array of p5.Elements containing nodes found', - type: 'p5.Element[]' - }, - example: [ - "\n\nfunction setup() {\n createButton('btn');\n createButton('2nd btn');\n createButton('3rd btn');\n var buttons = selectAll('button');\n\n for (var i = 0; i < buttons.length; i++) {\n buttons[i].size(100, 100);\n }\n}\n
\n// these are all valid calls to selectAll()\nvar a = selectAll('.moo');\na = selectAll('div');\na = selectAll('button', '#myContainer');\n\nvar d = select('#container');\na = selectAll('p', d);\n\nvar f = document.getElementById('beep');\na = select('.blah', f);\n\na; // unused\n
Helper function for select and selectAll
\n', - class: 'p5', - module: 'p5.dom', - submodule: 'p5.dom' - }, - { - file: 'lib/addons/p5.dom.js', - line: 184, - description: 'Helper function for getElement and getElements.
\n', - class: 'p5', - module: 'p5.dom', - submodule: 'p5.dom' - }, - { - file: 'lib/addons/p5.dom.js', - line: 218, - description: - 'Removes all elements created by p5, except any canvas / graphics\nelements created by createCanvas or createGraphics.\nEvent handlers are removed, and element is removed from the DOM.
\n', - itemtype: 'method', - name: 'removeElements', - example: [ - "\n\nfunction setup() {\n createCanvas(100, 100);\n createDiv('this is some text');\n createP('this is a paragraph');\n}\nfunction mousePressed() {\n removeElements(); // this will remove the div and p, not canvas\n}\n
The .changed() function is called when the value of an\nelement changes.\nThis can be used to attach an element specific event listener.
\n', - itemtype: 'method', - name: 'changed', - params: [ - { - name: 'fxn', - description: - 'function to be fired when the value of\n an element changes.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nvar sel;\n\nfunction setup() {\n textAlign(CENTER);\n background(200);\n sel = createSelect();\n sel.position(10, 10);\n sel.option('pear');\n sel.option('kiwi');\n sel.option('grape');\n sel.changed(mySelectEvent);\n}\n\nfunction mySelectEvent() {\n var item = sel.value();\n background(200);\n text(\"it's a \" + item + '!', 50, 50);\n}\n
\nvar checkbox;\nvar cnv;\n\nfunction setup() {\n checkbox = createCheckbox(' fill');\n checkbox.changed(changeFill);\n cnv = createCanvas(100, 100);\n cnv.position(0, 30);\n noFill();\n}\n\nfunction draw() {\n background(200);\n ellipse(50, 50, 50, 50);\n}\n\nfunction changeFill() {\n if (checkbox.checked()) {\n fill(0);\n } else {\n noFill();\n }\n}\n
The .input() function is called when any user input is\ndetected with an element. The input event is often used\nto detect keystrokes in a input element, or changes on a\nslider element. This can be used to attach an element specific\nevent listener.
\n', - itemtype: 'method', - name: 'input', - params: [ - { - name: 'fxn', - description: - 'function to be fired when any user input is\n detected within the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\n// Open your console to see the output\nfunction setup() {\n var inp = createInput('');\n inp.input(myInputEvent);\n}\n\nfunction myInputEvent() {\n console.log('you are typing: ', this.value());\n}\n
Helpers for create methods.
\n', - class: 'p5', - module: 'p5.dom', - submodule: 'p5.dom' - }, - { - file: 'lib/addons/p5.dom.js', - line: 361, - description: - 'Creates a <div></div> element in the DOM with given inner HTML.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n', - itemtype: 'method', - name: 'createDiv', - params: [ - { - name: 'html', - description: 'inner HTML for element created
\n', - type: 'String', - optional: true - } - ], - return: { - description: - 'pointer to p5.Element holding created node', - type: 'p5.Element' - }, - example: [ - "\n\ncreateDiv('this is some text');\n
Creates a <p></p> element in the DOM with given inner HTML. Used\nfor paragraph length text.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n', - itemtype: 'method', - name: 'createP', - params: [ - { - name: 'html', - description: 'inner HTML for element created
\n', - type: 'String', - optional: true - } - ], - return: { - description: - 'pointer to p5.Element holding created node', - type: 'p5.Element' - }, - example: [ - "\n\ncreateP('this is some text');\n
Creates a <span></span> element in the DOM with given inner HTML.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n', - itemtype: 'method', - name: 'createSpan', - params: [ - { - name: 'html', - description: 'inner HTML for element created
\n', - type: 'String', - optional: true - } - ], - return: { - description: - 'pointer to p5.Element holding created node', - type: 'p5.Element' - }, - example: [ - "\n\ncreateSpan('this is some text');\n
Creates an <img> element in the DOM with given src and\nalternate text.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n', - itemtype: 'method', - name: 'createImg', - return: { - description: - 'pointer to p5.Element holding created node', - type: 'p5.Element' - }, - example: [ - "\n\ncreateImg('http://p5js.org/img/asterisk-01.png');\n
src path or url for image
\n', - type: 'String' - }, - { - name: 'alt', - description: - 'alternate text to be used if image does not load
\n', - type: 'String', - optional: true - }, - { - name: 'successCallback', - description: - 'callback to be called once image data is loaded
\n', - type: 'Function', - optional: true - } - ], - return: { - description: - 'pointer to p5.Element holding created node', - type: 'p5.Element' - } - }, - { - line: 429, - params: [ - { - name: 'src', - description: '', - type: 'String' - }, - { - name: 'successCallback', - description: '', - type: 'Function' - } - ], - return: { - description: '', - type: 'Object|p5.Element' - } - } - ] - }, - { - file: 'lib/addons/p5.dom.js', - line: 463, - description: - 'Creates an <a></a> element in the DOM for including a hyperlink.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n', - itemtype: 'method', - name: 'createA', - params: [ - { - name: 'href', - description: 'url of page to link to
\n', - type: 'String' - }, - { - name: 'html', - description: 'inner html of link element to display
\n', - type: 'String' - }, - { - name: 'target', - description: - 'target where new link should open,\n could be _blank, _self, _parent, _top.
\n', - type: 'String', - optional: true - } - ], - return: { - description: - 'pointer to p5.Element holding created node', - type: 'p5.Element' - }, - example: [ - "\n\ncreateA('http://p5js.org/', 'this is a link');\n
Creates a slider <input></input> element in the DOM.\nUse .size() to set the display length of the slider.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n', - itemtype: 'method', - name: 'createSlider', - params: [ - { - name: 'min', - description: 'minimum value of the slider
\n', - type: 'Number' - }, - { - name: 'max', - description: 'maximum value of the slider
\n', - type: 'Number' - }, - { - name: 'value', - description: 'default value of the slider
\n', - type: 'Number', - optional: true - }, - { - name: 'step', - description: - 'step size for each tick of the slider (if step is set to 0, the slider will move continuously from the minimum to the maximum value)
\n', - type: 'Number', - optional: true - } - ], - return: { - description: - 'pointer to p5.Element holding created node', - type: 'p5.Element' - }, - example: [ - "\n\nvar slider;\nfunction setup() {\n slider = createSlider(0, 255, 100);\n slider.position(10, 10);\n slider.style('width', '80px');\n}\n\nfunction draw() {\n var val = slider.value();\n background(val);\n}\n
\nvar slider;\nfunction setup() {\n colorMode(HSB);\n slider = createSlider(0, 360, 60, 40);\n slider.position(10, 10);\n slider.style('width', '80px');\n}\n\nfunction draw() {\n var val = slider.value();\n background(val, 100, 100, 1);\n}\n
Creates a <button></button> element in the DOM.\nUse .size() to set the display size of the button.\nUse .mousePressed() to specify behavior on press.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n', - itemtype: 'method', - name: 'createButton', - params: [ - { - name: 'label', - description: 'label displayed on the button
\n', - type: 'String' - }, - { - name: 'value', - description: 'value of the button
\n', - type: 'String', - optional: true - } - ], - return: { - description: - 'pointer to p5.Element holding created node', - type: 'p5.Element' - }, - example: [ - "\n\nvar button;\nfunction setup() {\n createCanvas(100, 100);\n background(0);\n button = createButton('click me');\n button.position(19, 19);\n button.mousePressed(changeBG);\n}\n\nfunction changeBG() {\n var val = random(255);\n background(val);\n}\n
Creates a checkbox <input></input> element in the DOM.\nCalling .checked() on a checkbox returns if it is checked or not
\n', - itemtype: 'method', - name: 'createCheckbox', - params: [ - { - name: 'label', - description: 'label displayed after checkbox
\n', - type: 'String', - optional: true - }, - { - name: 'value', - description: - 'value of the checkbox; checked is true, unchecked is false
\n', - type: 'Boolean', - optional: true - } - ], - return: { - description: - 'pointer to p5.Element holding created node', - type: 'p5.Element' - }, - example: [ - "\n\nvar checkbox;\n\nfunction setup() {\n checkbox = createCheckbox('label', false);\n checkbox.changed(myCheckedEvent);\n}\n\nfunction myCheckedEvent() {\n if (this.checked()) {\n console.log('Checking!');\n } else {\n console.log('Unchecking!');\n }\n}\n
Creates a dropdown menu <select></select> element in the DOM.\nIt also helps to assign select-box methods to p5.Element when selecting existing select box
\n', - itemtype: 'method', - name: 'createSelect', - return: { - description: '', - type: 'p5.Element' - }, - example: [ - "\n\nvar sel;\n\nfunction setup() {\n textAlign(CENTER);\n background(200);\n sel = createSelect();\n sel.position(10, 10);\n sel.option('pear');\n sel.option('kiwi');\n sel.option('grape');\n sel.changed(mySelectEvent);\n}\n\nfunction mySelectEvent() {\n var item = sel.value();\n background(200);\n text('It is a ' + item + '!', 50, 50);\n}\n
true if dropdown should support multiple selections
\n', - type: 'Boolean', - optional: true - } - ], - return: { - description: '', - type: 'p5.Element' - } - }, - { - line: 679, - params: [ - { - name: 'existing', - description: 'DOM select element
\n', - type: 'Object' - } - ], - return: { - description: '', - type: 'p5.Element' - } - } - ] - }, - { - file: 'lib/addons/p5.dom.js', - line: 755, - description: - 'Creates a radio button <input></input> element in the DOM.\nThe .option() method can be used to set options for the radio after it is\ncreated. The .value() method will return the currently selected option.
\n', - itemtype: 'method', - name: 'createRadio', - params: [ - { - name: 'divId', - description: - 'the id and name of the created div and input field respectively
\n', - type: 'String', - optional: true - } - ], - return: { - description: - 'pointer to p5.Element holding created node', - type: 'p5.Element' - }, - example: [ - "\n\nvar radio;\n\nfunction setup() {\n radio = createRadio();\n radio.option('black');\n radio.option('white');\n radio.option('gray');\n radio.style('width', '60px');\n textAlign(CENTER);\n fill(255, 0, 0);\n}\n\nfunction draw() {\n var val = radio.value();\n background(val);\n text(val, width / 2, height / 2);\n}\n
\nvar radio;\n\nfunction setup() {\n radio = createRadio();\n radio.option('apple', 1);\n radio.option('bread', 2);\n radio.option('juice', 3);\n radio.style('width', '60px');\n textAlign(CENTER);\n}\n\nfunction draw() {\n background(200);\n var val = radio.value();\n if (val) {\n text('item cost is $' + val, width / 2, height / 2);\n }\n}\n
Creates a colorPicker element in the DOM for color input.\nThe .value() method will return a hex string (#rrggbb) of the color.\nThe .color() method will return a p5.Color object with the current chosen color.
\n', - itemtype: 'method', - name: 'createColorPicker', - params: [ - { - name: 'value', - description: 'default color of element
\n', - type: 'String|p5.Color', - optional: true - } - ], - return: { - description: - 'pointer to p5.Element holding created node', - type: 'p5.Element' - }, - example: [ - "\n\nvar inp1, inp2;\nfunction setup() {\n createCanvas(100, 100);\n background('grey');\n inp1 = createColorPicker('#ff0000');\n inp2 = createColorPicker(color('yellow'));\n inp1.input(setShade1);\n inp2.input(setShade2);\n setMidShade();\n}\n\nfunction setMidShade() {\n // Finding a shade between the two\n var commonShade = lerpColor(inp1.color(), inp2.color(), 0.5);\n fill(commonShade);\n rect(20, 20, 60, 60);\n}\n\nfunction setShade1() {\n setMidShade();\n console.log('You are choosing shade 1 to be : ', this.value());\n}\nfunction setShade2() {\n setMidShade();\n console.log('You are choosing shade 2 to be : ', this.value());\n}\n
\nCreates an <input></input> element in the DOM for text input.\nUse .size() to set the display length of the box.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n', - itemtype: 'method', - name: 'createInput', - params: [ - { - name: 'value', - description: 'default value of the input box
\n', - type: 'String', - optional: true - }, - { - name: 'type', - description: - 'type of text, ie text, password etc. Defaults to text
\n', - type: 'String', - optional: true - } - ], - return: { - description: - 'pointer to p5.Element holding created node', - type: 'p5.Element' - }, - example: [ - "\n\nfunction setup() {\n var inp = createInput('');\n inp.input(myInputEvent);\n}\n\nfunction myInputEvent() {\n console.log('you are typing: ', this.value());\n}\n
Creates an <input></input> element in the DOM of type 'file'.\nThis allows users to select local files for use in a sketch.
\n', - itemtype: 'method', - name: 'createFileInput', - params: [ - { - name: 'callback', - description: 'callback function for when a file loaded
\n', - type: 'Function', - optional: true - }, - { - name: 'multiple', - description: 'optional to allow multiple files selected
\n', - type: 'String', - optional: true - } - ], - return: { - description: - 'pointer to p5.Element holding created DOM element', - type: 'p5.Element' - }, - example: [ - "\n\nlet input;\nlet img;\n\nfunction setup() {\n input = createFileInput(handleFile);\n input.position(0, 0);\n}\n\nfunction draw() {\n background(255);\n if (img) {\n image(img, 0, 0, width, height);\n }\n}\n\nfunction handleFile(file) {\n print(file);\n if (file.type === 'image') {\n img = createImg(file.data);\n img.hide();\n } else {\n img = null;\n }\n}\n
Creates an HTML5 <video> element in the DOM for simple playback\nof audio/video. Shown by default, can be hidden with .hide()\nand drawn into canvas using video(). Appends to the container\nnode if one is specified, otherwise appends to body. The first parameter\ncan be either a single string path to a video file, or an array of string\npaths to different formats of the same video. This is useful for ensuring\nthat your video can play across different browsers, as each supports\ndifferent formats. See this\npage for further information about supported formats.
\n', - itemtype: 'method', - name: 'createVideo', - params: [ - { - name: 'src', - description: - 'path to a video file, or array of paths for\n supporting different browsers
\n', - type: 'String|String[]' - }, - { - name: 'callback', - description: - 'callback function to be called upon\n 'canplaythrough' event fire, that is, when the\n browser can play the media, and estimates that\n enough data has been loaded to play the media\n up to its end without having to stop for\n further buffering of content
\n', - type: 'Function', - optional: true - } - ], - return: { - description: 'pointer to video p5.Element', - type: 'p5.MediaElement' - }, - example: [ - "\n\nvar vid;\nfunction setup() {\n noCanvas();\n\n vid = createVideo(\n ['assets/small.mp4', 'assets/small.ogv', 'assets/small.webm'],\n vidLoad\n );\n\n vid.size(100, 100);\n}\n\n// This function is called when the video loads\nfunction vidLoad() {\n vid.loop();\n vid.volume(0);\n}\n
Creates a hidden HTML5 <audio> element in the DOM for simple audio\nplayback. Appends to the container node if one is specified,\notherwise appends to body. The first parameter\ncan be either a single string path to a audio file, or an array of string\npaths to different formats of the same audio. This is useful for ensuring\nthat your audio can play across different browsers, as each supports\ndifferent formats. See this\npage for further information about supported formats.
\n", - itemtype: 'method', - name: 'createAudio', - params: [ - { - name: 'src', - description: - 'path to an audio file, or array of paths\n for supporting different browsers
\n', - type: 'String|String[]', - optional: true - }, - { - name: 'callback', - description: - 'callback function to be called upon\n 'canplaythrough' event fire, that is, when the\n browser can play the media, and estimates that\n enough data has been loaded to play the media\n up to its end without having to stop for\n further buffering of content
\n', - type: 'Function', - optional: true - } - ], - return: { - description: 'pointer to audio p5.Element', - type: 'p5.MediaElement' - }, - example: [ - "\n\nvar ele;\nfunction setup() {\n ele = createAudio('assets/beat.mp3');\n\n // here we set the element to autoplay\n // The element will play as soon\n // as it is able to do so.\n ele.autoplay(true);\n}\n
Creates a new HTML5 <video> element that contains the audio/video\nfeed from a webcam. The element is separate from the canvas and is\ndisplayed by default. The element can be hidden using .hide(). The feed\ncan be drawn onto the canvas using image(). The loadedmetadata property can\nbe used to detect when the element has fully loaded (see second example).
\nMore specific properties of the feed can be passing in a Constraints object.\nSee the\n W3C\nspec for possible properties. Note that not all of these are supported\nby all browsers.
\nSecurity note: A new browser security specification requires that getUserMedia,\nwhich is behind createCapture(), only works when you're running the code locally,\nor on HTTPS. Learn more here\nand here.
', - itemtype: 'method', - name: 'createCapture', - params: [ - { - name: 'type', - description: - 'type of capture, either VIDEO or\n AUDIO if none specified, default both,\n or a Constraints object
\n', - type: 'String|Constant|Object' - }, - { - name: 'callback', - description: - 'function to be called once\n stream has loaded
\n', - type: 'Function', - optional: true - } - ], - return: { - description: 'capture video p5.Element', - type: 'p5.Element' - }, - example: [ - "\n\nvar capture;\n\nfunction setup() {\n createCanvas(480, 480);\n capture = createCapture(VIDEO);\n capture.hide();\n}\n\nfunction draw() {\n image(capture, 0, 0, width, width * capture.height / capture.width);\n filter(INVERT);\n}\n
\nfunction setup() {\n createCanvas(480, 120);\n var constraints = {\n video: {\n mandatory: {\n minWidth: 1280,\n minHeight: 720\n },\n optional: [{ maxFrameRate: 10 }]\n },\n audio: true\n };\n createCapture(constraints, function(stream) {\n console.log(stream);\n });\n}\n
\nvar capture;\n\nfunction setup() {\n createCanvas(640, 480);\n capture = createCapture(VIDEO);\n}\nfunction draw() {\n background(0);\n if (capture.loadedmetadata) {\n var c = capture.get(0, 0, 100, 100);\n image(c, 0, 0);\n }\n}\n"
- ],
- class: 'p5',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 1381,
- description:
- 'Creates element with given tag in the DOM with given content.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n',
- itemtype: 'method',
- name: 'createElement',
- params: [
- {
- name: 'tag',
- description: 'tag for the new element
\n',
- type: 'String'
- },
- {
- name: 'content',
- description: 'html content to be inserted into the element
\n',
- type: 'String',
- optional: true
- }
- ],
- return: {
- description:
- 'pointer to p5.Element holding created node',
- type: 'p5.Element'
- },
- example: [
- "\n\ncreateElement('h2', 'im an h2 p5.element!');\n
"
- ],
- class: 'p5',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 1407,
- description: 'Adds specified class to the element.
\n',
- itemtype: 'method',
- name: 'addClass',
- params: [
- {
- name: 'class',
- description: 'name of class to add
\n',
- type: 'String'
- }
- ],
- chainable: 1,
- example: [
- "\n \n var div = createDiv('div');\n div.addClass('myClass');\n
"
- ],
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 1432,
- description: 'Removes specified class from the element.
\n',
- itemtype: 'method',
- name: 'removeClass',
- params: [
- {
- name: 'class',
- description: 'name of class to remove
\n',
- type: 'String'
- }
- ],
- chainable: 1,
- example: [
- "\n \n // In this example, a class is set when the div is created\n // and removed when mouse is pressed. This could link up\n // with a CSS style rule to toggle style properties.\nvar div;\nfunction setup() {\n div = createDiv('div');\n div.addClass('myClass');\n }\nfunction mousePressed() {\n div.removeClass('myClass');\n }\n
"
- ],
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 1463,
- description: 'Checks if specified class already set to element
\n',
- itemtype: 'method',
- name: 'hasClass',
- return: {
- description: 'a boolean value if element has specified class',
- type: 'Boolean'
- },
- params: [
- {
- name: 'c',
- description: 'class name of class to check
\n',
- type: 'String'
- }
- ],
- example: [
- "\n \n var div;\nfunction setup() {\n div = createDiv('div');\n div.addClass('show');\n }\nfunction mousePressed() {\n if (div.hasClass('show')) {\n div.addClass('show');\n } else {\n div.removeClass('show');\n }\n }\n
"
- ],
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 1492,
- description: 'Toggles element class
\n',
- itemtype: 'method',
- name: 'toggleClass',
- params: [
- {
- name: 'c',
- description: 'class name to toggle
\n',
- type: 'String'
- }
- ],
- chainable: 1,
- example: [
- "\n \n var div;\nfunction setup() {\n div = createDiv('div');\n div.addClass('show');\n }\nfunction mousePressed() {\n div.toggleClass('show');\n }\n
"
- ],
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 1525,
- description:
- 'Attaches the element as a child to the parent specified.\n Accepts either a string ID, DOM node, or p5.Element.\n If no argument is specified, an array of children DOM nodes is returned.
\n',
- itemtype: 'method',
- name: 'child',
- return: {
- description: 'an array of child nodes',
- type: 'Node[]'
- },
- example: [
- "\n \n var div0 = createDiv('this is the parent');\n var div1 = createDiv('this is the child');\n div0.child(div1); // use p5.Element\n
\n \n var div0 = createDiv('this is the parent');\n var div1 = createDiv('this is the child');\n div1.id('apples');\n div0.child('apples'); // use id\n
\n \n // this example assumes there is a div already on the page\n // with id \"myChildDiv\"\n var div0 = createDiv('this is the parent');\n var elt = document.getElementById('myChildDiv');\n div0.child(elt); // use element from page\n
"
- ],
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom',
- overloads: [
- {
- line: 1525,
- params: [],
- return: {
- description: 'an array of child nodes',
- type: 'Node[]'
- }
- },
- {
- line: 1553,
- params: [
- {
- name: 'child',
- description:
- 'the ID, DOM node, or p5.Element\n to add to the current element
\n',
- type: 'String|p5.Element',
- optional: true
- }
- ],
- chainable: 1
- }
- ]
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 1575,
- description:
- 'Centers a p5 Element either vertically, horizontally,\nor both, relative to its parent or according to\nthe body if the Element has no parent. If no argument is passed\nthe Element is aligned both vertically and horizontally.
\n',
- itemtype: 'method',
- name: 'center',
- params: [
- {
- name: 'align',
- description:
- 'passing 'vertical', 'horizontal' aligns element accordingly
\n',
- type: 'String',
- optional: true
- }
- ],
- chainable: 1,
- example: [
- "\n\nfunction setup() {\n var div = createDiv('').size(10, 10);\n div.style('background-color', 'orange');\n div.center();\n}\n
"
- ],
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 1629,
- description:
- 'If an argument is given, sets the inner HTML of the element,\n replacing any existing html. If true is included as a second\n argument, html is appended instead of replacing existing html.\n If no arguments are given, returns\n the inner HTML of the element.
\n',
- itemtype: 'method',
- name: 'html',
- return: {
- description: 'the inner HTML of the element',
- type: 'String'
- },
- example: [
- "\n \n var div = createDiv('').size(100, 100);\n div.html('hi');\n
\n \n var div = createDiv('Hello ').size(100, 100);\n div.html('World', true);\n
"
- ],
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom',
- overloads: [
- {
- line: 1629,
- params: [],
- return: {
- description: 'the inner HTML of the element',
- type: 'String'
- }
- },
- {
- line: 1650,
- params: [
- {
- name: 'html',
- description: 'the HTML to be placed inside the element
\n',
- type: 'String',
- optional: true
- },
- {
- name: 'append',
- description: 'whether to append HTML to existing
\n',
- type: 'Boolean',
- optional: true
- }
- ],
- chainable: 1
- }
- ]
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 1668,
- description:
- 'Sets the position of the element relative to (0, 0) of the\n window. Essentially, sets position:absolute and left and top\n properties of style. If no arguments given returns the x and y position\n of the element in an object.
\n',
- itemtype: 'method',
- name: 'position',
- return: {
- description: 'the x and y position of the element in an object',
- type: 'Object'
- },
- example: [
- "\n \n function setup() {\n var cnv = createCanvas(100, 100);\n // positions canvas 50px to the right and 100px\n // below upper left corner of the window\n cnv.position(50, 100);\n }\n
"
- ],
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom',
- overloads: [
- {
- line: 1668,
- params: [],
- return: {
- description: 'the x and y position of the element in an object',
- type: 'Object'
- }
- },
- {
- line: 1687,
- params: [
- {
- name: 'x',
- description: 'x-position relative to upper left of window
\n',
- type: 'Number',
- optional: true
- },
- {
- name: 'y',
- description: 'y-position relative to upper left of window
\n',
- type: 'Number',
- optional: true
- }
- ],
- chainable: 1
- }
- ]
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 1762,
- description:
- 'Sets the given style (css) property (1st arg) of the element with the\ngiven value (2nd arg). If a single argument is given, .style()\nreturns the value of the given property; however, if the single argument\nis given in css syntax ('text-align:center'), .style() sets the css\nappropriately.
\n',
- itemtype: 'method',
- name: 'style',
- return: {
- description: 'value of property',
- type: 'String'
- },
- example: [
- "\n\nvar myDiv = createDiv('I like pandas.');\nmyDiv.style('font-size', '18px');\nmyDiv.style('color', '#ff0000');\n
\n\nvar col = color(25, 23, 200, 50);\nvar button = createButton('button');\nbutton.style('background-color', col);\nbutton.position(10, 10);\n
\n\nvar myDiv;\nfunction setup() {\n background(200);\n myDiv = createDiv('I like gray.');\n myDiv.position(20, 20);\n}\n\nfunction draw() {\n myDiv.style('font-size', mouseX + 'px');\n}\n
"
- ],
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom',
- overloads: [
- {
- line: 1762,
- params: [
- {
- name: 'property',
- description: 'property to be set
\n',
- type: 'String'
- }
- ],
- return: {
- description: 'value of property',
- type: 'String'
- }
- },
- {
- line: 1797,
- params: [
- {
- name: 'property',
- description: '',
- type: 'String'
- },
- {
- name: 'value',
- description: 'value to assign to property
\n',
- type: 'String|Number|p5.Color'
- }
- ],
- chainable: 1,
- return: {
- description:
- 'current value of property, if no value is given as second argument',
- type: 'String'
- }
- }
- ]
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 1851,
- description:
- 'Adds a new attribute or changes the value of an existing attribute\n on the specified element. If no value is specified, returns the\n value of the given attribute, or null if attribute is not set.
\n',
- itemtype: 'method',
- name: 'attribute',
- return: {
- description: 'value of attribute',
- type: 'String'
- },
- example: [
- "\n \n var myDiv = createDiv('I like pandas.');\n myDiv.attribute('align', 'center');\n
"
- ],
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom',
- overloads: [
- {
- line: 1851,
- params: [],
- return: {
- description: 'value of attribute',
- type: 'String'
- }
- },
- {
- line: 1866,
- params: [
- {
- name: 'attr',
- description: 'attribute to set
\n',
- type: 'String'
- },
- {
- name: 'value',
- description: 'value to assign to attribute
\n',
- type: 'String'
- }
- ],
- chainable: 1
- }
- ]
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 1895,
- description: 'Removes an attribute on the specified element.
\n',
- itemtype: 'method',
- name: 'removeAttribute',
- params: [
- {
- name: 'attr',
- description: 'attribute to remove
\n',
- type: 'String'
- }
- ],
- chainable: 1,
- example: [
- "\n \n var button;\n var checkbox;\nfunction setup() {\n checkbox = createCheckbox('enable', true);\n checkbox.changed(enableButton);\n button = createButton('button');\n button.position(10, 10);\n }\nfunction enableButton() {\n if (this.checked()) {\n // Re-enable the button\n button.removeAttribute('disabled');\n } else {\n // Disable the button\n button.attribute('disabled', '');\n }\n }\n
"
- ],
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 1940,
- description:
- 'Either returns the value of the element if no arguments\ngiven, or sets the value of the element.
\n',
- itemtype: 'method',
- name: 'value',
- return: {
- description: 'value of the element',
- type: 'String|Number'
- },
- example: [
- "\n\n// gets the value\nvar inp;\nfunction setup() {\n inp = createInput('');\n}\n\nfunction mousePressed() {\n print(inp.value());\n}\n
\n\n// sets the value\nvar inp;\nfunction setup() {\n inp = createInput('myValue');\n}\n\nfunction mousePressed() {\n inp.value('myValue');\n}\n
"
- ],
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom',
- overloads: [
- {
- line: 1940,
- params: [],
- return: {
- description: 'value of the element',
- type: 'String|Number'
- }
- },
- {
- line: 1970,
- params: [
- {
- name: 'value',
- description: '',
- type: 'String|Number'
- }
- ],
- chainable: 1
- }
- ]
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 1986,
- description:
- 'Shows the current element. Essentially, setting display:block for the style.
\n',
- itemtype: 'method',
- name: 'show',
- chainable: 1,
- example: [
- "\n \n var div = createDiv('div');\n div.style('display', 'none');\n div.show(); // turns display to block\n
"
- ],
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 2004,
- description:
- 'Hides the current element. Essentially, setting display:none for the style.
\n',
- itemtype: 'method',
- name: 'hide',
- chainable: 1,
- example: [
- "\n\nvar div = createDiv('this is a div');\ndiv.hide();\n
"
- ],
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 2020,
- description:
- 'Sets the width and height of the element. AUTO can be used to\n only adjust one dimension at a time. If no arguments are given, it\n returns the width and height of the element in an object. In case of\n elements which need to be loaded, such as images, it is recommended\n to call the function after the element has finished loading.
\n',
- itemtype: 'method',
- name: 'size',
- return: {
- description: 'the width and height of the element in an object',
- type: 'Object'
- },
- example: [
- "\n \n let div = createDiv('this is a div');\n div.size(100, 100);\n let img = createImg('assets/laDefense.jpg', () => {\n img.size(10, AUTO);\n });\n
"
- ],
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom',
- overloads: [
- {
- line: 2020,
- params: [],
- return: {
- description: 'the width and height of the element in an object',
- type: 'Object'
- }
- },
- {
- line: 2039,
- params: [
- {
- name: 'w',
- description:
- 'width of the element, either AUTO, or a number
\n',
- type: 'Number|Constant'
- },
- {
- name: 'h',
- description:
- 'height of the element, either AUTO, or a number
\n',
- type: 'Number|Constant',
- optional: true
- }
- ],
- chainable: 1
- }
- ]
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 2099,
- description: 'Removes the element and deregisters all listeners.
\n',
- itemtype: 'method',
- name: 'remove',
- example: [
- "\n\nvar myDiv = createDiv('this is some text');\nmyDiv.remove();\n
"
- ],
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 2119,
- description:
- 'Registers a callback that gets called every time a file that is\ndropped on the element has been loaded.\np5 will load every dropped file into memory and pass it as a p5.File object to the callback.\nMultiple files dropped at the same time will result in multiple calls to the callback.
\nYou can optionally pass a second callback which will be registered to the raw\ndrop event.\nThe callback will thus be provided the original\nDragEvent.\nDropping multiple files at the same time will trigger the second callback once per drop,\nwhereas the first callback will trigger for each loaded file.
\n',
- itemtype: 'method',
- name: 'drop',
- params: [
- {
- name: 'callback',
- description:
- 'callback to receive loaded file, called for each file dropped.
\n',
- type: 'Function'
- },
- {
- name: 'fxn',
- description:
- 'callback triggered once when files are dropped with the drop event.
\n',
- type: 'Function',
- optional: true
- }
- ],
- chainable: 1,
- example: [
- "\n\nfunction setup() {\n var c = createCanvas(100, 100);\n background(200);\n textAlign(CENTER);\n text('drop file', width / 2, height / 2);\n c.drop(gotFile);\n}\n\nfunction gotFile(file) {\n background(200);\n text('received file:', width / 2, height / 2);\n text(file.name, width / 2, height / 2 + 50);\n}\n
\n\n\nvar img;\n\nfunction setup() {\n var c = createCanvas(100, 100);\n background(200);\n textAlign(CENTER);\n text('drop image', width / 2, height / 2);\n c.drop(gotFile);\n}\n\nfunction draw() {\n if (img) {\n image(img, 0, 0, width, height);\n }\n}\n\nfunction gotFile(file) {\n img = createImg(file.data).hide();\n}\n
"
- ],
- alt: 'Canvas turns into whatever image is dragged/dropped onto it.',
- class: 'p5.Element',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 2253,
- description: 'Path to the media element source.
\n',
- itemtype: 'property',
- name: 'src',
- return: {
- description: 'src',
- type: 'String'
- },
- example: [
- "\n\nvar ele;\n\nfunction setup() {\n background(250);\n\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n\n //In this example we create\n //a new p5.MediaElement via createAudio().\n ele = createAudio('assets/beat.mp3');\n\n //We'll set up our example so that\n //when you click on the text,\n //an alert box displays the MediaElement's\n //src field.\n textAlign(CENTER);\n text('Click Me!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n //Show our p5.MediaElement's src field\n alert(ele.src);\n }\n}\n
"
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 2319,
- description: 'Play an HTML5 media element.
\n',
- itemtype: 'method',
- name: 'play',
- chainable: 1,
- example: [
- "\n\nvar ele;\n\nfunction setup() {\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n\n //In this example we create\n //a new p5.MediaElement via createAudio().\n ele = createAudio('assets/beat.mp3');\n\n background(250);\n textAlign(CENTER);\n text('Click to Play!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n //Here we call the play() function on\n //the p5.MediaElement we created above.\n //This will start the audio sample.\n ele.play();\n\n background(200);\n text('You clicked Play!', width / 2, height / 2);\n }\n}\n
"
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 2380,
- description:
- 'Stops an HTML5 media element (sets current time to zero).
\n',
- itemtype: 'method',
- name: 'stop',
- chainable: 1,
- example: [
- "\n\n//This example both starts\n//and stops a sound sample\n//when the user clicks the canvas\n\n//We will store the p5.MediaElement\n//object in here\nvar ele;\n\n//while our audio is playing,\n//this will be set to true\nvar sampleIsPlaying = false;\n\nfunction setup() {\n //Here we create a p5.MediaElement object\n //using the createAudio() function.\n ele = createAudio('assets/beat.mp3');\n background(200);\n textAlign(CENTER);\n text('Click to play!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n background(200);\n\n if (sampleIsPlaying) {\n //if the sample is currently playing\n //calling the stop() function on\n //our p5.MediaElement will stop\n //it and reset its current\n //time to 0 (i.e. it will start\n //at the beginning the next time\n //you play it)\n ele.stop();\n\n sampleIsPlaying = false;\n text('Click to play!', width / 2, height / 2);\n } else {\n //loop our sound element until we\n //call ele.stop() on it.\n ele.loop();\n\n sampleIsPlaying = true;\n text('Click to stop!', width / 2, height / 2);\n }\n }\n}\n
"
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 2444,
- description: 'Pauses an HTML5 media element.
\n',
- itemtype: 'method',
- name: 'pause',
- chainable: 1,
- example: [
- "\n\n//This example both starts\n//and pauses a sound sample\n//when the user clicks the canvas\n\n//We will store the p5.MediaElement\n//object in here\nvar ele;\n\n//while our audio is playing,\n//this will be set to true\nvar sampleIsPlaying = false;\n\nfunction setup() {\n //Here we create a p5.MediaElement object\n //using the createAudio() function.\n ele = createAudio('assets/lucky_dragons.mp3');\n background(200);\n textAlign(CENTER);\n text('Click to play!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n background(200);\n\n if (sampleIsPlaying) {\n //Calling pause() on our\n //p5.MediaElement will stop it\n //playing, but when we call the\n //loop() or play() functions\n //the sample will start from\n //where we paused it.\n ele.pause();\n\n sampleIsPlaying = false;\n text('Click to resume!', width / 2, height / 2);\n } else {\n //loop our sound element until we\n //call ele.pause() on it.\n ele.loop();\n\n sampleIsPlaying = true;\n text('Click to pause!', width / 2, height / 2);\n }\n }\n}\n
"
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 2506,
- description:
- 'Set 'loop' to true for an HTML5 media element, and starts playing.
\n',
- itemtype: 'method',
- name: 'loop',
- chainable: 1,
- example: [
- "\n\n//Clicking the canvas will loop\n//the audio sample until the user\n//clicks again to stop it\n\n//We will store the p5.MediaElement\n//object in here\nvar ele;\n\n//while our audio is playing,\n//this will be set to true\nvar sampleIsLooping = false;\n\nfunction setup() {\n //Here we create a p5.MediaElement object\n //using the createAudio() function.\n ele = createAudio('assets/lucky_dragons.mp3');\n background(200);\n textAlign(CENTER);\n text('Click to loop!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n background(200);\n\n if (!sampleIsLooping) {\n //loop our sound element until we\n //call ele.stop() on it.\n ele.loop();\n\n sampleIsLooping = true;\n text('Click to stop!', width / 2, height / 2);\n } else {\n ele.stop();\n\n sampleIsLooping = false;\n text('Click to loop!', width / 2, height / 2);\n }\n }\n}\n
"
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 2562,
- description:
- 'Set 'loop' to false for an HTML5 media element. Element will stop\nwhen it reaches the end.
\n',
- itemtype: 'method',
- name: 'noLoop',
- chainable: 1,
- example: [
- "\n\n//This example both starts\n//and stops loop of sound sample\n//when the user clicks the canvas\n\n//We will store the p5.MediaElement\n//object in here\nvar ele;\n//while our audio is playing,\n//this will be set to true\nvar sampleIsPlaying = false;\n\nfunction setup() {\n //Here we create a p5.MediaElement object\n //using the createAudio() function.\n ele = createAudio('assets/beat.mp3');\n background(200);\n textAlign(CENTER);\n text('Click to play!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n background(200);\n\n if (sampleIsPlaying) {\n ele.noLoop();\n text('No more Loops!', width / 2, height / 2);\n } else {\n ele.loop();\n sampleIsPlaying = true;\n text('Click to stop looping!', width / 2, height / 2);\n }\n }\n}\n
\n"
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 2614,
- description: 'Set HTML5 media element to autoplay or not.
\n',
- itemtype: 'method',
- name: 'autoplay',
- params: [
- {
- name: 'autoplay',
- description: 'whether the element should autoplay
\n',
- type: 'Boolean'
- }
- ],
- chainable: 1,
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 2626,
- description:
- 'Sets volume for this HTML5 media element. If no argument is given,\nreturns the current volume.
\n',
- itemtype: 'method',
- name: 'volume',
- return: {
- description: 'current volume',
- type: 'Number'
- },
- example: [
- "\n\nvar ele;\nfunction setup() {\n // p5.MediaElement objects are usually created\n // by calling the createAudio(), createVideo(),\n // and createCapture() functions.\n // In this example we create\n // a new p5.MediaElement via createAudio().\n ele = createAudio('assets/lucky_dragons.mp3');\n background(250);\n textAlign(CENTER);\n text('Click to Play!', width / 2, height / 2);\n}\nfunction mouseClicked() {\n // Here we call the volume() function\n // on the sound element to set its volume\n // Volume must be between 0.0 and 1.0\n ele.volume(0.2);\n ele.play();\n background(200);\n text('You clicked Play!', width / 2, height / 2);\n}\n
\n\nvar audio;\nvar counter = 0;\n\nfunction loaded() {\n audio.play();\n}\n\nfunction setup() {\n audio = createAudio('assets/lucky_dragons.mp3', loaded);\n textAlign(CENTER);\n}\n\nfunction draw() {\n if (counter === 0) {\n background(0, 255, 0);\n text('volume(0.9)', width / 2, height / 2);\n } else if (counter === 1) {\n background(255, 255, 0);\n text('volume(0.5)', width / 2, height / 2);\n } else if (counter === 2) {\n background(255, 0, 0);\n text('volume(0.1)', width / 2, height / 2);\n }\n}\n\nfunction mousePressed() {\n counter++;\n if (counter === 0) {\n audio.volume(0.9);\n } else if (counter === 1) {\n audio.volume(0.5);\n } else if (counter === 2) {\n audio.volume(0.1);\n } else {\n counter = 0;\n audio.volume(0.9);\n }\n}\n
\n"
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom',
- overloads: [
- {
- line: 2626,
- params: [],
- return: {
- description: 'current volume',
- type: 'Number'
- }
- },
- {
- line: 2699,
- params: [
- {
- name: 'val',
- description: 'volume between 0.0 and 1.0
\n',
- type: 'Number'
- }
- ],
- chainable: 1
- }
- ]
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 2712,
- description:
- 'If no arguments are given, returns the current playback speed of the\nelement. The speed parameter sets the speed where 2.0 will play the\nelement twice as fast, 0.5 will play at half the speed, and -1 will play\nthe element in normal speed in reverse.(Note that not all browsers support\nbackward playback and even if they do, playback might not be smooth.)
\n',
- itemtype: 'method',
- name: 'speed',
- return: {
- description: 'current playback speed of the element',
- type: 'Number'
- },
- example: [
- "\n\n//Clicking the canvas will loop\n//the audio sample until the user\n//clicks again to stop it\n\n//We will store the p5.MediaElement\n//object in here\nvar ele;\nvar button;\n\nfunction setup() {\n createCanvas(710, 400);\n //Here we create a p5.MediaElement object\n //using the createAudio() function.\n ele = createAudio('assets/beat.mp3');\n ele.loop();\n background(200);\n\n button = createButton('2x speed');\n button.position(100, 68);\n button.mousePressed(twice_speed);\n\n button = createButton('half speed');\n button.position(200, 68);\n button.mousePressed(half_speed);\n\n button = createButton('reverse play');\n button.position(300, 68);\n button.mousePressed(reverse_speed);\n\n button = createButton('STOP');\n button.position(400, 68);\n button.mousePressed(stop_song);\n\n button = createButton('PLAY!');\n button.position(500, 68);\n button.mousePressed(play_speed);\n}\n\nfunction twice_speed() {\n ele.speed(2);\n}\n\nfunction half_speed() {\n ele.speed(0.5);\n}\n\nfunction reverse_speed() {\n ele.speed(-1);\n}\n\nfunction stop_song() {\n ele.stop();\n}\n\nfunction play_speed() {\n ele.play();\n}\n
"
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom',
- overloads: [
- {
- line: 2712,
- params: [],
- return: {
- description: 'current playback speed of the element',
- type: 'Number'
- }
- },
- {
- line: 2783,
- params: [
- {
- name: 'speed',
- description: 'speed multiplier for element playback
\n',
- type: 'Number'
- }
- ],
- chainable: 1
- }
- ]
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 2800,
- description:
- 'If no arguments are given, returns the current time of the element.\nIf an argument is given the current time of the element is set to it.
\n',
- itemtype: 'method',
- name: 'time',
- return: {
- description: 'current time (in seconds)',
- type: 'Number'
- },
- example: [
- "\n\nvar ele;\nvar beginning = true;\nfunction setup() {\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n\n //In this example we create\n //a new p5.MediaElement via createAudio().\n ele = createAudio('assets/lucky_dragons.mp3');\n background(250);\n textAlign(CENTER);\n text('start at beginning', width / 2, height / 2);\n}\n\n// this function fires with click anywhere\nfunction mousePressed() {\n if (beginning === true) {\n // here we start the sound at the beginning\n // time(0) is not necessary here\n // as this produces the same result as\n // play()\n ele.play().time(0);\n background(200);\n text('jump 2 sec in', width / 2, height / 2);\n beginning = false;\n } else {\n // here we jump 2 seconds into the sound\n ele.play().time(2);\n background(250);\n text('start at beginning', width / 2, height / 2);\n beginning = true;\n }\n}\n
"
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom',
- overloads: [
- {
- line: 2800,
- params: [],
- return: {
- description: 'current time (in seconds)',
- type: 'Number'
- }
- },
- {
- line: 2845,
- params: [
- {
- name: 'time',
- description: 'time to jump to (in seconds)
\n',
- type: 'Number'
- }
- ],
- chainable: 1
- }
- ]
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 2859,
- description: 'Returns the duration of the HTML5 media element.
\n',
- itemtype: 'method',
- name: 'duration',
- return: {
- description: 'duration',
- type: 'Number'
- },
- example: [
- "\n\nvar ele;\nfunction setup() {\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n //In this example we create\n //a new p5.MediaElement via createAudio().\n ele = createAudio('assets/doorbell.mp3');\n background(250);\n textAlign(CENTER);\n text('Click to know the duration!', 10, 25, 70, 80);\n}\nfunction mouseClicked() {\n ele.play();\n background(200);\n //ele.duration dislpays the duration\n text(ele.duration() + ' seconds', width / 2, height / 2);\n}\n
"
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 2990,
- description:
- 'Schedule an event to be called when the audio or video\nelement reaches the end. If the element is looping,\nthis will not be called. The element is passed in\nas the argument to the onended callback.
\n',
- itemtype: 'method',
- name: 'onended',
- params: [
- {
- name: 'callback',
- description:
- 'function to call when the\n soundfile has ended. The\n media element will be passed\n in as the argument to the\n callback.
\n',
- type: 'Function'
- }
- ],
- chainable: 1,
- example: [
- "\n\nfunction setup() {\n var audioEl = createAudio('assets/beat.mp3');\n audioEl.showControls();\n audioEl.onended(sayDone);\n}\n\nfunction sayDone(elt) {\n alert('done playing ' + elt.src);\n}\n
"
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 3021,
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 3023,
- description:
- 'Send the audio output of this element to a specified audioNode or\np5.sound object. If no element is provided, connects to p5's master\noutput. That connection is established when this method is first called.\nAll connections are removed by the .disconnect() method.
\nThis method is meant to be used with the p5.sound.js addon library.
\n',
- itemtype: 'method',
- name: 'connect',
- params: [
- {
- name: 'audioNode',
- description:
- 'AudioNode from the Web Audio API,\nor an object from the p5.sound library
\n',
- type: 'AudioNode|Object'
- }
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 3072,
- description:
- 'Disconnect all Web Audio routing, including to master output.\nThis is useful if you want to re-route the output through\naudio effects, for example.
\n',
- itemtype: 'method',
- name: 'disconnect',
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 3087,
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 3089,
- description:
- 'Show the default MediaElement controls, as determined by the web browser.
\n',
- itemtype: 'method',
- name: 'showControls',
- example: [
- "\n\nvar ele;\nfunction setup() {\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n //In this example we create\n //a new p5.MediaElement via createAudio()\n ele = createAudio('assets/lucky_dragons.mp3');\n background(200);\n textAlign(CENTER);\n text('Click to Show Controls!', 10, 25, 70, 80);\n}\nfunction mousePressed() {\n ele.showControls();\n background(200);\n text('Controls Shown', width / 2, height / 2);\n}\n
"
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 3120,
- description: 'Hide the default mediaElement controls.
\n',
- itemtype: 'method',
- name: 'hideControls',
- example: [
- "\n\nvar ele;\nfunction setup() {\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n //In this example we create\n //a new p5.MediaElement via createAudio()\n ele = createAudio('assets/lucky_dragons.mp3');\n ele.showControls();\n background(200);\n textAlign(CENTER);\n text('Click to hide Controls!', 10, 25, 70, 80);\n}\nfunction mousePressed() {\n ele.hideControls();\n background(200);\n text('Controls hidden', width / 2, height / 2);\n}\n
"
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 3149,
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 3160,
- description:
- 'Schedule events to trigger every time a MediaElement\n(audio/video) reaches a playback cue point.
\nAccepts a callback function, a time (in seconds) at which to trigger\nthe callback, and an optional parameter for the callback.
\nTime will be passed as the first parameter to the callback function,\nand param will be the second parameter.
\n',
- itemtype: 'method',
- name: 'addCue',
- params: [
- {
- name: 'time',
- description:
- 'Time in seconds, relative to this media\n element's playback. For example, to trigger\n an event every time playback reaches two\n seconds, pass in the number 2. This will be\n passed as the first parameter to\n the callback function.
\n',
- type: 'Number'
- },
- {
- name: 'callback',
- description:
- 'Name of a function that will be\n called at the given time. The callback will\n receive time and (optionally) param as its\n two parameters.
\n',
- type: 'Function'
- },
- {
- name: 'value',
- description:
- 'An object to be passed as the\n second parameter to the\n callback function.
\n',
- type: 'Object',
- optional: true
- }
- ],
- return: {
- description:
- 'id ID of this cue,\n useful for removeCue(id)',
- type: 'Number'
- },
- example: [
- "\n\n//\n//\nfunction setup() {\n noCanvas();\n\n var audioEl = createAudio('assets/beat.mp3');\n audioEl.showControls();\n\n // schedule three calls to changeBackground\n audioEl.addCue(0.5, changeBackground, color(255, 0, 0));\n audioEl.addCue(1.0, changeBackground, color(0, 255, 0));\n audioEl.addCue(2.5, changeBackground, color(0, 0, 255));\n audioEl.addCue(3.0, changeBackground, color(0, 255, 255));\n audioEl.addCue(4.2, changeBackground, color(255, 255, 0));\n audioEl.addCue(5.0, changeBackground, color(255, 255, 0));\n}\n\nfunction changeBackground(val) {\n background(val);\n}\n
"
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 3224,
- description:
- 'Remove a callback based on its ID. The ID is returned by the\naddCue method.
\n',
- itemtype: 'method',
- name: 'removeCue',
- params: [
- {
- name: 'id',
- description: 'ID of the cue, as returned by addCue
\n',
- type: 'Number'
- }
- ],
- example: [
- "\n\nvar audioEl, id1, id2;\nfunction setup() {\n background(255, 255, 255);\n audioEl = createAudio('assets/beat.mp3');\n audioEl.showControls();\n // schedule five calls to changeBackground\n id1 = audioEl.addCue(0.5, changeBackground, color(255, 0, 0));\n audioEl.addCue(1.0, changeBackground, color(0, 255, 0));\n audioEl.addCue(2.5, changeBackground, color(0, 0, 255));\n audioEl.addCue(3.0, changeBackground, color(0, 255, 255));\n id2 = audioEl.addCue(4.2, changeBackground, color(255, 255, 0));\n text('Click to remove first and last Cue!', 10, 25, 70, 80);\n}\nfunction mousePressed() {\n audioEl.removeCue(id1);\n audioEl.removeCue(id2);\n}\nfunction changeBackground(val) {\n background(val);\n}\n
"
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 3266,
- description:
- 'Remove all of the callbacks that had originally been scheduled\nvia the addCue method.
\n',
- itemtype: 'method',
- name: 'clearCues',
- params: [
- {
- name: 'id',
- description: 'ID of the cue, as returned by addCue
\n',
- type: 'Number'
- }
- ],
- example: [
- "\n\nvar audioEl;\nfunction setup() {\n background(255, 255, 255);\n audioEl = createAudio('assets/beat.mp3');\n //Show the default MediaElement controls, as determined by the web browser\n audioEl.showControls();\n // schedule calls to changeBackground\n background(200);\n text('Click to change Cue!', 10, 25, 70, 80);\n audioEl.addCue(0.5, changeBackground, color(255, 0, 0));\n audioEl.addCue(1.0, changeBackground, color(0, 255, 0));\n audioEl.addCue(2.5, changeBackground, color(0, 0, 255));\n audioEl.addCue(3.0, changeBackground, color(0, 255, 255));\n audioEl.addCue(4.2, changeBackground, color(255, 255, 0));\n}\nfunction mousePressed() {\n // here we clear the scheduled callbacks\n audioEl.clearCues();\n // then we add some more callbacks\n audioEl.addCue(1, changeBackground, color(2, 2, 2));\n audioEl.addCue(3, changeBackground, color(255, 255, 0));\n}\nfunction changeBackground(val) {\n background(val);\n}\n
"
- ],
- class: 'p5.MediaElement',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 3332,
- description:
- 'Underlying File object. All normal File methods can be called on this.
\n',
- itemtype: 'property',
- name: 'file',
- class: 'p5.File',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 3344,
- description: 'File type (image, text, etc.)
\n',
- itemtype: 'property',
- name: 'type',
- class: 'p5.File',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 3350,
- description:
- 'File subtype (usually the file extension jpg, png, xml, etc.)
\n',
- itemtype: 'property',
- name: 'subtype',
- class: 'p5.File',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 3356,
- description: 'File name
\n',
- itemtype: 'property',
- name: 'name',
- class: 'p5.File',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 3362,
- description: 'File size
\n',
- itemtype: 'property',
- name: 'size',
- class: 'p5.File',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.dom.js',
- line: 3369,
- description: 'URL string containing image data.
\n',
- itemtype: 'property',
- name: 'data',
- class: 'p5.File',
- module: 'p5.dom',
- submodule: 'p5.dom'
- },
- {
- file: 'lib/addons/p5.sound.js',
- line: 46,
- description:
- 'p5.sound \nhttps://p5js.org/reference/#/libraries/p5.sound
\nFrom the Processing Foundation and contributors\nhttps://github.com/processing/p5.js-sound/graphs/contributors
\nMIT License (MIT)\nhttps://github.com/processing/p5.js-sound/blob/master/LICENSE
\nSome of the many audio libraries & resources that inspire p5.sound:
\n\n- TONE.js (c) Yotam Mann. Licensed under The MIT License (MIT). https://github.com/TONEnoTONE/Tone.js
\n- buzz.js (c) Jay Salvat. Licensed under The MIT License (MIT). http://buzz.jaysalvat.com/
\n- Boris Smus Web Audio API book, 2013. Licensed under the Apache License http://www.apache.org/licenses/LICENSE-2.0
\n- wavesurfer.js https://github.com/katspaugh/wavesurfer.js
\n- Web Audio Components by Jordan Santell https://github.com/web-audio-components
\nWilm Thoben's Sound library for Processing https://github.com/processing/processing/tree/master/java/libraries/sound
\nWeb Audio API: http://w3.org/TR/webaudio/
\n \n
\n',
- class: 'p5.sound',
- module: 'p5.sound',
- submodule: 'p5.sound'
- },
- {
- file: 'lib/addons/p5.sound.js',
- line: 214,
- description:
- 'Determine which filetypes are supported (inspired by buzz.js)\nThe audio element (el) will only be used to test browser support for various audio formats
\n',
- class: 'p5.sound',
- module: 'p5.sound',
- submodule: 'p5.sound'
- },
- {
- file: 'lib/addons/p5.sound.js',
- line: 363,
- class: 'p5.sound',
- module: 'p5.sound',
- submodule: 'p5.sound'
- },
- {
- file: 'lib/addons/p5.sound.js',
- line: 740,
- class: 'p5.sound',
- module: 'p5.sound',
- submodule: 'p5.sound'
- },
- {
- file: 'lib/addons/p5.sound.js',
- line: 810,
- class: 'p5.sound',
- module: 'p5.sound',
- submodule: 'p5.sound'
- },
- {
- file: 'lib/addons/p5.sound.js',
- line: 1005,
- description:
- "Returns the Audio Context for this sketch. Useful for users\nwho would like to dig deeper into the Web Audio API\n.
\n\nSome browsers require users to startAudioContext\nwith a user gesture, such as touchStarted in the example below.
",
- itemtype: 'method',
- name: 'getAudioContext',
- return: {
- description: 'AudioContext for this sketch',
- type: 'Object'
- },
- example: [
- "\n\n function draw() {\n background(255);\n textAlign(CENTER);\n\n if (getAudioContext().state !== 'running') {\n text('click to start audio', width/2, height/2);\n } else {\n text('audio is enabled', width/2, height/2);\n }\n }\n\n function touchStarted() {\n if (getAudioContext().state !== 'running') {\n getAudioContext().resume();\n }\n var synth = new p5.MonoSynth();\n synth.play('A4', 0.5, 0, 0.2);\n }\n\n
"
- ],
- class: 'p5.sound',
- module: 'p5.sound',
- submodule: 'p5.sound'
- },
- {
- file: 'lib/addons/p5.sound.js',
- line: 1042,
- description:
- 'It is a good practice to give users control over starting audio playback.\nThis practice is enforced by Google Chrome's autoplay policy as of r70\n(info), iOS Safari, and other browsers.\n
\n\n\nuserStartAudio() starts the Audio Context on a user gesture. It utilizes\nthe StartAudioContext library by\nYotam Mann (MIT Licence, 2016). Read more at https://github.com/tambien/StartAudioContext.\n
\n\nStarting the audio context on a user gesture can be as simple as userStartAudio()
.\nOptional parameters let you decide on a specific element that will start the audio context,\nand/or call a function once the audio context is started.
This argument can be an Element,\n Selector String, NodeList, p5.Element,\n jQuery Element, or an Array of any of those.
\n', - type: 'Element|Array', - optional: true - }, - { - name: 'callback', - description: - 'Callback to invoke when the AudioContext has started
\n', - type: 'Function', - optional: true - } - ], - return: { - description: - "Returns a Promise which is resolved when\n the AudioContext state is 'running'", - type: 'Promise' - }, - itemtype: 'method', - name: 'userStartAudio', - example: [ - "\n\nfunction setup() {\n var myDiv = createDiv('click to start audio');\n myDiv.position(0, 0);\n\n var mySynth = new p5.MonoSynth();\n\n // This won't play until the context has started\n mySynth.play('A6');\n\n // Start the audio context on a click/touch event\n userStartAudio().then(function() {\n myDiv.remove();\n });\n}\n
Master contains AudioContext and the master sound output.
\n', - class: 'p5.sound', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 1132, - description: - 'Returns a number representing the master amplitude (volume) for sound\nin this sketch.
\n', - itemtype: 'method', - name: 'getMasterVolume', - return: { - description: - 'Master amplitude (volume) for sound in this sketch.\n Should be between 0.0 (silence) and 1.0.', - type: 'Number' - }, - class: 'p5.sound', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 1143, - description: - 'Scale the output of all sound in this sketch
\nScaled between 0.0 (silence) and 1.0 (full volume).\n1.0 is the maximum amplitude of a digital sound, so multiplying\nby greater than 1.0 may cause digital distortion. To\nfade, provide arampTime
parameter. For more\ncomplex fades, see the Envelope class.\n\nAlternately, you can pass in a signal source such as an\noscillator to modulate the amplitude with an audio signal.\n\nHow This Works: When you load the p5.sound module, it\ncreates a single instance of p5sound. All sound objects in this\nmodule output to p5sound before reaching your computer's output.\nSo if you change the amplitude of p5sound, it impacts all of the\nsound in this module.
\n\nIf no value is provided, returns a Web Audio API Gain Node
', - itemtype: 'method', - name: 'masterVolume', - params: [ - { - name: 'volume', - description: - 'Volume (amplitude) between 0.0\n and 1.0 or modulating signal/oscillator
\n', - type: 'Number|Object' - }, - { - name: 'rampTime', - description: 'Fade for t seconds
\n', - type: 'Number', - optional: true - }, - { - name: 'timeFromNow', - description: - 'Schedule this event to happen at\n t seconds in the future
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.sound', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 1185, - description: - 'p5.soundOut
is the p5.sound master output. It sends output to\nthe destination of this window's web audio context. It contains\nWeb Audio API nodes including a dyanmicsCompressor (.limiter
),\nand Gain Nodes for .input
and .output
.
Returns a number representing the sample rate, in samples per second,\nof all sound objects in this audio context. It is determined by the\nsampling rate of your operating system's sound card, and it is not\ncurrently possile to change.\nIt is often 44100, or twice the range of human hearing.
\n', - itemtype: 'method', - name: 'sampleRate', - return: { - description: 'samplerate samples per second', - type: 'Number' - }, - class: 'p5', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 1226, - description: - 'Returns the closest MIDI note value for\na given frequency.
\n', - itemtype: 'method', - name: 'freqToMidi', - params: [ - { - name: 'frequency', - description: - 'A freqeuncy, for example, the "A"\n above Middle C is 440Hz
\n', - type: 'Number' - } - ], - return: { - description: 'MIDI note value', - type: 'Number' - }, - class: 'p5', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 1240, - description: - 'Returns the frequency value of a MIDI note value.\nGeneral MIDI treats notes as integers where middle C\nis 60, C# is 61, D is 62 etc. Useful for generating\nmusical frequencies with oscillators.
\n', - itemtype: 'method', - name: 'midiToFreq', - params: [ - { - name: 'midiNote', - description: 'The number of a MIDI note
\n', - type: 'Number' - } - ], - return: { - description: 'Frequency value of the given MIDI note', - type: 'Number' - }, - example: [ - "\n\nvar notes = [60, 64, 67, 72];\nvar i = 0;\n\nfunction setup() {\n osc = new p5.Oscillator('Triangle');\n osc.start();\n frameRate(1);\n}\n\nfunction draw() {\n var freq = midiToFreq(notes[i]);\n osc.freq(freq);\n i++;\n if (i >= notes.length){\n i = 0;\n }\n}\n
List the SoundFile formats that you will include. LoadSound\nwill search your directory for these extensions, and will pick\na format that is compatable with the client's web browser.\nHere is a free online file\nconverter.
\n', - itemtype: 'method', - name: 'soundFormats', - params: [ - { - name: 'formats', - description: - 'i.e. 'mp3', 'wav', 'ogg'
\n', - type: 'String', - optional: true, - multiple: true - } - ], - example: [ - "\n\nfunction preload() {\n // set the global sound formats\n soundFormats('mp3', 'ogg');\n\n // load either beatbox.mp3, or .ogg, depending on browser\n mySound = loadSound('assets/beatbox.mp3');\n}\n\nfunction setup() {\n mySound.play();\n}\n
Used by Osc and Envelope to chain signal math
\n', - class: 'p5', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 1763, - description: - 'loadSound() returns a new p5.SoundFile from a specified\npath. If called during preload(), the p5.SoundFile will be ready\nto play in time for setup() and draw(). If called outside of\npreload, the p5.SoundFile will not be ready immediately, so\nloadSound accepts a callback as the second parameter. Using a\n\nlocal server is recommended when loading external files.
\n', - itemtype: 'method', - name: 'loadSound', - params: [ - { - name: 'path', - description: - 'Path to the sound file, or an array with\n paths to soundfiles in multiple formats\n i.e. ['sound.ogg', 'sound.mp3'].\n Alternately, accepts an object: either\n from the HTML5 File API, or a p5.File.
\n', - type: 'String|Array' - }, - { - name: 'successCallback', - description: 'Name of a function to call once file loads
\n', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: - 'Name of a function to call if there is\n an error loading the file.
\n', - type: 'Function', - optional: true - }, - { - name: 'whileLoading', - description: - 'Name of a function to call while file is loading.\n This function will receive the percentage loaded\n so far, from 0.0 to 1.0.
\n', - type: 'Function', - optional: true - } - ], - return: { - description: 'Returns a p5.SoundFile', - type: 'SoundFile' - }, - example: [ - "\n\nfunction preload() {\n mySound = loadSound('assets/doorbell.mp3');\n}\n\nfunction setup() {\n mySound.setVolume(0.1);\n mySound.play();\n}\n
Returns true if the sound file finished loading successfully.
\n', - itemtype: 'method', - name: 'isLoaded', - return: { - description: '', - type: 'Boolean' - }, - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 1932, - description: 'Play the p5.SoundFile
\n', - itemtype: 'method', - name: 'play', - params: [ - { - name: 'startTime', - description: - '(optional) schedule playback to start (in seconds from now).
\n', - type: 'Number', - optional: true - }, - { - name: 'rate', - description: '(optional) playback rate
\n', - type: 'Number', - optional: true - }, - { - name: 'amp', - description: - '(optional) amplitude (volume)\n of playback
\n', - type: 'Number', - optional: true - }, - { - name: 'cueStart', - description: '(optional) cue start time in seconds
\n', - type: 'Number', - optional: true - }, - { - name: 'duration', - description: '(optional) duration of playback in seconds
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2022, - description: - 'p5.SoundFile has two play modes: restart
and\nsustain
. Play Mode determines what happens to a\np5.SoundFile if it is triggered while in the middle of playback.\nIn sustain mode, playback will continue simultaneous to the\nnew playback. In restart mode, play() will stop playback\nand start over. With untilDone, a sound will play only if it's\nnot already playing. Sustain is the default mode.
'restart' or 'sustain' or 'untilDone'
\n', - type: 'String' - } - ], - example: [ - "\n\nvar mySound;\nfunction preload(){\n mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n}\nfunction mouseClicked() {\n mySound.playMode('sustain');\n mySound.play();\n}\nfunction keyPressed() {\n mySound.playMode('restart');\n mySound.play();\n}\n\n
Pauses a file that is currently playing. If the file is not\nplaying, then nothing will happen.
\nAfter pausing, .play() will resume from the paused\nposition.\nIf p5.SoundFile had been set to loop before it was paused,\nit will continue to loop after it is unpaused with .play().
\n', - itemtype: 'method', - name: 'pause', - params: [ - { - name: 'startTime', - description: - '(optional) schedule event to occur\n seconds from now
\n', - type: 'Number', - optional: true - } - ], - example: [ - "\n\nvar soundFile;\n\nfunction preload() {\n soundFormats('ogg', 'mp3');\n soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n}\nfunction setup() {\n background(0, 255, 0);\n soundFile.setVolume(0.1);\n soundFile.loop();\n}\nfunction keyTyped() {\n if (key == 'p') {\n soundFile.pause();\n background(255, 0, 0);\n }\n}\n\nfunction keyReleased() {\n if (key == 'p') {\n soundFile.play();\n background(0, 255, 0);\n }\n}\n
\nLoop the p5.SoundFile. Accepts optional parameters to set the\nplayback rate, playback volume, loopStart, loopEnd.
\n', - itemtype: 'method', - name: 'loop', - params: [ - { - name: 'startTime', - description: - '(optional) schedule event to occur\n seconds from now
\n', - type: 'Number', - optional: true - }, - { - name: 'rate', - description: '(optional) playback rate
\n', - type: 'Number', - optional: true - }, - { - name: 'amp', - description: '(optional) playback volume
\n', - type: 'Number', - optional: true - }, - { - name: 'cueLoopStart', - description: '(optional) startTime in seconds
\n', - type: 'Number', - optional: true - }, - { - name: 'duration', - description: '(optional) loop duration in seconds
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2138, - description: - 'Set a p5.SoundFile's looping flag to true or false. If the sound\nis currently playing, this change will take effect when it\nreaches the end of the current playback.
\n', - itemtype: 'method', - name: 'setLoop', - params: [ - { - name: 'Boolean', - description: 'set looping to true or false
\n', - type: 'Boolean' - } - ], - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2159, - description: - 'Returns 'true' if a p5.SoundFile is currently looping and playing, 'false' if not.
\n', - itemtype: 'method', - name: 'isLooping', - return: { - description: '', - type: 'Boolean' - }, - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2174, - description: - 'Returns true if a p5.SoundFile is playing, false if not (i.e.\npaused or stopped).
\n', - itemtype: 'method', - name: 'isPlaying', - return: { - description: '', - type: 'Boolean' - }, - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2184, - description: - 'Returns true if a p5.SoundFile is paused, false if not (i.e.\nplaying or stopped).
\n', - itemtype: 'method', - name: 'isPaused', - return: { - description: '', - type: 'Boolean' - }, - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2194, - description: 'Stop soundfile playback.
\n', - itemtype: 'method', - name: 'stop', - params: [ - { - name: 'startTime', - description: - '(optional) schedule event to occur\n in seconds from now
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2239, - description: - 'Multiply the output volume (amplitude) of a sound file\nbetween 0.0 (silence) and 1.0 (full volume).\n1.0 is the maximum amplitude of a digital sound, so multiplying\nby greater than 1.0 may cause digital distortion. To\nfade, provide a rampTime
parameter. For more\ncomplex fades, see the Envelope class.
Alternately, you can pass in a signal source such as an\noscillator to modulate the amplitude with an audio signal.
\n', - itemtype: 'method', - name: 'setVolume', - params: [ - { - name: 'volume', - description: - 'Volume (amplitude) between 0.0\n and 1.0 or modulating signal/oscillator
\n', - type: 'Number|Object' - }, - { - name: 'rampTime', - description: 'Fade for t seconds
\n', - type: 'Number', - optional: true - }, - { - name: 'timeFromNow', - description: - 'Schedule this event to happen at\n t seconds in the future
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2280, - description: - 'Set the stereo panning of a p5.sound object to\na floating point number between -1.0 (left) and 1.0 (right).\nDefault is 0.0 (center).
\n', - itemtype: 'method', - name: 'pan', - params: [ - { - name: 'panValue', - description: 'Set the stereo panner
\n', - type: 'Number', - optional: true - }, - { - name: 'timeFromNow', - description: - 'schedule this event to happen\n seconds from now
\n', - type: 'Number', - optional: true - } - ], - example: [ - "\n\n\n var ball = {};\n var soundFile;\n\n function preload() {\n soundFormats('ogg', 'mp3');\n soundFile = loadSound('assets/beatbox.mp3');\n }\n\n function draw() {\n background(0);\n ball.x = constrain(mouseX, 0, width);\n ellipse(ball.x, height/2, 20, 20)\n }\n\n function mousePressed(){\n // map the ball's x location to a panning degree\n // between -1.0 (left) and 1.0 (right)\n var panning = map(ball.x, 0., width,-1.0, 1.0);\n soundFile.pan(panning);\n soundFile.play();\n }\n
Returns the current stereo pan position (-1.0 to 1.0)
\n', - itemtype: 'method', - name: 'getPan', - return: { - description: - 'Returns the stereo pan setting of the Oscillator\n as a number between -1.0 (left) and 1.0 (right).\n 0.0 is center and default.', - type: 'Number' - }, - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2330, - description: - 'Set the playback rate of a sound file. Will change the speed and the pitch.\nValues less than zero will reverse the audio buffer.
\n', - itemtype: 'method', - name: 'rate', - params: [ - { - name: 'playbackRate', - description: - 'Set the playback rate. 1.0 is normal,\n .5 is half-speed, 2.0 is twice as fast.\n Values less than zero play backwards.
\n', - type: 'Number', - optional: true - } - ], - example: [ - "\n\nvar song;\n\nfunction preload() {\n song = loadSound('assets/Damscray_DancingTiger.mp3');\n}\n\nfunction setup() {\n song.loop();\n}\n\nfunction draw() {\n background(200);\n\n // Set the rate to a range between 0.1 and 4\n // Changing the rate also alters the pitch\n var speed = map(mouseY, 0.1, height, 0, 2);\n speed = constrain(speed, 0.01, 4);\n song.rate(speed);\n\n // Draw a circle to show what is going on\n stroke(0);\n fill(51, 100);\n ellipse(mouseX, 100, 48, 48);\n}\n\n
\n Returns the duration of a sound file in seconds.
\n', - itemtype: 'method', - name: 'duration', - return: { - description: 'The duration of the soundFile in seconds.', - type: 'Number' - }, - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2417, - description: - 'Return the current position of the p5.SoundFile playhead, in seconds.\nTime is relative to the normal buffer direction, so if reverseBuffer
\nhas been called, currentTime will count backwards.
Move the playhead of the song to a position, in seconds. Start timing\nand playback duration. If none are given, will reset the file to play\nentire duration from start to finish.
\n', - itemtype: 'method', - name: 'jump', - params: [ - { - name: 'cueTime', - description: 'cueTime of the soundFile in seconds.
\n', - type: 'Number' - }, - { - name: 'duration', - description: 'duration in seconds.
\n', - type: 'Number' - } - ], - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2451, - description: - 'Return the number of channels in a sound file.\nFor example, Mono = 1, Stereo = 2.
\n', - itemtype: 'method', - name: 'channels', - return: { - description: '[channels]', - type: 'Number' - }, - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2461, - description: 'Return the sample rate of the sound file.
\n', - itemtype: 'method', - name: 'sampleRate', - return: { - description: '[sampleRate]', - type: 'Number' - }, - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2470, - description: - 'Return the number of samples in a sound file.\nEqual to sampleRate * duration.
\n', - itemtype: 'method', - name: 'frames', - return: { - description: '[sampleCount]', - type: 'Number' - }, - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2480, - description: - 'Returns an array of amplitude peaks in a p5.SoundFile that can be\nused to draw a static waveform. Scans through the p5.SoundFile's\naudio buffer to find the greatest amplitudes. Accepts one\nparameter, 'length', which determines size of the array.\nLarger arrays result in more precise waveform visualizations.
\nInspired by Wavesurfer.js.
\n', - itemtype: 'method', - name: 'getPeaks', - params: [ - { - name: 'length', - description: - 'length is the size of the returned array.\n Larger length results in more precision.\n Defaults to 5*width of the browser window.
\n', - type: 'Number', - optional: true - } - ], - return: { - description: 'Array of peaks.', - type: 'Float32Array' - }, - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2532, - description: - 'Reverses the p5.SoundFile's buffer source.\nPlayback must be handled separately (see example).
\n', - itemtype: 'method', - name: 'reverseBuffer', - example: [ - "\n\nvar drum;\n\nfunction preload() {\n drum = loadSound('assets/drum.mp3');\n}\n\nfunction setup() {\n drum.reverseBuffer();\n drum.play();\n}\n\n
\n Schedule an event to be called when the soundfile\nreaches the end of a buffer. If the soundfile is\nplaying through once, this will be called when it\nends. If it is looping, it will be called when\nstop is called.
\n', - itemtype: 'method', - name: 'onended', - params: [ - { - name: 'callback', - description: - 'function to call when the\n soundfile has ended.
\n', - type: 'Function' - } - ], - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2625, - description: - 'Connects the output of a p5sound object to input of another\np5.sound object. For example, you may connect a p5.SoundFile to an\nFFT or an Effect. If no parameter is given, it will connect to\nthe master output. Most p5sound objects connect to the master\noutput when they are created.
\n', - itemtype: 'method', - name: 'connect', - params: [ - { - name: 'object', - description: 'Audio object that accepts an input
\n', - type: 'Object', - optional: true - } - ], - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2646, - description: 'Disconnects the output of this p5sound object.
\n', - itemtype: 'method', - name: 'disconnect', - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2656, - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2661, - description: - 'Reset the source for this SoundFile to a\nnew path (URL).
\n', - itemtype: 'method', - name: 'setPath', - params: [ - { - name: 'path', - description: 'path to audio file
\n', - type: 'String' - }, - { - name: 'callback', - description: 'Callback
\n', - type: 'Function' - } - ], - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2674, - description: 'Replace the current Audio Buffer with a new Buffer.
\n', - itemtype: 'method', - name: 'setBuffer', - params: [ - { - name: 'buf', - description: - 'Array of Float32 Array(s). 2 Float32 Arrays\n will create a stereo source. 1 will create\n a mono source.
\n', - type: 'Array' - } - ], - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2741, - description: - 'processPeaks returns an array of timestamps where it thinks there is a beat.
\nThis is an asynchronous function that processes the soundfile in an offline audio context,\nand sends the results to your callback function.
\nThe process involves running the soundfile through a lowpass filter, and finding all of the\npeaks above the initial threshold. If the total number of peaks are below the minimum number of peaks,\nit decreases the threshold and re-runs the analysis until either minPeaks or minThreshold are reached.
\n', - itemtype: 'method', - name: 'processPeaks', - params: [ - { - name: 'callback', - description: 'a function to call once this data is returned
\n', - type: 'Function' - }, - { - name: 'initThreshold', - description: 'initial threshold defaults to 0.9
\n', - type: 'Number', - optional: true - }, - { - name: 'minThreshold', - description: 'minimum threshold defaults to 0.22
\n', - type: 'Number', - optional: true - }, - { - name: 'minPeaks', - description: 'minimum number of peaks defaults to 200
\n', - type: 'Number', - optional: true - } - ], - return: { - description: 'Array of timestamped peaks', - type: 'Array' - }, - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2934, - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 2943, - description: - 'Schedule events to trigger every time a MediaElement\n(audio/video) reaches a playback cue point.
\nAccepts a callback function, a time (in seconds) at which to trigger\nthe callback, and an optional parameter for the callback.
\nTime will be passed as the first parameter to the callback function,\nand param will be the second parameter.
\n', - itemtype: 'method', - name: 'addCue', - params: [ - { - name: 'time', - description: - 'Time in seconds, relative to this media\n element's playback. For example, to trigger\n an event every time playback reaches two\n seconds, pass in the number 2. This will be\n passed as the first parameter to\n the callback function.
\n', - type: 'Number' - }, - { - name: 'callback', - description: - 'Name of a function that will be\n called at the given time. The callback will\n receive time and (optionally) param as its\n two parameters.
\n', - type: 'Function' - }, - { - name: 'value', - description: - 'An object to be passed as the\n second parameter to the\n callback function.
\n', - type: 'Object', - optional: true - } - ], - return: { - description: - 'id ID of this cue,\n useful for removeCue(id)', - type: 'Number' - }, - example: [ - '\n\nvar mySound;\nfunction preload() {\n mySound = loadSound(\'assets/beat.mp3\');\n}\n\nfunction setup() {\n background(0);\n noStroke();\n fill(255);\n textAlign(CENTER);\n text(\'click to play\', width/2, height/2);\n\n // schedule calls to changeText\n mySound.addCue(0.50, changeText, "hello" );\n mySound.addCue(1.00, changeText, "p5" );\n mySound.addCue(1.50, changeText, "what" );\n mySound.addCue(2.00, changeText, "do" );\n mySound.addCue(2.50, changeText, "you" );\n mySound.addCue(3.00, changeText, "want" );\n mySound.addCue(4.00, changeText, "to" );\n mySound.addCue(5.00, changeText, "make" );\n mySound.addCue(6.00, changeText, "?" );\n}\n\nfunction changeText(val) {\n background(0);\n text(val, width/2, height/2);\n}\n\nfunction mouseClicked() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n if (mySound.isPlaying() ) {\n mySound.stop();\n } else {\n mySound.play();\n }\n }\n}\n
Remove a callback based on its ID. The ID is returned by the\naddCue method.
\n', - itemtype: 'method', - name: 'removeCue', - params: [ - { - name: 'id', - description: 'ID of the cue, as returned by addCue
\n', - type: 'Number' - } - ], - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 3040, - description: - 'Remove all of the callbacks that had originally been scheduled\nvia the addCue method.
\n', - itemtype: 'method', - name: 'clearCues', - class: 'p5.SoundFile', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 3065, - description: - 'Save a p5.SoundFile as a .wav file. The browser will prompt the user\nto download the file to their device. To upload a file to a server, see\ngetBlob
\n', - itemtype: 'method', - name: 'save', - params: [ - { - name: 'fileName', - description: 'name of the resulting .wav file.
\n', - type: 'String', - optional: true - } - ], - example: [ - "\n\n var inp, button, mySound;\n var fileName = 'cool';\n function preload() {\n mySound = loadSound('assets/doorbell.mp3');\n }\n function setup() {\n btn = createButton('click to save file');\n btn.position(0, 0);\n btn.mouseClicked(handleMouseClick);\n }\n\n function handleMouseClick() {\n mySound.save(fileName);\n }\n
This method is useful for sending a SoundFile to a server. It returns the\n.wav-encoded audio data as a "Blob".\nA Blob is a file-like data object that can be uploaded to a server\nwith an http request. We'll\nuse the httpDo
options object to send a POST request with some\nspecific options: we encode the request as multipart/form-data
,\nand attach the blob as one of the form values using FormData
.
\n\n function preload() {\n mySound = loadSound('assets/doorbell.mp3');\n }\n\n function setup() {\n noCanvas();\n var soundBlob = mySound.getBlob();\n\n // Now we can send the blob to a server...\n var serverUrl = 'https://jsonplaceholder.typicode.com/posts';\n var httpRequestOptions = {\n method: 'POST',\n body: new FormData().append('soundBlob', soundBlob),\n headers: new Headers({\n 'Content-Type': 'multipart/form-data'\n })\n };\n httpDo(serverUrl, httpRequestOptions);\n\n // We can also create an `ObjectURL` pointing to the Blob\n var blobUrl = URL.createObjectURL(soundBlob);\n\n // The `
Connects to the p5sound instance (master output) by default.\nOptionally, you can pass in a specific source (i.e. a soundfile).
\n', - itemtype: 'method', - name: 'setInput', - params: [ - { - name: 'snd', - description: - 'set the sound source\n (optional, defaults to\n master output)
\n', - type: 'SoundObject|undefined', - optional: true - }, - { - name: 'smoothing', - description: - 'a range between 0.0 and 1.0\n to smooth amplitude readings
\n', - type: 'Number|undefined', - optional: true - } - ], - example: [ - "\n\nfunction preload(){\n sound1 = loadSound('assets/beat.mp3');\n sound2 = loadSound('assets/drum.mp3');\n}\nfunction setup(){\n amplitude = new p5.Amplitude();\n sound1.play();\n sound2.play();\n amplitude.setInput(sound2);\n}\nfunction draw() {\n background(0);\n fill(255);\n var level = amplitude.getLevel();\n var size = map(level, 0, 1, 0, 200);\n ellipse(width/2, height/2, size, size);\n}\nfunction mouseClicked(){\n sound1.stop();\n sound2.stop();\n}\n
Returns a single Amplitude reading at the moment it is called.\nFor continuous readings, run in the draw loop.
\n', - itemtype: 'method', - name: 'getLevel', - params: [ - { - name: 'channel', - description: - 'Optionally return only channel 0 (left) or 1 (right)
\n', - type: 'Number', - optional: true - } - ], - return: { - description: 'Amplitude as a number between 0.0 and 1.0', - type: 'Number' - }, - example: [ - "\n\nfunction preload(){\n sound = loadSound('assets/beat.mp3');\n}\nfunction setup() {\n amplitude = new p5.Amplitude();\n sound.play();\n}\nfunction draw() {\n background(0);\n fill(255);\n var level = amplitude.getLevel();\n var size = map(level, 0, 1, 0, 200);\n ellipse(width/2, height/2, size, size);\n}\nfunction mouseClicked(){\n sound.stop();\n}\n
Determines whether the results of Amplitude.process() will be\nNormalized. To normalize, Amplitude finds the difference the\nloudest reading it has processed and the maximum amplitude of\n1.0. Amplitude adds this difference to all values to produce\nresults that will reliably map between 0.0 and 1.0. However,\nif a louder moment occurs, the amount that Normalize adds to\nall the values will change. Accepts an optional boolean parameter\n(true or false). Normalizing is off by default.
\n', - itemtype: 'method', - name: 'toggleNormalize', - params: [ - { - name: 'boolean', - description: 'set normalize to true (1) or false (0)
\n', - type: 'Boolean', - optional: true - } - ], - class: 'p5.Amplitude', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 3425, - description: - 'Smooth Amplitude analysis by averaging with the last analysis\nframe. Off by default.
\n', - itemtype: 'method', - name: 'smooth', - params: [ - { - name: 'set', - description: 'smoothing from 0.0 <= 1
\n', - type: 'Number' - } - ], - class: 'p5.Amplitude', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 3599, - description: - 'Set the input source for the FFT analysis. If no source is\nprovided, FFT will analyze all sound in the sketch.
\n', - itemtype: 'method', - name: 'setInput', - params: [ - { - name: 'source', - description: 'p5.sound object (or web audio API source node)
\n', - type: 'Object', - optional: true - } - ], - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 3618, - description: - 'Returns an array of amplitude values (between -1.0 and +1.0) that represent\na snapshot of amplitude readings in a single buffer. Length will be\nequal to bins (defaults to 1024). Can be used to draw the waveform\nof a sound.
\n', - itemtype: 'method', - name: 'waveform', - params: [ - { - name: 'bins', - description: - 'Must be a power of two between\n 16 and 1024. Defaults to 1024.
\n', - type: 'Number', - optional: true - }, - { - name: 'precision', - description: - 'If any value is provided, will return results\n in a Float32 Array which is more precise\n than a regular array.
\n', - type: 'String', - optional: true - } - ], - return: { - description: - 'Array Array of amplitude values (-1 to 1)\n over time. Array length = bins.', - type: 'Array' - }, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 3661, - description: - 'Returns an array of amplitude values (between 0 and 255)\nacross the frequency spectrum. Length is equal to FFT bins\n(1024 by default). The array indices correspond to frequencies\n(i.e. pitches), from the lowest to the highest that humans can\nhear. Each value represents amplitude at that slice of the\nfrequency spectrum. Must be called prior to using\ngetEnergy()
.
Must be a power of two between\n 16 and 1024. Defaults to 1024.
\n', - type: 'Number', - optional: true - }, - { - name: 'scale', - description: - 'If "dB," returns decibel\n float measurements between\n -140 and 0 (max).\n Otherwise returns integers from 0-255.
\n', - type: 'Number', - optional: true - } - ], - return: { - description: - 'spectrum Array of energy (amplitude/volume)\n values across the frequency spectrum.\n Lowest energy (silence) = 0, highest\n possible is 255.', - type: 'Array' - }, - example: [ - "\n\nvar osc;\nvar fft;\n\nfunction setup(){\n createCanvas(100,100);\n osc = new p5.Oscillator();\n osc.amp(0);\n osc.start();\n fft = new p5.FFT();\n}\n\nfunction draw(){\n background(0);\n\n var freq = map(mouseX, 0, 800, 20, 15000);\n freq = constrain(freq, 1, 20000);\n osc.freq(freq);\n\n var spectrum = fft.analyze();\n noStroke();\n fill(0,255,0); // spectrum is green\n for (var i = 0; i< spectrum.length; i++){\n var x = map(i, 0, spectrum.length, 0, width);\n var h = -height + map(spectrum[i], 0, 255, height, 0);\n rect(x, height, width / spectrum.length, h );\n }\n\n stroke(255);\n text('Freq: ' + round(freq)+'Hz', 10, 10);\n\n isMouseOverCanvas();\n}\n\n// only play sound when mouse is over canvas\nfunction isMouseOverCanvas() {\n var mX = mouseX, mY = mouseY;\n if (mX > 0 && mX < width && mY < height && mY > 0) {\n osc.amp(0.5, 0.2);\n } else {\n osc.amp(0, 0.2);\n }\n}\n
Returns the amount of energy (volume) at a specific\n\nfrequency, or the average amount of energy between two\nfrequencies. Accepts Number(s) corresponding\nto frequency (in Hz), or a String corresponding to predefined\nfrequency ranges ("bass", "lowMid", "mid", "highMid", "treble").\nReturns a range between 0 (no energy/volume at that frequency) and\n255 (maximum energy).\nNOTE: analyze() must be called prior to getEnergy(). Analyze()\ntells the FFT to analyze frequency data, and getEnergy() uses\nthe results determine the value at a specific frequency or\nrange of frequencies.
\n', - itemtype: 'method', - name: 'getEnergy', - params: [ - { - name: 'frequency1', - description: - 'Will return a value representing\n energy at this frequency. Alternately,\n the strings "bass", "lowMid" "mid",\n "highMid", and "treble" will return\n predefined frequency ranges.
\n', - type: 'Number|String' - }, - { - name: 'frequency2', - description: - 'If a second frequency is given,\n will return average amount of\n energy that exists between the\n two frequencies.
\n', - type: 'Number', - optional: true - } - ], - return: { - description: - 'Energy Energy (volume/amplitude) from\n 0 and 255.', - type: 'Number' - }, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 3835, - description: - 'Returns the\n\nspectral centroid of the input signal.\nNOTE: analyze() must be called prior to getCentroid(). Analyze()\ntells the FFT to analyze frequency data, and getCentroid() uses\nthe results determine the spectral centroid.
\n', - itemtype: 'method', - name: 'getCentroid', - return: { - description: - 'Spectral Centroid Frequency Frequency of the spectral centroid in Hz.', - type: 'Number' - }, - example: [ - '\n\n\n\nfunction setup(){\ncnv = createCanvas(100,100);\nsound = new p5.AudioIn();\nsound.start();\nfft = new p5.FFT();\nsound.connect(fft);\n}\n\n\nfunction draw(){\n\nvar centroidplot = 0.0;\nvar spectralCentroid = 0;\n\n\nbackground(0);\nstroke(0,255,0);\nvar spectrum = fft.analyze();\nfill(0,255,0); // spectrum is green\n\n//draw the spectrum\nfor (var i = 0; i< spectrum.length; i++){\n var x = map(log(i), 0, log(spectrum.length), 0, width);\n var h = map(spectrum[i], 0, 255, 0, height);\n var rectangle_width = (log(i+1)-log(i))*(width/log(spectrum.length));\n rect(x, height, rectangle_width, -h )\n}\n\nvar nyquist = 22050;\n\n// get the centroid\nspectralCentroid = fft.getCentroid();\n\n// the mean_freq_index calculation is for the display.\nvar mean_freq_index = spectralCentroid/(nyquist/spectrum.length);\n\ncentroidplot = map(log(mean_freq_index), 0, log(spectrum.length), 0, width);\n\n\nstroke(255,0,0); // the line showing where the centroid is will be red\n\nrect(centroidplot, 0, width / spectrum.length, height)\nnoStroke();\nfill(255,255,255); // text is white\ntext("centroid: ", 10, 20);\ntext(round(spectralCentroid)+" Hz", 10, 40);\n}\n
Smooth FFT analysis by averaging with the last analysis frame.
\n', - itemtype: 'method', - name: 'smooth', - params: [ - { - name: 'smoothing', - description: - '0.0 < smoothing < 1.0.\n Defaults to 0.8.
\n', - type: 'Number' - } - ], - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 3937, - description: - 'Returns an array of average amplitude values for a given number\nof frequency bands split equally. N defaults to 16.\nNOTE: analyze() must be called prior to linAverages(). Analyze()\ntells the FFT to analyze frequency data, and linAverages() uses\nthe results to group them into a smaller set of averages.
\n', - itemtype: 'method', - name: 'linAverages', - params: [ - { - name: 'N', - description: 'Number of returned frequency groups
\n', - type: 'Number' - } - ], - return: { - description: - 'linearAverages Array of average amplitude values for each group', - type: 'Array' - }, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 3967, - description: - 'Returns an array of average amplitude values of the spectrum, for a given\nset of \nOctave Bands\nNOTE: analyze() must be called prior to logAverages(). Analyze()\ntells the FFT to analyze frequency data, and logAverages() uses\nthe results to group them into a smaller set of averages.
\n', - itemtype: 'method', - name: 'logAverages', - params: [ - { - name: 'octaveBands', - description: 'Array of Octave Bands objects for grouping
\n', - type: 'Array' - } - ], - return: { - description: - 'logAverages Array of average amplitude values for each group', - type: 'Array' - }, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 3997, - description: - 'Calculates and Returns the 1/N\nOctave Bands\nN defaults to 3 and minimum central frequency to 15.625Hz.\n(1/3 Octave Bands ~= 31 Frequency Bands)\nSetting fCtr0 to a central value of a higher octave will ignore the lower bands\nand produce less frequency groups.
\n', - itemtype: 'method', - name: 'getOctaveBands', - params: [ - { - name: 'N', - description: - 'Specifies the 1/N type of generated octave bands
\n', - type: 'Number' - }, - { - name: 'fCtr0', - description: 'Minimum central frequency for the lowest band
\n', - type: 'Number' - } - ], - return: { - description: - 'octaveBands Array of octave band objects with their bounds', - type: 'Array' - }, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 4055, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 4076, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 4135, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 4453, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 4625, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 4783, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 4824, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 4881, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5049, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5097, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5128, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5149, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5169, - class: 'p5.FFT', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5268, - description: 'Fade to value, for smooth transitions
\n', - itemtype: 'method', - name: 'fade', - params: [ - { - name: 'value', - description: 'Value to set this signal
\n', - type: 'Number' - }, - { - name: 'secondsFromNow', - description: 'Length of fade, in seconds from now
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Signal', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5279, - description: - 'Connect a p5.sound object or Web Audio node to this\np5.Signal so that its amplitude values can be scaled.
\n', - itemtype: 'method', - name: 'setInput', - params: [ - { - name: 'input', - description: '', - type: 'Object' - } - ], - class: 'p5.Signal', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5293, - description: - 'Add a constant value to this audio signal,\nand return the resulting audio signal. Does\nnot change the value of the original signal,\ninstead it returns a new p5.SignalAdd.
\n', - itemtype: 'method', - name: 'add', - params: [ - { - name: 'number', - description: '', - type: 'Number' - } - ], - return: { - description: 'object', - type: 'p5.Signal' - }, - class: 'p5.Signal', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5312, - description: - 'Multiply this signal by a constant value,\nand return the resulting audio signal. Does\nnot change the value of the original signal,\ninstead it returns a new p5.SignalMult.
\n', - itemtype: 'method', - name: 'mult', - params: [ - { - name: 'number', - description: 'to multiply
\n', - type: 'Number' - } - ], - return: { - description: 'object', - type: 'p5.Signal' - }, - class: 'p5.Signal', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5331, - description: - 'Scale this signal value to a given range,\nand return the result as an audio signal. Does\nnot change the value of the original signal,\ninstead it returns a new p5.SignalScale.
\n', - itemtype: 'method', - name: 'scale', - params: [ - { - name: 'number', - description: 'to multiply
\n', - type: 'Number' - }, - { - name: 'inMin', - description: 'input range minumum
\n', - type: 'Number' - }, - { - name: 'inMax', - description: 'input range maximum
\n', - type: 'Number' - }, - { - name: 'outMin', - description: 'input range minumum
\n', - type: 'Number' - }, - { - name: 'outMax', - description: 'input range maximum
\n', - type: 'Number' - } - ], - return: { - description: 'object', - type: 'p5.Signal' - }, - class: 'p5.Signal', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5465, - description: - 'Start an oscillator. Accepts an optional parameter to\ndetermine how long (in seconds from now) until the\noscillator starts.
\n', - itemtype: 'method', - name: 'start', - params: [ - { - name: 'time', - description: 'startTime in seconds from now.
\n', - type: 'Number', - optional: true - }, - { - name: 'frequency', - description: 'frequency in Hz.
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Oscillator', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5505, - description: - 'Stop an oscillator. Accepts an optional parameter\nto determine how long (in seconds from now) until the\noscillator stops.
\n', - itemtype: 'method', - name: 'stop', - params: [ - { - name: 'secondsFromNow', - description: 'Time, in seconds from now.
\n', - type: 'Number' - } - ], - class: 'p5.Oscillator', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5521, - description: - 'Set the amplitude between 0 and 1.0. Or, pass in an object\nsuch as an oscillator to modulate amplitude with an audio signal.
\n', - itemtype: 'method', - name: 'amp', - params: [ - { - name: 'vol', - description: - 'between 0 and 1.0\n or a modulating signal/oscillator
\n', - type: 'Number|Object' - }, - { - name: 'rampTime', - description: 'create a fade that lasts rampTime
\n', - type: 'Number', - optional: true - }, - { - name: 'timeFromNow', - description: - 'schedule this event to happen\n seconds from now
\n', - type: 'Number', - optional: true - } - ], - return: { - description: - "gain If no value is provided,\n returns the Web Audio API\n AudioParam that controls\n this oscillator's\n gain/amplitude/volume)", - type: 'AudioParam' - }, - class: 'p5.Oscillator', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5556, - description: - 'Set frequency of an oscillator to a value. Or, pass in an object\nsuch as an oscillator to modulate the frequency with an audio signal.
\n', - itemtype: 'method', - name: 'freq', - params: [ - { - name: 'Frequency', - description: - 'Frequency in Hz\n or modulating signal/oscillator
\n', - type: 'Number|Object' - }, - { - name: 'rampTime', - description: 'Ramp time (in seconds)
\n', - type: 'Number', - optional: true - }, - { - name: 'timeFromNow', - description: - 'Schedule this event to happen\n at x seconds from now
\n', - type: 'Number', - optional: true - } - ], - return: { - description: - "Frequency If no value is provided,\n returns the Web Audio API\n AudioParam that controls\n this oscillator's frequency", - type: 'AudioParam' - }, - example: [ - '\n\nvar osc = new p5.Oscillator(300);\nosc.start();\nosc.freq(40, 10);\n
Set type to 'sine', 'triangle', 'sawtooth' or 'square'.
\n', - itemtype: 'method', - name: 'setType', - params: [ - { - name: 'type', - description: - ''sine', 'triangle', 'sawtooth' or 'square'.
\n', - type: 'String' - } - ], - class: 'p5.Oscillator', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5627, - description: 'Connect to a p5.sound / Web Audio object.
\n', - itemtype: 'method', - name: 'connect', - params: [ - { - name: 'unit', - description: 'A p5.sound or Web Audio object
\n', - type: 'Object' - } - ], - class: 'p5.Oscillator', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5644, - description: 'Disconnect all outputs
\n', - itemtype: 'method', - name: 'disconnect', - class: 'p5.Oscillator', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5661, - description: 'Pan between Left (-1) and Right (1)
\n', - itemtype: 'method', - name: 'pan', - params: [ - { - name: 'panning', - description: 'Number between -1 and 1
\n', - type: 'Number' - }, - { - name: 'timeFromNow', - description: - 'schedule this event to happen\n seconds from now
\n', - type: 'Number' - } - ], - class: 'p5.Oscillator', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5693, - description: - 'Set the phase of an oscillator between 0.0 and 1.0.\nIn this implementation, phase is a delay time\nbased on the oscillator's current frequency.
\n', - itemtype: 'method', - name: 'phase', - params: [ - { - name: 'phase', - description: 'float between 0.0 and 1.0
\n', - type: 'Number' - } - ], - class: 'p5.Oscillator', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5747, - description: - 'Add a value to the p5.Oscillator's output amplitude,\nand return the oscillator. Calling this method again\nwill override the initial add() with a new value.
\n', - itemtype: 'method', - name: 'add', - params: [ - { - name: 'number', - description: 'Constant number to add
\n', - type: 'Number' - } - ], - return: { - description: - 'Oscillator Returns this oscillator\n with scaled output', - type: 'p5.Oscillator' - }, - class: 'p5.Oscillator', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5764, - description: - 'Multiply the p5.Oscillator's output amplitude\nby a fixed value (i.e. turn it up!). Calling this method\nagain will override the initial mult() with a new value.
\n', - itemtype: 'method', - name: 'mult', - params: [ - { - name: 'number', - description: 'Constant number to multiply
\n', - type: 'Number' - } - ], - return: { - description: - 'Oscillator Returns this oscillator\n with multiplied output', - type: 'p5.Oscillator' - }, - class: 'p5.Oscillator', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5780, - description: - 'Scale this oscillator's amplitude values to a given\nrange, and return the oscillator. Calling this method\nagain will override the initial scale() with new values.
\n', - itemtype: 'method', - name: 'scale', - params: [ - { - name: 'inMin', - description: 'input range minumum
\n', - type: 'Number' - }, - { - name: 'inMax', - description: 'input range maximum
\n', - type: 'Number' - }, - { - name: 'outMin', - description: 'input range minumum
\n', - type: 'Number' - }, - { - name: 'outMax', - description: 'input range maximum
\n', - type: 'Number' - } - ], - return: { - description: - 'Oscillator Returns this oscillator\n with scaled output', - type: 'p5.Oscillator' - }, - class: 'p5.Oscillator', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 5879, - class: 'p5.SqrOsc', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 6082, - class: 'p5.SqrOsc', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 6369, - description: 'Time until envelope reaches attackLevel
\n', - itemtype: 'property', - name: 'attackTime', - class: 'p5.Envelope', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 6374, - description: 'Level once attack is complete.
\n', - itemtype: 'property', - name: 'attackLevel', - class: 'p5.Envelope', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 6379, - description: 'Time until envelope reaches decayLevel.
\n', - itemtype: 'property', - name: 'decayTime', - class: 'p5.Envelope', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 6384, - description: - 'Level after decay. The envelope will sustain here until it is released.
\n', - itemtype: 'property', - name: 'decayLevel', - class: 'p5.Envelope', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 6389, - description: 'Duration of the release portion of the envelope.
\n', - itemtype: 'property', - name: 'releaseTime', - class: 'p5.Envelope', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 6394, - description: 'Level at the end of the release.
\n', - itemtype: 'property', - name: 'releaseLevel', - class: 'p5.Envelope', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 6430, - description: - 'Reset the envelope with a series of time/value pairs.
\n', - itemtype: 'method', - name: 'set', - params: [ - { - name: 'attackTime', - description: - 'Time (in seconds) before level\n reaches attackLevel
\n', - type: 'Number' - }, - { - name: 'attackLevel', - description: - 'Typically an amplitude between\n 0.0 and 1.0
\n', - type: 'Number' - }, - { - name: 'decayTime', - description: 'Time
\n', - type: 'Number' - }, - { - name: 'decayLevel', - description: - 'Amplitude (In a standard ADSR envelope,\n decayLevel = sustainLevel)
\n', - type: 'Number' - }, - { - name: 'releaseTime', - description: 'Release Time (in seconds)
\n', - type: 'Number' - }, - { - name: 'releaseLevel', - description: 'Amplitude
\n', - type: 'Number' - } - ], - example: [ - "\n\nvar t1 = 0.1; // attack time in seconds\nvar l1 = 0.7; // attack level 0.0 to 1.0\nvar t2 = 0.3; // decay time in seconds\nvar l2 = 0.1; // decay level 0.0 to 1.0\nvar t3 = 0.2; // sustain time in seconds\nvar l3 = 0.5; // sustain level 0.0 to 1.0\n// release level defaults to zero\n\nvar env;\nvar triOsc;\n\nfunction setup() {\n background(0);\n noStroke();\n fill(255);\n textAlign(CENTER);\n text('click to play', width/2, height/2);\n\n env = new p5.Envelope(t1, l1, t2, l2, t3, l3);\n triOsc = new p5.Oscillator('triangle');\n triOsc.amp(env); // give the env control of the triOsc's amp\n triOsc.start();\n}\n\n// mouseClick triggers envelope if over canvas\nfunction mouseClicked() {\n // is mouse over canvas?\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n env.play(triOsc);\n }\n}\n
Set values like a traditional\n\nADSR envelope\n.
\n', - itemtype: 'method', - name: 'setADSR', - params: [ - { - name: 'attackTime', - description: - 'Time (in seconds before envelope\n reaches Attack Level
\n', - type: 'Number' - }, - { - name: 'decayTime', - description: - 'Time (in seconds) before envelope\n reaches Decay/Sustain Level
\n', - type: 'Number', - optional: true - }, - { - name: 'susRatio', - description: - 'Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n where 1.0 = attackLevel, 0.0 = releaseLevel.\n The susRatio determines the decayLevel and the level at which the\n sustain portion of the envelope will sustain.\n For example, if attackLevel is 0.4, releaseLevel is 0,\n and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n increased to 1.0 (using setRange
),\n then decayLevel would increase proportionally, to become 0.5.
Time in seconds from now (defaults to 0)
\n', - type: 'Number', - optional: true - } - ], - example: [ - "\n\nvar attackLevel = 1.0;\nvar releaseLevel = 0;\n\nvar attackTime = 0.001;\nvar decayTime = 0.2;\nvar susPercent = 0.2;\nvar releaseTime = 0.5;\n\nvar env, triOsc;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n\n textAlign(CENTER);\n text('click to play', width/2, height/2);\n\n env = new p5.Envelope();\n env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n env.setRange(attackLevel, releaseLevel);\n\n triOsc = new p5.Oscillator('triangle');\n triOsc.amp(env);\n triOsc.start();\n triOsc.freq(220);\n\n cnv.mousePressed(playEnv);\n}\n\nfunction playEnv() {\n env.play();\n}\n
Set max (attackLevel) and min (releaseLevel) of envelope.
\n', - itemtype: 'method', - name: 'setRange', - params: [ - { - name: 'aLevel', - description: 'attack level (defaults to 1)
\n', - type: 'Number' - }, - { - name: 'rLevel', - description: 'release level (defaults to 0)
\n', - type: 'Number' - } - ], - example: [ - "\n\nvar attackLevel = 1.0;\nvar releaseLevel = 0;\n\nvar attackTime = 0.001;\nvar decayTime = 0.2;\nvar susPercent = 0.2;\nvar releaseTime = 0.5;\n\nvar env, triOsc;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n\n textAlign(CENTER);\n text('click to play', width/2, height/2);\n\n env = new p5.Envelope();\n env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n env.setRange(attackLevel, releaseLevel);\n\n triOsc = new p5.Oscillator('triangle');\n triOsc.amp(env);\n triOsc.start();\n triOsc.freq(220);\n\n cnv.mousePressed(playEnv);\n}\n\nfunction playEnv() {\n env.play();\n}\n
Assign a parameter to be controlled by this envelope.\nIf a p5.Sound object is given, then the p5.Envelope will control its\noutput gain. If multiple inputs are provided, the env will\ncontrol all of them.
\n', - itemtype: 'method', - name: 'setInput', - params: [ - { - name: 'inputs', - description: - 'A p5.sound object or\n Web Audio Param.
\n', - type: 'Object', - optional: true, - multiple: true - } - ], - class: 'p5.Envelope', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 6648, - description: - 'Set whether the envelope ramp is linear (default) or exponential.\nExponential ramps can be useful because we perceive amplitude\nand frequency logarithmically.
\n', - itemtype: 'method', - name: 'setExp', - params: [ - { - name: 'isExp', - description: 'true is exponential, false is linear
\n', - type: 'Boolean' - } - ], - class: 'p5.Envelope', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 6666, - description: - 'Play tells the envelope to start acting on a given input.\nIf the input is a p5.sound object (i.e. AudioIn, Oscillator,\nSoundFile), then Envelope will control its output volume.\nEnvelopes can also be used to control any \nWeb Audio Audio Param.
\n', - itemtype: 'method', - name: 'play', - params: [ - { - name: 'unit', - description: - 'A p5.sound object or\n Web Audio Param.
\n', - type: 'Object' - }, - { - name: 'startTime', - description: 'time from now (in seconds) at which to play
\n', - type: 'Number', - optional: true - }, - { - name: 'sustainTime', - description: 'time to sustain before releasing the envelope
\n', - type: 'Number', - optional: true - } - ], - example: [ - "\n\nvar attackLevel = 1.0;\nvar releaseLevel = 0;\n\nvar attackTime = 0.001;\nvar decayTime = 0.2;\nvar susPercent = 0.2;\nvar releaseTime = 0.5;\n\nvar env, triOsc;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n\n textAlign(CENTER);\n text('click to play', width/2, height/2);\n\n env = new p5.Envelope();\n env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n env.setRange(attackLevel, releaseLevel);\n\n triOsc = new p5.Oscillator('triangle');\n triOsc.amp(env);\n triOsc.start();\n triOsc.freq(220);\n\n cnv.mousePressed(playEnv);\n}\n\nfunction playEnv() {\n // trigger env on triOsc, 0 seconds from now\n // After decay, sustain for 0.2 seconds before release\n env.play(triOsc, 0, 0.2);\n}\n
Trigger the Attack, and Decay portion of the Envelope.\nSimilar to holding down a key on a piano, but it will\nhold the sustain level until you let go. Input can be\nany p5.sound object, or a \nWeb Audio Param.
\n', - itemtype: 'method', - name: 'triggerAttack', - params: [ - { - name: 'unit', - description: 'p5.sound Object or Web Audio Param
\n', - type: 'Object' - }, - { - name: 'secondsFromNow', - description: 'time from now (in seconds)
\n', - type: 'Number' - } - ], - example: [ - "\n\n\nvar attackLevel = 1.0;\nvar releaseLevel = 0;\n\nvar attackTime = 0.001;\nvar decayTime = 0.3;\nvar susPercent = 0.4;\nvar releaseTime = 0.5;\n\nvar env, triOsc;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n background(200);\n textAlign(CENTER);\n text('click to play', width/2, height/2);\n\n env = new p5.Envelope();\n env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n env.setRange(attackLevel, releaseLevel);\n\n triOsc = new p5.Oscillator('triangle');\n triOsc.amp(env);\n triOsc.start();\n triOsc.freq(220);\n\n cnv.mousePressed(envAttack);\n}\n\nfunction envAttack() {\n console.log('trigger attack');\n env.triggerAttack();\n\n background(0,255,0);\n text('attack!', width/2, height/2);\n}\n\nfunction mouseReleased() {\n env.triggerRelease();\n\n background(200);\n text('click to play', width/2, height/2);\n}\n
Trigger the Release of the Envelope. This is similar to releasing\nthe key on a piano and letting the sound fade according to the\nrelease level and release time.
\n', - itemtype: 'method', - name: 'triggerRelease', - params: [ - { - name: 'unit', - description: 'p5.sound Object or Web Audio Param
\n', - type: 'Object' - }, - { - name: 'secondsFromNow', - description: 'time to trigger the release
\n', - type: 'Number' - } - ], - example: [ - "\n\n\nvar attackLevel = 1.0;\nvar releaseLevel = 0;\n\nvar attackTime = 0.001;\nvar decayTime = 0.3;\nvar susPercent = 0.4;\nvar releaseTime = 0.5;\n\nvar env, triOsc;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n background(200);\n textAlign(CENTER);\n text('click to play', width/2, height/2);\n\n env = new p5.Envelope();\n env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n env.setRange(attackLevel, releaseLevel);\n\n triOsc = new p5.Oscillator('triangle');\n triOsc.amp(env);\n triOsc.start();\n triOsc.freq(220);\n\n cnv.mousePressed(envAttack);\n}\n\nfunction envAttack() {\n console.log('trigger attack');\n env.triggerAttack();\n\n background(0,255,0);\n text('attack!', width/2, height/2);\n}\n\nfunction mouseReleased() {\n env.triggerRelease();\n\n background(200);\n text('click to play', width/2, height/2);\n}\n
Exponentially ramp to a value using the first two\nvalues from setADSR(attackTime, decayTime)
\nas \ntime constants for simple exponential ramps.\nIf the value is higher than current value, it uses attackTime,\nwhile a decrease uses decayTime.
p5.sound Object or Web Audio Param
\n', - type: 'Object' - }, - { - name: 'secondsFromNow', - description: 'When to trigger the ramp
\n', - type: 'Number' - }, - { - name: 'v', - description: 'Target value
\n', - type: 'Number' - }, - { - name: 'v2', - description: 'Second target value (optional)
\n', - type: 'Number', - optional: true - } - ], - example: [ - "\n\nvar env, osc, amp, cnv;\n\nvar attackTime = 0.001;\nvar decayTime = 0.2;\nvar attackLevel = 1;\nvar decayLevel = 0;\n\nfunction setup() {\n cnv = createCanvas(100, 100);\n fill(0,255,0);\n noStroke();\n\n env = new p5.Envelope();\n env.setADSR(attackTime, decayTime);\n\n osc = new p5.Oscillator();\n osc.amp(env);\n osc.start();\n\n amp = new p5.Amplitude();\n\n cnv.mousePressed(triggerRamp);\n}\n\nfunction triggerRamp() {\n env.ramp(osc, 0, attackLevel, decayLevel);\n}\n\nfunction draw() {\n background(20,20,20);\n text('click me', 10, 20);\n var h = map(amp.getLevel(), 0, 0.4, 0, height);;\n\n rect(0, height, width, -h);\n}\n
Add a value to the p5.Oscillator's output amplitude,\nand return the oscillator. Calling this method\nagain will override the initial add() with new values.
\n', - itemtype: 'method', - name: 'add', - params: [ - { - name: 'number', - description: 'Constant number to add
\n', - type: 'Number' - } - ], - return: { - description: - 'Envelope Returns this envelope\n with scaled output', - type: 'p5.Envelope' - }, - class: 'p5.Envelope', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7054, - description: - 'Multiply the p5.Envelope's output amplitude\nby a fixed value. Calling this method\nagain will override the initial mult() with new values.
\n', - itemtype: 'method', - name: 'mult', - params: [ - { - name: 'number', - description: 'Constant number to multiply
\n', - type: 'Number' - } - ], - return: { - description: - 'Envelope Returns this envelope\n with scaled output', - type: 'p5.Envelope' - }, - class: 'p5.Envelope', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7070, - description: - 'Scale this envelope's amplitude values to a given\nrange, and return the envelope. Calling this method\nagain will override the initial scale() with new values.
\n', - itemtype: 'method', - name: 'scale', - params: [ - { - name: 'inMin', - description: 'input range minumum
\n', - type: 'Number' - }, - { - name: 'inMax', - description: 'input range maximum
\n', - type: 'Number' - }, - { - name: 'outMin', - description: 'input range minumum
\n', - type: 'Number' - }, - { - name: 'outMax', - description: 'input range maximum
\n', - type: 'Number' - } - ], - return: { - description: - 'Envelope Returns this envelope\n with scaled output', - type: 'p5.Envelope' - }, - class: 'p5.Envelope', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7178, - description: - 'Set the width of a Pulse object (an oscillator that implements\nPulse Width Modulation).
\n', - itemtype: 'method', - name: 'width', - params: [ - { - name: 'width', - description: - 'Width between the pulses (0 to 1.0,\n defaults to 0)
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Pulse', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7365, - description: - 'Set type of noise to 'white', 'pink' or 'brown'.\nWhite is the default.
\n', - itemtype: 'method', - name: 'setType', - params: [ - { - name: 'type', - description: - ''white', 'pink' or 'brown'
\n', - type: 'String', - optional: true - } - ], - class: 'p5.Noise', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7478, - itemtype: 'property', - name: 'input', - type: 'GainNode', - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7482, - itemtype: 'property', - name: 'output', - type: 'GainNode', - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7486, - itemtype: 'property', - name: 'stream', - type: 'MediaStream|null', - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7490, - itemtype: 'property', - name: 'mediaStream', - type: 'MediaStreamAudioSourceNode|null', - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7494, - itemtype: 'property', - name: 'currentSource', - type: 'Number|null', - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7498, - description: - 'Client must allow browser to access their microphone / audioin source.\nDefault: false. Will become true when the client enables acces.
\n', - itemtype: 'property', - name: 'enabled', - type: 'Boolean', - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7505, - description: - 'Input amplitude, connect to it by default but not to master out
\n', - itemtype: 'property', - name: 'amplitude', - type: 'p5.Amplitude', - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7518, - description: - 'Start processing audio input. This enables the use of other\nAudioIn methods like getLevel(). Note that by default, AudioIn\nis not connected to p5.sound's output. So you won't hear\nanything unless you use the connect() method.
Certain browsers limit access to the user's microphone. For example,\nChrome only allows access from localhost and over https. For this reason,\nyou may want to include an errorCallbackโa function that is called in case\nthe browser won't provide mic access.
\n', - itemtype: 'method', - name: 'start', - params: [ - { - name: 'successCallback', - description: - 'Name of a function to call on\n success.
\n', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: - 'Name of a function to call if\n there was an error. For example,\n some browsers do not support\n getUserMedia.
\n', - type: 'Function', - optional: true - } - ], - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7571, - description: - 'Turn the AudioIn off. If the AudioIn is stopped, it cannot getLevel().\nIf re-starting, the user may be prompted for permission access.
\n', - itemtype: 'method', - name: 'stop', - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7587, - description: - 'Connect to an audio unit. If no parameter is provided, will\nconnect to the master output (i.e. your speakers).
An object that accepts audio input,\n such as an FFT
\n', - type: 'Object', - optional: true - } - ], - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7608, - description: - 'Disconnect the AudioIn from all audio units. For example, if\nconnect() had been called, disconnect() will stop sending\nsignal to your speakers.
Read the Amplitude (volume level) of an AudioIn. The AudioIn\nclass contains its own instance of the Amplitude class to help\nmake it easy to get a microphone's volume level. Accepts an\noptional smoothing value (0.0 < 1.0). NOTE: AudioIn must\n.start() before using .getLevel().
Smoothing is 0.0 by default.\n Smooths values based on previous values.
\n', - type: 'Number', - optional: true - } - ], - return: { - description: 'Volume level (between 0.0 and 1.0)', - type: 'Number' - }, - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7640, - description: - 'Set amplitude (volume) of a mic input between 0 and 1.0.
between 0 and 1.0
\n', - type: 'Number' - }, - { - name: 'time', - description: 'ramp time (optional)
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7659, - description: - 'Returns a list of available input sources. This is a wrapper\nfor <a title="MediaDevices.enumerateDevices() - Web APIs | MDN" target="_blank" href=\n "https://developer.mozilla.org/en-US/docs/Web/API/MediaDevices/enumerateDevices"
\n\n\n', - itemtype: 'method', - name: 'getSources', - params: [ - { - name: 'successCallback', - description: - 'and it returns a Promise.
\n
This callback function handles the sources when they\n have been enumerated. The callback function\n receives the deviceList array as its only argument
\n', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: - 'This optional callback receives the error\n message as its argument.
\n', - type: 'Function', - optional: true - } - ], - return: { - description: - 'Returns a Promise that can be used in place of the callbacks, similar\n to the enumerateDevices() method', - type: 'Promise' - }, - example: [ - '\n\n var audiograb;\n\n function setup(){\n //new audioIn\n audioGrab = new p5.AudioIn();\n\n audioGrab.getSources(function(deviceList) {\n //print out the array of available sources\n console.log(deviceList);\n //set the source to the first item in the deviceList array\n audioGrab.setSource(0);\n });\n }\n
Set the input source. Accepts a number representing a\nposition in the array returned by getSources().\nThis is only available in browsers that support\n<a title="MediaDevices.enumerateDevices() - Web APIs | MDN" target="_blank" href=\n"https://developer.mozilla.org/en-US/docs/Web/API/MediaDevices/enumerateDevices"
\n\n\n', - itemtype: 'method', - name: 'setSource', - params: [ - { - name: 'num', - description: 'navigator.mediaDevices.enumerateDevices().
\n
position of input source in the array
\n', - type: 'Number' - } - ], - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7750, - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7766, - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7790, - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7816, - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7838, - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7860, - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7906, - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7937, - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 7955, - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8292, - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8314, - class: 'p5.AudioIn', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8390, - description: - 'In classes that extend\np5.Effect, connect effect nodes\nto the wet parameter
\n', - class: 'p5.Effect', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8403, - description: 'Set the output volume of the filter.
\n', - itemtype: 'method', - name: 'amp', - params: [ - { - name: 'vol', - description: 'amplitude between 0 and 1.0
\n', - type: 'Number', - optional: true - }, - { - name: 'rampTime', - description: 'create a fade that lasts until rampTime
\n', - type: 'Number', - optional: true - }, - { - name: 'tFromNow', - description: - 'schedule this event to happen in tFromNow seconds
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Effect', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8420, - description: - 'Link effects together in a chain
Example usage: filter.chain(reverb, delay, panner);\nMay be used with an open-ended number of arguments
Chain together multiple sound objects
\n', - type: 'Object', - optional: true - } - ], - class: 'p5.Effect', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8437, - description: 'Adjust the dry/wet value.
\n', - itemtype: 'method', - name: 'drywet', - params: [ - { - name: 'fade', - description: 'The desired drywet value (0 - 1.0)
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Effect', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8449, - description: - 'Send output to a p5.js-sound, Web Audio Node, or use signal to\ncontrol an AudioParam
\n', - itemtype: 'method', - name: 'connect', - params: [ - { - name: 'unit', - description: '', - type: 'Object' - } - ], - class: 'p5.Effect', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8460, - description: 'Disconnect all output.
\n', - itemtype: 'method', - name: 'disconnect', - class: 'p5.Effect', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8578, - description: - 'The p5.Filter is built with a\n\nWeb Audio BiquadFilter Node.
\n', - itemtype: 'property', - name: 'biquadFilter', - type: 'DelayNode', - class: 'p5.Filter', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8596, - description: - 'Filter an audio signal according to a set\nof filter parameters.
\n', - itemtype: 'method', - name: 'process', - params: [ - { - name: 'Signal', - description: 'An object that outputs audio
\n', - type: 'Object' - }, - { - name: 'freq', - description: 'Frequency in Hz, from 10 to 22050
\n', - type: 'Number', - optional: true - }, - { - name: 'res', - description: - 'Resonance/Width of the filter frequency\n from 0.001 to 1000
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Filter', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8610, - description: 'Set the frequency and the resonance of the filter.
\n', - itemtype: 'method', - name: 'set', - params: [ - { - name: 'freq', - description: 'Frequency in Hz, from 10 to 22050
\n', - type: 'Number', - optional: true - }, - { - name: 'res', - description: 'Resonance (Q) from 0.001 to 1000
\n', - type: 'Number', - optional: true - }, - { - name: 'timeFromNow', - description: - 'schedule this event to happen\n seconds from now
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Filter', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8627, - description: - 'Set the filter frequency, in Hz, from 10 to 22050 (the range of\nhuman hearing, although in reality most people hear in a narrower\nrange).
\n', - itemtype: 'method', - name: 'freq', - params: [ - { - name: 'freq', - description: 'Filter Frequency
\n', - type: 'Number' - }, - { - name: 'timeFromNow', - description: - 'schedule this event to happen\n seconds from now
\n', - type: 'Number', - optional: true - } - ], - return: { - description: 'value Returns the current frequency value', - type: 'Number' - }, - class: 'p5.Filter', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8651, - description: - 'Controls either width of a bandpass frequency,\nor the resonance of a low/highpass cutoff frequency.
\n', - itemtype: 'method', - name: 'res', - params: [ - { - name: 'res', - description: - 'Resonance/Width of filter freq\n from 0.001 to 1000
\n', - type: 'Number' - }, - { - name: 'timeFromNow', - description: - 'schedule this event to happen\n seconds from now
\n', - type: 'Number', - optional: true - } - ], - return: { - description: 'value Returns the current res value', - type: 'Number' - }, - class: 'p5.Filter', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8673, - description: - 'Controls the gain attribute of a Biquad Filter.\nThis is distinctly different from .amp() which is inherited from p5.Effect\n.amp() controls the volume via the output gain node\np5.Filter.gain() controls the gain parameter of a Biquad Filter node.
\n', - itemtype: 'method', - name: 'gain', - params: [ - { - name: 'gain', - description: '', - type: 'Number' - } - ], - return: { - description: 'Returns the current or updated gain value', - type: 'Number' - }, - class: 'p5.Filter', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8694, - description: - 'Toggle function. Switches between the specified type and allpass
\n', - itemtype: 'method', - name: 'toggle', - return: { - description: '[Toggle value]', - type: 'Boolean' - }, - class: 'p5.Filter', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8709, - description: - 'Set the type of a p5.Filter. Possible types include:\n"lowpass" (default), "highpass", "bandpass",\n"lowshelf", "highshelf", "peaking", "notch",\n"allpass".
\n', - itemtype: 'method', - name: 'setType', - params: [ - { - name: 't', - description: '', - type: 'String' - } - ], - class: 'p5.Filter', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 8916, - description: - 'The p5.EQ is built with abstracted p5.Filter objects.\nTo modify any bands, use methods of the \np5.Filter API, especially gain
and freq
.\nBands are stored in an array, with indices 0 - 3, or 0 - 7
Process an input by connecting it to the EQ
\n', - itemtype: 'method', - name: 'process', - params: [ - { - name: 'src', - description: 'Audio source
\n', - type: 'Object' - } - ], - class: 'p5.EQ', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9039, - description: - '\nWeb Audio Spatial Panner Node
\nProperties include
\n\n\npanningModel: "equal power" or "HRTF"
\n
\n\ndistanceModel: "linear", "inverse", or "exponential"
\n
Connect an audio sorce
\n', - itemtype: 'method', - name: 'process', - params: [ - { - name: 'src', - description: 'Input source
\n', - type: 'Object' - } - ], - class: 'p5.Panner3D', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9071, - description: 'Set the X,Y,Z position of the Panner
\n', - itemtype: 'method', - name: 'set', - params: [ - { - name: 'xVal', - description: '', - type: 'Number' - }, - { - name: 'yVal', - description: '', - type: 'Number' - }, - { - name: 'zVal', - description: '', - type: 'Number' - }, - { - name: 'time', - description: '', - type: 'Number' - } - ], - return: { - description: 'Updated x, y, z values as an array', - type: 'Array' - }, - class: 'p5.Panner3D', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9090, - description: 'Getter and setter methods for position coordinates
\n', - itemtype: 'method', - name: 'positionX', - return: { - description: 'updated coordinate value', - type: 'Number' - }, - class: 'p5.Panner3D', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9095, - description: 'Getter and setter methods for position coordinates
\n', - itemtype: 'method', - name: 'positionY', - return: { - description: 'updated coordinate value', - type: 'Number' - }, - class: 'p5.Panner3D', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9100, - description: 'Getter and setter methods for position coordinates
\n', - itemtype: 'method', - name: 'positionZ', - return: { - description: 'updated coordinate value', - type: 'Number' - }, - class: 'p5.Panner3D', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9138, - description: 'Set the X,Y,Z position of the Panner
\n', - itemtype: 'method', - name: 'orient', - params: [ - { - name: 'xVal', - description: '', - type: 'Number' - }, - { - name: 'yVal', - description: '', - type: 'Number' - }, - { - name: 'zVal', - description: '', - type: 'Number' - }, - { - name: 'time', - description: '', - type: 'Number' - } - ], - return: { - description: 'Updated x, y, z values as an array', - type: 'Array' - }, - class: 'p5.Panner3D', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9157, - description: 'Getter and setter methods for orient coordinates
\n', - itemtype: 'method', - name: 'orientX', - return: { - description: 'updated coordinate value', - type: 'Number' - }, - class: 'p5.Panner3D', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9162, - description: 'Getter and setter methods for orient coordinates
\n', - itemtype: 'method', - name: 'orientY', - return: { - description: 'updated coordinate value', - type: 'Number' - }, - class: 'p5.Panner3D', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9167, - description: 'Getter and setter methods for orient coordinates
\n', - itemtype: 'method', - name: 'orientZ', - return: { - description: 'updated coordinate value', - type: 'Number' - }, - class: 'p5.Panner3D', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9205, - description: 'Set the rolloff factor and max distance
\n', - itemtype: 'method', - name: 'setFalloff', - params: [ - { - name: 'maxDistance', - description: '', - type: 'Number', - optional: true - }, - { - name: 'rolloffFactor', - description: '', - type: 'Number', - optional: true - } - ], - class: 'p5.Panner3D', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9215, - description: 'Maxium distance between the source and the listener
\n', - itemtype: 'method', - name: 'maxDist', - params: [ - { - name: 'maxDistance', - description: '', - type: 'Number' - } - ], - return: { - description: 'updated value', - type: 'Number' - }, - class: 'p5.Panner3D', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9227, - description: - 'How quickly the volume is reduced as the source moves away from the listener
\n', - itemtype: 'method', - name: 'rollof', - params: [ - { - name: 'rolloffFactor', - description: '', - type: 'Number' - } - ], - return: { - description: 'updated value', - type: 'Number' - }, - class: 'p5.Panner3D', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9532, - description: - 'The p5.Delay is built with two\n\nWeb Audio Delay Nodes, one for each stereo channel.
\n', - itemtype: 'property', - name: 'leftDelay', - type: 'DelayNode', - class: 'p5.Delay', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9540, - description: - 'The p5.Delay is built with two\n\nWeb Audio Delay Nodes, one for each stereo channel.
\n', - itemtype: 'property', - name: 'rightDelay', - type: 'DelayNode', - class: 'p5.Delay', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9572, - description: - 'Add delay to an audio signal according to a set\nof delay parameters.
\n', - itemtype: 'method', - name: 'process', - params: [ - { - name: 'Signal', - description: 'An object that outputs audio
\n', - type: 'Object' - }, - { - name: 'delayTime', - description: - 'Time (in seconds) of the delay/echo.\n Some browsers limit delayTime to\n 1 second.
\n', - type: 'Number', - optional: true - }, - { - name: 'feedback', - description: - 'sends the delay back through itself\n in a loop that decreases in volume\n each time.
\n', - type: 'Number', - optional: true - }, - { - name: 'lowPass', - description: - 'Cutoff frequency. Only frequencies\n below the lowPass will be part of the\n delay.
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Delay', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9607, - description: - 'Set the delay (echo) time, in seconds. Usually this value will be\na floating point number between 0.0 and 1.0.
\n', - itemtype: 'method', - name: 'delayTime', - params: [ - { - name: 'delayTime', - description: 'Time (in seconds) of the delay
\n', - type: 'Number' - } - ], - class: 'p5.Delay', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9626, - description: - 'Feedback occurs when Delay sends its signal back through its input\nin a loop. The feedback amount determines how much signal to send each\ntime through the loop. A feedback greater than 1.0 is not desirable because\nit will increase the overall output each time through the loop,\ncreating an infinite feedback loop. The default value is 0.5
\n', - itemtype: 'method', - name: 'feedback', - params: [ - { - name: 'feedback', - description: - '0.0 to 1.0, or an object such as an\n Oscillator that can be used to\n modulate this param
\n', - type: 'Number|Object' - } - ], - return: { - description: 'Feedback value', - type: 'Number' - }, - class: 'p5.Delay', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9654, - description: - 'Set a lowpass filter frequency for the delay. A lowpass filter\nwill cut off any frequencies higher than the filter frequency.
\n', - itemtype: 'method', - name: 'filter', - params: [ - { - name: 'cutoffFreq', - description: - 'A lowpass filter will cut off any\n frequencies higher than the filter frequency.
\n', - type: 'Number|Object' - }, - { - name: 'res', - description: - 'Resonance of the filter frequency\n cutoff, or an object (i.e. a p5.Oscillator)\n that can be used to modulate this parameter.\n High numbers (i.e. 15) will produce a resonance,\n low numbers (i.e. .2) will produce a slope.
\n', - type: 'Number|Object' - } - ], - class: 'p5.Delay', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9671, - description: - 'Choose a preset type of delay. 'pingPong' bounces the signal\nfrom the left to the right channel to produce a stereo effect.\nAny other parameter will revert to the default delay setting.
\n', - itemtype: 'method', - name: 'setType', - params: [ - { - name: 'type', - description: ''pingPong' (1) or 'default' (0)
\n', - type: 'String|Number' - } - ], - class: 'p5.Delay', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9704, - description: 'Set the output level of the delay effect.
\n', - itemtype: 'method', - name: 'amp', - params: [ - { - name: 'volume', - description: 'amplitude between 0 and 1.0
\n', - type: 'Number' - }, - { - name: 'rampTime', - description: 'create a fade that lasts rampTime
\n', - type: 'Number', - optional: true - }, - { - name: 'timeFromNow', - description: - 'schedule this event to happen\n seconds from now
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Delay', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9713, - description: 'Send output to a p5.sound or web audio object
\n', - itemtype: 'method', - name: 'connect', - params: [ - { - name: 'unit', - description: '', - type: 'Object' - } - ], - class: 'p5.Delay', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9719, - description: 'Disconnect all output.
\n', - itemtype: 'method', - name: 'disconnect', - class: 'p5.Delay', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9812, - description: - 'Connect a source to the reverb, and assign reverb parameters.
\n', - itemtype: 'method', - name: 'process', - params: [ - { - name: 'src', - description: - 'p5.sound / Web Audio object with a sound\n output.
\n', - type: 'Object' - }, - { - name: 'seconds', - description: - 'Duration of the reverb, in seconds.\n Min: 0, Max: 10. Defaults to 3.
\n', - type: 'Number', - optional: true - }, - { - name: 'decayRate', - description: - 'Percentage of decay with each echo.\n Min: 0, Max: 100. Defaults to 2.
\n', - type: 'Number', - optional: true - }, - { - name: 'reverse', - description: 'Play the reverb backwards or forwards.
\n', - type: 'Boolean', - optional: true - } - ], - class: 'p5.Reverb', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9841, - description: - 'Set the reverb settings. Similar to .process(), but without\nassigning a new input.
\n', - itemtype: 'method', - name: 'set', - params: [ - { - name: 'seconds', - description: - 'Duration of the reverb, in seconds.\n Min: 0, Max: 10. Defaults to 3.
\n', - type: 'Number', - optional: true - }, - { - name: 'decayRate', - description: - 'Percentage of decay with each echo.\n Min: 0, Max: 100. Defaults to 2.
\n', - type: 'Number', - optional: true - }, - { - name: 'reverse', - description: 'Play the reverb backwards or forwards.
\n', - type: 'Boolean', - optional: true - } - ], - class: 'p5.Reverb', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9869, - description: 'Set the output level of the reverb effect.
\n', - itemtype: 'method', - name: 'amp', - params: [ - { - name: 'volume', - description: 'amplitude between 0 and 1.0
\n', - type: 'Number' - }, - { - name: 'rampTime', - description: 'create a fade that lasts rampTime
\n', - type: 'Number', - optional: true - }, - { - name: 'timeFromNow', - description: - 'schedule this event to happen\n seconds from now
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Reverb', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9878, - description: 'Send output to a p5.sound or web audio object
\n', - itemtype: 'method', - name: 'connect', - params: [ - { - name: 'unit', - description: '', - type: 'Object' - } - ], - class: 'p5.Reverb', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9884, - description: 'Disconnect all output.
\n', - itemtype: 'method', - name: 'disconnect', - class: 'p5.Reverb', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9975, - description: - 'Internally, the p5.Convolver uses the a\n\nWeb Audio Convolver Node.
\n', - itemtype: 'property', - name: 'convolverNode', - type: 'ConvolverNode', - class: 'p5.Convolver', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 9998, - description: - 'Create a p5.Convolver. Accepts a path to a soundfile\nthat will be used to generate an impulse response.
\n', - itemtype: 'method', - name: 'createConvolver', - params: [ - { - name: 'path', - description: 'path to a sound file
\n', - type: 'String' - }, - { - name: 'callback', - description: - 'function to call if loading is successful.\n The object will be passed in as the argument\n to the callback function.
\n', - type: 'Function', - optional: true - }, - { - name: 'errorCallback', - description: - 'function to call if loading is not successful.\n A custom error will be passed in as the argument\n to the callback function.
\n', - type: 'Function', - optional: true - } - ], - return: { - description: '', - type: 'p5.Convolver' - }, - example: [ - "\n\nvar cVerb, sound;\nfunction preload() {\n // We have both MP3 and OGG versions of all sound assets\n soundFormats('ogg', 'mp3');\n\n // Try replacing 'bx-spring' with other soundfiles like\n // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n cVerb = createConvolver('assets/bx-spring.mp3');\n\n // Try replacing 'Damscray_DancingTiger' with\n // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n sound = loadSound('assets/Damscray_DancingTiger.mp3');\n}\n\nfunction setup() {\n // disconnect from master output...\n sound.disconnect();\n\n // ...and process with cVerb\n // so that we only hear the convolution\n cVerb.process(sound);\n\n sound.play();\n}\n
Connect a source to the reverb, and assign reverb parameters.
\n', - itemtype: 'method', - name: 'process', - params: [ - { - name: 'src', - description: - 'p5.sound / Web Audio object with a sound\n output.
\n', - type: 'Object' - } - ], - example: [ - "\n\nvar cVerb, sound;\nfunction preload() {\n soundFormats('ogg', 'mp3');\n\n cVerb = createConvolver('assets/concrete-tunnel.mp3');\n\n sound = loadSound('assets/beat.mp3');\n}\n\nfunction setup() {\n // disconnect from master output...\n sound.disconnect();\n\n // ...and process with (i.e. connect to) cVerb\n // so that we only hear the convolution\n cVerb.process(sound);\n\n sound.play();\n}\n
If you load multiple impulse files using the .addImpulse method,\nthey will be stored as Objects in this Array. Toggle between them\nwith the toggleImpulse(id)
method.
Load and assign a new Impulse Response to the p5.Convolver.\nThe impulse is added to the .impulses
array. Previous\nimpulses can be accessed with the .toggleImpulse(id)
\nmethod.
path to a sound file
\n', - type: 'String' - }, - { - name: 'callback', - description: 'function (optional)
\n', - type: 'Function' - }, - { - name: 'errorCallback', - description: 'function (optional)
\n', - type: 'Function' - } - ], - class: 'p5.Convolver', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10180, - description: - 'Similar to .addImpulse, except that the .impulses
\nArray is reset to save memory. A new .impulses
\narray is created with this impulse as the only item.
path to a sound file
\n', - type: 'String' - }, - { - name: 'callback', - description: 'function (optional)
\n', - type: 'Function' - }, - { - name: 'errorCallback', - description: 'function (optional)
\n', - type: 'Function' - } - ], - class: 'p5.Convolver', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10198, - description: - 'If you have used .addImpulse()
to add multiple impulses\nto a p5.Convolver, then you can use this method to toggle between\nthe items in the .impulses
Array. Accepts a parameter\nto identify which impulse you wish to use, identified either by its\noriginal filename (String) or by its position in the .impulses\n
Array (Number).
\nYou can access the objects in the .impulses Array directly. Each\nObject has two attributes: an .audioBuffer
(type:\nWeb Audio \nAudioBuffer) and a .name
, a String that corresponds\nwith the original filename.
Identify the impulse by its original filename\n (String), or by its position in the\n .impulses
Array (Number).
Set the global tempo, in beats per minute, for all\np5.Parts. This method will impact all active p5.Parts.
\n', - itemtype: 'method', - name: 'setBPM', - params: [ - { - name: 'BPM', - description: 'Beats Per Minute
\n', - type: 'Number' - }, - { - name: 'rampTime', - description: 'Seconds from now
\n', - type: 'Number' - } - ], - class: 'p5.Convolver', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10550, - description: - 'Array of values to pass into the callback\nat each step of the phrase. Depending on the callback\nfunction's requirements, these values may be numbers,\nstrings, or an object with multiple parameters.\nZero (0) indicates a rest.
\n', - itemtype: 'property', - name: 'sequence', - type: 'Array', - class: 'p5.Phrase', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10638, - description: 'Set the tempo of this part, in Beats Per Minute.
\n', - itemtype: 'method', - name: 'setBPM', - params: [ - { - name: 'BPM', - description: 'Beats Per Minute
\n', - type: 'Number' - }, - { - name: 'rampTime', - description: 'Seconds from now
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Part', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10648, - description: - 'Returns the tempo, in Beats Per Minute, of this part.
\n', - itemtype: 'method', - name: 'getBPM', - return: { - description: '', - type: 'Number' - }, - class: 'p5.Part', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10657, - description: - 'Start playback of this part. It will play\nthrough all of its phrases at a speed\ndetermined by setBPM.
\n', - itemtype: 'method', - name: 'start', - params: [ - { - name: 'time', - description: 'seconds from now
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Part', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10673, - description: - 'Loop playback of this part. It will begin\nlooping through all of its phrases at a speed\ndetermined by setBPM.
\n', - itemtype: 'method', - name: 'loop', - params: [ - { - name: 'time', - description: 'seconds from now
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Part', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10690, - description: 'Tell the part to stop looping.
\n', - itemtype: 'method', - name: 'noLoop', - class: 'p5.Part', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10702, - description: - 'Stop the part and cue it to step 0. Playback will resume from the begining of the Part when it is played again.
\n', - itemtype: 'method', - name: 'stop', - params: [ - { - name: 'time', - description: 'seconds from now
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Part', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10712, - description: - 'Pause the part. Playback will resume\nfrom the current step.
\n', - itemtype: 'method', - name: 'pause', - params: [ - { - name: 'time', - description: 'seconds from now
\n', - type: 'Number' - } - ], - class: 'p5.Part', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10724, - description: 'Add a p5.Phrase to this Part.
\n', - itemtype: 'method', - name: 'addPhrase', - params: [ - { - name: 'phrase', - description: 'reference to a p5.Phrase
\n', - type: 'p5.Phrase' - } - ], - class: 'p5.Part', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10745, - description: - 'Remove a phrase from this part, based on the name it was\ngiven when it was created.
\n', - itemtype: 'method', - name: 'removePhrase', - params: [ - { - name: 'phraseName', - description: '', - type: 'String' - } - ], - class: 'p5.Part', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10759, - description: - 'Get a phrase from this part, based on the name it was\ngiven when it was created. Now you can modify its array.
\n', - itemtype: 'method', - name: 'getPhrase', - params: [ - { - name: 'phraseName', - description: '', - type: 'String' - } - ], - class: 'p5.Part', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10773, - description: - 'Find all sequences with the specified name, and replace their patterns with the specified array.
\n', - itemtype: 'method', - name: 'replaceSequence', - params: [ - { - name: 'phraseName', - description: '', - type: 'String' - }, - { - name: 'sequence', - description: - 'Array of values to pass into the callback\n at each step of the phrase.
\n', - type: 'Array' - } - ], - class: 'p5.Part', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10800, - description: - 'Set the function that will be called at every step. This will clear the previous function.
\n', - itemtype: 'method', - name: 'onStep', - params: [ - { - name: 'callback', - description: - 'The name of the callback\n you want to fire\n on every beat/tatum.
\n', - type: 'Function' - } - ], - class: 'p5.Part', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10853, - description: 'Start playback of the score.
\n', - itemtype: 'method', - name: 'start', - class: 'p5.Score', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10862, - description: 'Stop playback of the score.
\n', - itemtype: 'method', - name: 'stop', - class: 'p5.Score', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10872, - description: 'Pause playback of the score.
\n', - itemtype: 'method', - name: 'pause', - class: 'p5.Score', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10880, - description: 'Loop playback of the score.
\n', - itemtype: 'method', - name: 'loop', - class: 'p5.Score', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10889, - description: - 'Stop looping playback of the score. If it\nis currently playing, this will go into effect\nafter the current round of playback completes.
\n', - itemtype: 'method', - name: 'noLoop', - class: 'p5.Score', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10914, - description: 'Set the tempo for all parts in the score
\n', - itemtype: 'method', - name: 'setBPM', - params: [ - { - name: 'BPM', - description: 'Beats Per Minute
\n', - type: 'Number' - }, - { - name: 'rampTime', - description: 'Seconds from now
\n', - type: 'Number' - } - ], - class: 'p5.Score', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10982, - description: - 'musicalTimeMode uses Tone.Time convention\ntrue if string, false if number
\n', - itemtype: 'property', - name: 'musicalTimeMode', - type: 'Boolean', - class: 'p5.SoundLoop', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10989, - description: - 'musicalTimeMode variables\nmodify these only when the interval is specified in musicalTime format as a string
\n', - class: 'p5.SoundLoop', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 10996, - description: - 'Set a limit to the number of loops to play. defaults to Infinity
\n', - itemtype: 'property', - name: 'maxIterations', - type: 'Number', - class: 'p5.SoundLoop', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11005, - description: - 'Do not initiate the callback if timeFromNow is < 0\nThis ususually occurs for a few milliseconds when the page\nis not fully loaded
\nThe callback should only be called until maxIterations is reached
\n', - class: 'p5.SoundLoop', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11019, - description: 'Start the loop
\n', - itemtype: 'method', - name: 'start', - params: [ - { - name: 'timeFromNow', - description: 'schedule a starting time
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.SoundLoop', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11032, - description: 'Stop the loop
\n', - itemtype: 'method', - name: 'stop', - params: [ - { - name: 'timeFromNow', - description: 'schedule a stopping time
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.SoundLoop', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11045, - description: 'Pause the loop
\n', - itemtype: 'method', - name: 'pause', - params: [ - { - name: 'timeFromNow', - description: 'schedule a pausing time
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.SoundLoop', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11058, - description: - 'Synchronize loops. Use this method to start two more more loops in synchronization\nor to start a loop in synchronization with a loop that is already playing\nThis method will schedule the implicit loop in sync with the explicit master loop\ni.e. loopToStart.syncedStart(loopToSyncWith)
\n', - itemtype: 'method', - name: 'syncedStart', - params: [ - { - name: 'otherLoop', - description: 'a p5.SoundLoop to sync with
\n', - type: 'Object' - }, - { - name: 'timeFromNow', - description: - 'Start the loops in sync after timeFromNow seconds
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.SoundLoop', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11139, - description: - 'Getters and Setters, setting any paramter will result in a change in the clock's\nfrequency, that will be reflected after the next callback\nbeats per minute (defaults to 60)
\n', - itemtype: 'property', - name: 'bpm', - type: 'Number', - class: 'p5.SoundLoop', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11157, - description: - 'number of quarter notes in a measure (defaults to 4)
\n', - itemtype: 'property', - name: 'timeSignature', - type: 'Number', - class: 'p5.SoundLoop', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11173, - description: 'length of the loops interval
\n', - itemtype: 'property', - name: 'interval', - type: 'Number|String', - class: 'p5.SoundLoop', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11187, - description: 'how many times the callback has been called so far
\n', - itemtype: 'property', - name: 'iterations', - type: 'Number', - readonly: '', - class: 'p5.SoundLoop', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11228, - description: - 'The p5.Compressor is built with a Web Audio Dynamics Compressor Node\n
\n', - itemtype: 'property', - name: 'compressor', - type: 'AudioNode', - class: 'p5.Compressor', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11239, - description: - 'Performs the same function as .connect, but also accepts\noptional parameters to set compressor's audioParams
\n', - itemtype: 'method', - name: 'process', - params: [ - { - name: 'src', - description: 'Sound source to be connected
\n', - type: 'Object' - }, - { - name: 'attack', - description: - 'The amount of time (in seconds) to reduce the gain by 10dB,\n default = .003, range 0 - 1
\n', - type: 'Number', - optional: true - }, - { - name: 'knee', - description: - 'A decibel value representing the range above the \n threshold where the curve smoothly transitions to the "ratio" portion.\n default = 30, range 0 - 40
\n', - type: 'Number', - optional: true - }, - { - name: 'ratio', - description: - 'The amount of dB change in input for a 1 dB change in output\n default = 12, range 1 - 20
\n', - type: 'Number', - optional: true - }, - { - name: 'threshold', - description: - 'The decibel value above which the compression will start taking effect\n default = -24, range -100 - 0
\n', - type: 'Number', - optional: true - }, - { - name: 'release', - description: - 'The amount of time (in seconds) to increase the gain by 10dB\n default = .25, range 0 - 1
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Compressor', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11262, - description: 'Set the paramters of a compressor.
\n', - itemtype: 'method', - name: 'set', - params: [ - { - name: 'attack', - description: - 'The amount of time (in seconds) to reduce the gain by 10dB,\n default = .003, range 0 - 1
\n', - type: 'Number' - }, - { - name: 'knee', - description: - 'A decibel value representing the range above the \n threshold where the curve smoothly transitions to the "ratio" portion.\n default = 30, range 0 - 40
\n', - type: 'Number' - }, - { - name: 'ratio', - description: - 'The amount of dB change in input for a 1 dB change in output\n default = 12, range 1 - 20
\n', - type: 'Number' - }, - { - name: 'threshold', - description: - 'The decibel value above which the compression will start taking effect\n default = -24, range -100 - 0
\n', - type: 'Number' - }, - { - name: 'release', - description: - 'The amount of time (in seconds) to increase the gain by 10dB\n default = .25, range 0 - 1
\n', - type: 'Number' - } - ], - class: 'p5.Compressor', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11294, - description: 'Get current attack or set value w/ time ramp
\n', - itemtype: 'method', - name: 'attack', - params: [ - { - name: 'attack', - description: - 'Attack is the amount of time (in seconds) to reduce the gain by 10dB,\n default = .003, range 0 - 1
\n', - type: 'Number', - optional: true - }, - { - name: 'time', - description: - 'Assign time value to schedule the change in value
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Compressor', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11314, - description: 'Get current knee or set value w/ time ramp
\n', - itemtype: 'method', - name: 'knee', - params: [ - { - name: 'knee', - description: - 'A decibel value representing the range above the \n threshold where the curve smoothly transitions to the "ratio" portion.\n default = 30, range 0 - 40
\n', - type: 'Number', - optional: true - }, - { - name: 'time', - description: - 'Assign time value to schedule the change in value
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Compressor', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11334, - description: 'Get current ratio or set value w/ time ramp
\n', - itemtype: 'method', - name: 'ratio', - params: [ - { - name: 'ratio', - description: - 'The amount of dB change in input for a 1 dB change in output\n default = 12, range 1 - 20
\n', - type: 'Number', - optional: true - }, - { - name: 'time', - description: - 'Assign time value to schedule the change in value
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Compressor', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11353, - description: 'Get current threshold or set value w/ time ramp
\n', - itemtype: 'method', - name: 'threshold', - params: [ - { - name: 'threshold', - description: - 'The decibel value above which the compression will start taking effect\n default = -24, range -100 - 0
\n', - type: 'Number' - }, - { - name: 'time', - description: - 'Assign time value to schedule the change in value
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Compressor', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11372, - description: 'Get current release or set value w/ time ramp
\n', - itemtype: 'method', - name: 'release', - params: [ - { - name: 'release', - description: - 'The amount of time (in seconds) to increase the gain by 10dB\n default = .25, range 0 - 1
\n', - type: 'Number' - }, - { - name: 'time', - description: - 'Assign time value to schedule the change in value
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Compressor', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11392, - description: 'Return the current reduction value
\n', - itemtype: 'method', - name: 'reduction', - return: { - description: - 'Value of the amount of gain reduction that is applied to the signal', - type: 'Number' - }, - class: 'p5.Compressor', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11508, - description: - 'Connect a specific device to the p5.SoundRecorder.\nIf no parameter is given, p5.SoundRecorer will record\nall audible p5.sound from your sketch.
\n', - itemtype: 'method', - name: 'setInput', - params: [ - { - name: 'unit', - description: - 'p5.sound object or a web audio unit\n that outputs sound
\n', - type: 'Object', - optional: true - } - ], - class: 'p5.SoundRecorder', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11529, - description: - 'Start recording. To access the recording, provide\na p5.SoundFile as the first parameter. The p5.SoundRecorder\nwill send its recording to that p5.SoundFile for playback once\nrecording is complete. Optional parameters include duration\n(in seconds) of the recording, and a callback function that\nwill be called once the complete recording has been\ntransfered to the p5.SoundFile.
\n', - itemtype: 'method', - name: 'record', - params: [ - { - name: 'soundFile', - description: 'p5.SoundFile
\n', - type: 'p5.SoundFile' - }, - { - name: 'duration', - description: 'Time (in seconds)
\n', - type: 'Number', - optional: true - }, - { - name: 'callback', - description: - 'The name of a function that will be\n called once the recording completes
\n', - type: 'Function', - optional: true - } - ], - class: 'p5.SoundRecorder', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11562, - description: - 'Stop the recording. Once the recording is stopped,\nthe results will be sent to the p5.SoundFile that\nwas given on .record(), and if a callback function\nwas provided on record, that function will be called.
\n', - itemtype: 'method', - name: 'stop', - class: 'p5.SoundRecorder', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11635, - description: - 'Save a p5.SoundFile as a .wav file. The browser will prompt the user\nto download the file to their device.\nFor uploading audio to a server, use\np5.SoundFile.saveBlob
.
p5.SoundFile that you wish to save
\n', - type: 'p5.SoundFile' - }, - { - name: 'fileName', - description: 'name of the resulting .wav file.
\n', - type: 'String' - } - ], - class: 'p5', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11761, - description: 'isDetected is set to true when a peak is detected.
\n', - itemtype: 'attribute', - name: 'isDetected', - type: 'Boolean', - default: 'false', - class: 'p5.PeakDetect', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11774, - description: - 'The update method is run in the draw loop.
\nAccepts an FFT object. You must call .analyze()\non the FFT object prior to updating the peakDetect\nbecause it relies on a completed FFT analysis.
\n', - itemtype: 'method', - name: 'update', - params: [ - { - name: 'fftObject', - description: 'A p5.FFT object
\n', - type: 'p5.FFT' - } - ], - class: 'p5.PeakDetect', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11805, - description: - 'onPeak accepts two arguments: a function to call when\na peak is detected. The value of the peak,\nbetween 0.0 and 1.0, is passed to the callback.
\n', - itemtype: 'method', - name: 'onPeak', - params: [ - { - name: 'callback', - description: - 'Name of a function that will\n be called when a peak is\n detected.
\n', - type: 'Function' - }, - { - name: 'val', - description: - 'Optional value to pass\n into the function when\n a peak is detected.
\n', - type: 'Object', - optional: true - } - ], - example: [ - "\n\nvar cnv, soundFile, fft, peakDetect;\nvar ellipseWidth = 0;\n\nfunction preload() {\n soundFile = loadSound('assets/beat.mp3');\n}\n\nfunction setup() {\n cnv = createCanvas(100,100);\n textAlign(CENTER);\n\n fft = new p5.FFT();\n peakDetect = new p5.PeakDetect();\n\n setupSound();\n\n // when a beat is detected, call triggerBeat()\n peakDetect.onPeak(triggerBeat);\n}\n\nfunction draw() {\n background(0);\n fill(255);\n text('click to play', width/2, height/2);\n\n fft.analyze();\n peakDetect.update(fft);\n\n ellipseWidth *= 0.95;\n ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n}\n\n// this function is called by peakDetect.onPeak\nfunction triggerBeat() {\n ellipseWidth = 50;\n}\n\n// mouseclick starts/stops sound\nfunction setupSound() {\n cnv.mouseClicked( function() {\n if (soundFile.isPlaying() ) {\n soundFile.stop();\n } else {\n soundFile.play();\n }\n });\n}\n
Connect a source to the gain node.
\n', - itemtype: 'method', - name: 'setInput', - params: [ - { - name: 'src', - description: - 'p5.sound / Web Audio object with a sound\n output.
\n', - type: 'Object' - } - ], - class: 'p5.Gain', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11964, - description: 'Send output to a p5.sound or web audio object
\n', - itemtype: 'method', - name: 'connect', - params: [ - { - name: 'unit', - description: '', - type: 'Object' - } - ], - class: 'p5.Gain', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11974, - description: 'Disconnect all output.
\n', - itemtype: 'method', - name: 'disconnect', - class: 'p5.Gain', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 11984, - description: 'Set the output level of the gain node.
\n', - itemtype: 'method', - name: 'amp', - params: [ - { - name: 'volume', - description: 'amplitude between 0 and 1.0
\n', - type: 'Number' - }, - { - name: 'rampTime', - description: 'create a fade that lasts rampTime
\n', - type: 'Number', - optional: true - }, - { - name: 'timeFromNow', - description: - 'schedule this event to happen\n seconds from now
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.Gain', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12042, - description: 'Connect to p5 objects or Web Audio Nodes
\n', - itemtype: 'method', - name: 'connect', - params: [ - { - name: 'unit', - description: '', - type: 'Object' - } - ], - class: 'p5.AudioVoice', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12051, - description: 'Disconnect from soundOut
\n', - itemtype: 'method', - name: 'disconnect', - class: 'p5.AudioVoice', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12131, - description: - 'Play tells the MonoSynth to start playing a note. This method schedules\nthe calling of .triggerAttack and .triggerRelease.
\n', - itemtype: 'method', - name: 'play', - params: [ - { - name: 'note', - description: - 'the note you want to play, specified as a\n frequency in Hertz (Number) or as a midi\n value in Note/Octave format ("C4", "Eb3"...etc")\n See \n Tone. Defaults to 440 hz.
\n', - type: 'String | Number' - }, - { - name: 'velocity', - description: - 'velocity of the note to play (ranging from 0 to 1)
\n', - type: 'Number', - optional: true - }, - { - name: 'secondsFromNow', - description: 'time from now (in seconds) at which to play
\n', - type: 'Number', - optional: true - }, - { - name: 'sustainTime', - description: 'time to sustain before releasing the envelope
\n', - type: 'Number', - optional: true - } - ], - example: [ - '\n\nvar monoSynth;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n cnv.mousePressed(playSynth);\n\n monoSynth = new p5.MonoSynth();\n\n textAlign(CENTER);\n text(\'click to play\', width/2, height/2);\n}\n\nfunction playSynth() {\n // time from now (in seconds)\n var time = 0;\n // note duration (in seconds)\n var dur = 1/6;\n // note velocity (volume, from 0 to 1)\n var v = random();\n\n monoSynth.play("Fb3", v, 0, dur);\n monoSynth.play("Gb3", v, time += dur, dur);\n\n background(random(255), random(255), 255);\n text(\'click to play\', width/2, height/2);\n}\n
Trigger the Attack, and Decay portion of the Envelope.\nSimilar to holding down a key on a piano, but it will\nhold the sustain level until you let go.
\n', - params: [ - { - name: 'note', - description: - 'the note you want to play, specified as a\n frequency in Hertz (Number) or as a midi\n value in Note/Octave format ("C4", "Eb3"...etc")\n See \n Tone. Defaults to 440 hz
\n', - type: 'String | Number' - }, - { - name: 'velocity', - description: - 'velocity of the note to play (ranging from 0 to 1)
\n', - type: 'Number', - optional: true - }, - { - name: 'secondsFromNow', - description: 'time from now (in seconds) at which to play
\n', - type: 'Number', - optional: true - } - ], - itemtype: 'method', - name: 'triggerAttack', - example: [ - '\n\nvar monoSynth = new p5.MonoSynth();\n\nfunction mousePressed() {\n monoSynth.triggerAttack("E3");\n}\n\nfunction mouseReleased() {\n monoSynth.triggerRelease();\n}\n
Trigger the release of the Envelope. This is similar to releasing\nthe key on a piano and letting the sound fade according to the\nrelease level and release time.
\n', - params: [ - { - name: 'secondsFromNow', - description: 'time to trigger the release
\n', - type: 'Number' - } - ], - itemtype: 'method', - name: 'triggerRelease', - example: [ - '\n\nvar monoSynth = new p5.MonoSynth();\n\nfunction mousePressed() {\n monoSynth.triggerAttack("E3");\n}\n\nfunction mouseReleased() {\n monoSynth.triggerRelease();\n}\n
Set values like a traditional\n\nADSR envelope\n.
\n', - itemtype: 'method', - name: 'setADSR', - params: [ - { - name: 'attackTime', - description: - 'Time (in seconds before envelope\n reaches Attack Level
\n', - type: 'Number' - }, - { - name: 'decayTime', - description: - 'Time (in seconds) before envelope\n reaches Decay/Sustain Level
\n', - type: 'Number', - optional: true - }, - { - name: 'susRatio', - description: - 'Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n where 1.0 = attackLevel, 0.0 = releaseLevel.\n The susRatio determines the decayLevel and the level at which the\n sustain portion of the envelope will sustain.\n For example, if attackLevel is 0.4, releaseLevel is 0,\n and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n increased to 1.0 (using setRange
),\n then decayLevel would increase proportionally, to become 0.5.
Time in seconds from now (defaults to 0)
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.MonoSynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12260, - description: 'Getters and Setters
\n', - itemtype: 'property', - name: 'attack', - type: 'Number', - class: 'p5.MonoSynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12264, - itemtype: 'property', - name: 'decay', - type: 'Number', - class: 'p5.MonoSynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12267, - itemtype: 'property', - name: 'sustain', - type: 'Number', - class: 'p5.MonoSynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12270, - itemtype: 'property', - name: 'release', - type: 'Number', - class: 'p5.MonoSynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12307, - description: 'MonoSynth amp
\n', - itemtype: 'method', - name: 'amp', - params: [ - { - name: 'vol', - description: 'desired volume
\n', - type: 'Number' - }, - { - name: 'rampTime', - description: 'Time to reach new volume
\n', - type: 'Number', - optional: true - } - ], - return: { - description: 'new volume value', - type: 'Number' - }, - class: 'p5.MonoSynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12321, - description: 'Connect to a p5.sound / Web Audio object.
\n', - itemtype: 'method', - name: 'connect', - params: [ - { - name: 'unit', - description: 'A p5.sound or Web Audio object
\n', - type: 'Object' - } - ], - class: 'p5.MonoSynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12331, - description: 'Disconnect all outputs
\n', - itemtype: 'method', - name: 'disconnect', - class: 'p5.MonoSynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12341, - description: - 'Get rid of the MonoSynth and free up its resources / memory.
\n', - itemtype: 'method', - name: 'dispose', - class: 'p5.MonoSynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12411, - description: - 'An object that holds information about which notes have been played and\nwhich notes are currently being played. New notes are added as keys\non the fly. While a note has been attacked, but not released, the value of the\nkey is the audiovoice which is generating that note. When notes are released,\nthe value of the key becomes undefined.
\n', - itemtype: 'property', - name: 'notes', - class: 'p5.PolySynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12423, - description: - 'A PolySynth must have at least 1 voice, defaults to 8
\n', - itemtype: 'property', - name: 'polyvalue', - class: 'p5.PolySynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12428, - description: - 'Monosynth that generates the sound for each note that is triggered. The\np5.PolySynth defaults to using the p5.MonoSynth as its voice.
\n', - itemtype: 'property', - name: 'AudioVoice', - class: 'p5.PolySynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12459, - description: - 'Play a note by triggering noteAttack and noteRelease with sustain time
\n', - itemtype: 'method', - name: 'play', - params: [ - { - name: 'note', - description: - 'midi note to play (ranging from 0 to 127 - 60 being a middle C)
\n', - type: 'Number', - optional: true - }, - { - name: 'velocity', - description: - 'velocity of the note to play (ranging from 0 to 1)
\n', - type: 'Number', - optional: true - }, - { - name: 'secondsFromNow', - description: 'time from now (in seconds) at which to play
\n', - type: 'Number', - optional: true - }, - { - name: 'sustainTime', - description: 'time to sustain before releasing the envelope
\n', - type: 'Number', - optional: true - } - ], - example: [ - '\n\nvar polySynth;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n cnv.mousePressed(playSynth);\n\n polySynth = new p5.PolySynth();\n\n textAlign(CENTER);\n text(\'click to play\', width/2, height/2);\n}\n\nfunction playSynth() {\n // note duration (in seconds)\n var dur = 0.1;\n\n // time from now (in seconds)\n var time = 0;\n\n // velocity (volume, from 0 to 1)\n var vel = 0.1;\n\n polySynth.play("G2", vel, 0, dur);\n polySynth.play("C3", vel, 0, dur);\n polySynth.play("G3", vel, 0, dur);\n\n background(random(255), random(255), 255);\n text(\'click to play\', width/2, height/2);\n}\n
noteADSR sets the envelope for a specific note that has just been triggered.\nUsing this method modifies the envelope of whichever audiovoice is being used\nto play the desired note. The envelope should be reset before noteRelease is called\nin order to prevent the modified envelope from being used on other notes.
\n', - itemtype: 'method', - name: 'noteADSR', - params: [ - { - name: 'note', - description: 'Midi note on which ADSR should be set.
\n', - type: 'Number', - optional: true - }, - { - name: 'attackTime', - description: - 'Time (in seconds before envelope\n reaches Attack Level
\n', - type: 'Number', - optional: true - }, - { - name: 'decayTime', - description: - 'Time (in seconds) before envelope\n reaches Decay/Sustain Level
\n', - type: 'Number', - optional: true - }, - { - name: 'susRatio', - description: - 'Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n where 1.0 = attackLevel, 0.0 = releaseLevel.\n The susRatio determines the decayLevel and the level at which the\n sustain portion of the envelope will sustain.\n For example, if attackLevel is 0.4, releaseLevel is 0,\n and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n increased to 1.0 (using setRange
),\n then decayLevel would increase proportionally, to become 0.5.
Time in seconds from now (defaults to 0)
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.PolySynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12533, - description: - 'Set the PolySynths global envelope. This method modifies the envelopes of each\nmonosynth so that all notes are played with this envelope.
\n', - itemtype: 'method', - name: 'setADSR', - params: [ - { - name: 'attackTime', - description: - 'Time (in seconds before envelope\n reaches Attack Level
\n', - type: 'Number', - optional: true - }, - { - name: 'decayTime', - description: - 'Time (in seconds) before envelope\n reaches Decay/Sustain Level
\n', - type: 'Number', - optional: true - }, - { - name: 'susRatio', - description: - 'Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n where 1.0 = attackLevel, 0.0 = releaseLevel.\n The susRatio determines the decayLevel and the level at which the\n sustain portion of the envelope will sustain.\n For example, if attackLevel is 0.4, releaseLevel is 0,\n and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n increased to 1.0 (using setRange
),\n then decayLevel would increase proportionally, to become 0.5.
Time in seconds from now (defaults to 0)
\n', - type: 'Number', - optional: true - } - ], - class: 'p5.PolySynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12557, - description: - 'Trigger the Attack, and Decay portion of a MonoSynth.\nSimilar to holding down a key on a piano, but it will\nhold the sustain level until you let go.
\n', - itemtype: 'method', - name: 'noteAttack', - params: [ - { - name: 'note', - description: 'midi note on which attack should be triggered.
\n', - type: 'Number', - optional: true - }, - { - name: 'velocity', - description: - 'velocity of the note to play (ranging from 0 to 1)/
\n', - type: 'Number', - optional: true - }, - { - name: 'secondsFromNow', - description: 'time from now (in seconds)
\n', - type: 'Number', - optional: true - } - ], - example: [ - '\n\nvar polySynth = new p5.PolySynth();\nvar pitches = ["G", "D", "G", "C"];\nvar octaves = [2, 3, 4];\n\nfunction mousePressed() {\n // play a chord: multiple notes at the same time\n for (var i = 0; i < 4; i++) {\n var note = random(pitches) + random(octaves);\n polySynth.noteAttack(note, 0.1);\n }\n}\n\nfunction mouseReleased() {\n // release all voices\n polySynth.noteRelease();\n}\n
Trigger the Release of an AudioVoice note. This is similar to releasing\nthe key on a piano and letting the sound fade according to the\nrelease level and release time.
\n', - itemtype: 'method', - name: 'noteRelease', - params: [ - { - name: 'note', - description: - 'midi note on which attack should be triggered.\n If no value is provided, all notes will be released.
\n', - type: 'Number', - optional: true - }, - { - name: 'secondsFromNow', - description: 'time to trigger the release
\n', - type: 'Number', - optional: true - } - ], - example: [ - '\n\nvar pitches = ["G", "D", "G", "C"];\nvar octaves = [2, 3, 4];\nvar polySynth = new p5.PolySynth();\n\nfunction mousePressed() {\n // play a chord: multiple notes at the same time\n for (var i = 0; i < 4; i++) {\n var note = random(pitches) + random(octaves);\n polySynth.noteAttack(note, 0.1);\n }\n}\n\nfunction mouseReleased() {\n // release all voices\n polySynth.noteRelease();\n}\n
Connect to a p5.sound / Web Audio object.
\n', - itemtype: 'method', - name: 'connect', - params: [ - { - name: 'unit', - description: 'A p5.sound or Web Audio object
\n', - type: 'Object' - } - ], - class: 'p5.PolySynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12722, - description: 'Disconnect all outputs
\n', - itemtype: 'method', - name: 'disconnect', - class: 'p5.PolySynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12732, - description: - 'Get rid of the MonoSynth and free up its resources / memory.
\n', - itemtype: 'method', - name: 'dispose', - class: 'p5.PolySynth', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12800, - description: - 'The p5.Distortion is built with a\n\nWeb Audio WaveShaper Node.
\n', - itemtype: 'property', - name: 'WaveShaperNode', - type: 'AudioNode', - class: 'p5.Distortion', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12815, - description: - 'Process a sound source, optionally specify amount and oversample values.
\n', - itemtype: 'method', - name: 'process', - params: [ - { - name: 'amount', - description: - 'Unbounded distortion amount.\n Normal values range from 0-1.
\n', - type: 'Number', - optional: true, - optdefault: '0.25' - }, - { - name: 'oversample', - description: ''none', '2x', or '4x'.
\n', - type: 'String', - optional: true, - optdefault: "'none'" - } - ], - class: 'p5.Distortion', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12827, - description: - 'Set the amount and oversample of the waveshaper distortion.
\n', - itemtype: 'method', - name: 'set', - params: [ - { - name: 'amount', - description: - 'Unbounded distortion amount.\n Normal values range from 0-1.
\n', - type: 'Number', - optional: true, - optdefault: '0.25' - }, - { - name: 'oversample', - description: ''none', '2x', or '4x'.
\n', - type: 'String', - optional: true, - optdefault: "'none'" - } - ], - class: 'p5.Distortion', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12845, - description: - 'Return the distortion amount, typically between 0-1.
\n', - itemtype: 'method', - name: 'getAmount', - return: { - description: - 'Unbounded distortion amount.\n Normal values range from 0-1.', - type: 'Number' - }, - class: 'p5.Distortion', - module: 'p5.sound', - submodule: 'p5.sound' - }, - { - file: 'lib/addons/p5.sound.js', - line: 12855, - description: 'Return the oversampling.
\n', - itemtype: 'method', - name: 'getOversample', - return: { - description: "Oversample can either be 'none', '2x', or '4x'.", - type: 'String' - }, - class: 'p5.Distortion', - module: 'p5.sound', - submodule: 'p5.sound' - } - ], - warnings: [ - { - message: 'unknown tag: alt', - line: ' src/color/creating_reading.js:16' - }, - { - message: 'unknown tag: alt', - line: ' src/color/creating_reading.js:61' - }, - { - message: 'unknown tag: alt', - line: ' src/color/creating_reading.js:91' - }, - { - message: 'unknown tag: alt', - line: ' src/color/creating_reading.js:134' - }, - { - message: 'unknown tag: alt', - line: ' src/color/creating_reading.js:332' - }, - { - message: 'unknown tag: alt', - line: ' src/color/creating_reading.js:363' - }, - { - message: 'unknown tag: alt', - line: ' src/color/creating_reading.js:400' - }, - { - message: 'unknown tag: alt', - line: ' src/color/creating_reading.js:497' - }, - { - message: 'unknown tag: alt', - line: ' src/color/creating_reading.js:527' - 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}, - { - message: 'replacing incorrect tag: returns with return', - line: ' src/math/trigonometry.js:362' - }, - { - message: 'unknown tag: alt', - line: ' src/typography/attributes.js:13' - }, - { - message: 'unknown tag: alt', - line: ' src/typography/attributes.js:84' - }, - { - message: 'unknown tag: alt', - line: ' src/typography/attributes.js:122' - }, - { - message: 'unknown tag: alt', - line: ' src/typography/attributes.js:154' - }, - { - message: 'unknown tag: alt', - line: ' src/typography/attributes.js:191' - }, - { - message: 'unknown tag: alt', - line: ' src/typography/loading_displaying.js:16' - }, - { - message: 'unknown tag: alt', - line: ' src/typography/loading_displaying.js:143' - }, - { - message: 'unknown tag: alt', - line: ' src/typography/loading_displaying.js:230' - }, - { - message: 'unknown tag: alt', - line: ' src/typography/p5.Font.js:32' - }, - { - message: 'unknown tag: alt', - line: ' src/utilities/conversion.js:12' - }, - { - message: 'unknown tag: alt', - line: ' src/utilities/string_functions.js:15' - }, - { - message: 'unknown tag: alt', - line: ' src/utilities/string_functions.js:44' - }, - { - message: 'unknown tag: alt', - line: ' src/utilities/string_functions.js:132' - }, - { - message: 'unknown tag: alt', - line: ' src/utilities/string_functions.js:243' - }, - { - message: 'unknown tag: alt', - line: ' src/utilities/string_functions.js:319' - }, - { - message: 'unknown tag: alt', - line: ' src/utilities/string_functions.js:381' - }, - { - message: 'unknown tag: alt', - line: ' src/utilities/string_functions.js:459' - }, - { - message: 'unknown tag: alt', - line: ' src/utilities/string_functions.js:548' - }, - { - message: 'unknown tag: alt', - line: ' src/utilities/time_date.js:12' - }, - { - message: 'unknown tag: alt', - line: ' src/utilities/time_date.js:34' - }, - { - message: 'unknown tag: alt', - line: ' src/utilities/time_date.js:56' - }, - { - message: 'unknown tag: alt', - line: ' src/utilities/time_date.js:78' - }, - { - message: 'unknown tag: alt', - line: ' src/utilities/time_date.js:101' - }, - { - message: 'unknown tag: alt', - line: ' src/utilities/time_date.js:123' - }, - { - message: 'unknown tag: alt', - line: ' src/utilities/time_date.js:145' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/3d_primitives.js:14' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/interaction.js:13' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/interaction.js:146' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/interaction.js:146' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/interaction.js:146' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/interaction.js:146' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/interaction.js:146' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/interaction.js:380' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/light.js:12' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/light.js:87' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/light.js:185' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/light.js:287' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/light.js:318' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/loading.js:14' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/loading.js:14' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/loading.js:580' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/material.js:14' - }, - { - message: 'replacing incorrect tag: returns with return', - line: ' src/webgl/material.js:113' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/material.js:113' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/material.js:181' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/material.js:285' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/material.js:322' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/material.js:419' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/material.js:419' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/material.js:498' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/material.js:573' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/material.js:623' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/material.js:674' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/p5.Camera.js:15' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/p5.Camera.js:61' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/p5.Camera.js:126' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/p5.Camera.js:209' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/p5.Camera.js:486' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/p5.Camera.js:545' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/p5.Camera.js:603' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/p5.Camera.js:751' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/p5.Camera.js:823' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/p5.Camera.js:1088' - }, - { - message: 'replacing incorrect tag: returns with return', - line: ' src/webgl/p5.RendererGL.Retained.js:40' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/p5.RendererGL.js:263' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/p5.RendererGL.js:519' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/p5.RendererGL.js:561' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/p5.RendererGL.js:631' - }, - { - message: 'unknown tag: alt', - line: ' src/webgl/p5.Shader.js:269' - }, - { - message: 'replacing incorrect tag: function with method', - line: ' src/webgl/text.js:117' - }, - { - message: 'replacing incorrect tag: returns with return', - line: ' src/webgl/text.js:160' - }, - { - message: 'replacing incorrect tag: function with method', - line: ' src/webgl/text.js:193' - }, - { - message: 'replacing incorrect tag: function with method', - line: ' src/webgl/text.js:205' - }, - { - message: 'replacing incorrect tag: function with method', - line: ' src/webgl/text.js:235' - }, - { - message: 'replacing incorrect tag: function with method', - line: ' src/webgl/text.js:249' - }, - { - message: 'replacing incorrect tag: function with method', - line: ' src/webgl/text.js:387' - }, - { - message: 'replacing incorrect tag: returns with return', - line: ' src/webgl/text.js:387' - }, - { - message: 'replacing incorrect tag: function with method', - line: ' src/webgl/text.js:457' - }, - { - message: 'replacing incorrect tag: function with method', - line: ' src/webgl/text.js:472' - }, - { - message: 'replacing incorrect tag: function with method', - line: ' src/webgl/text.js:547' - }, - { - message: 'unknown tag: alt', - line: ' lib/addons/p5.dom.js:245' - }, - { - message: 'unknown tag: alt', - line: ' lib/addons/p5.dom.js:313' - }, - { - message: 'replacing incorrect tag: returns with return', - line: ' lib/addons/p5.dom.js:1463' - }, - { - message: 'replacing incorrect tag: returns with return', - line: ' lib/addons/p5.dom.js:1525' - }, - { - message: 'replacing incorrect tag: returns with return', - line: ' lib/addons/p5.dom.js:1629' - }, - { - message: 'replacing incorrect tag: returns with return', - line: ' lib/addons/p5.dom.js:1668' - }, - { - message: 'replacing incorrect tag: returns with return', - line: ' lib/addons/p5.dom.js:1762' - }, - { - message: 'unknown tag: alt', - line: ' lib/addons/p5.dom.js:2119' - }, - { - message: 'replacing incorrect tag: params with param', - line: ' lib/addons/p5.sound.js:2480' - }, - { - message: 'replacing incorrect tag: returns with return', - line: ' lib/addons/p5.sound.js:2480' - }, - { - message: 'replacing incorrect tag: returns with return', - line: ' lib/addons/p5.sound.js:3094' - }, - { - message: 'replacing incorrect tag: returns with return', - line: ' lib/addons/p5.sound.js:7659' - }, - { - message: 'replacing incorrect tag: returns with return', - line: ' lib/addons/p5.sound.js:9626' - }, - { - message: - "Missing item type\nConversions adapted fromGeneric class for handling tabular data, typically from a\nCSV, TSV, or other sort of spreadsheet file.
\nCSV files are\n\ncomma separated values, often with the data in quotes. TSV\nfiles use tabs as separators, and usually don\'t bother with the\nquotes.
\nFile names should end with .csv if they\'re comma separated.
\nA rough "spec" for CSV can be found\nhere.
\nTo load files, use the loadTable method.
\nTo save tables to your computer, use the save method\n or the saveTable method.
\n\nPossible options include:\n
- * noStroke();
- * let c = color(0, 126, 255, 102);
- * fill(c);
- * rect(15, 15, 35, 70);
- * let value = alpha(c); // Sets 'value' to 102
- * fill(value);
- * rect(50, 15, 35, 70);
- *
- *
- * let c = color(175, 100, 220); // Define color 'c'
- * fill(c); // Use color variable 'c' as fill color
- * rect(15, 20, 35, 60); // Draw left rectangle
- *
- * let blueValue = blue(c); // Get blue in 'c'
- * print(blueValue); // Prints "220.0"
- * fill(0, 0, blueValue); // Use 'blueValue' in new fill
- * rect(50, 20, 35, 60); // Draw right rectangle
- *
- *
- * noStroke();
- * colorMode(HSB, 255);
- * let c = color(0, 126, 255);
- * fill(c);
- * rect(15, 20, 35, 60);
- * let value = brightness(c); // Sets 'value' to 255
- * fill(value);
- * rect(50, 20, 35, 60);
- *
- *
- * noStroke();
- * colorMode(HSB, 255);
- * let c = color('hsb(60, 100%, 50%)');
- * fill(c);
- * rect(15, 20, 35, 60);
- * let value = brightness(c); // A 'value' of 50% is 127.5
- * fill(value);
- * rect(50, 20, 35, 60);
- *
- *
- * let c = color(255, 204, 0); // Define color 'c'
- * fill(c); // Use color variable 'c' as fill color
- * noStroke(); // Don't draw a stroke around shapes
- * rect(30, 20, 55, 55); // Draw rectangle
- *
- *
- * let c = color(255, 204, 0); // Define color 'c'
- * fill(c); // Use color variable 'c' as fill color
- * noStroke(); // Don't draw a stroke around shapes
- * ellipse(25, 25, 80, 80); // Draw left circle
- *
- * // Using only one value with color()
- * // generates a grayscale value.
- * c = color(65); // Update 'c' with grayscale value
- * fill(c); // Use updated 'c' as fill color
- * ellipse(75, 75, 80, 80); // Draw right circle
- *
- *
- * // Named SVG & CSS colors may be used,
- * let c = color('magenta');
- * fill(c); // Use 'c' as fill color
- * noStroke(); // Don't draw a stroke around shapes
- * rect(20, 20, 60, 60); // Draw rectangle
- *
- *
- * // as can hex color codes:
- * noStroke(); // Don't draw a stroke around shapes
- * let c = color('#0f0');
- * fill(c); // Use 'c' as fill color
- * rect(0, 10, 45, 80); // Draw rectangle
- *
- * c = color('#00ff00');
- * fill(c); // Use updated 'c' as fill color
- * rect(55, 10, 45, 80); // Draw rectangle
- *
- *
- * // RGB and RGBA color strings are also supported:
- * // these all set to the same color (solid blue)
- * let c;
- * noStroke(); // Don't draw a stroke around shapes
- * c = color('rgb(0,0,255)');
- * fill(c); // Use 'c' as fill color
- * rect(10, 10, 35, 35); // Draw rectangle
- *
- * c = color('rgb(0%, 0%, 100%)');
- * fill(c); // Use updated 'c' as fill color
- * rect(55, 10, 35, 35); // Draw rectangle
- *
- * c = color('rgba(0, 0, 255, 1)');
- * fill(c); // Use updated 'c' as fill color
- * rect(10, 55, 35, 35); // Draw rectangle
- *
- * c = color('rgba(0%, 0%, 100%, 1)');
- * fill(c); // Use updated 'c' as fill color
- * rect(55, 55, 35, 35); // Draw rectangle
- *
- *
- * // HSL color is also supported and can be specified
- * // by value
- * let c;
- * noStroke(); // Don't draw a stroke around shapes
- * c = color('hsl(160, 100%, 50%)');
- * fill(c); // Use 'c' as fill color
- * rect(0, 10, 45, 80); // Draw rectangle
- *
- * c = color('hsla(160, 100%, 50%, 0.5)');
- * fill(c); // Use updated 'c' as fill color
- * rect(55, 10, 45, 80); // Draw rectangle
- *
- *
- * // HSB color is also supported and can be specified
- * // by value
- * let c;
- * noStroke(); // Don't draw a stroke around shapes
- * c = color('hsb(160, 100%, 50%)');
- * fill(c); // Use 'c' as fill color
- * rect(0, 10, 45, 80); // Draw rectangle
- *
- * c = color('hsba(160, 100%, 50%, 0.5)');
- * fill(c); // Use updated 'c' as fill color
- * rect(55, 10, 45, 80); // Draw rectangle
- *
- *
- * let c; // Declare color 'c'
- * noStroke(); // Don't draw a stroke around shapes
- *
- * // If no colorMode is specified, then the
- * // default of RGB with scale of 0-255 is used.
- * c = color(50, 55, 100); // Create a color for 'c'
- * fill(c); // Use color variable 'c' as fill color
- * rect(0, 10, 45, 80); // Draw left rect
- *
- * colorMode(HSB, 100); // Use HSB with scale of 0-100
- * c = color(50, 55, 100); // Update 'c' with new color
- * fill(c); // Use updated 'c' as fill color
- * rect(55, 10, 45, 80); // Draw right rect
- *
- *
- * let c = color(20, 75, 200); // Define color 'c'
- * fill(c); // Use color variable 'c' as fill color
- * rect(15, 20, 35, 60); // Draw left rectangle
- *
- * let greenValue = green(c); // Get green in 'c'
- * print(greenValue); // Print "75.0"
- * fill(0, greenValue, 0); // Use 'greenValue' in new fill
- * rect(50, 20, 35, 60); // Draw right rectangle
- *
- *
- * noStroke();
- * colorMode(HSB, 255);
- * let c = color(0, 126, 255);
- * fill(c);
- * rect(15, 20, 35, 60);
- * let value = hue(c); // Sets 'value' to "0"
- * fill(value);
- * rect(50, 20, 35, 60);
- *
- *
- * colorMode(RGB);
- * stroke(255);
- * background(51);
- * let from = color(218, 165, 32);
- * let to = color(72, 61, 139);
- * colorMode(RGB); // Try changing to HSB.
- * let interA = lerpColor(from, to, 0.33);
- * let interB = lerpColor(from, to, 0.66);
- * fill(from);
- * rect(10, 20, 20, 60);
- * fill(interA);
- * rect(30, 20, 20, 60);
- * fill(interB);
- * rect(50, 20, 20, 60);
- * fill(to);
- * rect(70, 20, 20, 60);
- *
- *
- * noStroke();
- * colorMode(HSL);
- * let c = color(156, 100, 50, 1);
- * fill(c);
- * rect(15, 20, 35, 60);
- * let value = lightness(c); // Sets 'value' to 50
- * fill(value);
- * rect(50, 20, 35, 60);
- *
- *
- * let c = color(255, 204, 0); // Define color 'c'
- * fill(c); // Use color variable 'c' as fill color
- * rect(15, 20, 35, 60); // Draw left rectangle
- *
- * let redValue = red(c); // Get red in 'c'
- * print(redValue); // Print "255.0"
- * fill(redValue, 0, 0); // Use 'redValue' in new fill
- * rect(50, 20, 35, 60); // Draw right rectangle
- *
- *
- * colorMode(RGB, 255); // Sets the range for red, green, and blue to 255
- * let c = color(127, 255, 0);
- * colorMode(RGB, 1); // Sets the range for red, green, and blue to 1
- * let myColor = red(c);
- * print(myColor); // 0.4980392156862745
- *
- *
- * noStroke();
- * colorMode(HSB, 255);
- * let c = color(0, 126, 255);
- * fill(c);
- * rect(15, 20, 35, 60);
- * let value = saturation(c); // Sets 'value' to 126
- * fill(value);
- * rect(50, 20, 35, 60);
- *
- *
- * let myColor;
- * function setup() {
- * createCanvas(200, 200);
- * stroke(255);
- * myColor = color(100, 100, 250);
- * fill(myColor);
- * }
- *
- * function draw() {
- * rotate(HALF_PI);
- * text(myColor.toString(), 0, -5);
- * text(myColor.toString('#rrggbb'), 0, -30);
- * text(myColor.toString('rgba%'), 0, -55);
- * }
- *
- *
- * let backgroundColor;
- *
- * function setup() {
- * backgroundColor = color(100, 50, 150);
- * }
- *
- * function draw() {
- * backgroundColor.setRed(128 + 128 * sin(millis() / 1000));
- * background(backgroundColor);
- * }
- *
- *
- * let backgroundColor;
- *
- * function setup() {
- * backgroundColor = color(100, 50, 150);
- * }
- *
- * function draw() {
- * backgroundColor.setGreen(128 + 128 * sin(millis() / 1000));
- * background(backgroundColor);
- * }
- *
- *
- * let backgroundColor;
- *
- * function setup() {
- * backgroundColor = color(100, 50, 150);
- * }
- *
- * function draw() {
- * backgroundColor.setBlue(128 + 128 * sin(millis() / 1000));
- * background(backgroundColor);
- * }
- *
- *
- * let squareColor;
- *
- * function setup() {
- * ellipseMode(CORNERS);
- * strokeWeight(4);
- * squareColor = color(100, 50, 150);
- * }
- *
- * function draw() {
- * background(255);
- *
- * noFill();
- * stroke(0);
- * ellipse(10, 10, width - 10, height - 10);
- *
- * squareColor.setAlpha(128 + 128 * sin(millis() / 1000));
- * fill(squareColor);
- * noStroke();
- * rect(13, 13, width - 26, height - 26);
- * }
- *
- *
- * // todo
- *
- *
- * // Grayscale integer value
- * background(51);
- *
- *
- * // R, G & B integer values
- * background(255, 204, 0);
- *
- *
- * // H, S & B integer values
- * colorMode(HSB);
- * background(255, 204, 100);
- *
- *
- * // Named SVG/CSS color string
- * background('red');
- *
- *
- * // three-digit hexadecimal RGB notation
- * background('#fae');
- *
- *
- * // six-digit hexadecimal RGB notation
- * background('#222222');
- *
- *
- * // integer RGB notation
- * background('rgb(0,255,0)');
- *
- *
- * // integer RGBA notation
- * background('rgba(0,255,0, 0.25)');
- *
- *
- * // percentage RGB notation
- * background('rgb(100%,0%,10%)');
- *
- *
- * // percentage RGBA notation
- * background('rgba(100%,0%,100%,0.5)');
- *
- *
- * // p5 Color object
- * background(color(0, 0, 255));
- *
- *
- * // Clear the screen on mouse press.
- * function setup() {
- * createCanvas(100, 100);
- * }
- *
- * function draw() {
- * ellipse(mouseX, mouseY, 20, 20);
- * }
- *
- * function mousePressed() {
- * clear();
- * }
- *
- *
- * noStroke();
- * colorMode(RGB, 100);
- * for (let i = 0; i < 100; i++) {
- * for (let j = 0; j < 100; j++) {
- * stroke(i, j, 0);
- * point(i, j);
- * }
- * }
- *
- *
- * noStroke();
- * colorMode(HSB, 100);
- * for (let i = 0; i < 100; i++) {
- * for (let j = 0; j < 100; j++) {
- * stroke(i, j, 100);
- * point(i, j);
- * }
- * }
- *
- *
- * colorMode(RGB, 255);
- * let c = color(127, 255, 0);
- *
- * colorMode(RGB, 1);
- * let myColor = c._getRed();
- * text(myColor, 10, 10, 80, 80);
- *
- *
- * noFill();
- * colorMode(RGB, 255, 255, 255, 1);
- * background(255);
- *
- * strokeWeight(4);
- * stroke(255, 0, 10, 0.3);
- * ellipse(40, 40, 50, 50);
- * ellipse(50, 50, 40, 40);
- *
- *
- * // Grayscale integer value
- * fill(51);
- * rect(20, 20, 60, 60);
- *
- *
- * // R, G & B integer values
- * fill(255, 204, 0);
- * rect(20, 20, 60, 60);
- *
- *
- * // H, S & B integer values
- * colorMode(HSB);
- * fill(255, 204, 100);
- * rect(20, 20, 60, 60);
- *
- *
- * // Named SVG/CSS color string
- * fill('red');
- * rect(20, 20, 60, 60);
- *
- *
- * // three-digit hexadecimal RGB notation
- * fill('#fae');
- * rect(20, 20, 60, 60);
- *
- *
- * // six-digit hexadecimal RGB notation
- * fill('#222222');
- * rect(20, 20, 60, 60);
- *
- *
- * // integer RGB notation
- * fill('rgb(0,255,0)');
- * rect(20, 20, 60, 60);
- *
- *
- * // integer RGBA notation
- * fill('rgba(0,255,0, 0.25)');
- * rect(20, 20, 60, 60);
- *
- *
- * // percentage RGB notation
- * fill('rgb(100%,0%,10%)');
- * rect(20, 20, 60, 60);
- *
- *
- * // percentage RGBA notation
- * fill('rgba(100%,0%,100%,0.5)');
- * rect(20, 20, 60, 60);
- *
- *
- * // p5 Color object
- * fill(color(0, 0, 255));
- * rect(20, 20, 60, 60);
- *
- *
- * rect(15, 10, 55, 55);
- * noFill();
- * rect(20, 20, 60, 60);
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(0);
- * noFill();
- * stroke(100, 100, 240);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * box(45, 45, 45);
- * }
- *
- *
- * noStroke();
- * rect(20, 20, 60, 60);
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(0);
- * noStroke();
- * fill(240, 150, 150);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * box(45, 45, 45);
- * }
- *
- *
- * // Grayscale integer value
- * strokeWeight(4);
- * stroke(51);
- * rect(20, 20, 60, 60);
- *
- *
- * // R, G & B integer values
- * stroke(255, 204, 0);
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- * // H, S & B integer values
- * colorMode(HSB);
- * strokeWeight(4);
- * stroke(255, 204, 100);
- * rect(20, 20, 60, 60);
- *
- *
- * // Named SVG/CSS color string
- * stroke('red');
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- * // three-digit hexadecimal RGB notation
- * stroke('#fae');
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- * // six-digit hexadecimal RGB notation
- * stroke('#222222');
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- * // integer RGB notation
- * stroke('rgb(0,255,0)');
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- * // integer RGBA notation
- * stroke('rgba(0,255,0,0.25)');
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- * // percentage RGB notation
- * stroke('rgb(100%,0%,10%)');
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- * // percentage RGBA notation
- * stroke('rgba(100%,0%,100%,0.5)');
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- * // p5 Color object
- * stroke(color(0, 0, 255));
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- * arc(50, 50, 80, 80, 0, HALF_PI);
- *
- * arc(50, 50, 80, 80, 0, PI);
- *
- * arc(50, 50, 80, 80, 0, QUARTER_PI);
- *
- * arc(50, 50, 80, 80, 0, TAU);
- *
- * arc(50, 50, 80, 80, 0, TWO_PI);
- *
- * function setup() {
- * angleMode(DEGREES);
- * }
- *
- * function setup() {
- * angleMode(RADIANS);
- * }
- *
- * let x = 10;
- * print('The value of x is ' + x);
- * // prints "The value of x is 10"
- *
- * function setup() {
- * frameRate(30);
- * textSize(30);
- * textAlign(CENTER);
- * }
- *
- * function draw() {
- * background(200);
- * text(frameCount, width / 2, height / 2);
- * }
-
- * let rectX = 0;
- * let fr = 30; //starting FPS
- * let clr;
- *
- * function setup() {
- * background(200);
- * frameRate(fr); // Attempt to refresh at starting FPS
- * clr = color(255, 0, 0);
- * }
- *
- * function draw() {
- * background(200);
- * rectX = rectX + 1 * (deltaTime / 50); // Move Rectangle in relation to deltaTime
- *
- * if (rectX >= width) {
- * // If you go off screen.
- * if (fr === 30) {
- * clr = color(0, 0, 255);
- * fr = 10;
- * frameRate(fr); // make frameRate 10 FPS
- * } else {
- * clr = color(255, 0, 0);
- * fr = 30;
- * frameRate(fr); // make frameRate 30 FPS
- * }
- * rectX = 0;
- * }
- * fill(clr);
- * rect(rectX, 40, 20, 20);
- * }
- *
- * // To demonstrate, put two windows side by side.
- * // Click on the window that the p5 sketch isn't in!
- * function draw() {
- * background(200);
- * noStroke();
- * fill(0, 200, 0);
- * ellipse(25, 25, 50, 50);
- *
- * if (!focused) {
- // or "if (focused === false)"
- * stroke(200, 0, 0);
- * line(0, 0, 100, 100);
- * line(100, 0, 0, 100);
- * }
- * }
- *
- * // Move the mouse across the quadrants
- * // to see the cursor change
- * function draw() {
- * line(width / 2, 0, width / 2, height);
- * line(0, height / 2, width, height / 2);
- * if (mouseX < 50 && mouseY < 50) {
- * cursor(CROSS);
- * } else if (mouseX > 50 && mouseY < 50) {
- * cursor('progress');
- * } else if (mouseX > 50 && mouseY > 50) {
- * cursor('https://s3.amazonaws.com/mupublicdata/cursor.cur');
- * } else {
- * cursor('grab');
- * }
- * }
- *
- * let rectX = 0;
- * let fr = 30; //starting FPS
- * let clr;
- *
- * function setup() {
- * background(200);
- * frameRate(fr); // Attempt to refresh at starting FPS
- * clr = color(255, 0, 0);
- * }
- *
- * function draw() {
- * background(200);
- * rectX = rectX += 1; // Move Rectangle
- *
- * if (rectX >= width) {
- // If you go off screen.
- * if (fr === 30) {
- * clr = color(0, 0, 255);
- * fr = 10;
- * frameRate(fr); // make frameRate 10 FPS
- * } else {
- * clr = color(255, 0, 0);
- * fr = 30;
- * frameRate(fr); // make frameRate 30 FPS
- * }
- * rectX = 0;
- * }
- * fill(clr);
- * rect(rectX, 40, 20, 20);
- * }
- *
- * function setup() {
- * noCursor();
- * }
- *
- * function draw() {
- * background(200);
- * ellipse(mouseX, mouseY, 10, 10);
- * }
- *
- * createCanvas(displayWidth, displayHeight);
- *
- * createCanvas(displayWidth, displayHeight);
- *
- * createCanvas(windowWidth, windowHeight);
- *
- * createCanvas(windowWidth, windowHeight);
- *
- * function setup() {
- * createCanvas(windowWidth, windowHeight);
- * }
- *
- * function draw() {
- * background(0, 100, 200);
- * }
- *
- * function windowResized() {
- * resizeCanvas(windowWidth, windowHeight);
- * }
- *
- * // Clicking in the box toggles fullscreen on and off.
- * function setup() {
- * background(200);
- * }
- * function mousePressed() {
- * if (mouseX > 0 && mouseX < 100 && mouseY > 0 && mouseY < 100) {
- * let fs = fullscreen();
- * fullscreen(!fs);
- * }
- * }
- *
- *
- * function setup() {
- * pixelDensity(1);
- * createCanvas(100, 100);
- * background(200);
- * ellipse(width / 2, height / 2, 50, 50);
- * }
- *
- *
- * function setup() {
- * pixelDensity(3.0);
- * createCanvas(100, 100);
- * background(200);
- * ellipse(width / 2, height / 2, 50, 50);
- * }
- *
- *
- * function setup() {
- * let density = displayDensity();
- * pixelDensity(density);
- * createCanvas(100, 100);
- * background(200);
- * ellipse(width / 2, height / 2, 50, 50);
- * }
- *
- *
- * let url;
- * let x = 100;
- *
- * function setup() {
- * fill(0);
- * noStroke();
- * url = getURL();
- * }
- *
- * function draw() {
- * background(200);
- * text(url, x, height / 2);
- * x--;
- * }
- *
- *
- * function setup() {
- * let urlPath = getURLPath();
- * for (let i = 0; i < urlPath.length; i++) {
- * text(urlPath[i], 10, i * 20 + 20);
- * }
- * }
- *
- * // Example: http://p5js.org?year=2014&month=May&day=15
- *
- * function setup() {
- * let params = getURLParams();
- * text(params.day, 10, 20);
- * text(params.month, 10, 40);
- * text(params.year, 10, 60);
- * }
- *
- *
- * let img;
- * let c;
- * function preload() {
- * // preload() runs once
- * img = loadImage('assets/laDefense.jpg');
- * }
- *
- * function setup() {
- * // setup() waits until preload() is done
- * img.loadPixels();
- * // get color of middle pixel
- * c = img.get(img.width / 2, img.height / 2);
- * }
- *
- * function draw() {
- * background(c);
- * image(img, 25, 25, 50, 50);
- * }
- *
- * let a = 0;
- *
- * function setup() {
- * background(0);
- * noStroke();
- * fill(102);
- * }
- *
- * function draw() {
- * rect(a++ % width, 10, 2, 80);
- * }
- *
- * let yPos = 0;
- * function setup() {
- * // setup() runs once
- * frameRate(30);
- * }
- * function draw() {
- * // draw() loops forever, until stopped
- * background(204);
- * yPos = yPos - 1;
- * if (yPos < 0) {
- * yPos = height;
- * }
- * line(0, yPos, width, yPos);
- * }
- *
- * function draw() {
- * ellipse(50, 50, 10, 10);
- * }
- *
- * function mousePressed() {
- * remove(); // remove whole sketch on mouse press
- * }
- *
- * p5.disableFriendlyErrors = true;
- *
- * function setup() {
- * createCanvas(100, 50);
- * }
- *
- * function setup() {
- * let c = createCanvas(50, 50);
- * c.elt.style.border = '5px solid red';
- * }
- *
- * function draw() {
- * background(220);
- * }
- *
- *
- * // in the html file:
- * // <div id="myContainer"></div>
- *
- * // in the js file:
- * let cnv = createCanvas(100, 100);
- * cnv.parent('myContainer');
- *
- * let div0 = createDiv('this is the parent');
- * let div1 = createDiv('this is the child');
- * div1.parent(div0); // use p5.Element
- *
- * let div0 = createDiv('this is the parent');
- * div0.id('apples');
- * let div1 = createDiv('this is the child');
- * div1.parent('apples'); // use id
- *
- * let elt = document.getElementById('myParentDiv');
- * let div1 = createDiv('this is the child');
- * div1.parent(elt); // use element from page
- *
- * function setup() {
- * let cnv = createCanvas(100, 100);
- * // Assigns a CSS selector ID to
- * // the canvas element.
- * cnv.id('mycanvas');
- * }
- *
- * function setup() {
- * let cnv = createCanvas(100, 100);
- * // Assigns a CSS selector class 'small'
- * // to the canvas element.
- * cnv.class('small');
- * }
- *
- * let cnv;
- * let d;
- * let g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.mousePressed(changeGray); // attach listener for
- * // canvas click only
- * d = 10;
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * ellipse(width / 2, height / 2, d, d);
- * }
- *
- * // this function fires with any click anywhere
- * function mousePressed() {
- * d = d + 10;
- * }
- *
- * // this function fires only when cnv is clicked
- * function changeGray() {
- * g = random(0, 255);
- * }
- *
- * let cnv;
- * let d;
- * let g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.doubleClicked(changeGray); // attach listener for
- * // canvas double click only
- * d = 10;
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * ellipse(width / 2, height / 2, d, d);
- * }
- *
- * // this function fires with any double click anywhere
- * function doubleClicked() {
- * d = d + 10;
- * }
- *
- * // this function fires only when cnv is double clicked
- * function changeGray() {
- * g = random(0, 255);
- * }
- *
- * let cnv;
- * let d;
- * let g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.mouseWheel(changeSize); // attach listener for
- * // activity on canvas only
- * d = 10;
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * ellipse(width / 2, height / 2, d, d);
- * }
- *
- * // this function fires with mousewheel movement
- * // anywhere on screen
- * function mouseWheel() {
- * g = g + 10;
- * }
- *
- * // this function fires with mousewheel movement
- * // over canvas only
- * function changeSize(event) {
- * if (event.deltaY > 0) {
- * d = d + 10;
- * } else {
- * d = d - 10;
- * }
- * }
- *
- * let cnv;
- * let d;
- * let g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.mouseReleased(changeGray); // attach listener for
- * // activity on canvas only
- * d = 10;
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * ellipse(width / 2, height / 2, d, d);
- * }
- *
- * // this function fires after the mouse has been
- * // released
- * function mouseReleased() {
- * d = d + 10;
- * }
- *
- * // this function fires after the mouse has been
- * // released while on canvas
- * function changeGray() {
- * g = random(0, 255);
- * }
- *
- * let cnv;
- * let d;
- * let g;
- *
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.mouseClicked(changeGray); // attach listener for
- * // activity on canvas only
- * d = 10;
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * ellipse(width / 2, height / 2, d, d);
- * }
- *
- * // this function fires after the mouse has been
- * // clicked anywhere
- * function mouseClicked() {
- * d = d + 10;
- * }
- *
- * // this function fires after the mouse has been
- * // clicked on canvas
- * function changeGray() {
- * g = random(0, 255);
- * }
- *
- *
- * let cnv;
- * let d = 30;
- * let g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.mouseMoved(changeSize); // attach listener for
- * // activity on canvas only
- * d = 10;
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * fill(200);
- * ellipse(width / 2, height / 2, d, d);
- * }
- *
- * // this function fires when mouse moves anywhere on
- * // page
- * function mouseMoved() {
- * g = g + 5;
- * if (g > 255) {
- * g = 0;
- * }
- * }
- *
- * // this function fires when mouse moves over canvas
- * function changeSize() {
- * d = d + 2;
- * if (d > 100) {
- * d = 0;
- * }
- * }
- *
- * let cnv;
- * let d;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.mouseOver(changeGray);
- * d = 10;
- * }
- *
- * function draw() {
- * ellipse(width / 2, height / 2, d, d);
- * }
- *
- * function changeGray() {
- * d = d + 10;
- * if (d > 100) {
- * d = 0;
- * }
- * }
- *
- * let cnv;
- * let d;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.mouseOut(changeGray);
- * d = 10;
- * }
- *
- * function draw() {
- * ellipse(width / 2, height / 2, d, d);
- * }
- *
- * function changeGray() {
- * d = d + 10;
- * if (d > 100) {
- * d = 0;
- * }
- * }
- *
- * let cnv;
- * let d;
- * let g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.touchStarted(changeGray); // attach listener for
- * // canvas click only
- * d = 10;
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * ellipse(width / 2, height / 2, d, d);
- * }
- *
- * // this function fires with any touch anywhere
- * function touchStarted() {
- * d = d + 10;
- * }
- *
- * // this function fires only when cnv is clicked
- * function changeGray() {
- * g = random(0, 255);
- * }
- *
- * let cnv;
- * let g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.touchMoved(changeGray); // attach listener for
- * // canvas click only
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * }
- *
- * // this function fires only when cnv is clicked
- * function changeGray() {
- * g = random(0, 255);
- * }
- *
- * let cnv;
- * let d;
- * let g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.touchEnded(changeGray); // attach listener for
- * // canvas click only
- * d = 10;
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * ellipse(width / 2, height / 2, d, d);
- * }
- *
- * // this function fires with any touch anywhere
- * function touchEnded() {
- * d = d + 10;
- * }
- *
- * // this function fires only when cnv is clicked
- * function changeGray() {
- * g = random(0, 255);
- * }
- *
- * // To test this sketch, simply drag a
- * // file over the canvas
- * function setup() {
- * let c = createCanvas(100, 100);
- * background(200);
- * textAlign(CENTER);
- * text('Drag file', width / 2, height / 2);
- * c.dragOver(dragOverCallback);
- * }
- *
- * // This function will be called whenever
- * // a file is dragged over the canvas
- * function dragOverCallback() {
- * background(240);
- * text('Dragged over', width / 2, height / 2);
- * }
- *
- * // To test this sketch, simply drag a file
- * // over and then out of the canvas area
- * function setup() {
- * let c = createCanvas(100, 100);
- * background(200);
- * textAlign(CENTER);
- * text('Drag file', width / 2, height / 2);
- * c.dragLeave(dragLeaveCallback);
- * }
- *
- * // This function will be called whenever
- * // a file is dragged out of the canvas
- * function dragLeaveCallback() {
- * background(240);
- * text('Dragged off', width / 2, height / 2);
- * }
- *
- * let pg;
- * function setup() {
- * createCanvas(100, 100);
- * background(0);
- * pg = createGraphics(50, 100);
- * pg.fill(0);
- * frameRate(5);
- * }
- * function draw() {
- * image(pg, width / 2, 0);
- * pg.background(255);
- * // p5.Graphics object behave a bit differently in some cases
- * // The normal canvas on the left resets the translate
- * // with every loop through draw()
- * // the graphics object on the right doesn't automatically reset
- * // so translate() is additive and it moves down the screen
- * rect(0, 0, width / 2, 5);
- * pg.rect(0, 0, width / 2, 5);
- * translate(0, 5, 0);
- * pg.translate(0, 5, 0);
- * }
- * function mouseClicked() {
- * // if you click you will see that
- * // reset() resets the translate back to the initial state
- * // of the Graphics object
- * pg.reset();
- * }
- *
- * let bg;
- * function setup() {
- * bg = createCanvas(100, 100);
- * bg.background(0);
- * image(bg, 0, 0);
- * bg.remove();
- * }
- *
- * let bg;
- * function setup() {
- * pixelDensity(1);
- * createCanvas(100, 100);
- * stroke(255);
- * fill(0);
- *
- * // create and draw the background image
- * bg = createGraphics(100, 100);
- * bg.background(200);
- * bg.ellipse(50, 50, 80, 80);
- * }
- * function draw() {
- * let t = millis() / 1000;
- * // draw the background
- * if (bg) {
- * image(bg, frameCount % 100, 0);
- * image(bg, frameCount % 100 - 100, 0);
- * }
- * // draw the foreground
- * let p = p5.Vector.fromAngle(t, 35).add(50, 50);
- * ellipse(p.x, p.y, 30);
- * }
- * function mouseClicked() {
- * // remove the background
- * if (bg) {
- * bg.remove();
- * bg = null;
- * }
- * }
- *
- * function setup() {
- * createCanvas(100, 50);
- * background(153);
- * line(0, 0, width, height);
- * }
- *
- *
- * function setup() {
- * createCanvas(windowWidth, windowHeight);
- * }
- *
- * function draw() {
- * background(0, 100, 200);
- * }
- *
- * function windowResized() {
- * resizeCanvas(windowWidth, windowHeight);
- * }
- *
- * function setup() {
- * noCanvas();
- * }
- *
- *
- * let pg;
- * function setup() {
- * createCanvas(100, 100);
- * pg = createGraphics(100, 100);
- * }
- * function draw() {
- * background(200);
- * pg.background(100);
- * pg.noStroke();
- * pg.ellipse(pg.width / 2, pg.height / 2, 50, 50);
- * image(pg, 50, 50);
- * image(pg, 0, 0, 50, 50);
- * }
- *
- * BLEND
- linear interpolation of colours: C =
- * A\*factor + B. This is the default blending mode.ADD
- sum of A and BDARKEST
- only the darkest colour succeeds: C =
- * min(A\*factor, B).LIGHTEST
- only the lightest colour succeeds: C =
- * max(A\*factor, B).DIFFERENCE
- subtract colors from underlying image.EXCLUSION
- similar to DIFFERENCE
, but less
- * extreme.MULTIPLY
- multiply the colors, result will always be
- * darker.SCREEN
- opposite multiply, uses inverse values of the
- * colors.REPLACE
- the pixels entirely replace the others and
- * don't utilize alpha (transparency) values.OVERLAY
- mix of MULTIPLY
and SCREEN
- *
. Multiplies dark values, and screens light values. (2D)HARD_LIGHT
- SCREEN
when greater than 50%
- * gray, MULTIPLY
when lower. (2D)SOFT_LIGHT
- mix of DARKEST
and
- * LIGHTEST
. Works like OVERLAY
, but not as harsh. (2D)
- * DODGE
- lightens light tones and increases contrast,
- * ignores darks. (2D)BURN
- darker areas are applied, increasing contrast,
- * ignores lights. (2D)SUBTRACT
- remainder of A and B (3D)
- * blendMode(LIGHTEST);
- * strokeWeight(30);
- * stroke(80, 150, 255);
- * line(25, 25, 75, 75);
- * stroke(255, 50, 50);
- * line(75, 25, 25, 75);
- *
- *
- * blendMode(MULTIPLY);
- * strokeWeight(30);
- * stroke(80, 150, 255);
- * line(25, 25, 75, 75);
- * stroke(255, 50, 50);
- * line(75, 25, 25, 75);
- *
- *
- * arc(50, 55, 50, 50, 0, HALF_PI);
- * noFill();
- * arc(50, 55, 60, 60, HALF_PI, PI);
- * arc(50, 55, 70, 70, PI, PI + QUARTER_PI);
- * arc(50, 55, 80, 80, PI + QUARTER_PI, TWO_PI);
- *
- *
- * arc(50, 50, 80, 80, 0, PI + QUARTER_PI);
- *
- *
- * arc(50, 50, 80, 80, 0, PI + QUARTER_PI, OPEN);
- *
- *
- * arc(50, 50, 80, 80, 0, PI + QUARTER_PI, CHORD);
- *
- *
- * arc(50, 50, 80, 80, 0, PI + QUARTER_PI, PIE);
- *
- *
- * ellipse(56, 46, 55, 55);
- *
- *
- * // Draw a circle at location (30, 30) with a diameter of 20.
- * circle(30, 30, 20);
- *
- *
- * line(30, 20, 85, 75);
- *
- *
- * line(30, 20, 85, 20);
- * stroke(126);
- * line(85, 20, 85, 75);
- * stroke(255);
- * line(85, 75, 30, 75);
- *
- *
- * point(30, 20);
- * point(85, 20);
- * point(85, 75);
- * point(30, 75);
- *
- *
- * quad(38, 31, 86, 20, 69, 63, 30, 76);
- *
- *
- * // Draw a rectangle at location (30, 20) with a width and height of 55.
- * rect(30, 20, 55, 55);
- *
- *
- * // Draw a rectangle with rounded corners, each having a radius of 20.
- * rect(30, 20, 55, 55, 20);
- *
- *
- * // Draw a rectangle with rounded corners having the following radii:
- * // top-left = 20, top-right = 15, bottom-right = 10, bottom-left = 5.
- * rect(30, 20, 55, 55, 20, 15, 10, 5);
- *
- *
- * // Draw a square at location (30, 20) with a side size of 55.
- * square(30, 20, 55);
- *
- *
- * // Draw a square with rounded corners, each having a radius of 20.
- * square(30, 20, 55, 20);
- *
- *
- * // Draw a square with rounded corners having the following radii:
- * // top-left = 20, top-right = 15, bottom-right = 10, bottom-left = 5.
- * square(30, 20, 55, 20, 15, 10, 5);
- *
- *
- * triangle(30, 75, 58, 20, 86, 75);
- *
- *
- * ellipseMode(RADIUS); // Set ellipseMode to RADIUS
- * fill(255); // Set fill to white
- * ellipse(50, 50, 30, 30); // Draw white ellipse using RADIUS mode
- *
- * ellipseMode(CENTER); // Set ellipseMode to CENTER
- * fill(100); // Set fill to gray
- * ellipse(50, 50, 30, 30); // Draw gray ellipse using CENTER mode
- *
- *
- * ellipseMode(CORNER); // Set ellipseMode is CORNER
- * fill(255); // Set fill to white
- * ellipse(25, 25, 50, 50); // Draw white ellipse using CORNER mode
- *
- * ellipseMode(CORNERS); // Set ellipseMode to CORNERS
- * fill(100); // Set fill to gray
- * ellipse(25, 25, 50, 50); // Draw gray ellipse using CORNERS mode
- *
- *
- * background(0);
- * noStroke();
- * smooth();
- * ellipse(30, 48, 36, 36);
- * noSmooth();
- * ellipse(70, 48, 36, 36);
- *
- *
- * rectMode(CORNER); // Default rectMode is CORNER
- * fill(255); // Set fill to white
- * rect(25, 25, 50, 50); // Draw white rect using CORNER mode
- *
- * rectMode(CORNERS); // Set rectMode to CORNERS
- * fill(100); // Set fill to gray
- * rect(25, 25, 50, 50); // Draw gray rect using CORNERS mode
- *
- *
- * rectMode(RADIUS); // Set rectMode to RADIUS
- * fill(255); // Set fill to white
- * rect(50, 50, 30, 30); // Draw white rect using RADIUS mode
- *
- * rectMode(CENTER); // Set rectMode to CENTER
- * fill(100); // Set fill to gray
- * rect(50, 50, 30, 30); // Draw gray rect using CENTER mode
- *
- *
- * background(0);
- * noStroke();
- * smooth();
- * ellipse(30, 48, 36, 36);
- * noSmooth();
- * ellipse(70, 48, 36, 36);
- *
- *
- * strokeWeight(12.0);
- * strokeCap(ROUND);
- * line(20, 30, 80, 30);
- * strokeCap(SQUARE);
- * line(20, 50, 80, 50);
- * strokeCap(PROJECT);
- * line(20, 70, 80, 70);
- *
- *
- * noFill();
- * strokeWeight(10.0);
- * strokeJoin(MITER);
- * beginShape();
- * vertex(35, 20);
- * vertex(65, 50);
- * vertex(35, 80);
- * endShape();
- *
- *
- * noFill();
- * strokeWeight(10.0);
- * strokeJoin(BEVEL);
- * beginShape();
- * vertex(35, 20);
- * vertex(65, 50);
- * vertex(35, 80);
- * endShape();
- *
- *
- * noFill();
- * strokeWeight(10.0);
- * strokeJoin(ROUND);
- * beginShape();
- * vertex(35, 20);
- * vertex(65, 50);
- * vertex(35, 80);
- * endShape();
- *
- *
- * strokeWeight(1); // Default
- * line(20, 20, 80, 20);
- * strokeWeight(4); // Thicker
- * line(20, 40, 80, 40);
- * strokeWeight(10); // Beastly
- * line(20, 70, 80, 70);
- *
- *
- * noFill();
- * stroke(255, 102, 0);
- * line(85, 20, 10, 10);
- * line(90, 90, 15, 80);
- * stroke(0, 0, 0);
- * bezier(85, 20, 10, 10, 90, 90, 15, 80);
- *
- *
- * background(0, 0, 0);
- * noFill();
- * stroke(255);
- * bezier(250, 250, 0, 100, 100, 0, 100, 0, 0, 0, 100, 0);
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * noFill();
- *
- * bezierDetail(5);
- * }
- *
- * function draw() {
- * background(200);
- *
- * // prettier-ignore
- * bezier(-40, -40, 0,
- * 90, -40, 0,
- * -90, 40, 0,
- * 40, 40, 0);
- * }
- *
- *
- * noFill();
- * let x1 = 85,
- x2 = 10,
- x3 = 90,
- x4 = 15;
- * let y1 = 20,
- y2 = 10,
- y3 = 90,
- y4 = 80;
- * bezier(x1, y1, x2, y2, x3, y3, x4, y4);
- * fill(255);
- * let steps = 10;
- * for (let i = 0; i <= steps; i++) {
- * let t = i / steps;
- * let x = bezierPoint(x1, x2, x3, x4, t);
- * let y = bezierPoint(y1, y2, y3, y4, t);
- * ellipse(x, y, 5, 5);
- * }
- *
- *
- * noFill();
- * bezier(85, 20, 10, 10, 90, 90, 15, 80);
- * let steps = 6;
- * fill(255);
- * for (let i = 0; i <= steps; i++) {
- * let t = i / steps;
- * // Get the location of the point
- * let x = bezierPoint(85, 10, 90, 15, t);
- * let y = bezierPoint(20, 10, 90, 80, t);
- * // Get the tangent points
- * let tx = bezierTangent(85, 10, 90, 15, t);
- * let ty = bezierTangent(20, 10, 90, 80, t);
- * // Calculate an angle from the tangent points
- * let a = atan2(ty, tx);
- * a += PI;
- * stroke(255, 102, 0);
- * line(x, y, cos(a) * 30 + x, sin(a) * 30 + y);
- * // The following line of code makes a line
- * // inverse of the above line
- * //line(x, y, cos(a)*-30 + x, sin(a)*-30 + y);
- * stroke(0);
- * ellipse(x, y, 5, 5);
- * }
- *
- *
- * noFill();
- * bezier(85, 20, 10, 10, 90, 90, 15, 80);
- * stroke(255, 102, 0);
- * let steps = 16;
- * for (let i = 0; i <= steps; i++) {
- * let t = i / steps;
- * let x = bezierPoint(85, 10, 90, 15, t);
- * let y = bezierPoint(20, 10, 90, 80, t);
- * let tx = bezierTangent(85, 10, 90, 15, t);
- * let ty = bezierTangent(20, 10, 90, 80, t);
- * let a = atan2(ty, tx);
- * a -= HALF_PI;
- * line(x, y, cos(a) * 8 + x, sin(a) * 8 + y);
- * }
- *
- *
- * noFill();
- * stroke(255, 102, 0);
- * curve(5, 26, 5, 26, 73, 24, 73, 61);
- * stroke(0);
- * curve(5, 26, 73, 24, 73, 61, 15, 65);
- * stroke(255, 102, 0);
- * curve(73, 24, 73, 61, 15, 65, 15, 65);
- *
- *
- * // Define the curve points as JavaScript objects
- * let p1 = { x: 5, y: 26 },
- p2 = { x: 73, y: 24 };
- * let p3 = { x: 73, y: 61 },
- p4 = { x: 15, y: 65 };
- * noFill();
- * stroke(255, 102, 0);
- * curve(p1.x, p1.y, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
- * stroke(0);
- * curve(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y);
- * stroke(255, 102, 0);
- * curve(p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, p4.x, p4.y);
- *
- *
- * noFill();
- * stroke(255, 102, 0);
- * curve(5, 26, 0, 5, 26, 0, 73, 24, 0, 73, 61, 0);
- * stroke(0);
- * curve(5, 26, 0, 73, 24, 0, 73, 61, 0, 15, 65, 0);
- * stroke(255, 102, 0);
- * curve(73, 24, 0, 73, 61, 0, 15, 65, 0, 15, 65, 0);
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- *
- * curveDetail(5);
- * }
- * function draw() {
- * background(200);
- *
- * curve(250, 600, 0, -30, 40, 0, 30, 30, 0, -250, 600, 0);
- * }
- *
- *
- * // Move the mouse left and right to see the curve change
- *
- * function setup() {
- * createCanvas(100, 100);
- * noFill();
- * }
- *
- * function draw() {
- * background(204);
- * let t = map(mouseX, 0, width, -5, 5);
- * curveTightness(t);
- * beginShape();
- * curveVertex(10, 26);
- * curveVertex(10, 26);
- * curveVertex(83, 24);
- * curveVertex(83, 61);
- * curveVertex(25, 65);
- * curveVertex(25, 65);
- * endShape();
- * }
- *
- *
- * noFill();
- * curve(5, 26, 5, 26, 73, 24, 73, 61);
- * curve(5, 26, 73, 24, 73, 61, 15, 65);
- * fill(255);
- * ellipseMode(CENTER);
- * let steps = 6;
- * for (let i = 0; i <= steps; i++) {
- * let t = i / steps;
- * let x = curvePoint(5, 5, 73, 73, t);
- * let y = curvePoint(26, 26, 24, 61, t);
- * ellipse(x, y, 5, 5);
- * x = curvePoint(5, 73, 73, 15, t);
- * y = curvePoint(26, 24, 61, 65, t);
- * ellipse(x, y, 5, 5);
- * }
- *
- *
- * noFill();
- * curve(5, 26, 73, 24, 73, 61, 15, 65);
- * let steps = 6;
- * for (let i = 0; i <= steps; i++) {
- * let t = i / steps;
- * let x = curvePoint(5, 73, 73, 15, t);
- * let y = curvePoint(26, 24, 61, 65, t);
- * //ellipse(x, y, 5, 5);
- * let tx = curveTangent(5, 73, 73, 15, t);
- * let ty = curveTangent(26, 24, 61, 65, t);
- * let a = atan2(ty, tx);
- * a -= PI / 2.0;
- * line(x, y, cos(a) * 8 + x, sin(a) * 8 + y);
- * }
- *
- *
- * translate(50, 50);
- * stroke(255, 0, 0);
- * beginShape();
- * // Exterior part of shape, clockwise winding
- * vertex(-40, -40);
- * vertex(40, -40);
- * vertex(40, 40);
- * vertex(-40, 40);
- * // Interior part of shape, counter-clockwise winding
- * beginContour();
- * vertex(-20, -20);
- * vertex(-20, 20);
- * vertex(20, 20);
- * vertex(20, -20);
- * endContour();
- * endShape(CLOSE);
- *
- *
- * beginShape();
- * vertex(30, 20);
- * vertex(85, 20);
- * vertex(85, 75);
- * vertex(30, 75);
- * endShape(CLOSE);
- *
- *
- * beginShape(POINTS);
- * vertex(30, 20);
- * vertex(85, 20);
- * vertex(85, 75);
- * vertex(30, 75);
- * endShape();
- *
- *
- * beginShape(LINES);
- * vertex(30, 20);
- * vertex(85, 20);
- * vertex(85, 75);
- * vertex(30, 75);
- * endShape();
- *
- *
- * noFill();
- * beginShape();
- * vertex(30, 20);
- * vertex(85, 20);
- * vertex(85, 75);
- * vertex(30, 75);
- * endShape();
- *
- *
- * noFill();
- * beginShape();
- * vertex(30, 20);
- * vertex(85, 20);
- * vertex(85, 75);
- * vertex(30, 75);
- * endShape(CLOSE);
- *
- *
- * beginShape(TRIANGLES);
- * vertex(30, 75);
- * vertex(40, 20);
- * vertex(50, 75);
- * vertex(60, 20);
- * vertex(70, 75);
- * vertex(80, 20);
- * endShape();
- *
- *
- * beginShape(TRIANGLE_STRIP);
- * vertex(30, 75);
- * vertex(40, 20);
- * vertex(50, 75);
- * vertex(60, 20);
- * vertex(70, 75);
- * vertex(80, 20);
- * vertex(90, 75);
- * endShape();
- *
- *
- * beginShape(TRIANGLE_FAN);
- * vertex(57.5, 50);
- * vertex(57.5, 15);
- * vertex(92, 50);
- * vertex(57.5, 85);
- * vertex(22, 50);
- * vertex(57.5, 15);
- * endShape();
- *
- *
- * beginShape(QUADS);
- * vertex(30, 20);
- * vertex(30, 75);
- * vertex(50, 75);
- * vertex(50, 20);
- * vertex(65, 20);
- * vertex(65, 75);
- * vertex(85, 75);
- * vertex(85, 20);
- * endShape();
- *
- *
- * beginShape(QUAD_STRIP);
- * vertex(30, 20);
- * vertex(30, 75);
- * vertex(50, 20);
- * vertex(50, 75);
- * vertex(65, 20);
- * vertex(65, 75);
- * vertex(85, 20);
- * vertex(85, 75);
- * endShape();
- *
- *
- * beginShape();
- * vertex(20, 20);
- * vertex(40, 20);
- * vertex(40, 40);
- * vertex(60, 40);
- * vertex(60, 60);
- * vertex(20, 60);
- * endShape(CLOSE);
- *
- *
- * noFill();
- * beginShape();
- * vertex(30, 20);
- * bezierVertex(80, 0, 80, 75, 30, 75);
- * endShape();
- *
- *
- * beginShape();
- * vertex(30, 20);
- * bezierVertex(80, 0, 80, 75, 30, 75);
- * bezierVertex(50, 80, 60, 25, 30, 20);
- * endShape();
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * setAttributes('antialias', true);
- * }
- * function draw() {
- * orbitControl();
- * background(50);
- * strokeWeight(4);
- * stroke(255);
- * point(-25, 30);
- * point(25, 30);
- * point(25, -30);
- * point(-25, -30);
- *
- * strokeWeight(1);
- * noFill();
- *
- * beginShape();
- * vertex(-25, 30);
- * bezierVertex(25, 30, 25, -30, -25, -30);
- * endShape();
- *
- * beginShape();
- * vertex(-25, 30, 20);
- * bezierVertex(25, 30, 20, 25, -30, 20, -25, -30, 20);
- * endShape();
- * }
- *
- *
- * strokeWeight(5);
- * point(84, 91);
- * point(68, 19);
- * point(21, 17);
- * point(32, 91);
- * strokeWeight(1);
- *
- * noFill();
- * beginShape();
- * curveVertex(84, 91);
- * curveVertex(84, 91);
- * curveVertex(68, 19);
- * curveVertex(21, 17);
- * curveVertex(32, 91);
- * curveVertex(32, 91);
- * endShape();
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * setAttributes('antialias', true);
- * }
- * function draw() {
- * orbitControl();
- * background(50);
- * strokeWeight(4);
- * stroke(255);
- *
- * point(-25, 25);
- * point(-25, 25);
- * point(-25, -25);
- * point(25, -25);
- * point(25, 25);
- * point(25, 25);
- *
- * strokeWeight(1);
- * noFill();
- *
- * beginShape();
- * curveVertex(-25, 25);
- * curveVertex(-25, 25);
- * curveVertex(-25, -25);
- * curveVertex(25, -25);
- * curveVertex(25, 25);
- * curveVertex(25, 25);
- * endShape();
- *
- * beginShape();
- * curveVertex(-25, 25, 20);
- * curveVertex(-25, 25, 20);
- * curveVertex(-25, -25, 20);
- * curveVertex(25, -25, 20);
- * curveVertex(25, 25, 20);
- * curveVertex(25, 25, 20);
- * endShape();
- * }
- *
- *
- * translate(50, 50);
- * stroke(255, 0, 0);
- * beginShape();
- * // Exterior part of shape, clockwise winding
- * vertex(-40, -40);
- * vertex(40, -40);
- * vertex(40, 40);
- * vertex(-40, 40);
- * // Interior part of shape, counter-clockwise winding
- * beginContour();
- * vertex(-20, -20);
- * vertex(-20, 20);
- * vertex(20, 20);
- * vertex(20, -20);
- * endContour();
- * endShape(CLOSE);
- *
- *
- * noFill();
- *
- * beginShape();
- * vertex(20, 20);
- * vertex(45, 20);
- * vertex(45, 80);
- * endShape(CLOSE);
- *
- * beginShape();
- * vertex(50, 20);
- * vertex(75, 20);
- * vertex(75, 80);
- * endShape();
- *
- *
- * strokeWeight(5);
- * point(20, 20);
- * point(80, 20);
- * point(50, 50);
- *
- * noFill();
- * strokeWeight(1);
- * beginShape();
- * vertex(20, 20);
- * quadraticVertex(80, 20, 50, 50);
- * endShape();
- *
- *
- * strokeWeight(5);
- * point(20, 20);
- * point(80, 20);
- * point(50, 50);
- *
- * point(20, 80);
- * point(80, 80);
- * point(80, 60);
- *
- * noFill();
- * strokeWeight(1);
- * beginShape();
- * vertex(20, 20);
- * quadraticVertex(80, 20, 50, 50);
- * quadraticVertex(20, 80, 80, 80);
- * vertex(80, 60);
- * endShape();
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * setAttributes('antialias', true);
- * }
- * function draw() {
- * orbitControl();
- * background(50);
- * strokeWeight(4);
- * stroke(255);
- *
- * point(-35, -35);
- * point(35, -35);
- * point(0, 0);
- * point(-35, 35);
- * point(35, 35);
- * point(35, 10);
- *
- * strokeWeight(1);
- * noFill();
- *
- * beginShape();
- * vertex(-35, -35);
- * quadraticVertex(35, -35, 0, 0);
- * quadraticVertex(-35, 35, 35, 35);
- * vertex(35, 10);
- * endShape();
- *
- * beginShape();
- * vertex(-35, -35, 20);
- * quadraticVertex(35, -35, 20, 0, 0, 20);
- * quadraticVertex(-35, 35, 20, 35, 35, 20);
- * vertex(35, 10, 20);
- * endShape();
- * }
- *
- *
- * strokeWeight(3);
- * beginShape(POINTS);
- * vertex(30, 20);
- * vertex(85, 20);
- * vertex(85, 75);
- * vertex(30, 75);
- * endShape();
- *
- *
- * createCanvas(100, 100, WEBGL);
- * background(240, 240, 240);
- * fill(237, 34, 93);
- * noStroke();
- * beginShape();
- * vertex(0, 35);
- * vertex(35, 0);
- * vertex(0, -35);
- * vertex(-35, 0);
- * endShape();
- *
- *
- * createCanvas(100, 100, WEBGL);
- * background(240, 240, 240);
- * fill(237, 34, 93);
- * noStroke();
- * beginShape();
- * vertex(-10, 10);
- * vertex(0, 35);
- * vertex(10, 10);
- * vertex(35, 0);
- * vertex(10, -8);
- * vertex(0, -35);
- * vertex(-10, -8);
- * vertex(-35, 0);
- * endShape();
- *
- *
- * strokeWeight(3);
- * stroke(237, 34, 93);
- * beginShape(LINES);
- * vertex(10, 35);
- * vertex(90, 35);
- * vertex(10, 65);
- * vertex(90, 65);
- * vertex(35, 10);
- * vertex(35, 90);
- * vertex(65, 10);
- * vertex(65, 90);
- * endShape();
- *
- *
- * // Click to change the number of sides.
- * // In WebGL mode, custom shapes will only
- * // display hollow fill sections when
- * // all calls to vertex() use the same z-value.
- *
- * let sides = 3;
- * let angle, px, py;
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * setAttributes('antialias', true);
- * fill(237, 34, 93);
- * strokeWeight(3);
- * }
- *
- * function draw() {
- * background(200);
- * rotateX(frameCount * 0.01);
- * rotateZ(frameCount * 0.01);
- * ngon(sides, 0, 0, 80);
- * }
- *
- * function mouseClicked() {
- * if (sides > 6) {
- * sides = 3;
- * } else {
- * sides++;
- * }
- * }
- *
- * function ngon(n, x, y, d) {
- * beginShape();
- * for (var i = 0; i < n + 1; i++) {
- * angle = TWO_PI / n * i;
- * px = x + sin(angle) * d / 2;
- * py = y - cos(angle) * d / 2;
- * vertex(px, py, 0);
- * }
- * for (i = 0; i < n + 1; i++) {
- * angle = TWO_PI / n * i;
- * px = x + sin(angle) * d / 4;
- * py = y - cos(angle) * d / 4;
- * vertex(px, py, 0);
- * }
- * endShape();
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100);
- * background(200);
- * noLoop();
- * }
-
- * function draw() {
- * line(10, 10, 90, 90);
- * }
- *
- * let x = 0;
- * function setup() {
- * createCanvas(100, 100);
- * }
- *
- * function draw() {
- * background(204);
- * x = x + 0.1;
- * if (x > width) {
- * x = 0;
- * }
- * line(x, 0, x, height);
- * }
- *
- * function mousePressed() {
- * noLoop();
- * }
- *
- * function mouseReleased() {
- * loop();
- * }
- *
- * let x = 0;
- * function setup() {
- * createCanvas(100, 100);
- * noLoop();
- * }
- *
- * function draw() {
- * background(204);
- * x = x + 0.1;
- * if (x > width) {
- * x = 0;
- * }
- * line(x, 0, x, height);
- * }
- *
- * function mousePressed() {
- * loop();
- * }
- *
- * function mouseReleased() {
- * noLoop();
- * }
- *
- * ellipse(0, 50, 33, 33); // Left circle
- *
- * push(); // Start a new drawing state
- * strokeWeight(10);
- * fill(204, 153, 0);
- * translate(50, 0);
- * ellipse(0, 50, 33, 33); // Middle circle
- * pop(); // Restore original state
- *
- * ellipse(100, 50, 33, 33); // Right circle
- *
- *
- * ellipse(0, 50, 33, 33); // Left circle
- *
- * push(); // Start a new drawing state
- * strokeWeight(10);
- * fill(204, 153, 0);
- * ellipse(33, 50, 33, 33); // Left-middle circle
- *
- * push(); // Start another new drawing state
- * stroke(0, 102, 153);
- * ellipse(66, 50, 33, 33); // Right-middle circle
- * pop(); // Restore previous state
- *
- * pop(); // Restore original state
- *
- * ellipse(100, 50, 33, 33); // Right circle
- *
- *
- * ellipse(0, 50, 33, 33); // Left circle
- *
- * push(); // Start a new drawing state
- * translate(50, 0);
- * strokeWeight(10);
- * fill(204, 153, 0);
- * ellipse(0, 50, 33, 33); // Middle circle
- * pop(); // Restore original state
- *
- * ellipse(100, 50, 33, 33); // Right circle
- *
- *
- * ellipse(0, 50, 33, 33); // Left circle
- *
- * push(); // Start a new drawing state
- * strokeWeight(10);
- * fill(204, 153, 0);
- * ellipse(33, 50, 33, 33); // Left-middle circle
- *
- * push(); // Start another new drawing state
- * stroke(0, 102, 153);
- * ellipse(66, 50, 33, 33); // Right-middle circle
- * pop(); // Restore previous state
- *
- * pop(); // Restore original state
- *
- * ellipse(100, 50, 33, 33); // Right circle
- *
- *
- * let x = 0;
- *
- * function setup() {
- * createCanvas(100, 100);
- * noLoop();
- * }
- *
- * function draw() {
- * background(204);
- * line(x, 0, x, height);
- * }
- *
- * function mousePressed() {
- * x += 1;
- * redraw();
- * }
- *
- * let x = 0;
- *
- * function setup() {
- * createCanvas(100, 100);
- * noLoop();
- * }
- *
- * function draw() {
- * background(204);
- * x += 1;
- * line(x, 0, x, height);
- * }
- *
- * function mousePressed() {
- * redraw(5);
- * }
- *
- * function setup() {
- * frameRate(10);
- * rectMode(CENTER);
- * }
- *
- * function draw() {
- * var step = frameCount % 20;
- * background(200);
- * // Equivalent to translate(x, y);
- * applyMatrix(1, 0, 0, 1, 40 + step, 50);
- * rect(0, 0, 50, 50);
- * }
- *
- *
- * function setup() {
- * frameRate(10);
- * rectMode(CENTER);
- * }
- *
- * function draw() {
- * var step = frameCount % 20;
- * background(200);
- * translate(50, 50);
- * // Equivalent to scale(x, y);
- * applyMatrix(1 / step, 0, 0, 1 / step, 0, 0);
- * rect(0, 0, 50, 50);
- * }
- *
- *
- * function setup() {
- * frameRate(10);
- * rectMode(CENTER);
- * }
- *
- * function draw() {
- * var step = frameCount % 20;
- * var angle = map(step, 0, 20, 0, TWO_PI);
- * var cos_a = cos(angle);
- * var sin_a = sin(angle);
- * background(200);
- * translate(50, 50);
- * // Equivalent to rotate(angle);
- * applyMatrix(cos_a, sin_a, -sin_a, cos_a, 0, 0);
- * rect(0, 0, 50, 50);
- * }
- *
- *
- * function setup() {
- * frameRate(10);
- * rectMode(CENTER);
- * }
- *
- * function draw() {
- * var step = frameCount % 20;
- * var angle = map(step, 0, 20, -PI / 4, PI / 4);
- * background(200);
- * translate(50, 50);
- * // equivalent to shearX(angle);
- * var shear_factor = 1 / tan(PI / 2 - angle);
- * applyMatrix(1, 0, shear_factor, 1, 0, 0);
- * rect(0, 0, 50, 50);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * noFill();
- * }
- *
- * function draw() {
- * background(200);
- * rotateY(PI / 6);
- * stroke(153);
- * box(35);
- * var rad = millis() / 1000;
- * // Set rotation angles
- * var ct = cos(rad);
- * var st = sin(rad);
- * // Matrix for rotation around the Y axis
- * // prettier-ignore
- * applyMatrix( ct, 0.0, st, 0.0,
- * 0.0, 1.0, 0.0, 0.0,
- * -st, 0.0, ct, 0.0,
- * 0.0, 0.0, 0.0, 1.0);
- * stroke(255);
- * box(50);
- * }
- *
- *
- * translate(50, 50);
- * applyMatrix(0.5, 0.5, -0.5, 0.5, 0, 0);
- * rect(0, 0, 20, 20);
- * // Note that the translate is also reset.
- * resetMatrix();
- * rect(0, 0, 20, 20);
- *
- *
- * translate(width / 2, height / 2);
- * rotate(PI / 3.0);
- * rect(-26, -26, 52, 52);
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw() {
- * background(255);
- * rotateX(millis() / 1000);
- * box();
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw() {
- * background(255);
- * rotateY(millis() / 1000);
- * box();
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw() {
- * background(255);
- * rotateZ(millis() / 1000);
- * box();
- * }
- *
- *
- * rect(30, 20, 50, 50);
- * scale(0.5);
- * rect(30, 20, 50, 50);
- *
- *
- * rect(30, 20, 50, 50);
- * scale(0.5, 1.3);
- * rect(30, 20, 50, 50);
- *
- *
- * translate(width / 4, height / 4);
- * shearX(PI / 4.0);
- * rect(0, 0, 30, 30);
- *
- *
- * translate(width / 4, height / 4);
- * shearY(PI / 4.0);
- * rect(0, 0, 30, 30);
- *
- *
- * translate(30, 20);
- * rect(0, 0, 55, 55);
- *
- *
- * rect(0, 0, 55, 55); // Draw rect at original 0,0
- * translate(30, 20);
- * rect(0, 0, 55, 55); // Draw rect at new 0,0
- * translate(14, 14);
- * rect(0, 0, 55, 55); // Draw rect at new 0,0
- *
- *
- * function draw() {
- * background(200);
- * rectMode(CENTER);
- * translate(width / 2, height / 2);
- * translate(p5.Vector.fromAngle(millis() / 1000, 40));
- * rect(0, 0, 20, 20);
- * }
- *
- *
- * // Type to change the letter in the
- * // center of the canvas.
- * // If you reload the page, it will
- * // still display the last key you entered
- *
- * let myText;
- *
- * function setup() {
- * createCanvas(100, 100);
- * myText = getItem('myText');
- * if (myText === null) {
- * myText = '';
- * }
- * }
- *
- * function draw() {
- * textSize(40);
- * background(255);
- * text(myText, width / 2, height / 2);
- * }
- *
- * function keyPressed() {
- * myText = key;
- * storeItem('myText', myText);
- * }
- *
- * // Click the mouse to change
- * // the color of the background
- * // Once you have changed the color
- * // it will stay changed even when you
- * // reload the page.
- *
- * let myColor;
- *
- * function setup() {
- * createCanvas(100, 100);
- * myColor = getItem('myColor');
- * }
- *
- * function draw() {
- * if (myColor !== null) {
- * background(myColor);
- * }
- * }
- *
- * function mousePressed() {
- * myColor = color(random(255), random(255), random(255));
- * storeItem('myColor', myColor);
- * }
- *
- * function setup() {
- * let myNum = 10;
- * let myBool = false;
- * storeItem('myNum', myNum);
- * storeItem('myBool', myBool);
- * print(getItem('myNum')); // logs 10 to the console
- * print(getItem('myBool')); // logs false to the console
- * clearStorage();
- * print(getItem('myNum')); // logs null to the console
- * print(getItem('myBool')); // logs null to the console
- * }
- *
- * function setup() {
- * let myVar = 10;
- * storeItem('myVar', myVar);
- * print(getItem('myVar')); // logs 10 to the console
- * removeItem('myVar');
- * print(getItem('myVar')); // logs null to the console
- * }
- *
- * function setup() {
- * let myDictionary = createStringDict('p5', 'js');
- * print(myDictionary.hasKey('p5')); // logs true to console
- *
- * let anotherDictionary = createStringDict({ happy: 'coding' });
- * print(anotherDictionary.hasKey('happy')); // logs true to console
- * }
- *
- * function setup() {
- * let myDictionary = createNumberDict(100, 42);
- * print(myDictionary.hasKey(100)); // logs true to console
- *
- * let anotherDictionary = createNumberDict({ 200: 84 });
- * print(anotherDictionary.hasKey(200)); // logs true to console
- * }
- *
- * function setup() {
- * let myDictionary = createNumberDict(1, 10);
- * myDictionary.create(2, 20);
- * myDictionary.create(3, 30);
- * print(myDictionary.size()); // logs 3 to the console
- * }
- *
- * function setup() {
- * let myDictionary = createStringDict('p5', 'js');
- * print(myDictionary.hasKey('p5')); // logs true to console
- * }
- *
- * function setup() {
- * let myDictionary = createStringDict('p5', 'js');
- * let myValue = myDictionary.get('p5');
- * print(myValue === 'js'); // logs true to console
- * }
- *
- * function setup() {
- * let myDictionary = createStringDict('p5', 'js');
- * myDictionary.set('p5', 'JS');
- * myDictionary.print(); // logs "key: p5 - value: JS" to console
- * }
- *
- * function setup() {
- * let myDictionary = createStringDict('p5', 'js');
- * myDictionary.create('happy', 'coding');
- * myDictionary.print();
- * // above logs "key: p5 - value: js, key: happy - value: coding" to console
- * }
- *
- * function setup() {
- * let myDictionary = createStringDict('p5', 'js');
- * print(myDictionary.hasKey('p5')); // prints 'true'
- * myDictionary.clear();
- * print(myDictionary.hasKey('p5')); // prints 'false'
- * }
- *
- *
- * function setup() {
- * let myDictionary = createStringDict('p5', 'js');
- * myDictionary.create('happy', 'coding');
- * myDictionary.print();
- * // above logs "key: p5 - value: js, key: happy - value: coding" to console
- * myDictionary.remove('p5');
- * myDictionary.print();
- * // above logs "key: happy value: coding" to console
- * }
- *
- * function setup() {
- * let myDictionary = createStringDict('p5', 'js');
- * myDictionary.create('happy', 'coding');
- * myDictionary.print();
- * // above logs "key: p5 - value: js, key: happy - value: coding" to console
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100);
- * background(200);
- * text('click here to save', 10, 10, 70, 80);
- * }
- *
- * function mousePressed() {
- * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
- * createStringDict({
- * john: 1940,
- * paul: 1942,
- * george: 1943,
- * ringo: 1940
- * }).saveTable('beatles');
- * }
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100);
- * background(200);
- * text('click here to save', 10, 10, 70, 80);
- * }
- *
- * function mousePressed() {
- * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
- * createStringDict({
- * john: 1940,
- * paul: 1942,
- * george: 1943,
- * ringo: 1940
- * }).saveJSON('beatles');
- * }
- * }
- *
- *
- * function setup() {
- * let myDictionary = createNumberDict(2, 5);
- * myDictionary.add(2, 2);
- * print(myDictionary.get(2)); // logs 7 to console.
- * }
- *
- * function setup() {
- * let myDictionary = createNumberDict(2, 5);
- * myDictionary.sub(2, 2);
- * print(myDictionary.get(2)); // logs 3 to console.
- * }
- *
- * function setup() {
- * let myDictionary = createNumberDict(2, 4);
- * myDictionary.mult(2, 2);
- * print(myDictionary.get(2)); // logs 8 to console.
- * }
- *
- * function setup() {
- * let myDictionary = createNumberDict(2, 8);
- * myDictionary.div(2, 2);
- * print(myDictionary.get(2)); // logs 4 to console.
- * }
- *
- * function setup() {
- * let myDictionary = createNumberDict({ 2: -10, 4: 0.65, 1.2: 3 });
- * let lowestValue = myDictionary.minValue(); // value is -10
- * print(lowestValue);
- * }
- *
- * function setup() {
- * let myDictionary = createNumberDict({ 2: -10, 4: 0.65, 1.2: 3 });
- * let highestValue = myDictionary.maxValue(); // value is 3
- * print(highestValue);
- * }
- *
- * function setup() {
- * let myDictionary = createNumberDict({ 2: 4, 4: 6, 1.2: 3 });
- * let lowestKey = myDictionary.minKey(); // value is 1.2
- * print(lowestKey);
- * }
- *
- * function setup() {
- * let myDictionary = createNumberDict({ 2: 4, 4: 6, 1.2: 3 });
- * let highestKey = myDictionary.maxKey(); // value is 4
- * print(highestKey);
- * }
- *
- * // Move a touchscreen device to register
- * // acceleration changes.
- * function draw() {
- * background(220, 50);
- * fill('magenta');
- * ellipse(width / 2, height / 2, accelerationX);
- * }
- *
- *
- * // Move a touchscreen device to register
- * // acceleration changes.
- * function draw() {
- * background(220, 50);
- * fill('magenta');
- * ellipse(width / 2, height / 2, accelerationY);
- * }
- *
- *
- * // Move a touchscreen device to register
- * // acceleration changes.
- * function draw() {
- * background(220, 50);
- * fill('magenta');
- * ellipse(width / 2, height / 2, accelerationZ);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(200);
- * //rotateZ(radians(rotationZ));
- * rotateX(radians(rotationX));
- * //rotateY(radians(rotationY));
- * box(200, 200, 200);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(200);
- * //rotateZ(radians(rotationZ));
- * //rotateX(radians(rotationX));
- * rotateY(radians(rotationY));
- * box(200, 200, 200);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(200);
- * rotateZ(radians(rotationZ));
- * //rotateX(radians(rotationX));
- * //rotateY(radians(rotationY));
- * box(200, 200, 200);
- * }
- *
- *
- * // A simple if statement looking at whether
- * // rotationX - pRotationX < 0 is true or not will be
- * // sufficient for determining the rotate direction
- * // in most cases.
- *
- * // Some extra logic is needed to account for cases where
- * // the angles wrap around.
- * let rotateDirection = 'clockwise';
- *
- * // Simple range conversion to make things simpler.
- * // This is not absolutely necessary but the logic
- * // will be different in that case.
- *
- * let rX = rotationX + 180;
- * let pRX = pRotationX + 180;
- *
- * if ((rX - pRX > 0 && rX - pRX < 270) || rX - pRX < -270) {
- * rotateDirection = 'clockwise';
- * } else if (rX - pRX < 0 || rX - pRX > 270) {
- * rotateDirection = 'counter-clockwise';
- * }
- *
- * print(rotateDirection);
- *
- *
- * // A simple if statement looking at whether
- * // rotationY - pRotationY < 0 is true or not will be
- * // sufficient for determining the rotate direction
- * // in most cases.
- *
- * // Some extra logic is needed to account for cases where
- * // the angles wrap around.
- * let rotateDirection = 'clockwise';
- *
- * // Simple range conversion to make things simpler.
- * // This is not absolutely necessary but the logic
- * // will be different in that case.
- *
- * let rY = rotationY + 180;
- * let pRY = pRotationY + 180;
- *
- * if ((rY - pRY > 0 && rY - pRY < 270) || rY - pRY < -270) {
- * rotateDirection = 'clockwise';
- * } else if (rY - pRY < 0 || rY - pRY > 270) {
- * rotateDirection = 'counter-clockwise';
- * }
- * print(rotateDirection);
- *
- *
- * // A simple if statement looking at whether
- * // rotationZ - pRotationZ < 0 is true or not will be
- * // sufficient for determining the rotate direction
- * // in most cases.
- *
- * // Some extra logic is needed to account for cases where
- * // the angles wrap around.
- * let rotateDirection = 'clockwise';
- *
- * if (
- * (rotationZ - pRotationZ > 0 && rotationZ - pRotationZ < 270) ||
- * rotationZ - pRotationZ < -270
- * ) {
- * rotateDirection = 'clockwise';
- * } else if (rotationZ - pRotationZ < 0 || rotationZ - pRotationZ > 270) {
- * rotateDirection = 'counter-clockwise';
- * }
- * print(rotateDirection);
- *
- *
- * // Run this example on a mobile device
- * // Rotate the device by 90 degrees in the
- * // X-axis to change the value.
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function deviceTurned() {
- * if (turnAxis === 'X') {
- * if (value === 0) {
- * value = 255;
- * } else if (value === 255) {
- * value = 0;
- * }
- * }
- * }
- *
- *
- * // Run this example on a mobile device
- * // You will need to move the device incrementally further
- * // the closer the square's color gets to white in order to change the value.
- *
- * let value = 0;
- * let threshold = 0.5;
- * function setup() {
- * setMoveThreshold(threshold);
- * }
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function deviceMoved() {
- * value = value + 5;
- * threshold = threshold + 0.1;
- * if (value > 255) {
- * value = 0;
- * threshold = 30;
- * }
- * setMoveThreshold(threshold);
- * }
- *
- *
- * // Run this example on a mobile device
- * // You will need to shake the device more firmly
- * // the closer the box's fill gets to white in order to change the value.
- *
- * let value = 0;
- * let threshold = 30;
- * function setup() {
- * setShakeThreshold(threshold);
- * }
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function deviceMoved() {
- * value = value + 5;
- * threshold = threshold + 5;
- * if (value > 255) {
- * value = 0;
- * threshold = 30;
- * }
- * setShakeThreshold(threshold);
- * }
- *
- *
- * // Run this example on a mobile device
- * // Move the device around
- * // to change the value.
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function deviceMoved() {
- * value = value + 5;
- * if (value > 255) {
- * value = 0;
- * }
- * }
- *
- *
- * // Run this example on a mobile device
- * // Rotate the device by 90 degrees
- * // to change the value.
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function deviceTurned() {
- * if (value === 0) {
- * value = 255;
- * } else if (value === 255) {
- * value = 0;
- * }
- * }
- *
- *
- * // Run this example on a mobile device
- * // Rotate the device by 90 degrees in the
- * // X-axis to change the value.
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function deviceTurned() {
- * if (turnAxis === 'X') {
- * if (value === 0) {
- * value = 255;
- * } else if (value === 255) {
- * value = 0;
- * }
- * }
- * }
- *
- *
- * // Run this example on a mobile device
- * // Shake the device to change the value.
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function deviceShaken() {
- * value = value + 5;
- * if (value > 255) {
- * value = 0;
- * }
- * }
- *
- *
- * function draw() {
- * if (keyIsPressed === true) {
- * fill(0);
- * } else {
- * fill(255);
- * }
- * rect(25, 25, 50, 50);
- * }
- *
- *
- * // Click any key to display it!
- * // (Not Guaranteed to be Case Sensitive)
- * function setup() {
- * fill(245, 123, 158);
- * textSize(50);
- * }
- *
- * function draw() {
- * background(200);
- * text(key, 33, 65); // Display last key pressed.
- * }
- *
- * let fillVal = 126;
- * function draw() {
- * fill(fillVal);
- * rect(25, 25, 50, 50);
- * }
- *
- * function keyPressed() {
- * if (keyCode === UP_ARROW) {
- * fillVal = 255;
- * } else if (keyCode === DOWN_ARROW) {
- * fillVal = 0;
- * }
- * return false; // prevent default
- * }
- *
- * function draw() {}
- * function keyPressed() {
- * background('yellow');
- * text(`${key} ${keyCode}`, 10, 40);
- * print(key, ' ', keyCode);
- * return false; // prevent default
- * }
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function keyPressed() {
- * if (value === 0) {
- * value = 255;
- * } else {
- * value = 0;
- * }
- * }
- *
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function keyPressed() {
- * if (keyCode === LEFT_ARROW) {
- * value = 255;
- * } else if (keyCode === RIGHT_ARROW) {
- * value = 0;
- * }
- * }
- *
- *
- * function keyPressed() {
- * // Do something
- * return false; // prevent any default behaviour
- * }
- *
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function keyReleased() {
- * if (value === 0) {
- * value = 255;
- * } else {
- * value = 0;
- * }
- * return false; // prevent any default behavior
- * }
- *
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function keyTyped() {
- * if (key === 'a') {
- * value = 255;
- * } else if (key === 'b') {
- * value = 0;
- * }
- * // uncomment to prevent any default behavior
- * // return false;
- * }
- *
- *
- * let x = 100;
- * let y = 100;
- *
- * function setup() {
- * createCanvas(512, 512);
- * fill(255, 0, 0);
- * }
- *
- * function draw() {
- * if (keyIsDown(LEFT_ARROW)) {
- * x -= 5;
- * }
- *
- * if (keyIsDown(RIGHT_ARROW)) {
- * x += 5;
- * }
- *
- * if (keyIsDown(UP_ARROW)) {
- * y -= 5;
- * }
- *
- * if (keyIsDown(DOWN_ARROW)) {
- * y += 5;
- * }
- *
- * clear();
- * ellipse(x, y, 50, 50);
- * }
- *
- * let diameter = 50;
- *
- * function setup() {
- * createCanvas(512, 512);
- * }
- *
- * function draw() {
- * // 107 and 187 are keyCodes for "+"
- * if (keyIsDown(107) || keyIsDown(187)) {
- * diameter += 1;
- * }
- *
- * // 109 and 189 are keyCodes for "-"
- * if (keyIsDown(109) || keyIsDown(189)) {
- * diameter -= 1;
- * }
- *
- * clear();
- * fill(255, 0, 0);
- * ellipse(50, 50, diameter, diameter);
- * }
- *
- * // Move the mouse across the canvas
- * function draw() {
- * background(244, 248, 252);
- * line(mouseX, 0, mouseX, 100);
- * }
- *
- *
- * // Move the mouse across the canvas
- * function draw() {
- * background(244, 248, 252);
- * line(0, mouseY, 100, mouseY);
- * }
- *
- *
- * // Move the mouse across the canvas to leave a trail
- * function setup() {
- * //slow down the frameRate to make it more visible
- * frameRate(10);
- * }
- *
- * function draw() {
- * background(244, 248, 252);
- * line(mouseX, mouseY, pmouseX, pmouseY);
- * print(pmouseX + ' -> ' + mouseX);
- * }
- *
- *
- * function draw() {
- * background(237, 34, 93);
- * fill(0);
- * //draw a square only if the mouse is not moving
- * if (mouseY === pmouseY && mouseX === pmouseX) {
- * rect(20, 20, 60, 60);
- * }
- *
- * print(pmouseY + ' -> ' + mouseY);
- * }
- *
- *
- * let myCanvas;
- *
- * function setup() {
- * //use a variable to store a pointer to the canvas
- * myCanvas = createCanvas(100, 100);
- * const body = document.getElementsByTagName('body')[0];
- * myCanvas.parent(body);
- * }
- *
- * function draw() {
- * background(237, 34, 93);
- * fill(0);
- *
- * //move the canvas to the horizontal mouse position
- * //relative to the window
- * myCanvas.position(winMouseX + 1, windowHeight / 2);
- *
- * //the y of the square is relative to the canvas
- * rect(20, mouseY, 60, 60);
- * }
- *
- *
- * let myCanvas;
- *
- * function setup() {
- * //use a variable to store a pointer to the canvas
- * myCanvas = createCanvas(100, 100);
- * const body = document.getElementsByTagName('body')[0];
- * myCanvas.parent(body);
- * }
- *
- * function draw() {
- * background(237, 34, 93);
- * fill(0);
- *
- * //move the canvas to the vertical mouse position
- * //relative to the window
- * myCanvas.position(windowWidth / 2, winMouseY + 1);
- *
- * //the x of the square is relative to the canvas
- * rect(mouseX, 20, 60, 60);
- * }
- *
- *
- * let myCanvas;
- *
- * function setup() {
- * //use a variable to store a pointer to the canvas
- * myCanvas = createCanvas(100, 100);
- * noStroke();
- * fill(237, 34, 93);
- * }
- *
- * function draw() {
- * clear();
- * //the difference between previous and
- * //current x position is the horizontal mouse speed
- * let speed = abs(winMouseX - pwinMouseX);
- * //change the size of the circle
- * //according to the horizontal speed
- * ellipse(50, 50, 10 + speed * 5, 10 + speed * 5);
- * //move the canvas to the mouse position
- * myCanvas.position(winMouseX + 1, winMouseY + 1);
- * }
- *
- *
- * let myCanvas;
- *
- * function setup() {
- * //use a variable to store a pointer to the canvas
- * myCanvas = createCanvas(100, 100);
- * noStroke();
- * fill(237, 34, 93);
- * }
- *
- * function draw() {
- * clear();
- * //the difference between previous and
- * //current y position is the vertical mouse speed
- * let speed = abs(winMouseY - pwinMouseY);
- * //change the size of the circle
- * //according to the vertical speed
- * ellipse(50, 50, 10 + speed * 5, 10 + speed * 5);
- * //move the canvas to the mouse position
- * myCanvas.position(winMouseX + 1, winMouseY + 1);
- * }
- *
- *
- * function draw() {
- * background(237, 34, 93);
- * fill(0);
- *
- * if (mouseIsPressed) {
- * if (mouseButton === LEFT) {
- * ellipse(50, 50, 50, 50);
- * }
- * if (mouseButton === RIGHT) {
- * rect(25, 25, 50, 50);
- * }
- * if (mouseButton === CENTER) {
- * triangle(23, 75, 50, 20, 78, 75);
- * }
- * }
- *
- * print(mouseButton);
- * }
- *
- *
- * function draw() {
- * background(237, 34, 93);
- * fill(0);
- *
- * if (mouseIsPressed) {
- * ellipse(50, 50, 50, 50);
- * } else {
- * rect(25, 25, 50, 50);
- * }
- *
- * print(mouseIsPressed);
- * }
- *
- *
- * // Move the mouse across the page
- * // to change its value
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function mouseMoved() {
- * value = value + 5;
- * if (value > 255) {
- * value = 0;
- * }
- * }
- *
- *
- * function mouseMoved() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- * // returns a MouseEvent object
- * // as a callback argument
- * function mouseMoved(event) {
- * console.log(event);
- * }
- *
- *
- * // Drag the mouse across the page
- * // to change its value
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function mouseDragged() {
- * value = value + 5;
- * if (value > 255) {
- * value = 0;
- * }
- * }
- *
- *
- * function mouseDragged() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- * // returns a MouseEvent object
- * // as a callback argument
- * function mouseDragged(event) {
- * console.log(event);
- * }
- *
- *
- * // Click within the image to change
- * // the value of the rectangle
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function mousePressed() {
- * if (value === 0) {
- * value = 255;
- * } else {
- * value = 0;
- * }
- * }
- *
- *
- * function mousePressed() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- * // returns a MouseEvent object
- * // as a callback argument
- * function mousePressed(event) {
- * console.log(event);
- * }
- *
- *
- * // Click within the image to change
- * // the value of the rectangle
- * // after the mouse has been clicked
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function mouseReleased() {
- * if (value === 0) {
- * value = 255;
- * } else {
- * value = 0;
- * }
- * }
- *
- *
- * function mouseReleased() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- * // returns a MouseEvent object
- * // as a callback argument
- * function mouseReleased(event) {
- * console.log(event);
- * }
- *
- *
- * // Click within the image to change
- * // the value of the rectangle
- * // after the mouse has been clicked
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- *
- * function mouseClicked() {
- * if (value === 0) {
- * value = 255;
- * } else {
- * value = 0;
- * }
- * }
- *
- *
- * function mouseClicked() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- * // returns a MouseEvent object
- * // as a callback argument
- * function mouseClicked(event) {
- * console.log(event);
- * }
- *
- *
- * // Click within the image to change
- * // the value of the rectangle
- * // after the mouse has been double clicked
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- *
- * function doubleClicked() {
- * if (value === 0) {
- * value = 255;
- * } else {
- * value = 0;
- * }
- * }
- *
- *
- * function doubleClicked() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- * // returns a MouseEvent object
- * // as a callback argument
- * function doubleClicked(event) {
- * console.log(event);
- * }
- *
- *
- * let pos = 25;
- *
- * function draw() {
- * background(237, 34, 93);
- * fill(0);
- * rect(25, pos, 50, 50);
- * }
- *
- * function mouseWheel(event) {
- * print(event.delta);
- * //move the square according to the vertical scroll amount
- * pos += event.delta;
- * //uncomment to block page scrolling
- * //return false;
- * }
- *
- *
- * // On a touchscreen device, touch
- * // the canvas using one or more fingers
- * // at the same time
- * function draw() {
- * clear();
- * let display = touches.length + ' touches';
- * text(display, 5, 10);
- * }
- *
- *
- * // Touch within the image to change
- * // the value of the rectangle
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function touchStarted() {
- * if (value === 0) {
- * value = 255;
- * } else {
- * value = 0;
- * }
- * }
- *
- *
- * function touchStarted() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- * // returns a TouchEvent object
- * // as a callback argument
- * function touchStarted(event) {
- * console.log(event);
- * }
- *
- *
- * // Move your finger across the page
- * // to change its value
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function touchMoved() {
- * value = value + 5;
- * if (value > 255) {
- * value = 0;
- * }
- * }
- *
- *
- * function touchMoved() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- * // returns a TouchEvent object
- * // as a callback argument
- * function touchMoved(event) {
- * console.log(event);
- * }
- *
- *
- * // Release touch within the image to
- * // change the value of the rectangle
- *
- * let value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function touchEnded() {
- * if (value === 0) {
- * value = 255;
- * } else {
- * value = 0;
- * }
- * }
- *
- *
- * function touchEnded() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- * // returns a TouchEvent object
- * // as a callback argument
- * function touchEnded(event) {
- * console.log(event);
- * }
- *
- *
- * let img = createImage(66, 66);
- * img.loadPixels();
- * for (let i = 0; i < img.width; i++) {
- * for (let j = 0; j < img.height; j++) {
- * img.set(i, j, color(0, 90, 102));
- * }
- * }
- * img.updatePixels();
- * image(img, 17, 17);
- *
- *
- * let img = createImage(66, 66);
- * img.loadPixels();
- * for (let i = 0; i < img.width; i++) {
- * for (let j = 0; j < img.height; j++) {
- * img.set(i, j, color(0, 90, 102, (i % img.width) * 2));
- * }
- * }
- * img.updatePixels();
- * image(img, 17, 17);
- * image(img, 34, 34);
- *
- *
- * let pink = color(255, 102, 204);
- * let img = createImage(66, 66);
- * img.loadPixels();
- * let d = pixelDensity();
- * let halfImage = 4 * (img.width * d) * (img.height / 2 * d);
- * for (let i = 0; i < halfImage; i += 4) {
- * img.pixels[i] = red(pink);
- * img.pixels[i + 1] = green(pink);
- * img.pixels[i + 2] = blue(pink);
- * img.pixels[i + 3] = alpha(pink);
- * }
- * img.updatePixels();
- * image(img, 17, 17);
- *
- *
- * function setup() {
- * let c = createCanvas(100, 100);
- * background(255, 0, 0);
- * saveCanvas(c, 'myCanvas', 'jpg');
- * }
- *
- * // note that this example has the same result as above
- * // if no canvas is specified, defaults to main canvas
- * function setup() {
- * let c = createCanvas(100, 100);
- * background(255, 0, 0);
- * saveCanvas('myCanvas', 'jpg');
- *
- * // all of the following are valid
- * saveCanvas(c, 'myCanvas', 'jpg');
- * saveCanvas(c, 'myCanvas.jpg');
- * saveCanvas(c, 'myCanvas');
- * saveCanvas(c);
- * saveCanvas('myCanvas', 'png');
- * saveCanvas('myCanvas');
- * saveCanvas();
- * }
- *
- * function draw() {
- * background(mouseX);
- * }
- *
- * function mousePressed() {
- * saveFrames('out', 'png', 1, 25, data => {
- * print(data);
- * });
- * }
-
- * let img;
- * function preload() {
- * img = loadImage('assets/laDefense.jpg');
- * }
- * function setup() {
- * image(img, 0, 0);
- * }
- *
- *
- * function setup() {
- * // here we use a callback to display the image after loading
- * loadImage('assets/laDefense.jpg', img => {
- * image(img, 0, 0);
- * });
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/laDefense.jpg');
- * }
- * function setup() {
- * // Top-left corner of the img is at (0, 0)
- * // Width and height are the img's original width and height
- * image(img, 0, 0);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/laDefense.jpg');
- * }
- * function setup() {
- * background(50);
- * // Top-left corner of the img is at (10, 10)
- * // Width and height are 50 x 50
- * image(img, 10, 10, 50, 50);
- * }
- *
- *
- * function setup() {
- * // Here, we use a callback to display the image after loading
- * loadImage('assets/laDefense.jpg', img => {
- * image(img, 0, 0);
- * });
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/gradient.png');
- * }
- * function setup() {
- * // 1. Background image
- * // Top-left corner of the img is at (0, 0)
- * // Width and height are the img's original width and height, 100 x 100
- * image(img, 0, 0);
- * // 2. Top right image
- * // Top-left corner of destination rectangle is at (50, 0)
- * // Destination rectangle width and height are 40 x 20
- * // The next parameters are relative to the source image:
- * // - Starting at position (50, 50) on the source image, capture a 50 x 50
- * // subsection
- * // - Draw this subsection to fill the dimensions of the destination rectangle
- * image(img, 50, 0, 40, 20, 50, 50, 50, 50);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/laDefense.jpg');
- * }
- * function setup() {
- * image(img, 0, 0);
- * tint(0, 153, 204); // Tint blue
- * image(img, 50, 0);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/laDefense.jpg');
- * }
- * function setup() {
- * image(img, 0, 0);
- * tint(0, 153, 204, 126); // Tint blue and set transparency
- * image(img, 50, 0);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/laDefense.jpg');
- * }
- * function setup() {
- * image(img, 0, 0);
- * tint(255, 126); // Apply transparency without changing color
- * image(img, 50, 0);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/bricks.jpg');
- * }
- * function setup() {
- * tint(0, 153, 204); // Tint blue
- * image(img, 0, 0);
- * noTint(); // Disable tint
- * image(img, 50, 0);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/bricks.jpg');
- * }
- * function setup() {
- * imageMode(CORNER);
- * image(img, 10, 10, 50, 50);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/bricks.jpg');
- * }
- * function setup() {
- * imageMode(CORNERS);
- * image(img, 10, 10, 90, 40);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/bricks.jpg');
- * }
- * function setup() {
- * imageMode(CENTER);
- * image(img, 50, 50, 80, 80);
- * }
- *
- *
- * function setup() {
- * let img = createImage(100, 100); // same as new p5.Image(100, 100);
- * img.loadPixels();
- * createCanvas(100, 100);
- * background(0);
- *
- * // helper for writing color to array
- * function writeColor(image, x, y, red, green, blue, alpha) {
- * let index = (x + y * width) * 4;
- * image.pixels[index] = red;
- * image.pixels[index + 1] = green;
- * image.pixels[index + 2] = blue;
- * image.pixels[index + 3] = alpha;
- * }
- *
- * let x, y;
- * // fill with random colors
- * for (y = 0; y < img.height; y++) {
- * for (x = 0; x < img.width; x++) {
- * let red = random(255);
- * let green = random(255);
- * let blue = random(255);
- * let alpha = 255;
- * writeColor(img, x, y, red, green, blue, alpha);
- * }
- * }
- *
- * // draw a red line
- * y = 0;
- * for (x = 0; x < img.width; x++) {
- * writeColor(img, x, y, 255, 0, 0, 255);
- * }
- *
- * // draw a green line
- * y = img.height - 1;
- * for (x = 0; x < img.width; x++) {
- * writeColor(img, x, y, 0, 255, 0, 255);
- * }
- *
- * img.updatePixels();
- * image(img, 0, 0);
- * }
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/rockies.jpg');
- * }
- *
- * function setup() {
- * createCanvas(100, 100);
- * image(img, 0, 0);
- * for (let i = 0; i < img.width; i++) {
- * let c = img.get(i, img.height / 2);
- * stroke(c);
- * line(i, height / 2, i, height);
- * }
- * }
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/rockies.jpg');
- * }
- *
- * function setup() {
- * createCanvas(100, 100);
- * image(img, 0, 0);
- * for (let i = 0; i < img.height; i++) {
- * let c = img.get(img.width / 2, i);
- * stroke(c);
- * line(0, i, width / 2, i);
- * }
- * }
- *
- * let img = createImage(66, 66);
- * img.loadPixels();
- * for (let i = 0; i < img.width; i++) {
- * for (let j = 0; j < img.height; j++) {
- * img.set(i, j, color(0, 90, 102));
- * }
- * }
- * img.updatePixels();
- * image(img, 17, 17);
- *
- *
- * let pink = color(255, 102, 204);
- * let img = createImage(66, 66);
- * img.loadPixels();
- * for (let i = 0; i < 4 * (width * height / 2); i += 4) {
- * img.pixels[i] = red(pink);
- * img.pixels[i + 1] = green(pink);
- * img.pixels[i + 2] = blue(pink);
- * img.pixels[i + 3] = alpha(pink);
- * }
- * img.updatePixels();
- * image(img, 17, 17);
- *
- *
- * let myImage;
- * let halfImage;
- *
- * function preload() {
- * myImage = loadImage('assets/rockies.jpg');
- * }
- *
- * function setup() {
- * myImage.loadPixels();
- * halfImage = 4 * myImage.width * myImage.height / 2;
- * for (let i = 0; i < halfImage; i++) {
- * myImage.pixels[i + halfImage] = myImage.pixels[i];
- * }
- * myImage.updatePixels();
- * }
- *
- * function draw() {
- * image(myImage, 0, 0, width, height);
- * }
- *
- * let myImage;
- * let halfImage;
- *
- * function preload() {
- * myImage = loadImage('assets/rockies.jpg');
- * }
- *
- * function setup() {
- * myImage.loadPixels();
- * halfImage = 4 * myImage.width * myImage.height / 2;
- * for (let i = 0; i < halfImage; i++) {
- * myImage.pixels[i + halfImage] = myImage.pixels[i];
- * }
- * myImage.updatePixels();
- * }
- *
- * function draw() {
- * image(myImage, 0, 0, width, height);
- * }
- *
- * let myImage;
- * let c;
- *
- * function preload() {
- * myImage = loadImage('assets/rockies.jpg');
- * }
- *
- * function setup() {
- * background(myImage);
- * noStroke();
- * c = myImage.get(60, 90);
- * fill(c);
- * rect(25, 25, 50, 50);
- * }
- *
- * //get() returns color here
- *
- * let img = createImage(66, 66);
- * img.loadPixels();
- * for (let i = 0; i < img.width; i++) {
- * for (let j = 0; j < img.height; j++) {
- * img.set(i, j, color(0, 90, 102, (i % img.width) * 2));
- * }
- * }
- * img.updatePixels();
- * image(img, 17, 17);
- * image(img, 34, 34);
- *
- *
- * let img;
- *
- * function preload() {
- * img = loadImage('assets/rockies.jpg');
- * }
-
- * function draw() {
- * image(img, 0, 0);
- * }
- *
- * function mousePressed() {
- * img.resize(50, 100);
- * }
- *
- * let photo;
- * let bricks;
- * let x;
- * let y;
- *
- * function preload() {
- * photo = loadImage('assets/rockies.jpg');
- * bricks = loadImage('assets/bricks.jpg');
- * }
- *
- * function setup() {
- * x = bricks.width / 2;
- * y = bricks.height / 2;
- * photo.copy(bricks, 0, 0, x, y, 0, 0, x, y);
- * image(photo, 0, 0);
- * }
- *
- * let photo, maskImage;
- * function preload() {
- * photo = loadImage('assets/rockies.jpg');
- * maskImage = loadImage('assets/mask2.png');
- * }
- *
- * function setup() {
- * createCanvas(100, 100);
- * photo.mask(maskImage);
- * image(photo, 0, 0);
- * }
- *
- * let photo1;
- * let photo2;
- *
- * function preload() {
- * photo1 = loadImage('assets/rockies.jpg');
- * photo2 = loadImage('assets/rockies.jpg');
- * }
- *
- * function setup() {
- * photo2.filter(GRAY);
- * image(photo1, 0, 0);
- * image(photo2, width / 2, 0);
- * }
- *
- * let mountains;
- * let bricks;
- *
- * function preload() {
- * mountains = loadImage('assets/rockies.jpg');
- * bricks = loadImage('assets/bricks_third.jpg');
- * }
- *
- * function setup() {
- * mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, ADD);
- * image(mountains, 0, 0);
- * image(bricks, 0, 0);
- * }
- *
- * let mountains;
- * let bricks;
- *
- * function preload() {
- * mountains = loadImage('assets/rockies.jpg');
- * bricks = loadImage('assets/bricks_third.jpg');
- * }
- *
- * function setup() {
- * mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, DARKEST);
- * image(mountains, 0, 0);
- * image(bricks, 0, 0);
- * }
- *
- * let mountains;
- * let bricks;
- *
- * function preload() {
- * mountains = loadImage('assets/rockies.jpg');
- * bricks = loadImage('assets/bricks_third.jpg');
- * }
- *
- * function setup() {
- * mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, LIGHTEST);
- * image(mountains, 0, 0);
- * image(bricks, 0, 0);
- * }
- *
- * let photo;
- *
- * function preload() {
- * photo = loadImage('assets/rockies.jpg');
- * }
- *
- * function draw() {
- * image(photo, 0, 0);
- * }
- *
- * function keyTyped() {
- * if (key === 's') {
- * photo.save('photo', 'png');
- * }
- * }
- *
While the above method is complex, it is flexible enough to work with
- * any pixelDensity. Note that set() will automatically take care of
- * setting all the appropriate values in pixels[] for a given (x, y) at
- * any pixelDensity, but the performance may not be as fast when lots of
- * modifications are made to the pixel array.
- *
- * Before accessing this array, the data must loaded with the loadPixels()
- * function. After the array data has been modified, the updatePixels()
- * function must be run to update the changes.
- *
- * Note that this is not a standard javascript array. This means that
- * standard javascript functions such as slice() or
- * arrayCopy() do not
- * work.
- * let pink = color(255, 102, 204);
- * loadPixels();
- * let d = pixelDensity();
- * let halfImage = 4 * (width * d) * (height / 2 * d);
- * for (let i = 0; i < halfImage; i += 4) {
- * pixels[i] = red(pink);
- * pixels[i + 1] = green(pink);
- * pixels[i + 2] = blue(pink);
- * pixels[i + 3] = alpha(pink);
- * }
- * updatePixels();
- *
- *
- * let img0;
- * let img1;
- *
- * function preload() {
- * img0 = loadImage('assets/rockies.jpg');
- * img1 = loadImage('assets/bricks_third.jpg');
- * }
- *
- * function setup() {
- * background(img0);
- * image(img1, 0, 0);
- * blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, LIGHTEST);
- * }
- *
- * let img0;
- * let img1;
- *
- * function preload() {
- * img0 = loadImage('assets/rockies.jpg');
- * img1 = loadImage('assets/bricks_third.jpg');
- * }
- *
- * function setup() {
- * background(img0);
- * image(img1, 0, 0);
- * blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, DARKEST);
- * }
- *
- * let img0;
- * let img1;
- *
- * function preload() {
- * img0 = loadImage('assets/rockies.jpg');
- * img1 = loadImage('assets/bricks_third.jpg');
- * }
- *
- * function setup() {
- * background(img0);
- * image(img1, 0, 0);
- * blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, ADD);
- * }
- *
- * let img;
- *
- * function preload() {
- * img = loadImage('assets/rockies.jpg');
- * }
- *
- * function setup() {
- * background(img);
- * copy(img, 7, 22, 10, 10, 35, 25, 50, 50);
- * stroke(255);
- * noFill();
- * // Rectangle shows area being copied
- * rect(7, 22, 10, 10);
- * }
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/bricks.jpg');
- * }
- * function setup() {
- * image(img, 0, 0);
- * filter(THRESHOLD);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/bricks.jpg');
- * }
- * function setup() {
- * image(img, 0, 0);
- * filter(GRAY);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/bricks.jpg');
- * }
- * function setup() {
- * image(img, 0, 0);
- * filter(OPAQUE);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/bricks.jpg');
- * }
- * function setup() {
- * image(img, 0, 0);
- * filter(INVERT);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/bricks.jpg');
- * }
- * function setup() {
- * image(img, 0, 0);
- * filter(POSTERIZE, 3);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/bricks.jpg');
- * }
- * function setup() {
- * image(img, 0, 0);
- * filter(DILATE);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/bricks.jpg');
- * }
- * function setup() {
- * image(img, 0, 0);
- * filter(BLUR, 3);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/bricks.jpg');
- * }
- * function setup() {
- * image(img, 0, 0);
- * filter(ERODE);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/rockies.jpg');
- * }
- * function setup() {
- * image(img, 0, 0);
- * let c = get();
- * image(c, width / 2, 0);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/rockies.jpg');
- * }
- * function setup() {
- * image(img, 0, 0);
- * let c = get(50, 90);
- * fill(c);
- * noStroke();
- * rect(25, 25, 50, 50);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/rockies.jpg');
- * }
- *
- * function setup() {
- * image(img, 0, 0, width, height);
- * let d = pixelDensity();
- * let halfImage = 4 * (width * d) * (height * d / 2);
- * loadPixels();
- * for (let i = 0; i < halfImage; i++) {
- * pixels[i + halfImage] = pixels[i];
- * }
- * updatePixels();
- * }
- *
- * Changes the color of any pixel, or writes an image directly to the - * display window.
- *The x and y parameters specify the pixel to change and the c parameter - * specifies the color value. This can be a p5.Color object, or [R, G, B, A] - * pixel array. It can also be a single grayscale value. - * When setting an image, the x and y parameters define the coordinates for - * the upper-left corner of the image, regardless of the current imageMode(). - *
- *- * After using set(), you must call updatePixels() for your changes to appear. - * This should be called once all pixels have been set, and must be called before - * calling .get() or drawing the image. - *
- *Setting the color of a single pixel with set(x, y) is easy, but not as - * fast as putting the data directly into pixels[]. Setting the pixels[] - * values directly may be complicated when working with a retina display, - * but will perform better when lots of pixels need to be set directly on - * every loop.
- *See the reference for pixels[] for more information.
- * - * @method set - * @param {Number} x x-coordinate of the pixel - * @param {Number} y y-coordinate of the pixel - * @param {Number|Number[]|Object} c insert a grayscale value | a pixel array | - * a p5.Color object | a p5.Image to copy - * @example - *
- * let black = color(0);
- * set(30, 20, black);
- * set(85, 20, black);
- * set(85, 75, black);
- * set(30, 75, black);
- * updatePixels();
- *
- *
- * for (let i = 30; i < width - 15; i++) {
- * for (let j = 20; j < height - 25; j++) {
- * let c = color(204 - j, 153 - i, 0);
- * set(i, j, c);
- * }
- * }
- * updatePixels();
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/rockies.jpg');
- * }
- *
- * function setup() {
- * set(0, 0, img);
- * updatePixels();
- * line(0, 0, width, height);
- * line(0, height, width, 0);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/rockies.jpg');
- * }
- *
- * function setup() {
- * image(img, 0, 0, width, height);
- * let d = pixelDensity();
- * let halfImage = 4 * (width * d) * (height * d / 2);
- * loadPixels();
- * for (let i = 0; i < halfImage; i++) {
- * pixels[i + halfImage] = pixels[i];
- * }
- * updatePixels();
- * }
- *
- * Calling loadJSON() inside preload() guarantees to complete the - * operation before setup() and draw() are called.
- * - *
- * // Examples use USGS Earthquake API:
- * // https://earthquake.usgs.gov/fdsnws/event/1/#methods
- * let earthquakes;
- * function preload() {
- * // Get the most recent earthquake in the database
- * let url =
- 'https://earthquake.usgs.gov/earthquakes/feed/v1.0/' +
- * 'summary/all_day.geojson';
- * earthquakes = loadJSON(url);
- * }
- *
- * function setup() {
- * noLoop();
- * }
- *
- * function draw() {
- * background(200);
- * // Get the magnitude and name of the earthquake out of the loaded JSON
- * let earthquakeMag = earthquakes.features[0].properties.mag;
- * let earthquakeName = earthquakes.features[0].properties.place;
- * ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);
- * textAlign(CENTER);
- * text(earthquakeName, 0, height - 30, width, 30);
- * }
- *
Outside of preload(), you may supply a callback function to handle the - * object:
- *
- * function setup() {
- * noLoop();
- * let url =
- 'https://earthquake.usgs.gov/earthquakes/feed/v1.0/' +
- * 'summary/all_day.geojson';
- * loadJSON(url, drawEarthquake);
- * }
- *
- * function draw() {
- * background(200);
- * }
- *
- * function drawEarthquake(earthquakes) {
- * // Get the magnitude and name of the earthquake out of the loaded JSON
- * let earthquakeMag = earthquakes.features[0].properties.mag;
- * let earthquakeName = earthquakes.features[0].properties.place;
- * ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);
- * textAlign(CENTER);
- * text(earthquakeName, 0, height - 30, width, 30);
- * }
- *
Calling loadStrings() inside preload() guarantees to complete the - * operation before setup() and draw() are called.
- * - *
- * let result;
- * function preload() {
- * result = loadStrings('assets/test.txt');
- * }
-
- * function setup() {
- * background(200);
- * let ind = floor(random(result.length));
- * text(result[ind], 10, 10, 80, 80);
- * }
- *
Outside of preload(), you may supply a callback function to handle the - * object:
- * - *
- * function setup() {
- * loadStrings('assets/test.txt', pickString);
- * }
- *
- * function pickString(result) {
- * background(200);
- * let ind = floor(random(result.length));
- * text(result[ind], 10, 10, 80, 80);
- * }
- *
Reads the contents of a file or URL and creates a p5.Table object with - * its values. If a file is specified, it must be located in the sketch's - * "data" folder. The filename parameter can also be a URL to a file found - * online. By default, the file is assumed to be comma-separated (in CSV - * format). Table only looks for a header row if the 'header' option is - * included.
- * - *Possible options include: - *
When passing in multiple options, pass them in as separate parameters,
- * seperated by commas. For example:
- *
- *
- * loadTable('my_csv_file.csv', 'csv', 'header');
- *
- *
All files loaded and saved use UTF-8 encoding.
- * - *This method is asynchronous, meaning it may not finish before the next - * line in your sketch is executed. Calling loadTable() inside preload() - * guarantees to complete the operation before setup() and draw() are called. - *
Outside of preload(), you may supply a callback function to handle the - * object:
- * - * - * This method is suitable for fetching files up to size of 64MB. - * @method loadTable - * @param {String} filename name of the file or URL to load - * @param {String} options "header" "csv" "tsv" - * @param {function} [callback] function to be executed after - * loadTable() completes. On success, the - * Table object is passed in as the - * first argument. - * @param {function} [errorCallback] function to be executed if - * there is an error, response is passed - * in as first argument - * @return {Object} Table object containing data - * - * @example - *
- * // Given the following CSV file called "mammals.csv"
- * // located in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * //the file can be remote
- * //table = loadTable("http://p5js.org/reference/assets/mammals.csv",
- * // "csv", "header");
- * }
- *
- * function setup() {
- * //count the columns
- * print(table.getRowCount() + ' total rows in table');
- * print(table.getColumnCount() + ' total columns in table');
- *
- * print(table.getColumn('name'));
- * //["Goat", "Leopard", "Zebra"]
- *
- * //cycle through the table
- * for (let r = 0; r < table.getRowCount(); r++)
- * for (let c = 0; c < table.getColumnCount(); c++) {
- * print(table.getString(r, c));
- * }
- * }
- *
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * let children = xml.getChildren('animal');
- *
- * for (let i = 0; i < children.length; i++) {
- * let id = children[i].getNum('id');
- * let coloring = children[i].getString('species');
- * let name = children[i].getContent();
- * print(id + ', ' + coloring + ', ' + name);
- * }
- * }
- *
- * // Sketch prints:
- * // 0, Capra hircus, Goat
- * // 1, Panthera pardus, Leopard
- * // 2, Equus zebra, Zebra
- *
- * let data;
- *
- * function preload() {
- * data = loadBytes('assets/mammals.xml');
- * }
- *
- * function setup() {
- * for (let i = 0; i < 5; i++) {
- * console.log(data.bytes[i].toString(16));
- * }
- * }
- *
httpDo(path, 'GET')
. The 'binary' datatype will return
- * a Blob object, and the 'arrayBuffer' datatype will return an ArrayBuffer
- * which can be used to initialize typed arrays (such as Uint8Array).
- *
- * @method httpGet
- * @param {String} path name of the file or url to load
- * @param {String} [datatype] "json", "jsonp", "binary", "arrayBuffer",
- * "xml", or "text"
- * @param {Object|Boolean} [data] param data passed sent with request
- * @param {function} [callback] function to be executed after
- * httpGet() completes, data is passed in
- * as first argument
- * @param {function} [errorCallback] function to be executed if
- * there is an error, response is passed
- * in as first argument
- * @return {Promise} A promise that resolves with the data when the operation
- * completes successfully or rejects with the error after
- * one occurs.
- * @example
- *
- * // Examples use USGS Earthquake API:
- * // https://earthquake.usgs.gov/fdsnws/event/1/#methods
- * let earthquakes;
- * function preload() {
- * // Get the most recent earthquake in the database
- * let url =
- 'https://earthquake.usgs.gov/fdsnws/event/1/query?' +
- * 'format=geojson&limit=1&orderby=time';
- * httpGet(url, 'jsonp', false, function(response) {
- * // when the HTTP request completes, populate the variable that holds the
- * // earthquake data used in the visualization.
- * earthquakes = response;
- * });
- * }
- *
- * function draw() {
- * if (!earthquakes) {
- * // Wait until the earthquake data has loaded before drawing.
- * return;
- * }
- * background(200);
- * // Get the magnitude and name of the earthquake out of the loaded JSON
- * let earthquakeMag = earthquakes.features[0].properties.mag;
- * let earthquakeName = earthquakes.features[0].properties.place;
- * ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);
- * textAlign(CENTER);
- * text(earthquakeName, 0, height - 30, width, 30);
- * noLoop();
- * }
- *
httpDo(path, 'POST')
.
- *
- * @method httpPost
- * @param {String} path name of the file or url to load
- * @param {String} [datatype] "json", "jsonp", "xml", or "text".
- * If omitted, httpPost() will guess.
- * @param {Object|Boolean} [data] param data passed sent with request
- * @param {function} [callback] function to be executed after
- * httpPost() completes, data is passed in
- * as first argument
- * @param {function} [errorCallback] function to be executed if
- * there is an error, response is passed
- * in as first argument
- * @return {Promise} A promise that resolves with the data when the operation
- * completes successfully or rejects with the error after
- * one occurs.
- *
- * @example
- *
- * // Examples use jsonplaceholder.typicode.com for a Mock Data API
- *
- * let url = 'https://jsonplaceholder.typicode.com/posts';
- * let postData = { userId: 1, title: 'p5 Clicked!', body: 'p5.js is way cool.' };
- *
- * function setup() {
- * createCanvas(800, 800);
- * }
- *
- * function mousePressed() {
- * // Pick new random color values
- * let r = random(255);
- * let g = random(255);
- * let b = random(255);
- *
- * httpPost(url, 'json', postData, function(result) {
- * strokeWeight(2);
- * stroke(r, g, b);
- * fill(r, g, b, 127);
- * ellipse(mouseX, mouseY, 200, 200);
- * text(result.body, mouseX, mouseY);
- * });
- * }
- *
- *
- * let url = 'https://invalidURL'; // A bad URL that will cause errors
- * let postData = { title: 'p5 Clicked!', body: 'p5.js is way cool.' };
- *
- * function setup() {
- * createCanvas(800, 800);
- * }
- *
- * function mousePressed() {
- * // Pick new random color values
- * let r = random(255);
- * let g = random(255);
- * let b = random(255);
- *
- * httpPost(
- * url,
- * 'json',
- * postData,
- * function(result) {
- * // ... won't be called
- * },
- * function(error) {
- * strokeWeight(2);
- * stroke(r, g, b);
- * fill(r, g, b, 127);
- * text(error.toString(), mouseX, mouseY);
- * }
- * );
- * }
- *
- * // Examples use USGS Earthquake API:
- * // https://earthquake.usgs.gov/fdsnws/event/1/#methods
- *
- * // displays an animation of all USGS earthquakes
- * let earthquakes;
- * let eqFeatureIndex = 0;
- *
- * function preload() {
- * let url = 'https://earthquake.usgs.gov/fdsnws/event/1/query?format=geojson';
- * httpDo(
- * url,
- * {
- * method: 'GET',
- * // Other Request options, like special headers for apis
- * headers: { authorization: 'Bearer secretKey' }
- * },
- * function(res) {
- * earthquakes = res;
- * }
- * );
- * }
- *
- * function draw() {
- * // wait until the data is loaded
- * if (!earthquakes || !earthquakes.features[eqFeatureIndex]) {
- * return;
- * }
- * clear();
- *
- * let feature = earthquakes.features[eqFeatureIndex];
- * let mag = feature.properties.mag;
- * let rad = mag / 11 * ((width + height) / 2);
- * fill(255, 0, 0, 100);
- * ellipse(width / 2 + random(-2, 2), height / 2 + random(-2, 2), rad, rad);
- *
- * if (eqFeatureIndex >= earthquakes.features.length) {
- * eqFeatureIndex = 0;
- * } else {
- * eqFeatureIndex += 1;
- * }
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100);
- * background(200);
- * text('click here to save', 10, 10, 70, 80);
- * }
- *
- * function mousePressed() {
- * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
- * var writer = createWriter('squares.txt');
- * for (let i = 0; i < 10; i++) {
- * writer.print(i * i);
- * }
- * writer.close();
- * writer.clear();
- * }
- * }
- *
- *
- * // creates a file called 'newFile.txt'
- * let writer = createWriter('newFile.txt');
- * // write 'Hello world!'' to the file
- * writer.write(['Hello world!']);
- * // close the PrintWriter and save the file
- * writer.close();
- *
- *
- * // creates a file called 'newFile2.txt'
- * let writer = createWriter('newFile2.txt');
- * // write 'apples,bananas,123' to the file
- * writer.write(['apples', 'bananas', 123]);
- * // close the PrintWriter and save the file
- * writer.close();
- *
- *
- * // creates a file called 'newFile3.txt'
- * let writer = createWriter('newFile3.txt');
- * // write 'My name is: Teddy' to the file
- * writer.write('My name is:');
- * writer.write(' Teddy');
- * // close the PrintWriter and save the file
- * writer.close();
- *
- *
- * // creates a file called 'newFile.txt'
- * let writer = createWriter('newFile.txt');
- * // creates a file containing
- * // My name is:
- * // Teddy
- * writer.print('My name is:');
- * writer.print('Teddy');
- * // close the PrintWriter and save the file
- * writer.close();
- *
- *
- * let writer;
- *
- * function setup() {
- * createCanvas(400, 400);
- * // create a PrintWriter
- * writer = createWriter('newFile.txt');
- * }
- *
- * function draw() {
- * // print all mouseX and mouseY coordinates to the stream
- * writer.print([mouseX, mouseY]);
- * }
- *
- * function mouseClicked() {
- * // close the PrintWriter and save the file
- * writer.close();
- * }
- *
- *
- * // create writer object
- * let writer = createWriter('newFile.txt');
- * writer.write(['clear me']);
- * // clear writer object here
- * writer.clear();
- * // close writer
- * writer.close();
- *
- * // create a file called 'newFile.txt'
- * let writer = createWriter('newFile.txt');
- * // close the PrintWriter and save the file
- * writer.close();
- *
- *
- * // create a file called 'newFile2.txt'
- * let writer = createWriter('newFile2.txt');
- * // write some data to the file
- * writer.write([100, 101, 102]);
- * // close the PrintWriter and save the file
- * writer.close();
- *
- * Save an image, text, json, csv, wav, or html. Prompts download to - * the client's computer. Note that it is not recommended to call save() - * within draw if it's looping, as the save() function will open a new save - * dialog every frame.
- *The default behavior is to save the canvas as an image. You can - * optionally specify a filename. - * For example:
- *
- * save();
- * save('myCanvas.jpg'); // save a specific canvas with a filename
- *
- *
- * Alternately, the first parameter can be a pointer to a canvas - * p5.Element, an Array of Strings, - * an Array of JSON, a JSON object, a p5.Table, a p5.Image, or a - * p5.SoundFile (requires p5.sound). The second parameter is a filename - * (including extension). The third parameter is for options specific - * to this type of object. This method will save a file that fits the - * given parameters. For example:
- * - *
- * // Saves canvas as an image
- * save('myCanvas.jpg');
- *
- * // Saves pImage as a png image
- * let img = createImage(10, 10);
- * save(img, 'my.png');
- *
- * // Saves canvas as an image
- * let cnv = createCanvas(100, 100);
- * save(cnv, 'myCanvas.jpg');
- *
- * // Saves p5.Renderer object as an image
- * let gb = createGraphics(100, 100);
- * save(gb, 'myGraphics.jpg');
- *
- * let myTable = new p5.Table();
- *
- * // Saves table as html file
- * save(myTable, 'myTable.html');
- *
- * // Comma Separated Values
- * save(myTable, 'myTable.csv');
- *
- * // Tab Separated Values
- * save(myTable, 'myTable.tsv');
- *
- * let myJSON = { a: 1, b: true };
- *
- * // Saves pretty JSON
- * save(myJSON, 'my.json');
- *
- * // Optimizes JSON filesize
- * save(myJSON, 'my.json', true);
- *
- * // Saves array of strings to a text file with line breaks after each item
- * let arrayOfStrings = ['a', 'b'];
- * save(arrayOfStrings, 'my.txt');
- *
- *
- * @method save
- * @param {Object|String} [objectOrFilename] If filename is provided, will
- * save canvas as an image with
- * either png or jpg extension
- * depending on the filename.
- * If object is provided, will
- * save depending on the object
- * and filename (see examples
- * above).
- * @param {String} [filename] If an object is provided as the first
- * parameter, then the second parameter
- * indicates the filename,
- * and should include an appropriate
- * file extension (see examples above).
- * @param {Boolean|String} [options] Additional options depend on
- * filetype. For example, when saving JSON,
- * true
indicates that the
- * output will be optimized for filesize,
- * rather than readability.
- */
- p5.prototype.save = function(object, _filename, _options) {
- // parse the arguments and figure out which things we are saving
- var args = arguments;
- // =================================================
- // OPTION 1: saveCanvas...
-
- // if no arguments are provided, save canvas
- var cnv = this._curElement ? this._curElement.elt : this.elt;
- if (args.length === 0) {
- p5.prototype.saveCanvas(cnv);
- return;
- } else if (args[0] instanceof p5.Renderer || args[0] instanceof p5.Graphics) {
- // otherwise, parse the arguments
-
- // if first param is a p5Graphics, then saveCanvas
- p5.prototype.saveCanvas(args[0].elt, args[1], args[2]);
- return;
- } else if (args.length === 1 && typeof args[0] === 'string') {
- // if 1st param is String and only one arg, assume it is canvas filename
- p5.prototype.saveCanvas(cnv, args[0]);
- } else {
- // =================================================
- // OPTION 2: extension clarifies saveStrings vs. saveJSON
- var extension = _checkFileExtension(args[1], args[2])[1];
- switch (extension) {
- case 'json':
- p5.prototype.saveJSON(args[0], args[1], args[2]);
- return;
- case 'txt':
- p5.prototype.saveStrings(args[0], args[1], args[2]);
- return;
- // =================================================
- // OPTION 3: decide based on object...
- default:
- if (args[0] instanceof Array) {
- p5.prototype.saveStrings(args[0], args[1], args[2]);
- } else if (args[0] instanceof p5.Table) {
- p5.prototype.saveTable(args[0], args[1], args[2]);
- } else if (args[0] instanceof p5.Image) {
- p5.prototype.saveCanvas(args[0].canvas, args[1]);
- } else if (args[0] instanceof p5.SoundFile) {
- p5.prototype.saveSound(args[0], args[1], args[2], args[3]);
- }
- }
- }
- };
-
- /**
- * Writes the contents of an Array or a JSON object to a .json file.
- * The file saving process and location of the saved file will
- * vary between web browsers.
- *
- * @method saveJSON
- * @param {Array|Object} json
- * @param {String} filename
- * @param {Boolean} [optimize] If true, removes line breaks
- * and spaces from the output
- * file to optimize filesize
- * (but not readability).
- * @example
- *
- * let json = {}; // new JSON Object
- *
- * json.id = 0;
- * json.species = 'Panthera leo';
- * json.name = 'Lion';
- *
- * function setup() {
- * createCanvas(100, 100);
- * background(200);
- * text('click here to save', 10, 10, 70, 80);
- * }
- *
- * function mousePressed() {
- * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
- * saveJSON(json, 'lion.json');
- * }
- * }
- *
- * // saves the following to a file called "lion.json":
- * // {
- * // "id": 0,
- * // "species": "Panthera leo",
- * // "name": "Lion"
- * // }
- *
- * let words = 'apple bear cat dog';
- *
- * // .split() outputs an Array
- * let list = split(words, ' ');
- *
- * function setup() {
- * createCanvas(100, 100);
- * background(200);
- * text('click here to save', 10, 10, 70, 80);
- * }
- *
- * function mousePressed() {
- * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
- * saveStrings(list, 'nouns.txt');
- * }
- * }
- *
- * // Saves the following to a file called 'nouns.txt':
- * //
- * // apple
- * // bear
- * // cat
- * // dog
- *
- * let table;
- *
- * function setup() {
- * table = new p5.Table();
- *
- * table.addColumn('id');
- * table.addColumn('species');
- * table.addColumn('name');
- *
- * let newRow = table.addRow();
- * newRow.setNum('id', table.getRowCount() - 1);
- * newRow.setString('species', 'Panthera leo');
- * newRow.setString('name', 'Lion');
- *
- * // To save, un-comment next line then click 'run'
- * // saveTable(table, 'new.csv');
- * }
- *
- * // Saves the following to a file called 'new.csv':
- * // id,species,name
- * // 0,Panthera leo,Lion
- *
' + e); - pWriter.print(' | '); - } - pWriter.print('
' + htmlEntry); - pWriter.print(' | '); - } - pWriter.print('
Generic class for handling tabular data, typically from a - * CSV, TSV, or other sort of spreadsheet file.
- *CSV files are - * - * comma separated values, often with the data in quotes. TSV - * files use tabs as separators, and usually don't bother with the - * quotes.
- *File names should end with .csv if they're comma separated.
- *A rough "spec" for CSV can be found - * here.
- *To load files, use the loadTable method.
- *To save tables to your computer, use the save method - * or the saveTable method.
- * - * Possible options include: - *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * //add a row
- * let newRow = table.addRow();
- * newRow.setString('id', table.getRowCount() - 1);
- * newRow.setString('species', 'Canis Lupus');
- * newRow.setString('name', 'Wolf');
- *
- * //print the results
- * for (let r = 0; r < table.getRowCount(); r++)
- * for (let c = 0; c < table.getColumnCount(); c++)
- * print(table.getString(r, c));
- * }
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * //remove the first row
- * table.removeRow(0);
- *
- * //print the results
- * for (let r = 0; r < table.getRowCount(); r++)
- * for (let c = 0; c < table.getColumnCount(); c++)
- * print(table.getString(r, c));
- * }
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * let row = table.getRow(1);
- * //print it column by column
- * //note: a row is an object, not an array
- * for (let c = 0; c < table.getColumnCount(); c++) {
- * print(row.getString(c));
- * }
- * }
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * let rows = table.getRows();
- *
- * //warning: rows is an array of objects
- * for (let r = 0; r < rows.length; r++) {
- * rows[r].set('name', 'Unicorn');
- * }
- *
- * //print the results
- * for (let r = 0; r < table.getRowCount(); r++)
- * for (let c = 0; c < table.getColumnCount(); c++)
- * print(table.getString(r, c));
- * }
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * //find the animal named zebra
- * let row = table.findRow('Zebra', 'name');
- * //find the corresponding species
- * print(row.getString('species'));
- * }
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * //add another goat
- * let newRow = table.addRow();
- * newRow.setString('id', table.getRowCount() - 1);
- * newRow.setString('species', 'Scape Goat');
- * newRow.setString('name', 'Goat');
- *
- * //find the rows containing animals named Goat
- * let rows = table.findRows('Goat', 'name');
- * print(rows.length + ' Goats found');
- * }
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * //Search using specified regex on a given column, return TableRow object
- * let mammal = table.matchRow(new RegExp('ant'), 1);
- * print(mammal.getString(1));
- * //Output "Panthera pardus"
- * }
- *
- *
- * let table;
- *
- * function setup() {
- * table = new p5.Table();
- *
- * table.addColumn('name');
- * table.addColumn('type');
- *
- * let newRow = table.addRow();
- * newRow.setString('name', 'Lion');
- * newRow.setString('type', 'Mammal');
- *
- * newRow = table.addRow();
- * newRow.setString('name', 'Snake');
- * newRow.setString('type', 'Reptile');
- *
- * newRow = table.addRow();
- * newRow.setString('name', 'Mosquito');
- * newRow.setString('type', 'Insect');
- *
- * newRow = table.addRow();
- * newRow.setString('name', 'Lizard');
- * newRow.setString('type', 'Reptile');
- *
- * let rows = table.matchRows('R.*', 'type');
- * for (let i = 0; i < rows.length; i++) {
- * print(rows[i].getString('name') + ': ' + rows[i].getString('type'));
- * }
- * }
- * // Sketch prints:
- * // Snake: Reptile
- * // Lizard: Reptile
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * //getColumn returns an array that can be printed directly
- * print(table.getColumn('species'));
- * //outputs ["Capra hircus", "Panthera pardus", "Equus zebra"]
- * }
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * table.clearRows();
- * print(table.getRowCount() + ' total rows in table');
- * print(table.getColumnCount() + ' total columns in table');
- * }
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * table.addColumn('carnivore');
- * table.set(0, 'carnivore', 'no');
- * table.set(1, 'carnivore', 'yes');
- * table.set(2, 'carnivore', 'no');
- *
- * //print the results
- * for (let r = 0; r < table.getRowCount(); r++)
- * for (let c = 0; c < table.getColumnCount(); c++)
- * print(table.getString(r, c));
- * }
- *
- *
- * // given the cvs file "blobs.csv" in /assets directory
- * // ID, Name, Flavor, Shape, Color
- * // Blob1, Blobby, Sweet, Blob, Pink
- * // Blob2, Saddy, Savory, Blob, Blue
- *
- * let table;
- *
- * function preload() {
- * table = loadTable('assets/blobs.csv');
- * }
- *
- * function setup() {
- * createCanvas(200, 100);
- * textAlign(CENTER);
- * background(255);
- * }
- *
- * function draw() {
- * let numOfColumn = table.getColumnCount();
- * text('There are ' + numOfColumn + ' columns in the table.', 100, 50);
- * }
- *
- *
- * // given the cvs file "blobs.csv" in /assets directory
- * //
- * // ID, Name, Flavor, Shape, Color
- * // Blob1, Blobby, Sweet, Blob, Pink
- * // Blob2, Saddy, Savory, Blob, Blue
- *
- * let table;
- *
- * function preload() {
- * table = loadTable('assets/blobs.csv');
- * }
- *
- * function setup() {
- * createCanvas(200, 100);
- * textAlign(CENTER);
- * background(255);
- * }
- *
- * function draw() {
- * text('There are ' + table.getRowCount() + ' rows in the table.', 100, 50);
- * }
- *
- * Removes any of the specified characters (or "tokens").
- * - *If no column is specified, then the values in all columns and - * rows are processed. A specific column may be referenced by - * either its ID or title.
- * - * @method removeTokens - * @param {String} chars String listing characters to be removed - * @param {String|Integer} [column] Column ID (number) - * or name (string) - * - * @example - *
- * function setup() {
- * let table = new p5.Table();
- *
- * table.addColumn('name');
- * table.addColumn('type');
- *
- * let newRow = table.addRow();
- * newRow.setString('name', ' $Lion ,');
- * newRow.setString('type', ',,,Mammal');
- *
- * newRow = table.addRow();
- * newRow.setString('name', '$Snake ');
- * newRow.setString('type', ',,,Reptile');
- *
- * table.removeTokens(',$ ');
- * print(table.getArray());
- * }
- *
- * // prints:
- * // 0 "Lion" "Mamal"
- * // 1 "Snake" "Reptile"
- *
- * function setup() {
- * let table = new p5.Table();
- *
- * table.addColumn('name');
- * table.addColumn('type');
- *
- * let newRow = table.addRow();
- * newRow.setString('name', ' Lion ,');
- * newRow.setString('type', ' Mammal ');
- *
- * newRow = table.addRow();
- * newRow.setString('name', ' Snake ');
- * newRow.setString('type', ' Reptile ');
- *
- * table.trim();
- * print(table.getArray());
- * }
- *
- * // prints:
- * // 0 "Lion" "Mamal"
- * // 1 "Snake" "Reptile"
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * table.removeColumn('id');
- * print(table.getColumnCount());
- * }
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * table.set(0, 'species', 'Canis Lupus');
- * table.set(0, 'name', 'Wolf');
- *
- * //print the results
- * for (let r = 0; r < table.getRowCount(); r++)
- * for (let c = 0; c < table.getColumnCount(); c++)
- * print(table.getString(r, c));
- * }
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * table.setNum(1, 'id', 1);
- *
- * print(table.getColumn(0));
- * //["0", 1, "2"]
- * }
- *
- *
- * // Given the CSV file "mammals.csv" in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * //add a row
- * let newRow = table.addRow();
- * newRow.setString('id', table.getRowCount() - 1);
- * newRow.setString('species', 'Canis Lupus');
- * newRow.setString('name', 'Wolf');
- *
- * print(table.getArray());
- * }
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * print(table.get(0, 1));
- * //Capra hircus
- * print(table.get(0, 'species'));
- * //Capra hircus
- * }
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * print(table.getNum(1, 0) + 100);
- * //id 1 + 100 = 101
- * }
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * // table is comma separated value "CSV"
- * // and has specifiying header for column labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * print(table.getString(0, 0)); // 0
- * print(table.getString(0, 1)); // Capra hircus
- * print(table.getString(0, 2)); // Goat
- * print(table.getString(1, 0)); // 1
- * print(table.getString(1, 1)); // Panthera pardus
- * print(table.getString(1, 2)); // Leopard
- * print(table.getString(2, 0)); // 2
- * print(table.getString(2, 1)); // Equus zebra
- * print(table.getString(2, 2)); // Zebra
- * }
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * let tableObject = table.getObject();
- *
- * print(tableObject);
- * //outputs an object
- * }
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leoperd
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * // table is comma separated value "CSV"
- * // and has specifiying header for column labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * let tableArray = table.getArray();
- * for (let i = 0; i < tableArray.length; i++) {
- * print(tableArray[i]);
- * }
- * }
- *
- *
- * // Given the CSV file "mammals.csv" in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * let rows = table.getRows();
- * for (let r = 0; r < rows.length; r++) {
- * rows[r].set('name', 'Unicorn');
- * }
- *
- * //print the results
- * print(table.getArray());
- * }
- *
- * // Given the CSV file "mammals.csv" in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * let rows = table.getRows();
- * for (let r = 0; r < rows.length; r++) {
- * rows[r].setNum('id', r + 10);
- * }
- *
- * print(table.getArray());
- * }
- *
- * // Given the CSV file "mammals.csv" in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * let rows = table.getRows();
- * for (let r = 0; r < rows.length; r++) {
- * let name = rows[r].getString('name');
- * rows[r].setString('name', 'A ' + name + ' named George');
- * }
- *
- * print(table.getArray());
- * }
- *
- * // Given the CSV file "mammals.csv" in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * let names = [];
- * let rows = table.getRows();
- * for (let r = 0; r < rows.length; r++) {
- * names.push(rows[r].get('name'));
- * }
- *
- * print(names);
- * }
- *
- * // Given the CSV file "mammals.csv" in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * let rows = table.getRows();
- * let minId = Infinity;
- * let maxId = -Infinity;
- * for (let r = 0; r < rows.length; r++) {
- * let id = rows[r].getNum('id');
- * minId = min(minId, id);
- * maxId = min(maxId, id);
- * }
- * print('minimum id = ' + minId + ', maximum id = ' + maxId);
- * }
- *
- * // Given the CSV file "mammals.csv" in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * let table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable('assets/mammals.csv', 'csv', 'header');
- * }
- *
- * function setup() {
- * let rows = table.getRows();
- * let longest = '';
- * for (let r = 0; r < rows.length; r++) {
- * let species = rows[r].getString('species');
- * if (longest.length < species.length) {
- * longest = species;
- * }
- * }
- *
- * print('longest: ' + longest);
- * }
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * let children = xml.getChildren('animal');
- *
- * for (let i = 0; i < children.length; i++) {
- * let id = children[i].getNum('id');
- * let coloring = children[i].getString('species');
- * let name = children[i].getContent();
- * print(id + ', ' + coloring + ', ' + name);
- * }
- * }
- *
- * // Sketch prints:
- * // 0, Capra hircus, Goat
- * // 1, Panthera pardus, Leopard
- * // 2, Equus zebra, Zebra
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * let children = xml.getChildren('animal');
- * let parent = children[1].getParent();
- * print(parent.getName());
- * }
- *
- * // Sketch prints:
- * // mammals
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * print(xml.getName());
- * }
- *
- * // Sketch prints:
- * // mammals
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * print(xml.getName());
- * xml.setName('fish');
- * print(xml.getName());
- * }
- *
- * // Sketch prints:
- * // mammals
- * // fish
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * print(xml.hasChildren());
- * }
- *
- * // Sketch prints:
- * // true
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * print(xml.listChildren());
- * }
- *
- * // Sketch prints:
- * // ["animal", "animal", "animal"]
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * let animals = xml.getChildren('animal');
- *
- * for (let i = 0; i < animals.length; i++) {
- * print(animals[i].getContent());
- * }
- * }
- *
- * // Sketch prints:
- * // "Goat"
- * // "Leopard"
- * // "Zebra"
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * let firstChild = xml.getChild('animal');
- * print(firstChild.getContent());
- * }
- *
- * // Sketch prints:
- * // "Goat"
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * let secondChild = xml.getChild(1);
- * print(secondChild.getContent());
- * }
- *
- * // Sketch prints:
- * // "Leopard"
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * let child = new p5.XML();
- * child.setName('animal');
- * child.setAttribute('id', '3');
- * child.setAttribute('species', 'Ornithorhynchus anatinus');
- * child.setContent('Platypus');
- * xml.addChild(child);
- *
- * let animals = xml.getChildren('animal');
- * print(animals[animals.length - 1].getContent());
- * }
- *
- * // Sketch prints:
- * // "Goat"
- * // "Leopard"
- * // "Zebra"
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * xml.removeChild('animal');
- * let children = xml.getChildren();
- * for (let i = 0; i < children.length; i++) {
- * print(children[i].getContent());
- * }
- * }
- *
- * // Sketch prints:
- * // "Leopard"
- * // "Zebra"
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * xml.removeChild(1);
- * let children = xml.getChildren();
- * for (let i = 0; i < children.length; i++) {
- * print(children[i].getContent());
- * }
- * }
- *
- * // Sketch prints:
- * // "Goat"
- * // "Zebra"
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * let firstChild = xml.getChild('animal');
- * print(firstChild.getAttributeCount());
- * }
- *
- * // Sketch prints:
- * // 2
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * let firstChild = xml.getChild('animal');
- * print(firstChild.listAttributes());
- * }
- *
- * // Sketch prints:
- * // ["id", "species"]
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * let firstChild = xml.getChild('animal');
- * print(firstChild.hasAttribute('species'));
- * print(firstChild.hasAttribute('color'));
- * }
- *
- * // Sketch prints:
- * // true
- * // false
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * let firstChild = xml.getChild('animal');
- * print(firstChild.getNum('id'));
- * }
- *
- * // Sketch prints:
- * // 0
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * let firstChild = xml.getChild('animal');
- * print(firstChild.getString('species'));
- * }
- *
- * // Sketch prints:
- * // "Capra hircus"
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * let firstChild = xml.getChild('animal');
- * print(firstChild.getString('species'));
- * firstChild.setAttribute('species', 'Jamides zebra');
- * print(firstChild.getString('species'));
- * }
- *
- * // Sketch prints:
- * // "Capra hircus"
- * // "Jamides zebra"
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * let firstChild = xml.getChild('animal');
- * print(firstChild.getContent());
- * }
- *
- * // Sketch prints:
- * // "Goat"
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * let firstChild = xml.getChild('animal');
- * print(firstChild.getContent());
- * firstChild.setContent('Mountain Goat');
- * print(firstChild.getContent());
- * }
- *
- * // Sketch prints:
- * // "Goat"
- * // "Mountain Goat"
- *
- * let xml;
- *
- * function preload() {
- * xml = loadXML('assets/mammals.xml');
- * }
- *
- * function setup() {
- * print(xml.serialize());
- * }
- *
- * // Sketch prints:
- * //
- * // Goat
- * // Leopard
- * // Zebra
- * //
- *
- * function setup() {
- * let x = -3;
- * let y = abs(x);
- *
- * print(x); // -3
- * print(y); // 3
- * }
- *
- * function draw() {
- * background(200);
- * // map, mouseX between 0 and 5.
- * let ax = map(mouseX, 0, 100, 0, 5);
- * let ay = 66;
- *
- * //Get the ceiling of the mapped number.
- * let bx = ceil(map(mouseX, 0, 100, 0, 5));
- * let by = 33;
- *
- * // Multiply the mapped numbers by 20 to more easily
- * // see the changes.
- * stroke(0);
- * fill(0);
- * line(0, ay, ax * 20, ay);
- * line(0, by, bx * 20, by);
- *
- * // Reformat the float returned by map and draw it.
- * noStroke();
- * text(nfc(ax, 2), ax, ay - 5);
- * text(nfc(bx, 1), bx, by - 5);
- * }
- *
- * function draw() {
- * background(200);
- *
- * let leftWall = 25;
- * let rightWall = 75;
- *
- * // xm is just the mouseX, while
- * // xc is the mouseX, but constrained
- * // between the leftWall and rightWall!
- * let xm = mouseX;
- * let xc = constrain(mouseX, leftWall, rightWall);
- *
- * // Draw the walls.
- * stroke(150);
- * line(leftWall, 0, leftWall, height);
- * line(rightWall, 0, rightWall, height);
- *
- * // Draw xm and xc as circles.
- * noStroke();
- * fill(150);
- * ellipse(xm, 33, 9, 9); // Not Constrained
- * fill(0);
- * ellipse(xc, 66, 9, 9); // Constrained
- * }
- *
- * // Move your mouse inside the canvas to see the
- * // change in distance between two points!
- * function draw() {
- * background(200);
- * fill(0);
- *
- * let x1 = 10;
- * let y1 = 90;
- * let x2 = mouseX;
- * let y2 = mouseY;
- *
- * line(x1, y1, x2, y2);
- * ellipse(x1, y1, 7, 7);
- * ellipse(x2, y2, 7, 7);
- *
- * // d is the length of the line
- * // the distance from point 1 to point 2.
- * let d = int(dist(x1, y1, x2, y2));
- *
- * // Let's write d along the line we are drawing!
- * push();
- * translate((x1 + x2) / 2, (y1 + y2) / 2);
- * rotate(atan2(y2 - y1, x2 - x1));
- * text(nfc(d, 1), 0, -5);
- * pop();
- * // Fancy!
- * }
- *
- * function draw() {
- * background(200);
- *
- * // Compute the exp() function with a value between 0 and 2
- * let xValue = map(mouseX, 0, width, 0, 2);
- * let yValue = exp(xValue);
- *
- * let y = map(yValue, 0, 8, height, 0);
- *
- * let legend = 'exp (' + nfc(xValue, 3) + ')\n= ' + nf(yValue, 1, 4);
- * stroke(150);
- * line(mouseX, y, mouseX, height);
- * fill(0);
- * text(legend, 5, 15);
- * noStroke();
- * ellipse(mouseX, y, 7, 7);
- *
- * // Draw the exp(x) curve,
- * // over the domain of x from 0 to 2
- * noFill();
- * stroke(0);
- * beginShape();
- * for (let x = 0; x < width; x++) {
- * xValue = map(x, 0, width, 0, 2);
- * yValue = exp(xValue);
- * y = map(yValue, 0, 8, height, 0);
- * vertex(x, y);
- * }
- *
- * endShape();
- * line(0, 0, 0, height);
- * line(0, height - 1, width, height - 1);
- * }
- *
- * function draw() {
- * background(200);
- * //map, mouseX between 0 and 5.
- * let ax = map(mouseX, 0, 100, 0, 5);
- * let ay = 66;
- *
- * //Get the floor of the mapped number.
- * let bx = floor(map(mouseX, 0, 100, 0, 5));
- * let by = 33;
- *
- * // Multiply the mapped numbers by 20 to more easily
- * // see the changes.
- * stroke(0);
- * fill(0);
- * line(0, ay, ax * 20, ay);
- * line(0, by, bx * 20, by);
- *
- * // Reformat the float returned by map and draw it.
- * noStroke();
- * text(nfc(ax, 2), ax, ay - 5);
- * text(nfc(bx, 1), bx, by - 5);
- * }
- *
- * function setup() {
- * background(200);
- * let a = 20;
- * let b = 80;
- * let c = lerp(a, b, 0.2);
- * let d = lerp(a, b, 0.5);
- * let e = lerp(a, b, 0.8);
- *
- * let y = 50;
- *
- * strokeWeight(5);
- * stroke(0); // Draw the original points in black
- * point(a, y);
- * point(b, y);
- *
- * stroke(100); // Draw the lerp points in gray
- * point(c, y);
- * point(d, y);
- * point(e, y);
- * }
- *
- * function draw() {
- * background(200);
- * let maxX = 2.8;
- * let maxY = 1.5;
- *
- * // Compute the natural log of a value between 0 and maxX
- * let xValue = map(mouseX, 0, width, 0, maxX);
- * let yValue, y;
- * if (xValue > 0) {
- // Cannot take the log of a negative number.
- * yValue = log(xValue);
- * y = map(yValue, -maxY, maxY, height, 0);
- *
- * // Display the calculation occurring.
- * let legend = 'log(' + nf(xValue, 1, 2) + ')\n= ' + nf(yValue, 1, 3);
- * stroke(150);
- * line(mouseX, y, mouseX, height);
- * fill(0);
- * text(legend, 5, 15);
- * noStroke();
- * ellipse(mouseX, y, 7, 7);
- * }
- *
- * // Draw the log(x) curve,
- * // over the domain of x from 0 to maxX
- * noFill();
- * stroke(0);
- * beginShape();
- * for (let x = 0; x < width; x++) {
- * xValue = map(x, 0, width, 0, maxX);
- * yValue = log(xValue);
- * y = map(yValue, -maxY, maxY, height, 0);
- * vertex(x, y);
- * }
- * endShape();
- * line(0, 0, 0, height);
- * line(0, height / 2, width, height / 2);
- * }
- *
- * function setup() {
- * let x1 = 20;
- * let x2 = 80;
- * let y1 = 30;
- * let y2 = 70;
- *
- * line(0, 0, x1, y1);
- * print(mag(x1, y1)); // Prints "36.05551275463989"
- * line(0, 0, x2, y1);
- * print(mag(x2, y1)); // Prints "85.44003745317531"
- * line(0, 0, x1, y2);
- * print(mag(x1, y2)); // Prints "72.80109889280519"
- * line(0, 0, x2, y2);
- * print(mag(x2, y2)); // Prints "106.3014581273465"
- * }
- *
- * let value = 25;
- * let m = map(value, 0, 100, 0, width);
- * ellipse(m, 50, 10, 10);
-
- * function setup() {
- * noStroke();
- * }
- *
- * function draw() {
- * background(204);
- * let x1 = map(mouseX, 0, width, 25, 75);
- * ellipse(x1, 25, 25, 25);
- * //This ellipse is constrained to the 0-100 range
- * //after setting withinBounds to true
- * let x2 = map(mouseX, 0, width, 0, 100, true);
- * ellipse(x2, 75, 25, 25);
- * }
-
- * function setup() {
- * // Change the elements in the array and run the sketch
- * // to show how max() works!
- * let numArray = [2, 1, 5, 4, 8, 9];
- * fill(0);
- * noStroke();
- * text('Array Elements', 0, 10);
- * // Draw all numbers in the array
- * let spacing = 15;
- * let elemsY = 25;
- * for (let i = 0; i < numArray.length; i++) {
- * text(numArray[i], i * spacing, elemsY);
- * }
- * let maxX = 33;
- * let maxY = 80;
- * // Draw the Maximum value in the array.
- * textSize(32);
- * text(max(numArray), maxX, maxY);
- * }
- *
- * function setup() {
- * // Change the elements in the array and run the sketch
- * // to show how min() works!
- * let numArray = [2, 1, 5, 4, 8, 9];
- * fill(0);
- * noStroke();
- * text('Array Elements', 0, 10);
- * // Draw all numbers in the array
- * let spacing = 15;
- * let elemsY = 25;
- * for (let i = 0; i < numArray.length; i++) {
- * text(numArray[i], i * spacing, elemsY);
- * }
- * let maxX = 33;
- * let maxY = 80;
- * // Draw the Minimum value in the array.
- * textSize(32);
- * text(min(numArray), maxX, maxY);
- * }
- *
- * function draw() {
- * background(200);
- * let currentNum = mouseX;
- * let lowerBound = 0;
- * let upperBound = width; //100;
- * let normalized = norm(currentNum, lowerBound, upperBound);
- * let lineY = 70;
- * stroke(3);
- * line(0, lineY, width, lineY);
- * //Draw an ellipse mapped to the non-normalized value.
- * noStroke();
- * fill(50);
- * let s = 7; // ellipse size
- * ellipse(currentNum, lineY, s, s);
- *
- * // Draw the guide
- * let guideY = lineY + 15;
- * text('0', 0, guideY);
- * textAlign(RIGHT);
- * text('100', width, guideY);
- *
- * // Draw the normalized value
- * textAlign(LEFT);
- * fill(0);
- * textSize(32);
- * let normalY = 40;
- * let normalX = 20;
- * text(normalized, normalX, normalY);
- * }
- *
- * function setup() {
- * //Exponentially increase the size of an ellipse.
- * let eSize = 3; // Original Size
- * let eLoc = 10; // Original Location
- *
- * ellipse(eLoc, eLoc, eSize, eSize);
- *
- * ellipse(eLoc * 2, eLoc * 2, pow(eSize, 2), pow(eSize, 2));
- *
- * ellipse(eLoc * 4, eLoc * 4, pow(eSize, 3), pow(eSize, 3));
- *
- * ellipse(eLoc * 8, eLoc * 8, pow(eSize, 4), pow(eSize, 4));
- * }
- *
- * function draw() {
- * background(200);
- * //map, mouseX between 0 and 5.
- * let ax = map(mouseX, 0, 100, 0, 5);
- * let ay = 66;
- *
- * // Round the mapped number.
- * let bx = round(map(mouseX, 0, 100, 0, 5));
- * let by = 33;
- *
- * // Multiply the mapped numbers by 20 to more easily
- * // see the changes.
- * stroke(0);
- * fill(0);
- * line(0, ay, ax * 20, ay);
- * line(0, by, bx * 20, by);
- *
- * // Reformat the float returned by map and draw it.
- * noStroke();
- * text(nfc(ax, 2), ax, ay - 5);
- * text(nfc(bx, 1), bx, by - 5);
- * }
- *
- * function draw() {
- * background(200);
- * let eSize = 7;
- * let x1 = map(mouseX, 0, width, 0, 10);
- * let y1 = 80;
- * let x2 = sq(x1);
- * let y2 = 20;
- *
- * // Draw the non-squared.
- * line(0, y1, width, y1);
- * ellipse(x1, y1, eSize, eSize);
- *
- * // Draw the squared.
- * line(0, y2, width, y2);
- * ellipse(x2, y2, eSize, eSize);
- *
- * // Draw dividing line.
- * stroke(100);
- * line(0, height / 2, width, height / 2);
- *
- * // Draw text.
- * let spacing = 15;
- * noStroke();
- * fill(0);
- * text('x = ' + x1, 0, y1 + spacing);
- * text('sq(x) = ' + x2, 0, y2 + spacing);
- * }
- *
- * function draw() {
- * background(200);
- * let eSize = 7;
- * let x1 = mouseX;
- * let y1 = 80;
- * let x2 = sqrt(x1);
- * let y2 = 20;
- *
- * // Draw the non-squared.
- * line(0, y1, width, y1);
- * ellipse(x1, y1, eSize, eSize);
- *
- * // Draw the squared.
- * line(0, y2, width, y2);
- * ellipse(x2, y2, eSize, eSize);
- *
- * // Draw dividing line.
- * stroke(100);
- * line(0, height / 2, width, height / 2);
- *
- * // Draw text.
- * noStroke();
- * fill(0);
- * let spacing = 15;
- * text('x = ' + x1, 0, y1 + spacing);
- * text('sqrt(x) = ' + x2, 0, y2 + spacing);
- * }
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * noStroke();
- * fill(255, 102, 204);
- * }
- *
- * function draw() {
- * background(255);
- * pointLight(color(255), createVector(sin(millis() / 1000) * 20, -40, -10));
- * scale(0.75);
- * sphere();
- * }
- *
- * let xoff = 0.0;
- *
- * function draw() {
- * background(204);
- * xoff = xoff + 0.01;
- * let n = noise(xoff) * width;
- * line(n, 0, n, height);
- * }
- *
- * let noiseScale=0.02;
- *
- * function draw() {
- * background(0);
- * for (let x=0; x < width; x++) {
- * let noiseVal = noise((mouseX+x)*noiseScale, mouseY*noiseScale);
- * stroke(noiseVal*255);
- * line(x, mouseY+noiseVal*80, x, height);
- * }
- * }
- *
- *
- * let noiseVal;
- * let noiseScale = 0.02;
- *
- * function setup() {
- * createCanvas(100, 100);
- * }
- *
- * function draw() {
- * background(0);
- * for (let y = 0; y < height; y++) {
- * for (let x = 0; x < width / 2; x++) {
- * noiseDetail(2, 0.2);
- * noiseVal = noise((mouseX + x) * noiseScale, (mouseY + y) * noiseScale);
- * stroke(noiseVal * 255);
- * point(x, y);
- * noiseDetail(8, 0.65);
- * noiseVal = noise(
- * (mouseX + x + width / 2) * noiseScale,
- * (mouseY + y) * noiseScale
- * );
- * stroke(noiseVal * 255);
- * point(x + width / 2, y);
- * }
- * }
- * }
- *
- * let xoff = 0.0;
- *
- * function setup() {
- * noiseSeed(99);
- * stroke(0, 10);
- * }
- *
- * function draw() {
- * xoff = xoff + .01;
- * let n = noise(xoff) * width;
- * line(n, 0, n, height);
- * }
- *
- *
- * let v1 = createVector(40, 50);
- * let v2 = createVector(40, 50);
- *
- * ellipse(v1.x, v1.y, 50, 50);
- * ellipse(v2.x, v2.y, 50, 50);
- * v1.add(v2);
- * ellipse(v1.x, v1.y, 50, 50);
- *
- *
- * function setup() {
- * let v = createVector(20, 30);
- * print(String(v)); // prints "p5.Vector Object : [20, 30, 0]"
- * }
- *
- *
- * function draw() {
- * background(240);
- *
- * let v0 = createVector(0, 0);
- * let v1 = createVector(mouseX, mouseY);
- * drawArrow(v0, v1, 'black');
- *
- * noStroke();
- * text(v1.toString(), 10, 25, 90, 75);
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * function setup() {
- * let v = createVector(1, 2, 3);
- * v.set(4, 5, 6); // Sets vector to [4, 5, 6]
- *
- * let v1 = createVector(0, 0, 0);
- * let arr = [1, 2, 3];
- * v1.set(arr); // Sets vector to [1, 2, 3]
- * }
- *
- *
- * let v0, v1;
- * function setup() {
- * createCanvas(100, 100);
- *
- * v0 = createVector(0, 0);
- * v1 = createVector(50, 50);
- * }
- *
- * function draw() {
- * background(240);
- *
- * drawArrow(v0, v1, 'black');
- * v1.set(v1.x + random(-1, 1), v1.y + random(-1, 1));
- *
- * noStroke();
- * text('x: ' + round(v1.x) + ' y: ' + round(v1.y), 20, 90);
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * let v1 = createVector(1, 2, 3);
- * let v2 = v1.copy();
- * print(v1.x === v2.x && v1.y === v2.y && v1.z === v2.z);
- * // Prints "true"
- *
- *
- * let v = createVector(1, 2, 3);
- * v.add(4, 5, 6);
- * // v's components are set to [5, 7, 9]
- *
- *
- * // Static method
- * let v1 = createVector(1, 2, 3);
- * let v2 = createVector(2, 3, 4);
- *
- * let v3 = p5.Vector.add(v1, v2);
- * // v3 has components [3, 5, 7]
- * print(v3);
- *
- *
- * // red vector + blue vector = purple vector
- * function draw() {
- * background(240);
- *
- * let v0 = createVector(0, 0);
- * let v1 = createVector(mouseX, mouseY);
- * drawArrow(v0, v1, 'red');
- *
- * let v2 = createVector(-30, 20);
- * drawArrow(v1, v2, 'blue');
- *
- * let v3 = p5.Vector.add(v1, v2);
- * drawArrow(v0, v3, 'purple');
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * let v = createVector(4, 5, 6);
- * v.sub(1, 1, 1);
- * // v's components are set to [3, 4, 5]
- *
- *
- * // Static method
- * let v1 = createVector(2, 3, 4);
- * let v2 = createVector(1, 2, 3);
- *
- * let v3 = p5.Vector.sub(v1, v2);
- * // v3 has components [1, 1, 1]
- * print(v3);
- *
- *
- * // red vector - blue vector = purple vector
- * function draw() {
- * background(240);
- *
- * let v0 = createVector(0, 0);
- * let v1 = createVector(70, 50);
- * drawArrow(v0, v1, 'red');
- *
- * let v2 = createVector(mouseX, mouseY);
- * drawArrow(v0, v2, 'blue');
- *
- * let v3 = p5.Vector.sub(v1, v2);
- * drawArrow(v2, v3, 'purple');
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * let v = createVector(1, 2, 3);
- * v.mult(2);
- * // v's components are set to [2, 4, 6]
- *
- *
- * // Static method
- * let v1 = createVector(1, 2, 3);
- * let v2 = p5.Vector.mult(v1, 2);
- * // v2 has components [2, 4, 6]
- * print(v2);
- *
- *
- * function draw() {
- * background(240);
- *
- * let v0 = createVector(50, 50);
- * let v1 = createVector(25, -25);
- * drawArrow(v0, v1, 'red');
- *
- * let num = map(mouseX, 0, width, -2, 2, true);
- * let v2 = p5.Vector.mult(v1, num);
- * drawArrow(v0, v2, 'blue');
- *
- * noStroke();
- * text('multiplied by ' + num.toFixed(2), 5, 90);
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * let v = createVector(6, 4, 2);
- * v.div(2); //v's components are set to [3, 2, 1]
- *
- *
- * // Static method
- * let v1 = createVector(6, 4, 2);
- * let v2 = p5.Vector.div(v1, 2);
- * // v2 has components [3, 2, 1]
- * print(v2);
- *
- *
- * function draw() {
- * background(240);
- *
- * let v0 = createVector(0, 100);
- * let v1 = createVector(50, -50);
- * drawArrow(v0, v1, 'red');
- *
- * let num = map(mouseX, 0, width, 10, 0.5, true);
- * let v2 = p5.Vector.div(v1, num);
- * drawArrow(v0, v2, 'blue');
- *
- * noStroke();
- * text('divided by ' + num.toFixed(2), 10, 90);
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * function draw() {
- * background(240);
- *
- * let v0 = createVector(0, 0);
- * let v1 = createVector(mouseX, mouseY);
- * drawArrow(v0, v1, 'black');
- *
- * noStroke();
- * text('vector length: ' + v1.mag().toFixed(2), 10, 70, 90, 30);
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * let v = createVector(20.0, 30.0, 40.0);
- * let m = v.mag();
- * print(m); // Prints "53.85164807134504"
- *
- *
- * // Static method
- * let v1 = createVector(6, 4, 2);
- * print(v1.magSq()); // Prints "56"
- *
- *
- * function draw() {
- * background(240);
- *
- * let v0 = createVector(0, 0);
- * let v1 = createVector(mouseX, mouseY);
- * drawArrow(v0, v1, 'black');
- *
- * noStroke();
- * text('vector length squared: ' + v1.magSq().toFixed(2), 10, 45, 90, 55);
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * let v1 = createVector(1, 2, 3);
- * let v2 = createVector(2, 3, 4);
- *
- * print(v1.dot(v2)); // Prints "20"
- *
- *
- * //Static method
- * let v1 = createVector(1, 2, 3);
- * let v2 = createVector(3, 2, 1);
- * print(p5.Vector.dot(v1, v2)); // Prints "10"
- *
- *
- * let v1 = createVector(1, 2, 3);
- * let v2 = createVector(1, 2, 3);
- *
- * v1.cross(v2); // v's components are [0, 0, 0]
- *
- *
- * // Static method
- * let v1 = createVector(1, 0, 0);
- * let v2 = createVector(0, 1, 0);
- *
- * let crossProduct = p5.Vector.cross(v1, v2);
- * // crossProduct has components [0, 0, 1]
- * print(crossProduct);
- *
- *
- * let v1 = createVector(1, 0, 0);
- * let v2 = createVector(0, 1, 0);
- *
- * let distance = v1.dist(v2); // distance is 1.4142...
- * print(distance);
- *
- *
- * // Static method
- * let v1 = createVector(1, 0, 0);
- * let v2 = createVector(0, 1, 0);
- *
- * let distance = p5.Vector.dist(v1, v2);
- * // distance is 1.4142...
- * print(distance);
- *
- *
- * function draw() {
- * background(240);
- *
- * let v0 = createVector(0, 0);
- *
- * let v1 = createVector(70, 50);
- * drawArrow(v0, v1, 'red');
- *
- * let v2 = createVector(mouseX, mouseY);
- * drawArrow(v0, v2, 'blue');
- *
- * noStroke();
- * text('distance between vectors: ' + v2.dist(v1).toFixed(2), 5, 50, 95, 50);
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * let v = createVector(10, 20, 2);
- * // v has components [10.0, 20.0, 2.0]
- * v.normalize();
- * // v's components are set to
- * // [0.4454354, 0.8908708, 0.089087084]
- *
- *
- * function draw() {
- * background(240);
- *
- * let v0 = createVector(50, 50);
- * let v1 = createVector(mouseX - 50, mouseY - 50);
- *
- * drawArrow(v0, v1, 'red');
- * v1.normalize();
- * drawArrow(v0, v1.mult(35), 'blue');
- *
- * noFill();
- * ellipse(50, 50, 35 * 2);
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * let v = createVector(10, 20, 2);
- * // v has components [10.0, 20.0, 2.0]
- * v.limit(5);
- * // v's components are set to
- * // [2.2271771, 4.4543543, 0.4454354]
- *
- *
- * function draw() {
- * background(240);
- *
- * let v0 = createVector(50, 50);
- * let v1 = createVector(mouseX - 50, mouseY - 50);
- *
- * drawArrow(v0, v1, 'red');
- * drawArrow(v0, v1.limit(35), 'blue');
- *
- * noFill();
- * ellipse(50, 50, 35 * 2);
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * let v = createVector(10, 20, 2);
- * // v has components [10.0, 20.0, 2.0]
- * v.setMag(10);
- * // v's components are set to [6.0, 8.0, 0.0]
- *
- *
- * function draw() {
- * background(240);
- *
- * let v0 = createVector(0, 0);
- * let v1 = createVector(50, 50);
- *
- * drawArrow(v0, v1, 'red');
- *
- * let length = map(mouseX, 0, width, 0, 141, true);
- * v1.setMag(length);
- * drawArrow(v0, v1, 'blue');
- *
- * noStroke();
- * text('magnitude set to: ' + length.toFixed(2), 10, 70, 90, 30);
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * function setup() {
- * let v1 = createVector(30, 50);
- * print(v1.heading()); // 1.0303768265243125
- *
- * v1 = createVector(40, 50);
- * print(v1.heading()); // 0.8960553845713439
- *
- * v1 = createVector(30, 70);
- * print(v1.heading()); // 1.1659045405098132
- * }
- *
- *
- * function draw() {
- * background(240);
- *
- * let v0 = createVector(50, 50);
- * let v1 = createVector(mouseX - 50, mouseY - 50);
- *
- * drawArrow(v0, v1, 'black');
- *
- * let myHeading = v1.heading();
- * noStroke();
- * text(
- * 'vector heading: ' +
- * myHeading.toFixed(2) +
- * ' radians or ' +
- * degrees(myHeading).toFixed(2) +
- * ' degrees',
- * 10,
- * 50,
- * 90,
- * 50
- * );
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * let v = createVector(10.0, 20.0);
- * // v has components [10.0, 20.0, 0.0]
- * v.rotate(HALF_PI);
- * // v's components are set to [-20.0, 9.999999, 0.0]
- *
- *
- * let angle = 0;
- * function draw() {
- * background(240);
- *
- * let v0 = createVector(50, 50);
- * let v1 = createVector(50, 0);
- *
- * drawArrow(v0, v1.rotate(angle), 'black');
- * angle += 0.01;
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * let v1 = createVector(1, 0, 0);
- * let v2 = createVector(0, 1, 0);
- *
- * let angle = v1.angleBetween(v2);
- * // angle is PI/2
- * print(angle);
- *
- *
- * function draw() {
- * background(240);
- * let v0 = createVector(50, 50);
- *
- * let v1 = createVector(50, 0);
- * drawArrow(v0, v1, 'red');
- *
- * let v2 = createVector(mouseX - 50, mouseY - 50);
- * drawArrow(v0, v2, 'blue');
- *
- * let angleBetween = v1.angleBetween(v2);
- * noStroke();
- * text(
- * 'angle between: ' +
- * angleBetween.toFixed(2) +
- * ' radians or ' +
- * degrees(angleBetween).toFixed(2) +
- * ' degrees',
- * 10,
- * 50,
- * 90,
- * 50
- * );
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * let v = createVector(1, 1, 0);
- *
- * v.lerp(3, 3, 0, 0.5); // v now has components [2,2,0]
- *
- *
- * let v1 = createVector(0, 0, 0);
- * let v2 = createVector(100, 100, 0);
- *
- * let v3 = p5.Vector.lerp(v1, v2, 0.5);
- * // v3 has components [50,50,0]
- * print(v3);
- *
- *
- * let step = 0.01;
- * let amount = 0;
- *
- * function draw() {
- * background(240);
- * let v0 = createVector(0, 0);
- *
- * let v1 = createVector(mouseX, mouseY);
- * drawArrow(v0, v1, 'red');
- *
- * let v2 = createVector(90, 90);
- * drawArrow(v0, v2, 'blue');
- *
- * if (amount > 1 || amount < 0) {
- * step *= -1;
- * }
- * amount += step;
- * let v3 = p5.Vector.lerp(v1, v2, amount);
- *
- * drawArrow(v0, v3, 'purple');
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * function setup() {
- * let v = createVector(20, 30);
- * print(v.array()); // Prints : Array [20, 30, 0]
- * }
- *
- *
- * let v = createVector(10.0, 20.0, 30.0);
- * let f = v.array();
- * print(f[0]); // Prints "10.0"
- * print(f[1]); // Prints "20.0"
- * print(f[2]); // Prints "30.0"
- *
- *
- * let v1 = createVector(5, 10, 20);
- * let v2 = createVector(5, 10, 20);
- * let v3 = createVector(13, 10, 19);
- *
- * print(v1.equals(v2.x, v2.y, v2.z)); // true
- * print(v1.equals(v3.x, v3.y, v3.z)); // false
- *
- *
- * let v1 = createVector(10.0, 20.0, 30.0);
- * let v2 = createVector(10.0, 20.0, 30.0);
- * let v3 = createVector(0.0, 0.0, 0.0);
- * print(v1.equals(v2)); // true
- * print(v1.equals(v3)); // false
- *
- *
- * function draw() {
- * background(200);
- *
- * // Create a variable, proportional to the mouseX,
- * // varying from 0-360, to represent an angle in degrees.
- * let myDegrees = map(mouseX, 0, width, 0, 360);
- *
- * // Display that variable in an onscreen text.
- * // (Note the nfc() function to truncate additional decimal places,
- * // and the "\xB0" character for the degree symbol.)
- * let readout = 'angle = ' + nfc(myDegrees, 1) + '\xB0';
- * noStroke();
- * fill(0);
- * text(readout, 5, 15);
- *
- * // Create a p5.Vector using the fromAngle function,
- * // and extract its x and y components.
- * let v = p5.Vector.fromAngle(radians(myDegrees), 30);
- * let vx = v.x;
- * let vy = v.y;
- *
- * push();
- * translate(width / 2, height / 2);
- * noFill();
- * stroke(150);
- * line(0, 0, 30, 0);
- * stroke(0);
- * line(0, 0, vx, vy);
- * pop();
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * fill(255);
- * noStroke();
- * }
- * function draw() {
- * background(255);
- *
- * let t = millis() / 1000;
- *
- * // add three point lights
- * pointLight(color('#f00'), p5.Vector.fromAngles(t * 1.0, t * 1.3, 100));
- * pointLight(color('#0f0'), p5.Vector.fromAngles(t * 1.1, t * 1.2, 100));
- * pointLight(color('#00f'), p5.Vector.fromAngles(t * 1.2, t * 1.1, 100));
- *
- * sphere(35);
- * }
- *
- *
- * let v = p5.Vector.random2D();
- * // May make v's attributes something like:
- * // [0.61554617, -0.51195765, 0.0] or
- * // [-0.4695841, -0.14366731, 0.0] or
- * // [0.6091097, -0.22805278, 0.0]
- * print(v);
- *
- *
- * function setup() {
- * frameRate(1);
- * }
- *
- * function draw() {
- * background(240);
- *
- * let v0 = createVector(50, 50);
- * let v1 = p5.Vector.random2D();
- * drawArrow(v0, v1.mult(50), 'black');
- * }
- *
- * // draw an arrow for a vector at a given base position
- * function drawArrow(base, vec, myColor) {
- * push();
- * stroke(myColor);
- * strokeWeight(3);
- * fill(myColor);
- * translate(base.x, base.y);
- * line(0, 0, vec.x, vec.y);
- * rotate(vec.heading());
- * let arrowSize = 7;
- * translate(vec.mag() - arrowSize, 0);
- * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
- * pop();
- * }
- *
- *
- * let v = p5.Vector.random3D();
- * // May make v's attributes something like:
- * // [0.61554617, -0.51195765, 0.599168] or
- * // [-0.4695841, -0.14366731, -0.8711202] or
- * // [0.6091097, -0.22805278, -0.7595902]
- * print(v);
- *
- *
- * randomSeed(99);
- * for (let i = 0; i < 100; i++) {
- * let r = random(0, 255);
- * stroke(r);
- * line(i, 0, i, 100);
- * }
- *
- *
- * for (let i = 0; i < 100; i++) {
- * let r = random(50);
- * stroke(r * 5);
- * line(50, i, 50 + r, i);
- * }
- *
- *
- * for (let i = 0; i < 100; i++) {
- * let r = random(-50, 50);
- * line(50, i, 50 + r, i);
- * }
- *
- *
- * // Get a random element from an array using the random(Array) syntax
- * let words = ['apple', 'bear', 'cat', 'dog'];
- * let word = random(words); // select random word
- * text(word, 10, 50); // draw the word
- *
- *
- * for (let y = 0; y < 100; y++) {
- * let x = randomGaussian(50, 15);
- * line(50, y, x, y);
- * }
- *
- *
- * let distribution = new Array(360);
- *
- * function setup() {
- * createCanvas(100, 100);
- * for (let i = 0; i < distribution.length; i++) {
- * distribution[i] = floor(randomGaussian(0, 15));
- * }
- * }
- *
- * function draw() {
- * background(204);
- *
- * translate(width / 2, width / 2);
- *
- * for (let i = 0; i < distribution.length; i++) {
- * rotate(TWO_PI / distribution.length);
- * stroke(0);
- * let dist = abs(distribution[i]);
- * line(0, 0, dist, 0);
- * }
- * }
- *
- *
- * let a = PI;
- * let c = cos(a);
- * let ac = acos(c);
- * // Prints: "3.1415927 : -1.0 : 3.1415927"
- * print(a + ' : ' + c + ' : ' + ac);
- *
- *
- * let a = PI + PI / 4.0;
- * let c = cos(a);
- * let ac = acos(c);
- * // Prints: "3.926991 : -0.70710665 : 2.3561943"
- * print(a + ' : ' + c + ' : ' + ac);
- *
- *
- * let a = PI + PI / 3;
- * let s = sin(a);
- * let as = asin(s);
- * // Prints: "1.0471976 : 0.86602545 : 1.0471976"
- * print(a + ' : ' + s + ' : ' + as);
- *
- *
- * let a = PI + PI / 3.0;
- * let s = sin(a);
- * let as = asin(s);
- * // Prints: "4.1887903 : -0.86602545 : -1.0471976"
- * print(a + ' : ' + s + ' : ' + as);
- *
- *
- * let a = PI + PI / 3;
- * let t = tan(a);
- * let at = atan(t);
- * // Prints: "1.0471976 : 1.7320509 : 1.0471976"
- * print(a + ' : ' + t + ' : ' + at);
- *
- *
- * let a = PI + PI / 3.0;
- * let t = tan(a);
- * let at = atan(t);
- * // Prints: "4.1887903 : 1.7320513 : 1.0471977"
- * print(a + ' : ' + t + ' : ' + at);
- *
- *
- * function draw() {
- * background(204);
- * translate(width / 2, height / 2);
- * let a = atan2(mouseY - height / 2, mouseX - width / 2);
- * rotate(a);
- * rect(-30, -5, 60, 10);
- * }
- *
- *
- * let a = 0.0;
- * let inc = TWO_PI / 25.0;
- * for (let i = 0; i < 25; i++) {
- * line(i * 4, 50, i * 4, 50 + cos(a) * 40.0);
- * a = a + inc;
- * }
- *
- *
- * let a = 0.0;
- * let inc = TWO_PI / 25.0;
- * for (let i = 0; i < 25; i++) {
- * line(i * 4, 50, i * 4, 50 + sin(a) * 40.0);
- * a = a + inc;
- * }
- *
- *
- * let a = 0.0;
- * let inc = TWO_PI / 50.0;
- * for (let i = 0; i < 100; i = i + 2) {
- * line(i, 50, i, 50 + tan(a) * 2.0);
- * a = a + inc;
- * }
- *
- *
- *
- * @alt
- * vertical black lines end down and up from center to form spike pattern
- *
- */
- p5.prototype.tan = function(angle) {
- return Math.tan(this._toRadians(angle));
- };
-
- /**
- * Converts a radian measurement to its corresponding value in degrees.
- * Radians and degrees are two ways of measuring the same thing. There are
- * 360 degrees in a circle and 2*PI radians in a circle. For example,
- * 90ยฐ = PI/2 = 1.5707964. This function does not take into account the
- * current angleMode.
- *
- * @method degrees
- * @param {Number} radians the radians value to convert to degrees
- * @return {Number} the converted angle
- *
- *
- * @example
- *
- * let rad = PI / 4;
- * let deg = degrees(rad);
- * print(rad + ' radians is ' + deg + ' degrees');
- * // Prints: 0.7853981633974483 radians is 45 degrees
- *
- *
- * let deg = 45.0;
- * let rad = radians(deg);
- * print(deg + ' degrees is ' + rad + ' radians');
- * // Prints: 45 degrees is 0.7853981633974483 radians
- *
- *
- * function draw() {
- * background(204);
- * angleMode(DEGREES); // Change the mode to DEGREES
- * let a = atan2(mouseY - height / 2, mouseX - width / 2);
- * translate(width / 2, height / 2);
- * push();
- * rotate(a);
- * rect(-20, -5, 40, 10); // Larger rectangle is rotating in degrees
- * pop();
- * angleMode(RADIANS); // Change the mode to RADIANS
- * rotate(a); // variable a stays the same
- * rect(-40, -5, 20, 10); // Smaller rectangle is rotating in radians
- * }
- *
- *
- * textSize(16);
- * textAlign(RIGHT);
- * text('ABCD', 50, 30);
- * textAlign(CENTER);
- * text('EFGH', 50, 50);
- * textAlign(LEFT);
- * text('IJKL', 50, 70);
- *
- *
- * textSize(16);
- * strokeWeight(0.5);
- *
- * line(0, 12, width, 12);
- * textAlign(CENTER, TOP);
- * text('TOP', 0, 12, width);
- *
- * line(0, 37, width, 37);
- * textAlign(CENTER, CENTER);
- * text('CENTER', 0, 37, width);
- *
- * line(0, 62, width, 62);
- * textAlign(CENTER, BASELINE);
- * text('BASELINE', 0, 62, width);
- *
- * line(0, 87, width, 87);
- * textAlign(CENTER, BOTTOM);
- * text('BOTTOM', 0, 87, width);
- *
- *
- * // Text to display. The "\n" is a "new line" character
- * let lines = 'L1\nL2\nL3';
- * textSize(12);
- *
- * textLeading(10); // Set leading to 10
- * text(lines, 10, 25);
- *
- * textLeading(20); // Set leading to 20
- * text(lines, 40, 25);
- *
- * textLeading(30); // Set leading to 30
- * text(lines, 70, 25);
- *
- *
- * textSize(12);
- * text('Font Size 12', 10, 30);
- * textSize(14);
- * text('Font Size 14', 10, 60);
- * textSize(16);
- * text('Font Size 16', 10, 90);
- *
- *
- * strokeWeight(0);
- * textSize(12);
- * textStyle(NORMAL);
- * text('Font Style Normal', 10, 15);
- * textStyle(ITALIC);
- * text('Font Style Italic', 10, 40);
- * textStyle(BOLD);
- * text('Font Style Bold', 10, 65);
- * textStyle(BOLDITALIC);
- * text('Font Style Bold Italic', 10, 90);
- *
- *
- * textSize(28);
- *
- * let aChar = 'P';
- * let cWidth = textWidth(aChar);
- * text(aChar, 0, 40);
- * line(cWidth, 0, cWidth, 50);
- *
- * let aString = 'p5.js';
- * let sWidth = textWidth(aString);
- * text(aString, 0, 85);
- * line(sWidth, 50, sWidth, 100);
- *
- *
- * let base = height * 0.75;
- * let scalar = 0.8; // Different for each font
- *
- * textSize(32); // Set initial text size
- * let asc = textAscent() * scalar; // Calc ascent
- * line(0, base - asc, width, base - asc);
- * text('dp', 0, base); // Draw text on baseline
- *
- * textSize(64); // Increase text size
- * asc = textAscent() * scalar; // Recalc ascent
- * line(40, base - asc, width, base - asc);
- * text('dp', 40, base); // Draw text on baseline
- *
- *
- * let base = height * 0.75;
- * let scalar = 0.8; // Different for each font
- *
- * textSize(32); // Set initial text size
- * let desc = textDescent() * scalar; // Calc ascent
- * line(0, base + desc, width, base + desc);
- * text('dp', 0, base); // Draw text on baseline
- *
- * textSize(64); // Increase text size
- * desc = textDescent() * scalar; // Recalc ascent
- * line(40, base + desc, width, base + desc);
- * text('dp', 40, base); // Draw text on baseline
- *
- * Calling loadFont() inside preload() guarantees that the load - * operation will have completed before setup() and draw() are called.
- * - *
- * let myFont;
- * function preload() {
- * myFont = loadFont('assets/inconsolata.otf');
- * }
- *
- * function setup() {
- * fill('#ED225D');
- * textFont(myFont);
- * textSize(36);
- * text('p5*js', 10, 50);
- * }
- *
- * function setup() {
- * loadFont('assets/inconsolata.otf', drawText);
- * }
- *
- * function drawText(font) {
- * fill('#ED225D');
- * textFont(font, 36);
- * text('p5*js', 10, 50);
- * }
- *
You can also use the font filename string (without the file extension) to style other HTML - * elements.
- * - *
- * function preload() {
- * loadFont('assets/inconsolata.otf');
- * }
- *
- * function setup() {
- * let myDiv = createDiv('hello there');
- * myDiv.style('font-family', 'Inconsolata');
- * }
- *
- * textSize(32);
- * text('word', 10, 30);
- * fill(0, 102, 153);
- * text('word', 10, 60);
- * fill(0, 102, 153, 51);
- * text('word', 10, 90);
- *
- *
- * let s = 'The quick brown fox jumped over the lazy dog.';
- * fill(50);
- * text(s, 10, 10, 70, 80); // Text wraps within text box
- *
- *
- * let inconsolata;
- * function preload() {
- * inconsolata = loadFont('assets/inconsolata.otf');
- * }
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * textFont(inconsolata);
- * textSize(width / 3);
- * textAlign(CENTER, CENTER);
- * }
- * function draw() {
- * background(0);
- * let time = millis();
- * rotateX(time / 1000);
- * rotateZ(time / 1234);
- * text('p5.js', 0, 0);
- * }
- *
- *
- * fill(0);
- * textSize(12);
- * textFont('Georgia');
- * text('Georgia', 12, 30);
- * textFont('Helvetica');
- * text('Helvetica', 12, 60);
- *
- *
- * let fontRegular, fontItalic, fontBold;
- * function preload() {
- * fontRegular = loadFont('assets/Regular.otf');
- * fontItalic = loadFont('assets/Italic.ttf');
- * fontBold = loadFont('assets/Bold.ttf');
- * }
- * function setup() {
- * background(210);
- * fill(0)
- .strokeWeight(0)
- .textSize(10);
- * textFont(fontRegular);
- * text('Font Style Normal', 10, 30);
- * textFont(fontItalic);
- * text('Font Style Italic', 10, 50);
- * textFont(fontBold);
- * text('Font Style Bold', 10, 70);
- * }
- *
- *
- * let font;
- * let textString = 'Lorem ipsum dolor sit amet.';
- * function preload() {
- * font = loadFont('./assets/Regular.otf');
- * }
- * function setup() {
- * background(210);
- *
- * let bbox = font.textBounds(textString, 10, 30, 12);
- * fill(255);
- * stroke(0);
- * rect(bbox.x, bbox.y, bbox.w, bbox.h);
- * fill(0);
- * noStroke();
- *
- * textFont(font);
- * textSize(12);
- * text(textString, 10, 30);
- * }
- *
- *
- * let font;
- * function preload() {
- * font = loadFont('assets/inconsolata.otf');
- * }
- *
- * let points;
- * let bounds;
- * function setup() {
- * createCanvas(100, 100);
- * stroke(0);
- * fill(255, 104, 204);
- *
- * points = font.textToPoints('p5', 0, 0, 10, {
- * sampleFactor: 5,
- * simplifyThreshold: 0
- * });
- * bounds = font.textBounds(' p5 ', 0, 0, 10);
- * }
- *
- * function draw() {
- * background(255);
- * beginShape();
- * translate(-bounds.x * width / bounds.w, -bounds.y * height / bounds.h);
- * for (let i = 0; i < points.length; i++) {
- * let p = points[i];
- * vertex(
- * p.x * width / bounds.w +
- * sin(20 * p.y / bounds.h + millis() / 1000) * width / 30,
- * p.y * height / bounds.h
- * );
- * }
- * endShape(CLOSE);
- * }
- *
- *
- * function setup() {
- * var myArray = ['Mango', 'Apple', 'Papaya'];
- * print(myArray); // ['Mango', 'Apple', 'Papaya']
- *
- * append(myArray, 'Peach');
- * print(myArray); // ['Mango', 'Apple', 'Papaya', 'Peach']
- * }
- *
- * var src = ['A', 'B', 'C'];
- * var dst = [1, 2, 3];
- * var srcPosition = 1;
- * var dstPosition = 0;
- * var length = 2;
- *
- * print(src); // ['A', 'B', 'C']
- * print(dst); // [ 1 , 2 , 3 ]
- *
- * arrayCopy(src, srcPosition, dst, dstPosition, length);
- * print(dst); // ['B', 'C', 3]
- *
- * function setup() {
- * var arr1 = ['A', 'B', 'C'];
- * var arr2 = [1, 2, 3];
- *
- * print(arr1); // ['A','B','C']
- * print(arr2); // [1,2,3]
- *
- * var arr3 = concat(arr1, arr2);
- *
- * print(arr1); // ['A','B','C']
- * print(arr2); // [1, 2, 3]
- * print(arr3); // ['A','B','C', 1, 2, 3]
- * }
- *
- * function setup() {
- * var myArray = ['A', 'B', 'C'];
- * print(myArray); // ['A','B','C']
- *
- * reverse(myArray);
- * print(myArray); // ['C','B','A']
- * }
- *
- * function setup() {
- * var myArray = ['A', 'B', 'C'];
- * print(myArray); // ['A', 'B', 'C']
- * var newArray = shorten(myArray);
- * print(myArray); // ['A','B','C']
- * print(newArray); // ['A','B']
- * }
- *
- * function setup() {
- * var regularArr = ['ABC', 'def', createVector(), TAU, Math.E];
- * print(regularArr);
- * shuffle(regularArr, true); // force modifications to passed array
- * print(regularArr);
- *
- * // By default shuffle() returns a shuffled cloned array:
- * var newArr = shuffle(regularArr);
- * print(regularArr);
- * print(newArr);
- * }
- *
- * function setup() {
- * var words = ['banana', 'apple', 'pear', 'lime'];
- * print(words); // ['banana', 'apple', 'pear', 'lime']
- * var count = 4; // length of array
- *
- * words = sort(words, count);
- * print(words); // ['apple', 'banana', 'lime', 'pear']
- * }
- *
- * function setup() {
- * var numbers = [2, 6, 1, 5, 14, 9, 8, 12];
- * print(numbers); // [2, 6, 1, 5, 14, 9, 8, 12]
- * var count = 5; // Less than the length of the array
- *
- * numbers = sort(numbers, count);
- * print(numbers); // [1,2,5,6,14,9,8,12]
- * }
- *
- * function setup() {
- * var myArray = [0, 1, 2, 3, 4];
- * var insArray = ['A', 'B', 'C'];
- * print(myArray); // [0, 1, 2, 3, 4]
- * print(insArray); // ['A','B','C']
- *
- * splice(myArray, insArray, 3);
- * print(myArray); // [0,1,2,'A','B','C',3,4]
- * }
- *
- * function setup() {
- * var myArray = [1, 2, 3, 4, 5];
- * print(myArray); // [1, 2, 3, 4, 5]
- *
- * var sub1 = subset(myArray, 0, 3);
- * var sub2 = subset(myArray, 2, 2);
- * print(sub1); // [1,2,3]
- * print(sub2); // [3,4]
- * }
- *
- * var str = '20';
- * var diameter = float(str);
- * ellipse(width / 2, height / 2, diameter, diameter);
- *
- * print(float('10.31')); // 10.31
- * print(float('Infinity')); // Infinity
- * print(float('-Infinity')); // -Infinity
- *
- * print(int('10')); // 10
- * print(int(10.31)); // 10
- * print(int(-10)); // -10
- * print(int(true)); // 1
- * print(int(false)); // 0
- * print(int([false, true, '10.3', 9.8])); // [0, 1, 10, 9]
- * print(int(Infinity)); // Infinity
- * print(int('-Infinity')); // -Infinity
- *
- * print(str('10')); // "10"
- * print(str(10.31)); // "10.31"
- * print(str(-10)); // "-10"
- * print(str(true)); // "true"
- * print(str(false)); // "false"
- * print(str([true, '10.3', 9.8])); // [ "true", "10.3", "9.8" ]
- *
- * print(boolean(0)); // false
- * print(boolean(1)); // true
- * print(boolean('true')); // true
- * print(boolean('abcd')); // false
- * print(boolean([0, 12, 'true'])); // [false, true, true]
- *
- * print(byte(127)); // 127
- * print(byte(128)); // -128
- * print(byte(23.4)); // 23
- * print(byte('23.4')); // 23
- * print(byte('hello')); // NaN
- * print(byte(true)); // 1
- * print(byte([0, 255, '100'])); // [0, -1, 100]
- *
- * print(char(65)); // "A"
- * print(char('65')); // "A"
- * print(char([65, 66, 67])); // [ "A", "B", "C" ]
- * print(join(char([65, 66, 67]), '')); // "ABC"
- *
- * print(unchar('A')); // 65
- * print(unchar(['A', 'B', 'C'])); // [ 65, 66, 67 ]
- * print(unchar(split('ABC', ''))); // [ 65, 66, 67 ]
- *
- * print(hex(255)); // "000000FF"
- * print(hex(255, 6)); // "0000FF"
- * print(hex([0, 127, 255], 6)); // [ "000000", "00007F", "0000FF" ]
- * print(Infinity); // "FFFFFFFF"
- * print(-Infinity); // "00000000"
- *
- * print(unhex('A')); // 10
- * print(unhex('FF')); // 255
- * print(unhex(['FF', 'AA', '00'])); // [ 255, 170, 0 ]
- *
- * var array = ['Hello', 'world!'];
- * var separator = ' ';
- * var message = join(array, separator);
- * text(message, 5, 50);
- *
- *
- * var string = 'Hello p5js*!';
- * var regexp = 'p5js\\*';
- * var m = match(string, regexp);
- * text(m, 5, 50);
- *
- *
- * var string = 'Hello p5js*! Hello world!';
- * var regexp = 'Hello';
- * matchAll(string, regexp);
- *
- *
- * var myFont;
- * function preload() {
- * myFont = loadFont('assets/fonts/inconsolata.ttf');
- * }
- * function setup() {
- * background(200);
- * var num1 = 321;
- * var num2 = -1321;
- *
- * noStroke();
- * fill(0);
- * textFont(myFont);
- * textSize(22);
- *
- * text(nf(num1, 4, 2), 10, 30);
- * text(nf(num2, 4, 2), 10, 80);
- * // Draw dividing line
- * stroke(120);
- * line(0, 50, width, 50);
- * }
- *
- *
- * function setup() {
- * background(200);
- * var num = 11253106.115;
- * var numArr = [1, 1, 2];
- *
- * noStroke();
- * fill(0);
- * textSize(12);
- *
- * // Draw formatted numbers
- * text(nfc(num, 4), 10, 30);
- * text(nfc(numArr, 2), 10, 80);
- *
- * // Draw dividing line
- * stroke(120);
- * line(0, 50, width, 50);
- * }
- *
- *
- * function setup() {
- * background(200);
- * var num1 = 11253106.115;
- * var num2 = -11253106.115;
- *
- * noStroke();
- * fill(0);
- * textSize(12);
- *
- * // Draw formatted numbers
- * text(nfp(num1, 4, 2), 10, 30);
- * text(nfp(num2, 4, 2), 10, 80);
- *
- * // Draw dividing line
- * stroke(120);
- * line(0, 50, width, 50);
- * }
- *
- *
- * var myFont;
- * function preload() {
- * myFont = loadFont('assets/fonts/inconsolata.ttf');
- * }
- * function setup() {
- * background(200);
- * var num1 = 321;
- * var num2 = -1321;
- *
- * noStroke();
- * fill(0);
- * textFont(myFont);
- * textSize(22);
- *
- * // nfs() aligns num1 (positive number) with num2 (negative number) by
- * // adding a blank space in front of the num1 (positive number)
- * // [left = 4] in num1 add one 0 in front, to align the digits with num2
- * // [right = 2] in num1 and num2 adds two 0's after both numbers
- * // To see the differences check the example of nf() too.
- * text(nfs(num1, 4, 2), 10, 30);
- * text(nfs(num2, 4, 2), 10, 80);
- * // Draw dividing line
- * stroke(120);
- * line(0, 50, width, 50);
- * }
- *
- *
- * var names = 'Pat,Xio,Alex';
- * var splitString = split(names, ',');
- * text(splitString[0], 5, 30);
- * text(splitString[1], 5, 50);
- * text(splitString[2], 5, 70);
- *
- *
- * function setup() {
- * var myStr = 'Mango, Banana, Lime';
- * var myStrArr = splitTokens(myStr, ',');
- *
- * print(myStrArr); // prints : ["Mango"," Banana"," Lime"]
- * }
- *
- *
- * var string = trim(' No new lines\n ');
- * text(string + ' here', 2, 50);
- *
- *
- * var d = day();
- * text('Current day: \n' + d, 5, 50);
- *
- *
- * var h = hour();
- * text('Current hour:\n' + h, 5, 50);
- *
- *
- * var m = minute();
- * text('Current minute: \n' + m, 5, 50);
- *
- *
- * var millisecond = millis();
- * text('Milliseconds \nrunning: \n' + millisecond, 5, 40);
- *
- *
- * var m = month();
- * text('Current month: \n' + m, 5, 50);
- *
- *
- * var s = second();
- * text('Current second: \n' + s, 5, 50);
- *
- *
- * var y = year();
- * text('Current year: \n' + y, 5, 50);
- *
- *
- * // draw a plane
- * // with width 50 and height 50
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(200);
- * plane(50, 50);
- * }
- *
- *
- * // draw a spinning box
- * // with width, height and depth of 50
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(200);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * box(50);
- * }
- *
- *
- * // draw a sphere with radius 40
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(200);
- * sphere(40);
- * }
- *
- *
- * // draw a spinning cylinder
- * // with radius 20 and height 50
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(200);
- * rotateX(frameCount * 0.01);
- * rotateZ(frameCount * 0.01);
- * cylinder(20, 50);
- * }
- *
- *
- * // draw a spinning cone
- * // with radius 40 and height 70
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(200);
- * rotateX(frameCount * 0.01);
- * rotateZ(frameCount * 0.01);
- * cone(40, 70);
- * }
- *
- *
- * // draw an ellipsoid
- * // with radius 30, 40 and 40.
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(200);
- * ellipsoid(30, 40, 40);
- * }
- *
- *
- * // draw a spinning torus
- * // with ring radius 30 and tube radius 15
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(200);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * torus(30, 15);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(50);
- * stroke(255);
- * strokeWeight(4);
- * point(25, 0);
- * strokeWeight(3);
- * point(-25, 0);
- * strokeWeight(2);
- * point(0, 25);
- * strokeWeight(1);
- * point(0, -25);
- * }
- *
- *
- * //draw a line
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(200);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * // Use fill instead of stroke to change the color of shape.
- * fill(255, 0, 0);
- * line(10, 10, 0, 60, 60, 20);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * normalMaterial();
- * }
- * function draw() {
- * background(200);
- * orbitControl();
- * rotateY(0.5);
- * box(30, 50);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * camera(0, -30, 100, 0, 0, 0, 0, 1, 0);
- * normalMaterial();
- * debugMode();
- * }
- *
- * function draw() {
- * background(200);
- * orbitControl();
- * box(15, 30);
- * // Press the spacebar to turn debugMode off!
- * if (keyIsDown(32)) {
- * noDebugMode();
- * }
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * camera(0, -30, 100, 0, 0, 0, 0, 1, 0);
- * normalMaterial();
- * debugMode(GRID);
- * }
- *
- * function draw() {
- * background(200);
- * orbitControl();
- * box(15, 30);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * camera(0, -30, 100, 0, 0, 0, 0, 1, 0);
- * normalMaterial();
- * debugMode(AXES);
- * }
- *
- * function draw() {
- * background(200);
- * orbitControl();
- * box(15, 30);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * camera(0, -30, 100, 0, 0, 0, 0, 1, 0);
- * normalMaterial();
- * debugMode(GRID, 100, 10, 0, 0, 0);
- * }
- *
- * function draw() {
- * background(200);
- * orbitControl();
- * box(15, 30);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * camera(0, -30, 100, 0, 0, 0, 0, 1, 0);
- * normalMaterial();
- * debugMode(100, 10, 0, 0, 0, 20, 0, -40, 0);
- * }
- *
- * function draw() {
- * noStroke();
- * background(200);
- * orbitControl();
- * box(15, 30);
- * // set the stroke color and weight for the grid!
- * stroke(255, 0, 150);
- * strokeWeight(0.8);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * camera(0, -30, 100, 0, 0, 0, 0, 1, 0);
- * normalMaterial();
- * debugMode();
- * }
- *
- * function draw() {
- * background(200);
- * orbitControl();
- * box(15, 30);
- * // Press the spacebar to turn debugMode off!
- * if (keyIsDown(32)) {
- * noDebugMode();
- * }
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw() {
- * background(0);
- * ambientLight(150);
- * ambientMaterial(250);
- * noStroke();
- * sphere(40);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw() {
- * background(0);
- * //move your mouse to change light direction
- * let dirX = (mouseX / width - 0.5) * 2;
- * let dirY = (mouseY / height - 0.5) * 2;
- * directionalLight(250, 250, 250, -dirX, -dirY, -1);
- * noStroke();
- * sphere(40);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw() {
- * background(0);
- * //move your mouse to change light position
- * let locX = mouseX - width / 2;
- * let locY = mouseY - height / 2;
- * // to set the light position,
- * // think of the world's coordinate as:
- * // -width/2,-height/2 -------- width/2,-height/2
- * // | |
- * // | 0,0 |
- * // | |
- * // -width/2,height/2--------width/2,height/2
- * pointLight(250, 250, 250, locX, locY, 50);
- * noStroke();
- * sphere(40);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw() {
- * background(0);
- * lights();
- * rotateX(millis() / 1000);
- * rotateY(millis() / 1000);
- * rotateZ(millis() / 1000);
- * box();
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * noStroke();
- * }
- * function draw() {
- * background(0);
- * let locX = mouseX - width / 2;
- * let locY = mouseY - height / 2;
- * translate(-25, 0, 0);
- * lightFalloff(1, 0, 0);
- * pointLight(250, 250, 250, locX, locY, 50);
- * sphere(20);
- * translate(50, 0, 0);
- * lightFalloff(0.9, 0.01, 0);
- * pointLight(250, 250, 250, locX, locY, 50);
- * sphere(20);
- * }
- *
- *
- * //draw a spinning octahedron
- * let octahedron;
- *
- * function preload() {
- * octahedron = loadModel('assets/octahedron.obj');
- * }
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(200);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * model(octahedron);
- * }
- *
- *
- * //draw a spinning teapot
- * let teapot;
- *
- * function preload() {
- * // Load model with normalise parameter set to true
- * teapot = loadModel('assets/teapot.obj', true);
- * }
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(200);
- * scale(0.4); // Scaled to make model fit into canvas
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * normalMaterial(); // For effect
- * model(teapot);
- * }
- *
- *
- * //draw a spinning octahedron
- * let octahedron;
- *
- * function preload() {
- * octahedron = loadModel('assets/octahedron.obj');
- * }
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(200);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * model(octahedron);
- * }
- *
- *
- * let mandel;
- * function preload() {
- * // load the shader definitions from files
- * mandel = loadShader('assets/shader.vert', 'assets/shader.frag');
- * }
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * // use the shader
- * shader(mandel);
- * noStroke();
- * mandel.setUniform('p', [-0.74364388703, 0.13182590421]);
- * }
- *
- * function draw() {
- * mandel.setUniform('r', 1.5 * exp(-6.5 * (1 + sin(millis() / 2000))));
- * quad(-1, -1, 1, -1, 1, 1, -1, 1);
- * }
- *
- *
- * // the 'varying's are shared between both vertex & fragment shaders
- * let varying = 'precision highp float; varying vec2 vPos;';
- *
- * // the vertex shader is called for each vertex
- * let vs =
- * varying +
- * 'attribute vec3 aPosition;' +
- * 'void main() { vPos = (gl_Position = vec4(aPosition,1.0)).xy; }';
- *
- * // the fragment shader is called for each pixel
- * let fs =
- * varying +
- * 'uniform vec2 p;' +
- * 'uniform float r;' +
- * 'const int I = 500;' +
- * 'void main() {' +
- * ' vec2 c = p + vPos * r, z = c;' +
- * ' float n = 0.0;' +
- * ' for (int i = I; i > 0; i --) {' +
- * ' if(z.x*z.x+z.y*z.y > 4.0) {' +
- * ' n = float(i)/float(I);' +
- * ' break;' +
- * ' }' +
- * ' z = vec2(z.x*z.x-z.y*z.y, 2.0*z.x*z.y) + c;' +
- * ' }' +
- * ' gl_FragColor = vec4(0.5-cos(n*17.0)/2.0,0.5-cos(n*13.0)/2.0,0.5-cos(n*23.0)/2.0,1.0);' +
- * '}';
- *
- * let mandel;
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- *
- * // create and initialize the shader
- * mandel = createShader(vs, fs);
- * shader(mandel);
- * noStroke();
- *
- * // 'p' is the center point of the Mandelbrot image
- * mandel.setUniform('p', [-0.74364388703, 0.13182590421]);
- * }
- *
- * function draw() {
- * // 'r' is the size of the image in Mandelbrot-space
- * mandel.setUniform('r', 1.5 * exp(-6.5 * (1 + sin(millis() / 2000))));
- * quad(-1, -1, 1, -1, 1, 1, -1, 1);
- * }
- *
- *
- * // Click within the image to toggle
- * // the shader used by the quad shape
- * // Note: for an alternative approach to the same example,
- * // involving changing uniforms please refer to:
- * // https://p5js.org/reference/#/p5.Shader/setUniform
- *
- * let redGreen;
- * let orangeBlue;
- * let showRedGreen = false;
- *
- * function preload() {
- * // note that we are using two instances
- * // of the same vertex and fragment shaders
- * redGreen = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');
- * orangeBlue = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');
- * }
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- *
- * // initialize the colors for redGreen shader
- * shader(redGreen);
- * redGreen.setUniform('colorCenter', [1.0, 0.0, 0.0]);
- * redGreen.setUniform('colorBackground', [0.0, 1.0, 0.0]);
- *
- * // initialize the colors for orangeBlue shader
- * shader(orangeBlue);
- * orangeBlue.setUniform('colorCenter', [1.0, 0.5, 0.0]);
- * orangeBlue.setUniform('colorBackground', [0.226, 0.0, 0.615]);
- *
- * noStroke();
- * }
- *
- * function draw() {
- * // update the offset values for each shader,
- * // moving orangeBlue in vertical and redGreen
- * // in horizontal direction
- * orangeBlue.setUniform('offset', [0, sin(millis() / 2000) + 1]);
- * redGreen.setUniform('offset', [sin(millis() / 2000), 1]);
- *
- * if (showRedGreen === true) {
- * shader(redGreen);
- * } else {
- * shader(orangeBlue);
- * }
- * quad(-1, -1, 1, -1, 1, 1, -1, 1);
- * }
- *
- * function mouseClicked() {
- * showRedGreen = !showRedGreen;
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(200);
- * normalMaterial();
- * sphere(40);
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/laDefense.jpg');
- * }
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(0);
- * rotateZ(frameCount * 0.01);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * //pass image as texture
- * texture(img);
- * box(200, 200, 200);
- * }
- *
- *
- * let pg;
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * pg = createGraphics(200, 200);
- * pg.textSize(75);
- * }
- *
- * function draw() {
- * background(0);
- * pg.background(255);
- * pg.text('hello!', 0, 100);
- * //pass image as texture
- * texture(pg);
- * rotateX(0.5);
- * noStroke();
- * plane(50);
- * }
- *
- *
- * let vid;
- * function preload() {
- * vid = createVideo('assets/fingers.mov');
- * vid.hide();
- * }
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(0);
- * //pass video frame as texture
- * texture(vid);
- * rect(-40, -40, 80, 80);
- * }
- *
- * function mousePressed() {
- * vid.loop();
- * }
- *
- *
- * let img;
- *
- * function preload() {
- * img = loadImage('assets/laDefense.jpg');
- * }
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * texture(img);
- * textureMode(NORMAL);
- * beginShape();
- * vertex(-50, -50, 0, 0);
- * vertex(50, -50, 1, 0);
- * vertex(50, 50, 1, 1);
- * vertex(-50, 50, 0, 1);
- * endShape();
- * }
- *
- *
- * let img;
- *
- * function preload() {
- * img = loadImage('assets/laDefense.jpg');
- * }
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * texture(img);
- * textureMode(NORMAL);
- * beginShape();
- * vertex(-50, -50, 0, 0);
- * vertex(50, -50, img.width, 0);
- * vertex(50, 50, img.width, img.height);
- * vertex(-50, 50, 0, img.height);
- * endShape();
- * }
- *
- *
- * let img;
- * function preload() {
- * img = loadImage('assets/rockies128.jpg');
- * }
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * textureWrap(MIRROR);
- * }
- *
- * function draw() {
- * background(0);
- *
- * let dX = mouseX;
- * let dY = mouseY;
- *
- * let u = lerp(1.0, 2.0, dX);
- * let v = lerp(1.0, 2.0, dY);
- *
- * scale(width / 2);
- *
- * texture(img);
- *
- * beginShape(TRIANGLES);
- * vertex(-1, -1, 0, 0, 0);
- * vertex(1, -1, 0, u, 0);
- * vertex(1, 1, 0, u, v);
- *
- * vertex(1, 1, 0, u, v);
- * vertex(-1, 1, 0, 0, v);
- * vertex(-1, -1, 0, 0, 0);
- * endShape();
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw() {
- * background(0);
- * noStroke();
- * ambientLight(200);
- * ambientMaterial(70, 130, 230);
- * sphere(40);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw() {
- * background(0);
- * noStroke();
- * ambientLight(50);
- * pointLight(250, 250, 250, 100, 100, 30);
- * specularMaterial(250);
- * sphere(40);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw() {
- * background(0);
- * noStroke();
- * let locX = mouseX - width / 2;
- * let locY = mouseY - height / 2;
- * ambientLight(60, 60, 60);
- * pointLight(255, 255, 255, locX, locY, 50);
- * specularMaterial(250);
- * translate(-25, 0, 0);
- * shininess(1);
- * sphere(20);
- * translate(50, 0, 0);
- * shininess(20);
- * sphere(20);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw() {
- * background(204);
- * //move the camera away from the plane by a sin wave
- * camera(0, 0, 20 + sin(frameCount * 0.01) * 10, 0, 0, 0, 0, 1, 0);
- * plane(10, 10);
- * }
- *
- *
- * //drag the mouse to look around!
- * //you will see there's a vanishing point
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * perspective(PI / 3.0, width / height, 0.1, 500);
- * }
- * function draw() {
- * background(200);
- * orbitControl();
- * normalMaterial();
- *
- * rotateX(-0.3);
- * rotateY(-0.2);
- * translate(0, 0, -50);
- *
- * push();
- * translate(-15, 0, sin(frameCount / 30) * 95);
- * box(30);
- * pop();
- * push();
- * translate(15, 0, sin(frameCount / 30 + PI) * 95);
- * box(30);
- * pop();
- * }
- *
- *
- * //drag the mouse to look around!
- * //there's no vanishing point
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * ortho(-width / 2, width / 2, height / 2, -height / 2, 0, 500);
- * }
- * function draw() {
- * background(200);
- * orbitControl();
- * normalMaterial();
- *
- * rotateX(0.2);
- * rotateY(-0.2);
- * push();
- * translate(-15, 0, sin(frameCount / 30) * 65);
- * box(30);
- * pop();
- * push();
- * translate(15, 0, sin(frameCount / 30 + PI) * 65);
- * box(30);
- * pop();
- * }
- *
- *
- * let cam;
- * let delta = 0.01;
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * normalMaterial();
- * cam = createCamera();
- * // set initial pan angle
- * cam.pan(-0.8);
- * }
- *
- * function draw() {
- * background(200);
- *
- * // pan camera according to angle 'delta'
- * cam.pan(delta);
- *
- * // every 160 frames, switch direction
- * if (frameCount % 160 === 0) {
- * delta *= -1;
- * }
- *
- * rotateX(frameCount * 0.01);
- * translate(-100, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * }
- *
- *
- * let cam;
- * let delta = 0.01;
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * normalMaterial();
- * cam = createCamera();
- * // set initial pan angle
- * cam.pan(-0.8);
- * }
- *
- * function draw() {
- * background(200);
- *
- * // pan camera according to angle 'delta'
- * cam.pan(delta);
- *
- * // every 160 frames, switch direction
- * if (frameCount % 160 === 0) {
- * delta *= -1;
- * }
- *
- * rotateX(frameCount * 0.01);
- * translate(-100, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * }
- *
- *
- * let cam;
- * let delta = 0.01;
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * normalMaterial();
- * cam = createCamera();
- * // set initial tilt
- * cam.tilt(-0.8);
- * }
- *
- * function draw() {
- * background(200);
- *
- * // pan camera according to angle 'delta'
- * cam.tilt(delta);
- *
- * // every 160 frames, switch direction
- * if (frameCount % 160 === 0) {
- * delta *= -1;
- * }
- *
- * rotateY(frameCount * 0.01);
- * translate(0, -100, 0);
- * box(20);
- * translate(0, 35, 0);
- * box(20);
- * translate(0, 35, 0);
- * box(20);
- * translate(0, 35, 0);
- * box(20);
- * translate(0, 35, 0);
- * box(20);
- * translate(0, 35, 0);
- * box(20);
- * translate(0, 35, 0);
- * box(20);
- * }
- *
- *
- * let cam;
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * normalMaterial();
- * cam = createCamera();
- * }
- *
- * function draw() {
- * background(200);
- *
- * // look at a new random point every 60 frames
- * if (frameCount % 60 === 0) {
- * cam.lookAt(random(-100, 100), random(-50, 50), 0);
- * }
- *
- * rotateX(frameCount * 0.01);
- * translate(-100, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * }
- *
- *
- * // see the camera move along its own axes while maintaining its orientation
- * let cam;
- * let delta = 0.5;
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * normalMaterial();
- * cam = createCamera();
- * }
- *
- * function draw() {
- * background(200);
- *
- * // move the camera along its local axes
- * cam.move(delta, delta, 0);
- *
- * // every 100 frames, switch direction
- * if (frameCount % 150 === 0) {
- * delta *= -1;
- * }
- *
- * translate(-10, -10, 0);
- * box(50, 8, 50);
- * translate(15, 15, 0);
- * box(50, 8, 50);
- * translate(15, 15, 0);
- * box(50, 8, 50);
- * translate(15, 15, 0);
- * box(50, 8, 50);
- * translate(15, 15, 0);
- * box(50, 8, 50);
- * translate(15, 15, 0);
- * box(50, 8, 50);
- * }
- *
- *
- * // press '1' '2' or '3' keys to set camera position
- *
- * let cam;
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * normalMaterial();
- * cam = createCamera();
- * }
- *
- * function draw() {
- * background(200);
- *
- * // '1' key
- * if (keyIsDown(49)) {
- * cam.setPosition(30, 0, 80);
- * }
- * // '2' key
- * if (keyIsDown(50)) {
- * cam.setPosition(0, 0, 80);
- * }
- * // '3' key
- * if (keyIsDown(51)) {
- * cam.setPosition(-30, 0, 80);
- * }
- *
- * box(20);
- * }
- *
- *
- * let cam1, cam2;
- * let currentCamera;
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * normalMaterial();
- *
- * cam1 = createCamera();
- * cam2 = createCamera();
- * cam2.setPosition(30, 0, 50);
- * cam2.lookAt(0, 0, 0);
- * cam2.ortho();
- *
- * // set variable for previously active camera:
- * currentCamera = 1;
- * }
- *
- * function draw() {
- * background(200);
- *
- * // camera 1:
- * cam1.lookAt(0, 0, 0);
- * cam1.setPosition(sin(frameCount / 60) * 200, 0, 100);
- *
- * // every 100 frames, switch between the two cameras
- * if (frameCount % 100 === 0) {
- * if (currentCamera === 1) {
- * setCamera(cam1);
- * currentCamera = 0;
- * } else {
- * setCamera(cam2);
- * currentCamera = 1;
- * }
- * }
- *
- * drawBoxes();
- * }
- *
- * function drawBoxes() {
- * rotateX(frameCount * 0.01);
- * translate(-100, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * translate(35, 0, 0);
- * box(20);
- * }
- *
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(255);
- * push();
- * rotateZ(frameCount * 0.02);
- * rotateX(frameCount * 0.02);
- * rotateY(frameCount * 0.02);
- * fill(0, 0, 0);
- * box(50);
- * pop();
- * }
- *
- *
- * function setup() {
- * setAttributes('antialias', true);
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw() {
- * background(255);
- * push();
- * rotateZ(frameCount * 0.02);
- * rotateX(frameCount * 0.02);
- * rotateY(frameCount * 0.02);
- * fill(0, 0, 0);
- * box(50);
- * pop();
- * }
- *
- *
- * // press the mouse button to enable perPixelLighting
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * noStroke();
- * fill(255);
- * }
- *
- * var lights = [
- * { c: '#f00', t: 1.12, p: 1.91, r: 0.2 },
- * { c: '#0f0', t: 1.21, p: 1.31, r: 0.2 },
- * { c: '#00f', t: 1.37, p: 1.57, r: 0.2 },
- * { c: '#ff0', t: 1.12, p: 1.91, r: 0.7 },
- * { c: '#0ff', t: 1.21, p: 1.31, r: 0.7 },
- * { c: '#f0f', t: 1.37, p: 1.57, r: 0.7 }
- * ];
- *
- * function draw() {
- * var t = millis() / 1000 + 1000;
- * background(0);
- * directionalLight(color('#222'), 1, 1, 1);
- *
- * for (var i = 0; i < lights.length; i++) {
- * var light = lights[i];
- * pointLight(
- * color(light.c),
- * p5.Vector.fromAngles(t * light.t, t * light.p, width * light.r)
- * );
- * }
- *
- * specularMaterial(255);
- * sphere(width * 0.1);
- *
- * rotateX(t * 0.77);
- * rotateY(t * 0.83);
- * rotateZ(t * 0.91);
- * torus(width * 0.3, width * 0.07, 24, 10);
- * }
- *
- * function mousePressed() {
- * setAttributes('perPixelLighting', true);
- * noStroke();
- * fill(255);
- * }
- * function mouseReleased() {
- * setAttributes('perPixelLighting', false);
- * noStroke();
- * fill(255);
- * }
- *
- *
- * function setup() {
- * createCanvas(200, 200, WEBGL);
- * }
- *
- * function draw() {
- * background(0);
- * noStroke();
- * fill(100, 100, 240);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * box(75, 75, 75);
- * }
- *
- *
- * function setup() {
- * createCanvas(200, 200, WEBGL);
- * }
- *
- * function draw() {
- * background(0);
- * stroke(240, 150, 150);
- * fill(100, 100, 240);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * box(75, 75, 75);
- * }
- *
- *
- * function setup() {
- * createCanvas(200, 400, WEBGL);
- * setAttributes('antialias', true);
- * }
- *
- * function draw() {
- * background(0);
- * noStroke();
- * translate(0, -100, 0);
- * stroke(240, 150, 150);
- * fill(100, 100, 240);
- * push();
- * strokeWeight(8);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * sphere(75);
- * pop();
- * push();
- * translate(0, 200, 0);
- * strokeWeight(1);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * sphere(75);
- * pop();
- * }
- *
- *
- * // Click within the image to toggle the value of uniforms
- * // Note: for an alternative approach to the same example,
- * // involving toggling between shaders please refer to:
- * // https://p5js.org/reference/#/p5/shader
- *
- * let grad;
- * let showRedGreen = false;
- *
- * function preload() {
- * // note that we are using two instances
- * // of the same vertex and fragment shaders
- * grad = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');
- * }
- *
- * function setup() {
- * createCanvas(100, 100, WEBGL);
- * shader(grad);
- * noStroke();
- * }
- *
- * function draw() {
- * // update the offset values for each scenario,
- * // moving the "grad" shader in either vertical or
- * // horizontal direction each with differing colors
- *
- * if (showRedGreen === true) {
- * grad.setUniform('colorCenter', [1, 0, 0]);
- * grad.setUniform('colorBackground', [0, 1, 0]);
- * grad.setUniform('offset', [sin(millis() / 2000), 1]);
- * } else {
- * grad.setUniform('colorCenter', [1, 0.5, 0]);
- * grad.setUniform('colorBackground', [0.226, 0, 0.615]);
- * grad.setUniform('offset', [0, sin(millis() / 2000) + 1]);
- * }
- * quad(-1, -1, 1, -1, 1, 1, -1, 1);
- * }
- *
- * function mouseClicked() {
- * showRedGreen = !showRedGreen;
- * }
- *
- * Each color stores the color mode and level maxes that applied at the\ntime of its construction. These are used to interpret the input arguments\n(at construction and later for that instance of color) and to format the\noutput e.g. when saturation() is requested.
\nInternally we store an array representing the ideal RGBA values in floating\npoint form, normalized from 0 to 1. From this we calculate the closest\nscreen color (RGBA levels from 0 to 255) and expose this to the renderer.
\nWe also cache normalized, floating point components of the color in various\nrepresentations as they are calculated. This is done to prevent repeating a\nconversion that has already been performed.
\n' + }, + Setting: { + name: 'Setting', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Color', + namespace: '', + file: 'src/color/setting.js', + line: 1, + requires: ['core', 'constants'] + }, + Shape: { + name: 'Shape', + submodules: { + '2D Primitives': 1, + Curves: 1, + Vertex: 1, + '3D Primitives': 1, + '3D Models': 1 + }, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + namespaces: {} + }, + '2D Primitives': { + name: '2D Primitives', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Shape', + namespace: '', + file: 'src/core/shape/2d_primitives.js', + line: 1, + requires: ['core', 'constants'] + }, + Attributes: { + name: 'Attributes', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Typography', + namespace: '', + file: 'src/core/shape/attributes.js', + line: 1, + requires: ['core', 'constants'] + }, + Curves: { + name: 'Curves', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Shape', + namespace: '', + file: 'src/core/shape/curves.js', + line: 1, + requires: ['core'] + }, + Vertex: { + name: 'Vertex', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Shape', + namespace: '', + file: 'src/core/shape/vertex.js', + line: 1, + requires: ['core', 'constants'] + }, + Constants: { + name: 'Constants', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + namespaces: {}, + module: 'Constants', + file: 'src/core/constants.js', + line: 1 + }, + Environment: { + name: 'Environment', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + namespaces: {}, + module: 'Environment', + file: 'src/core/environment.js', + line: 1, + requires: ['core', 'constants'] + }, + Structure: { + name: 'Structure', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + namespaces: {}, + module: 'IO', + file: 'src/core/main.js', + line: 1, + requires: ['constants'] + }, + DOM: { + name: 'DOM', + submodules: {}, + elements: {}, + classes: { + 'p5.Element': 1 + }, + fors: { + 'p5.Element': 1 + }, + namespaces: {}, + module: 'DOM', + file: 'src/core/p5.Element.js', + line: 11, + description: + 'Base class for all elements added to a sketch, including canvas,\ngraphics buffers, and other HTML elements. Methods in blue are\nincluded in the core functionality, methods in brown are added\nwith the p5.dom\nlibrary.\nIt is not called directly, but p5.Element\nobjects are created by calling createCanvas, createGraphics,\nor in the p5.dom library, createDiv, createImg, createInput, etc.
\n' + }, + Rendering: { + name: 'Rendering', + submodules: { + undefined: 1 + }, + elements: {}, + classes: { + 'p5.RendererGL': 1, + 'p5.Graphics': 1, + 'p5.Renderer': 1 + }, + fors: { + p5: 1 + }, + namespaces: {}, + module: 'Rendering', + file: 'src/webgl/p5.RendererGL.js', + line: 519, + description: + 'Thin wrapper around a renderer, to be used for creating a\ngraphics buffer object. Use this class if you need\nto draw into an off-screen graphics buffer. The two parameters define the\nwidth and height in pixels. The fields and methods for this class are\nextensive, but mirror the normal drawing API for p5.
\n' + }, + Transform: { + name: 'Transform', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + namespaces: {}, + module: 'Transform', + file: 'src/core/transform.js', + line: 1, + requires: ['core', 'constants'] + }, + Data: { + name: 'Data', + submodules: { + LocalStorage: 1, + Dictionary: 1, + 'Array Functions': 1, + Conversion: 1, + 'String Functions': 1 + }, + elements: {}, + classes: { + 'p5.TypedDict': 1, + 'p5.StringDict': 1, + 'p5.NumberDict': 1 + }, + fors: { + p5: 1, + 'p5.TypedDict': 1 + }, + namespaces: {}, + file: 'src/data/p5.TypedDict.js', + line: 422 + }, + LocalStorage: { + name: 'LocalStorage', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Data', + namespace: '', + file: 'src/data/local_storage.js', + line: 1, + requires: [ + 'core\n\nThis module defines the p5 methods for working with local storage' + ] + }, + Dictionary: { + name: 'Dictionary', + submodules: {}, + elements: {}, + classes: { + 'p5.TypedDict': 1, + 'p5.StringDict': 1, + 'p5.NumberDict': 1 + }, + fors: { + 'p5.TypedDict': 1, + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Data', + namespace: '', + file: 'src/data/p5.TypedDict.js', + line: 422, + requires: [ + 'core\n\nThis module defines the p5 methods for the p5 Dictionary classes.\nThe classes StringDict and NumberDict are for storing and working\nwith key-value pairs.' + ], + description: + 'Base class for all p5.Dictionary types. Specifically\n typed Dictionary classes inherit from this class.
\n' + }, + Events: { + name: 'Events', + submodules: { + Acceleration: 1, + Keyboard: 1, + Mouse: 1, + Touch: 1 + }, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + namespaces: {} + }, + Acceleration: { + name: 'Acceleration', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Events', + namespace: '', + file: 'src/events/acceleration.js', + line: 1, + requires: ['core'] + }, + Keyboard: { + name: 'Keyboard', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Events', + namespace: '', + file: 'src/events/keyboard.js', + line: 1, + requires: ['core'] + }, + Mouse: { + name: 'Mouse', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Events', + namespace: '', + file: 'src/events/mouse.js', + line: 1, + requires: ['core', 'constants'] + }, + Touch: { + name: 'Touch', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Events', + namespace: '', + file: 'src/events/touch.js', + line: 1, + requires: ['core'] + }, + Image: { + name: 'Image', + submodules: { + Pixels: 1 + }, + elements: {}, + classes: { + 'p5.Image': 1 + }, + fors: { + p5: 1 + }, + namespaces: {}, + module: 'Image', + file: 'src/image/p5.Image.js', + line: 23, + requires: ['core'], + description: + 'Creates a new p5.Image. A p5.Image is a canvas backed representation of an\nimage.\n
\np5 can display .gif, .jpg and .png images. Images may be displayed\nin 2D and 3D space. Before an image is used, it must be loaded with the\nloadImage() function. The p5.Image class contains fields for the width and\nheight of the image, as well as an array called pixels[] that contains the\nvalues for every pixel in the image.\n
\nThe methods described below allow easy access to the image's pixels and\nalpha channel and simplify the process of compositing.\n
\nBefore using the pixels[] array, be sure to use the loadPixels() method on\nthe image to make sure that the pixel data is properly loaded.
This is the p5 instance constructor.
\nA p5 instance holds all the properties and methods related to\na p5 sketch. It expects an incoming sketch closure and it can also\ntake an optional node parameter for attaching the generated p5 canvas\nto a node. The sketch closure takes the newly created p5 instance as\nits sole argument and may optionally set preload(), setup(), and/or\ndraw() properties on it for running a sketch.
\nA p5 sketch can run in "global" or "instance" mode:\n"global" - all properties and methods are attached to the window\n"instance" - all properties and methods are bound to this p5 object
\n' + }, + Table: { + name: 'Table', + submodules: {}, + elements: {}, + classes: { + 'p5.Table': 1, + 'p5.TableRow': 1 + }, + fors: {}, + is_submodule: 1, + namespaces: {}, + module: 'IO', + namespace: '', + file: 'src/io/p5.TableRow.js', + line: 11, + requires: ['core'], + description: + 'Table objects store data with multiple rows and columns, much\nlike in a traditional spreadsheet. Tables can be generated from\nscratch, dynamically, or using data from an existing file.
\n' + }, + XML: { + name: 'XML', + submodules: {}, + elements: {}, + classes: { + 'p5.XML': 1 + }, + fors: {}, + is_submodule: 1, + namespaces: {}, + module: 'IO', + namespace: '', + file: 'src/io/p5.XML.js', + line: 11, + requires: ['core'], + description: + 'XML is a representation of an XML object, able to parse XML code. Use\nloadXML() to load external XML files and create XML objects.
\n' + }, + Math: { + name: 'Math', + submodules: { + Calculation: 1, + Noise: 1, + Random: 1, + Trigonometry: 1 + }, + elements: {}, + classes: { + 'p5.Vector': 1 + }, + fors: { + p5: 1 + }, + namespaces: {}, + module: 'Math', + file: 'src/math/p5.Vector.js', + line: 12, + requires: ['core'], + description: + 'A class to describe a two or three dimensional vector, specifically\na Euclidean (also known as geometric) vector. A vector is an entity\nthat has both magnitude and direction. The datatype, however, stores\nthe components of the vector (x, y for 2D, and x, y, z for 3D). The magnitude\nand direction can be accessed via the methods mag() and heading().\n
\nIn many of the p5.js examples, you will see p5.Vector used to describe a\nposition, velocity, or acceleration. For example, if you consider a rectangle\nmoving across the screen, at any given instant it has a position (a vector\nthat points from the origin to its location), a velocity (the rate at which\nthe object's position changes per time unit, expressed as a vector), and\nacceleration (the rate at which the object's velocity changes per time\nunit, expressed as a vector).\n
\nSince vectors represent groupings of values, we cannot simply use\ntraditional addition/multiplication/etc. Instead, we'll need to do some\n"vector" math, which is made easy by the methods inside the p5.Vector class.
This module defines the p5.Font class and functions for\ndrawing text to the display canvas.
\n', + requires: ['core', 'constants'] + }, + 'Array Functions': { + name: 'Array Functions', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Data', + namespace: '', + file: 'src/utilities/array_functions.js', + line: 1, + requires: ['core'] + }, + Conversion: { + name: 'Conversion', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Data', + namespace: '', + file: 'src/utilities/conversion.js', + line: 1, + requires: ['core'] + }, + 'String Functions': { + name: 'String Functions', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Data', + namespace: '', + file: 'src/utilities/string_functions.js', + line: 1, + requires: ['core'] + }, + 'Time & Date': { + name: 'Time & Date', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'IO', + namespace: '', + file: 'src/utilities/time_date.js', + line: 1, + requires: ['core'] + }, + '3D Primitives': { + name: '3D Primitives', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Shape', + namespace: '', + file: 'src/webgl/3d_primitives.js', + line: 1, + requires: ['core', 'p5.Geometry'] + }, + 'Lights, Camera': { + name: 'Lights, Camera', + submodules: { + Interaction: 1, + Lights: 1, + Material: 1, + Camera: 1, + Shaders: 1 + }, + elements: {}, + classes: { + 'p5.Camera': 1, + 'p5.Geometry': 1, + 'p5.Matrix': 1, + 'p5.Shader': 1, + 'p5.Texture': 1, + ImageInfos: 1, + FontInfo: 1, + Cubic: 1 + }, + fors: { + p5: 1, + 'p5.Camera': 1 + }, + namespaces: {}, + file: 'src/webgl/text.js', + line: 259 + }, + Interaction: { + name: 'Interaction', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Lights, Camera', + namespace: '', + file: 'src/webgl/interaction.js', + line: 1, + requires: ['core'] + }, + Lights: { + name: 'Lights', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Lights, Camera', + namespace: '', + file: 'src/webgl/light.js', + line: 1, + requires: ['core'] + }, + '3D Models': { + name: '3D Models', + submodules: {}, + elements: {}, + classes: {}, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Shape', + namespace: '', + file: 'src/webgl/loading.js', + line: 1, + requires: ['core', 'p5.Geometry'] + }, + Material: { + name: 'Material', + submodules: {}, + elements: {}, + classes: { + 'p5.Texture': 1 + }, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Lights, Camera', + namespace: '', + file: 'src/webgl/p5.Texture.js', + line: 14, + requires: ['core'], + description: 'This module defines the p5.Texture class
\n' + }, + Camera: { + name: 'Camera', + submodules: {}, + elements: {}, + classes: { + 'p5.Camera': 1 + }, + fors: { + p5: 1, + 'p5.Camera': 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Lights, Camera', + namespace: '', + file: 'src/webgl/p5.Camera.js', + line: 209, + requires: ['core'], + description: + 'This class describes a camera for use in p5's\n\nWebGL mode. It contains camera position, orientation, and projection\ninformation necessary for rendering a 3D scene.
\nNew p5.Camera objects can be made through the\ncreateCamera() function and controlled through\nthe methods described below. A camera created in this way will use a default\nposition in the scene and a default perspective projection until these\nproperties are changed through the various methods available. It is possible\nto create multiple cameras, in which case the current camera\ncan be set through the setCamera() method.
\nNote:\nThe methods below operate in two coordinate systems: the 'world' coordinate\nsystem describe positions in terms of their relationship to the origin along\nthe X, Y and Z axes whereas the camera's 'local' coordinate system\ndescribes positions from the camera's point of view: left-right, up-down,\nand forward-backward. The move() method,\nfor instance, moves the camera along its own axes, whereas the\nsetPosition()\nmethod sets the camera's position in world-space.
\n' + }, + Shaders: { + name: 'Shaders', + submodules: {}, + elements: {}, + classes: { + 'p5.Shader': 1 + }, + fors: { + p5: 1 + }, + is_submodule: 1, + namespaces: {}, + module: 'Lights, Camera', + namespace: '', + file: 'src/webgl/p5.Shader.js', + line: 13, + description: 'This module defines the p5.Shader class
\n', + requires: ['core'] + }, + 'p5.dom': { + name: 'p5.dom', + submodules: {}, + elements: {}, + classes: { + 'p5.MediaElement': 1, + 'p5.File': 1 + }, + fors: { + p5: 1, + 'p5.Element': 1 + }, + namespaces: {}, + module: 'p5.dom', + file: 'lib/addons/p5.dom.js', + line: 3323, + description: + "The web is much more than just canvas and p5.dom makes it easy to interact\nwith other HTML5 objects, including text, hyperlink, image, input, video,\naudio, and webcam.
\nThere is a set of creation methods, DOM manipulation methods, and\nan extended p5.Element that supports a range of HTML elements. See the\n\nbeyond the canvas tutorial for a full overview of how this addon works.
\nMethods and properties shown in black are part of the p5.js core, items in\nblue are part of the p5.dom library. You will need to include an extra file\nin order to access the blue functions. See the\nusing a library\nsection for information on how to include this library. p5.dom comes with\np5 complete or you can download the single file\n\nhere.
\nSee tutorial: beyond the canvas\nfor more info on how to use this library.
\n", + tag: 'main', + itemtype: 'main' + }, + 'p5.sound': { + name: 'p5.sound', + submodules: {}, + elements: {}, + classes: { + 'p5.sound': 1, + 'p5.SoundFile': 1, + 'p5.Amplitude': 1, + 'p5.FFT': 1, + 'p5.Signal': 1, + 'p5.Oscillator': 1, + 'p5.SinOsc': 1, + 'p5.TriOsc': 1, + 'p5.SawOsc': 1, + 'p5.SqrOsc': 1, + 'p5.Envelope': 1, + 'p5.Pulse': 1, + 'p5.Noise': 1, + 'p5.AudioIn': 1, + 'p5.Effect': 1, + 'p5.Filter': 1, + 'p5.LowPass': 1, + 'p5.HighPass': 1, + 'p5.BandPass': 1, + 'p5.EQ': 1, + 'p5.Panner3D': 1, + 'p5.Delay': 1, + 'p5.Reverb': 1, + 'p5.Convolver': 1, + 'p5.Phrase': 1, + 'p5.Part': 1, + 'p5.Score': 1, + 'p5.SoundLoop': 1, + 'p5.Compressor': 1, + 'p5.SoundRecorder': 1, + 'p5.PeakDetect': 1, + 'p5.Gain': 1, + 'p5.AudioVoice': 1, + 'p5.MonoSynth': 1, + 'p5.PolySynth': 1, + 'p5.Distortion': 1 + }, + fors: { + 'p5.sound': 1, + p5: 1 + }, + namespaces: {}, + module: 'p5.sound', + file: 'lib/addons/p5.sound.js', + line: 12767, + description: + 'p5.sound extends p5 with Web Audio functionality including audio input,\nplayback, analysis and synthesis.\n
\np5.SoundFile: Load and play sound files.
\np5.Amplitude: Get the current volume of a sound.
\np5.AudioIn: Get sound from an input source, typically\n a computer microphone.
\np5.FFT: Analyze the frequency of sound. Returns\n results from the frequency spectrum or time domain (waveform).
\np5.Oscillator: Generate Sine,\n Triangle, Square and Sawtooth waveforms. Base class of\n p5.Noise and p5.Pulse.\n
\np5.Envelope: An Envelope is a series\n of fades over time. Often used to control an object's\n output gain level as an "ADSR Envelope" (Attack, Decay,\n Sustain, Release). Can also modulate other parameters.
\np5.Delay: A delay effect with\n parameters for feedback, delayTime, and lowpass filter.
\np5.Filter: Filter the frequency range of a\n sound.\n
\np5.Reverb: Add reverb to a sound by specifying\n duration and decay.
\np5.Convolver: Extends\np5.Reverb to simulate the sound of real\n physical spaces through convolution.
\np5.SoundRecorder: Record sound for playback\n / save the .wav file.\np5.Phrase, p5.Part and\np5.Score: Compose musical sequences.\n
\np5.sound is on GitHub.\nDownload the latest version\nhere.
This is the p5 instance constructor.
\nA p5 instance holds all the properties and methods related to\na p5 sketch. It expects an incoming sketch closure and it can also\ntake an optional node parameter for attaching the generated p5 canvas\nto a node. The sketch closure takes the newly created p5 instance as\nits sole argument and may optionally set preload(), setup(), and/or\ndraw() properties on it for running a sketch.
\nA p5 sketch can run in "global" or "instance" mode:\n"global" - all properties and methods are attached to the window\n"instance" - all properties and methods are bound to this p5 object
\n', + is_constructor: 1, + params: [ + { + name: 'sketch', + description: + 'a closure that can set optional preload(),\n setup(), and/or draw() properties on the\n given p5 instance
\n', + type: 'Function' + }, + { + name: 'node', + description: 'element to attach canvas to
\n', + type: 'HTMLElement', + optional: true + } + ], + return: { + description: 'a p5 instance', + type: 'P5' + } + }, + 'p5.Color': { + name: 'p5.Color', + shortname: 'p5.Color', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'Color', + submodule: 'Creating & Reading', + namespace: '', + file: 'src/color/p5.Color.js', + line: 16, + description: + 'Each color stores the color mode and level maxes that applied at the\ntime of its construction. These are used to interpret the input arguments\n(at construction and later for that instance of color) and to format the\noutput e.g. when saturation() is requested.
\nInternally we store an array representing the ideal RGBA values in floating\npoint form, normalized from 0 to 1. From this we calculate the closest\nscreen color (RGBA levels from 0 to 255) and expose this to the renderer.
\nWe also cache normalized, floating point components of the color in various\nrepresentations as they are calculated. This is done to prevent repeating a\nconversion that has already been performed.
\n' + }, + 'p5.Element': { + name: 'p5.Element', + shortname: 'p5.Element', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'DOM', + submodule: 'DOM', + namespace: '', + file: 'src/core/p5.Element.js', + line: 11, + description: + 'Base class for all elements added to a sketch, including canvas,\ngraphics buffers, and other HTML elements. Methods in blue are\nincluded in the core functionality, methods in brown are added\nwith the p5.dom\nlibrary.\nIt is not called directly, but p5.Element\nobjects are created by calling createCanvas, createGraphics,\nor in the p5.dom library, createDiv, createImg, createInput, etc.
\n', + params: [ + { + name: 'elt', + description: 'DOM node that is wrapped
\n', + type: 'String' + }, + { + name: 'pInst', + description: 'pointer to p5 instance
\n', + type: 'P5', + optional: true + } + ] + }, + 'p5.Graphics': { + name: 'p5.Graphics', + shortname: 'p5.Graphics', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'Rendering', + submodule: 'Rendering', + namespace: '', + file: 'src/core/p5.Graphics.js', + line: 12, + description: + 'Thin wrapper around a renderer, to be used for creating a\ngraphics buffer object. Use this class if you need\nto draw into an off-screen graphics buffer. The two parameters define the\nwidth and height in pixels. The fields and methods for this class are\nextensive, but mirror the normal drawing API for p5.
\n', + extends: 'p5.Element', + params: [ + { + name: 'w', + description: 'width
\n', + type: 'Number' + }, + { + name: 'h', + description: 'height
\n', + type: 'Number' + }, + { + name: 'renderer', + description: 'the renderer to use, either P2D or WEBGL
\n', + type: 'Constant' + }, + { + name: 'pInst', + description: 'pointer to p5 instance
\n', + type: 'P5', + optional: true + } + ] + }, + 'p5.Renderer': { + name: 'p5.Renderer', + shortname: 'p5.Renderer', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'Rendering', + submodule: 'Rendering', + namespace: '', + file: 'src/core/p5.Renderer.js', + line: 12, + description: + 'Main graphics and rendering context, as well as the base API\nimplementation for p5.js "core". To be used as the superclass for\nRenderer2D and Renderer3D classes, respecitvely.
\n', + is_constructor: 1, + extends: 'p5.Element', + params: [ + { + name: 'elt', + description: 'DOM node that is wrapped
\n', + type: 'String' + }, + { + name: 'pInst', + description: 'pointer to p5 instance
\n', + type: 'P5', + optional: true + }, + { + name: 'isMainCanvas', + description: 'whether we're using it as main canvas
\n', + type: 'Boolean', + optional: true + } + ] + }, + 'p5.TypedDict': { + name: 'p5.TypedDict', + shortname: 'p5.TypedDict', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'Data', + submodule: 'Dictionary', + namespace: '', + file: 'src/data/p5.TypedDict.js', + line: 84, + description: + 'Base class for all p5.Dictionary types. Specifically\n typed Dictionary classes inherit from this class.
\n' + }, + 'p5.StringDict': { + name: 'p5.StringDict', + shortname: 'p5.StringDict', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'Data', + submodule: 'Dictionary', + namespace: '', + file: 'src/data/p5.TypedDict.js', + line: 403, + description: 'A simple Dictionary class for Strings.
\n', + extends: 'p5.TypedDict' + }, + 'p5.NumberDict': { + name: 'p5.NumberDict', + shortname: 'p5.NumberDict', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'Data', + submodule: 'Dictionary', + namespace: '', + file: 'src/data/p5.TypedDict.js', + line: 422, + description: 'A simple Dictionary class for Numbers.
\n', + extends: 'p5.TypedDict' + }, + 'p5.Image': { + name: 'p5.Image', + shortname: 'p5.Image', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'Image', + submodule: 'Image', + namespace: '', + file: 'src/image/p5.Image.js', + line: 23, + description: + 'Creates a new p5.Image. A p5.Image is a canvas backed representation of an\nimage.\n
\np5 can display .gif, .jpg and .png images. Images may be displayed\nin 2D and 3D space. Before an image is used, it must be loaded with the\nloadImage() function. The p5.Image class contains fields for the width and\nheight of the image, as well as an array called pixels[] that contains the\nvalues for every pixel in the image.\n
\nThe methods described below allow easy access to the image's pixels and\nalpha channel and simplify the process of compositing.\n
\nBefore using the pixels[] array, be sure to use the loadPixels() method on\nthe image to make sure that the pixel data is properly loaded.
\nfunction setup() {\n let img = createImage(100, 100); // same as new p5.Image(100, 100);\n img.loadPixels();\n createCanvas(100, 100);\n background(0);\n\n // helper for writing color to array\n function writeColor(image, x, y, red, green, blue, alpha) {\n let index = (x + y * width) * 4;\n image.pixels[index] = red;\n image.pixels[index + 1] = green;\n image.pixels[index + 2] = blue;\n image.pixels[index + 3] = alpha;\n }\n\n let x, y;\n // fill with random colors\n for (y = 0; y < img.height; y++) {\n for (x = 0; x < img.width; x++) {\n let red = random(255);\n let green = random(255);\n let blue = random(255);\n let alpha = 255;\n writeColor(img, x, y, red, green, blue, alpha);\n }\n }\n\n // draw a red line\n y = 0;\n for (x = 0; x < img.width; x++) {\n writeColor(img, x, y, 255, 0, 0, 255);\n }\n\n // draw a green line\n y = img.height - 1;\n for (x = 0; x < img.width; x++) {\n writeColor(img, x, y, 0, 255, 0, 255);\n }\n\n img.updatePixels();\n image(img, 0, 0);\n}\n
Table objects store data with multiple rows and columns, much\nlike in a traditional spreadsheet. Tables can be generated from\nscratch, dynamically, or using data from an existing file.
\n', + is_constructor: 1, + params: [ + { + name: 'rows', + description: 'An array of p5.TableRow objects
\n', + type: 'p5.TableRow[]', + optional: true + } + ] + }, + 'p5.TableRow': { + name: 'p5.TableRow', + shortname: 'p5.TableRow', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'IO', + submodule: 'Table', + namespace: '', + file: 'src/io/p5.TableRow.js', + line: 11, + description: + 'A TableRow object represents a single row of data values,\nstored in columns, from a table.
\nA Table Row contains both an ordered array, and an unordered\nJSON object.
\n', + is_constructor: 1, + params: [ + { + name: 'str', + description: + 'optional: populate the row with a\n string of values, separated by the\n separator
\n', + type: 'String', + optional: true + }, + { + name: 'separator', + description: 'comma separated values (csv) by default
\n', + type: 'String', + optional: true + } + ] + }, + 'p5.XML': { + name: 'p5.XML', + shortname: 'p5.XML', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'IO', + submodule: 'XML', + namespace: '', + file: 'src/io/p5.XML.js', + line: 11, + description: + 'XML is a representation of an XML object, able to parse XML code. Use\nloadXML() to load external XML files and create XML objects.
\n', + is_constructor: 1, + example: [ + '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let children = xml.getChildren(\'animal\');\n\n for (let i = 0; i < children.length; i++) {\n let id = children[i].getNum(\'id\');\n let coloring = children[i].getString(\'species\');\n let name = children[i].getContent();\n print(id + \', \' + coloring + \', \' + name);\n }\n}\n\n// Sketch prints:\n// 0, Capra hircus, Goat\n// 1, Panthera pardus, Leopard\n// 2, Equus zebra, Zebra\n
A class to describe a two or three dimensional vector, specifically\na Euclidean (also known as geometric) vector. A vector is an entity\nthat has both magnitude and direction. The datatype, however, stores\nthe components of the vector (x, y for 2D, and x, y, z for 3D). The magnitude\nand direction can be accessed via the methods mag() and heading().\n
\nIn many of the p5.js examples, you will see p5.Vector used to describe a\nposition, velocity, or acceleration. For example, if you consider a rectangle\nmoving across the screen, at any given instant it has a position (a vector\nthat points from the origin to its location), a velocity (the rate at which\nthe object's position changes per time unit, expressed as a vector), and\nacceleration (the rate at which the object's velocity changes per time\nunit, expressed as a vector).\n
\nSince vectors represent groupings of values, we cannot simply use\ntraditional addition/multiplication/etc. Instead, we'll need to do some\n"vector" math, which is made easy by the methods inside the p5.Vector class.
x component of the vector
\n', + type: 'Number', + optional: true + }, + { + name: 'y', + description: 'y component of the vector
\n', + type: 'Number', + optional: true + }, + { + name: 'z', + description: 'z component of the vector
\n', + type: 'Number', + optional: true + } + ], + example: [ + '\n\nlet v1 = createVector(40, 50);\nlet v2 = createVector(40, 50);\n\nellipse(v1.x, v1.y, 50, 50);\nellipse(v2.x, v2.y, 50, 50);\nv1.add(v2);\nellipse(v1.x, v1.y, 50, 50);\n
\nBase class for font handling
\n', + params: [ + { + name: 'pInst', + description: 'pointer to p5 instance
\n', + type: 'P5', + optional: true + } + ] + }, + 'p5.Camera': { + name: 'p5.Camera', + shortname: 'p5.Camera', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'Lights, Camera', + submodule: 'Camera', + namespace: '', + file: 'src/webgl/p5.Camera.js', + line: 209, + description: + 'This class describes a camera for use in p5's\n\nWebGL mode. It contains camera position, orientation, and projection\ninformation necessary for rendering a 3D scene.
\nNew p5.Camera objects can be made through the\ncreateCamera() function and controlled through\nthe methods described below. A camera created in this way will use a default\nposition in the scene and a default perspective projection until these\nproperties are changed through the various methods available. It is possible\nto create multiple cameras, in which case the current camera\ncan be set through the setCamera() method.
\nNote:\nThe methods below operate in two coordinate systems: the 'world' coordinate\nsystem describe positions in terms of their relationship to the origin along\nthe X, Y and Z axes whereas the camera's 'local' coordinate system\ndescribes positions from the camera's point of view: left-right, up-down,\nand forward-backward. The move() method,\nfor instance, moves the camera along its own axes, whereas the\nsetPosition()\nmethod sets the camera's position in world-space.
\n', + params: [ + { + name: 'rendererGL', + description: 'instance of WebGL renderer
\n', + type: 'RendererGL' + } + ], + example: [ + "\n\nlet cam;\nlet delta = 0.01;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n cam = createCamera();\n // set initial pan angle\n cam.pan(-0.8);\n}\n\nfunction draw() {\n background(200);\n\n // pan camera according to angle 'delta'\n cam.pan(delta);\n\n // every 160 frames, switch direction\n if (frameCount % 160 === 0) {\n delta *= -1;\n }\n\n rotateX(frameCount * 0.01);\n translate(-100, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n}\n
\np5 Geometry class
\n', + is_constructor: 1, + params: [ + { + name: 'detailX', + description: 'number of vertices on horizontal surface
\n', + type: 'Integer', + optional: true + }, + { + name: 'detailY', + description: 'number of vertices on horizontal surface
\n', + type: 'Integer', + optional: true + }, + { + name: 'callback', + description: 'function to call upon object instantiation.
\n', + type: 'Function', + optional: true + } + ] + }, + 'p5.Shader': { + name: 'p5.Shader', + shortname: 'p5.Shader', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'Lights, Camera', + submodule: 'Shaders', + namespace: '', + file: 'src/webgl/p5.Shader.js', + line: 13, + description: 'Shader class for WEBGL Mode
\n', + params: [ + { + name: 'renderer', + description: + 'an instance of p5.RendererGL that\nwill provide the GL context for this new p5.Shader
\n', + type: 'p5.RendererGL' + }, + { + name: 'vertSrc', + description: 'source code for the vertex shader (as a string)
\n', + type: 'String' + }, + { + name: 'fragSrc', + description: + 'source code for the fragment shader (as a string)
\n', + type: 'String' + } + ] + }, + 'p5.MediaElement': { + name: 'p5.MediaElement', + shortname: 'p5.MediaElement', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'p5.dom', + submodule: 'p5.dom', + namespace: '', + file: 'lib/addons/p5.dom.js', + line: 2228, + description: + 'Extends p5.Element to handle audio and video. In addition to the methods\nof p5.Element, it also contains methods for controlling media. It is not\ncalled directly, but p5.MediaElements are created by calling createVideo,\ncreateAudio, and createCapture.
\n', + is_constructor: 1, + params: [ + { + name: 'elt', + description: 'DOM node that is wrapped
\n', + type: 'String' + } + ] + }, + 'p5.File': { + name: 'p5.File', + shortname: 'p5.File', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'p5.dom', + submodule: 'p5.dom', + namespace: '', + file: 'lib/addons/p5.dom.js', + line: 3323, + description: + 'Base class for a file.\nUsed for Element.drop and createFileInput.
\n', + is_constructor: 1, + params: [ + { + name: 'file', + description: 'File that is wrapped
\n', + type: 'File' + } + ] + }, + 'p5.sound': { + name: 'p5.sound', + shortname: 'p5.sound', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'p5.sound', + submodule: 'p5.sound', + namespace: '' + }, + 'p5.SoundFile': { + name: 'p5.SoundFile', + shortname: 'p5.SoundFile', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'p5.sound', + submodule: 'p5.sound', + namespace: '', + file: 'lib/addons/p5.sound.js', + line: 1645, + description: + 'SoundFile object with a path to a file.
\n\nThe p5.SoundFile may not be available immediately because\nit loads the file information asynchronously.
\n\nTo do something with the sound as soon as it loads\npass the name of a function as the second parameter.
\n\nOnly one file path is required. However, audio file formats\n(i.e. mp3, ogg, wav and m4a/aac) are not supported by all\nweb browsers. If you want to ensure compatability, instead of a single\nfile path, you may include an Array of filepaths, and the browser will\nchoose a format that works.
', + is_constructor: 1, + params: [ + { + name: 'path', + description: + 'path to a sound file (String). Optionally,\n you may include multiple file formats in\n an array. Alternately, accepts an object\n from the HTML5 File API, or a p5.File.
\n', + type: 'String|Array' + }, + { + name: 'successCallback', + description: 'Name of a function to call once file loads
\n', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: + 'Name of a function to call if file fails to\n load. This function will receive an error or\n XMLHttpRequest object with information\n about what went wrong.
\n', + type: 'Function', + optional: true + }, + { + name: 'whileLoadingCallback', + description: + 'Name of a function to call while file\n is loading. That function will\n receive progress of the request to\n load the sound file\n (between 0 and 1) as its first\n parameter. This progress\n does not account for the additional\n time needed to decode the audio data.
\n', + type: 'Function', + optional: true + } + ], + example: [ + "\n\n\nfunction preload() {\n soundFormats('mp3', 'ogg');\n mySound = loadSound('assets/doorbell.mp3');\n}\n\nfunction setup() {\n mySound.setVolume(0.1);\n mySound.play();\n}\n\n
Amplitude measures volume between 0.0 and 1.0.\nListens to all p5sound by default, or use setInput()\nto listen to a specific sound source. Accepts an optional\nsmoothing value, which defaults to 0.
\n', + is_constructor: 1, + params: [ + { + name: 'smoothing', + description: + 'between 0.0 and .999 to smooth\n amplitude readings (defaults to 0)
\n', + type: 'Number', + optional: true + } + ], + example: [ + "\n\nvar sound, amplitude, cnv;\n\nfunction preload(){\n sound = loadSound('assets/beat.mp3');\n}\nfunction setup() {\n cnv = createCanvas(100,100);\n amplitude = new p5.Amplitude();\n\n // start / stop the sound when canvas is clicked\n cnv.mouseClicked(function() {\n if (sound.isPlaying() ){\n sound.stop();\n } else {\n sound.play();\n }\n });\n}\nfunction draw() {\n background(0);\n fill(255);\n var level = amplitude.getLevel();\n var size = map(level, 0, 1, 0, 200);\n ellipse(width/2, height/2, size, size);\n}\n\n
FFT (Fast Fourier Transform) is an analysis algorithm that\nisolates individual\n\naudio frequencies within a waveform.
\n\nOnce instantiated, a p5.FFT object can return an array based on\ntwo types of analyses:
โข FFT.waveform()
computes\namplitude values along the time domain. The array indices correspond\nto samples across a brief moment in time. Each value represents\namplitude of the waveform at that sample of time.
\nโข FFT.analyze()
computes amplitude values along the\nfrequency domain. The array indices correspond to frequencies (i.e.\npitches), from the lowest to the highest that humans can hear. Each\nvalue represents amplitude at that slice of the frequency spectrum.\nUse with getEnergy()
to measure amplitude at specific\nfrequencies, or within a range of frequencies.
FFT analyzes a very short snapshot of sound called a sample\nbuffer. It returns an array of amplitude measurements, referred\nto as bins
. The array is 1024 bins long by default.\nYou can change the bin array length, but it must be a power of 2\nbetween 16 and 1024 in order for the FFT algorithm to function\ncorrectly. The actual size of the FFT buffer is twice the\nnumber of bins, so given a standard sample rate, the buffer is\n2048/44100 seconds long.
Smooth results of Freq Spectrum.\n 0.0 < smoothing < 1.0.\n Defaults to 0.8.
\n', + type: 'Number', + optional: true + }, + { + name: 'bins', + description: + 'Length of resulting array.\n Must be a power of two between\n 16 and 1024. Defaults to 1024.
\n', + type: 'Number', + optional: true + } + ], + example: [ + "\n\nfunction preload(){\n sound = loadSound('assets/Damscray_DancingTiger.mp3');\n}\n\nfunction setup(){\n var cnv = createCanvas(100,100);\n cnv.mouseClicked(togglePlay);\n fft = new p5.FFT();\n sound.amp(0.2);\n}\n\nfunction draw(){\n background(0);\n\n var spectrum = fft.analyze();\n noStroke();\n fill(0,255,0); // spectrum is green\n for (var i = 0; i< spectrum.length; i++){\n var x = map(i, 0, spectrum.length, 0, width);\n var h = -height + map(spectrum[i], 0, 255, height, 0);\n rect(x, height, width / spectrum.length, h )\n }\n\n var waveform = fft.waveform();\n noFill();\n beginShape();\n stroke(255,0,0); // waveform is red\n strokeWeight(1);\n for (var i = 0; i< waveform.length; i++){\n var x = map(i, 0, waveform.length, 0, width);\n var y = map( waveform[i], -1, 1, 0, height);\n vertex(x,y);\n }\n endShape();\n\n text('click to play/pause', 4, 10);\n}\n\n// fade sound if mouse is over canvas\nfunction togglePlay() {\n if (sound.isPlaying()) {\n sound.pause();\n } else {\n sound.loop();\n }\n}\n
p5.Signal is a constant audio-rate signal used by p5.Oscillator\nand p5.Envelope for modulation math.
\n\nThis is necessary because Web Audio is processed on a seprate clock.\nFor example, the p5 draw loop runs about 60 times per second. But\nthe audio clock must process samples 44100 times per second. If we\nwant to add a value to each of those samples, we can't do it in the\ndraw loop, but we can do it by adding a constant-rate audio signal.</p.\n\n
This class mostly functions behind the scenes in p5.sound, and returns\na Tone.Signal from the Tone.js library by Yotam Mann.\nIf you want to work directly with audio signals for modular\nsynthesis, check out\ntone.js.
", + is_constructor: 1, + return: { + description: 'A Signal object from the Tone.js library', + type: 'Tone.Signal' + }, + example: [ + "\n\nfunction setup() {\n carrier = new p5.Oscillator('sine');\n carrier.amp(1); // set amplitude\n carrier.freq(220); // set frequency\n carrier.start(); // start oscillating\n\n modulator = new p5.Oscillator('sawtooth');\n modulator.disconnect();\n modulator.amp(1);\n modulator.freq(4);\n modulator.start();\n\n // Modulator's default amplitude range is -1 to 1.\n // Multiply it by -200, so the range is -200 to 200\n // then add 220 so the range is 20 to 420\n carrier.freq( modulator.mult(-200).add(220) );\n}\n
Creates a signal that oscillates between -1.0 and 1.0.\nBy default, the oscillation takes the form of a sinusoidal\nshape ('sine'). Additional types include 'triangle',\n'sawtooth' and 'square'. The frequency defaults to\n440 oscillations per second (440Hz, equal to the pitch of an\n'A' note).
\n\nSet the type of oscillation with setType(), or by instantiating a\nspecific oscillator: p5.SinOsc, p5.TriOsc, p5.SqrOsc, or p5.SawOsc.\n
', + is_constructor: 1, + params: [ + { + name: 'freq', + description: 'frequency defaults to 440Hz
\n', + type: 'Number', + optional: true + }, + { + name: 'type', + description: + 'type of oscillator. Options:\n 'sine' (default), 'triangle',\n 'sawtooth', 'square'
\n', + type: 'String', + optional: true + } + ], + example: [ + "\n\nvar osc;\nvar playing = false;\n\nfunction setup() {\n backgroundColor = color(255,0,255);\n textAlign(CENTER);\n\n osc = new p5.Oscillator();\n osc.setType('sine');\n osc.freq(240);\n osc.amp(0);\n osc.start();\n}\n\nfunction draw() {\n background(backgroundColor)\n text('click to play', width/2, height/2);\n}\n\nfunction mouseClicked() {\n if (mouseX > 0 && mouseX < width && mouseY < height && mouseY > 0) {\n if (!playing) {\n // ramp amplitude to 0.5 over 0.05 seconds\n osc.amp(0.5, 0.05);\n playing = true;\n backgroundColor = color(0,255,255);\n } else {\n // ramp amplitude to 0 over 0.5 seconds\n osc.amp(0, 0.5);\n playing = false;\n backgroundColor = color(255,0,255);\n }\n }\n}\n
Constructor: new p5.SinOsc()
.\nThis creates a Sine Wave Oscillator and is\nequivalent to new p5.Oscillator('sine')\n
or creating a p5.Oscillator and then calling\nits method setType('sine')
.\nSee p5.Oscillator for methods.
Set the frequency
\n', + type: 'Number', + optional: true + } + ] + }, + 'p5.TriOsc': { + name: 'p5.TriOsc', + shortname: 'p5.TriOsc', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'p5.sound', + submodule: 'p5.sound', + namespace: '', + file: 'lib/addons/p5.sound.js', + line: 5827, + description: + 'Constructor: new p5.TriOsc()
.\nThis creates a Triangle Wave Oscillator and is\nequivalent to new p5.Oscillator('triangle')\n
or creating a p5.Oscillator and then calling\nits method setType('triangle')
.\nSee p5.Oscillator for methods.
Set the frequency
\n', + type: 'Number', + optional: true + } + ] + }, + 'p5.SawOsc': { + name: 'p5.SawOsc', + shortname: 'p5.SawOsc', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'p5.sound', + submodule: 'p5.sound', + namespace: '', + file: 'lib/addons/p5.sound.js', + line: 5844, + description: + 'Constructor: new p5.SawOsc()
.\nThis creates a SawTooth Wave Oscillator and is\nequivalent to new p5.Oscillator('sawtooth')\n
or creating a p5.Oscillator and then calling\nits method setType('sawtooth')
.\nSee p5.Oscillator for methods.
Set the frequency
\n', + type: 'Number', + optional: true + } + ] + }, + 'p5.SqrOsc': { + name: 'p5.SqrOsc', + shortname: 'p5.SqrOsc', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'p5.sound', + submodule: 'p5.sound', + namespace: '', + file: 'lib/addons/p5.sound.js', + line: 5861, + description: + 'Constructor: new p5.SqrOsc()
.\nThis creates a Square Wave Oscillator and is\nequivalent to new p5.Oscillator('square')\n
or creating a p5.Oscillator and then calling\nits method setType('square')
.\nSee p5.Oscillator for methods.
Set the frequency
\n', + type: 'Number', + optional: true + } + ] + }, + 'p5.Envelope': { + name: 'p5.Envelope', + shortname: 'p5.Envelope', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'p5.sound', + submodule: 'p5.sound', + namespace: '', + file: 'lib/addons/p5.sound.js', + line: 6316, + description: + 'Envelopes are pre-defined amplitude distribution over time.\nTypically, envelopes are used to control the output volume\nof an object, a series of fades referred to as Attack, Decay,\nSustain and Release (\nADSR\n). Envelopes can also control other Web Audio Parametersโfor example, a p5.Envelope can\ncontrol an Oscillator's frequency like this: osc.freq(env)
.
Use setRange
to change the attack/release level.\nUse setADSR
to change attackTime, decayTime, sustainPercent and releaseTime.
Use the play
method to play the entire envelope,\nthe ramp
method for a pingable trigger,\nor triggerAttack
/\ntriggerRelease
to trigger noteOn/noteOff.
\nvar attackLevel = 1.0;\nvar releaseLevel = 0;\n\nvar attackTime = 0.001;\nvar decayTime = 0.2;\nvar susPercent = 0.2;\nvar releaseTime = 0.5;\n\nvar env, triOsc;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n\n textAlign(CENTER);\n text('click to play', width/2, height/2);\n\n env = new p5.Envelope();\n env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n env.setRange(attackLevel, releaseLevel);\n\n triOsc = new p5.Oscillator('triangle');\n triOsc.amp(env);\n triOsc.start();\n triOsc.freq(220);\n\n cnv.mousePressed(playEnv);\n}\n\nfunction playEnv() {\n env.play();\n}\n
Creates a Pulse object, an oscillator that implements\nPulse Width Modulation.\nThe pulse is created with two oscillators.\nAccepts a parameter for frequency, and to set the\nwidth between the pulses. See \np5.Oscillator
for a full list of methods.
Frequency in oscillations per second (Hz)
\n', + type: 'Number', + optional: true + }, + { + name: 'w', + description: + 'Width between the pulses (0 to 1.0,\n defaults to 0)
\n', + type: 'Number', + optional: true + } + ], + example: [ + '\n\nvar pulse;\nfunction setup() {\n background(0);\n\n // Create and start the pulse wave oscillator\n pulse = new p5.Pulse();\n pulse.amp(0.5);\n pulse.freq(220);\n pulse.start();\n}\n\nfunction draw() {\n var w = map(mouseX, 0, width, 0, 1);\n w = constrain(w, 0, 1);\n pulse.width(w)\n}\n
Noise is a type of oscillator that generates a buffer with random values.
\n', + extends: 'p5.Oscillator', + is_constructor: 1, + params: [ + { + name: 'type', + description: + 'Type of noise can be 'white' (default),\n 'brown' or 'pink'.
\n', + type: 'String' + } + ] + }, + 'p5.AudioIn': { + name: 'p5.AudioIn', + shortname: 'p5.AudioIn', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'p5.sound', + submodule: 'p5.sound', + namespace: '', + file: 'lib/addons/p5.sound.js', + line: 7441, + description: + 'Get audio from an input, i.e. your computer's microphone.
\n\nTurn the mic on/off with the start() and stop() methods. When the mic\nis on, its volume can be measured with getLevel or by connecting an\nFFT object.
\n\nIf you want to hear the AudioIn, use the .connect() method.\nAudioIn does not connect to p5.sound output by default to prevent\nfeedback.
\n\nNote: This uses the getUserMedia/\nStream API, which is not supported by certain browsers. Access in Chrome browser\nis limited to localhost and https, but access over http may be limited.
', + is_constructor: 1, + params: [ + { + name: 'errorCallback', + description: + 'A function to call if there is an error\n accessing the AudioIn. For example,\n Safari and iOS devices do not\n currently allow microphone access.
\n', + type: 'Function', + optional: true + } + ], + example: [ + '\n\nvar mic;\nfunction setup(){\n mic = new p5.AudioIn()\n mic.start();\n}\nfunction draw(){\n background(0);\n micLevel = mic.getLevel();\n ellipse(width/2, constrain(height-micLevel*height*5, 0, height), 10, 10);\n}\n
Effect is a base class for audio effects in p5.
\nThis module handles the nodes and methods that are \ncommon and useful for current and future effects.
This class is extended by p5.Distortion, \np5.Compressor,\np5.Delay, \np5.Filter, \np5.Reverb.
\n', + is_constructor: 1, + params: [ + { + name: 'ac', + description: 'Reference to the audio context of the p5 object
\n', + type: 'Object', + optional: true + }, + { + name: 'input', + description: 'Gain Node effect wrapper
\n', + type: 'AudioNode', + optional: true + }, + { + name: 'output', + description: 'Gain Node effect wrapper
\n', + type: 'AudioNode', + optional: true + }, + { + name: '_drywet', + description: 'Tone.JS CrossFade node (defaults to value: 1)
\n', + type: 'Object', + optional: true + }, + { + name: 'wet', + description: + 'Effects that extend this class should connect\n to the wet signal to this gain node, so that dry and wet \n signals are mixed properly.
\n', + type: 'AudioNode', + optional: true + } + ] + }, + 'p5.Filter': { + name: 'p5.Filter', + shortname: 'p5.Filter', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'p5.sound', + submodule: 'p5.sound', + namespace: '', + file: 'lib/addons/p5.sound.js', + line: 8499, + description: + 'A p5.Filter uses a Web Audio Biquad Filter to filter\nthe frequency response of an input source. Subclasses\ninclude:
\np5.LowPass
:\nAllows frequencies below the cutoff frequency to pass through,\nand attenuates frequencies above the cutoff.p5.HighPass
:\nThe opposite of a lowpass filter. p5.BandPass
:\nAllows a range of frequencies to pass through and attenuates\nthe frequencies below and above this frequency range.The .res()
method controls either width of the\nbandpass, or resonance of the low/highpass cutoff frequency.
This class extends p5.Effect.
Methods amp(), chain(), \ndrywet(), connect(), and \ndisconnect() are available.
'lowpass' (default), 'highpass', 'bandpass'
\n', + type: 'String', + optional: true + } + ], + example: [ + '\n\nvar fft, noise, filter;\n\nfunction setup() {\n fill(255, 40, 255);\n\n filter = new p5.BandPass();\n\n noise = new p5.Noise();\n // disconnect unfiltered noise,\n // and connect to filter\n noise.disconnect();\n noise.connect(filter);\n noise.start();\n\n fft = new p5.FFT();\n}\n\nfunction draw() {\n background(30);\n\n // set the BandPass frequency based on mouseX\n var freq = map(mouseX, 0, width, 20, 10000);\n filter.freq(freq);\n // give the filter a narrow band (lower res = wider bandpass)\n filter.res(50);\n\n // draw filtered spectrum\n var spectrum = fft.analyze();\n noStroke();\n for (var i = 0; i < spectrum.length; i++) {\n var x = map(i, 0, spectrum.length, 0, width);\n var h = -height + map(spectrum[i], 0, 255, height, 0);\n rect(x, height, width/spectrum.length, h);\n }\n\n isMouseOverCanvas();\n}\n\nfunction isMouseOverCanvas() {\n var mX = mouseX, mY = mouseY;\n if (mX > 0 && mX < width && mY < height && mY > 0) {\n noise.amp(0.5, 0.2);\n } else {\n noise.amp(0, 0.2);\n }\n}\n
Constructor: new p5.LowPass()
Filter.\nThis is the same as creating a p5.Filter and then calling\nits method setType('lowpass')
.\nSee p5.Filter for methods.
Constructor: new p5.HighPass()
Filter.\nThis is the same as creating a p5.Filter and then calling\nits method setType('highpass')
.\nSee p5.Filter for methods.
Constructor: new p5.BandPass()
Filter.\nThis is the same as creating a p5.Filter and then calling\nits method setType('bandpass')
.\nSee p5.Filter for methods.
p5.EQ is an audio effect that performs the function of a multiband\naudio equalizer. Equalization is used to adjust the balance of\nfrequency compoenents of an audio signal. This process is commonly used\nin sound production and recording to change the waveform before it reaches\na sound output device. EQ can also be used as an audio effect to create\ninteresting distortions by filtering out parts of the spectrum. p5.EQ is\nbuilt using a chain of Web Audio Biquad Filter Nodes and can be\ninstantiated with 3 or 8 bands. Bands can be added or removed from\nthe EQ by directly modifying p5.EQ.bands (the array that stores filters).
\nThis class extends p5.Effect.\nMethods amp(), chain(),\ndrywet(), connect(), and\ndisconnect() are available.
\n', + is_constructor: 1, + extends: 'p5.Effect', + params: [ + { + name: '_eqsize', + description: 'Constructor will accept 3 or 8, defaults to 3
\n', + type: 'Number', + optional: true + } + ], + return: { + description: 'p5.EQ object', + type: 'Object' + }, + example: [ + "\n\nvar eq;\nvar band_names;\nvar band_index;\n\nvar soundFile, play;\n\nfunction preload() {\n soundFormats('mp3', 'ogg');\n soundFile = loadSound('assets/beat');\n}\n\nfunction setup() {\n eq = new p5.EQ(3);\n soundFile.disconnect();\n eq.process(soundFile);\n\n band_names = ['lows','mids','highs'];\n band_index = 0;\n play = false;\n textAlign(CENTER);\n}\n\nfunction draw() {\n background(30);\n noStroke();\n fill(255);\n text('click to kill',50,25);\n\n fill(255, 40, 255);\n textSize(26);\n text(band_names[band_index],50,55);\n\n fill(255);\n textSize(9);\n text('space = play/pause',50,80);\n}\n\n//If mouse is over canvas, cycle to the next band and kill the frequency\nfunction mouseClicked() {\n for (var i = 0; i < eq.bands.length; i++) {\n eq.bands[i].gain(0);\n }\n eq.bands[band_index].gain(-40);\n if (mouseX > 0 && mouseX < width && mouseY < height && mouseY > 0) {\n band_index === 2 ? band_index = 0 : band_index++;\n }\n}\n\n//use space bar to trigger play / pause\nfunction keyPressed() {\n if (key===' ') {\n play = !play\n play ? soundFile.loop() : soundFile.pause();\n }\n}\n
Panner3D is based on the \nWeb Audio Spatial Panner Node.\nThis panner is a spatial processing node that allows audio to be positioned\nand oriented in 3D space.
\nThe position is relative to an \nAudio Context Listener, which can be accessed\nby p5.soundOut.audiocontext.listener
Delay is an echo effect. It processes an existing sound source,\nand outputs a delayed version of that sound. The p5.Delay can\nproduce different effects depending on the delayTime, feedback,\nfilter, and type. In the example below, a feedback of 0.5 (the\ndefaul value) will produce a looping delay that decreases in\nvolume by 50% each repeat. A filter will cut out the high\nfrequencies so that the delay does not sound as piercing as the\noriginal source.
\nThis class extends p5.Effect.
Methods amp(), chain(), \ndrywet(), connect(), and \ndisconnect() are available.
\nvar noise, env, delay;\n\nfunction setup() {\n background(0);\n noStroke();\n fill(255);\n textAlign(CENTER);\n text('click to play', width/2, height/2);\n\n noise = new p5.Noise('brown');\n noise.amp(0);\n noise.start();\n\n delay = new p5.Delay();\n\n // delay.process() accepts 4 parameters:\n // source, delayTime, feedback, filter frequency\n // play with these numbers!!\n delay.process(noise, .12, .7, 2300);\n\n // play the noise with an envelope,\n // a series of fades ( time / value pairs )\n env = new p5.Envelope(.01, 0.2, .2, .1);\n}\n\n// mouseClick triggers envelope\nfunction mouseClicked() {\n // is mouse over canvas?\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n env.play(noise);\n }\n}\n
Reverb adds depth to a sound through a large number of decaying\nechoes. It creates the perception that sound is occurring in a\nphysical space. The p5.Reverb has paramters for Time (how long does the\nreverb last) and decayRate (how much the sound decays with each echo)\nthat can be set with the .set() or .process() methods. The p5.Convolver\nextends p5.Reverb allowing you to recreate the sound of actual physical\nspaces through convolution.
\nThis class extends p5.Effect.\nMethods amp(), chain(),\ndrywet(), connect(), and\ndisconnect() are available.
\n', + extends: 'p5.Effect', + is_constructor: 1, + example: [ + "\n\nvar soundFile, reverb;\nfunction preload() {\n soundFile = loadSound('assets/Damscray_DancingTiger.mp3');\n}\n\nfunction setup() {\n reverb = new p5.Reverb();\n soundFile.disconnect(); // so we'll only hear reverb...\n\n // connect soundFile to reverb, process w/\n // 3 second reverbTime, decayRate of 2%\n reverb.process(soundFile, 3, 2);\n soundFile.play();\n}\n
p5.Convolver extends p5.Reverb. It can emulate the sound of real\nphysical spaces through a process called \nconvolution.
\n\nConvolution multiplies any audio input by an "impulse response"\nto simulate the dispersion of sound over time. The impulse response is\ngenerated from an audio file that you provide. One way to\ngenerate an impulse response is to pop a balloon in a reverberant space\nand record the echo. Convolution can also be used to experiment with\nsound.
\n\nUse the method createConvolution(path)
to instantiate a\np5.Convolver with a path to your impulse response audio file.
path to a sound file
\n', + type: 'String' + }, + { + name: 'callback', + description: 'function to call when loading succeeds
\n', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: + 'function to call if loading fails.\n This function will receive an error or\n XMLHttpRequest object with information\n about what went wrong.
\n', + type: 'Function', + optional: true + } + ], + example: [ + "\n\nvar cVerb, sound;\nfunction preload() {\n // We have both MP3 and OGG versions of all sound assets\n soundFormats('ogg', 'mp3');\n\n // Try replacing 'bx-spring' with other soundfiles like\n // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n cVerb = createConvolver('assets/bx-spring.mp3');\n\n // Try replacing 'Damscray_DancingTiger' with\n // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n sound = loadSound('assets/Damscray_DancingTiger.mp3');\n}\n\nfunction setup() {\n // disconnect from master output...\n sound.disconnect();\n\n // ...and process with cVerb\n // so that we only hear the convolution\n cVerb.process(sound);\n\n sound.play();\n}\n
A phrase is a pattern of musical events over time, i.e.\na series of notes and rests.
\n\nPhrases must be added to a p5.Part for playback, and\neach part can play multiple phrases at the same time.\nFor example, one Phrase might be a kick drum, another\ncould be a snare, and another could be the bassline.
\n\nThe first parameter is a name so that the phrase can be\nmodified or deleted later. The callback is a a function that\nthis phrase will call at every stepโfor example it might be\ncalled playNote(value){}
. The array determines\nwhich value is passed into the callback at each step of the\nphrase. It can be numbers, an object with multiple numbers,\nor a zero (0) indicates a rest so the callback won't be called).
Name so that you can access the Phrase.
\n', + type: 'String' + }, + { + name: 'callback', + description: + 'The name of a function that this phrase\n will call. Typically it will play a sound,\n and accept two parameters: a time at which\n to play the sound (in seconds from now),\n and a value from the sequence array. The\n time should be passed into the play() or\n start() method to ensure precision.
\n', + type: 'Function' + }, + { + name: 'sequence', + description: + 'Array of values to pass into the callback\n at each step of the phrase.
\n', + type: 'Array' + } + ], + example: [ + "\n\nvar mySound, myPhrase, myPart;\nvar pattern = [1,0,0,2,0,2,0,0];\nvar msg = 'click to play';\n\nfunction preload() {\n mySound = loadSound('assets/beatbox.mp3');\n}\n\nfunction setup() {\n noStroke();\n fill(255);\n textAlign(CENTER);\n masterVolume(0.1);\n\n myPhrase = new p5.Phrase('bbox', makeSound, pattern);\n myPart = new p5.Part();\n myPart.addPhrase(myPhrase);\n myPart.setBPM(60);\n}\n\nfunction draw() {\n background(0);\n text(msg, width/2, height/2);\n}\n\nfunction makeSound(time, playbackRate) {\n mySound.rate(playbackRate);\n mySound.play(time);\n}\n\nfunction mouseClicked() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n myPart.start();\n msg = 'playing pattern';\n }\n}\n\n
A p5.Part plays back one or more p5.Phrases. Instantiate a part\nwith steps and tatums. By default, each step represents a 1/16th note.
\n\nSee p5.Phrase for more about musical timing.
', + is_constructor: 1, + params: [ + { + name: 'steps', + description: 'Steps in the part
\n', + type: 'Number', + optional: true + }, + { + name: 'tatums', + description: + 'Divisions of a beat, e.g. use 1/4, or 0.25 for a quater note (default is 1/16, a sixteenth note)
\n', + type: 'Number', + optional: true + } + ], + example: [ + "\n\nvar box, drum, myPart;\nvar boxPat = [1,0,0,2,0,2,0,0];\nvar drumPat = [0,1,1,0,2,0,1,0];\nvar msg = 'click to play';\n\nfunction preload() {\n box = loadSound('assets/beatbox.mp3');\n drum = loadSound('assets/drum.mp3');\n}\n\nfunction setup() {\n noStroke();\n fill(255);\n textAlign(CENTER);\n masterVolume(0.1);\n\n var boxPhrase = new p5.Phrase('box', playBox, boxPat);\n var drumPhrase = new p5.Phrase('drum', playDrum, drumPat);\n myPart = new p5.Part();\n myPart.addPhrase(boxPhrase);\n myPart.addPhrase(drumPhrase);\n myPart.setBPM(60);\n masterVolume(0.1);\n}\n\nfunction draw() {\n background(0);\n text(msg, width/2, height/2);\n}\n\nfunction playBox(time, playbackRate) {\n box.rate(playbackRate);\n box.play(time);\n}\n\nfunction playDrum(time, playbackRate) {\n drum.rate(playbackRate);\n drum.play(time);\n}\n\nfunction mouseClicked() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n myPart.start();\n msg = 'playing part';\n }\n}\n
A Score consists of a series of Parts. The parts will\nbe played back in order. For example, you could have an\nA part, a B part, and a C part, and play them back in this order\nnew p5.Score(a, a, b, a, c)
One or multiple parts, to be played in sequence.
\n', + type: 'p5.Part', + optional: true, + multiple: true + } + ] + }, + 'p5.SoundLoop': { + name: 'p5.SoundLoop', + shortname: 'p5.SoundLoop', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'p5.sound', + submodule: 'p5.sound', + namespace: '', + file: 'lib/addons/p5.sound.js', + line: 10945, + description: 'SoundLoop
\n', + is_constructor: 1, + params: [ + { + name: 'callback', + description: + 'this function will be called on each iteration of theloop
\n', + type: 'Function' + }, + { + name: 'interval', + description: + 'amount of time or beats for each iteration of the loop\n defaults to 1
\n', + type: 'Number|String', + optional: true + } + ], + example: [ + "\n\nvar click;\nvar looper1;\n\nfunction preload() {\n click = loadSound('assets/drum.mp3');\n}\n\nfunction setup() {\n //the looper's callback is passed the timeFromNow\n //this value should be used as a reference point from \n //which to schedule sounds \n looper1 = new p5.SoundLoop(function(timeFromNow){\n click.play(timeFromNow);\n background(255 * (looper1.iterations % 2));\n }, 2);\n\n //stop after 10 iteratios;\n looper1.maxIterations = 10;\n //start the loop\n looper1.start();\n}\n
Compressor is an audio effect class that performs dynamics compression\non an audio input source. This is a very commonly used technique in music\nand sound production. Compression creates an overall louder, richer, \nand fuller sound by lowering the volume of louds and raising that of softs.\nCompression can be used to avoid clipping (sound distortion due to \npeaks in volume) and is especially useful when many sounds are played \nat once. Compression can be used on indivudal sound sources in addition\nto the master output.
\nThis class extends p5.Effect.
Methods amp(), chain(), \ndrywet(), connect(), and \ndisconnect() are available.
Record sounds for playback and/or to save as a .wav file.\nThe p5.SoundRecorder records all sound output from your sketch,\nor can be assigned a specific source with setInput().
\nThe record() method accepts a p5.SoundFile as a parameter.\nWhen playback is stopped (either after the given amount of time,\nor with the stop() method), the p5.SoundRecorder will send its\nrecording to that p5.SoundFile for playback.
', + is_constructor: 1, + example: [ + "\n\nvar mic, recorder, soundFile;\nvar state = 0;\n\nfunction setup() {\n background(200);\n // create an audio in\n mic = new p5.AudioIn();\n\n // prompts user to enable their browser mic\n mic.start();\n\n // create a sound recorder\n recorder = new p5.SoundRecorder();\n\n // connect the mic to the recorder\n recorder.setInput(mic);\n\n // this sound file will be used to\n // playback & save the recording\n soundFile = new p5.SoundFile();\n\n text('keyPress to record', 20, 20);\n}\n\nfunction keyPressed() {\n // make sure user enabled the mic\n if (state === 0 && mic.enabled) {\n\n // record to our p5.SoundFile\n recorder.record(soundFile);\n\n background(255,0,0);\n text('Recording!', 20, 20);\n state++;\n }\n else if (state === 1) {\n background(0,255,0);\n\n // stop recorder and\n // send result to soundFile\n recorder.stop();\n\n text('Stopped', 20, 20);\n state++;\n }\n\n else if (state === 2) {\n soundFile.play(); // play the result!\n save(soundFile, 'mySound.wav');\n state++;\n }\n}\n
PeakDetect works in conjunction with p5.FFT to\nlook for onsets in some or all of the frequency spectrum.\n
\n\nTo use p5.PeakDetect, call update
in the draw loop\nand pass in a p5.FFT object.\n
\nYou can listen for a specific part of the frequency spectrum by\nsetting the range between freq1
and freq2
.\n
threshold
is the threshold for detecting a peak,\nscaled between 0 and 1. It is logarithmic, so 0.1 is half as loud\nas 1.0.
\nThe update method is meant to be run in the draw loop, and\nframes determines how many loops must pass before\nanother peak can be detected.\nFor example, if the frameRate() = 60, you could detect the beat of a\n120 beat-per-minute song with this equation:\n framesPerPeak = 60 / (estimatedBPM / 60 );
\n
\nBased on example contribtued by @b2renger, and a simple beat detection\nexplanation by Felix Turner.\n
', + is_constructor: 1, + params: [ + { + name: 'freq1', + description: 'lowFrequency - defaults to 20Hz
\n', + type: 'Number', + optional: true + }, + { + name: 'freq2', + description: 'highFrequency - defaults to 20000 Hz
\n', + type: 'Number', + optional: true + }, + { + name: 'threshold', + description: + 'Threshold for detecting a beat between 0 and 1\n scaled logarithmically where 0.1 is 1/2 the loudness\n of 1.0. Defaults to 0.35.
\n', + type: 'Number', + optional: true + }, + { + name: 'framesPerPeak', + description: 'Defaults to 20.
\n', + type: 'Number', + optional: true + } + ], + example: [ + "\n\n\nvar cnv, soundFile, fft, peakDetect;\nvar ellipseWidth = 10;\n\nfunction preload() {\n soundFile = loadSound('assets/beat.mp3');\n}\n\nfunction setup() {\n background(0);\n noStroke();\n fill(255);\n textAlign(CENTER);\n\n // p5.PeakDetect requires a p5.FFT\n fft = new p5.FFT();\n peakDetect = new p5.PeakDetect();\n}\n\nfunction draw() {\n background(0);\n text('click to play/pause', width/2, height/2);\n\n // peakDetect accepts an fft post-analysis\n fft.analyze();\n peakDetect.update(fft);\n\n if ( peakDetect.isDetected ) {\n ellipseWidth = 50;\n } else {\n ellipseWidth *= 0.95;\n }\n\n ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n}\n\n// toggle play/stop when canvas is clicked\nfunction mouseClicked() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n if (soundFile.isPlaying() ) {\n soundFile.stop();\n } else {\n soundFile.play();\n }\n }\n}\n
A gain node is usefull to set the relative volume of sound.\nIt's typically used to build mixers.
\n', + is_constructor: 1, + example: [ + "\n\n\n // load two soundfile and crossfade beetween them\n var sound1,sound2;\n var gain1, gain2, gain3;\n\n function preload(){\n soundFormats('ogg', 'mp3');\n sound1 = loadSound('assets/Damscray_-_Dancing_Tiger_01');\n sound2 = loadSound('assets/beat.mp3');\n }\n\n function setup() {\n createCanvas(400,200);\n\n // create a 'master' gain to which we will connect both soundfiles\n gain3 = new p5.Gain();\n gain3.connect();\n\n // setup first sound for playing\n sound1.rate(1);\n sound1.loop();\n sound1.disconnect(); // diconnect from p5 output\n\n gain1 = new p5.Gain(); // setup a gain node\n gain1.setInput(sound1); // connect the first sound to its input\n gain1.connect(gain3); // connect its output to the 'master'\n\n sound2.rate(1);\n sound2.disconnect();\n sound2.loop();\n\n gain2 = new p5.Gain();\n gain2.setInput(sound2);\n gain2.connect(gain3);\n\n }\n\n function draw(){\n background(180);\n\n // calculate the horizontal distance beetween the mouse and the right of the screen\n var d = dist(mouseX,0,width,0);\n\n // map the horizontal position of the mouse to values useable for volume control of sound1\n var vol1 = map(mouseX,0,width,0,1);\n var vol2 = 1-vol1; // when sound1 is loud, sound2 is quiet and vice versa\n\n gain1.amp(vol1,0.5,0);\n gain2.amp(vol2,0.5,0);\n\n // map the vertical position of the mouse to values useable for 'master volume control'\n var vol3 = map(mouseY,0,height,0,1);\n gain3.amp(vol3,0.5,0);\n }\n
Base class for monophonic synthesizers. Any extensions of this class\nshould follow the API and implement the methods below in order to \nremain compatible with p5.PolySynth();
\n', + is_constructor: 1 + }, + 'p5.MonoSynth': { + name: 'p5.MonoSynth', + shortname: 'p5.MonoSynth', + classitems: [], + plugins: [], + extensions: [], + plugin_for: [], + extension_for: [], + module: 'p5.sound', + submodule: 'p5.sound', + namespace: '', + file: 'lib/addons/p5.sound.js', + line: 12073, + description: + 'A MonoSynth is used as a single voice for sound synthesis.\nThis is a class to be used in conjunction with the PolySynth\nclass. Custom synthetisers should be built inheriting from\nthis class.
\n', + is_constructor: 1, + example: [ + '\n\nvar monoSynth;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n cnv.mousePressed(playSynth);\n\n monoSynth = new p5.MonoSynth();\n\n textAlign(CENTER);\n text(\'click to play\', width/2, height/2);\n}\n\nfunction playSynth() {\n // time from now (in seconds)\n var time = 0;\n // note duration (in seconds)\n var dur = 0.25;\n // velocity (volume, from 0 to 1)\n var v = 0.2;\n\n monoSynth.play("G3", v, time, dur);\n monoSynth.play("C4", v, time += dur, dur);\n\n background(random(255), random(255), 255);\n text(\'click to play\', width/2, height/2);\n}\n
An AudioVoice is used as a single voice for sound synthesis.\nThe PolySynth class holds an array of AudioVoice, and deals\nwith voices allocations, with setting notes to be played, and\nparameters to be set.
\n', + is_constructor: 1, + params: [ + { + name: 'synthVoice', + description: + 'A monophonic synth voice inheriting\n the AudioVoice class. Defaults to p5.MonoSynth
\n', + type: 'Number', + optional: true + }, + { + name: 'maxVoices', + description: 'Number of voices, defaults to 8;
\n', + type: 'Number', + optional: true + } + ], + example: [ + '\n\nvar polySynth;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n cnv.mousePressed(playSynth);\n\n polySynth = new p5.PolySynth();\n\n textAlign(CENTER);\n text(\'click to play\', width/2, height/2);\n}\n\nfunction playSynth() {\n // note duration (in seconds)\n var dur = 1.5;\n\n // time from now (in seconds)\n var time = 0;\n\n // velocity (volume, from 0 to 1)\n var vel = 0.1;\n\n // notes can overlap with each other\n polySynth.play("G2", vel, 0, dur);\n polySynth.play("C3", vel, time += 1/3, dur);\n polySynth.play("G3", vel, time += 1/3, dur);\n\n background(random(255), random(255), 255);\n text(\'click to play\', width/2, height/2);\n}\n
A Distortion effect created with a Waveshaper Node,\nwith an approach adapted from\nKevin Ennis
\nThis class extends p5.Effect.
Methods amp(), chain(), \ndrywet(), connect(), and \ndisconnect() are available.
Unbounded distortion amount.\n Normal values range from 0-1.
\n', + type: 'Number', + optional: true, + optdefault: '0.25' + }, + { + name: 'oversample', + description: ''none', '2x', or '4x'.
\n', + type: 'String', + optional: true, + optdefault: "'none'" + } + ] + } + }, + elements: {}, + classitems: [ + { + file: 'src/color/color_conversion.js', + line: 10, + description: + 'Conversions adapted from http://www.easyrgb.com/en/math.php.
\nIn these functions, hue is always in the range [0, 1], just like all other\ncomponents are in the range [0, 1]. 'Brightness' and 'value' are used\ninterchangeably.
\n', + class: 'p5', + module: 'Color', + submodule: 'Color Conversion' + }, + { + file: 'src/color/color_conversion.js', + line: 21, + description: 'Convert an HSBA array to HSLA.
\n', + class: 'p5', + module: 'Color', + submodule: 'Color Conversion' + }, + { + file: 'src/color/color_conversion.js', + line: 47, + description: 'Convert an HSBA array to RGBA.
\n', + class: 'p5', + module: 'Color', + submodule: 'Color Conversion' + }, + { + file: 'src/color/color_conversion.js', + line: 102, + description: 'Convert an HSLA array to HSBA.
\n', + class: 'p5', + module: 'Color', + submodule: 'Color Conversion' + }, + { + file: 'src/color/color_conversion.js', + line: 125, + description: + 'Convert an HSLA array to RGBA.
\nWe need to change basis from HSLA to something that can be more easily be\nprojected onto RGBA. We will choose hue and brightness as our first two\ncomponents, and pick a convenient third one ('zest') so that we don't need\nto calculate formal HSBA saturation.
\n', + class: 'p5', + module: 'Color', + submodule: 'Color Conversion' + }, + { + file: 'src/color/color_conversion.js', + line: 189, + description: 'Convert an RGBA array to HSBA.
\n', + class: 'p5', + module: 'Color', + submodule: 'Color Conversion' + }, + { + file: 'src/color/color_conversion.js', + line: 228, + description: 'Convert an RGBA array to HSLA.
\n', + class: 'p5', + module: 'Color', + submodule: 'Color Conversion' + }, + { + file: 'src/color/creating_reading.js', + line: 16, + description: + 'Extracts the alpha value from a color or pixel array.
\n', + itemtype: 'method', + name: 'alpha', + params: [ + { + name: 'color', + description: + 'p5.Color object, color components,\n or CSS color
\n', + type: 'p5.Color|Number[]|String' + } + ], + return: { + description: 'the alpha value', + type: 'Number' + }, + example: [ + "\n\nnoStroke();\nlet c = color(0, 126, 255, 102);\nfill(c);\nrect(15, 15, 35, 70);\nlet value = alpha(c); // Sets 'value' to 102\nfill(value);\nrect(50, 15, 35, 70);\n
\nExtracts the blue value from a color or pixel array.
\n', + itemtype: 'method', + name: 'blue', + params: [ + { + name: 'color', + description: + 'p5.Color object, color components,\n or CSS color
\n', + type: 'p5.Color|Number[]|String' + } + ], + return: { + description: 'the blue value', + type: 'Number' + }, + example: [ + "\n\nlet c = color(175, 100, 220); // Define color 'c'\nfill(c); // Use color variable 'c' as fill color\nrect(15, 20, 35, 60); // Draw left rectangle\n\nlet blueValue = blue(c); // Get blue in 'c'\nprint(blueValue); // Prints \"220.0\"\nfill(0, 0, blueValue); // Use 'blueValue' in new fill\nrect(50, 20, 35, 60); // Draw right rectangle\n
\nExtracts the HSB brightness value from a color or pixel array.
\n', + itemtype: 'method', + name: 'brightness', + params: [ + { + name: 'color', + description: + 'p5.Color object, color components,\n or CSS color
\n', + type: 'p5.Color|Number[]|String' + } + ], + return: { + description: 'the brightness value', + type: 'Number' + }, + example: [ + "\n\nnoStroke();\ncolorMode(HSB, 255);\nlet c = color(0, 126, 255);\nfill(c);\nrect(15, 20, 35, 60);\nlet value = brightness(c); // Sets 'value' to 255\nfill(value);\nrect(50, 20, 35, 60);\n
\n\nnoStroke();\ncolorMode(HSB, 255);\nlet c = color('hsb(60, 100%, 50%)');\nfill(c);\nrect(15, 20, 35, 60);\nlet value = brightness(c); // A 'value' of 50% is 127.5\nfill(value);\nrect(50, 20, 35, 60);\n
\nCreates colors for storing in variables of the color datatype. The\nparameters are interpreted as RGB or HSB values depending on the\ncurrent colorMode(). The default mode is RGB values from 0 to 255\nand, therefore, the function call color(255, 204, 0) will return a\nbright yellow color.\n
\nNote that if only one value is provided to color(), it will be interpreted\nas a grayscale value. Add a second value, and it will be used for alpha\ntransparency. When three values are specified, they are interpreted as\neither RGB or HSB values. Adding a fourth value applies alpha\ntransparency.\n
\nIf a single string argument is provided, RGB, RGBA and Hex CSS color\nstrings and all named color strings are supported. In this case, an alpha\nnumber value as a second argument is not supported, the RGBA form should be\nused.
\nlet c = color(255, 204, 0); // Define color 'c'\nfill(c); // Use color variable 'c' as fill color\nnoStroke(); // Don't draw a stroke around shapes\nrect(30, 20, 55, 55); // Draw rectangle\n
\n\nlet c = color(255, 204, 0); // Define color 'c'\nfill(c); // Use color variable 'c' as fill color\nnoStroke(); // Don't draw a stroke around shapes\nellipse(25, 25, 80, 80); // Draw left circle\n\n// Using only one value with color()\n// generates a grayscale value.\nc = color(65); // Update 'c' with grayscale value\nfill(c); // Use updated 'c' as fill color\nellipse(75, 75, 80, 80); // Draw right circle\n
\n\n// Named SVG & CSS colors may be used,\nlet c = color('magenta');\nfill(c); // Use 'c' as fill color\nnoStroke(); // Don't draw a stroke around shapes\nrect(20, 20, 60, 60); // Draw rectangle\n
\n\n// as can hex color codes:\nnoStroke(); // Don't draw a stroke around shapes\nlet c = color('#0f0');\nfill(c); // Use 'c' as fill color\nrect(0, 10, 45, 80); // Draw rectangle\n\nc = color('#00ff00');\nfill(c); // Use updated 'c' as fill color\nrect(55, 10, 45, 80); // Draw rectangle\n
\n\n// RGB and RGBA color strings are also supported:\n// these all set to the same color (solid blue)\nlet c;\nnoStroke(); // Don't draw a stroke around shapes\nc = color('rgb(0,0,255)');\nfill(c); // Use 'c' as fill color\nrect(10, 10, 35, 35); // Draw rectangle\n\nc = color('rgb(0%, 0%, 100%)');\nfill(c); // Use updated 'c' as fill color\nrect(55, 10, 35, 35); // Draw rectangle\n\nc = color('rgba(0, 0, 255, 1)');\nfill(c); // Use updated 'c' as fill color\nrect(10, 55, 35, 35); // Draw rectangle\n\nc = color('rgba(0%, 0%, 100%, 1)');\nfill(c); // Use updated 'c' as fill color\nrect(55, 55, 35, 35); // Draw rectangle\n
\n\n// HSL color is also supported and can be specified\n// by value\nlet c;\nnoStroke(); // Don't draw a stroke around shapes\nc = color('hsl(160, 100%, 50%)');\nfill(c); // Use 'c' as fill color\nrect(0, 10, 45, 80); // Draw rectangle\n\nc = color('hsla(160, 100%, 50%, 0.5)');\nfill(c); // Use updated 'c' as fill color\nrect(55, 10, 45, 80); // Draw rectangle\n
\n\n// HSB color is also supported and can be specified\n// by value\nlet c;\nnoStroke(); // Don't draw a stroke around shapes\nc = color('hsb(160, 100%, 50%)');\nfill(c); // Use 'c' as fill color\nrect(0, 10, 45, 80); // Draw rectangle\n\nc = color('hsba(160, 100%, 50%, 0.5)');\nfill(c); // Use updated 'c' as fill color\nrect(55, 10, 45, 80); // Draw rectangle\n
\n\nlet c; // Declare color 'c'\nnoStroke(); // Don't draw a stroke around shapes\n\n// If no colorMode is specified, then the\n// default of RGB with scale of 0-255 is used.\nc = color(50, 55, 100); // Create a color for 'c'\nfill(c); // Use color variable 'c' as fill color\nrect(0, 10, 45, 80); // Draw left rect\n\ncolorMode(HSB, 100); // Use HSB with scale of 0-100\nc = color(50, 55, 100); // Update 'c' with new color\nfill(c); // Use updated 'c' as fill color\nrect(55, 10, 45, 80); // Draw right rect\n
\nnumber specifying value between white\n and black.
\n', + type: 'Number' + }, + { + name: 'alpha', + description: + 'alpha value relative to current color range\n (default is 0-255)
\n', + type: 'Number', + optional: true + } + ], + return: { + description: 'resulting color', + type: 'p5.Color' + } + }, + { + line: 293, + params: [ + { + name: 'v1', + description: + 'red or hue value relative to\n the current color range
\n', + type: 'Number' + }, + { + name: 'v2', + description: + 'green or saturation value\n relative to the current color range
\n', + type: 'Number' + }, + { + name: 'v3', + description: + 'blue or brightness value\n relative to the current color range
\n', + type: 'Number' + }, + { + name: 'alpha', + description: '', + type: 'Number', + optional: true + } + ], + return: { + description: '', + type: 'p5.Color' + } + }, + { + line: 305, + params: [ + { + name: 'value', + description: 'a color string
\n', + type: 'String' + } + ], + return: { + description: '', + type: 'p5.Color' + } + }, + { + line: 310, + params: [ + { + name: 'values', + description: + 'an array containing the red,green,blue &\n and alpha components of the color
\n', + type: 'Number[]' + } + ], + return: { + description: '', + type: 'p5.Color' + } + }, + { + line: 316, + params: [ + { + name: 'color', + description: '', + type: 'p5.Color' + } + ], + return: { + description: '', + type: 'p5.Color' + } + } + ] + }, + { + file: 'src/color/creating_reading.js', + line: 332, + description: + 'Extracts the green value from a color or pixel array.
\n', + itemtype: 'method', + name: 'green', + params: [ + { + name: 'color', + description: + 'p5.Color object, color components,\n or CSS color
\n', + type: 'p5.Color|Number[]|String' + } + ], + return: { + description: 'the green value', + type: 'Number' + }, + example: [ + "\n\nlet c = color(20, 75, 200); // Define color 'c'\nfill(c); // Use color variable 'c' as fill color\nrect(15, 20, 35, 60); // Draw left rectangle\n\nlet greenValue = green(c); // Get green in 'c'\nprint(greenValue); // Print \"75.0\"\nfill(0, greenValue, 0); // Use 'greenValue' in new fill\nrect(50, 20, 35, 60); // Draw right rectangle\n
\nExtracts the hue value from a color or pixel array.
\nHue exists in both HSB and HSL. This function will return the\nHSB-normalized hue when supplied with an HSB color object (or when supplied\nwith a pixel array while the color mode is HSB), but will default to the\nHSL-normalized hue otherwise. (The values will only be different if the\nmaximum hue setting for each system is different.)
\n', + itemtype: 'method', + name: 'hue', + params: [ + { + name: 'color', + description: + 'p5.Color object, color components,\n or CSS color
\n', + type: 'p5.Color|Number[]|String' + } + ], + return: { + description: 'the hue', + type: 'Number' + }, + example: [ + '\n\nnoStroke();\ncolorMode(HSB, 255);\nlet c = color(0, 126, 255);\nfill(c);\nrect(15, 20, 35, 60);\nlet value = hue(c); // Sets \'value\' to "0"\nfill(value);\nrect(50, 20, 35, 60);\n
\nBlends two colors to find a third color somewhere between them. The amt\nparameter is the amount to interpolate between the two values where 0.0\nequal to the first color, 0.1 is very near the first color, 0.5 is halfway\nin between, etc. An amount below 0 will be treated as 0. Likewise, amounts\nabove 1 will be capped at 1. This is different from the behavior of lerp(),\nbut necessary because otherwise numbers outside the range will produce\nstrange and unexpected colors.\n
\nThe way that colours are interpolated depends on the current color mode.
interpolate from this color
\n', + type: 'p5.Color' + }, + { + name: 'c2', + description: 'interpolate to this color
\n', + type: 'p5.Color' + }, + { + name: 'amt', + description: 'number between 0 and 1
\n', + type: 'Number' + } + ], + return: { + description: 'interpolated color', + type: 'p5.Color' + }, + example: [ + '\n\ncolorMode(RGB);\nstroke(255);\nbackground(51);\nlet from = color(218, 165, 32);\nlet to = color(72, 61, 139);\ncolorMode(RGB); // Try changing to HSB.\nlet interA = lerpColor(from, to, 0.33);\nlet interB = lerpColor(from, to, 0.66);\nfill(from);\nrect(10, 20, 20, 60);\nfill(interA);\nrect(30, 20, 20, 60);\nfill(interB);\nrect(50, 20, 20, 60);\nfill(to);\nrect(70, 20, 20, 60);\n
\nExtracts the HSL lightness value from a color or pixel array.
\n', + itemtype: 'method', + name: 'lightness', + params: [ + { + name: 'color', + description: + 'p5.Color object, color components,\n or CSS color
\n', + type: 'p5.Color|Number[]|String' + } + ], + return: { + description: 'the lightness', + type: 'Number' + }, + example: [ + "\n\nnoStroke();\ncolorMode(HSL);\nlet c = color(156, 100, 50, 1);\nfill(c);\nrect(15, 20, 35, 60);\nlet value = lightness(c); // Sets 'value' to 50\nfill(value);\nrect(50, 20, 35, 60);\n
\nExtracts the red value from a color or pixel array.
\n', + itemtype: 'method', + name: 'red', + params: [ + { + name: 'color', + description: + 'p5.Color object, color components,\n or CSS color
\n', + type: 'p5.Color|Number[]|String' + } + ], + return: { + description: 'the red value', + type: 'Number' + }, + example: [ + "\n\nlet c = color(255, 204, 0); // Define color 'c'\nfill(c); // Use color variable 'c' as fill color\nrect(15, 20, 35, 60); // Draw left rectangle\n\nlet redValue = red(c); // Get red in 'c'\nprint(redValue); // Print \"255.0\"\nfill(redValue, 0, 0); // Use 'redValue' in new fill\nrect(50, 20, 35, 60); // Draw right rectangle\n
\n\ncolorMode(RGB, 255); // Sets the range for red, green, and blue to 255\nlet c = color(127, 255, 0);\ncolorMode(RGB, 1); // Sets the range for red, green, and blue to 1\nlet myColor = red(c);\nprint(myColor); // 0.4980392156862745\n
\nExtracts the saturation value from a color or pixel array.
\nSaturation is scaled differently in HSB and HSL. This function will return\nthe HSB saturation when supplied with an HSB color object (or when supplied\nwith a pixel array while the color mode is HSB), but will default to the\nHSL saturation otherwise.
\n', + itemtype: 'method', + name: 'saturation', + params: [ + { + name: 'color', + description: + 'p5.Color object, color components,\n or CSS color
\n', + type: 'p5.Color|Number[]|String' + } + ], + return: { + description: 'the saturation value', + type: 'Number' + }, + example: [ + "\n\nnoStroke();\ncolorMode(HSB, 255);\nlet c = color(0, 126, 255);\nfill(c);\nrect(15, 20, 35, 60);\nlet value = saturation(c); // Sets 'value' to 126\nfill(value);\nrect(50, 20, 35, 60);\n
\nThis function returns the color formatted as a string. This can be useful\nfor debugging, or for using p5.js with other libraries.
\n', + itemtype: 'method', + name: 'toString', + params: [ + { + name: 'format', + description: + 'How the color string will be formatted.\nLeaving this empty formats the string as rgba(r, g, b, a).\n'#rgb' '#rgba' '#rrggbb' and '#rrggbbaa' format as hexadecimal color codes.\n'rgb' 'hsb' and 'hsl' return the color formatted in the specified color mode.\n'rgba' 'hsba' and 'hsla' are the same as above but with alpha channels.\n'rgb%' 'hsb%' 'hsl%' 'rgba%' 'hsba%' and 'hsla%' format as percentages.
\n', + type: 'String', + optional: true + } + ], + return: { + description: 'the formatted string', + type: 'String' + }, + example: [ + "\n\nlet myColor;\nfunction setup() {\n createCanvas(200, 200);\n stroke(255);\n myColor = color(100, 100, 250);\n fill(myColor);\n}\n\nfunction draw() {\n rotate(HALF_PI);\n text(myColor.toString(), 0, -5);\n text(myColor.toString('#rrggbb'), 0, -30);\n text(myColor.toString('rgba%'), 0, -55);\n}\n
\nthe new red value
\n', + type: 'Number' + } + ], + example: [ + '\n\nlet backgroundColor;\n\nfunction setup() {\n backgroundColor = color(100, 50, 150);\n}\n\nfunction draw() {\n backgroundColor.setRed(128 + 128 * sin(millis() / 1000));\n background(backgroundColor);\n}\n
\nthe new green value
\n', + type: 'Number' + } + ], + example: [ + '\n\nlet backgroundColor;\n\nfunction setup() {\n backgroundColor = color(100, 50, 150);\n}\n\nfunction draw() {\n backgroundColor.setGreen(128 + 128 * sin(millis() / 1000));\n background(backgroundColor);\n}\n
\nthe new blue value
\n', + type: 'Number' + } + ], + example: [ + '\n\nlet backgroundColor;\n\nfunction setup() {\n backgroundColor = color(100, 50, 150);\n}\n\nfunction draw() {\n backgroundColor.setBlue(128 + 128 * sin(millis() / 1000));\n background(backgroundColor);\n}\n
\nthe new alpha value
\n', + type: 'Number' + } + ], + example: [ + '\n\nlet squareColor;\n\nfunction setup() {\n ellipseMode(CORNERS);\n strokeWeight(4);\n squareColor = color(100, 50, 150);\n}\n\nfunction draw() {\n background(255);\n\n noFill();\n stroke(0);\n ellipse(10, 10, width - 10, height - 10);\n\n squareColor.setAlpha(128 + 128 * sin(millis() / 1000));\n fill(squareColor);\n noStroke();\n rect(13, 13, width - 26, height - 26);\n}\n
\nHue is the same in HSB and HSL, but the maximum value may be different.\nThis function will return the HSB-normalized saturation when supplied with\nan HSB color object, but will default to the HSL-normalized saturation\notherwise.
\n', + class: 'p5.Color', + module: 'Color', + submodule: 'Creating & Reading' + }, + { + file: 'src/color/p5.Color.js', + line: 446, + description: + 'Saturation is scaled differently in HSB and HSL. This function will return\nthe HSB saturation when supplied with an HSB color object, but will default\nto the HSL saturation otherwise.
\n', + class: 'p5.Color', + module: 'Color', + submodule: 'Creating & Reading' + }, + { + file: 'src/color/p5.Color.js', + line: 465, + description: 'CSS named colors.
\n', + class: 'p5.Color', + module: 'Color', + submodule: 'Creating & Reading' + }, + { + file: 'src/color/p5.Color.js', + line: 618, + description: + 'These regular expressions are used to build up the patterns for matching\nviable CSS color strings: fragmenting the regexes in this way increases the\nlegibility and comprehensibility of the code.
\nNote that RGB values of .9 are not parsed by IE, but are supported here for\ncolor string consistency.
\n', + class: 'p5.Color', + module: 'Color', + submodule: 'Creating & Reading' + }, + { + file: 'src/color/p5.Color.js', + line: 631, + description: + 'Full color string patterns. The capture groups are necessary.
\n', + class: 'p5.Color', + module: 'Color', + submodule: 'Creating & Reading' + }, + { + file: 'src/color/p5.Color.js', + line: 994, + description: + 'For HSB and HSL, interpret the gray level as a brightness/lightness\nvalue (they are equivalent when chroma is zero). For RGB, normalize the\ngray level according to the blue maximum.
\n', + class: 'p5.Color', + module: 'Color', + submodule: 'Creating & Reading' + }, + { + file: 'src/color/setting.js', + line: 15, + description: + 'The background() function sets the color used for the background of the\np5.js canvas. The default background is transparent. This function is\ntypically used within draw() to clear the display window at the beginning\nof each frame, but it can be used inside setup() to set the background on\nthe first frame of animation or if the background need only be set once.\n
\nThe color is either specified in terms of the RGB, HSB, or HSL color\ndepending on the current colorMode. (The default color space is RGB, with\neach value in the range from 0 to 255). The alpha range by default is also 0 to 255.\n
\nIf a single string argument is provided, RGB, RGBA and Hex CSS color strings\nand all named color strings are supported. In this case, an alpha number\nvalue as a second argument is not supported, the RGBA form should be used.\n
\nA p5.Color object can also be provided to set the background color.\n
\nA p5.Image can also be provided to set the background image.
\n// Grayscale integer value\nbackground(51);\n
\n\n// R, G & B integer values\nbackground(255, 204, 0);\n
\n\n// H, S & B integer values\ncolorMode(HSB);\nbackground(255, 204, 100);\n
\n\n// Named SVG/CSS color string\nbackground('red');\n
\n\n// three-digit hexadecimal RGB notation\nbackground('#fae');\n
\n\n// six-digit hexadecimal RGB notation\nbackground('#222222');\n
\n\n// integer RGB notation\nbackground('rgb(0,255,0)');\n
\n\n// integer RGBA notation\nbackground('rgba(0,255,0, 0.25)');\n
\n\n// percentage RGB notation\nbackground('rgb(100%,0%,10%)');\n
\n\n// percentage RGBA notation\nbackground('rgba(100%,0%,100%,0.5)');\n
\n\n// p5 Color object\nbackground(color(0, 0, 255));\n
\nany value created by the color() function
\n', + type: 'p5.Color' + } + ], + chainable: 1 + }, + { + line: 131, + params: [ + { + name: 'colorstring', + description: + 'color string, possible formats include: integer\n rgb() or rgba(), percentage rgb() or rgba(),\n 3-digit hex, 6-digit hex
\n', + type: 'String' + }, + { + name: 'a', + description: + 'opacity of the background relative to current\n color range (default is 0-255)
\n', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 141, + params: [ + { + name: 'gray', + description: 'specifies a value between white and black
\n', + type: 'Number' + }, + { + name: 'a', + description: '', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 148, + params: [ + { + name: 'v1', + description: + 'red or hue value (depending on the current color\n mode)
\n', + type: 'Number' + }, + { + name: 'v2', + description: + 'green or saturation value (depending on the current\n color mode)
\n', + type: 'Number' + }, + { + name: 'v3', + description: + 'blue or brightness value (depending on the current\n color mode)
\n', + type: 'Number' + }, + { + name: 'a', + description: '', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 160, + params: [ + { + name: 'values', + description: + 'an array containing the red, green, blue\n and alpha components of the color
\n', + type: 'Number[]' + } + ], + chainable: 1 + }, + { + line: 167, + params: [ + { + name: 'image', + description: + 'image created with loadImage() or createImage(),\n to set as background\n (must be same size as the sketch window)
\n', + type: 'p5.Image' + }, + { + name: 'a', + description: '', + type: 'Number', + optional: true + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/color/setting.js', + line: 181, + description: + 'Clears the pixels within a buffer. This function only clears the canvas.\nIt will not clear objects created by createX() methods such as\ncreateVideo() or createDiv().\nUnlike the main graphics context, pixels in additional graphics areas created\nwith createGraphics() can be entirely\nor partially transparent. This function clears everything to make all of\nthe pixels 100% transparent.
\n', + itemtype: 'method', + name: 'clear', + chainable: 1, + example: [ + '\n\n// Clear the screen on mouse press.\nfunction setup() {\n createCanvas(100, 100);\n}\n\nfunction draw() {\n ellipse(mouseX, mouseY, 20, 20);\n}\n\nfunction mousePressed() {\n clear();\n}\n
\ncolorMode() changes the way p5.js interprets color data. By default, the\nparameters for fill(), stroke(), background(), and color() are defined by\nvalues between 0 and 255 using the RGB color model. This is equivalent to\nsetting colorMode(RGB, 255). Setting colorMode(HSB) lets you use the HSB\nsystem instead. By default, this is colorMode(HSB, 360, 100, 100, 1). You\ncan also use HSL.\n
\nNote: existing color objects remember the mode that they were created in,\nso you can change modes as you like without affecting their appearance.
\nnoStroke();\ncolorMode(RGB, 100);\nfor (let i = 0; i < 100; i++) {\n for (let j = 0; j < 100; j++) {\n stroke(i, j, 0);\n point(i, j);\n }\n}\n
\n\nnoStroke();\ncolorMode(HSB, 100);\nfor (let i = 0; i < 100; i++) {\n for (let j = 0; j < 100; j++) {\n stroke(i, j, 100);\n point(i, j);\n }\n}\n
\n\ncolorMode(RGB, 255);\nlet c = color(127, 255, 0);\n\ncolorMode(RGB, 1);\nlet myColor = c._getRed();\ntext(myColor, 10, 10, 80, 80);\n
\n\nnoFill();\ncolorMode(RGB, 255, 255, 255, 1);\nbackground(255);\n\nstrokeWeight(4);\nstroke(255, 0, 10, 0.3);\nellipse(40, 40, 50, 50);\nellipse(50, 50, 40, 40);\n
\neither RGB, HSB or HSL, corresponding to\n Red/Green/Blue and Hue/Saturation/Brightness\n (or Lightness)
\n', + type: 'Constant' + }, + { + name: 'max', + description: 'range for all values
\n', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 297, + params: [ + { + name: 'mode', + description: '', + type: 'Constant' + }, + { + name: 'max1', + description: + 'range for the red or hue depending on the\n current color mode
\n', + type: 'Number' + }, + { + name: 'max2', + description: + 'range for the green or saturation depending\n on the current color mode
\n', + type: 'Number' + }, + { + name: 'max3', + description: + 'range for the blue or brightness/lightness\n depending on the current color mode
\n', + type: 'Number' + }, + { + name: 'maxA', + description: 'range for the alpha
\n', + type: 'Number', + optional: true + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/color/setting.js', + line: 341, + description: + 'Sets the color used to fill shapes. For example, if you run\nfill(204, 102, 0), all shapes drawn after the fill command will be filled with the color orange. This\ncolor is either specified in terms of the RGB or HSB color depending on\nthe current colorMode(). (The default color space is RGB, with each value\nin the range from 0 to 255). The alpha range by default is also 0 to 255.\n
\nIf a single string argument is provided, RGB, RGBA and Hex CSS color strings\nand all named color strings are supported. In this case, an alpha number\nvalue as a second argument is not supported, the RGBA form should be used.\n
\nA p5 Color object can also be provided to set the fill color.
\n// Grayscale integer value\nfill(51);\nrect(20, 20, 60, 60);\n
\n\n// R, G & B integer values\nfill(255, 204, 0);\nrect(20, 20, 60, 60);\n
\n\n// H, S & B integer values\ncolorMode(HSB);\nfill(255, 204, 100);\nrect(20, 20, 60, 60);\n
\n\n// Named SVG/CSS color string\nfill('red');\nrect(20, 20, 60, 60);\n
\n\n// three-digit hexadecimal RGB notation\nfill('#fae');\nrect(20, 20, 60, 60);\n
\n\n// six-digit hexadecimal RGB notation\nfill('#222222');\nrect(20, 20, 60, 60);\n
\n\n// integer RGB notation\nfill('rgb(0,255,0)');\nrect(20, 20, 60, 60);\n
\n\n// integer RGBA notation\nfill('rgba(0,255,0, 0.25)');\nrect(20, 20, 60, 60);\n
\n\n// percentage RGB notation\nfill('rgb(100%,0%,10%)');\nrect(20, 20, 60, 60);\n
\n\n// percentage RGBA notation\nfill('rgba(100%,0%,100%,0.5)');\nrect(20, 20, 60, 60);\n
\n\n// p5 Color object\nfill(color(0, 0, 255));\nrect(20, 20, 60, 60);\n
\nred or hue value relative to\n the current color range
\n', + type: 'Number' + }, + { + name: 'v2', + description: + 'green or saturation value\n relative to the current color range
\n', + type: 'Number' + }, + { + name: 'v3', + description: + 'blue or brightness value\n relative to the current color range
\n', + type: 'Number' + }, + { + name: 'alpha', + description: '', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 466, + params: [ + { + name: 'value', + description: 'a color string
\n', + type: 'String' + } + ], + chainable: 1 + }, + { + line: 472, + params: [ + { + name: 'gray', + description: 'a gray value
\n', + type: 'Number' + }, + { + name: 'alpha', + description: '', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 479, + params: [ + { + name: 'values', + description: + 'an array containing the red,green,blue &\n and alpha components of the color
\n', + type: 'Number[]' + } + ], + chainable: 1 + }, + { + line: 486, + params: [ + { + name: 'color', + description: 'the fill color
\n', + type: 'p5.Color' + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/color/setting.js', + line: 498, + description: + 'Disables filling geometry. If both noStroke() and noFill() are called,\nnothing will be drawn to the screen.
\n', + itemtype: 'method', + name: 'noFill', + chainable: 1, + example: [ + "\n\nrect(15, 10, 55, 55);\nnoFill();\nrect(20, 20, 60, 60);\n
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(0);\n noFill();\n stroke(100, 100, 240);\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n box(45, 45, 45);\n}\n
\nDisables drawing the stroke (outline). If both noStroke() and noFill()\nare called, nothing will be drawn to the screen.
\n', + itemtype: 'method', + name: 'noStroke', + chainable: 1, + example: [ + "\n\nnoStroke();\nrect(20, 20, 60, 60);\n
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(0);\n noStroke();\n fill(240, 150, 150);\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n box(45, 45, 45);\n}\n
\nSets the color used to draw lines and borders around shapes. This color\nis either specified in terms of the RGB or HSB color depending on the\ncurrent colorMode() (the default color space is RGB, with each value in\nthe range from 0 to 255). The alpha range by default is also 0 to 255.\n
\nIf a single string argument is provided, RGB, RGBA and Hex CSS color\nstrings and all named color strings are supported. In this case, an alpha\nnumber value as a second argument is not supported, the RGBA form should be\nused.\n
\nA p5 Color object can also be provided to set the stroke color.
\n// Grayscale integer value\nstrokeWeight(4);\nstroke(51);\nrect(20, 20, 60, 60);\n
\n\n// R, G & B integer values\nstroke(255, 204, 0);\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\n\n// H, S & B integer values\ncolorMode(HSB);\nstrokeWeight(4);\nstroke(255, 204, 100);\nrect(20, 20, 60, 60);\n
\n\n// Named SVG/CSS color string\nstroke('red');\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\n\n// three-digit hexadecimal RGB notation\nstroke('#fae');\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\n\n// six-digit hexadecimal RGB notation\nstroke('#222222');\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\n\n// integer RGB notation\nstroke('rgb(0,255,0)');\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\n\n// integer RGBA notation\nstroke('rgba(0,255,0,0.25)');\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\n\n// percentage RGB notation\nstroke('rgb(100%,0%,10%)');\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\n\n// percentage RGBA notation\nstroke('rgba(100%,0%,100%,0.5)');\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\n\n// p5 Color object\nstroke(color(0, 0, 255));\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n
\nred or hue value relative to\n the current color range
\n', + type: 'Number' + }, + { + name: 'v2', + description: + 'green or saturation value\n relative to the current color range
\n', + type: 'Number' + }, + { + name: 'v3', + description: + 'blue or brightness value\n relative to the current color range
\n', + type: 'Number' + }, + { + name: 'alpha', + description: '', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 718, + params: [ + { + name: 'value', + description: 'a color string
\n', + type: 'String' + } + ], + chainable: 1 + }, + { + line: 724, + params: [ + { + name: 'gray', + description: 'a gray value
\n', + type: 'Number' + }, + { + name: 'alpha', + description: '', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 731, + params: [ + { + name: 'values', + description: + 'an array containing the red,green,blue &\n and alpha components of the color
\n', + type: 'Number[]' + } + ], + chainable: 1 + }, + { + line: 738, + params: [ + { + name: 'color', + description: 'the stroke color
\n', + type: 'p5.Color' + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/core/shape/2d_primitives.js', + line: 16, + description: + 'This function does 3 things:
\nBounds the desired start/stop angles for an arc (in radians) so that:
\n0 <= start < TWO_PI ; start <= stop < start + TWO_PI\n
This means that the arc rendering functions don't have to be concerned\nwith what happens if stop is smaller than start, or if the arc 'goes\nround more than once', etc.: they can just start at start and increase\nuntil stop and the correct arc will be drawn.
\nOptionally adjusts the angles within each quadrant to counter the naive\nscaling of the underlying ellipse up from the unit circle. Without\nthis, the angles become arbitrary when width != height: 45 degrees\nmight be drawn at 5 degrees on a 'wide' ellipse, or at 85 degrees on\na 'tall' ellipse.
\nFlags up when start and stop correspond to the same place on the\nunderlying ellipse. This is useful if you want to do something special\nthere (like rendering a whole ellipse instead).
\nDraw an arc to the screen. If called with only x, y, w, h, start, and\nstop, the arc will be drawn and filled as an open pie segment. If a mode parameter is provided, the arc\nwill be filled like an open semi-circle (OPEN) , a closed semi-circle (CHORD), or as a closed pie segment (PIE). The\norigin may be changed with the ellipseMode() function.
\nThe arc is always drawn clockwise from wherever start falls to wherever stop falls on the ellipse.\nAdding or subtracting TWO_PI to either angle does not change where they fall.\nIf both start and stop fall at the same place, a full ellipse will be drawn. Be aware that the the\ny-axis increases in the downward direction therefore the values of PI is counter clockwise.
x-coordinate of the arc's ellipse
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y-coordinate of the arc's ellipse
\n', + type: 'Number' + }, + { + name: 'w', + description: 'width of the arc's ellipse by default
\n', + type: 'Number' + }, + { + name: 'h', + description: 'height of the arc's ellipse by default
\n', + type: 'Number' + }, + { + name: 'start', + description: 'angle to start the arc, specified in radians
\n', + type: 'Number' + }, + { + name: 'stop', + description: 'angle to stop the arc, specified in radians
\n', + type: 'Number' + }, + { + name: 'mode', + description: + 'optional parameter to determine the way of drawing\n the arc. either CHORD, PIE or OPEN
\n', + type: 'Constant', + optional: true + }, + { + name: 'detail', + description: + 'optional parameter for WebGL mode only. This is to\n specify the number of vertices that makes up the\n perimeter of the arc. Default value is 25.
\n', + type: 'Number', + optional: true + } + ], + chainable: 1, + example: [ + '\n\narc(50, 55, 50, 50, 0, HALF_PI);\nnoFill();\narc(50, 55, 60, 60, HALF_PI, PI);\narc(50, 55, 70, 70, PI, PI + QUARTER_PI);\narc(50, 55, 80, 80, PI + QUARTER_PI, TWO_PI);\n
\n\narc(50, 50, 80, 80, 0, PI + QUARTER_PI);\n
\n\narc(50, 50, 80, 80, 0, PI + QUARTER_PI, OPEN);\n
\n\narc(50, 50, 80, 80, 0, PI + QUARTER_PI, CHORD);\n
\n\narc(50, 50, 80, 80, 0, PI + QUARTER_PI, PIE);\n
\nDraws an ellipse (oval) to the screen. An ellipse with equal width and\nheight is a circle. By default, the first two parameters set the location,\nand the third and fourth parameters set the shape's width and height. If\nno height is specified, the value of width is used for both the width and\nheight. If a negative height or width is specified, the absolute value is taken.\nThe origin may be changed with the ellipseMode() function.
\n', + itemtype: 'method', + name: 'ellipse', + chainable: 1, + example: ['\n\nellipse(56, 46, 55, 55);\n
\nx-coordinate of the ellipse.
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y-coordinate of the ellipse.
\n', + type: 'Number' + }, + { + name: 'w', + description: 'width of the ellipse.
\n', + type: 'Number' + }, + { + name: 'h', + description: 'height of the ellipse.
\n', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 235, + params: [ + { + name: 'x', + description: '', + type: 'Number' + }, + { + name: 'y', + description: '', + type: 'Number' + }, + { + name: 'w', + description: '', + type: 'Number' + }, + { + name: 'h', + description: '', + type: 'Number' + }, + { + name: 'detail', + description: + 'number of radial sectors to draw (for WebGL mode)
\n', + type: 'Integer' + } + ] + } + ] + }, + { + file: 'src/core/shape/2d_primitives.js', + line: 270, + description: + 'Draws a circle to the screen. A circle is a simple closed shape.\nIt is the set of all points in a plane that are at a given distance from a given point, the centre.\nThis function is a special case of the ellipse() function, where the width and height of the ellipse are the same.\nHeight and width of the ellipse correspond to the diameter of the circle.\nBy default, the first two parameters set the location of the centre of the circle, the third sets the diameter of the circle.
\n', + itemtype: 'method', + name: 'circle', + params: [ + { + name: 'x', + description: 'x-coordinate of the centre of the circle.
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y-coordinate of the centre of the circle.
\n', + type: 'Number' + }, + { + name: 'd', + description: 'diameter of the circle.
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + '\n\n// Draw a circle at location (30, 30) with a diameter of 20.\ncircle(30, 30, 20);\n
\nDraws a line (a direct path between two points) to the screen. The version\nof line() with four parameters draws the line in 2D. To color a line, use\nthe stroke() function. A line cannot be filled, therefore the fill()\nfunction will not affect the color of a line. 2D lines are drawn with a\nwidth of one pixel by default, but this can be changed with the\nstrokeWeight() function.
\n', + itemtype: 'method', + name: 'line', + chainable: 1, + example: [ + '\n\nline(30, 20, 85, 75);\n
\n\nline(30, 20, 85, 20);\nstroke(126);\nline(85, 20, 85, 75);\nstroke(255);\nline(85, 75, 30, 75);\n
\nthe x-coordinate of the first point
\n', + type: 'Number' + }, + { + name: 'y1', + description: 'the y-coordinate of the first point
\n', + type: 'Number' + }, + { + name: 'x2', + description: 'the x-coordinate of the second point
\n', + type: 'Number' + }, + { + name: 'y2', + description: 'the y-coordinate of the second point
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 336, + params: [ + { + name: 'x1', + description: '', + type: 'Number' + }, + { + name: 'y1', + description: '', + type: 'Number' + }, + { + name: 'z1', + description: 'the z-coordinate of the first point
\n', + type: 'Number' + }, + { + name: 'x2', + description: '', + type: 'Number' + }, + { + name: 'y2', + description: '', + type: 'Number' + }, + { + name: 'z2', + description: 'the z-coordinate of the second point
\n', + type: 'Number' + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/core/shape/2d_primitives.js', + line: 356, + description: + 'Draws a point, a coordinate in space at the dimension of one pixel.\nThe first parameter is the horizontal value for the point, the second\nvalue is the vertical value for the point. The color of the point is\ndetermined by the current stroke.
\n', + itemtype: 'method', + name: 'point', + params: [ + { + name: 'x', + description: 'the x-coordinate
\n', + type: 'Number' + }, + { + name: 'y', + description: 'the y-coordinate
\n', + type: 'Number' + }, + { + name: 'z', + description: 'the z-coordinate (for WebGL mode)
\n', + type: 'Number', + optional: true + } + ], + chainable: 1, + example: [ + '\n\npoint(30, 20);\npoint(85, 20);\npoint(85, 75);\npoint(30, 75);\n
\nDraw a quad. A quad is a quadrilateral, a four sided polygon. It is\nsimilar to a rectangle, but the angles between its edges are not\nconstrained to ninety degrees. The first pair of parameters (x1,y1)\nsets the first vertex and the subsequent pairs should proceed\nclockwise or counter-clockwise around the defined shape.\nz-arguments only work when quad() is used in WEBGL mode.
\n', + itemtype: 'method', + name: 'quad', + chainable: 1, + example: [ + '\n\nquad(38, 31, 86, 20, 69, 63, 30, 76);\n
\nthe x-coordinate of the first point
\n', + type: 'Number' + }, + { + name: 'y1', + description: 'the y-coordinate of the first point
\n', + type: 'Number' + }, + { + name: 'x2', + description: 'the x-coordinate of the second point
\n', + type: 'Number' + }, + { + name: 'y2', + description: 'the y-coordinate of the second point
\n', + type: 'Number' + }, + { + name: 'x3', + description: 'the x-coordinate of the third point
\n', + type: 'Number' + }, + { + name: 'y3', + description: 'the y-coordinate of the third point
\n', + type: 'Number' + }, + { + name: 'x4', + description: 'the x-coordinate of the fourth point
\n', + type: 'Number' + }, + { + name: 'y4', + description: 'the y-coordinate of the fourth point
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 421, + params: [ + { + name: 'x1', + description: '', + type: 'Number' + }, + { + name: 'y1', + description: '', + type: 'Number' + }, + { + name: 'z1', + description: 'the z-coordinate of the first point
\n', + type: 'Number' + }, + { + name: 'x2', + description: '', + type: 'Number' + }, + { + name: 'y2', + description: '', + type: 'Number' + }, + { + name: 'z2', + description: 'the z-coordinate of the second point
\n', + type: 'Number' + }, + { + name: 'x3', + description: '', + type: 'Number' + }, + { + name: 'y3', + description: '', + type: 'Number' + }, + { + name: 'z3', + description: 'the z-coordinate of the third point
\n', + type: 'Number' + }, + { + name: 'x4', + description: '', + type: 'Number' + }, + { + name: 'y4', + description: '', + type: 'Number' + }, + { + name: 'z4', + description: 'the z-coordinate of the fourth point
\n', + type: 'Number' + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/core/shape/2d_primitives.js', + line: 458, + description: + 'Draws a rectangle to the screen. A rectangle is a four-sided shape with\nevery angle at ninety degrees. By default, the first two parameters set\nthe location of the upper-left corner, the third sets the width, and the\nfourth sets the height. The way these parameters are interpreted, however,\nmay be changed with the rectMode() function.\n
\nThe fifth, sixth, seventh and eighth parameters, if specified,\ndetermine corner radius for the top-left, top-right, lower-right and\nlower-left corners, respectively. An omitted corner radius parameter is set\nto the value of the previously specified radius value in the parameter list.
\n// Draw a rectangle at location (30, 20) with a width and height of 55.\nrect(30, 20, 55, 55);\n
\n\n// Draw a rectangle with rounded corners, each having a radius of 20.\nrect(30, 20, 55, 55, 20);\n
\n\n// Draw a rectangle with rounded corners having the following radii:\n// top-left = 20, top-right = 15, bottom-right = 10, bottom-left = 5.\nrect(30, 20, 55, 55, 20, 15, 10, 5);\n
\nx-coordinate of the rectangle.
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y-coordinate of the rectangle.
\n', + type: 'Number' + }, + { + name: 'w', + description: 'width of the rectangle.
\n', + type: 'Number' + }, + { + name: 'h', + description: 'height of the rectangle.
\n', + type: 'Number' + }, + { + name: 'tl', + description: 'optional radius of top-left corner.
\n', + type: 'Number', + optional: true + }, + { + name: 'tr', + description: 'optional radius of top-right corner.
\n', + type: 'Number', + optional: true + }, + { + name: 'br', + description: 'optional radius of bottom-right corner.
\n', + type: 'Number', + optional: true + }, + { + name: 'bl', + description: 'optional radius of bottom-left corner.
\n', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 508, + params: [ + { + name: 'x', + description: '', + type: 'Number' + }, + { + name: 'y', + description: '', + type: 'Number' + }, + { + name: 'w', + description: '', + type: 'Number' + }, + { + name: 'h', + description: '', + type: 'Number' + }, + { + name: 'detailX', + description: + 'number of segments in the x-direction (for WebGL mode)
\n', + type: 'Integer', + optional: true + }, + { + name: 'detailY', + description: + 'number of segments in the y-direction (for WebGL mode)
\n', + type: 'Integer', + optional: true + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/core/shape/2d_primitives.js', + line: 541, + description: + 'Draws a square to the screen. A square is a four-sided shape with\nevery angle at ninety degrees, and equal side size.\nThis function is a special case of the rect() function, where the width and height are the same, and the parameter is called "s" for side size.\nBy default, the first two parameters set the location of the upper-left corner, the third sets the side size of the square.\nThe way these parameters are interpreted, however,\nmay be changed with the rectMode() function.\n
\nThe fourth, fifth, sixth and seventh parameters, if specified,\ndetermine corner radius for the top-left, top-right, lower-right and\nlower-left corners, respectively. An omitted corner radius parameter is set\nto the value of the previously specified radius value in the parameter list.
x-coordinate of the square.
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y-coordinate of the square.
\n', + type: 'Number' + }, + { + name: 's', + description: 'side size of the square.
\n', + type: 'Number' + }, + { + name: 'tl', + description: 'optional radius of top-left corner.
\n', + type: 'Number', + optional: true + }, + { + name: 'tr', + description: 'optional radius of top-right corner.
\n', + type: 'Number', + optional: true + }, + { + name: 'br', + description: 'optional radius of bottom-right corner.
\n', + type: 'Number', + optional: true + }, + { + name: 'bl', + description: 'optional radius of bottom-left corner.
\n', + type: 'Number', + optional: true + } + ], + chainable: 1, + example: [ + '\n\n// Draw a square at location (30, 20) with a side size of 55.\nsquare(30, 20, 55);\n
\n\n// Draw a square with rounded corners, each having a radius of 20.\nsquare(30, 20, 55, 20);\n
\n\n// Draw a square with rounded corners having the following radii:\n// top-left = 20, top-right = 15, bottom-right = 10, bottom-left = 5.\nsquare(30, 20, 55, 20, 15, 10, 5);\n
\nA triangle is a plane created by connecting three points. The first two\narguments specify the first point, the middle two arguments specify the\nsecond point, and the last two arguments specify the third point.
\n', + itemtype: 'method', + name: 'triangle', + params: [ + { + name: 'x1', + description: 'x-coordinate of the first point
\n', + type: 'Number' + }, + { + name: 'y1', + description: 'y-coordinate of the first point
\n', + type: 'Number' + }, + { + name: 'x2', + description: 'x-coordinate of the second point
\n', + type: 'Number' + }, + { + name: 'y2', + description: 'y-coordinate of the second point
\n', + type: 'Number' + }, + { + name: 'x3', + description: 'x-coordinate of the third point
\n', + type: 'Number' + }, + { + name: 'y3', + description: 'y-coordinate of the third point
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + '\n\ntriangle(30, 75, 58, 20, 86, 75);\n
\nModifies the location from which ellipses are drawn by changing the way\nin which parameters given to ellipse() are interpreted.\n
\nThe default mode is ellipseMode(CENTER), which interprets the first two\nparameters of ellipse() as the shape's center point, while the third and\nfourth parameters are its width and height.\n
\nellipseMode(RADIUS) also uses the first two parameters of ellipse() as\nthe shape's center point, but uses the third and fourth parameters to\nspecify half of the shapes's width and height.\n
\nellipseMode(CORNER) interprets the first two parameters of ellipse() as\nthe upper-left corner of the shape, while the third and fourth parameters\nare its width and height.\n
\nellipseMode(CORNERS) interprets the first two parameters of ellipse() as\nthe location of one corner of the ellipse's bounding box, and the third\nand fourth parameters as the location of the opposite corner.\n
\nThe parameter must be written in ALL CAPS because Javascript is a\ncase-sensitive language.
either CENTER, RADIUS, CORNER, or CORNERS
\n', + type: 'Constant' + } + ], + chainable: 1, + example: [ + '\n\nellipseMode(RADIUS); // Set ellipseMode to RADIUS\nfill(255); // Set fill to white\nellipse(50, 50, 30, 30); // Draw white ellipse using RADIUS mode\n\nellipseMode(CENTER); // Set ellipseMode to CENTER\nfill(100); // Set fill to gray\nellipse(50, 50, 30, 30); // Draw gray ellipse using CENTER mode\n
\n\nellipseMode(CORNER); // Set ellipseMode is CORNER\nfill(255); // Set fill to white\nellipse(25, 25, 50, 50); // Draw white ellipse using CORNER mode\n\nellipseMode(CORNERS); // Set ellipseMode to CORNERS\nfill(100); // Set fill to gray\nellipse(25, 25, 50, 50); // Draw gray ellipse using CORNERS mode\n
\nDraws all geometry with jagged (aliased) edges. Note that smooth() is\nactive by default in 2D mode, so it is necessary to call noSmooth() to disable\nsmoothing of geometry, images, and fonts. In 3D mode, noSmooth() is enabled\nby default, so it is necessary to call smooth() if you would like\nsmooth (antialiased) edges on your geometry.
\n', + itemtype: 'method', + name: 'noSmooth', + chainable: 1, + example: [ + '\n\nbackground(0);\nnoStroke();\nsmooth();\nellipse(30, 48, 36, 36);\nnoSmooth();\nellipse(70, 48, 36, 36);\n
\nModifies the location from which rectangles are drawn by changing the way\nin which parameters given to rect() are interpreted.\n
\nThe default mode is rectMode(CORNER), which interprets the first two\nparameters of rect() as the upper-left corner of the shape, while the\nthird and fourth parameters are its width and height.\n
\nrectMode(CORNERS) interprets the first two parameters of rect() as the\nlocation of one corner, and the third and fourth parameters as the\nlocation of the opposite corner.\n
\nrectMode(CENTER) interprets the first two parameters of rect() as the\nshape's center point, while the third and fourth parameters are its\nwidth and height.\n
\nrectMode(RADIUS) also uses the first two parameters of rect() as the\nshape's center point, but uses the third and fourth parameters to specify\nhalf of the shapes's width and height.\n
\nThe parameter must be written in ALL CAPS because Javascript is a\ncase-sensitive language.
either CORNER, CORNERS, CENTER, or RADIUS
\n', + type: 'Constant' + } + ], + chainable: 1, + example: [ + '\n\nrectMode(CORNER); // Default rectMode is CORNER\nfill(255); // Set fill to white\nrect(25, 25, 50, 50); // Draw white rect using CORNER mode\n\nrectMode(CORNERS); // Set rectMode to CORNERS\nfill(100); // Set fill to gray\nrect(25, 25, 50, 50); // Draw gray rect using CORNERS mode\n
\n\nrectMode(RADIUS); // Set rectMode to RADIUS\nfill(255); // Set fill to white\nrect(50, 50, 30, 30); // Draw white rect using RADIUS mode\n\nrectMode(CENTER); // Set rectMode to CENTER\nfill(100); // Set fill to gray\nrect(50, 50, 30, 30); // Draw gray rect using CENTER mode\n
\nDraws all geometry with smooth (anti-aliased) edges. smooth() will also\nimprove image quality of resized images. Note that smooth() is active by\ndefault in 2D mode; noSmooth() can be used to disable smoothing of geometry,\nimages, and fonts. In 3D mode, noSmooth() is enabled\nby default, so it is necessary to call smooth() if you would like\nsmooth (antialiased) edges on your geometry.
\n', + itemtype: 'method', + name: 'smooth', + chainable: 1, + example: [ + '\n\nbackground(0);\nnoStroke();\nsmooth();\nellipse(30, 48, 36, 36);\nnoSmooth();\nellipse(70, 48, 36, 36);\n
\nSets the style for rendering line endings. These ends are either squared,\nextended, or rounded, each of which specified with the corresponding\nparameters: SQUARE, PROJECT, and ROUND. The default cap is ROUND.
\n', + itemtype: 'method', + name: 'strokeCap', + params: [ + { + name: 'cap', + description: 'either SQUARE, PROJECT, or ROUND
\n', + type: 'Constant' + } + ], + chainable: 1, + example: [ + '\n\nstrokeWeight(12.0);\nstrokeCap(ROUND);\nline(20, 30, 80, 30);\nstrokeCap(SQUARE);\nline(20, 50, 80, 50);\nstrokeCap(PROJECT);\nline(20, 70, 80, 70);\n
\nSets the style of the joints which connect line segments. These joints\nare either mitered, beveled, or rounded and specified with the\ncorresponding parameters MITER, BEVEL, and ROUND. The default joint is\nMITER.
\n', + itemtype: 'method', + name: 'strokeJoin', + params: [ + { + name: 'join', + description: 'either MITER, BEVEL, ROUND
\n', + type: 'Constant' + } + ], + chainable: 1, + example: [ + '\n\nnoFill();\nstrokeWeight(10.0);\nstrokeJoin(MITER);\nbeginShape();\nvertex(35, 20);\nvertex(65, 50);\nvertex(35, 80);\nendShape();\n
\n\nnoFill();\nstrokeWeight(10.0);\nstrokeJoin(BEVEL);\nbeginShape();\nvertex(35, 20);\nvertex(65, 50);\nvertex(35, 80);\nendShape();\n
\n\nnoFill();\nstrokeWeight(10.0);\nstrokeJoin(ROUND);\nbeginShape();\nvertex(35, 20);\nvertex(65, 50);\nvertex(35, 80);\nendShape();\n
\nSets the width of the stroke used for lines, points, and the border\naround shapes. All widths are set in units of pixels.
\n', + itemtype: 'method', + name: 'strokeWeight', + params: [ + { + name: 'weight', + description: 'the weight (in pixels) of the stroke
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + '\n\nstrokeWeight(1); // Default\nline(20, 20, 80, 20);\nstrokeWeight(4); // Thicker\nline(20, 40, 80, 40);\nstrokeWeight(10); // Beastly\nline(20, 70, 80, 70);\n
\nDraws a cubic Bezier curve on the screen. These curves are defined by a\nseries of anchor and control points. The first two parameters specify\nthe first anchor point and the last two parameters specify the other\nanchor point, which become the first and last points on the curve. The\nmiddle parameters specify the two control points which define the shape\nof the curve. Approximately speaking, control points "pull" the curve\ntowards them.
Bezier curves were developed by French\nautomotive engineer Pierre Bezier, and are commonly used in computer\ngraphics to define gently sloping curves. See also curve().
\nnoFill();\nstroke(255, 102, 0);\nline(85, 20, 10, 10);\nline(90, 90, 15, 80);\nstroke(0, 0, 0);\nbezier(85, 20, 10, 10, 90, 90, 15, 80);\n
\n\nbackground(0, 0, 0);\nnoFill();\nstroke(255);\nbezier(250, 250, 0, 100, 100, 0, 100, 0, 0, 0, 100, 0);\n
\nx-coordinate for the first anchor point
\n', + type: 'Number' + }, + { + name: 'y1', + description: 'y-coordinate for the first anchor point
\n', + type: 'Number' + }, + { + name: 'x2', + description: 'x-coordinate for the first control point
\n', + type: 'Number' + }, + { + name: 'y2', + description: 'y-coordinate for the first control point
\n', + type: 'Number' + }, + { + name: 'x3', + description: 'x-coordinate for the second control point
\n', + type: 'Number' + }, + { + name: 'y3', + description: 'y-coordinate for the second control point
\n', + type: 'Number' + }, + { + name: 'x4', + description: 'x-coordinate for the second anchor point
\n', + type: 'Number' + }, + { + name: 'y4', + description: 'y-coordinate for the second anchor point
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 66, + params: [ + { + name: 'x1', + description: '', + type: 'Number' + }, + { + name: 'y1', + description: '', + type: 'Number' + }, + { + name: 'z1', + description: 'z-coordinate for the first anchor point
\n', + type: 'Number' + }, + { + name: 'x2', + description: '', + type: 'Number' + }, + { + name: 'y2', + description: '', + type: 'Number' + }, + { + name: 'z2', + description: 'z-coordinate for the first control point
\n', + type: 'Number' + }, + { + name: 'x3', + description: '', + type: 'Number' + }, + { + name: 'y3', + description: '', + type: 'Number' + }, + { + name: 'z3', + description: 'z-coordinate for the second control point
\n', + type: 'Number' + }, + { + name: 'x4', + description: '', + type: 'Number' + }, + { + name: 'y4', + description: '', + type: 'Number' + }, + { + name: 'z4', + description: 'z-coordinate for the second anchor point
\n', + type: 'Number' + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/core/shape/curves.js', + line: 96, + description: + 'Sets the resolution at which Beziers display.
\nThe default value is 20.
\nThis function is only useful when using the WEBGL renderer\nas the default canvas renderer does not use this information.
\n', + itemtype: 'method', + name: 'bezierDetail', + params: [ + { + name: 'detail', + description: 'resolution of the curves
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + "\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n noFill();\n\n bezierDetail(5);\n}\n\nfunction draw() {\n background(200);\n\n bezier(-40, -40, 0,\n 90, -40, 0,\n -90, 40, 0,\n 40, 40, 0);\n}\n
\nEvaluates the Bezier at position t for points a, b, c, d.\nThe parameters a and d are the first and last points\non the curve, and b and c are the control points.\nThe final parameter t varies between 0 and 1.\nThis can be done once with the x coordinates and a second time\nwith the y coordinates to get the location of a bezier curve at t.
\n', + itemtype: 'method', + name: 'bezierPoint', + params: [ + { + name: 'a', + description: 'coordinate of first point on the curve
\n', + type: 'Number' + }, + { + name: 'b', + description: 'coordinate of first control point
\n', + type: 'Number' + }, + { + name: 'c', + description: 'coordinate of second control point
\n', + type: 'Number' + }, + { + name: 'd', + description: 'coordinate of second point on the curve
\n', + type: 'Number' + }, + { + name: 't', + description: 'value between 0 and 1
\n', + type: 'Number' + } + ], + return: { + description: 'the value of the Bezier at position t', + type: 'Number' + }, + example: [ + '\n\nnoFill();\nlet x1 = 85,\n x2 = 10,\n x3 = 90,\n x4 = 15;\nlet y1 = 20,\n y2 = 10,\n y3 = 90,\n y4 = 80;\nbezier(x1, y1, x2, y2, x3, y3, x4, y4);\nfill(255);\nlet steps = 10;\nfor (let i = 0; i <= steps; i++) {\n let t = i / steps;\n let x = bezierPoint(x1, x2, x3, x4, t);\n let y = bezierPoint(y1, y2, y3, y4, t);\n ellipse(x, y, 5, 5);\n}\n
\nEvaluates the tangent to the Bezier at position t for points a, b, c, d.\nThe parameters a and d are the first and last points\non the curve, and b and c are the control points.\nThe final parameter t varies between 0 and 1.
\n', + itemtype: 'method', + name: 'bezierTangent', + params: [ + { + name: 'a', + description: 'coordinate of first point on the curve
\n', + type: 'Number' + }, + { + name: 'b', + description: 'coordinate of first control point
\n', + type: 'Number' + }, + { + name: 'c', + description: 'coordinate of second control point
\n', + type: 'Number' + }, + { + name: 'd', + description: 'coordinate of second point on the curve
\n', + type: 'Number' + }, + { + name: 't', + description: 'value between 0 and 1
\n', + type: 'Number' + } + ], + return: { + description: 'the tangent at position t', + type: 'Number' + }, + example: [ + '\n\nnoFill();\nbezier(85, 20, 10, 10, 90, 90, 15, 80);\nlet steps = 6;\nfill(255);\nfor (let i = 0; i <= steps; i++) {\n let t = i / steps;\n // Get the location of the point\n let x = bezierPoint(85, 10, 90, 15, t);\n let y = bezierPoint(20, 10, 90, 80, t);\n // Get the tangent points\n let tx = bezierTangent(85, 10, 90, 15, t);\n let ty = bezierTangent(20, 10, 90, 80, t);\n // Calculate an angle from the tangent points\n let a = atan2(ty, tx);\n a += PI;\n stroke(255, 102, 0);\n line(x, y, cos(a) * 30 + x, sin(a) * 30 + y);\n // The following line of code makes a line\n // inverse of the above line\n //line(x, y, cos(a)*-30 + x, sin(a)*-30 + y);\n stroke(0);\n ellipse(x, y, 5, 5);\n}\n
\n\nnoFill();\nbezier(85, 20, 10, 10, 90, 90, 15, 80);\nstroke(255, 102, 0);\nlet steps = 16;\nfor (let i = 0; i <= steps; i++) {\n let t = i / steps;\n let x = bezierPoint(85, 10, 90, 15, t);\n let y = bezierPoint(20, 10, 90, 80, t);\n let tx = bezierTangent(85, 10, 90, 15, t);\n let ty = bezierTangent(20, 10, 90, 80, t);\n let a = atan2(ty, tx);\n a -= HALF_PI;\n line(x, y, cos(a) * 8 + x, sin(a) * 8 + y);\n}\n
\nDraws a curved line on the screen between two points, given as the\nmiddle four parameters. The first two parameters are a control point, as\nif the curve came from this point even though it's not drawn. The last\ntwo parameters similarly describe the other control point.
\nLonger curves can be created by putting a series of curve() functions\ntogether or using curveVertex(). An additional function called\ncurveTightness() provides control for the visual quality of the curve.\nThe curve() function is an implementation of Catmull-Rom splines.
\nnoFill();\nstroke(255, 102, 0);\ncurve(5, 26, 5, 26, 73, 24, 73, 61);\nstroke(0);\ncurve(5, 26, 73, 24, 73, 61, 15, 65);\nstroke(255, 102, 0);\ncurve(73, 24, 73, 61, 15, 65, 15, 65);\n
\n\n// Define the curve points as JavaScript objects\nlet p1 = { x: 5, y: 26 },\n p2 = { x: 73, y: 24 };\nlet p3 = { x: 73, y: 61 },\n p4 = { x: 15, y: 65 };\nnoFill();\nstroke(255, 102, 0);\ncurve(p1.x, p1.y, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);\nstroke(0);\ncurve(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y);\nstroke(255, 102, 0);\ncurve(p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, p4.x, p4.y);\n
\n\nnoFill();\nstroke(255, 102, 0);\ncurve(5, 26, 0, 5, 26, 0, 73, 24, 0, 73, 61, 0);\nstroke(0);\ncurve(5, 26, 0, 73, 24, 0, 73, 61, 0, 15, 65, 0);\nstroke(255, 102, 0);\ncurve(73, 24, 0, 73, 61, 0, 15, 65, 0, 15, 65, 0);\n
\nx-coordinate for the beginning control point
\n', + type: 'Number' + }, + { + name: 'y1', + description: + 'y-coordinate for the beginning control point
\n', + type: 'Number' + }, + { + name: 'x2', + description: 'x-coordinate for the first point
\n', + type: 'Number' + }, + { + name: 'y2', + description: 'y-coordinate for the first point
\n', + type: 'Number' + }, + { + name: 'x3', + description: 'x-coordinate for the second point
\n', + type: 'Number' + }, + { + name: 'y3', + description: 'y-coordinate for the second point
\n', + type: 'Number' + }, + { + name: 'x4', + description: 'x-coordinate for the ending control point
\n', + type: 'Number' + }, + { + name: 'y4', + description: 'y-coordinate for the ending control point
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 338, + params: [ + { + name: 'x1', + description: '', + type: 'Number' + }, + { + name: 'y1', + description: '', + type: 'Number' + }, + { + name: 'z1', + description: + 'z-coordinate for the beginning control point
\n', + type: 'Number' + }, + { + name: 'x2', + description: '', + type: 'Number' + }, + { + name: 'y2', + description: '', + type: 'Number' + }, + { + name: 'z2', + description: 'z-coordinate for the first point
\n', + type: 'Number' + }, + { + name: 'x3', + description: '', + type: 'Number' + }, + { + name: 'y3', + description: '', + type: 'Number' + }, + { + name: 'z3', + description: 'z-coordinate for the second point
\n', + type: 'Number' + }, + { + name: 'x4', + description: '', + type: 'Number' + }, + { + name: 'y4', + description: '', + type: 'Number' + }, + { + name: 'z4', + description: 'z-coordinate for the ending control point
\n', + type: 'Number' + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/core/shape/curves.js', + line: 364, + description: + 'Sets the resolution at which curves display.
\nThe default value is 20 while the minimum value is 3.
\nThis function is only useful when using the WEBGL renderer\nas the default canvas renderer does not use this\ninformation.
\n', + itemtype: 'method', + name: 'curveDetail', + params: [ + { + name: 'resolution', + description: 'resolution of the curves
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + "\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n\n curveDetail(5);\n}\nfunction draw() {\n background(200);\n\n curve(250, 600, 0, -30, 40, 0, 30, 30, 0, -250, 600, 0);\n}\n
\nModifies the quality of forms created with curve() and curveVertex().\nThe parameter tightness determines how the curve fits to the vertex\npoints. The value 0.0 is the default value for tightness (this value\ndefines the curves to be Catmull-Rom splines) and the value 1.0 connects\nall the points with straight lines. Values within the range -5.0 and 5.0\nwill deform the curves but will leave them recognizable and as values\nincrease in magnitude, they will continue to deform.
\n', + itemtype: 'method', + name: 'curveTightness', + params: [ + { + name: 'amount', + description: + 'amount of deformation from the original vertices
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + '\n\n// Move the mouse left and right to see the curve change\n\nfunction setup() {\n createCanvas(100, 100);\n noFill();\n}\n\nfunction draw() {\n background(204);\n let t = map(mouseX, 0, width, -5, 5);\n curveTightness(t);\n beginShape();\n curveVertex(10, 26);\n curveVertex(10, 26);\n curveVertex(83, 24);\n curveVertex(83, 61);\n curveVertex(25, 65);\n curveVertex(25, 65);\n endShape();\n}\n
\nEvaluates the curve at position t for points a, b, c, d.\nThe parameter t varies between 0 and 1, a and d are control points\nof the curve, and b and c are the start and end points of the curve.\nThis can be done once with the x coordinates and a second time\nwith the y coordinates to get the location of a curve at t.
\n', + itemtype: 'method', + name: 'curvePoint', + params: [ + { + name: 'a', + description: 'coordinate of first control point of the curve
\n', + type: 'Number' + }, + { + name: 'b', + description: 'coordinate of first point
\n', + type: 'Number' + }, + { + name: 'c', + description: 'coordinate of second point
\n', + type: 'Number' + }, + { + name: 'd', + description: 'coordinate of second control point
\n', + type: 'Number' + }, + { + name: 't', + description: 'value between 0 and 1
\n', + type: 'Number' + } + ], + return: { + description: 'bezier value at position t', + type: 'Number' + }, + example: [ + '\n\nnoFill();\ncurve(5, 26, 5, 26, 73, 24, 73, 61);\ncurve(5, 26, 73, 24, 73, 61, 15, 65);\nfill(255);\nellipseMode(CENTER);\nlet steps = 6;\nfor (let i = 0; i <= steps; i++) {\n let t = i / steps;\n let x = curvePoint(5, 5, 73, 73, t);\n let y = curvePoint(26, 26, 24, 61, t);\n ellipse(x, y, 5, 5);\n x = curvePoint(5, 73, 73, 15, t);\n y = curvePoint(26, 24, 61, 65, t);\n ellipse(x, y, 5, 5);\n}\n
\nEvaluates the tangent to the curve at position t for points a, b, c, d.\nThe parameter t varies between 0 and 1, a and d are points on the curve,\nand b and c are the control points.
\n', + itemtype: 'method', + name: 'curveTangent', + params: [ + { + name: 'a', + description: 'coordinate of first point on the curve
\n', + type: 'Number' + }, + { + name: 'b', + description: 'coordinate of first control point
\n', + type: 'Number' + }, + { + name: 'c', + description: 'coordinate of second control point
\n', + type: 'Number' + }, + { + name: 'd', + description: 'coordinate of second point on the curve
\n', + type: 'Number' + }, + { + name: 't', + description: 'value between 0 and 1
\n', + type: 'Number' + } + ], + return: { + description: 'the tangent at position t', + type: 'Number' + }, + example: [ + '\n\nnoFill();\ncurve(5, 26, 73, 24, 73, 61, 15, 65);\nlet steps = 6;\nfor (let i = 0; i <= steps; i++) {\n let t = i / steps;\n let x = curvePoint(5, 73, 73, 15, t);\n let y = curvePoint(26, 24, 61, 65, t);\n //ellipse(x, y, 5, 5);\n let tx = curveTangent(5, 73, 73, 15, t);\n let ty = curveTangent(26, 24, 61, 65, t);\n let a = atan2(ty, tx);\n a -= PI / 2.0;\n line(x, y, cos(a) * 8 + x, sin(a) * 8 + y);\n}\n
\nUse the beginContour() and endContour() functions to create negative\nshapes within shapes such as the center of the letter 'O'. beginContour()\nbegins recording vertices for the shape and endContour() stops recording.\nThe vertices that define a negative shape must "wind" in the opposite\ndirection from the exterior shape. First draw vertices for the exterior\nclockwise order, then for internal shapes, draw vertices\nshape in counter-clockwise.\n
\nThese functions can only be used within a beginShape()/endShape() pair and\ntransformations such as translate(), rotate(), and scale() do not work\nwithin a beginContour()/endContour() pair. It is also not possible to use\nother shapes, such as ellipse() or rect() within.
\ntranslate(50, 50);\nstroke(255, 0, 0);\nbeginShape();\n// Exterior part of shape, clockwise winding\nvertex(-40, -40);\nvertex(40, -40);\nvertex(40, 40);\nvertex(-40, 40);\n// Interior part of shape, counter-clockwise winding\nbeginContour();\nvertex(-20, -20);\nvertex(-20, 20);\nvertex(20, 20);\nvertex(20, -20);\nendContour();\nendShape(CLOSE);\n
\nUsing the beginShape() and endShape() functions allow creating more\ncomplex forms. beginShape() begins recording vertices for a shape and\nendShape() stops recording. The value of the kind parameter tells it which\ntypes of shapes to create from the provided vertices. With no mode\nspecified, the shape can be any irregular polygon.\n
\nThe parameters available for beginShape() are POINTS, LINES, TRIANGLES,\nTRIANGLE_FAN, TRIANGLE_STRIP, QUADS, and QUAD_STRIP. After calling the\nbeginShape() function, a series of vertex() commands must follow. To stop\ndrawing the shape, call endShape(). Each shape will be outlined with the\ncurrent stroke color and filled with the fill color.\n
\nTransformations such as translate(), rotate(), and scale() do not work\nwithin beginShape(). It is also not possible to use other shapes, such as\nellipse() or rect() within beginShape().
either POINTS, LINES, TRIANGLES, TRIANGLE_FAN\n TRIANGLE_STRIP, QUADS, or QUAD_STRIP
\n', + type: 'Constant', + optional: true + } + ], + chainable: 1, + example: [ + '\n\nbeginShape();\nvertex(30, 20);\nvertex(85, 20);\nvertex(85, 75);\nvertex(30, 75);\nendShape(CLOSE);\n
\n\nbeginShape(POINTS);\nvertex(30, 20);\nvertex(85, 20);\nvertex(85, 75);\nvertex(30, 75);\nendShape();\n
\n\nbeginShape(LINES);\nvertex(30, 20);\nvertex(85, 20);\nvertex(85, 75);\nvertex(30, 75);\nendShape();\n
\n\nnoFill();\nbeginShape();\nvertex(30, 20);\nvertex(85, 20);\nvertex(85, 75);\nvertex(30, 75);\nendShape();\n
\n\nnoFill();\nbeginShape();\nvertex(30, 20);\nvertex(85, 20);\nvertex(85, 75);\nvertex(30, 75);\nendShape(CLOSE);\n
\n\nbeginShape(TRIANGLES);\nvertex(30, 75);\nvertex(40, 20);\nvertex(50, 75);\nvertex(60, 20);\nvertex(70, 75);\nvertex(80, 20);\nendShape();\n
\n\nbeginShape(TRIANGLE_STRIP);\nvertex(30, 75);\nvertex(40, 20);\nvertex(50, 75);\nvertex(60, 20);\nvertex(70, 75);\nvertex(80, 20);\nvertex(90, 75);\nendShape();\n
\n\nbeginShape(TRIANGLE_FAN);\nvertex(57.5, 50);\nvertex(57.5, 15);\nvertex(92, 50);\nvertex(57.5, 85);\nvertex(22, 50);\nvertex(57.5, 15);\nendShape();\n
\n\nbeginShape(QUADS);\nvertex(30, 20);\nvertex(30, 75);\nvertex(50, 75);\nvertex(50, 20);\nvertex(65, 20);\nvertex(65, 75);\nvertex(85, 75);\nvertex(85, 20);\nendShape();\n
\n\nbeginShape(QUAD_STRIP);\nvertex(30, 20);\nvertex(30, 75);\nvertex(50, 20);\nvertex(50, 75);\nvertex(65, 20);\nvertex(65, 75);\nvertex(85, 20);\nvertex(85, 75);\nendShape();\n
\n\nbeginShape();\nvertex(20, 20);\nvertex(40, 20);\nvertex(40, 40);\nvertex(60, 40);\nvertex(60, 60);\nvertex(20, 60);\nendShape(CLOSE);\n
\nSpecifies vertex coordinates for Bezier curves. Each call to\nbezierVertex() defines the position of two control points and\none anchor point of a Bezier curve, adding a new segment to a\nline or shape. For WebGL mode bezierVertex() can be used in 2D\nas well as 3D mode. 2D mode expects 6 parameters, while 3D mode\nexpects 9 parameters (including z coordinates).\n
\nThe first time bezierVertex() is used within a beginShape()\ncall, it must be prefaced with a call to vertex() to set the first anchor\npoint. This function must be used between beginShape() and endShape()\nand only when there is no MODE or POINTS parameter specified to\nbeginShape().
\nnoFill();\nbeginShape();\nvertex(30, 20);\nbezierVertex(80, 0, 80, 75, 30, 75);\nendShape();\n
\n\nbeginShape();\nvertex(30, 20);\nbezierVertex(80, 0, 80, 75, 30, 75);\nbezierVertex(50, 80, 60, 25, 30, 20);\nendShape();\n
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n setAttributes('antialias', true);\n}\nfunction draw() {\n orbitControl();\n background(50);\n strokeWeight(4);\n stroke(255);\n point(-25, 30);\n point(25, 30);\n point(25, -30);\n point(-25, -30);\n\n strokeWeight(1);\n noFill();\n\n beginShape();\n vertex(-25, 30);\n bezierVertex(25, 30, 25, -30, -25, -30);\n endShape();\n\n beginShape();\n vertex(-25, 30, 20);\n bezierVertex(25, 30, 20, 25, -30, 20, -25, -30, 20);\n endShape();\n}\n
\nx-coordinate for the first control point
\n', + type: 'Number' + }, + { + name: 'y2', + description: 'y-coordinate for the first control point
\n', + type: 'Number' + }, + { + name: 'x3', + description: 'x-coordinate for the second control point
\n', + type: 'Number' + }, + { + name: 'y3', + description: 'y-coordinate for the second control point
\n', + type: 'Number' + }, + { + name: 'x4', + description: 'x-coordinate for the anchor point
\n', + type: 'Number' + }, + { + name: 'y4', + description: 'y-coordinate for the anchor point
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 358, + params: [ + { + name: 'x2', + description: '', + type: 'Number' + }, + { + name: 'y2', + description: '', + type: 'Number' + }, + { + name: 'z2', + description: + 'z-coordinate for the first control point (for WebGL mode)
\n', + type: 'Number' + }, + { + name: 'x3', + description: '', + type: 'Number' + }, + { + name: 'y3', + description: '', + type: 'Number' + }, + { + name: 'z3', + description: + 'z-coordinate for the second control point (for WebGL mode)
\n', + type: 'Number' + }, + { + name: 'x4', + description: '', + type: 'Number' + }, + { + name: 'y4', + description: '', + type: 'Number' + }, + { + name: 'z4', + description: + 'z-coordinate for the anchor point (for WebGL mode)
\n', + type: 'Number' + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/core/shape/vertex.js', + line: 398, + description: + 'Specifies vertex coordinates for curves. This function may only\nbe used between beginShape() and endShape() and only when there\nis no MODE parameter specified to beginShape().\nFor WebGL mode curveVertex() can be used in 2D as well as 3D mode.\n2D mode expects 2 parameters, while 3D mode expects 3 parameters.\n
\nThe first and last points in a series of curveVertex() lines will be used to\nguide the beginning and end of a the curve. A minimum of four\npoints is required to draw a tiny curve between the second and\nthird points. Adding a fifth point with curveVertex() will draw\nthe curve between the second, third, and fourth points. The\ncurveVertex() function is an implementation of Catmull-Rom\nsplines.
\nstrokeWeight(5);\npoint(84, 91);\npoint(68, 19);\npoint(21, 17);\npoint(32, 91);\nstrokeWeight(1);\n\nnoFill();\nbeginShape();\ncurveVertex(84, 91);\ncurveVertex(84, 91);\ncurveVertex(68, 19);\ncurveVertex(21, 17);\ncurveVertex(32, 91);\ncurveVertex(32, 91);\nendShape();\n
\nx-coordinate of the vertex
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y-coordinate of the vertex
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 443, + params: [ + { + name: 'x', + description: '', + type: 'Number' + }, + { + name: 'y', + description: '', + type: 'Number' + }, + { + name: 'z', + description: 'z-coordinate of the vertex (for WebGL mode)
\n', + type: 'Number', + optional: true + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/core/shape/vertex.js', + line: 508, + description: + 'Use the beginContour() and endContour() functions to create negative\nshapes within shapes such as the center of the letter 'O'. beginContour()\nbegins recording vertices for the shape and endContour() stops recording.\nThe vertices that define a negative shape must "wind" in the opposite\ndirection from the exterior shape. First draw vertices for the exterior\nclockwise order, then for internal shapes, draw vertices\nshape in counter-clockwise.\n
\nThese functions can only be used within a beginShape()/endShape() pair and\ntransformations such as translate(), rotate(), and scale() do not work\nwithin a beginContour()/endContour() pair. It is also not possible to use\nother shapes, such as ellipse() or rect() within.
\ntranslate(50, 50);\nstroke(255, 0, 0);\nbeginShape();\n// Exterior part of shape, clockwise winding\nvertex(-40, -40);\nvertex(40, -40);\nvertex(40, 40);\nvertex(-40, 40);\n// Interior part of shape, counter-clockwise winding\nbeginContour();\nvertex(-20, -20);\nvertex(-20, 20);\nvertex(20, 20);\nvertex(20, -20);\nendContour();\nendShape(CLOSE);\n
\nThe endShape() function is the companion to beginShape() and may only be\ncalled after beginShape(). When endshape() is called, all of image data\ndefined since the previous call to beginShape() is written into the image\nbuffer. The constant CLOSE as the value for the MODE parameter to close\nthe shape (to connect the beginning and the end).
\n', + itemtype: 'method', + name: 'endShape', + params: [ + { + name: 'mode', + description: 'use CLOSE to close the shape
\n', + type: 'Constant', + optional: true + } + ], + chainable: 1, + example: [ + '\n\nnoFill();\n\nbeginShape();\nvertex(20, 20);\nvertex(45, 20);\nvertex(45, 80);\nendShape(CLOSE);\n\nbeginShape();\nvertex(50, 20);\nvertex(75, 20);\nvertex(75, 80);\nendShape();\n
\nSpecifies vertex coordinates for quadratic Bezier curves. Each call to\nquadraticVertex() defines the position of one control points and one\nanchor point of a Bezier curve, adding a new segment to a line or shape.\nThe first time quadraticVertex() is used within a beginShape() call, it\nmust be prefaced with a call to vertex() to set the first anchor point.\nFor WebGL mode quadraticVertex() can be used in 2D as well as 3D mode.\n2D mode expects 4 parameters, while 3D mode expects 6 parameters\n(including z coordinates).\n
\nThis function must be used between beginShape() and endShape()\nand only when there is no MODE or POINTS parameter specified to\nbeginShape().
\nstrokeWeight(5);\npoint(20, 20);\npoint(80, 20);\npoint(50, 50);\n\nnoFill();\nstrokeWeight(1);\nbeginShape();\nvertex(20, 20);\nquadraticVertex(80, 20, 50, 50);\nendShape();\n
\n\nstrokeWeight(5);\npoint(20, 20);\npoint(80, 20);\npoint(50, 50);\n\npoint(20, 80);\npoint(80, 80);\npoint(80, 60);\n\nnoFill();\nstrokeWeight(1);\nbeginShape();\nvertex(20, 20);\nquadraticVertex(80, 20, 50, 50);\nquadraticVertex(20, 80, 80, 80);\nvertex(80, 60);\nendShape();\n
\nx-coordinate for the control point
\n', + type: 'Number' + }, + { + name: 'cy', + description: 'y-coordinate for the control point
\n', + type: 'Number' + }, + { + name: 'x3', + description: 'x-coordinate for the anchor point
\n', + type: 'Number' + }, + { + name: 'y3', + description: 'y-coordinate for the anchor point
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 720, + params: [ + { + name: 'cx', + description: '', + type: 'Number' + }, + { + name: 'cy', + description: '', + type: 'Number' + }, + { + name: 'cz', + description: + 'z-coordinate for the control point (for WebGL mode)
\n', + type: 'Number' + }, + { + name: 'x3', + description: '', + type: 'Number' + }, + { + name: 'y3', + description: '', + type: 'Number' + }, + { + name: 'z3', + description: + 'z-coordinate for the anchor point (for WebGL mode)
\n', + type: 'Number' + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/core/shape/vertex.js', + line: 813, + description: + 'All shapes are constructed by connecting a series of vertices. vertex()\nis used to specify the vertex coordinates for points, lines, triangles,\nquads, and polygons. It is used exclusively within the beginShape() and\nendShape() functions.
\n', + itemtype: 'method', + name: 'vertex', + chainable: 1, + example: [ + "\n\nstrokeWeight(3);\nbeginShape(POINTS);\nvertex(30, 20);\nvertex(85, 20);\nvertex(85, 75);\nvertex(30, 75);\nendShape();\n
\n\ncreateCanvas(100, 100, WEBGL);\nbackground(240, 240, 240);\nfill(237, 34, 93);\nnoStroke();\nbeginShape();\nvertex(0, 35);\nvertex(35, 0);\nvertex(0, -35);\nvertex(-35, 0);\nendShape();\n
\n\ncreateCanvas(100, 100, WEBGL);\nbackground(240, 240, 240);\nfill(237, 34, 93);\nnoStroke();\nbeginShape();\nvertex(-10, 10);\nvertex(0, 35);\nvertex(10, 10);\nvertex(35, 0);\nvertex(10, -8);\nvertex(0, -35);\nvertex(-10, -8);\nvertex(-35, 0);\nendShape();\n
\n\nstrokeWeight(3);\nstroke(237, 34, 93);\nbeginShape(LINES);\nvertex(10, 35);\nvertex(90, 35);\nvertex(10, 65);\nvertex(90, 65);\nvertex(35, 10);\nvertex(35, 90);\nvertex(65, 10);\nvertex(65, 90);\nendShape();\n
\n\n// Click to change the number of sides.\n// In WebGL mode, custom shapes will only\n// display hollow fill sections when\n// all calls to vertex() use the same z-value.\n\nlet sides = 3;\nlet angle, px, py;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n setAttributes('antialias', true);\n fill(237, 34, 93);\n strokeWeight(3);\n}\n\nfunction draw() {\n background(200);\n rotateX(frameCount * 0.01);\n rotateZ(frameCount * 0.01);\n ngon(sides, 0, 0, 80);\n}\n\nfunction mouseClicked() {\n if (sides > 6) {\n sides = 3;\n } else {\n sides++;\n }\n}\n\nfunction ngon(n, x, y, d) {\n beginShape();\n for (var i = 0; i < n + 1; i++) {\n angle = TWO_PI / n * i;\n px = x + sin(angle) * d / 2;\n py = y - cos(angle) * d / 2;\n vertex(px, py, 0);\n }\n for (i = 0; i < n + 1; i++) {\n angle = TWO_PI / n * i;\n px = x + sin(angle) * d / 4;\n py = y - cos(angle) * d / 4;\n vertex(px, py, 0);\n }\n endShape();\n}\n
\nx-coordinate of the vertex
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y-coordinate of the vertex
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 945, + params: [ + { + name: 'x', + description: '', + type: 'Number' + }, + { + name: 'y', + description: '', + type: 'Number' + }, + { + name: 'z', + description: 'z-coordinate of the vertex
\n', + type: 'Number' + }, + { + name: 'u', + description: 'the vertex's texture u-coordinate
\n', + type: 'Number', + optional: true + }, + { + name: 'v', + description: 'the vertex's texture v-coordinate
\n', + type: 'Number', + optional: true + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/core/constants.js', + line: 13, + description: 'The default, two-dimensional renderer.
\n', + itemtype: 'property', + name: 'P2D', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 19, + description: + 'One of the two render modes in p5.js: P2D (default renderer) and WEBGL\nEnables 3D render by introducing the third dimension: Z
\n', + itemtype: 'property', + name: 'WEBGL', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 28, + itemtype: 'property', + name: 'ARROW', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 33, + itemtype: 'property', + name: 'CROSS', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 38, + itemtype: 'property', + name: 'HAND', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 43, + itemtype: 'property', + name: 'MOVE', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 48, + itemtype: 'property', + name: 'TEXT', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 53, + itemtype: 'property', + name: 'WAIT', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 61, + description: + 'HALF_PI is a mathematical constant with the value\n1.57079632679489661923. It is half the ratio of the\ncircumference of a circle to its diameter. It is useful in\ncombination with the trigonometric functions sin() and cos().
\n', + itemtype: 'property', + name: 'HALF_PI', + type: 'Number', + final: 1, + example: ['\n\narc(50, 50, 80, 80, 0, HALF_PI);\n
PI is a mathematical constant with the value\n3.14159265358979323846. It is the ratio of the circumference\nof a circle to its diameter. It is useful in combination with\nthe trigonometric functions sin() and cos().
\n', + itemtype: 'property', + name: 'PI', + type: 'Number', + final: 1, + example: ['\n\narc(50, 50, 80, 80, 0, PI);\n
QUARTER_PI is a mathematical constant with the value 0.7853982.\nIt is one quarter the ratio of the circumference of a circle to\nits diameter. It is useful in combination with the trigonometric\nfunctions sin() and cos().
\n', + itemtype: 'property', + name: 'QUARTER_PI', + type: 'Number', + final: 1, + example: [ + '\n\narc(50, 50, 80, 80, 0, QUARTER_PI);\n
TAU is an alias for TWO_PI, a mathematical constant with the\nvalue 6.28318530717958647693. It is twice the ratio of the\ncircumference of a circle to its diameter. It is useful in\ncombination with the trigonometric functions sin() and cos().
\n', + itemtype: 'property', + name: 'TAU', + type: 'Number', + final: 1, + example: ['\n\narc(50, 50, 80, 80, 0, TAU);\n
TWO_PI is a mathematical constant with the value\n6.28318530717958647693. It is twice the ratio of the\ncircumference of a circle to its diameter. It is useful in\ncombination with the trigonometric functions sin() and cos().
\n', + itemtype: 'property', + name: 'TWO_PI', + type: 'Number', + final: 1, + example: ['\n\narc(50, 50, 80, 80, 0, TWO_PI);\n
Constant to be used with angleMode() function, to set the mode which\np5.js interprates and calculates angles (either DEGREES or RADIANS).
\n', + itemtype: 'property', + name: 'DEGREES', + type: 'String', + final: 1, + example: [ + "\n\nfunction setup() {\n angleMode(DEGREES);\n}\n
Constant to be used with angleMode() function, to set the mode which\np5.js interprates and calculates angles (either RADIANS or DEGREES).
\n', + itemtype: 'property', + name: 'RADIANS', + type: 'String', + final: 1, + example: [ + "\n\nfunction setup() {\n angleMode(RADIANS);\n}\n
AUTO allows us to automatically set the width or height of an element (but not both),\nbased on the current height and width of the element. Only one parameter can\nbe passed to the size function as AUTO, at a time.
\n', + itemtype: 'property', + name: 'AUTO', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 380, + itemtype: 'property', + name: 'BLEND', + type: 'String', + final: 1, + default: 'source-over', + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 386, + itemtype: 'property', + name: 'ADD', + type: 'String', + final: 1, + default: 'lighter', + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 394, + itemtype: 'property', + name: 'DARKEST', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 399, + itemtype: 'property', + name: 'LIGHTEST', + type: 'String', + final: 1, + default: 'lighten', + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 405, + itemtype: 'property', + name: 'DIFFERENCE', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 410, + itemtype: 'property', + name: 'SUBTRACT', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 415, + itemtype: 'property', + name: 'EXCLUSION', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 420, + itemtype: 'property', + name: 'MULTIPLY', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 425, + itemtype: 'property', + name: 'SCREEN', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 430, + itemtype: 'property', + name: 'REPLACE', + type: 'String', + final: 1, + default: 'copy', + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 436, + itemtype: 'property', + name: 'OVERLAY', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 441, + itemtype: 'property', + name: 'HARD_LIGHT', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 446, + itemtype: 'property', + name: 'SOFT_LIGHT', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 451, + itemtype: 'property', + name: 'DODGE', + type: 'String', + final: 1, + default: 'color-dodge', + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 457, + itemtype: 'property', + name: 'BURN', + type: 'String', + final: 1, + default: 'color-burn', + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 465, + itemtype: 'property', + name: 'THRESHOLD', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 470, + itemtype: 'property', + name: 'GRAY', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 475, + itemtype: 'property', + name: 'OPAQUE', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 480, + itemtype: 'property', + name: 'INVERT', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 485, + itemtype: 'property', + name: 'POSTERIZE', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 490, + itemtype: 'property', + name: 'DILATE', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 495, + itemtype: 'property', + name: 'ERODE', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 500, + itemtype: 'property', + name: 'BLUR', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 507, + itemtype: 'property', + name: 'NORMAL', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 512, + itemtype: 'property', + name: 'ITALIC', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 517, + itemtype: 'property', + name: 'BOLD', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 522, + itemtype: 'property', + name: 'BOLDITALIC', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 547, + itemtype: 'property', + name: 'IMAGE', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 561, + itemtype: 'property', + name: 'LANDSCAPE', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 566, + itemtype: 'property', + name: 'PORTRAIT', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 576, + itemtype: 'property', + name: 'GRID', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/constants.js', + line: 582, + itemtype: 'property', + name: 'AXES', + type: 'String', + final: 1, + class: 'p5', + module: 'Constants', + submodule: 'Constants' + }, + { + file: 'src/core/environment.js', + line: 22, + description: + 'The print() function writes to the console area of your browser.\nThis function is often helpful for looking at the data a program is\nproducing. This function creates a new line of text for each call to\nthe function. Individual elements can be\nseparated with quotes ("") and joined with the addition operator (+).
\nNote that calling print() without any arguments invokes the window.print()\nfunction which opens the browser's print dialog. To print a blank line\nto console you can write print('\\n').
\n', + itemtype: 'method', + name: 'print', + params: [ + { + name: 'contents', + description: + 'any combination of Number, String, Object, Boolean,\n Array to print
\n', + type: 'Any' + } + ], + example: [ + "\n\nlet x = 10;\nprint('The value of x is ' + x);\n// prints \"The value of x is 10\"\n
The system variable frameCount contains the number of frames that have\nbeen displayed since the program started. Inside setup() the value is 0,\nafter the first iteration of draw it is 1, etc.
\n', + itemtype: 'property', + name: 'frameCount', + type: 'Integer', + readonly: '', + example: [ + '\n\nfunction setup() {\n frameRate(30);\n textSize(30);\n textAlign(CENTER);\n}\n\nfunction draw() {\n background(200);\n text(frameCount, width / 2, height / 2);\n}\n
The system variable deltaTime contains the time\ndifference between the beginning of the previous frame and the beginning\nof the current frame in milliseconds.\n
\nThis variable is useful for creating time sensitive animation or physics\ncalculation that should stay constant regardless of frame rate.
\nlet rectX = 0;\nlet fr = 30; //starting FPS\nlet clr;\n\nfunction setup() {\n background(200);\n frameRate(fr); // Attempt to refresh at starting FPS\n clr = color(255, 0, 0);\n}\n\nfunction draw() {\n background(200);\n rectX = rectX + 1 * (deltaTime / 50); // Move Rectangle in relation to deltaTime\n\n if (rectX >= width) {\n // If you go off screen.\n if (fr === 30) {\n clr = color(0, 0, 255);\n fr = 10;\n frameRate(fr); // make frameRate 10 FPS\n } else {\n clr = color(255, 0, 0);\n fr = 30;\n frameRate(fr); // make frameRate 30 FPS\n }\n rectX = 0;\n }\n fill(clr);\n rect(rectX, 40, 20, 20);\n}\n
Confirms if the window a p5.js program is in is "focused," meaning that\nthe sketch will accept mouse or keyboard input. This variable is\n"true" if the window is focused and "false" if not.
\n', + itemtype: 'property', + name: 'focused', + type: 'Boolean', + readonly: '', + example: [ + '\n\n// To demonstrate, put two windows side by side.\n// Click on the window that the p5 sketch isn\'t in!\nfunction draw() {\n background(200);\n noStroke();\n fill(0, 200, 0);\n ellipse(25, 25, 50, 50);\n\n if (!focused) {\n // or "if (focused === false)"\n stroke(200, 0, 0);\n line(0, 0, 100, 100);\n line(100, 0, 0, 100);\n }\n}\n
Sets the cursor to a predefined symbol or an image, or makes it visible\nif already hidden. If you are trying to set an image as the cursor, the\nrecommended size is 16x16 or 32x32 pixels. The values for parameters x and y\nmust be less than the dimensions of the image.
\n', + itemtype: 'method', + name: 'cursor', + params: [ + { + name: 'type', + description: + 'Built-In: either ARROW, CROSS, HAND, MOVE, TEXT and WAIT\n Native CSS properties: 'grab', 'progress', 'cell' etc.\n External: path for cursor's images\n (Allowed File extensions: .cur, .gif, .jpg, .jpeg, .png)\n For more information on Native CSS cursors and url visit:\n https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
\n', + type: 'String|Constant' + }, + { + name: 'x', + description: + 'the horizontal active spot of the cursor (must be less than 32)
\n', + type: 'Number', + optional: true + }, + { + name: 'y', + description: + 'the vertical active spot of the cursor (must be less than 32)
\n', + type: 'Number', + optional: true + } + ], + example: [ + "\n\n// Move the mouse across the quadrants\n// to see the cursor change\nfunction draw() {\n line(width / 2, 0, width / 2, height);\n line(0, height / 2, width, height / 2);\n if (mouseX < 50 && mouseY < 50) {\n cursor(CROSS);\n } else if (mouseX > 50 && mouseY < 50) {\n cursor('progress');\n } else if (mouseX > 50 && mouseY > 50) {\n cursor('https://s3.amazonaws.com/mupublicdata/cursor.cur');\n } else {\n cursor('grab');\n }\n}\n
Specifies the number of frames to be displayed every second. For example,\nthe function call frameRate(30) will attempt to refresh 30 times a second.\nIf the processor is not fast enough to maintain the specified rate, the\nframe rate will not be achieved. Setting the frame rate within setup() is\nrecommended. The default frame rate is based on the frame rate of the display\n(here also called "refresh rate"), which is set to 60 frames per second on most\ncomputers. A frame rate of 24 frames per second (usual for movies) or above\nwill be enough for smooth animations\nThis is the same as setFrameRate(val).\n
\nCalling frameRate() with no arguments returns the current framerate. The\ndraw function must run at least once before it will return a value. This\nis the same as getFrameRate().\n
\nCalling frameRate() with arguments that are not of the type numbers\nor are non positive also returns current framerate.
\nlet rectX = 0;\nlet fr = 30; //starting FPS\nlet clr;\n\nfunction setup() {\n background(200);\n frameRate(fr); // Attempt to refresh at starting FPS\n clr = color(255, 0, 0);\n}\n\nfunction draw() {\n background(200);\n rectX = rectX += 1; // Move Rectangle\n\n if (rectX >= width) {\n // If you go off screen.\n if (fr === 30) {\n clr = color(0, 0, 255);\n fr = 10;\n frameRate(fr); // make frameRate 10 FPS\n } else {\n clr = color(255, 0, 0);\n fr = 30;\n frameRate(fr); // make frameRate 30 FPS\n }\n rectX = 0;\n }\n fill(clr);\n rect(rectX, 40, 20, 20);\n}\n
number of frames to be displayed every second
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 293, + params: [], + return: { + description: 'current frameRate', + type: 'Number' + } + } + ] + }, + { + file: 'src/core/environment.js', + line: 332, + description: 'Hides the cursor from view.
\n', + itemtype: 'method', + name: 'noCursor', + example: [ + '\n\nfunction setup() {\n noCursor();\n}\n\nfunction draw() {\n background(200);\n ellipse(mouseX, mouseY, 10, 10);\n}\n
System variable that stores the width of the screen display according to The\ndefault pixelDensity. This is used to run a\nfull-screen program on any display size. To return actual screen size,\nmultiply this by pixelDensity.
\n', + itemtype: 'property', + name: 'displayWidth', + type: 'Number', + readonly: '', + example: [ + '\n\ncreateCanvas(displayWidth, displayHeight);\n
System variable that stores the height of the screen display according to The\ndefault pixelDensity. This is used to run a\nfull-screen program on any display size. To return actual screen size,\nmultiply this by pixelDensity.
\n', + itemtype: 'property', + name: 'displayHeight', + type: 'Number', + readonly: '', + example: [ + '\n\ncreateCanvas(displayWidth, displayHeight);\n
System variable that stores the width of the inner window, it maps to\nwindow.innerWidth.
\n', + itemtype: 'property', + name: 'windowWidth', + type: 'Number', + readonly: '', + example: [ + '\n\ncreateCanvas(windowWidth, windowHeight);\n
System variable that stores the height of the inner window, it maps to\nwindow.innerHeight.
\n', + itemtype: 'property', + name: 'windowHeight', + type: 'Number', + readonly: '', + example: [ + '\n\ncreateCanvas(windowWidth, windowHeight);\n
The windowResized() function is called once every time the browser window\nis resized. This is a good place to resize the canvas or do any other\nadjustments to accommodate the new window size.
\n', + itemtype: 'method', + name: 'windowResized', + example: [ + '\n\nfunction setup() {\n createCanvas(windowWidth, windowHeight);\n}\n\nfunction draw() {\n background(0, 100, 200);\n}\n\nfunction windowResized() {\n resizeCanvas(windowWidth, windowHeight);\n}\n
System variable that stores the width of the drawing canvas. This value\nis set by the first parameter of the createCanvas() function.\nFor example, the function call createCanvas(320, 240) sets the width\nvariable to the value 320. The value of width defaults to 100 if\ncreateCanvas() is not used in a program.
\n', + itemtype: 'property', + name: 'width', + type: 'Number', + readonly: '', + class: 'p5', + module: 'Environment', + submodule: 'Environment' + }, + { + file: 'src/core/environment.js', + line: 493, + description: + 'System variable that stores the height of the drawing canvas. This value\nis set by the second parameter of the createCanvas() function. For\nexample, the function call createCanvas(320, 240) sets the height\nvariable to the value 240. The value of height defaults to 100 if\ncreateCanvas() is not used in a program.
\n', + itemtype: 'property', + name: 'height', + type: 'Number', + readonly: '', + class: 'p5', + module: 'Environment', + submodule: 'Environment' + }, + { + file: 'src/core/environment.js', + line: 505, + description: + 'If argument is given, sets the sketch to fullscreen or not based on the\nvalue of the argument. If no argument is given, returns the current\nfullscreen state. Note that due to browser restrictions this can only\nbe called on user input, for example, on mouse press like the example\nbelow.
\n', + itemtype: 'method', + name: 'fullscreen', + params: [ + { + name: 'val', + description: + 'whether the sketch should be in fullscreen mode\nor not
\n', + type: 'Boolean', + optional: true + } + ], + return: { + description: 'current fullscreen state', + type: 'Boolean' + }, + example: [ + '\n\n// Clicking in the box toggles fullscreen on and off.\nfunction setup() {\n background(200);\n}\nfunction mousePressed() {\n if (mouseX > 0 && mouseX < 100 && mouseY > 0 && mouseY < 100) {\n let fs = fullscreen();\n fullscreen(!fs);\n }\n}\n
\nSets the pixel scaling for high pixel density displays. By default\npixel density is set to match display density, call pixelDensity(1)\nto turn this off. Calling pixelDensity() with no arguments returns\nthe current pixel density of the sketch.
\n', + itemtype: 'method', + name: 'pixelDensity', + chainable: 1, + example: [ + '\n\nfunction setup() {\n pixelDensity(1);\n createCanvas(100, 100);\n background(200);\n ellipse(width / 2, height / 2, 50, 50);\n}\n
\n\nfunction setup() {\n pixelDensity(3.0);\n createCanvas(100, 100);\n background(200);\n ellipse(width / 2, height / 2, 50, 50);\n}\n
\nwhether or how much the sketch should scale
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 591, + params: [], + return: { + description: 'current pixel density of the sketch', + type: 'Number' + } + } + ] + }, + { + file: 'src/core/environment.js', + line: 611, + description: + 'Returns the pixel density of the current display the sketch is running on.
\n', + itemtype: 'method', + name: 'displayDensity', + return: { + description: 'current pixel density of the display', + type: 'Number' + }, + example: [ + '\n\nfunction setup() {\n let density = displayDensity();\n pixelDensity(density);\n createCanvas(100, 100);\n background(200);\n ellipse(width / 2, height / 2, 50, 50);\n}\n
\nGets the current URL.
\n', + itemtype: 'method', + name: 'getURL', + return: { + description: 'url', + type: 'String' + }, + example: [ + '\n\nlet url;\nlet x = 100;\n\nfunction setup() {\n fill(0);\n noStroke();\n url = getURL();\n}\n\nfunction draw() {\n background(200);\n text(url, x, height / 2);\n x--;\n}\n
\nGets the current URL path as an array.
\n', + itemtype: 'method', + name: 'getURLPath', + return: { + description: 'path components', + type: 'String[]' + }, + example: [ + "\n\nfunction setup() {\n let urlPath = getURLPath();\n for (let i = 0; i < urlPath.length; i++) {\n text(urlPath[i], 10, i * 20 + 20);\n }\n}\n
Gets the current URL params as an Object.
\n', + itemtype: 'method', + name: 'getURLParams', + return: { + description: 'URL params', + type: 'Object' + }, + example: [ + "\n\n// Example: http://p5js.org?year=2014&month=May&day=15\n\nfunction setup() {\n let params = getURLParams();\n text(params.day, 10, 20);\n text(params.month, 10, 40);\n text(params.year, 10, 60);\n}\n
\nValidates parameters\nparam {String} func the name of the function\nparam {Array} args user input arguments
\nexample:\n var a;\n ellipse(10,10,a,5);\nconsole ouput:\n "It looks like ellipse received an empty variable in spot #2."
\nexample:\n ellipse(10,"foo",5,5);\nconsole output:\n "ellipse was expecting a number for parameter #1,\n received "foo" instead."
\n', + class: 'p5', + module: 'Environment' + }, + { + file: 'src/core/error_helpers.js', + line: 645, + description: + 'Prints out all the colors in the color pallete with white text.\nFor color blindness testing.
\n', + class: 'p5', + module: 'Environment' + }, + { + file: 'src/core/helpers.js', + line: 1, + requires: ['constants'], + class: 'p5', + module: 'Environment' + }, + { + file: 'src/core/legacy.js', + line: 1, + requires: [ + 'core\nThese are functions that are part of the Processing API but are not part of\nthe p5.js API. In some cases they have a new name', + 'in others', + 'they are\nremoved completely. Not all unsupported Processing functions are listed here\nbut we try to include ones that a user coming from Processing might likely\ncall.' + ], + class: 'p5', + module: 'Environment' + }, + { + file: 'src/core/main.js', + line: 42, + description: + 'Called directly before setup(), the preload() function is used to handle\nasynchronous loading of external files in a blocking way. If a preload\nfunction is defined, setup() will wait until any load calls within have\nfinished. Nothing besides load calls (loadImage, loadJSON, loadFont,\nloadStrings, etc.) should be inside the preload function. If asynchronous\nloading is preferred, the load methods can instead be called in setup()\nor anywhere else with the use of a callback parameter.\n
\nBy default the text "loading..." will be displayed. To make your own\nloading page, include an HTML element with id "p5_loading" in your\npage. More information here.
\nlet img;\nlet c;\nfunction preload() {\n // preload() runs once\n img = loadImage('assets/laDefense.jpg');\n}\n\nfunction setup() {\n // setup() waits until preload() is done\n img.loadPixels();\n // get color of middle pixel\n c = img.get(img.width / 2, img.height / 2);\n}\n\nfunction draw() {\n background(c);\n image(img, 25, 25, 50, 50);\n}\n
The setup() function is called once when the program starts. It's used to\ndefine initial environment properties such as screen size and background\ncolor and to load media such as images and fonts as the program starts.\nThere can only be one setup() function for each program and it shouldn't\nbe called again after its initial execution.\n
\nNote: Variables declared within setup() are not accessible within other\nfunctions, including draw().
\nlet a = 0;\n\nfunction setup() {\n background(0);\n noStroke();\n fill(102);\n}\n\nfunction draw() {\n rect(a++ % width, 10, 2, 80);\n}\n
Called directly after setup(), the draw() function continuously executes\nthe lines of code contained inside its block until the program is stopped\nor noLoop() is called. Note if noLoop() is called in setup(), draw() will\nstill be executed once before stopping. draw() is called automatically and\nshould never be called explicitly.\n
\nIt should always be controlled with noLoop(), redraw() and loop(). After\nnoLoop() stops the code in draw() from executing, redraw() causes the\ncode inside draw() to execute once, and loop() will cause the code\ninside draw() to resume executing continuously.\n
\nThe number of times draw() executes in each second may be controlled with\nthe frameRate() function.\n
\nThere can only be one draw() function for each sketch, and draw() must\nexist if you want the code to run continuously, or to process events such\nas mousePressed(). Sometimes, you might have an empty call to draw() in\nyour program, as shown in the above example.\n
\nIt is important to note that the drawing coordinate system will be reset\nat the beginning of each draw() call. If any transformations are performed\nwithin draw() (ex: scale, rotate, translate), their effects will be\nundone at the beginning of draw(), so transformations will not accumulate\nover time. On the other hand, styling applied (ex: fill, stroke, etc) will\nremain in effect.
\nlet yPos = 0;\nfunction setup() {\n // setup() runs once\n frameRate(30);\n}\nfunction draw() {\n // draw() loops forever, until stopped\n background(204);\n yPos = yPos - 1;\n if (yPos < 0) {\n yPos = height;\n }\n line(0, yPos, width, yPos);\n}\n
Removes the entire p5 sketch. This will remove the canvas and any\nelements created by p5.js. It will also stop the draw loop and unbind\nany properties or methods from the window global scope. It will\nleave a variable p5 in case you wanted to create a new p5 sketch.\nIf you like, you can set p5 = null to erase it. While all functions and\nvariables and objects created by the p5 library will be removed, any\nother global variables created by your code will remain.
\n', + itemtype: 'method', + name: 'remove', + example: [ + "\n\nfunction draw() {\n ellipse(50, 50, 10, 10);\n}\n\nfunction mousePressed() {\n remove(); // remove whole sketch on mouse press\n}\n
Allows for the friendly error system (FES) to be turned off when creating a sketch,\nwhich can give a significant boost to performance when needed.\nSee \ndisabling the friendly error system.
\n", + itemtype: 'property', + name: 'disableFriendlyErrors', + type: 'Boolean', + example: [ + '\n\np5.disableFriendlyErrors = true;\n\nfunction setup() {\n createCanvas(100, 50);\n}\n
Underlying HTML element. All normal HTML methods can be called on this.
\n', + example: [ + "\n\nfunction setup() {\n let c = createCanvas(50, 50);\n c.elt.style.border = '5px solid red';\n}\n\nfunction draw() {\n background(220);\n}\n
\nAttaches the element to the parent specified. A way of setting\n the container for the element. Accepts either a string ID, DOM\n node, or p5.Element. If no arguments given, parent node is returned.\n For more ways to position the canvas, see the\n \n positioning the canvas wiki page.\nAll above examples except for the first one require the inclusion of\n the p5.dom library in your index.html. See the\n using a library\n section for information on how to include this library.
\n", + itemtype: 'method', + name: 'parent', + chainable: 1, + example: [ + "\n\n // in the html file:\n // <div id=\"myContainer\"></div>\n// in the js file:\n let cnv = createCanvas(100, 100);\n cnv.parent('myContainer');\n
\n let div0 = createDiv('this is the parent');\n let div1 = createDiv('this is the child');\n div1.parent(div0); // use p5.Element\n
\n let div0 = createDiv('this is the parent');\n div0.id('apples');\n let div1 = createDiv('this is the child');\n div1.parent('apples'); // use id\n
\n let elt = document.getElementById('myParentDiv');\n let div1 = createDiv('this is the child');\n div1.parent(elt); // use element from page\n
the ID, DOM node, or p5.Element\n of desired parent element
\n', + type: 'String|p5.Element|Object' + } + ], + chainable: 1 + }, + { + line: 100, + params: [], + return: { + description: '', + type: 'p5.Element' + } + } + ] + }, + { + file: 'src/core/p5.Element.js', + line: 122, + description: + 'Sets the ID of the element. If no ID argument is passed in, it instead\n returns the current ID of the element.\n Note that only one element can have a particular id in a page.\n The .class() function can be used\n to identify multiple elements with the same class name.
\n', + itemtype: 'method', + name: 'id', + chainable: 1, + example: [ + "\n\n function setup() {\n let cnv = createCanvas(100, 100);\n // Assigns a CSS selector ID to\n // the canvas element.\n cnv.id('mycanvas');\n }\n
ID of the element
\n', + type: 'String' + } + ], + chainable: 1 + }, + { + line: 147, + params: [], + return: { + description: 'the id of the element', + type: 'String' + } + } + ] + }, + { + file: 'src/core/p5.Element.js', + line: 162, + description: + 'Adds given class to the element. If no class argument is passed in, it\n instead returns a string containing the current class(es) of the element.
\n', + itemtype: 'method', + name: 'class', + chainable: 1, + example: [ + "\n\n function setup() {\n let cnv = createCanvas(100, 100);\n // Assigns a CSS selector class 'small'\n // to the canvas element.\n cnv.class('small');\n }\n
class to add
\n', + type: 'String' + } + ], + chainable: 1 + }, + { + line: 184, + params: [], + return: { + description: 'the class of the element', + type: 'String' + } + } + ] + }, + { + file: 'src/core/p5.Element.js', + line: 197, + description: + 'The .mousePressed() function is called once after every time a\nmouse button is pressed over the element.\nSome mobile browsers may also trigger this event on a touch screen,\nif the user performs a quick tap.\nThis can be used to attach element specific event listeners.
\n', + itemtype: 'method', + name: 'mousePressed', + params: [ + { + name: 'fxn', + description: + 'function to be fired when mouse is\n pressed over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mousePressed(changeGray); // attach listener for\n // canvas click only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires with any click anywhere\nfunction mousePressed() {\n d = d + 10;\n}\n\n// this function fires only when cnv is clicked\nfunction changeGray() {\n g = random(0, 255);\n}\n
The .doubleClicked() function is called once after every time a\nmouse button is pressed twice over the element. This can be used to\nattach element and action specific event listeners.
\n', + itemtype: 'method', + name: 'doubleClicked', + params: [ + { + name: 'fxn', + description: + 'function to be fired when mouse is\n double clicked over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.doubleClicked(changeGray); // attach listener for\n // canvas double click only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires with any double click anywhere\nfunction doubleClicked() {\n d = d + 10;\n}\n\n// this function fires only when cnv is double clicked\nfunction changeGray() {\n g = random(0, 255);\n}\n
The .mouseWheel() function is called once after every time a\nmouse wheel is scrolled over the element. This can be used to\nattach element specific event listeners.\n
\nThe function accepts a callback function as argument which will be executed\nwhen the wheel
event is triggered on the element, the callback function is\npassed one argument event
. The event.deltaY
property returns negative\nvalues if the mouse wheel is rotated up or away from the user and positive\nin the other direction. The event.deltaX
does the same as event.deltaY
\nexcept it reads the horizontal wheel scroll of the mouse wheel.\n
\nOn OS X with "natural" scrolling enabled, the event.deltaY
values are\nreversed.
function to be fired when mouse is\n scrolled over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mouseWheel(changeSize); // attach listener for\n // activity on canvas only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires with mousewheel movement\n// anywhere on screen\nfunction mouseWheel() {\n g = g + 10;\n}\n\n// this function fires with mousewheel movement\n// over canvas only\nfunction changeSize(event) {\n if (event.deltaY > 0) {\n d = d + 10;\n } else {\n d = d - 10;\n }\n}\n
The .mouseReleased() function is called once after every time a\nmouse button is released over the element.\nSome mobile browsers may also trigger this event on a touch screen,\nif the user performs a quick tap.\nThis can be used to attach element specific event listeners.
\n', + itemtype: 'method', + name: 'mouseReleased', + params: [ + { + name: 'fxn', + description: + 'function to be fired when mouse is\n released over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mouseReleased(changeGray); // attach listener for\n // activity on canvas only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires after the mouse has been\n// released\nfunction mouseReleased() {\n d = d + 10;\n}\n\n// this function fires after the mouse has been\n// released while on canvas\nfunction changeGray() {\n g = random(0, 255);\n}\n
The .mouseClicked() function is called once after a mouse button is\npressed and released over the element.\nSome mobile browsers may also trigger this event on a touch screen,\nif the user performs a quick tap.\nThis can be used to attach element specific event listeners.
\n', + itemtype: 'method', + name: 'mouseClicked', + params: [ + { + name: 'fxn', + description: + 'function to be fired when mouse is\n clicked over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nlet g;\n\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mouseClicked(changeGray); // attach listener for\n // activity on canvas only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires after the mouse has been\n// clicked anywhere\nfunction mouseClicked() {\n d = d + 10;\n}\n\n// this function fires after the mouse has been\n// clicked on canvas\nfunction changeGray() {\n g = random(0, 255);\n}\n
\nThe .mouseMoved() function is called once every time a\nmouse moves over the element. This can be used to attach an\nelement specific event listener.
\n', + itemtype: 'method', + name: 'mouseMoved', + params: [ + { + name: 'fxn', + description: + 'function to be fired when a mouse moves\n over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d = 30;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mouseMoved(changeSize); // attach listener for\n // activity on canvas only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n fill(200);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires when mouse moves anywhere on\n// page\nfunction mouseMoved() {\n g = g + 5;\n if (g > 255) {\n g = 0;\n }\n}\n\n// this function fires when mouse moves over canvas\nfunction changeSize() {\n d = d + 2;\n if (d > 100) {\n d = 0;\n }\n}\n
The .mouseOver() function is called once after every time a\nmouse moves onto the element. This can be used to attach an\nelement specific event listener.
\n', + itemtype: 'method', + name: 'mouseOver', + params: [ + { + name: 'fxn', + description: + 'function to be fired when a mouse moves\n onto the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mouseOver(changeGray);\n d = 10;\n}\n\nfunction draw() {\n ellipse(width / 2, height / 2, d, d);\n}\n\nfunction changeGray() {\n d = d + 10;\n if (d > 100) {\n d = 0;\n }\n}\n
The .mouseOut() function is called once after every time a\nmouse moves off the element. This can be used to attach an\nelement specific event listener.
\n', + itemtype: 'method', + name: 'mouseOut', + params: [ + { + name: 'fxn', + description: + 'function to be fired when a mouse\n moves off of an element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mouseOut(changeGray);\n d = 10;\n}\n\nfunction draw() {\n ellipse(width / 2, height / 2, d, d);\n}\n\nfunction changeGray() {\n d = d + 10;\n if (d > 100) {\n d = 0;\n }\n}\n
The .touchStarted() function is called once after every time a touch is\nregistered. This can be used to attach element specific event listeners.
\n', + itemtype: 'method', + name: 'touchStarted', + params: [ + { + name: 'fxn', + description: + 'function to be fired when a touch\n starts over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.touchStarted(changeGray); // attach listener for\n // canvas click only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires with any touch anywhere\nfunction touchStarted() {\n d = d + 10;\n}\n\n// this function fires only when cnv is clicked\nfunction changeGray() {\n g = random(0, 255);\n}\n
The .touchMoved() function is called once after every time a touch move is\nregistered. This can be used to attach element specific event listeners.
\n', + itemtype: 'method', + name: 'touchMoved', + params: [ + { + name: 'fxn', + description: + 'function to be fired when a touch moves over\n the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.touchMoved(changeGray); // attach listener for\n // canvas click only\n g = 100;\n}\n\nfunction draw() {\n background(g);\n}\n\n// this function fires only when cnv is clicked\nfunction changeGray() {\n g = random(0, 255);\n}\n
The .touchEnded() function is called once after every time a touch is\nregistered. This can be used to attach element specific event listeners.
\n', + itemtype: 'method', + name: 'touchEnded', + params: [ + { + name: 'fxn', + description: + 'function to be fired when a touch ends\n over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.touchEnded(changeGray); // attach listener for\n // canvas click only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires with any touch anywhere\nfunction touchEnded() {\n d = d + 10;\n}\n\n// this function fires only when cnv is clicked\nfunction changeGray() {\n g = random(0, 255);\n}\n
The .dragOver() function is called once after every time a\nfile is dragged over the element. This can be used to attach an\nelement specific event listener.
\n', + itemtype: 'method', + name: 'dragOver', + params: [ + { + name: 'fxn', + description: + 'function to be fired when a file is\n dragged over the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\n// To test this sketch, simply drag a\n// file over the canvas\nfunction setup() {\n let c = createCanvas(100, 100);\n background(200);\n textAlign(CENTER);\n text('Drag file', width / 2, height / 2);\n c.dragOver(dragOverCallback);\n}\n\n// This function will be called whenever\n// a file is dragged over the canvas\nfunction dragOverCallback() {\n background(240);\n text('Dragged over', width / 2, height / 2);\n}\n
The .dragLeave() function is called once after every time a\ndragged file leaves the element area. This can be used to attach an\nelement specific event listener.
\n', + itemtype: 'method', + name: 'dragLeave', + params: [ + { + name: 'fxn', + description: + 'function to be fired when a file is\n dragged off the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\n// To test this sketch, simply drag a file\n// over and then out of the canvas area\nfunction setup() {\n let c = createCanvas(100, 100);\n background(200);\n textAlign(CENTER);\n text('Drag file', width / 2, height / 2);\n c.dragLeave(dragLeaveCallback);\n}\n\n// This function will be called whenever\n// a file is dragged out of the canvas\nfunction dragLeaveCallback() {\n background(240);\n text('Dragged off', width / 2, height / 2);\n}\n
Helper fxn for sharing pixel methods
\n', + class: 'p5.Element', + module: 'DOM', + submodule: 'DOM' + }, + { + file: 'src/core/p5.Graphics.js', + line: 65, + description: + "Resets certain values such as those modified by functions in the Transform category\nand in the Lights category that are not automatically reset\nwith graphics buffer objects. Calling this in draw() will copy the behavior\nof the standard canvas.
\n", + itemtype: 'method', + name: 'reset', + example: [ + "\n\n\nlet pg;\nfunction setup() {\n createCanvas(100, 100);\n background(0);\n pg = createGraphics(50, 100);\n pg.fill(0);\n frameRate(5);\n}\nfunction draw() {\n image(pg, width / 2, 0);\n pg.background(255);\n // p5.Graphics object behave a bit differently in some cases\n // The normal canvas on the left resets the translate\n // with every loop through draw()\n // the graphics object on the right doesn't automatically reset\n // so translate() is additive and it moves down the screen\n rect(0, 0, width / 2, 5);\n pg.rect(0, 0, width / 2, 5);\n translate(0, 5, 0);\n pg.translate(0, 5, 0);\n}\nfunction mouseClicked() {\n // if you click you will see that\n // reset() resets the translate back to the initial state\n // of the Graphics object\n pg.reset();\n}\n
Removes a Graphics object from the page and frees any resources\nassociated with it.
\n', + itemtype: 'method', + name: 'remove', + example: [ + "\n\nlet bg;\nfunction setup() {\n bg = createCanvas(100, 100);\n bg.background(0);\n image(bg, 0, 0);\n bg.remove();\n}\n
\nlet bg;\nfunction setup() {\n pixelDensity(1);\n createCanvas(100, 100);\n stroke(255);\n fill(0);\n\n // create and draw the background image\n bg = createGraphics(100, 100);\n bg.background(200);\n bg.ellipse(50, 50, 80, 80);\n}\nfunction draw() {\n let t = millis() / 1000;\n // draw the background\n if (bg) {\n image(bg, frameCount % 100, 0);\n image(bg, frameCount % 100 - 100, 0);\n }\n // draw the foreground\n let p = p5.Vector.fromAngle(t, 35).add(50, 50);\n ellipse(p.x, p.y, 30);\n}\nfunction mouseClicked() {\n // remove the background\n if (bg) {\n bg.remove();\n bg = null;\n }\n}\n
Resize our canvas element.
\n', + class: 'p5.Renderer', + module: 'Rendering', + submodule: 'Rendering' + }, + { + file: 'src/core/p5.Renderer.js', + line: 335, + description: 'Helper fxn to check font type (system or otf)
\n', + class: 'p5.Renderer', + module: 'Rendering', + submodule: 'Rendering' + }, + { + file: 'src/core/p5.Renderer.js', + line: 388, + description: + 'Helper fxn to measure ascent and descent.\nAdapted from http://stackoverflow.com/a/25355178
\n', + class: 'p5.Renderer', + module: 'Rendering', + submodule: 'Rendering' + }, + { + file: 'src/core/p5.Renderer2D.js', + line: 9, + description: + 'p5.Renderer2D\nThe 2D graphics canvas renderer class.\nextends p5.Renderer
\n', + class: 'p5', + module: 'Rendering' + }, + { + file: 'src/core/p5.Renderer2D.js', + line: 407, + description: + 'Generate a cubic Bezier representing an arc on the unit circle of total\nangle size
radians, beginning start
radians above the x-axis. Up to\nfour of these curves are combined to make a full arc.
See www.joecridge.me/bezier.pdf for an explanation of the method.
\n', + class: 'p5', + module: 'Rendering' + }, + { + file: 'src/core/rendering.js', + line: 17, + description: + 'Creates a canvas element in the document, and sets the dimensions of it\nin pixels. This method should be called only once at the start of setup.\nCalling createCanvas more than once in a sketch will result in very\nunpredictable behavior. If you want more than one drawing canvas\nyou could use createGraphics (hidden by default but it can be shown).\n
\nThe system variables width and height are set by the parameters passed\nto this function. If createCanvas() is not used, the window will be\ngiven a default size of 100x100 pixels.\n
\nFor more ways to position the canvas, see the\n\npositioning the canvas wiki page.
width of the canvas
\n', + type: 'Number' + }, + { + name: 'h', + description: 'height of the canvas
\n', + type: 'Number' + }, + { + name: 'renderer', + description: 'either P2D or WEBGL
\n', + type: 'Constant', + optional: true + } + ], + return: { + description: '', + type: 'p5.Renderer' + }, + example: [ + '\n\nfunction setup() {\n createCanvas(100, 50);\n background(153);\n line(0, 0, width, height);\n}\n
\nResizes the canvas to given width and height. The canvas will be cleared\nand draw will be called immediately, allowing the sketch to re-render itself\nin the resized canvas.
\n', + itemtype: 'method', + name: 'resizeCanvas', + params: [ + { + name: 'w', + description: 'width of the canvas
\n', + type: 'Number' + }, + { + name: 'h', + description: 'height of the canvas
\n', + type: 'Number' + }, + { + name: 'noRedraw', + description: 'don't redraw the canvas immediately
\n', + type: 'Boolean', + optional: true + } + ], + example: [ + '\n\nfunction setup() {\n createCanvas(windowWidth, windowHeight);\n}\n\nfunction draw() {\n background(0, 100, 200);\n}\n\nfunction windowResized() {\n resizeCanvas(windowWidth, windowHeight);\n}\n
Removes the default canvas for a p5 sketch that doesn't\nrequire a canvas
\n', + itemtype: 'method', + name: 'noCanvas', + example: [ + '\n\nfunction setup() {\n noCanvas();\n}\n
\nCreates and returns a new p5.Renderer object. Use this class if you need\nto draw into an off-screen graphics buffer. The two parameters define the\nwidth and height in pixels.
\n', + itemtype: 'method', + name: 'createGraphics', + params: [ + { + name: 'w', + description: 'width of the offscreen graphics buffer
\n', + type: 'Number' + }, + { + name: 'h', + description: 'height of the offscreen graphics buffer
\n', + type: 'Number' + }, + { + name: 'renderer', + description: 'either P2D or WEBGL\nundefined defaults to p2d
\n', + type: 'Constant', + optional: true + } + ], + return: { + description: 'offscreen graphics buffer', + type: 'p5.Graphics' + }, + example: [ + '\n\nlet pg;\nfunction setup() {\n createCanvas(100, 100);\n pg = createGraphics(100, 100);\n}\nfunction draw() {\n background(200);\n pg.background(100);\n pg.noStroke();\n pg.ellipse(pg.width / 2, pg.height / 2, 50, 50);\n image(pg, 50, 50);\n image(pg, 0, 0, 50, 50);\n}\n
\nBlends the pixels in the display window according to the defined mode.\nThere is a choice of the following modes to blend the source pixels (A)\nwith the ones of pixels already in the display window (B):
\nBLEND
- linear interpolation of colours: C =\nA*factor + B. This is the default blending mode.ADD
- sum of A and BDARKEST
- only the darkest colour succeeds: C =\nmin(A*factor, B).LIGHTEST
- only the lightest colour succeeds: C =\nmax(A*factor, B).DIFFERENCE
- subtract colors from underlying image.EXCLUSION
- similar to DIFFERENCE
, but less\nextreme.MULTIPLY
- multiply the colors, result will always be\ndarker.SCREEN
- opposite multiply, uses inverse values of the\ncolors.REPLACE
- the pixels entirely replace the others and\ndon't utilize alpha (transparency) values.OVERLAY
- mix of MULTIPLY
and SCREEN\n
. Multiplies dark values, and screens light values. (2D)HARD_LIGHT
- SCREEN
when greater than 50%\ngray, MULTIPLY
when lower. (2D)SOFT_LIGHT
- mix of DARKEST
and\nLIGHTEST
. Works like OVERLAY
, but not as harsh. (2D)\nDODGE
- lightens light tones and increases contrast,\nignores darks. (2D)BURN
- darker areas are applied, increasing contrast,\nignores lights. (2D)SUBTRACT
- remainder of A and B (3D)blend mode to set for canvas.\n either BLEND, DARKEST, LIGHTEST, DIFFERENCE, MULTIPLY,\n EXCLUSION, SCREEN, REPLACE, OVERLAY, HARD_LIGHT,\n SOFT_LIGHT, DODGE, BURN, ADD, or SUBTRACT
\n', + type: 'Constant' + } + ], + example: [ + '\n\nblendMode(LIGHTEST);\nstrokeWeight(30);\nstroke(80, 150, 255);\nline(25, 25, 75, 75);\nstroke(255, 50, 50);\nline(75, 25, 25, 75);\n
\n\nblendMode(MULTIPLY);\nstrokeWeight(30);\nstroke(80, 150, 255);\nline(25, 25, 75, 75);\nstroke(255, 50, 50);\nline(75, 25, 25, 75);\n
\nshim for Uint8ClampedArray.slice\n(allows arrayCopy to work with pixels[])\nwith thanks to http://halfpapstudios.com/blog/tag/html5-canvas/\nEnumerable set to false to protect for...in from\nUint8ClampedArray.prototype pollution.
\n', + class: 'p5', + module: 'Rendering' + }, + { + file: 'src/core/shim.js', + line: 45, + description: + 'this is implementation of Object.assign() which is unavailable in\nIE11 and (non-Chrome) Android browsers.\nThe assign() method is used to copy the values of all enumerable\nown properties from one or more source objects to a target object.\nIt will return the target object.\nModified from https://github.com/ljharb/object.assign
\n', + class: 'p5', + module: 'Rendering' + }, + { + file: 'src/core/structure.js', + line: 12, + description: + 'Stops p5.js from continuously executing the code within draw().\nIf loop() is called, the code in draw() begins to run continuously again.\nIf using noLoop() in setup(), it should be the last line inside the block.\n
\nWhen noLoop() is used, it's not possible to manipulate or access the\nscreen inside event handling functions such as mousePressed() or\nkeyPressed(). Instead, use those functions to call redraw() or loop(),\nwhich will run draw(), which can update the screen properly. This means\nthat when noLoop() has been called, no drawing can happen, and functions\nlike saveFrame() or loadPixels() may not be used.\n
\nNote that if the sketch is resized, redraw() will be called to update\nthe sketch, even after noLoop() has been specified. Otherwise, the sketch\nwould enter an odd state until loop() was called.
\nfunction setup() {\n createCanvas(100, 100);\n background(200);\n noLoop();\n}\n\nfunction draw() {\n line(10, 10, 90, 90);\n}\n
\nlet x = 0;\nfunction setup() {\n createCanvas(100, 100);\n}\n\nfunction draw() {\n background(204);\n x = x + 0.1;\n if (x > width) {\n x = 0;\n }\n line(x, 0, x, height);\n}\n\nfunction mousePressed() {\n noLoop();\n}\n\nfunction mouseReleased() {\n loop();\n}\n
By default, p5.js loops through draw() continuously, executing the code\nwithin it. However, the draw() loop may be stopped by calling noLoop().\nIn that case, the draw() loop can be resumed with loop().
\nAvoid calling loop() from inside setup().
\n', + itemtype: 'method', + name: 'loop', + example: [ + '\n\nlet x = 0;\nfunction setup() {\n createCanvas(100, 100);\n noLoop();\n}\n\nfunction draw() {\n background(204);\n x = x + 0.1;\n if (x > width) {\n x = 0;\n }\n line(x, 0, x, height);\n}\n\nfunction mousePressed() {\n loop();\n}\n\nfunction mouseReleased() {\n noLoop();\n}\n
The push() function saves the current drawing style settings and\ntransformations, while pop() restores these settings. Note that these\nfunctions are always used together. They allow you to change the style\nand transformation settings and later return to what you had. When a new\nstate is started with push(), it builds on the current style and transform\ninformation. The push() and pop() functions can be embedded to provide\nmore control. (See the second example for a demonstration.)\n
\npush() stores information related to the current transformation state\nand style settings controlled by the following functions: fill(),\nstroke(), tint(), strokeWeight(), strokeCap(), strokeJoin(),\nimageMode(), rectMode(), ellipseMode(), colorMode(), textAlign(),\ntextFont(), textSize(), textLeading().\n
\nIn WEBGL mode additional style settings are stored. These are controlled by the following functions: setCamera(), ambientLight(), directionalLight(),\npointLight(), texture(), specularMaterial(), shininess(), normalMaterial()\nand shader().
\nellipse(0, 50, 33, 33); // Left circle\n\npush(); // Start a new drawing state\nstrokeWeight(10);\nfill(204, 153, 0);\ntranslate(50, 0);\nellipse(0, 50, 33, 33); // Middle circle\npop(); // Restore original state\n\nellipse(100, 50, 33, 33); // Right circle\n
\n\nellipse(0, 50, 33, 33); // Left circle\n\npush(); // Start a new drawing state\nstrokeWeight(10);\nfill(204, 153, 0);\nellipse(33, 50, 33, 33); // Left-middle circle\n\npush(); // Start another new drawing state\nstroke(0, 102, 153);\nellipse(66, 50, 33, 33); // Right-middle circle\npop(); // Restore previous state\n\npop(); // Restore original state\n\nellipse(100, 50, 33, 33); // Right circle\n
\nThe push() function saves the current drawing style settings and\ntransformations, while pop() restores these settings. Note that these\nfunctions are always used together. They allow you to change the style\nand transformation settings and later return to what you had. When a new\nstate is started with push(), it builds on the current style and transform\ninformation. The push() and pop() functions can be embedded to provide\nmore control. (See the second example for a demonstration.)\n
\npush() stores information related to the current transformation state\nand style settings controlled by the following functions: fill(),\nstroke(), tint(), strokeWeight(), strokeCap(), strokeJoin(),\nimageMode(), rectMode(), ellipseMode(), colorMode(), textAlign(),\ntextFont(), textSize(), textLeading().\n
\nIn WEBGL mode additional style settings are stored. These are controlled by the following functions: setCamera(), ambientLight(), directionalLight(),\npointLight(), texture(), specularMaterial(), shininess(), normalMaterial()\nand shader().
\nellipse(0, 50, 33, 33); // Left circle\n\npush(); // Start a new drawing state\ntranslate(50, 0);\nstrokeWeight(10);\nfill(204, 153, 0);\nellipse(0, 50, 33, 33); // Middle circle\npop(); // Restore original state\n\nellipse(100, 50, 33, 33); // Right circle\n
\n\nellipse(0, 50, 33, 33); // Left circle\n\npush(); // Start a new drawing state\nstrokeWeight(10);\nfill(204, 153, 0);\nellipse(33, 50, 33, 33); // Left-middle circle\n\npush(); // Start another new drawing state\nstroke(0, 102, 153);\nellipse(66, 50, 33, 33); // Right-middle circle\npop(); // Restore previous state\n\npop(); // Restore original state\n\nellipse(100, 50, 33, 33); // Right circle\n
\nExecutes the code within draw() one time. This functions allows the\n program to update the display window only when necessary, for example\n when an event registered by mousePressed() or keyPressed() occurs.\n
\n In structuring a program, it only makes sense to call redraw() within\n events such as mousePressed(). This is because redraw() does not run\n draw() immediately (it only sets a flag that indicates an update is\n needed).\n
\n The redraw() function does not work properly when called inside draw().\n To enable/disable animations, use loop() and noLoop().\n
\n In addition you can set the number of redraws per method call. Just\n add an integer as single parameter for the number of redraws.
Redraw for n-times. The default value is 1.
\n', + type: 'Integer', + optional: true + } + ], + example: [ + "\n\n let x = 0;\nfunction setup() {\n createCanvas(100, 100);\n noLoop();\n }\nfunction draw() {\n background(204);\n line(x, 0, x, height);\n }\nfunction mousePressed() {\n x += 1;\n redraw();\n }\n
\n let x = 0;\nfunction setup() {\n createCanvas(100, 100);\n noLoop();\n }\nfunction draw() {\n background(204);\n x += 1;\n line(x, 0, x, height);\n }\nfunction mousePressed() {\n redraw(5);\n }\n
Multiplies the current matrix by the one specified through the parameters.\nThis is a powerful operation that can perform the equivalent of translate,\nscale, shear and rotate all at once. You can learn more about transformation\nmatrices on \nWikipedia.
\nThe naming of the arguments here follows the naming of the \nWHATWG specification and corresponds to a\ntransformation matrix of the\nform:
\n\n\n\n', + itemtype: 'method', + name: 'applyMatrix', + params: [ + { + name: 'a', + description: + '
numbers which define the 2x3 matrix to be multiplied
\n', + type: 'Number' + }, + { + name: 'b', + description: + 'numbers which define the 2x3 matrix to be multiplied
\n', + type: 'Number' + }, + { + name: 'c', + description: + 'numbers which define the 2x3 matrix to be multiplied
\n', + type: 'Number' + }, + { + name: 'd', + description: + 'numbers which define the 2x3 matrix to be multiplied
\n', + type: 'Number' + }, + { + name: 'e', + description: + 'numbers which define the 2x3 matrix to be multiplied
\n', + type: 'Number' + }, + { + name: 'f', + description: + 'numbers which define the 2x3 matrix to be multiplied
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + "\n\nfunction setup() {\n frameRate(10);\n rectMode(CENTER);\n}\n\nfunction draw() {\n var step = frameCount % 20;\n background(200);\n // Equivalent to translate(x, y);\n applyMatrix(1, 0, 0, 1, 40 + step, 50);\n rect(0, 0, 50, 50);\n}\n
\n\nfunction setup() {\n frameRate(10);\n rectMode(CENTER);\n}\n\nfunction draw() {\n var step = frameCount % 20;\n background(200);\n translate(50, 50);\n // Equivalent to scale(x, y);\n applyMatrix(1 / step, 0, 0, 1 / step, 0, 0);\n rect(0, 0, 50, 50);\n}\n
\n\nfunction setup() {\n frameRate(10);\n rectMode(CENTER);\n}\n\nfunction draw() {\n var step = frameCount % 20;\n var angle = map(step, 0, 20, 0, TWO_PI);\n var cos_a = cos(angle);\n var sin_a = sin(angle);\n background(200);\n translate(50, 50);\n // Equivalent to rotate(angle);\n applyMatrix(cos_a, sin_a, -sin_a, cos_a, 0, 0);\n rect(0, 0, 50, 50);\n}\n
\n\nfunction setup() {\n frameRate(10);\n rectMode(CENTER);\n}\n\nfunction draw() {\n var step = frameCount % 20;\n var angle = map(step, 0, 20, -PI / 4, PI / 4);\n background(200);\n translate(50, 50);\n // equivalent to shearX(angle);\n var shear_factor = 1 / tan(PI / 2 - angle);\n applyMatrix(1, 0, shear_factor, 1, 0, 0);\n rect(0, 0, 50, 50);\n}\n
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n noFill();\n}\n\nfunction draw() {\n background(200);\n rotateY(PI / 6);\n stroke(153);\n box(35);\n var rad = millis() / 1000;\n // Set rotation angles\n var ct = cos(rad);\n var st = sin(rad);\n // Matrix for rotation around the Y axis\n applyMatrix( ct, 0.0, st, 0.0,\n 0.0, 1.0, 0.0, 0.0,\n -st, 0.0, ct, 0.0,\n 0.0, 0.0, 0.0, 1.0);\n stroke(255);\n box(50);\n}\n
\nReplaces the current matrix with the identity matrix.
\n', + itemtype: 'method', + name: 'resetMatrix', + chainable: 1, + example: [ + '\n\ntranslate(50, 50);\napplyMatrix(0.5, 0.5, -0.5, 0.5, 0, 0);\nrect(0, 0, 20, 20);\n// Note that the translate is also reset.\nresetMatrix();\nrect(0, 0, 20, 20);\n
\nRotates a shape the amount specified by the angle parameter. This\nfunction accounts for angleMode, so angles can be entered in either\nRADIANS or DEGREES.\n
\nObjects are always rotated around their relative position to the\norigin and positive numbers rotate objects in a clockwise direction.\nTransformations apply to everything that happens after and subsequent\ncalls to the function accumulates the effect. For example, calling\nrotate(HALF_PI) and then rotate(HALF_PI) is the same as rotate(PI).\nAll tranformations are reset when draw() begins again.\n
\nTechnically, rotate() multiplies the current transformation matrix\nby a rotation matrix. This function can be further controlled by\nthe push() and pop().
the angle of rotation, specified in radians\n or degrees, depending on current angleMode
\n', + type: 'Number' + }, + { + name: 'axis', + description: '(in 3d) the axis to rotate around
\n', + type: 'p5.Vector|Number[]', + optional: true + } + ], + chainable: 1, + example: [ + '\n\ntranslate(width / 2, height / 2);\nrotate(PI / 3.0);\nrect(-26, -26, 52, 52);\n
\nRotates around X axis.
\n', + itemtype: 'method', + name: 'rotateX', + params: [ + { + name: 'angle', + description: + 'the angle of rotation, specified in radians\n or degrees, depending on current angleMode
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + "\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(255);\n rotateX(millis() / 1000);\n box();\n}\n
\nRotates around Y axis.
\n', + itemtype: 'method', + name: 'rotateY', + params: [ + { + name: 'angle', + description: + 'the angle of rotation, specified in radians\n or degrees, depending on current angleMode
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + "\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(255);\n rotateY(millis() / 1000);\n box();\n}\n
\nRotates around Z axis. Webgl mode only.
\n', + itemtype: 'method', + name: 'rotateZ', + params: [ + { + name: 'angle', + description: + 'the angle of rotation, specified in radians\n or degrees, depending on current angleMode
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + "\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(255);\n rotateZ(millis() / 1000);\n box();\n}\n
\nIncreases or decreases the size of a shape by expanding and contracting\nvertices. Objects always scale from their relative origin to the\ncoordinate system. Scale values are specified as decimal percentages.\nFor example, the function call scale(2.0) increases the dimension of a\nshape by 200%.\n
\nTransformations apply to everything that happens after and subsequent\ncalls to the function multiply the effect. For example, calling scale(2.0)\nand then scale(1.5) is the same as scale(3.0). If scale() is called\nwithin draw(), the transformation is reset when the loop begins again.\n
\nUsing this function with the z parameter is only available in WEBGL mode.\nThis function can be further controlled with push() and pop().
\nrect(30, 20, 50, 50);\nscale(0.5);\nrect(30, 20, 50, 50);\n
\n\nrect(30, 20, 50, 50);\nscale(0.5, 1.3);\nrect(30, 20, 50, 50);\n
\npercent to scale the object, or percentage to\n scale the object in the x-axis if multiple arguments\n are given
\n', + type: 'Number|p5.Vector|Number[]' + }, + { + name: 'y', + description: 'percent to scale the object in the y-axis
\n', + type: 'Number', + optional: true + }, + { + name: 'z', + description: + 'percent to scale the object in the z-axis (webgl only)
\n', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 351, + params: [ + { + name: 'scales', + description: 'per-axis percents to scale the object
\n', + type: 'p5.Vector|Number[]' + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/core/transform.js', + line: 381, + description: + 'Shears a shape around the x-axis the amount specified by the angle\nparameter. Angles should be specified in the current angleMode.\nObjects are always sheared around their relative position to the origin\nand positive numbers shear objects in a clockwise direction.\n
\nTransformations apply to everything that happens after and subsequent\ncalls to the function accumulates the effect. For example, calling\nshearX(PI/2) and then shearX(PI/2) is the same as shearX(PI).\nIf shearX() is called within the draw(), the transformation is reset when\nthe loop begins again.\n
\nTechnically, shearX() multiplies the current transformation matrix by a\nrotation matrix. This function can be further controlled by the\npush() and pop() functions.
angle of shear specified in radians or degrees,\n depending on current angleMode
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + '\n\ntranslate(width / 4, height / 4);\nshearX(PI / 4.0);\nrect(0, 0, 30, 30);\n
\nShears a shape around the y-axis the amount specified by the angle\nparameter. Angles should be specified in the current angleMode. Objects\nare always sheared around their relative position to the origin and\npositive numbers shear objects in a clockwise direction.\n
\nTransformations apply to everything that happens after and subsequent\ncalls to the function accumulates the effect. For example, calling\nshearY(PI/2) and then shearY(PI/2) is the same as shearY(PI). If\nshearY() is called within the draw(), the transformation is reset when\nthe loop begins again.\n
\nTechnically, shearY() multiplies the current transformation matrix by a\nrotation matrix. This function can be further controlled by the\npush() and pop() functions.
angle of shear specified in radians or degrees,\n depending on current angleMode
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + '\n\ntranslate(width / 4, height / 4);\nshearY(PI / 4.0);\nrect(0, 0, 30, 30);\n
\nSpecifies an amount to displace objects within the display window.\nThe x parameter specifies left/right translation, the y parameter\nspecifies up/down translation.\n
\nTransformations are cumulative and apply to everything that happens after\nand subsequent calls to the function accumulates the effect. For example,\ncalling translate(50, 0) and then translate(20, 0) is the same as\ntranslate(70, 0). If translate() is called within draw(), the\ntransformation is reset when the loop begins again. This function can be\nfurther controlled by using push() and pop().
\ntranslate(30, 20);\nrect(0, 0, 55, 55);\n
\n\nrect(0, 0, 55, 55); // Draw rect at original 0,0\ntranslate(30, 20);\nrect(0, 0, 55, 55); // Draw rect at new 0,0\ntranslate(14, 14);\nrect(0, 0, 55, 55); // Draw rect at new 0,0\n
\n\nfunction draw() {\n background(200);\n rectMode(CENTER);\n translate(width / 2, height / 2);\n translate(p5.Vector.fromAngle(millis() / 1000, 40));\n rect(0, 0, 20, 20);\n}\n
\nleft/right translation
\n', + type: 'Number' + }, + { + name: 'y', + description: 'up/down translation
\n', + type: 'Number' + }, + { + name: 'z', + description: 'forward/backward translation (webgl only)
\n', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 515, + params: [ + { + name: 'vector', + description: 'the vector to translate by
\n', + type: 'p5.Vector' + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/data/local_storage.js', + line: 11, + description: + 'Stores a value in local storage under the key name.\n Local storage is saved in the browser and persists\n between browsing sessions and page reloads.\n The key can be the name of the variable but doesn't\n have to be. To retrieve stored items\n see getItem.\n
\n Sensitive data such as passwords or personal information\n should not be stored in local storage.
\n // Type to change the letter in the\n // center of the canvas.\n // If you reload the page, it will\n // still display the last key you entered\nlet myText;\nfunction setup() {\n createCanvas(100, 100);\n myText = getItem('myText');\n if (myText === null) {\n myText = '';\n }\n }\nfunction draw() {\n textSize(40);\n background(255);\n text(myText, width / 2, height / 2);\n }\nfunction keyPressed() {\n myText = key;\n storeItem('myText', myText);\n }\n
Returns the value of an item that was stored in local storage\n using storeItem()
\n', + itemtype: 'method', + name: 'getItem', + params: [ + { + name: 'key', + description: + 'name that you wish to use to store in local storage
\n', + type: 'String' + } + ], + return: { + description: 'Value of stored item', + type: 'Number|Object|String|Boolean|p5.Color' + }, + example: [ + "\n\n // Click the mouse to change\n // the color of the background\n // Once you have changed the color\n // it will stay changed even when you\n // reload the page.\nlet myColor;\nfunction setup() {\n createCanvas(100, 100);\n myColor = getItem('myColor');\n }\nfunction draw() {\n if (myColor !== null) {\n background(myColor);\n }\n }\nfunction mousePressed() {\n myColor = color(random(255), random(255), random(255));\n storeItem('myColor', myColor);\n }\n
Clears all local storage items set with storeItem()\n for the current domain.
\n', + itemtype: 'method', + name: 'clearStorage', + example: [ + "\n\n function setup() {\n let myNum = 10;\n let myBool = false;\n storeItem('myNum', myNum);\n storeItem('myBool', myBool);\n print(getItem('myNum')); // logs 10 to the console\n print(getItem('myBool')); // logs false to the console\n clearStorage();\n print(getItem('myNum')); // logs null to the console\n print(getItem('myBool')); // logs null to the console\n }\n
Removes an item that was stored with storeItem()
\n', + itemtype: 'method', + name: 'removeItem', + params: [ + { + name: 'key', + description: '', + type: 'String' + } + ], + example: [ + "\n\n function setup() {\n let myVar = 10;\n storeItem('myVar', myVar);\n print(getItem('myVar')); // logs 10 to the console\n removeItem('myVar');\n print(getItem('myVar')); // logs null to the console\n }\n
Creates a new instance of p5.StringDict using the key-value pair\n or the object you provide.
\n', + itemtype: 'method', + name: 'createStringDict', + return: { + description: '', + type: 'p5.StringDict' + }, + example: [ + "\n\n function setup() {\n let myDictionary = createStringDict('p5', 'js');\n print(myDictionary.hasKey('p5')); // logs true to console\n let anotherDictionary = createStringDict({ happy: 'coding' });\n print(anotherDictionary.hasKey('happy')); // logs true to console\n }\n
object
\n', + type: 'Object' + } + ], + return: { + description: '', + type: 'p5.StringDict' + } + } + ] + }, + { + file: 'src/data/p5.TypedDict.js', + line: 50, + description: + 'Creates a new instance of p5.NumberDict using the key-value pair\n or object you provide.
\n', + itemtype: 'method', + name: 'createNumberDict', + return: { + description: '', + type: 'p5.NumberDict' + }, + example: [ + '\n\n function setup() {\n let myDictionary = createNumberDict(100, 42);\n print(myDictionary.hasKey(100)); // logs true to console\n let anotherDictionary = createNumberDict({ 200: 84 });\n print(anotherDictionary.hasKey(200)); // logs true to console\n }\n
object
\n', + type: 'Object' + } + ], + return: { + description: '', + type: 'p5.NumberDict' + } + } + ] + }, + { + file: 'src/data/p5.TypedDict.js', + line: 103, + description: + 'Returns the number of key-value pairs currently stored in the Dictionary.
\n', + itemtype: 'method', + name: 'size', + return: { + description: 'the number of key-value pairs in the Dictionary', + type: 'Integer' + }, + example: [ + '\n\nfunction setup() {\n let myDictionary = createNumberDict(1, 10);\n myDictionary.create(2, 20);\n myDictionary.create(3, 30);\n print(myDictionary.size()); // logs 3 to the console\n}\n
Returns true if the given key exists in the Dictionary,\notherwise returns false.
\n', + itemtype: 'method', + name: 'hasKey', + params: [ + { + name: 'key', + description: 'that you want to look up
\n', + type: 'Number|String' + } + ], + return: { + description: 'whether that key exists in Dictionary', + type: 'Boolean' + }, + example: [ + "\n\nfunction setup() {\n let myDictionary = createStringDict('p5', 'js');\n print(myDictionary.hasKey('p5')); // logs true to console\n}\n
Returns the value stored at the given key.
\n', + itemtype: 'method', + name: 'get', + params: [ + { + name: 'the', + description: 'key you want to access
\n', + type: 'Number|String' + } + ], + return: { + description: 'the value stored at that key', + type: 'Number|String' + }, + example: [ + "\n\nfunction setup() {\n let myDictionary = createStringDict('p5', 'js');\n let myValue = myDictionary.get('p5');\n print(myValue === 'js'); // logs true to console\n}\n
Updates the value associated with the given key in case it already exists\nin the Dictionary. Otherwise a new key-value pair is added.
\n', + itemtype: 'method', + name: 'set', + params: [ + { + name: 'key', + description: '', + type: 'Number|String' + }, + { + name: 'value', + description: '', + type: 'Number|String' + } + ], + example: [ + "\n\nfunction setup() {\n let myDictionary = createStringDict('p5', 'js');\n myDictionary.set('p5', 'JS');\n myDictionary.print(); // logs \"key: p5 - value: JS\" to console\n}\n
private helper function to handle the user passing in objects\nduring construction or calls to create()
\n', + class: 'p5.TypedDict', + module: 'Data', + submodule: 'Dictionary' + }, + { + file: 'src/data/p5.TypedDict.js', + line: 214, + description: 'Creates a new key-value pair in the Dictionary.
\n', + itemtype: 'method', + name: 'create', + example: [ + "\n\nfunction setup() {\n let myDictionary = createStringDict('p5', 'js');\n myDictionary.create('happy', 'coding');\n myDictionary.print();\n // above logs \"key: p5 - value: js, key: happy - value: coding\" to console\n}\n
key/value pair
\n', + type: 'Object' + } + ] + } + ] + }, + { + file: 'src/data/p5.TypedDict.js', + line: 250, + description: + 'Removes all previously stored key-value pairs from the Dictionary.
\n', + itemtype: 'method', + name: 'clear', + example: [ + "\n\nfunction setup() {\n let myDictionary = createStringDict('p5', 'js');\n print(myDictionary.hasKey('p5')); // prints 'true'\n myDictionary.clear();\n print(myDictionary.hasKey('p5')); // prints 'false'\n}\n
\nRemoves the key-value pair stored at the given key from the Dictionary.
\n', + itemtype: 'method', + name: 'remove', + params: [ + { + name: 'key', + description: 'for the pair to remove
\n', + type: 'Number|String' + } + ], + example: [ + "\n\nfunction setup() {\n let myDictionary = createStringDict('p5', 'js');\n myDictionary.create('happy', 'coding');\n myDictionary.print();\n // above logs \"key: p5 - value: js, key: happy - value: coding\" to console\n myDictionary.remove('p5');\n myDictionary.print();\n // above logs \"key: happy value: coding\" to console\n}\n
Logs the set of items currently stored in the Dictionary to the console.
\n', + itemtype: 'method', + name: 'print', + example: [ + "\n\nfunction setup() {\n let myDictionary = createStringDict('p5', 'js');\n myDictionary.create('happy', 'coding');\n myDictionary.print();\n // above logs \"key: p5 - value: js, key: happy - value: coding\" to console\n}\n
\nConverts the Dictionary into a CSV file for local download.
\n', + itemtype: 'method', + name: 'saveTable', + example: [ + "\n\nfunction setup() {\n createCanvas(100, 100);\n background(200);\n text('click here to save', 10, 10, 70, 80);\n}\n\nfunction mousePressed() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n createStringDict({\n john: 1940,\n paul: 1942,\n george: 1943,\n ringo: 1940\n }).saveTable('beatles');\n }\n}\n
\nConverts the Dictionary into a JSON file for local download.
\n', + itemtype: 'method', + name: 'saveJSON', + example: [ + "\n\nfunction setup() {\n createCanvas(100, 100);\n background(200);\n text('click here to save', 10, 10, 70, 80);\n}\n\nfunction mousePressed() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n createStringDict({\n john: 1940,\n paul: 1942,\n george: 1943,\n ringo: 1940\n }).saveJSON('beatles');\n }\n}\n
\nprivate helper function to ensure that the user passed in valid\nvalues for the Dictionary type
\n', + class: 'p5.TypedDict', + module: 'Data', + submodule: 'Dictionary' + }, + { + file: 'src/data/p5.TypedDict.js', + line: 437, + description: + 'private helper function to ensure that the user passed in valid\nvalues for the Dictionary type
\n', + class: 'p5.NumberDict', + module: 'Data', + submodule: 'Dictionary' + }, + { + file: 'src/data/p5.TypedDict.js', + line: 446, + description: + 'Add the given number to the value currently stored at the given key.\nThe sum then replaces the value previously stored in the Dictionary.
\n', + itemtype: 'method', + name: 'add', + params: [ + { + name: 'Key', + description: 'for the value you wish to add to
\n', + type: 'Number' + }, + { + name: 'Number', + description: 'to add to the value
\n', + type: 'Number' + } + ], + example: [ + "\n\nfunction setup() {\n let myDictionary = createNumberDict(2, 5);\n myDictionary.add(2, 2);\n print(myDictionary.get(2)); // logs 7 to console.\n}\n
Subtract the given number from the value currently stored at the given key.\nThe difference then replaces the value previously stored in the Dictionary.
\n', + itemtype: 'method', + name: 'sub', + params: [ + { + name: 'Key', + description: 'for the value you wish to subtract from
\n', + type: 'Number' + }, + { + name: 'Number', + description: 'to subtract from the value
\n', + type: 'Number' + } + ], + example: [ + "\n\nfunction setup() {\n let myDictionary = createNumberDict(2, 5);\n myDictionary.sub(2, 2);\n print(myDictionary.get(2)); // logs 3 to console.\n}\n
Multiply the given number with the value currently stored at the given key.\nThe product then replaces the value previously stored in the Dictionary.
\n', + itemtype: 'method', + name: 'mult', + params: [ + { + name: 'Key', + description: 'for value you wish to multiply
\n', + type: 'Number' + }, + { + name: 'Amount', + description: 'to multiply the value by
\n', + type: 'Number' + } + ], + example: [ + "\n\nfunction setup() {\n let myDictionary = createNumberDict(2, 4);\n myDictionary.mult(2, 2);\n print(myDictionary.get(2)); // logs 8 to console.\n}\n
Divide the given number with the value currently stored at the given key.\nThe quotient then replaces the value previously stored in the Dictionary.
\n', + itemtype: 'method', + name: 'div', + params: [ + { + name: 'Key', + description: 'for value you wish to divide
\n', + type: 'Number' + }, + { + name: 'Amount', + description: 'to divide the value by
\n', + type: 'Number' + } + ], + example: [ + "\n\nfunction setup() {\n let myDictionary = createNumberDict(2, 8);\n myDictionary.div(2, 2);\n print(myDictionary.get(2)); // logs 4 to console.\n}\n
private helper function for finding lowest or highest value\nthe argument 'flip' is used to flip the comparison arrow\nfrom 'less than' to 'greater than'
\n', + class: 'p5.NumberDict', + module: 'Data', + submodule: 'Dictionary' + }, + { + file: 'src/data/p5.TypedDict.js', + line: 579, + description: + 'Return the lowest number currently stored in the Dictionary.
\n', + itemtype: 'method', + name: 'minValue', + return: { + description: '', + type: 'Number' + }, + example: [ + "\n\nfunction setup() {\n let myDictionary = createNumberDict({ 2: -10, 4: 0.65, 1.2: 3 });\n let lowestValue = myDictionary.minValue(); // value is -10\n print(lowestValue);\n}\n
Return the highest number currently stored in the Dictionary.
\n', + itemtype: 'method', + name: 'maxValue', + return: { + description: '', + type: 'Number' + }, + example: [ + "\n\nfunction setup() {\n let myDictionary = createNumberDict({ 2: -10, 4: 0.65, 1.2: 3 });\n let highestValue = myDictionary.maxValue(); // value is 3\n print(highestValue);\n}\n
private helper function for finding lowest or highest key\nthe argument 'flip' is used to flip the comparison arrow\nfrom 'less than' to 'greater than'
\n', + class: 'p5.NumberDict', + module: 'Data', + submodule: 'Dictionary' + }, + { + file: 'src/data/p5.TypedDict.js', + line: 644, + description: + 'Return the lowest key currently used in the Dictionary.
\n', + itemtype: 'method', + name: 'minKey', + return: { + description: '', + type: 'Number' + }, + example: [ + "\n\nfunction setup() {\n let myDictionary = createNumberDict({ 2: 4, 4: 6, 1.2: 3 });\n let lowestKey = myDictionary.minKey(); // value is 1.2\n print(lowestKey);\n}\n
Return the highest key currently used in the Dictionary.
\n', + itemtype: 'method', + name: 'maxKey', + return: { + description: '', + type: 'Number' + }, + example: [ + "\n\nfunction setup() {\n let myDictionary = createNumberDict({ 2: 4, 4: 6, 1.2: 3 });\n let highestKey = myDictionary.maxKey(); // value is 4\n print(highestKey);\n}\n
The system variable deviceOrientation always contains the orientation of\nthe device. The value of this variable will either be set 'landscape'\nor 'portrait'. If no data is available it will be set to 'undefined'.\neither LANDSCAPE or PORTRAIT.
\n', + itemtype: 'property', + name: 'deviceOrientation', + type: 'Constant', + readonly: '', + class: 'p5', + module: 'Events', + submodule: 'Acceleration' + }, + { + file: 'src/events/acceleration.js', + line: 23, + description: + 'The system variable accelerationX always contains the acceleration of the\ndevice along the x axis. Value is represented as meters per second squared.
\n', + itemtype: 'property', + name: 'accelerationX', + type: 'Number', + readonly: '', + example: [ + "\n\n// Move a touchscreen device to register\n// acceleration changes.\nfunction draw() {\n background(220, 50);\n fill('magenta');\n ellipse(width / 2, height / 2, accelerationX);\n}\n
\nThe system variable accelerationY always contains the acceleration of the\ndevice along the y axis. Value is represented as meters per second squared.
\n', + itemtype: 'property', + name: 'accelerationY', + type: 'Number', + readonly: '', + example: [ + "\n\n// Move a touchscreen device to register\n// acceleration changes.\nfunction draw() {\n background(220, 50);\n fill('magenta');\n ellipse(width / 2, height / 2, accelerationY);\n}\n
\nThe system variable accelerationZ always contains the acceleration of the\ndevice along the z axis. Value is represented as meters per second squared.
\n', + itemtype: 'property', + name: 'accelerationZ', + type: 'Number', + readonly: '', + example: [ + "\n\n// Move a touchscreen device to register\n// acceleration changes.\nfunction draw() {\n background(220, 50);\n fill('magenta');\n ellipse(width / 2, height / 2, accelerationZ);\n}\n
\nThe system variable pAccelerationX always contains the acceleration of the\ndevice along the x axis in the frame previous to the current frame. Value\nis represented as meters per second squared.
\n', + itemtype: 'property', + name: 'pAccelerationX', + type: 'Number', + readonly: '', + class: 'p5', + module: 'Events', + submodule: 'Acceleration' + }, + { + file: 'src/events/acceleration.js', + line: 104, + description: + 'The system variable pAccelerationY always contains the acceleration of the\ndevice along the y axis in the frame previous to the current frame. Value\nis represented as meters per second squared.
\n', + itemtype: 'property', + name: 'pAccelerationY', + type: 'Number', + readonly: '', + class: 'p5', + module: 'Events', + submodule: 'Acceleration' + }, + { + file: 'src/events/acceleration.js', + line: 114, + description: + 'The system variable pAccelerationZ always contains the acceleration of the\ndevice along the z axis in the frame previous to the current frame. Value\nis represented as meters per second squared.
\n', + itemtype: 'property', + name: 'pAccelerationZ', + type: 'Number', + readonly: '', + class: 'p5', + module: 'Events', + submodule: 'Acceleration' + }, + { + file: 'src/events/acceleration.js', + line: 135, + description: + 'The system variable rotationX always contains the rotation of the\ndevice along the x axis. Value is represented as 0 to +/-180 degrees.\n
\nNote: The order the rotations are called is important, ie. if used\ntogether, it must be called in the order Z-X-Y or there might be\nunexpected behaviour.
\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n //rotateZ(radians(rotationZ));\n rotateX(radians(rotationX));\n //rotateY(radians(rotationY));\n box(200, 200, 200);\n}\n
\nThe system variable rotationY always contains the rotation of the\ndevice along the y axis. Value is represented as 0 to +/-90 degrees.\n
\nNote: The order the rotations are called is important, ie. if used\ntogether, it must be called in the order Z-X-Y or there might be\nunexpected behaviour.
\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n //rotateZ(radians(rotationZ));\n //rotateX(radians(rotationX));\n rotateY(radians(rotationY));\n box(200, 200, 200);\n}\n
\nThe system variable rotationZ always contains the rotation of the\ndevice along the z axis. Value is represented as 0 to 359 degrees.\n
\nUnlike rotationX and rotationY, this variable is available for devices\nwith a built-in compass only.\n
\nNote: The order the rotations are called is important, ie. if used\ntogether, it must be called in the order Z-X-Y or there might be\nunexpected behaviour.
\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n rotateZ(radians(rotationZ));\n //rotateX(radians(rotationX));\n //rotateY(radians(rotationY));\n box(200, 200, 200);\n}\n
\nThe system variable pRotationX always contains the rotation of the\ndevice along the x axis in the frame previous to the current frame. Value\nis represented as 0 to +/-180 degrees.\n
\npRotationX can also be used with rotationX to determine the rotate\ndirection of the device along the X-axis.
\n// A simple if statement looking at whether\n// rotationX - pRotationX < 0 is true or not will be\n// sufficient for determining the rotate direction\n// in most cases.\n\n// Some extra logic is needed to account for cases where\n// the angles wrap around.\nlet rotateDirection = 'clockwise';\n\n// Simple range conversion to make things simpler.\n// This is not absolutely necessary but the logic\n// will be different in that case.\n\nlet rX = rotationX + 180;\nlet pRX = pRotationX + 180;\n\nif ((rX - pRX > 0 && rX - pRX < 270) || rX - pRX < -270) {\n rotateDirection = 'clockwise';\n} else if (rX - pRX < 0 || rX - pRX > 270) {\n rotateDirection = 'counter-clockwise';\n}\n\nprint(rotateDirection);\n
\nThe system variable pRotationY always contains the rotation of the\ndevice along the y axis in the frame previous to the current frame. Value\nis represented as 0 to +/-90 degrees.\n
\npRotationY can also be used with rotationY to determine the rotate\ndirection of the device along the Y-axis.
\n// A simple if statement looking at whether\n// rotationY - pRotationY < 0 is true or not will be\n// sufficient for determining the rotate direction\n// in most cases.\n\n// Some extra logic is needed to account for cases where\n// the angles wrap around.\nlet rotateDirection = 'clockwise';\n\n// Simple range conversion to make things simpler.\n// This is not absolutely necessary but the logic\n// will be different in that case.\n\nlet rY = rotationY + 180;\nlet pRY = pRotationY + 180;\n\nif ((rY - pRY > 0 && rY - pRY < 270) || rY - pRY < -270) {\n rotateDirection = 'clockwise';\n} else if (rY - pRY < 0 || rY - pRY > 270) {\n rotateDirection = 'counter-clockwise';\n}\nprint(rotateDirection);\n
\nThe system variable pRotationZ always contains the rotation of the\ndevice along the z axis in the frame previous to the current frame. Value\nis represented as 0 to 359 degrees.\n
\npRotationZ can also be used with rotationZ to determine the rotate\ndirection of the device along the Z-axis.
\n// A simple if statement looking at whether\n// rotationZ - pRotationZ < 0 is true or not will be\n// sufficient for determining the rotate direction\n// in most cases.\n\n// Some extra logic is needed to account for cases where\n// the angles wrap around.\nlet rotateDirection = 'clockwise';\n\nif (\n (rotationZ - pRotationZ > 0 && rotationZ - pRotationZ < 270) ||\n rotationZ - pRotationZ < -270\n) {\n rotateDirection = 'clockwise';\n} else if (rotationZ - pRotationZ < 0 || rotationZ - pRotationZ > 270) {\n rotateDirection = 'counter-clockwise';\n}\nprint(rotateDirection);\n
\nWhen a device is rotated, the axis that triggers the deviceTurned()\nmethod is stored in the turnAxis variable. The turnAxis variable is only defined within\nthe scope of deviceTurned().
\n', + itemtype: 'property', + name: 'turnAxis', + type: 'String', + readonly: '', + example: [ + "\n\n// Run this example on a mobile device\n// Rotate the device by 90 degrees in the\n// X-axis to change the value.\n\nvar value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceTurned() {\n if (turnAxis === 'X') {\n if (value === 0) {\n value = 255;\n } else if (value === 255) {\n value = 0;\n }\n }\n}\n
\nThe setMoveThreshold() function is used to set the movement threshold for\nthe deviceMoved() function. The default threshold is set to 0.5.
\n', + itemtype: 'method', + name: 'setMoveThreshold', + params: [ + { + name: 'value', + description: 'The threshold value
\n', + type: 'Number' + } + ], + example: [ + '\n\n// Run this example on a mobile device\n// You will need to move the device incrementally further\n// the closer the square\'s color gets to white in order to change the value.\n\nlet value = 0;\nlet threshold = 0.5;\nfunction setup() {\n setMoveThreshold(threshold);\n}\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceMoved() {\n value = value + 5;\n threshold = threshold + 0.1;\n if (value > 255) {\n value = 0;\n threshold = 30;\n }\n setMoveThreshold(threshold);\n}\n
\nThe setShakeThreshold() function is used to set the movement threshold for\nthe deviceShaken() function. The default threshold is set to 30.
\n', + itemtype: 'method', + name: 'setShakeThreshold', + params: [ + { + name: 'value', + description: 'The threshold value
\n', + type: 'Number' + } + ], + example: [ + '\n\n// Run this example on a mobile device\n// You will need to shake the device more firmly\n// the closer the box\'s fill gets to white in order to change the value.\n\nlet value = 0;\nlet threshold = 30;\nfunction setup() {\n setShakeThreshold(threshold);\n}\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceMoved() {\n value = value + 5;\n threshold = threshold + 5;\n if (value > 255) {\n value = 0;\n threshold = 30;\n }\n setShakeThreshold(threshold);\n}\n
\nThe deviceMoved() function is called when the device is moved by more than\nthe threshold value along X, Y or Z axis. The default threshold is set to 0.5.\nThe threshold value can be changed using setMoveThreshold().
\n', + itemtype: 'method', + name: 'deviceMoved', + example: [ + '\n\n// Run this example on a mobile device\n// Move the device around\n// to change the value.\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceMoved() {\n value = value + 5;\n if (value > 255) {\n value = 0;\n }\n}\n
\nThe deviceTurned() function is called when the device rotates by\nmore than 90 degrees continuously.\n
\nThe axis that triggers the deviceTurned() method is stored in the turnAxis\nvariable. The deviceTurned() method can be locked to trigger on any axis:\nX, Y or Z by comparing the turnAxis variable to 'X', 'Y' or 'Z'.
\n// Run this example on a mobile device\n// Rotate the device by 90 degrees\n// to change the value.\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceTurned() {\n if (value === 0) {\n value = 255;\n } else if (value === 255) {\n value = 0;\n }\n}\n
\n\n// Run this example on a mobile device\n// Rotate the device by 90 degrees in the\n// X-axis to change the value.\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceTurned() {\n if (turnAxis === \'X\') {\n if (value === 0) {\n value = 255;\n } else if (value === 255) {\n value = 0;\n }\n }\n}\n
\nThe deviceShaken() function is called when the device total acceleration\nchanges of accelerationX and accelerationY values is more than\nthe threshold value. The default threshold is set to 30.\nThe threshold value can be changed using setShakeThreshold().
\n', + itemtype: 'method', + name: 'deviceShaken', + example: [ + '\n\n// Run this example on a mobile device\n// Shake the device to change the value.\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceShaken() {\n value = value + 5;\n if (value > 255) {\n value = 0;\n }\n}\n
\nThe boolean system variable keyIsPressed is true if any key is pressed\nand false if no keys are pressed.
\n', + itemtype: 'property', + name: 'keyIsPressed', + type: 'Boolean', + readonly: '', + example: [ + '\n\nfunction draw() {\n if (keyIsPressed === true) {\n fill(0);\n } else {\n fill(255);\n }\n rect(25, 25, 50, 50);\n}\n
\nThe system variable key always contains the value of the most recent\nkey on the keyboard that was typed. To get the proper capitalization, it\nis best to use it within keyTyped(). For non-ASCII keys, use the keyCode\nvariable.
\n', + itemtype: 'property', + name: 'key', + type: 'String', + readonly: '', + example: [ + '\n\n// Click any key to display it!\n// (Not Guaranteed to be Case Sensitive)\nfunction setup() {\n fill(245, 123, 158);\n textSize(50);\n}\n\nfunction draw() {\n background(200);\n text(key, 33, 65); // Display last key pressed.\n}\n
The variable keyCode is used to detect special keys such as BACKSPACE,\nDELETE, ENTER, RETURN, TAB, ESCAPE, SHIFT, CONTROL, OPTION, ALT, UP_ARROW,\nDOWN_ARROW, LEFT_ARROW, RIGHT_ARROW.\nYou can also check for custom keys by looking up the keyCode of any key\non a site like this: keycode.info.
\n', + itemtype: 'property', + name: 'keyCode', + type: 'Integer', + readonly: '', + example: [ + "\n\nlet fillVal = 126;\nfunction draw() {\n fill(fillVal);\n rect(25, 25, 50, 50);\n}\n\nfunction keyPressed() {\n if (keyCode === UP_ARROW) {\n fillVal = 255;\n } else if (keyCode === DOWN_ARROW) {\n fillVal = 0;\n }\n return false; // prevent default\n}\n
\nfunction draw() {}\nfunction keyPressed() {\n background('yellow');\n text(`${key} ${keyCode}`, 10, 40);\n print(key, ' ', keyCode);\n return false; // prevent default\n}\n
The keyPressed() function is called once every time a key is pressed. The\nkeyCode for the key that was pressed is stored in the keyCode variable.\n
\nFor non-ASCII keys, use the keyCode variable. You can check if the keyCode\nequals BACKSPACE, DELETE, ENTER, RETURN, TAB, ESCAPE, SHIFT, CONTROL,\nOPTION, ALT, UP_ARROW, DOWN_ARROW, LEFT_ARROW, RIGHT_ARROW.\n
\nFor ASCII keys, the key that was pressed is stored in the key variable. However, it\ndoes not distinguish between uppercase and lowercase. For this reason, it\nis recommended to use keyTyped() to read the key variable, in which the\ncase of the variable will be distinguished.\n
\nBecause of how operating systems handle key repeats, holding down a key\nmay cause multiple calls to keyTyped() (and keyReleased() as well). The\nrate of repeat is set by the operating system and how each computer is\nconfigured.
\nBrowsers may have different default\nbehaviors attached to various key events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction keyPressed() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n
\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction keyPressed() {\n if (keyCode === LEFT_ARROW) {\n value = 255;\n } else if (keyCode === RIGHT_ARROW) {\n value = 0;\n }\n}\n
\n\nfunction keyPressed() {\n // Do something\n return false; // prevent any default behaviour\n}\n
\nThe keyReleased() function is called once every time a key is released.\nSee key and keyCode for more information.
\nBrowsers may have different default\nbehaviors attached to various key events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction keyReleased() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n return false; // prevent any default behavior\n}\n
\nThe keyTyped() function is called once every time a key is pressed, but\naction keys such as Backspace, Delete, Ctrl, Shift, and Alt are ignored. If you are trying to detect\na keyCode for one of these keys, use the keyPressed() function instead.\nThe most recent key typed will be stored in the key variable.\n
\nBecause of how operating systems handle key repeats, holding down a key\nwill cause multiple calls to keyTyped() (and keyReleased() as well). The\nrate of repeat is set by the operating system and how each computer is\nconfigured.
\nBrowsers may have different default behaviors attached to various key\nevents. To prevent any default behavior for this event, add "return false"\nto the end of the method.
\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction keyTyped() {\n if (key === 'a') {\n value = 255;\n } else if (key === 'b') {\n value = 0;\n }\n // uncomment to prevent any default behavior\n // return false;\n}\n
\nThe onblur function is called when the user is no longer focused\non the p5 element. Because the keyup events will not fire if the user is\nnot focused on the element we must assume all keys currently down have\nbeen released.
\n', + class: 'p5', + module: 'Events', + submodule: 'Keyboard' + }, + { + file: 'src/events/keyboard.js', + line: 312, + description: + 'The keyIsDown() function checks if the key is currently down, i.e. pressed.\nIt can be used if you have an object that moves, and you want several keys\nto be able to affect its behaviour simultaneously, such as moving a\nsprite diagonally. You can put in any number representing the keyCode of\nthe key, or use any of the variable keyCode names listed\nhere.
\n', + itemtype: 'method', + name: 'keyIsDown', + params: [ + { + name: 'code', + description: 'The key to check for.
\n', + type: 'Number' + } + ], + return: { + description: 'whether key is down or not', + type: 'Boolean' + }, + example: [ + '\n\nlet x = 100;\nlet y = 100;\n\nfunction setup() {\n createCanvas(512, 512);\n fill(255, 0, 0);\n}\n\nfunction draw() {\n if (keyIsDown(LEFT_ARROW)) {\n x -= 5;\n }\n\n if (keyIsDown(RIGHT_ARROW)) {\n x += 5;\n }\n\n if (keyIsDown(UP_ARROW)) {\n y -= 5;\n }\n\n if (keyIsDown(DOWN_ARROW)) {\n y += 5;\n }\n\n clear();\n ellipse(x, y, 50, 50);\n}\n
\nlet diameter = 50;\n\nfunction setup() {\n createCanvas(512, 512);\n}\n\nfunction draw() {\n // 107 and 187 are keyCodes for "+"\n if (keyIsDown(107) || keyIsDown(187)) {\n diameter += 1;\n }\n\n // 109 and 189 are keyCodes for "-"\n if (keyIsDown(109) || keyIsDown(189)) {\n diameter -= 1;\n }\n\n clear();\n fill(255, 0, 0);\n ellipse(50, 50, diameter, diameter);\n}\n
The system variable mouseX always contains the current horizontal\nposition of the mouse, relative to (0, 0) of the canvas. The value at\nthe top-left corner is (0, 0) for 2-D and (-width/2, -height/2) for WebGL.\nIf touch is used instead of mouse input, mouseX will hold the x value\nof the most recent touch point.
\n', + itemtype: 'property', + name: 'mouseX', + type: 'Number', + readonly: '', + example: [ + '\n\n// Move the mouse across the canvas\nfunction draw() {\n background(244, 248, 252);\n line(mouseX, 0, mouseX, 100);\n}\n
\nThe system variable mouseY always contains the current vertical\nposition of the mouse, relative to (0, 0) of the canvas. The value at\nthe top-left corner is (0, 0) for 2-D and (-width/2, -height/2) for WebGL.\nIf touch is used instead of mouse input, mouseY will hold the y value\nof the most recent touch point.
\n', + itemtype: 'property', + name: 'mouseY', + type: 'Number', + readonly: '', + example: [ + '\n\n// Move the mouse across the canvas\nfunction draw() {\n background(244, 248, 252);\n line(0, mouseY, 100, mouseY);\n}\n
\nThe system variable pmouseX always contains the horizontal position of\nthe mouse or finger in the frame previous to the current frame, relative to\n(0, 0) of the canvas. The value at the top-left corner is (0, 0) for 2-D and\n(-width/2, -height/2) for WebGL. Note: pmouseX will be reset to the current mouseX\nvalue at the start of each touch event.
\n', + itemtype: 'property', + name: 'pmouseX', + type: 'Number', + readonly: '', + example: [ + "\n\n// Move the mouse across the canvas to leave a trail\nfunction setup() {\n //slow down the frameRate to make it more visible\n frameRate(10);\n}\n\nfunction draw() {\n background(244, 248, 252);\n line(mouseX, mouseY, pmouseX, pmouseY);\n print(pmouseX + ' -> ' + mouseX);\n}\n
\nThe system variable pmouseY always contains the vertical position of\nthe mouse or finger in the frame previous to the current frame, relative to\n(0, 0) of the canvas. The value at the top-left corner is (0, 0) for 2-D and\n(-width/2, -height/2) for WebGL. Note: pmouseY will be reset to the current mouseY\nvalue at the start of each touch event.
\n', + itemtype: 'property', + name: 'pmouseY', + type: 'Number', + readonly: '', + example: [ + "\n\nfunction draw() {\n background(237, 34, 93);\n fill(0);\n //draw a square only if the mouse is not moving\n if (mouseY === pmouseY && mouseX === pmouseX) {\n rect(20, 20, 60, 60);\n }\n\n print(pmouseY + ' -> ' + mouseY);\n}\n
\nThe system variable winMouseX always contains the current horizontal\nposition of the mouse, relative to (0, 0) of the window.
\n', + itemtype: 'property', + name: 'winMouseX', + type: 'Number', + readonly: '', + example: [ + "\n\nlet myCanvas;\n\nfunction setup() {\n //use a variable to store a pointer to the canvas\n myCanvas = createCanvas(100, 100);\n const body = document.getElementsByTagName('body')[0];\n myCanvas.parent(body);\n}\n\nfunction draw() {\n background(237, 34, 93);\n fill(0);\n\n //move the canvas to the horizontal mouse position\n //relative to the window\n myCanvas.position(winMouseX + 1, windowHeight / 2);\n\n //the y of the square is relative to the canvas\n rect(20, mouseY, 60, 60);\n}\n
\nThe system variable winMouseY always contains the current vertical\nposition of the mouse, relative to (0, 0) of the window.
\n', + itemtype: 'property', + name: 'winMouseY', + type: 'Number', + readonly: '', + example: [ + "\n\nlet myCanvas;\n\nfunction setup() {\n //use a variable to store a pointer to the canvas\n myCanvas = createCanvas(100, 100);\n const body = document.getElementsByTagName('body')[0];\n myCanvas.parent(body);\n}\n\nfunction draw() {\n background(237, 34, 93);\n fill(0);\n\n //move the canvas to the vertical mouse position\n //relative to the window\n myCanvas.position(windowWidth / 2, winMouseY + 1);\n\n //the x of the square is relative to the canvas\n rect(mouseX, 20, 60, 60);\n}\n
\nThe system variable pwinMouseX always contains the horizontal position\nof the mouse in the frame previous to the current frame, relative to\n(0, 0) of the window. Note: pwinMouseX will be reset to the current winMouseX\nvalue at the start of each touch event.
\n', + itemtype: 'property', + name: 'pwinMouseX', + type: 'Number', + readonly: '', + example: [ + '\n\nlet myCanvas;\n\nfunction setup() {\n //use a variable to store a pointer to the canvas\n myCanvas = createCanvas(100, 100);\n noStroke();\n fill(237, 34, 93);\n}\n\nfunction draw() {\n clear();\n //the difference between previous and\n //current x position is the horizontal mouse speed\n let speed = abs(winMouseX - pwinMouseX);\n //change the size of the circle\n //according to the horizontal speed\n ellipse(50, 50, 10 + speed * 5, 10 + speed * 5);\n //move the canvas to the mouse position\n myCanvas.position(winMouseX + 1, winMouseY + 1);\n}\n
\nThe system variable pwinMouseY always contains the vertical position of\nthe mouse in the frame previous to the current frame, relative to (0, 0)\nof the window. Note: pwinMouseY will be reset to the current winMouseY\nvalue at the start of each touch event.
\n', + itemtype: 'property', + name: 'pwinMouseY', + type: 'Number', + readonly: '', + example: [ + '\n\nlet myCanvas;\n\nfunction setup() {\n //use a variable to store a pointer to the canvas\n myCanvas = createCanvas(100, 100);\n noStroke();\n fill(237, 34, 93);\n}\n\nfunction draw() {\n clear();\n //the difference between previous and\n //current y position is the vertical mouse speed\n let speed = abs(winMouseY - pwinMouseY);\n //change the size of the circle\n //according to the vertical speed\n ellipse(50, 50, 10 + speed * 5, 10 + speed * 5);\n //move the canvas to the mouse position\n myCanvas.position(winMouseX + 1, winMouseY + 1);\n}\n
\nProcessing automatically tracks if the mouse button is pressed and which\nbutton is pressed. The value of the system variable mouseButton is either\nLEFT, RIGHT, or CENTER depending on which button was pressed last.\nWarning: different browsers may track mouseButton differently.
\n', + itemtype: 'property', + name: 'mouseButton', + type: 'Constant', + readonly: '', + example: [ + '\n\nfunction draw() {\n background(237, 34, 93);\n fill(0);\n\n if (mouseIsPressed) {\n if (mouseButton === LEFT) {\n ellipse(50, 50, 50, 50);\n }\n if (mouseButton === RIGHT) {\n rect(25, 25, 50, 50);\n }\n if (mouseButton === CENTER) {\n triangle(23, 75, 50, 20, 78, 75);\n }\n }\n\n print(mouseButton);\n}\n
\nThe boolean system variable mouseIsPressed is true if the mouse is pressed\nand false if not.
\n', + itemtype: 'property', + name: 'mouseIsPressed', + type: 'Boolean', + readonly: '', + example: [ + '\n\nfunction draw() {\n background(237, 34, 93);\n fill(0);\n\n if (mouseIsPressed) {\n ellipse(50, 50, 50, 50);\n } else {\n rect(25, 25, 50, 50);\n }\n\n print(mouseIsPressed);\n}\n
\nThe mouseMoved() function is called every time the mouse moves and a mouse\nbutton is not pressed.
\nBrowsers may have different default\nbehaviors attached to various mouse events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
optional MouseEvent callback argument.
\n', + type: 'Object', + optional: true + } + ], + example: [ + '\n\n// Move the mouse across the page\n// to change its value\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction mouseMoved() {\n value = value + 5;\n if (value > 255) {\n value = 0;\n }\n}\n
\n\nfunction mouseMoved() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction mouseMoved(event) {\n console.log(event);\n}\n
\nThe mouseDragged() function is called once every time the mouse moves and\na mouse button is pressed. If no mouseDragged() function is defined, the\ntouchMoved() function will be called instead if it is defined.
\nBrowsers may have different default\nbehaviors attached to various mouse events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
optional MouseEvent callback argument.
\n', + type: 'Object', + optional: true + } + ], + example: [ + '\n\n// Drag the mouse across the page\n// to change its value\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction mouseDragged() {\n value = value + 5;\n if (value > 255) {\n value = 0;\n }\n}\n
\n\nfunction mouseDragged() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction mouseDragged(event) {\n console.log(event);\n}\n
\nThe mousePressed() function is called once after every time a mouse button\nis pressed. The mouseButton variable (see the related reference entry)\ncan be used to determine which button has been pressed. If no\nmousePressed() function is defined, the touchStarted() function will be\ncalled instead if it is defined.
\nBrowsers may have different default\nbehaviors attached to various mouse events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
optional MouseEvent callback argument.
\n', + type: 'Object', + optional: true + } + ], + example: [ + '\n\n// Click within the image to change\n// the value of the rectangle\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction mousePressed() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n
\n\nfunction mousePressed() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction mousePressed(event) {\n console.log(event);\n}\n
\nThe mouseReleased() function is called every time a mouse button is\nreleased. If no mouseReleased() function is defined, the touchEnded()\nfunction will be called instead if it is defined.
\nBrowsers may have different default\nbehaviors attached to various mouse events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
optional MouseEvent callback argument.
\n', + type: 'Object', + optional: true + } + ], + example: [ + '\n\n// Click within the image to change\n// the value of the rectangle\n// after the mouse has been clicked\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction mouseReleased() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n
\n\nfunction mouseReleased() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction mouseReleased(event) {\n console.log(event);\n}\n
\nThe mouseClicked() function is called once after a mouse button has been\npressed and then released.
\nBrowsers handle clicks differently, so this function is only guaranteed to be\nrun when the left mouse button is clicked. To handle other mouse buttons\nbeing pressed or released, see mousePressed() or mouseReleased().
\nBrowsers may have different default\nbehaviors attached to various mouse events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
optional MouseEvent callback argument.
\n', + type: 'Object', + optional: true + } + ], + example: [ + '\n\n// Click within the image to change\n// the value of the rectangle\n// after the mouse has been clicked\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\n\nfunction mouseClicked() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n
\n\nfunction mouseClicked() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction mouseClicked(event) {\n console.log(event);\n}\n
\nThe doubleClicked() function is executed every time a event\nlistener has detected a dblclick event which is a part of the\nDOM L3 specification. The doubleClicked event is fired when a\npointing device button (usually a mouse's primary button)\nis clicked twice on a single element. For more info on the\ndblclick event refer to mozilla's documentation here:\nhttps://developer.mozilla.org/en-US/docs/Web/Events/dblclick
\n', + itemtype: 'method', + name: 'doubleClicked', + params: [ + { + name: 'event', + description: 'optional MouseEvent callback argument.
\n', + type: 'Object', + optional: true + } + ], + example: [ + '\n\n// Click within the image to change\n// the value of the rectangle\n// after the mouse has been double clicked\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\n\nfunction doubleClicked() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n
\n\nfunction doubleClicked() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction doubleClicked(event) {\n console.log(event);\n}\n
\nThe function mouseWheel() is executed every time a vertical mouse wheel\nevent is detected either triggered by an actual mouse wheel or by a\ntouchpad.
\nThe event.delta property returns the amount the mouse wheel\nhave scrolled. The values can be positive or negative depending on the\nscroll direction (on OS X with "natural" scrolling enabled, the signs\nare inverted).
\nBrowsers may have different default behaviors attached to various\nmouse events. To prevent any default behavior for this event, add\n"return false" to the end of the method.
\nDue to the current support of the "wheel" event on Safari, the function\nmay only work as expected if "return false" is included while using Safari.
optional WheelEvent callback argument.
\n', + type: 'Object', + optional: true + } + ], + example: [ + '\n\nlet pos = 25;\n\nfunction draw() {\n background(237, 34, 93);\n fill(0);\n rect(25, pos, 50, 50);\n}\n\nfunction mouseWheel(event) {\n print(event.delta);\n //move the square according to the vertical scroll amount\n pos += event.delta;\n //uncomment to block page scrolling\n //return false;\n}\n
\nThe system variable touches[] contains an array of the positions of all\ncurrent touch points, relative to (0, 0) of the canvas, and IDs identifying a\nunique touch as it moves. Each element in the array is an object with x, y,\nand id properties.
\nThe touches[] array is not supported on Safari and IE on touch-based\ndesktops (laptops).
\n', + itemtype: 'property', + name: 'touches', + type: 'Object[]', + readonly: '', + example: [ + "\n\n// On a touchscreen device, touch\n// the canvas using one or more fingers\n// at the same time\nfunction draw() {\n clear();\n let display = touches.length + ' touches';\n text(display, 5, 10);\n}\n
\nThe touchStarted() function is called once after every time a touch is\nregistered. If no touchStarted() function is defined, the mousePressed()\nfunction will be called instead if it is defined.
\nBrowsers may have different default behaviors attached to various touch\nevents. To prevent any default behavior for this event, add "return false"\nto the end of the method.
optional TouchEvent callback argument.
\n', + type: 'Object', + optional: true + } + ], + example: [ + '\n\n// Touch within the image to change\n// the value of the rectangle\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction touchStarted() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n
\n\nfunction touchStarted() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a TouchEvent object\n// as a callback argument\nfunction touchStarted(event) {\n console.log(event);\n}\n
\nThe touchMoved() function is called every time a touch move is registered.\nIf no touchMoved() function is defined, the mouseDragged() function will\nbe called instead if it is defined.
\nBrowsers may have different default behaviors attached to various touch\nevents. To prevent any default behavior for this event, add "return false"\nto the end of the method.
optional TouchEvent callback argument.
\n', + type: 'Object', + optional: true + } + ], + example: [ + '\n\n// Move your finger across the page\n// to change its value\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction touchMoved() {\n value = value + 5;\n if (value > 255) {\n value = 0;\n }\n}\n
\n\nfunction touchMoved() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a TouchEvent object\n// as a callback argument\nfunction touchMoved(event) {\n console.log(event);\n}\n
\nThe touchEnded() function is called every time a touch ends. If no\ntouchEnded() function is defined, the mouseReleased() function will be\ncalled instead if it is defined.
\nBrowsers may have different default behaviors attached to various touch\nevents. To prevent any default behavior for this event, add "return false"\nto the end of the method.
optional TouchEvent callback argument.
\n', + type: 'Object', + optional: true + } + ], + example: [ + '\n\n// Release touch within the image to\n// change the value of the rectangle\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction touchEnded() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n
\n\nfunction touchEnded() {\n ellipse(mouseX, mouseY, 5, 5);\n // prevent default\n return false;\n}\n
\n\n// returns a TouchEvent object\n// as a callback argument\nfunction touchEnded(event) {\n console.log(event);\n}\n
\nThis module defines the filters for use with image buffers.
\nThis module is basically a collection of functions stored in an object\nas opposed to modules. The functions are destructive, modifying\nthe passed in canvas rather than creating a copy.
\nGenerally speaking users of this module will use the Filters.apply method\non a canvas to create an effect.
\nA number of functions are borrowed/adapted from\nhttp://www.html5rocks.com/en/tutorials/canvas/imagefilters/\nor the java processing implementation.
\n', + class: 'p5', + module: 'Events' + }, + { + file: 'src/image/image.js', + line: 8, + description: + 'This module defines the p5 methods for the p5.Image class\nfor drawing images to the main display canvas.
\n', + class: 'p5', + module: 'Image', + submodule: 'Image' + }, + { + file: 'src/image/image.js', + line: 22, + description: + 'Creates a new p5.Image (the datatype for storing images). This provides a\nfresh buffer of pixels to play with. Set the size of the buffer with the\nwidth and height parameters.\n
\n.pixels gives access to an array containing the values for all the pixels\nin the display window.\nThese values are numbers. This array is the size (including an appropriate\nfactor for the pixelDensity) of the display window x4,\nrepresenting the R, G, B, A values in order for each pixel, moving from\nleft to right across each row, then down each column. See .pixels for\nmore info. It may also be simpler to use set() or get().\n
\nBefore accessing the pixels of an image, the data must loaded with the\nloadPixels() function. After the array data has been modified, the\nupdatePixels() function must be run to update the changes.
width in pixels
\n', + type: 'Integer' + }, + { + name: 'height', + description: 'height in pixels
\n', + type: 'Integer' + } + ], + return: { + description: 'the p5.Image object', + type: 'p5.Image' + }, + example: [ + '\n\nlet img = createImage(66, 66);\nimg.loadPixels();\nfor (let i = 0; i < img.width; i++) {\n for (let j = 0; j < img.height; j++) {\n img.set(i, j, color(0, 90, 102));\n }\n}\nimg.updatePixels();\nimage(img, 17, 17);\n
\n\nlet img = createImage(66, 66);\nimg.loadPixels();\nfor (let i = 0; i < img.width; i++) {\n for (let j = 0; j < img.height; j++) {\n img.set(i, j, color(0, 90, 102, (i % img.width) * 2));\n }\n}\nimg.updatePixels();\nimage(img, 17, 17);\nimage(img, 34, 34);\n
\n\nlet pink = color(255, 102, 204);\nlet img = createImage(66, 66);\nimg.loadPixels();\nlet d = pixelDensity();\nlet halfImage = 4 * (img.width * d) * (img.height / 2 * d);\nfor (let i = 0; i < halfImage; i += 4) {\n img.pixels[i] = red(pink);\n img.pixels[i + 1] = green(pink);\n img.pixels[i + 2] = blue(pink);\n img.pixels[i + 3] = alpha(pink);\n}\nimg.updatePixels();\nimage(img, 17, 17);\n
\nSave the current canvas as an image. The browser will either save the\nfile immediately, or prompt the user with a dialogue window.
\n', + itemtype: 'method', + name: 'saveCanvas', + example: [ + "\n\n function setup() {\n let c = createCanvas(100, 100);\n background(255, 0, 0);\n saveCanvas(c, 'myCanvas', 'jpg');\n }\n
\n // note that this example has the same result as above\n // if no canvas is specified, defaults to main canvas\n function setup() {\n let c = createCanvas(100, 100);\n background(255, 0, 0);\n saveCanvas('myCanvas', 'jpg');\n\n // all of the following are valid\n saveCanvas(c, 'myCanvas', 'jpg');\n saveCanvas(c, 'myCanvas.jpg');\n saveCanvas(c, 'myCanvas');\n saveCanvas(c);\n saveCanvas('myCanvas', 'png');\n saveCanvas('myCanvas');\n saveCanvas();\n }\n
a variable\n representing a specific html5 canvas (optional)
\n', + type: 'p5.Element|HTMLCanvasElement' + }, + { + name: 'filename', + description: '', + type: 'String', + optional: true + }, + { + name: 'extension', + description: ''jpg' or 'png'
\n', + type: 'String', + optional: true + } + ] + }, + { + line: 144, + params: [ + { + name: 'filename', + description: '', + type: 'String', + optional: true + }, + { + name: 'extension', + description: '', + type: 'String', + optional: true + } + ] + } + ] + }, + { + file: 'src/image/image.js', + line: 195, + description: + 'Capture a sequence of frames that can be used to create a movie.\nAccepts a callback. For example, you may wish to send the frames\nto a server where they can be stored or converted into a movie.\nIf no callback is provided, the browser will pop up save dialogues in an\nattempt to download all of the images that have just been created. With the\ncallback provided the image data isn't saved by default but instead passed\nas an argument to the callback function as an array of objects, with the\nsize of array equal to the total number of frames.
\nNote that saveFrames() will only save the first 15 frames of an animation.\nTo export longer animations, you might look into a library like\nccapture.js.
\n', + itemtype: 'method', + name: 'saveFrames', + params: [ + { + name: 'filename', + description: '', + type: 'String' + }, + { + name: 'extension', + description: ''jpg' or 'png'
\n', + type: 'String' + }, + { + name: 'duration', + description: 'Duration in seconds to save the frames for.
\n', + type: 'Number' + }, + { + name: 'framerate', + description: 'Framerate to save the frames in.
\n', + type: 'Number' + }, + { + name: 'callback', + description: + 'A callback function that will be executed\n to handle the image data. This function\n should accept an array as argument. The\n array will contain the specified number of\n frames of objects. Each object has three\n properties: imageData - an\n image/octet-stream, filename and extension.
\n', + type: 'Function(Array)', + optional: true + } + ], + example: [ + "\n\n function draw() {\n background(mouseX);\n }\n\n function mousePressed() {\n saveFrames('out', 'png', 1, 25, data => {\n print(data);\n });\n }\n
Loads an image from a path and creates a p5.Image from it.\n
\nThe image may not be immediately available for rendering\nIf you want to ensure that the image is ready before doing\nanything with it, place the loadImage() call in preload().\nYou may also supply a callback function to handle the image when it's ready.\n
\nThe path to the image should be relative to the HTML file\nthat links in your sketch. Loading an image from a URL or other\nremote location may be blocked due to your browser's built-in\nsecurity.
Path of the image to be loaded
\n', + type: 'String' + }, + { + name: 'successCallback', + description: + 'Function to be called once\n the image is loaded. Will be passed the\n p5.Image.
\n', + type: 'function(p5.Image)', + optional: true + }, + { + name: 'failureCallback', + description: + 'called with event error if\n the image fails to load.
\n', + type: 'Function(Event)', + optional: true + } + ], + return: { + description: 'the p5.Image object', + type: 'p5.Image' + }, + example: [ + "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n}\n
\n\nfunction setup() {\n // here we use a callback to display the image after loading\n loadImage('assets/laDefense.jpg', img => {\n image(img, 0, 0);\n });\n}\n
\nDraw an image to the p5.js canvas.
\nThis function can be used with different numbers of parameters. The\nsimplest use requires only three parameters: img, x, and yโwhere (x, y) is\nthe position of the image. Two more parameters can optionally be added to\nspecify the width and height of the image.
\nThis function can also be used with all eight Number parameters. To\ndifferentiate between all these parameters, p5.js uses the language of\n"destination rectangle" (which corresponds to "dx", "dy", etc.) and "source\nimage" (which corresponds to "sx", "sy", etc.) below. Specifying the\n"source image" dimensions can be useful when you want to display a\nsubsection of the source image instead of the whole thing. Here's a diagram\nto explain further:\n
\n', + itemtype: 'method', + name: 'image', + example: [ + "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\nfunction setup() {\n // Top-left corner of the img is at (0, 0)\n // Width and height are the img's original width and height\n image(img, 0, 0);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\nfunction setup() {\n background(50);\n // Top-left corner of the img is at (10, 10)\n // Width and height are 50 x 50\n image(img, 10, 10, 50, 50);\n}\n
\n\nfunction setup() {\n // Here, we use a callback to display the image after loading\n loadImage('assets/laDefense.jpg', img => {\n image(img, 0, 0);\n });\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/gradient.png');\n}\nfunction setup() {\n // 1. Background image\n // Top-left corner of the img is at (0, 0)\n // Width and height are the img's original width and height, 100 x 100\n image(img, 0, 0);\n // 2. Top right image\n // Top-left corner of destination rectangle is at (50, 0)\n // Destination rectangle width and height are 40 x 20\n // The next parameters are relative to the source image:\n // - Starting at position (50, 50) on the source image, capture a 50 x 50\n // subsection\n // - Draw this subsection to fill the dimensions of the destination rectangle\n image(img, 50, 0, 40, 20, 50, 50, 50, 50);\n}\n
\nthe image to display
\n', + type: 'p5.Image|p5.Element' + }, + { + name: 'x', + description: + 'the x-coordinate of the top-left corner of the image
\n', + type: 'Number' + }, + { + name: 'y', + description: + 'the y-coordinate of the top-left corner of the image
\n', + type: 'Number' + }, + { + name: 'width', + description: 'the width to draw the image
\n', + type: 'Number', + optional: true + }, + { + name: 'height', + description: 'the height to draw the image
\n', + type: 'Number', + optional: true + } + ] + }, + { + line: 215, + params: [ + { + name: 'img', + description: '', + type: 'p5.Image|p5.Element' + }, + { + name: 'dx', + description: + 'the x-coordinate of the destination\n rectangle in which to draw the source image
\n', + type: 'Number' + }, + { + name: 'dy', + description: + 'the y-coordinate of the destination\n rectangle in which to draw the source image
\n', + type: 'Number' + }, + { + name: 'dWidth', + description: 'the width of the destination rectangle
\n', + type: 'Number' + }, + { + name: 'dHeight', + description: 'the height of the destination rectangle
\n', + type: 'Number' + }, + { + name: 'sx', + description: + 'the x-coordinate of the subsection of the source\nimage to draw into the destination rectangle
\n', + type: 'Number' + }, + { + name: 'sy', + description: + 'the y-coordinate of the subsection of the source\nimage to draw into the destination rectangle
\n', + type: 'Number' + }, + { + name: 'sWidth', + description: + 'the width of the subsection of the\n source image to draw into the destination\n rectangle
\n', + type: 'Number', + optional: true + }, + { + name: 'sHeight', + description: + 'the height of the subsection of the\n source image to draw into the destination rectangle
\n', + type: 'Number', + optional: true + } + ] + } + ] + }, + { + file: 'src/image/loading_displaying.js', + line: 298, + description: + 'Sets the fill value for displaying images. Images can be tinted to\nspecified colors or made transparent by including an alpha value.\n
\nTo apply transparency to an image without affecting its color, use\nwhite as the tint color and specify an alpha value. For instance,\ntint(255, 128) will make an image 50% transparent (assuming the default\nalpha range of 0-255, which can be changed with colorMode()).\n
\nThe value for the gray parameter must be less than or equal to the current\nmaximum value as specified by colorMode(). The default maximum value is\n255.
\nlet img;\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n tint(0, 153, 204); // Tint blue\n image(img, 50, 0);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n tint(0, 153, 204, 126); // Tint blue and set transparency\n image(img, 50, 0);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n tint(255, 126); // Apply transparency without changing color\n image(img, 50, 0);\n}\n
\nred or hue value relative to\n the current color range
\n', + type: 'Number' + }, + { + name: 'v2', + description: + 'green or saturation value\n relative to the current color range
\n', + type: 'Number' + }, + { + name: 'v3', + description: + 'blue or brightness value\n relative to the current color range
\n', + type: 'Number' + }, + { + name: 'alpha', + description: '', + type: 'Number', + optional: true + } + ] + }, + { + line: 371, + params: [ + { + name: 'value', + description: 'a color string
\n', + type: 'String' + } + ] + }, + { + line: 376, + params: [ + { + name: 'gray', + description: 'a gray value
\n', + type: 'Number' + }, + { + name: 'alpha', + description: '', + type: 'Number', + optional: true + } + ] + }, + { + line: 382, + params: [ + { + name: 'values', + description: + 'an array containing the red,green,blue &\n and alpha components of the color
\n', + type: 'Number[]' + } + ] + }, + { + line: 388, + params: [ + { + name: 'color', + description: 'the tint color
\n', + type: 'p5.Color' + } + ] + } + ] + }, + { + file: 'src/image/loading_displaying.js', + line: 398, + description: + 'Removes the current fill value for displaying images and reverts to\ndisplaying images with their original hues.
\n', + itemtype: 'method', + name: 'noTint', + example: [ + "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n tint(0, 153, 204); // Tint blue\n image(img, 0, 0);\n noTint(); // Disable tint\n image(img, 50, 0);\n}\n
\nSet image mode. Modifies the location from which images are drawn by\nchanging the way in which parameters given to image() are interpreted.\nThe default mode is imageMode(CORNER), which interprets the second and\nthird parameters of image() as the upper-left corner of the image. If\ntwo additional parameters are specified, they are used to set the image's\nwidth and height.\n
\nimageMode(CORNERS) interprets the second and third parameters of image()\nas the location of one corner, and the fourth and fifth parameters as the\nopposite corner.\n
\nimageMode(CENTER) interprets the second and third parameters of image()\nas the image's center point. If two additional parameters are specified,\nthey are used to set the image's width and height.
either CORNER, CORNERS, or CENTER
\n', + type: 'Constant' + } + ], + example: [ + "\n\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n imageMode(CORNER);\n image(img, 10, 10, 50, 50);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n imageMode(CORNERS);\n image(img, 10, 10, 90, 40);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n imageMode(CENTER);\n image(img, 50, 50, 80, 80);\n}\n
\nThis module defines the p5.Image class and P5 methods for\ndrawing images to the main display canvas.
\n', + class: 'p5.Image', + module: 'Image', + submodule: 'Image' + }, + { + file: 'src/image/p5.Image.js', + line: 90, + description: 'Image width.
\n', + itemtype: 'property', + name: 'width', + type: 'Number', + readonly: '', + example: [ + "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n createCanvas(100, 100);\n image(img, 0, 0);\n for (let i = 0; i < img.width; i++) {\n let c = img.get(i, img.height / 2);\n stroke(c);\n line(i, height / 2, i, height);\n }\n}\n
Image height.
\n', + itemtype: 'property', + name: 'height', + type: 'Number', + readonly: '', + example: [ + "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n createCanvas(100, 100);\n image(img, 0, 0);\n for (let i = 0; i < img.height; i++) {\n let c = img.get(img.width / 2, i);\n stroke(c);\n line(0, i, width / 2, i);\n }\n}\n
Array containing the values for all the pixels in the display window.\nThese values are numbers. This array is the size (include an appropriate\nfactor for pixelDensity) of the display window x4,\nrepresenting the R, G, B, A values in order for each pixel, moving from\nleft to right across each row, then down each column. Retina and other\nhigh denisty displays may have more pixels (by a factor of\npixelDensity^2).\nFor example, if the image is 100x100 pixels, there will be 40,000. With\npixelDensity = 2, there will be 160,000. The first four values\n(indices 0-3) in the array will be the R, G, B, A values of the pixel at\n(0, 0). The second four values (indices 4-7) will contain the R, G, B, A\nvalues of the pixel at (1, 0). More generally, to set values for a pixel\nat (x, y):
\nlet d = pixelDensity();\nfor (let i = 0; i < d; i++) {\n for (let j = 0; j < d; j++) {\n // loop over\n index = 4 * ((y * d + j) * width * d + (x * d + i));\n pixels[index] = r;\n pixels[index+1] = g;\n pixels[index+2] = b;\n pixels[index+3] = a;\n }\n}\n
\n
\nBefore accessing this array, the data must loaded with the loadPixels()\nfunction. After the array data has been modified, the updatePixels()\nfunction must be run to update the changes.
\nlet img = createImage(66, 66);\nimg.loadPixels();\nfor (let i = 0; i < img.width; i++) {\n for (let j = 0; j < img.height; j++) {\n img.set(i, j, color(0, 90, 102));\n }\n}\nimg.updatePixels();\nimage(img, 17, 17);\n
\n\nlet pink = color(255, 102, 204);\nlet img = createImage(66, 66);\nimg.loadPixels();\nfor (let i = 0; i < 4 * (width * height / 2); i += 4) {\n img.pixels[i] = red(pink);\n img.pixels[i + 1] = green(pink);\n img.pixels[i + 2] = blue(pink);\n img.pixels[i + 3] = alpha(pink);\n}\nimg.updatePixels();\nimage(img, 17, 17);\n
\nHelper fxn for sharing pixel methods
\n', + class: 'p5.Image', + module: 'Image', + submodule: 'Image' + }, + { + file: 'src/image/p5.Image.js', + line: 232, + description: + 'Loads the pixels data for this image into the [pixels] attribute.
\n', + itemtype: 'method', + name: 'loadPixels', + example: [ + "\n\nlet myImage;\nlet halfImage;\n\nfunction preload() {\n myImage = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n myImage.loadPixels();\n halfImage = 4 * myImage.width * myImage.height / 2;\n for (let i = 0; i < halfImage; i++) {\n myImage.pixels[i + halfImage] = myImage.pixels[i];\n }\n myImage.updatePixels();\n}\n\nfunction draw() {\n image(myImage, 0, 0, width, height);\n}\n
Updates the backing canvas for this image with the contents of\nthe [pixels] array.
\n', + itemtype: 'method', + name: 'updatePixels', + example: [ + "\n\nlet myImage;\nlet halfImage;\n\nfunction preload() {\n myImage = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n myImage.loadPixels();\n halfImage = 4 * myImage.width * myImage.height / 2;\n for (let i = 0; i < halfImage; i++) {\n myImage.pixels[i + halfImage] = myImage.pixels[i];\n }\n myImage.updatePixels();\n}\n\nfunction draw() {\n image(myImage, 0, 0, width, height);\n}\n
x-offset of the target update area for the\n underlying canvas
\n', + type: 'Integer' + }, + { + name: 'y', + description: + 'y-offset of the target update area for the\n underlying canvas
\n', + type: 'Integer' + }, + { + name: 'w', + description: + 'height of the target update area for the\n underlying canvas
\n', + type: 'Integer' + }, + { + name: 'h', + description: + 'height of the target update area for the\n underlying canvas
\n', + type: 'Integer' + } + ] + }, + { + line: 308, + params: [] + } + ] + }, + { + file: 'src/image/p5.Image.js', + line: 316, + description: + 'Get a region of pixels from an image.
\nIf no params are passed, the whole image is returned.\nIf x and y are the only params passed a single pixel is extracted.\nIf all params are passed a rectangle region is extracted and a p5.Image\nis returned.
\n', + itemtype: 'method', + name: 'get', + return: { + description: 'the rectangle p5.Image', + type: 'p5.Image' + }, + example: [ + "\n\nlet myImage;\nlet c;\n\nfunction preload() {\n myImage = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n background(myImage);\n noStroke();\n c = myImage.get(60, 90);\n fill(c);\n rect(25, 25, 50, 50);\n}\n\n//get() returns color here\n
x-coordinate of the pixel
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y-coordinate of the pixel
\n', + type: 'Number' + }, + { + name: 'w', + description: 'width
\n', + type: 'Number' + }, + { + name: 'h', + description: 'height
\n', + type: 'Number' + } + ], + return: { + description: 'the rectangle p5.Image', + type: 'p5.Image' + } + }, + { + line: 354, + params: [], + return: { + description: 'the whole p5.Image', + type: 'p5.Image' + } + }, + { + line: 358, + params: [ + { + name: 'x', + description: '', + type: 'Number' + }, + { + name: 'y', + description: '', + type: 'Number' + } + ], + return: { + description: 'color of pixel at x,y in array format [R, G, B, A]', + type: 'Number[]' + } + } + ] + }, + { + file: 'src/image/p5.Image.js', + line: 371, + description: + 'Set the color of a single pixel or write an image into\nthis p5.Image.
\nNote that for a large number of pixels this will\nbe slower than directly manipulating the pixels array\nand then calling updatePixels().
\n', + itemtype: 'method', + name: 'set', + params: [ + { + name: 'x', + description: 'x-coordinate of the pixel
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y-coordinate of the pixel
\n', + type: 'Number' + }, + { + name: 'a', + description: + 'grayscale value | pixel array |\n a p5.Color | image to copy
\n', + type: 'Number|Number[]|Object' + } + ], + example: [ + '\n\nlet img = createImage(66, 66);\nimg.loadPixels();\nfor (let i = 0; i < img.width; i++) {\n for (let j = 0; j < img.height; j++) {\n img.set(i, j, color(0, 90, 102, (i % img.width) * 2));\n }\n}\nimg.updatePixels();\nimage(img, 17, 17);\nimage(img, 34, 34);\n
\nResize the image to a new width and height. To make the image scale\nproportionally, use 0 as the value for the wide or high parameter.\nFor instance, to make the width of an image 150 pixels, and change\nthe height using the same proportion, use resize(150, 0).
\n', + itemtype: 'method', + name: 'resize', + params: [ + { + name: 'width', + description: 'the resized image width
\n', + type: 'Number' + }, + { + name: 'height', + description: 'the resized image height
\n', + type: 'Number' + } + ], + example: [ + "\n\nlet img;\n\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction draw() {\n image(img, 0, 0);\n}\n\nfunction mousePressed() {\n img.resize(50, 100);\n}\n
Copies a region of pixels from one image to another. If no\nsrcImage is specified this is used as the source. If the source\nand destination regions aren't the same size, it will\nautomatically resize source pixels to fit the specified\ntarget region.
\n', + itemtype: 'method', + name: 'copy', + example: [ + "\n\nlet photo;\nlet bricks;\nlet x;\nlet y;\n\nfunction preload() {\n photo = loadImage('assets/rockies.jpg');\n bricks = loadImage('assets/bricks.jpg');\n}\n\nfunction setup() {\n x = bricks.width / 2;\n y = bricks.height / 2;\n photo.copy(bricks, 0, 0, x, y, 0, 0, x, y);\n image(photo, 0, 0);\n}\n
source image
\n', + type: 'p5.Image|p5.Element' + }, + { + name: 'sx', + description: + 'X coordinate of the source's upper left corner
\n', + type: 'Integer' + }, + { + name: 'sy', + description: + 'Y coordinate of the source's upper left corner
\n', + type: 'Integer' + }, + { + name: 'sw', + description: 'source image width
\n', + type: 'Integer' + }, + { + name: 'sh', + description: 'source image height
\n', + type: 'Integer' + }, + { + name: 'dx', + description: + 'X coordinate of the destination's upper left corner
\n', + type: 'Integer' + }, + { + name: 'dy', + description: + 'Y coordinate of the destination's upper left corner
\n', + type: 'Integer' + }, + { + name: 'dw', + description: 'destination image width
\n', + type: 'Integer' + }, + { + name: 'dh', + description: 'destination image height
\n', + type: 'Integer' + } + ] + }, + { + line: 535, + params: [ + { + name: 'sx', + description: '', + type: 'Integer' + }, + { + name: 'sy', + description: '', + type: 'Integer' + }, + { + name: 'sw', + description: '', + type: 'Integer' + }, + { + name: 'sh', + description: '', + type: 'Integer' + }, + { + name: 'dx', + description: '', + type: 'Integer' + }, + { + name: 'dy', + description: '', + type: 'Integer' + }, + { + name: 'dw', + description: '', + type: 'Integer' + }, + { + name: 'dh', + description: '', + type: 'Integer' + } + ] + } + ] + }, + { + file: 'src/image/p5.Image.js', + line: 575, + description: + 'Masks part of an image from displaying by loading another\nimage and using it's alpha channel as an alpha channel for\nthis image.
\n', + itemtype: 'method', + name: 'mask', + params: [ + { + name: 'srcImage', + description: 'source image
\n', + type: 'p5.Image' + } + ], + example: [ + "\n\nlet photo, maskImage;\nfunction preload() {\n photo = loadImage('assets/rockies.jpg');\n maskImage = loadImage('assets/mask2.png');\n}\n\nfunction setup() {\n createCanvas(100, 100);\n photo.mask(maskImage);\n image(photo, 0, 0);\n}\n
Applies an image filter to a p5.Image
\n', + itemtype: 'method', + name: 'filter', + params: [ + { + name: 'filterType', + description: + 'either THRESHOLD, GRAY, OPAQUE, INVERT,\n POSTERIZE, BLUR, ERODE, DILATE or BLUR.\n See Filters.js for docs on\n each available filter
\n', + type: 'Constant' + }, + { + name: 'filterParam', + description: + 'an optional parameter unique\n to each filter, see above
\n', + type: 'Number', + optional: true + } + ], + example: [ + "\n\nlet photo1;\nlet photo2;\n\nfunction preload() {\n photo1 = loadImage('assets/rockies.jpg');\n photo2 = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n photo2.filter(GRAY);\n image(photo1, 0, 0);\n image(photo2, width / 2, 0);\n}\n
Copies a region of pixels from one image to another, using a specified\nblend mode to do the operation.
\n', + itemtype: 'method', + name: 'blend', + example: [ + "\n\nlet mountains;\nlet bricks;\n\nfunction preload() {\n mountains = loadImage('assets/rockies.jpg');\n bricks = loadImage('assets/bricks_third.jpg');\n}\n\nfunction setup() {\n mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, ADD);\n image(mountains, 0, 0);\n image(bricks, 0, 0);\n}\n
\nlet mountains;\nlet bricks;\n\nfunction preload() {\n mountains = loadImage('assets/rockies.jpg');\n bricks = loadImage('assets/bricks_third.jpg');\n}\n\nfunction setup() {\n mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, DARKEST);\n image(mountains, 0, 0);\n image(bricks, 0, 0);\n}\n
\nlet mountains;\nlet bricks;\n\nfunction preload() {\n mountains = loadImage('assets/rockies.jpg');\n bricks = loadImage('assets/bricks_third.jpg');\n}\n\nfunction setup() {\n mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, LIGHTEST);\n image(mountains, 0, 0);\n image(bricks, 0, 0);\n}\n
source image
\n', + type: 'p5.Image' + }, + { + name: 'sx', + description: + 'X coordinate of the source's upper left corner
\n', + type: 'Integer' + }, + { + name: 'sy', + description: + 'Y coordinate of the source's upper left corner
\n', + type: 'Integer' + }, + { + name: 'sw', + description: 'source image width
\n', + type: 'Integer' + }, + { + name: 'sh', + description: 'source image height
\n', + type: 'Integer' + }, + { + name: 'dx', + description: + 'X coordinate of the destination's upper left corner
\n', + type: 'Integer' + }, + { + name: 'dy', + description: + 'Y coordinate of the destination's upper left corner
\n', + type: 'Integer' + }, + { + name: 'dw', + description: 'destination image width
\n', + type: 'Integer' + }, + { + name: 'dh', + description: 'destination image height
\n', + type: 'Integer' + }, + { + name: 'blendMode', + description: + 'the blend mode. either\n BLEND, DARKEST, LIGHTEST, DIFFERENCE,\n MULTIPLY, EXCLUSION, SCREEN, REPLACE, OVERLAY, HARD_LIGHT,\n SOFT_LIGHT, DODGE, BURN, ADD or NORMAL.
\nAvailable blend modes are: normal | multiply | screen | overlay |\n darken | lighten | color-dodge | color-burn | hard-light |\n soft-light | difference | exclusion | hue | saturation |\n color | luminosity
\nhttp://blogs.adobe.com/webplatform/2013/01/28/blending-features-in-canvas/
\n', + type: 'Constant' + } + ] + }, + { + line: 753, + params: [ + { + name: 'sx', + description: '', + type: 'Integer' + }, + { + name: 'sy', + description: '', + type: 'Integer' + }, + { + name: 'sw', + description: '', + type: 'Integer' + }, + { + name: 'sh', + description: '', + type: 'Integer' + }, + { + name: 'dx', + description: '', + type: 'Integer' + }, + { + name: 'dy', + description: '', + type: 'Integer' + }, + { + name: 'dw', + description: '', + type: 'Integer' + }, + { + name: 'dh', + description: '', + type: 'Integer' + }, + { + name: 'blendMode', + description: '', + type: 'Constant' + } + ] + } + ] + }, + { + file: 'src/image/p5.Image.js', + line: 796, + description: + 'Saves the image to a file and force the browser to download it.\nAccepts two strings for filename and file extension\nSupports png (default) and jpg.
\n', + itemtype: 'method', + name: 'save', + params: [ + { + name: 'filename', + description: 'give your file a name
\n', + type: 'String' + }, + { + name: 'extension', + description: ''png' or 'jpg'
\n', + type: 'String' + } + ], + example: [ + "\n\nlet photo;\n\nfunction preload() {\n photo = loadImage('assets/rockies.jpg');\n}\n\nfunction draw() {\n image(photo, 0, 0);\n}\n\nfunction keyTyped() {\n if (key === 's') {\n photo.save('photo', 'png');\n }\n}\n
Uint8ClampedArray\ncontaining the values for all the pixels in the display window.\nThese values are numbers. This array is the size (include an appropriate\nfactor for pixelDensity) of the display window x4,\nrepresenting the R, G, B, A values in order for each pixel, moving from\nleft to right across each row, then down each column. Retina and other\nhigh density displays will have more pixels[] (by a factor of\npixelDensity^2).\nFor example, if the image is 100x100 pixels, there will be 40,000. On a\nretina display, there will be 160,000.\n
\nThe first four values (indices 0-3) in the array will be the R, G, B, A\nvalues of the pixel at (0, 0). The second four values (indices 4-7) will\ncontain the R, G, B, A values of the pixel at (1, 0). More generally, to\nset values for a pixel at (x, y):
let d = pixelDensity();\nfor (let i = 0; i < d; i++) {\n for (let j = 0; j < d; j++) {\n // loop over\n index = 4 * ((y * d + j) * width * d + (x * d + i));\n pixels[index] = r;\n pixels[index+1] = g;\n pixels[index+2] = b;\n pixels[index+3] = a;\n }\n}\n
\nWhile the above method is complex, it is flexible enough to work with\nany pixelDensity. Note that set() will automatically take care of\nsetting all the appropriate values in pixels[] for a given (x, y) at\nany pixelDensity, but the performance may not be as fast when lots of\nmodifications are made to the pixel array.\n
\nBefore accessing this array, the data must loaded with the loadPixels()\nfunction. After the array data has been modified, the updatePixels()\nfunction must be run to update the changes.\n
\nNote that this is not a standard javascript array. This means that\nstandard javascript functions such as slice() or\narrayCopy() do not\nwork.
\nlet pink = color(255, 102, 204);\nloadPixels();\nlet d = pixelDensity();\nlet halfImage = 4 * (width * d) * (height / 2 * d);\nfor (let i = 0; i < halfImage; i += 4) {\n pixels[i] = red(pink);\n pixels[i + 1] = green(pink);\n pixels[i + 2] = blue(pink);\n pixels[i + 3] = alpha(pink);\n}\nupdatePixels();\n
\nCopies a region of pixels from one image to another, using a specified\nblend mode to do the operation.
\n', + itemtype: 'method', + name: 'blend', + example: [ + "\n\nlet img0;\nlet img1;\n\nfunction preload() {\n img0 = loadImage('assets/rockies.jpg');\n img1 = loadImage('assets/bricks_third.jpg');\n}\n\nfunction setup() {\n background(img0);\n image(img1, 0, 0);\n blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, LIGHTEST);\n}\n
\nlet img0;\nlet img1;\n\nfunction preload() {\n img0 = loadImage('assets/rockies.jpg');\n img1 = loadImage('assets/bricks_third.jpg');\n}\n\nfunction setup() {\n background(img0);\n image(img1, 0, 0);\n blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, DARKEST);\n}\n
\nlet img0;\nlet img1;\n\nfunction preload() {\n img0 = loadImage('assets/rockies.jpg');\n img1 = loadImage('assets/bricks_third.jpg');\n}\n\nfunction setup() {\n background(img0);\n image(img1, 0, 0);\n blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, ADD);\n}\n
source image
\n', + type: 'p5.Image' + }, + { + name: 'sx', + description: + 'X coordinate of the source's upper left corner
\n', + type: 'Integer' + }, + { + name: 'sy', + description: + 'Y coordinate of the source's upper left corner
\n', + type: 'Integer' + }, + { + name: 'sw', + description: 'source image width
\n', + type: 'Integer' + }, + { + name: 'sh', + description: 'source image height
\n', + type: 'Integer' + }, + { + name: 'dx', + description: + 'X coordinate of the destination's upper left corner
\n', + type: 'Integer' + }, + { + name: 'dy', + description: + 'Y coordinate of the destination's upper left corner
\n', + type: 'Integer' + }, + { + name: 'dw', + description: 'destination image width
\n', + type: 'Integer' + }, + { + name: 'dh', + description: 'destination image height
\n', + type: 'Integer' + }, + { + name: 'blendMode', + description: + 'the blend mode. either\n BLEND, DARKEST, LIGHTEST, DIFFERENCE,\n MULTIPLY, EXCLUSION, SCREEN, REPLACE, OVERLAY, HARD_LIGHT,\n SOFT_LIGHT, DODGE, BURN, ADD or NORMAL.
\n', + type: 'Constant' + } + ] + }, + { + line: 156, + params: [ + { + name: 'sx', + description: '', + type: 'Integer' + }, + { + name: 'sy', + description: '', + type: 'Integer' + }, + { + name: 'sw', + description: '', + type: 'Integer' + }, + { + name: 'sh', + description: '', + type: 'Integer' + }, + { + name: 'dx', + description: '', + type: 'Integer' + }, + { + name: 'dy', + description: '', + type: 'Integer' + }, + { + name: 'dw', + description: '', + type: 'Integer' + }, + { + name: 'dh', + description: '', + type: 'Integer' + }, + { + name: 'blendMode', + description: '', + type: 'Constant' + } + ] + } + ] + }, + { + file: 'src/image/pixels.js', + line: 177, + description: + 'Copies a region of the canvas to another region of the canvas\nand copies a region of pixels from an image used as the srcImg parameter\ninto the canvas srcImage is specified this is used as the source. If\nthe source and destination regions aren't the same size, it will\nautomatically resize source pixels to fit the specified\ntarget region.
\n', + itemtype: 'method', + name: 'copy', + example: [ + "\n\nlet img;\n\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n background(img);\n copy(img, 7, 22, 10, 10, 35, 25, 50, 50);\n stroke(255);\n noFill();\n // Rectangle shows area being copied\n rect(7, 22, 10, 10);\n}\n
source image
\n', + type: 'p5.Image|p5.Element' + }, + { + name: 'sx', + description: + 'X coordinate of the source's upper left corner
\n', + type: 'Integer' + }, + { + name: 'sy', + description: + 'Y coordinate of the source's upper left corner
\n', + type: 'Integer' + }, + { + name: 'sw', + description: 'source image width
\n', + type: 'Integer' + }, + { + name: 'sh', + description: 'source image height
\n', + type: 'Integer' + }, + { + name: 'dx', + description: + 'X coordinate of the destination's upper left corner
\n', + type: 'Integer' + }, + { + name: 'dy', + description: + 'Y coordinate of the destination's upper left corner
\n', + type: 'Integer' + }, + { + name: 'dw', + description: 'destination image width
\n', + type: 'Integer' + }, + { + name: 'dh', + description: 'destination image height
\n', + type: 'Integer' + } + ] + }, + { + line: 220, + params: [ + { + name: 'sx', + description: '', + type: 'Integer' + }, + { + name: 'sy', + description: '', + type: 'Integer' + }, + { + name: 'sw', + description: '', + type: 'Integer' + }, + { + name: 'sh', + description: '', + type: 'Integer' + }, + { + name: 'dx', + description: '', + type: 'Integer' + }, + { + name: 'dy', + description: '', + type: 'Integer' + }, + { + name: 'dw', + description: '', + type: 'Integer' + }, + { + name: 'dh', + description: '', + type: 'Integer' + } + ] + } + ] + }, + { + file: 'src/image/pixels.js', + line: 236, + description: + 'Applies a filter to the canvas.\n
The presets options are:\n
THRESHOLD\nConverts the image to black and white pixels depending if they are above or\nbelow the threshold defined by the level parameter. The parameter must be\nbetween 0.0 (black) and 1.0 (white). If no level is specified, 0.5 is used.\n
GRAY\nConverts any colors in the image to grayscale equivalents. No parameter\nis used.\n
OPAQUE\nSets the alpha channel to entirely opaque. No parameter is used.\n
INVERT\nSets each pixel to its inverse value. No parameter is used.\n
POSTERIZE\nLimits each channel of the image to the number of colors specified as the\nparameter. The parameter can be set to values between 2 and 255, but\nresults are most noticeable in the lower ranges.\n
BLUR\nExecutes a Gaussian blur with the level parameter specifying the extent\nof the blurring. If no parameter is used, the blur is equivalent to\nGaussian blur of radius 1. Larger values increase the blur.\n
ERODE\nReduces the light areas. No parameter is used.\n
DILATE\nIncreases the light areas. No parameter is used.
\n', + itemtype: 'method', + name: 'filter', + params: [ + { + name: 'filterType', + description: + 'either THRESHOLD, GRAY, OPAQUE, INVERT,\n POSTERIZE, BLUR, ERODE, DILATE or BLUR.\n See Filters.js for docs on\n each available filter
\n', + type: 'Constant' + }, + { + name: 'filterParam', + description: + 'an optional parameter unique\n to each filter, see above
\n', + type: 'Number', + optional: true + } + ], + example: [ + "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n filter(THRESHOLD);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n filter(GRAY);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n filter(OPAQUE);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n filter(INVERT);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n filter(POSTERIZE, 3);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n filter(DILATE);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n filter(BLUR, 3);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/bricks.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n filter(ERODE);\n}\n
\nGet a region of pixels, or a single pixel, from the canvas.
\nReturns an array of [R,G,B,A] values for any pixel or grabs a section of\nan image. If no parameters are specified, the entire image is returned.\nUse the x and y parameters to get the value of one pixel. Get a section of\nthe display window by specifying additional w and h parameters. When\ngetting an image, the x and y parameters define the coordinates for the\nupper-left corner of the image, regardless of the current imageMode().\n
\nGetting the color of a single pixel with get(x, y) is easy, but not as fast\nas grabbing the data directly from pixels[]. The equivalent statement to\nget(x, y) using pixels[] with pixel density d is
let x, y, d; // set these to the coordinates\nlet off = (y * width + x) * d * 4;\nlet components = [\n pixels[off],\n pixels[off + 1],\n pixels[off + 2],\n pixels[off + 3]\n];\nprint(components);\n
\nSee the reference for pixels[] for more information.
\nIf you want to extract an array of colors or a subimage from an p5.Image object,\ntake a look at p5.Image.get()
\n', + itemtype: 'method', + name: 'get', + return: { + description: 'the rectangle p5.Image', + type: 'p5.Image' + }, + example: [ + "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n let c = get();\n image(c, width / 2, 0);\n}\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\nfunction setup() {\n image(img, 0, 0);\n let c = get(50, 90);\n fill(c);\n noStroke();\n rect(25, 25, 50, 50);\n}\n
\nx-coordinate of the pixel
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y-coordinate of the pixel
\n', + type: 'Number' + }, + { + name: 'w', + description: 'width
\n', + type: 'Number' + }, + { + name: 'h', + description: 'height
\n', + type: 'Number' + } + ], + return: { + description: 'the rectangle p5.Image', + type: 'p5.Image' + } + }, + { + line: 488, + params: [], + return: { + description: 'the whole p5.Image', + type: 'p5.Image' + } + }, + { + line: 492, + params: [ + { + name: 'x', + description: '', + type: 'Number' + }, + { + name: 'y', + description: '', + type: 'Number' + } + ], + return: { + description: 'color of pixel at x,y in array format [R, G, B, A]', + type: 'Number[]' + } + } + ] + }, + { + file: 'src/image/pixels.js', + line: 503, + description: + 'Loads the pixel data for the display window into the pixels[] array. This\nfunction must always be called before reading from or writing to pixels[].\nNote that only changes made with set() or direct manipulation of pixels[]\nwill occur.
\n', + itemtype: 'method', + name: 'loadPixels', + example: [ + "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n image(img, 0, 0, width, height);\n let d = pixelDensity();\n let halfImage = 4 * (width * d) * (height * d / 2);\n loadPixels();\n for (let i = 0; i < halfImage; i++) {\n pixels[i + halfImage] = pixels[i];\n }\n updatePixels();\n}\n
\nChanges the color of any pixel, or writes an image directly to the\ndisplay window.
\nThe x and y parameters specify the pixel to change and the c parameter\nspecifies the color value. This can be a p5.Color object, or [R, G, B, A]\npixel array. It can also be a single grayscale value.\nWhen setting an image, the x and y parameters define the coordinates for\nthe upper-left corner of the image, regardless of the current imageMode().\n
\n\nAfter using set(), you must call updatePixels() for your changes to appear.\nThis should be called once all pixels have been set, and must be called before\ncalling .get() or drawing the image.\n
\nSetting the color of a single pixel with set(x, y) is easy, but not as\nfast as putting the data directly into pixels[]. Setting the pixels[]\nvalues directly may be complicated when working with a retina display,\nbut will perform better when lots of pixels need to be set directly on\nevery loop.
\nSee the reference for pixels[] for more information.
', + itemtype: 'method', + name: 'set', + params: [ + { + name: 'x', + description: 'x-coordinate of the pixel
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y-coordinate of the pixel
\n', + type: 'Number' + }, + { + name: 'c', + description: + 'insert a grayscale value | a pixel array |\n a p5.Color object | a p5.Image to copy
\n', + type: 'Number|Number[]|Object' + } + ], + example: [ + "\n\nlet black = color(0);\nset(30, 20, black);\nset(85, 20, black);\nset(85, 75, black);\nset(30, 75, black);\nupdatePixels();\n
\n\nfor (let i = 30; i < width - 15; i++) {\n for (let j = 20; j < height - 25; j++) {\n let c = color(204 - j, 153 - i, 0);\n set(i, j, c);\n }\n}\nupdatePixels();\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n set(0, 0, img);\n updatePixels();\n line(0, 0, width, height);\n line(0, height, width, 0);\n}\n
\nUpdates the display window with the data in the pixels[] array.\nUse in conjunction with loadPixels(). If you're only reading pixels from\nthe array, there's no need to call updatePixels() โ updating is only\nnecessary to apply changes. updatePixels() should be called anytime the\npixels array is manipulated or set() is called, and only changes made with\nset() or direct changes to pixels[] will occur.
\n', + itemtype: 'method', + name: 'updatePixels', + params: [ + { + name: 'x', + description: + 'x-coordinate of the upper-left corner of region\n to update
\n', + type: 'Number', + optional: true + }, + { + name: 'y', + description: + 'y-coordinate of the upper-left corner of region\n to update
\n', + type: 'Number', + optional: true + }, + { + name: 'w', + description: 'width of region to update
\n', + type: 'Number', + optional: true + }, + { + name: 'h', + description: 'height of region to update
\n', + type: 'Number', + optional: true + } + ], + example: [ + "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n image(img, 0, 0, width, height);\n let d = pixelDensity();\n let halfImage = 4 * (width * d) * (height * d / 2);\n loadPixels();\n for (let i = 0; i < halfImage; i++) {\n pixels[i + halfImage] = pixels[i];\n }\n updatePixels();\n}\n
\nLoads a JSON file from a file or a URL, and returns an Object.\nNote that even if the JSON file contains an Array, an Object will be\nreturned with index numbers as keys.
\nThis method is asynchronous, meaning it may not finish before the next\nline in your sketch is executed. JSONP is supported via a polyfill and you\ncan pass in as the second argument an object with definitions of the json\ncallback following the syntax specified here.
\nThis method is suitable for fetching files up to size of 64MB.
\n', + itemtype: 'method', + name: 'loadJSON', + return: { + description: 'JSON data', + type: 'Object|Array' + }, + example: [ + '\n\nCalling loadJSON() inside preload() guarantees to complete the\noperation before setup() and draw() are called.
\n\n\n// Examples use USGS Earthquake API:\n// https://earthquake.usgs.gov/fdsnws/event/1/#methods\nlet earthquakes;\nfunction preload() {\n // Get the most recent earthquake in the database\n let url =\n \'https://earthquake.usgs.gov/earthquakes/feed/v1.0/\' +\n \'summary/all_day.geojson\';\n earthquakes = loadJSON(url);\n}\n\nfunction setup() {\n noLoop();\n}\n\nfunction draw() {\n background(200);\n // Get the magnitude and name of the earthquake out of the loaded JSON\n let earthquakeMag = earthquakes.features[0].properties.mag;\n let earthquakeName = earthquakes.features[0].properties.place;\n ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);\n textAlign(CENTER);\n text(earthquakeName, 0, height - 30, width, 30);\n}\n
Outside of preload(), you may supply a callback function to handle the\nobject:
\n\nfunction setup() {\n noLoop();\n let url =\n \'https://earthquake.usgs.gov/earthquakes/feed/v1.0/\' +\n \'summary/all_day.geojson\';\n loadJSON(url, drawEarthquake);\n}\n\nfunction draw() {\n background(200);\n}\n\nfunction drawEarthquake(earthquakes) {\n // Get the magnitude and name of the earthquake out of the loaded JSON\n let earthquakeMag = earthquakes.features[0].properties.mag;\n let earthquakeName = earthquakes.features[0].properties.place;\n ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);\n textAlign(CENTER);\n text(earthquakeName, 0, height - 30, width, 30);\n}\n
name of the file or url to load
\n', + type: 'String' + }, + { + name: 'jsonpOptions', + description: 'options object for jsonp related settings
\n', + type: 'Object', + optional: true + }, + { + name: 'datatype', + description: '"json" or "jsonp"
\n', + type: 'String', + optional: true + }, + { + name: 'callback', + description: + 'function to be executed after\n loadJSON() completes, data is passed\n in as first argument
\n', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: + 'function to be executed if\n there is an error, response is passed\n in as first argument
\n', + type: 'Function', + optional: true + } + ], + return: { + description: 'JSON data', + type: 'Object|Array' + } + }, + { + line: 105, + params: [ + { + name: 'path', + description: '', + type: 'String' + }, + { + name: 'datatype', + description: '', + type: 'String' + }, + { + name: 'callback', + description: '', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: '', + type: 'Function', + optional: true + } + ], + return: { + description: '', + type: 'Object|Array' + } + }, + { + line: 113, + params: [ + { + name: 'path', + description: '', + type: 'String' + }, + { + name: 'callback', + description: '', + type: 'Function' + }, + { + name: 'errorCallback', + description: '', + type: 'Function', + optional: true + } + ], + return: { + description: '', + type: 'Object|Array' + } + } + ] + }, + { + file: 'src/io/files.js', + line: 184, + description: + 'Reads the contents of a file and creates a String array of its individual\nlines. If the name of the file is used as the parameter, as in the above\nexample, the file must be located in the sketch directory/folder.\n
\nAlternatively, the file maybe be loaded from anywhere on the local\ncomputer using an absolute path (something that starts with / on Unix and\nLinux, or a drive letter on Windows), or the filename parameter can be a\nURL for a file found on a network.\n
\nThis method is asynchronous, meaning it may not finish before the next\nline in your sketch is executed.
This method is suitable for fetching files up to size of 64MB.
\n', + itemtype: 'method', + name: 'loadStrings', + params: [ + { + name: 'filename', + description: 'name of the file or url to load
\n', + type: 'String' + }, + { + name: 'callback', + description: + 'function to be executed after loadStrings()\n completes, Array is passed in as first\n argument
\n', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: + 'function to be executed if\n there is an error, response is passed\n in as first argument
\n', + type: 'Function', + optional: true + } + ], + return: { + description: 'Array of Strings', + type: 'String[]' + }, + example: [ + '\n\nCalling loadStrings() inside preload() guarantees to complete the\noperation before setup() and draw() are called.
\n\n\nlet result;\nfunction preload() {\n result = loadStrings(\'assets/test.txt\');\n}\n\nfunction setup() {\n background(200);\n let ind = floor(random(result.length));\n text(result[ind], 10, 10, 80, 80);\n}\n
Outside of preload(), you may supply a callback function to handle the\nobject:
\n\n\nfunction setup() {\n loadStrings(\'assets/test.txt\', pickString);\n}\n\nfunction pickString(result) {\n background(200);\n let ind = floor(random(result.length));\n text(result[ind], 10, 10, 80, 80);\n}\n
Reads the contents of a file or URL and creates a p5.Table object with\nits values. If a file is specified, it must be located in the sketch's\n"data" folder. The filename parameter can also be a URL to a file found\nonline. By default, the file is assumed to be comma-separated (in CSV\nformat). Table only looks for a header row if the 'header' option is\nincluded.
\n\nPossible options include:\n
When passing in multiple options, pass them in as separate parameters,\nseperated by commas. For example:\n
\n\nloadTable('my_csv_file.csv', 'csv', 'header');\n
\n
All files loaded and saved use UTF-8 encoding.
\n\nThis method is asynchronous, meaning it may not finish before the next\nline in your sketch is executed. Calling loadTable() inside preload()\nguarantees to complete the operation before setup() and draw() are called.\n
Outside of preload(), you may supply a callback function to handle the\nobject:
\n\n\nThis method is suitable for fetching files up to size of 64MB.
\n', + itemtype: 'method', + name: 'loadTable', + return: { + description: 'Table object containing data', + type: 'Object' + }, + example: [ + '\n\n// Given the following CSV file called "mammals.csv"\n// located in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n //the file can be remote\n //table = loadTable("http://p5js.org/reference/assets/mammals.csv",\n // "csv", "header");\n}\n\nfunction setup() {\n //count the columns\n print(table.getRowCount() + \' total rows in table\');\n print(table.getColumnCount() + \' total columns in table\');\n\n print(table.getColumn(\'name\'));\n //["Goat", "Leopard", "Zebra"]\n\n //cycle through the table\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++) {\n print(table.getString(r, c));\n }\n}\n
\nname of the file or URL to load
\n', + type: 'String' + }, + { + name: 'options', + description: + '"header" "csv" "tsv"
\n', + type: 'String' + }, + { + name: 'callback', + description: + 'function to be executed after\n loadTable() completes. On success, the\n Table object is passed in as the\n first argument.
\n', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: + 'function to be executed if\n there is an error, response is passed\n in as first argument
\n', + type: 'Function', + optional: true + } + ], + return: { + description: 'Table object containing data', + type: 'Object' + } + }, + { + line: 387, + params: [ + { + name: 'filename', + description: '', + type: 'String' + }, + { + name: 'callback', + description: '', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: '', + type: 'Function', + optional: true + } + ], + return: { + description: '', + type: 'Object' + } + } + ] + }, + { + file: 'src/io/files.js', + line: 607, + description: + 'Reads the contents of a file and creates an XML object with its values.\nIf the name of the file is used as the parameter, as in the above example,\nthe file must be located in the sketch directory/folder.
\nAlternatively, the file maybe be loaded from anywhere on the local\ncomputer using an absolute path (something that starts with / on Unix and\nLinux, or a drive letter on Windows), or the filename parameter can be a\nURL for a file found on a network.
\nThis method is asynchronous, meaning it may not finish before the next\nline in your sketch is executed. Calling loadXML() inside preload()\nguarantees to complete the operation before setup() and draw() are called.
\nOutside of preload(), you may supply a callback function to handle the\nobject.
\nThis method is suitable for fetching files up to size of 64MB.
\n', + itemtype: 'method', + name: 'loadXML', + params: [ + { + name: 'filename', + description: 'name of the file or URL to load
\n', + type: 'String' + }, + { + name: 'callback', + description: + 'function to be executed after loadXML()\n completes, XML object is passed in as\n first argument
\n', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: + 'function to be executed if\n there is an error, response is passed\n in as first argument
\n', + type: 'Function', + optional: true + } + ], + return: { + description: 'XML object containing data', + type: 'Object' + }, + example: [ + '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let children = xml.getChildren(\'animal\');\n\n for (let i = 0; i < children.length; i++) {\n let id = children[i].getNum(\'id\');\n let coloring = children[i].getString(\'species\');\n let name = children[i].getContent();\n print(id + \', \' + coloring + \', \' + name);\n }\n}\n\n// Sketch prints:\n// 0, Capra hircus, Goat\n// 1, Panthera pardus, Leopard\n// 2, Equus zebra, Zebra\n
This method is suitable for fetching files up to size of 64MB.
\n', + itemtype: 'method', + name: 'loadBytes', + params: [ + { + name: 'file', + description: 'name of the file or URL to load
\n', + type: 'String' + }, + { + name: 'callback', + description: + 'function to be executed after loadBytes()\n completes
\n', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: + 'function to be executed if there\n is an error
\n', + type: 'Function', + optional: true + } + ], + return: { + description: "an object whose 'bytes' property will be the loaded buffer", + type: 'Object' + }, + example: [ + "\n\nlet data;\n\nfunction preload() {\n data = loadBytes('assets/mammals.xml');\n}\n\nfunction setup() {\n for (let i = 0; i < 5; i++) {\n console.log(data.bytes[i].toString(16));\n }\n}\n
Method for executing an HTTP GET request. If data type is not specified,\np5 will try to guess based on the URL, defaulting to text. This is equivalent to\ncalling httpDo(path, 'GET')
. The 'binary' datatype will return\na Blob object, and the 'arrayBuffer' datatype will return an ArrayBuffer\nwhich can be used to initialize typed arrays (such as Uint8Array).
\n// Examples use USGS Earthquake API:\n// https://earthquake.usgs.gov/fdsnws/event/1/#methods\nlet earthquakes;\nfunction preload() {\n // Get the most recent earthquake in the database\n let url =\n 'https://earthquake.usgs.gov/fdsnws/event/1/query?' +\n 'format=geojson&limit=1&orderby=time';\n httpGet(url, 'jsonp', false, function(response) {\n // when the HTTP request completes, populate the variable that holds the\n // earthquake data used in the visualization.\n earthquakes = response;\n });\n}\n\nfunction draw() {\n if (!earthquakes) {\n // Wait until the earthquake data has loaded before drawing.\n return;\n }\n background(200);\n // Get the magnitude and name of the earthquake out of the loaded JSON\n let earthquakeMag = earthquakes.features[0].properties.mag;\n let earthquakeName = earthquakes.features[0].properties.place;\n ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);\n textAlign(CENTER);\n text(earthquakeName, 0, height - 30, width, 30);\n noLoop();\n}\n
name of the file or url to load
\n', + type: 'String' + }, + { + name: 'datatype', + description: + '"json", "jsonp", "binary", "arrayBuffer",\n "xml", or "text"
\n', + type: 'String', + optional: true + }, + { + name: 'data', + description: 'param data passed sent with request
\n', + type: 'Object|Boolean', + optional: true + }, + { + name: 'callback', + description: + 'function to be executed after\n httpGet() completes, data is passed in\n as first argument
\n', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: + 'function to be executed if\n there is an error, response is passed\n in as first argument
\n', + type: 'Function', + optional: true + } + ], + return: { + description: + 'A promise that resolves with the data when the operation\n completes successfully or rejects with the error after\n one occurs.', + type: 'Promise' + } + }, + { + line: 832, + params: [ + { + name: 'path', + description: '', + type: 'String' + }, + { + name: 'data', + description: '', + type: 'Object|Boolean' + }, + { + name: 'callback', + description: '', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: '', + type: 'Function', + optional: true + } + ], + return: { + description: '', + type: 'Promise' + } + }, + { + line: 840, + params: [ + { + name: 'path', + description: '', + type: 'String' + }, + { + name: 'callback', + description: '', + type: 'Function' + }, + { + name: 'errorCallback', + description: '', + type: 'Function', + optional: true + } + ], + return: { + description: '', + type: 'Promise' + } + } + ] + }, + { + file: 'src/io/files.js', + line: 855, + description: + 'Method for executing an HTTP POST request. If data type is not specified,\np5 will try to guess based on the URL, defaulting to text. This is equivalent to\ncalling httpDo(path, 'POST')
.
\n// Examples use jsonplaceholder.typicode.com for a Mock Data API\n\nlet url = 'https://jsonplaceholder.typicode.com/posts';\nlet postData = { userId: 1, title: 'p5 Clicked!', body: 'p5.js is way cool.' };\n\nfunction setup() {\n createCanvas(800, 800);\n}\n\nfunction mousePressed() {\n // Pick new random color values\n let r = random(255);\n let g = random(255);\n let b = random(255);\n\n httpPost(url, 'json', postData, function(result) {\n strokeWeight(2);\n stroke(r, g, b);\n fill(r, g, b, 127);\n ellipse(mouseX, mouseY, 200, 200);\n text(result.body, mouseX, mouseY);\n });\n}\n
\n\nlet url = 'https://invalidURL'; // A bad URL that will cause errors\nlet postData = { title: 'p5 Clicked!', body: 'p5.js is way cool.' };\n\nfunction setup() {\n createCanvas(800, 800);\n}\n\nfunction mousePressed() {\n // Pick new random color values\n let r = random(255);\n let g = random(255);\n let b = random(255);\n\n httpPost(\n url,\n 'json',\n postData,\n function(result) {\n // ... won't be called\n },\n function(error) {\n strokeWeight(2);\n stroke(r, g, b);\n fill(r, g, b, 127);\n text(error.toString(), mouseX, mouseY);\n }\n );\n}\n
name of the file or url to load
\n', + type: 'String' + }, + { + name: 'datatype', + description: + '"json", "jsonp", "xml", or "text".\n If omitted, httpPost() will guess.
\n', + type: 'String', + optional: true + }, + { + name: 'data', + description: 'param data passed sent with request
\n', + type: 'Object|Boolean', + optional: true + }, + { + name: 'callback', + description: + 'function to be executed after\n httpPost() completes, data is passed in\n as first argument
\n', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: + 'function to be executed if\n there is an error, response is passed\n in as first argument
\n', + type: 'Function', + optional: true + } + ], + return: { + description: + 'A promise that resolves with the data when the operation\n completes successfully or rejects with the error after\n one occurs.', + type: 'Promise' + } + }, + { + line: 937, + params: [ + { + name: 'path', + description: '', + type: 'String' + }, + { + name: 'data', + description: '', + type: 'Object|Boolean' + }, + { + name: 'callback', + description: '', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: '', + type: 'Function', + optional: true + } + ], + return: { + description: '', + type: 'Promise' + } + }, + { + line: 945, + params: [ + { + name: 'path', + description: '', + type: 'String' + }, + { + name: 'callback', + description: '', + type: 'Function' + }, + { + name: 'errorCallback', + description: '', + type: 'Function', + optional: true + } + ], + return: { + description: '', + type: 'Promise' + } + } + ] + }, + { + file: 'src/io/files.js', + line: 960, + description: + 'Method for executing an HTTP request. If data type is not specified,\np5 will try to guess based on the URL, defaulting to text.
\nFor more advanced use, you may also pass in the path as the first argument\nand a object as the second argument, the signature follows the one specified\nin the Fetch API specification.\nThis method is suitable for fetching files up to size of 64MB when "GET" is used.
\n// Examples use USGS Earthquake API:\n// https://earthquake.usgs.gov/fdsnws/event/1/#methods\n\n// displays an animation of all USGS earthquakes\nlet earthquakes;\nlet eqFeatureIndex = 0;\n\nfunction preload() {\n let url = 'https://earthquake.usgs.gov/fdsnws/event/1/query?format=geojson';\n httpDo(\n url,\n {\n method: 'GET',\n // Other Request options, like special headers for apis\n headers: { authorization: 'Bearer secretKey' }\n },\n function(res) {\n earthquakes = res;\n }\n );\n}\n\nfunction draw() {\n // wait until the data is loaded\n if (!earthquakes || !earthquakes.features[eqFeatureIndex]) {\n return;\n }\n clear();\n\n let feature = earthquakes.features[eqFeatureIndex];\n let mag = feature.properties.mag;\n let rad = mag / 11 * ((width + height) / 2);\n fill(255, 0, 0, 100);\n ellipse(width / 2 + random(-2, 2), height / 2 + random(-2, 2), rad, rad);\n\n if (eqFeatureIndex >= earthquakes.features.length) {\n eqFeatureIndex = 0;\n } else {\n eqFeatureIndex += 1;\n }\n}\n
\nname of the file or url to load
\n', + type: 'String' + }, + { + name: 'method', + description: + 'either "GET", "POST", or "PUT",\n defaults to "GET"
\n', + type: 'String', + optional: true + }, + { + name: 'datatype', + description: + '"json", "jsonp", "xml", or "text"
\n', + type: 'String', + optional: true + }, + { + name: 'data', + description: 'param data passed sent with request
\n', + type: 'Object', + optional: true + }, + { + name: 'callback', + description: + 'function to be executed after\n httpGet() completes, data is passed in\n as first argument
\n', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: + 'function to be executed if\n there is an error, response is passed\n in as first argument
\n', + type: 'Function', + optional: true + } + ], + return: { + description: + 'A promise that resolves with the data when the operation\n completes successfully or rejects with the error after\n one occurs.', + type: 'Promise' + } + }, + { + line: 1031, + params: [ + { + name: 'path', + description: '', + type: 'String' + }, + { + name: 'options', + description: + 'Request object options as documented in the\n "fetch" API\nreference
\n', + type: 'Object' + }, + { + name: 'callback', + description: '', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: '', + type: 'Function', + optional: true + } + ], + return: { + description: '', + type: 'Promise' + } + } + ] + }, + { + file: 'src/io/files.js', + line: 1193, + itemtype: 'method', + name: 'createWriter', + params: [ + { + name: 'name', + description: 'name of the file to be created
\n', + type: 'String' + }, + { + name: 'extension', + description: '', + type: 'String', + optional: true + } + ], + return: { + description: '', + type: 'p5.PrintWriter' + }, + example: [ + "\n\nfunction setup() {\n createCanvas(100, 100);\n background(200);\n text('click here to save', 10, 10, 70, 80);\n}\n\nfunction mousePressed() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n var writer = createWriter('squares.txt');\n for (let i = 0; i < 10; i++) {\n writer.print(i * i);\n }\n writer.close();\n writer.clear();\n }\n}\n
\nWrites data to the PrintWriter stream
\n', + itemtype: 'method', + name: 'write', + params: [ + { + name: 'data', + description: 'all data to be written by the PrintWriter
\n', + type: 'Array' + } + ], + example: [ + "\n\n// creates a file called 'newFile.txt'\nlet writer = createWriter('newFile.txt');\n// write 'Hello world!'' to the file\nwriter.write(['Hello world!']);\n// close the PrintWriter and save the file\nwriter.close();\n
\n\n// creates a file called 'newFile2.txt'\nlet writer = createWriter('newFile2.txt');\n// write 'apples,bananas,123' to the file\nwriter.write(['apples', 'bananas', 123]);\n// close the PrintWriter and save the file\nwriter.close();\n
\n\n// creates a file called 'newFile3.txt'\nlet writer = createWriter('newFile3.txt');\n// write 'My name is: Teddy' to the file\nwriter.write('My name is:');\nwriter.write(' Teddy');\n// close the PrintWriter and save the file\nwriter.close();\n
\nWrites data to the PrintWriter stream, and adds a new line at the end
\n', + itemtype: 'method', + name: 'print', + params: [ + { + name: 'data', + description: 'all data to be printed by the PrintWriter
\n', + type: 'Array' + } + ], + example: [ + "\n\n// creates a file called 'newFile.txt'\nlet writer = createWriter('newFile.txt');\n// creates a file containing\n// My name is:\n// Teddy\nwriter.print('My name is:');\nwriter.print('Teddy');\n// close the PrintWriter and save the file\nwriter.close();\n
\n\nlet writer;\n\nfunction setup() {\n createCanvas(400, 400);\n // create a PrintWriter\n writer = createWriter('newFile.txt');\n}\n\nfunction draw() {\n // print all mouseX and mouseY coordinates to the stream\n writer.print([mouseX, mouseY]);\n}\n\nfunction mouseClicked() {\n // close the PrintWriter and save the file\n writer.close();\n}\n
\nClears the data already written to the PrintWriter object
\n', + itemtype: 'method', + name: 'clear', + example: [ + "\n\n// create writer object\nlet writer = createWriter('newFile.txt');\nwriter.write(['clear me']);\n// clear writer object here\nwriter.clear();\n// close writer\nwriter.close();\n
Closes the PrintWriter
\n', + itemtype: 'method', + name: 'close', + example: [ + "\n\n// create a file called 'newFile.txt'\nlet writer = createWriter('newFile.txt');\n// close the PrintWriter and save the file\nwriter.close();\n
\n\n// create a file called 'newFile2.txt'\nlet writer = createWriter('newFile2.txt');\n// write some data to the file\nwriter.write([100, 101, 102]);\n// close the PrintWriter and save the file\nwriter.close();\n
\nSave an image, text, json, csv, wav, or html. Prompts download to\nthe client's computer. Note that it is not recommended to call save()\nwithin draw if it's looping, as the save() function will open a new save\ndialog every frame.
\nThe default behavior is to save the canvas as an image. You can\noptionally specify a filename.\nFor example:
\n\n save();\n save('myCanvas.jpg'); // save a specific canvas with a filename\n
\n\nAlternately, the first parameter can be a pointer to a canvas\np5.Element, an Array of Strings,\nan Array of JSON, a JSON object, a p5.Table, a p5.Image, or a\np5.SoundFile (requires p5.sound). The second parameter is a filename\n(including extension). The third parameter is for options specific\nto this type of object. This method will save a file that fits the\ngiven parameters. For example:
\n\n\n // Saves canvas as an image\n save('myCanvas.jpg');\n\n // Saves pImage as a png image\n let img = createImage(10, 10);\n save(img, 'my.png');\n\n // Saves canvas as an image\n let cnv = createCanvas(100, 100);\n save(cnv, 'myCanvas.jpg');\n\n // Saves p5.Renderer object as an image\n let gb = createGraphics(100, 100);\n save(gb, 'myGraphics.jpg');\n\n let myTable = new p5.Table();\n\n // Saves table as html file\n save(myTable, 'myTable.html');\n\n // Comma Separated Values\n save(myTable, 'myTable.csv');\n\n // Tab Separated Values\n save(myTable, 'myTable.tsv');\n\n let myJSON = { a: 1, b: true };\n\n // Saves pretty JSON\n save(myJSON, 'my.json');\n\n // Optimizes JSON filesize\n save(myJSON, 'my.json', true);\n\n // Saves array of strings to a text file with line breaks after each item\n let arrayOfStrings = ['a', 'b'];\n save(arrayOfStrings, 'my.txt');\n
",
+ itemtype: 'method',
+ name: 'save',
+ params: [
+ {
+ name: 'objectOrFilename',
+ description:
+ 'If filename is provided, will\n save canvas as an image with\n either png or jpg extension\n depending on the filename.\n If object is provided, will\n save depending on the object\n and filename (see examples\n above).
\n', + type: 'Object|String', + optional: true + }, + { + name: 'filename', + description: + 'If an object is provided as the first\n parameter, then the second parameter\n indicates the filename,\n and should include an appropriate\n file extension (see examples above).
\n', + type: 'String', + optional: true + }, + { + name: 'options', + description: + 'Additional options depend on\n filetype. For example, when saving JSON,\n true
indicates that the\n output will be optimized for filesize,\n rather than readability.
Writes the contents of an Array or a JSON object to a .json file.\nThe file saving process and location of the saved file will\nvary between web browsers.
\n', + itemtype: 'method', + name: 'saveJSON', + params: [ + { + name: 'json', + description: '', + type: 'Array|Object' + }, + { + name: 'filename', + description: '', + type: 'String' + }, + { + name: 'optimize', + description: + 'If true, removes line breaks\n and spaces from the output\n file to optimize filesize\n (but not readability).
\n', + type: 'Boolean', + optional: true + } + ], + example: [ + '\n\n let json = {}; // new JSON Object\n\n json.id = 0;\n json.species = \'Panthera leo\';\n json.name = \'Lion\';\n\n function setup() {\n createCanvas(100, 100);\n background(200);\n text(\'click here to save\', 10, 10, 70, 80);\n }\n\n function mousePressed() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n saveJSON(json, \'lion.json\');\n }\n }\n\n // saves the following to a file called "lion.json":\n // {\n // "id": 0,\n // "species": "Panthera leo",\n // "name": "Lion"\n // }\n
Writes an array of Strings to a text file, one line per String.\nThe file saving process and location of the saved file will\nvary between web browsers.
\n', + itemtype: 'method', + name: 'saveStrings', + params: [ + { + name: 'list', + description: 'string array to be written
\n', + type: 'String[]' + }, + { + name: 'filename', + description: 'filename for output
\n', + type: 'String' + }, + { + name: 'extension', + description: 'the filename's extension
\n', + type: 'String', + optional: true + } + ], + example: [ + "\n\n let words = 'apple bear cat dog';\n\n // .split() outputs an Array\n let list = split(words, ' ');\n\n function setup() {\n createCanvas(100, 100);\n background(200);\n text('click here to save', 10, 10, 70, 80);\n }\n\n function mousePressed() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n saveStrings(list, 'nouns.txt');\n }\n }\n\n // Saves the following to a file called 'nouns.txt':\n //\n // apple\n // bear\n // cat\n // dog\n
Writes the contents of a Table object to a file. Defaults to a\ntext file with comma-separated-values ('csv') but can also\nuse tab separation ('tsv'), or generate an HTML table ('html').\nThe file saving process and location of the saved file will\nvary between web browsers.
\n', + itemtype: 'method', + name: 'saveTable', + params: [ + { + name: 'Table', + description: + 'the Table object to save to a file
\n', + type: 'p5.Table' + }, + { + name: 'filename', + description: 'the filename to which the Table should be saved
\n', + type: 'String' + }, + { + name: 'options', + description: + 'can be one of "tsv", "csv", or "html"
\n', + type: 'String', + optional: true + } + ], + example: [ + "\n\n let table;\n\n function setup() {\n table = new p5.Table();\n\n table.addColumn('id');\n table.addColumn('species');\n table.addColumn('name');\n\n let newRow = table.addRow();\n newRow.setNum('id', table.getRowCount() - 1);\n newRow.setString('species', 'Panthera leo');\n newRow.setString('name', 'Lion');\n\n // To save, un-comment next line then click 'run'\n // saveTable(table, 'new.csv');\n }\n\n // Saves the following to a file called 'new.csv':\n // id,species,name\n // 0,Panthera leo,Lion\n
Table Options
\nGeneric class for handling tabular data, typically from a\nCSV, TSV, or other sort of spreadsheet file.
\nCSV files are\n\ncomma separated values, often with the data in quotes. TSV\nfiles use tabs as separators, and usually don't bother with the\nquotes.
\nFile names should end with .csv if they're comma separated.
\nA rough "spec" for CSV can be found\nhere.
\nTo load files, use the loadTable method.
\nTo save tables to your computer, use the save method\n or the saveTable method.
\n\nPossible options include:
\nUse addRow() to add a new row of data to a p5.Table object. By default,\nan empty row is created. Typically, you would store a reference to\nthe new row in a TableRow object (see newRow in the example above),\nand then set individual values using set().
\nIf a p5.TableRow object is included as a parameter, then that row is\nduplicated and added to the table.
\n', + itemtype: 'method', + name: 'addRow', + params: [ + { + name: 'row', + description: 'row to be added to the table
\n', + type: 'p5.TableRow', + optional: true + } + ], + return: { + description: 'the row that was added', + type: 'p5.TableRow' + }, + example: [ + "\n\n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n //add a row\n let newRow = table.addRow();\n newRow.setString('id', table.getRowCount() - 1);\n newRow.setString('species', 'Canis Lupus');\n newRow.setString('name', 'Wolf');\n\n //print the results\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++)\n print(table.getString(r, c));\n }\n
\n Removes a row from the table object.
\n', + itemtype: 'method', + name: 'removeRow', + params: [ + { + name: 'id', + description: 'ID number of the row to remove
\n', + type: 'Integer' + } + ], + example: [ + '\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n //remove the first row\n table.removeRow(0);\n\n //print the results\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++)\n print(table.getString(r, c));\n}\n
\nReturns a reference to the specified p5.TableRow. The reference\ncan then be used to get and set values of the selected row.
\n', + itemtype: 'method', + name: 'getRow', + params: [ + { + name: 'rowID', + description: 'ID number of the row to get
\n', + type: 'Integer' + } + ], + return: { + description: 'p5.TableRow object', + type: 'p5.TableRow' + }, + example: [ + '\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n let row = table.getRow(1);\n //print it column by column\n //note: a row is an object, not an array\n for (let c = 0; c < table.getColumnCount(); c++) {\n print(row.getString(c));\n }\n}\n
\nGets all rows from the table. Returns an array of p5.TableRows.
\n', + itemtype: 'method', + name: 'getRows', + return: { + description: 'Array of p5.TableRows', + type: 'p5.TableRow[]' + }, + example: [ + "\n\n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n\n //warning: rows is an array of objects\n for (let r = 0; r < rows.length; r++) {\n rows[r].set('name', 'Unicorn');\n }\n\n //print the results\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++)\n print(table.getString(r, c));\n }\n
\n Finds the first row in the Table that contains the value\nprovided, and returns a reference to that row. Even if\nmultiple rows are possible matches, only the first matching\nrow is returned. The column to search may be specified by\neither its ID or title.
\n', + itemtype: 'method', + name: 'findRow', + params: [ + { + name: 'value', + description: 'The value to match
\n', + type: 'String' + }, + { + name: 'column', + description: + 'ID number or title of the\n column to search
\n', + type: 'Integer|String' + } + ], + return: { + description: '', + type: 'p5.TableRow' + }, + example: [ + "\n\n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n //find the animal named zebra\n let row = table.findRow('Zebra', 'name');\n //find the corresponding species\n print(row.getString('species'));\n }\n
\n Finds the rows in the Table that contain the value\nprovided, and returns references to those rows. Returns an\nArray, so for must be used to iterate through all the rows,\nas shown in the example above. The column to search may be\nspecified by either its ID or title.
\n', + itemtype: 'method', + name: 'findRows', + params: [ + { + name: 'value', + description: 'The value to match
\n', + type: 'String' + }, + { + name: 'column', + description: + 'ID number or title of the\n column to search
\n', + type: 'Integer|String' + } + ], + return: { + description: 'An Array of TableRow objects', + type: 'p5.TableRow[]' + }, + example: [ + "\n\n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n //add another goat\n let newRow = table.addRow();\n newRow.setString('id', table.getRowCount() - 1);\n newRow.setString('species', 'Scape Goat');\n newRow.setString('name', 'Goat');\n\n //find the rows containing animals named Goat\n let rows = table.findRows('Goat', 'name');\n print(rows.length + ' Goats found');\n }\n
\n Finds the first row in the Table that matches the regular\nexpression provided, and returns a reference to that row.\nEven if multiple rows are possible matches, only the first\nmatching row is returned. The column to search may be\nspecified by either its ID or title.
\n', + itemtype: 'method', + name: 'matchRow', + params: [ + { + name: 'regexp', + description: 'The regular expression to match
\n', + type: 'String|RegExp' + }, + { + name: 'column', + description: + 'The column ID (number) or\n title (string)
\n', + type: 'String|Integer' + } + ], + return: { + description: 'TableRow object', + type: 'p5.TableRow' + }, + example: [ + '\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n //Search using specified regex on a given column, return TableRow object\n let mammal = table.matchRow(new RegExp(\'ant\'), 1);\n print(mammal.getString(1));\n //Output "Panthera pardus"\n}\n
\nFinds the rows in the Table that match the regular expression provided,\nand returns references to those rows. Returns an array, so for must be\nused to iterate through all the rows, as shown in the example. The\ncolumn to search may be specified by either its ID or title.
\n', + itemtype: 'method', + name: 'matchRows', + params: [ + { + name: 'regexp', + description: 'The regular expression to match
\n', + type: 'String' + }, + { + name: 'column', + description: + 'The column ID (number) or\n title (string)
\n', + type: 'String|Integer', + optional: true + } + ], + return: { + description: 'An Array of TableRow objects', + type: 'p5.TableRow[]' + }, + example: [ + "\n\nlet table;\n\nfunction setup() {\n table = new p5.Table();\n\n table.addColumn('name');\n table.addColumn('type');\n\n let newRow = table.addRow();\n newRow.setString('name', 'Lion');\n newRow.setString('type', 'Mammal');\n\n newRow = table.addRow();\n newRow.setString('name', 'Snake');\n newRow.setString('type', 'Reptile');\n\n newRow = table.addRow();\n newRow.setString('name', 'Mosquito');\n newRow.setString('type', 'Insect');\n\n newRow = table.addRow();\n newRow.setString('name', 'Lizard');\n newRow.setString('type', 'Reptile');\n\n let rows = table.matchRows('R.*', 'type');\n for (let i = 0; i < rows.length; i++) {\n print(rows[i].getString('name') + ': ' + rows[i].getString('type'));\n }\n}\n// Sketch prints:\n// Snake: Reptile\n// Lizard: Reptile\n
\nRetrieves all values in the specified column, and returns them\nas an array. The column may be specified by either its ID or title.
\n', + itemtype: 'method', + name: 'getColumn', + params: [ + { + name: 'column', + description: 'String or Number of the column to return
\n', + type: 'String|Number' + } + ], + return: { + description: 'Array of column values', + type: 'Array' + }, + example: [ + '\n\n // Given the CSV file "mammals.csv"\n // in the project\'s "assets" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n }\n\n function setup() {\n //getColumn returns an array that can be printed directly\n print(table.getColumn(\'species\'));\n //outputs ["Capra hircus", "Panthera pardus", "Equus zebra"]\n }\n
\n Removes all rows from a Table. While all rows are removed,\ncolumns and column titles are maintained.
\n', + itemtype: 'method', + name: 'clearRows', + example: [ + "\n\n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n table.clearRows();\n print(table.getRowCount() + ' total rows in table');\n print(table.getColumnCount() + ' total columns in table');\n }\n
\n Use addColumn() to add a new column to a Table object.\nTypically, you will want to specify a title, so the column\nmay be easily referenced later by name. (If no title is\nspecified, the new column's title will be null.)
\n', + itemtype: 'method', + name: 'addColumn', + params: [ + { + name: 'title', + description: 'title of the given column
\n', + type: 'String', + optional: true + } + ], + example: [ + "\n\n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n table.addColumn('carnivore');\n table.set(0, 'carnivore', 'no');\n table.set(1, 'carnivore', 'yes');\n table.set(2, 'carnivore', 'no');\n\n //print the results\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++)\n print(table.getString(r, c));\n }\n
\n Returns the total number of columns in a Table.
\n', + itemtype: 'method', + name: 'getColumnCount', + return: { + description: 'Number of columns in this table', + type: 'Integer' + }, + example: [ + "\n\n // given the cvs file \"blobs.csv\" in /assets directory\n // ID, Name, Flavor, Shape, Color\n // Blob1, Blobby, Sweet, Blob, Pink\n // Blob2, Saddy, Savory, Blob, Blue\n\n let table;\n\n function preload() {\n table = loadTable('assets/blobs.csv');\n }\n\n function setup() {\n createCanvas(200, 100);\n textAlign(CENTER);\n background(255);\n }\n\n function draw() {\n let numOfColumn = table.getColumnCount();\n text('There are ' + numOfColumn + ' columns in the table.', 100, 50);\n }\n
\n Returns the total number of rows in a Table.
\n', + itemtype: 'method', + name: 'getRowCount', + return: { + description: 'Number of rows in this table', + type: 'Integer' + }, + example: [ + "\n\n // given the cvs file \"blobs.csv\" in /assets directory\n //\n // ID, Name, Flavor, Shape, Color\n // Blob1, Blobby, Sweet, Blob, Pink\n // Blob2, Saddy, Savory, Blob, Blue\n\n let table;\n\n function preload() {\n table = loadTable('assets/blobs.csv');\n }\n\n function setup() {\n createCanvas(200, 100);\n textAlign(CENTER);\n background(255);\n }\n\n function draw() {\n text('There are ' + table.getRowCount() + ' rows in the table.', 100, 50);\n }\n
\n Removes any of the specified characters (or "tokens").
\n\nIf no column is specified, then the values in all columns and\nrows are processed. A specific column may be referenced by\neither its ID or title.
', + itemtype: 'method', + name: 'removeTokens', + params: [ + { + name: 'chars', + description: 'String listing characters to be removed
\n', + type: 'String' + }, + { + name: 'column', + description: + 'Column ID (number)\n or name (string)
\n', + type: 'String|Integer', + optional: true + } + ], + example: [ + "\n\n function setup() {\n let table = new p5.Table();\n\n table.addColumn('name');\n table.addColumn('type');\n\n let newRow = table.addRow();\n newRow.setString('name', ' $Lion ,');\n newRow.setString('type', ',,,Mammal');\n\n newRow = table.addRow();\n newRow.setString('name', '$Snake ');\n newRow.setString('type', ',,,Reptile');\n\n table.removeTokens(',$ ');\n print(table.getArray());\n }\n\n // prints:\n // 0 \"Lion\" \"Mamal\"\n // 1 \"Snake\" \"Reptile\"\n
Trims leading and trailing whitespace, such as spaces and tabs,\nfrom String table values. If no column is specified, then the\nvalues in all columns and rows are trimmed. A specific column\nmay be referenced by either its ID or title.
\n', + itemtype: 'method', + name: 'trim', + params: [ + { + name: 'column', + description: + 'Column ID (number)\n or name (string)
\n', + type: 'String|Integer', + optional: true + } + ], + example: [ + "\n\n function setup() {\n let table = new p5.Table();\n\n table.addColumn('name');\n table.addColumn('type');\n\n let newRow = table.addRow();\n newRow.setString('name', ' Lion ,');\n newRow.setString('type', ' Mammal ');\n\n newRow = table.addRow();\n newRow.setString('name', ' Snake ');\n newRow.setString('type', ' Reptile ');\n\n table.trim();\n print(table.getArray());\n }\n\n // prints:\n // 0 \"Lion\" \"Mamal\"\n // 1 \"Snake\" \"Reptile\"\n
Use removeColumn() to remove an existing column from a Table\nobject. The column to be removed may be identified by either\nits title (a String) or its index value (an int).\nremoveColumn(0) would remove the first column, removeColumn(1)\nwould remove the second column, and so on.
\n', + itemtype: 'method', + name: 'removeColumn', + params: [ + { + name: 'column', + description: 'columnName (string) or ID (number)
\n', + type: 'String|Integer' + } + ], + example: [ + "\n\n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n table.removeColumn('id');\n print(table.getColumnCount());\n }\n
\n Stores a value in the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified\nby either its ID or title.
\n', + itemtype: 'method', + name: 'set', + params: [ + { + name: 'row', + description: 'row ID
\n', + type: 'Integer' + }, + { + name: 'column', + description: + 'column ID (Number)\n or title (String)
\n', + type: 'String|Integer' + }, + { + name: 'value', + description: 'value to assign
\n', + type: 'String|Number' + } + ], + example: [ + "\n\n// Given the CSV file \"mammals.csv\"\n// in the project's \"assets\" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n}\n\nfunction setup() {\n table.set(0, 'species', 'Canis Lupus');\n table.set(0, 'name', 'Wolf');\n\n //print the results\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++)\n print(table.getString(r, c));\n}\n
\nStores a Float value in the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified\nby either its ID or title.
\n', + itemtype: 'method', + name: 'setNum', + params: [ + { + name: 'row', + description: 'row ID
\n', + type: 'Integer' + }, + { + name: 'column', + description: + 'column ID (Number)\n or title (String)
\n', + type: 'String|Integer' + }, + { + name: 'value', + description: 'value to assign
\n', + type: 'Number' + } + ], + example: [ + '\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n table.setNum(1, \'id\', 1);\n\n print(table.getColumn(0));\n //["0", 1, "2"]\n}\n
\nStores a String value in the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified\nby either its ID or title.
\n', + itemtype: 'method', + name: 'setString', + params: [ + { + name: 'row', + description: 'row ID
\n', + type: 'Integer' + }, + { + name: 'column', + description: + 'column ID (Number)\n or title (String)
\n', + type: 'String|Integer' + }, + { + name: 'value', + description: 'value to assign
\n', + type: 'String' + } + ], + example: [ + "\n\n// Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n}\n\nfunction setup() {\n //add a row\n let newRow = table.addRow();\n newRow.setString('id', table.getRowCount() - 1);\n newRow.setString('species', 'Canis Lupus');\n newRow.setString('name', 'Wolf');\n\n print(table.getArray());\n}\n
Retrieves a value from the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified by\neither its ID or title.
\n', + itemtype: 'method', + name: 'get', + params: [ + { + name: 'row', + description: 'row ID
\n', + type: 'Integer' + }, + { + name: 'column', + description: + 'columnName (string) or\n ID (number)
\n', + type: 'String|Integer' + } + ], + return: { + description: '', + type: 'String|Number' + }, + example: [ + "\n\n// Given the CSV file \"mammals.csv\"\n// in the project's \"assets\" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n}\n\nfunction setup() {\n print(table.get(0, 1));\n //Capra hircus\n print(table.get(0, 'species'));\n //Capra hircus\n}\n
\nRetrieves a Float value from the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified by\neither its ID or title.
\n', + itemtype: 'method', + name: 'getNum', + params: [ + { + name: 'row', + description: 'row ID
\n', + type: 'Integer' + }, + { + name: 'column', + description: + 'columnName (string) or\n ID (number)
\n', + type: 'String|Integer' + } + ], + return: { + description: '', + type: 'Number' + }, + example: [ + '\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n print(table.getNum(1, 0) + 100);\n //id 1 + 100 = 101\n}\n
\nRetrieves a String value from the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified by\neither its ID or title.
\n', + itemtype: 'method', + name: 'getString', + params: [ + { + name: 'row', + description: 'row ID
\n', + type: 'Integer' + }, + { + name: 'column', + description: + 'columnName (string) or\n ID (number)
\n', + type: 'String|Integer' + } + ], + return: { + description: '', + type: 'String' + }, + example: [ + '\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n // table is comma separated value "CSV"\n // and has specifiying header for column labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n print(table.getString(0, 0)); // 0\n print(table.getString(0, 1)); // Capra hircus\n print(table.getString(0, 2)); // Goat\n print(table.getString(1, 0)); // 1\n print(table.getString(1, 1)); // Panthera pardus\n print(table.getString(1, 2)); // Leopard\n print(table.getString(2, 0)); // 2\n print(table.getString(2, 1)); // Equus zebra\n print(table.getString(2, 2)); // Zebra\n}\n
\nRetrieves all table data and returns as an object. If a column name is\npassed in, each row object will be stored with that attribute as its\ntitle.
\n', + itemtype: 'method', + name: 'getObject', + params: [ + { + name: 'headerColumn', + description: + 'Name of the column which should be used to\n title each row object (optional)
\n', + type: 'String', + optional: true + } + ], + return: { + description: '', + type: 'Object' + }, + example: [ + '\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n let tableObject = table.getObject();\n\n print(tableObject);\n //outputs an object\n}\n
\nRetrieves all table data and returns it as a multidimensional array.
\n', + itemtype: 'method', + name: 'getArray', + return: { + description: '', + type: 'Array' + }, + example: [ + '\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leoperd\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n // table is comma separated value "CSV"\n // and has specifiying header for column labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n let tableArray = table.getArray();\n for (let i = 0; i < tableArray.length; i++) {\n print(tableArray[i]);\n }\n}\n
\nStores a value in the TableRow's specified column.\nThe column may be specified by either its ID or title.
\n', + itemtype: 'method', + name: 'set', + params: [ + { + name: 'column', + description: + 'Column ID (Number)\n or Title (String)
\n', + type: 'String|Integer' + }, + { + name: 'value', + description: 'The value to be stored
\n', + type: 'String|Number' + } + ], + example: [ + "\n\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n for (let r = 0; r < rows.length; r++) {\n rows[r].set('name', 'Unicorn');\n }\n\n //print the results\n print(table.getArray());\n }\n
Stores a Float value in the TableRow's specified column.\nThe column may be specified by either its ID or title.
\n', + itemtype: 'method', + name: 'setNum', + params: [ + { + name: 'column', + description: + 'Column ID (Number)\n or Title (String)
\n', + type: 'String|Integer' + }, + { + name: 'value', + description: + 'The value to be stored\n as a Float
\n', + type: 'Number|String' + } + ], + example: [ + "\n\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n for (let r = 0; r < rows.length; r++) {\n rows[r].setNum('id', r + 10);\n }\n\n print(table.getArray());\n }\n
Stores a String value in the TableRow's specified column.\nThe column may be specified by either its ID or title.
\n', + itemtype: 'method', + name: 'setString', + params: [ + { + name: 'column', + description: + 'Column ID (Number)\n or Title (String)
\n', + type: 'String|Integer' + }, + { + name: 'value', + description: + 'The value to be stored\n as a String
\n', + type: 'String|Number|Boolean|Object' + } + ], + example: [ + "\n\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n for (let r = 0; r < rows.length; r++) {\n let name = rows[r].getString('name');\n rows[r].setString('name', 'A ' + name + ' named George');\n }\n\n print(table.getArray());\n }\n
Retrieves a value from the TableRow's specified column.\nThe column may be specified by either its ID or title.
\n', + itemtype: 'method', + name: 'get', + params: [ + { + name: 'column', + description: + 'columnName (string) or\n ID (number)
\n', + type: 'String|Integer' + } + ], + return: { + description: '', + type: 'String|Number' + }, + example: [ + "\n\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let names = [];\n let rows = table.getRows();\n for (let r = 0; r < rows.length; r++) {\n names.push(rows[r].get('name'));\n }\n\n print(names);\n }\n
Retrieves a Float value from the TableRow's specified\ncolumn. The column may be specified by either its ID or\ntitle.
\n', + itemtype: 'method', + name: 'getNum', + params: [ + { + name: 'column', + description: + 'columnName (string) or\n ID (number)
\n', + type: 'String|Integer' + } + ], + return: { + description: 'Float Floating point number', + type: 'Number' + }, + example: [ + "\n\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n let minId = Infinity;\n let maxId = -Infinity;\n for (let r = 0; r < rows.length; r++) {\n let id = rows[r].getNum('id');\n minId = min(minId, id);\n maxId = min(maxId, id);\n }\n print('minimum id = ' + minId + ', maximum id = ' + maxId);\n }\n
Retrieves an String value from the TableRow's specified\ncolumn. The column may be specified by either its ID or\ntitle.
\n', + itemtype: 'method', + name: 'getString', + params: [ + { + name: 'column', + description: + 'columnName (string) or\n ID (number)
\n', + type: 'String|Integer' + } + ], + return: { + description: 'String', + type: 'String' + }, + example: [ + "\n\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n let longest = '';\n for (let r = 0; r < rows.length; r++) {\n let species = rows[r].getString('species');\n if (longest.length < species.length) {\n longest = species;\n }\n }\n\n print('longest: ' + longest);\n }\n
Gets a copy of the element's parent. Returns the parent as another\np5.XML object.
\n', + itemtype: 'method', + name: 'getParent', + return: { + description: 'element parent', + type: 'p5.XML' + }, + example: [ + '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let children = xml.getChildren(\'animal\');\n let parent = children[1].getParent();\n print(parent.getName());\n}\n\n// Sketch prints:\n// mammals\n
Gets the element's full name, which is returned as a String.
\n', + itemtype: 'method', + name: 'getName', + return: { + description: 'the name of the node', + type: 'String' + }, + example: [ + '<animal\n\n // The following short XML file called "mammals.xml" is parsed\n // in the code below.\n //\n // \n // <mammals>\n // <animal id="0" species="Capra hircus">Goat</animal>\n // <animal id="1" species="Panthera pardus">Leopard</animal>\n // <animal id="2" species="Equus zebra">Zebra</animal>\n // </mammals>\n\n let xml;\n\n function preload() {\n xml = loadXML(\'assets/mammals.xml\');\n }\n\n function setup() {\n print(xml.getName());\n }\n\n // Sketch prints:\n // mammals\n
Sets the element's name, which is specified as a String.
\n', + itemtype: 'method', + name: 'setName', + params: [ + { + name: 'the', + description: 'new name of the node
\n', + type: 'String' + } + ], + example: [ + '<animal\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n print(xml.getName());\n xml.setName(\'fish\');\n print(xml.getName());\n}\n\n// Sketch prints:\n// mammals\n// fish\n
Checks whether or not the element has any children, and returns the result\nas a boolean.
\n', + itemtype: 'method', + name: 'hasChildren', + return: { + description: '', + type: 'Boolean' + }, + example: [ + '<animal\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n print(xml.hasChildren());\n}\n\n// Sketch prints:\n// true\n
Get the names of all of the element's children, and returns the names as an\narray of Strings. This is the same as looping through and calling getName()\non each child element individually.
\n', + itemtype: 'method', + name: 'listChildren', + return: { + description: 'names of the children of the element', + type: 'String[]' + }, + example: [ + '<animal\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n print(xml.listChildren());\n}\n\n// Sketch prints:\n// ["animal", "animal", "animal"]\n
Returns all of the element's children as an array of p5.XML objects. When\nthe name parameter is specified, then it will return all children that match\nthat name.
\n', + itemtype: 'method', + name: 'getChildren', + params: [ + { + name: 'name', + description: 'element name
\n', + type: 'String', + optional: true + } + ], + return: { + description: 'children of the element', + type: 'p5.XML[]' + }, + example: [ + '<animal\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let animals = xml.getChildren(\'animal\');\n\n for (let i = 0; i < animals.length; i++) {\n print(animals[i].getContent());\n }\n}\n\n// Sketch prints:\n// "Goat"\n// "Leopard"\n// "Zebra"\n
Returns the first of the element's children that matches the name parameter\nor the child of the given index.It returns undefined if no matching\nchild is found.
\n', + itemtype: 'method', + name: 'getChild', + params: [ + { + name: 'name', + description: 'element name or index
\n', + type: 'String|Integer' + } + ], + return: { + description: '', + type: 'p5.XML' + }, + example: [ + '<animal\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getContent());\n}\n\n// Sketch prints:\n// "Goat"\n
\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let secondChild = xml.getChild(1);\n print(secondChild.getContent());\n}\n\n// Sketch prints:\n// "Leopard"\n
Appends a new child to the element. The child can be specified with\neither a String, which will be used as the new tag's name, or as a\nreference to an existing p5.XML object.\nA reference to the newly created child is returned as an p5.XML object.
\n', + itemtype: 'method', + name: 'addChild', + params: [ + { + name: 'node', + description: + 'a p5.XML Object which will be the child to be added
\n', + type: 'p5.XML' + } + ], + example: [ + '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let child = new p5.XML();\n child.setName(\'animal\');\n child.setAttribute(\'id\', \'3\');\n child.setAttribute(\'species\', \'Ornithorhynchus anatinus\');\n child.setContent(\'Platypus\');\n xml.addChild(child);\n\n let animals = xml.getChildren(\'animal\');\n print(animals[animals.length - 1].getContent());\n}\n\n// Sketch prints:\n// "Goat"\n// "Leopard"\n// "Zebra"\n
Removes the element specified by name or index.
\n', + itemtype: 'method', + name: 'removeChild', + params: [ + { + name: 'name', + description: 'element name or index
\n', + type: 'String|Integer' + } + ], + example: [ + '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n xml.removeChild(\'animal\');\n let children = xml.getChildren();\n for (let i = 0; i < children.length; i++) {\n print(children[i].getContent());\n }\n}\n\n// Sketch prints:\n// "Leopard"\n// "Zebra"\n
\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n xml.removeChild(1);\n let children = xml.getChildren();\n for (let i = 0; i < children.length; i++) {\n print(children[i].getContent());\n }\n}\n\n// Sketch prints:\n// "Goat"\n// "Zebra"\n
Counts the specified element's number of attributes, returned as an Number.
\n', + itemtype: 'method', + name: 'getAttributeCount', + return: { + description: '', + type: 'Integer' + }, + example: [ + '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getAttributeCount());\n}\n\n// Sketch prints:\n// 2\n
Gets all of the specified element's attributes, and returns them as an\narray of Strings.
\n', + itemtype: 'method', + name: 'listAttributes', + return: { + description: 'an array of strings containing the names of attributes', + type: 'String[]' + }, + example: [ + '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.listAttributes());\n}\n\n// Sketch prints:\n// ["id", "species"]\n
Checks whether or not an element has the specified attribute.
\n', + itemtype: 'method', + name: 'hasAttribute', + params: [ + { + name: 'the', + description: 'attribute to be checked
\n', + type: 'String' + } + ], + return: { + description: 'true if attribute found else false', + type: 'Boolean' + }, + example: [ + '\n\n // The following short XML file called "mammals.xml" is parsed\n // in the code below.\n //\n // \n // <mammals>\n // <animal id="0" species="Capra hircus">Goat</animal>\n // <animal id="1" species="Panthera pardus">Leopard</animal>\n // <animal id="2" species="Equus zebra">Zebra</animal>\n // </mammals>\n\n let xml;\n\n function preload() {\n xml = loadXML(\'assets/mammals.xml\');\n }\n\n function setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.hasAttribute(\'species\'));\n print(firstChild.hasAttribute(\'color\'));\n }\n\n // Sketch prints:\n // true\n // false\n
Returns an attribute value of the element as an Number. If the defaultValue\nparameter is specified and the attribute doesn't exist, then defaultValue\nis returned. If no defaultValue is specified and the attribute doesn't\nexist, the value 0 is returned.
\n', + itemtype: 'method', + name: 'getNum', + params: [ + { + name: 'name', + description: 'the non-null full name of the attribute
\n', + type: 'String' + }, + { + name: 'defaultValue', + description: 'the default value of the attribute
\n', + type: 'Number', + optional: true + } + ], + return: { + description: '', + type: 'Number' + }, + example: [ + '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getNum(\'id\'));\n}\n\n// Sketch prints:\n// 0\n
Returns an attribute value of the element as an String. If the defaultValue\nparameter is specified and the attribute doesn't exist, then defaultValue\nis returned. If no defaultValue is specified and the attribute doesn't\nexist, null is returned.
\n', + itemtype: 'method', + name: 'getString', + params: [ + { + name: 'name', + description: 'the non-null full name of the attribute
\n', + type: 'String' + }, + { + name: 'defaultValue', + description: 'the default value of the attribute
\n', + type: 'Number', + optional: true + } + ], + return: { + description: '', + type: 'String' + }, + example: [ + '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getString(\'species\'));\n}\n\n// Sketch prints:\n// "Capra hircus"\n
Sets the content of an element's attribute. The first parameter specifies\nthe attribute name, while the second specifies the new content.
\n', + itemtype: 'method', + name: 'setAttribute', + params: [ + { + name: 'name', + description: 'the full name of the attribute
\n', + type: 'String' + }, + { + name: 'value', + description: 'the value of the attribute
\n', + type: 'Number|String|Boolean' + } + ], + example: [ + '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getString(\'species\'));\n firstChild.setAttribute(\'species\', \'Jamides zebra\');\n print(firstChild.getString(\'species\'));\n}\n\n// Sketch prints:\n// "Capra hircus"\n// "Jamides zebra"\n
Returns the content of an element. If there is no such content,\ndefaultValue is returned if specified, otherwise null is returned.
\n', + itemtype: 'method', + name: 'getContent', + params: [ + { + name: 'defaultValue', + description: 'value returned if no content is found
\n', + type: 'String', + optional: true + } + ], + return: { + description: '', + type: 'String' + }, + example: [ + '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getContent());\n}\n\n// Sketch prints:\n// "Goat"\n
Sets the element's content.
\n', + itemtype: 'method', + name: 'setContent', + params: [ + { + name: 'text', + description: 'the new content
\n', + type: 'String' + } + ], + example: [ + '\n\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getContent());\n firstChild.setContent(\'Mountain Goat\');\n print(firstChild.getContent());\n}\n\n// Sketch prints:\n// "Goat"\n// "Mountain Goat"\n
Serializes the element into a string. This function is useful for preparing\nthe content to be sent over a http request or saved to file.
\n', + itemtype: 'method', + name: 'serialize', + return: { + description: 'Serialized string of the element', + type: 'String' + }, + example: [ + '\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n print(xml.serialize());\n}\n\n// Sketch prints:\n// \n// Goat \n// Leopard \n// Zebra \n// \n
Calculates the absolute value (magnitude) of a number. Maps to Math.abs().\nThe absolute value of a number is always positive.
\n', + itemtype: 'method', + name: 'abs', + params: [ + { + name: 'n', + description: 'number to compute
\n', + type: 'Number' + } + ], + return: { + description: 'absolute value of given number', + type: 'Number' + }, + example: [ + '\n\nfunction setup() {\n let x = -3;\n let y = abs(x);\n\n print(x); // -3\n print(y); // 3\n}\n
Calculates the closest int value that is greater than or equal to the\nvalue of the parameter. Maps to Math.ceil(). For example, ceil(9.03)\nreturns the value 10.
\n', + itemtype: 'method', + name: 'ceil', + params: [ + { + name: 'n', + description: 'number to round up
\n', + type: 'Number' + } + ], + return: { + description: 'rounded up number', + type: 'Integer' + }, + example: [ + '\n\nfunction draw() {\n background(200);\n // map, mouseX between 0 and 5.\n let ax = map(mouseX, 0, 100, 0, 5);\n let ay = 66;\n\n //Get the ceiling of the mapped number.\n let bx = ceil(map(mouseX, 0, 100, 0, 5));\n let by = 33;\n\n // Multiply the mapped numbers by 20 to more easily\n // see the changes.\n stroke(0);\n fill(0);\n line(0, ay, ax * 20, ay);\n line(0, by, bx * 20, by);\n\n // Reformat the float returned by map and draw it.\n noStroke();\n text(nfc(ax, 2), ax, ay - 5);\n text(nfc(bx, 1), bx, by - 5);\n}\n
Constrains a value between a minimum and maximum value.
\n', + itemtype: 'method', + name: 'constrain', + params: [ + { + name: 'n', + description: 'number to constrain
\n', + type: 'Number' + }, + { + name: 'low', + description: 'minimum limit
\n', + type: 'Number' + }, + { + name: 'high', + description: 'maximum limit
\n', + type: 'Number' + } + ], + return: { + description: 'constrained number', + type: 'Number' + }, + example: [ + '\n\nfunction draw() {\n background(200);\n\n let leftWall = 25;\n let rightWall = 75;\n\n // xm is just the mouseX, while\n // xc is the mouseX, but constrained\n // between the leftWall and rightWall!\n let xm = mouseX;\n let xc = constrain(mouseX, leftWall, rightWall);\n\n // Draw the walls.\n stroke(150);\n line(leftWall, 0, leftWall, height);\n line(rightWall, 0, rightWall, height);\n\n // Draw xm and xc as circles.\n noStroke();\n fill(150);\n ellipse(xm, 33, 9, 9); // Not Constrained\n fill(0);\n ellipse(xc, 66, 9, 9); // Constrained\n}\n
Calculates the distance between two points, in either two or three dimensions.
\n', + itemtype: 'method', + name: 'dist', + return: { + description: 'distance between the two points', + type: 'Number' + }, + example: [ + "\n\n// Move your mouse inside the canvas to see the\n// change in distance between two points!\nfunction draw() {\n background(200);\n fill(0);\n\n let x1 = 10;\n let y1 = 90;\n let x2 = mouseX;\n let y2 = mouseY;\n\n line(x1, y1, x2, y2);\n ellipse(x1, y1, 7, 7);\n ellipse(x2, y2, 7, 7);\n\n // d is the length of the line\n // the distance from point 1 to point 2.\n let d = int(dist(x1, y1, x2, y2));\n\n // Let's write d along the line we are drawing!\n push();\n translate((x1 + x2) / 2, (y1 + y2) / 2);\n rotate(atan2(y2 - y1, x2 - x1));\n text(nfc(d, 1), 0, -5);\n pop();\n // Fancy!\n}\n
x-coordinate of the first point
\n', + type: 'Number' + }, + { + name: 'y1', + description: 'y-coordinate of the first point
\n', + type: 'Number' + }, + { + name: 'x2', + description: 'x-coordinate of the second point
\n', + type: 'Number' + }, + { + name: 'y2', + description: 'y-coordinate of the second point
\n', + type: 'Number' + } + ], + return: { + description: 'distance between the two points', + type: 'Number' + } + }, + { + line: 165, + params: [ + { + name: 'x1', + description: '', + type: 'Number' + }, + { + name: 'y1', + description: '', + type: 'Number' + }, + { + name: 'z1', + description: 'z-coordinate of the first point
\n', + type: 'Number' + }, + { + name: 'x2', + description: '', + type: 'Number' + }, + { + name: 'y2', + description: '', + type: 'Number' + }, + { + name: 'z2', + description: 'z-coordinate of the second point
\n', + type: 'Number' + } + ], + return: { + description: 'distance between the two points', + type: 'Number' + } + } + ] + }, + { + file: 'src/math/calculation.js', + line: 190, + description: + 'Returns Euler's number e (2.71828...) raised to the power of the n\nparameter. Maps to Math.exp().
\n', + itemtype: 'method', + name: 'exp', + params: [ + { + name: 'n', + description: 'exponent to raise
\n', + type: 'Number' + } + ], + return: { + description: 'e^n', + type: 'Number' + }, + example: [ + "\n\nfunction draw() {\n background(200);\n\n // Compute the exp() function with a value between 0 and 2\n let xValue = map(mouseX, 0, width, 0, 2);\n let yValue = exp(xValue);\n\n let y = map(yValue, 0, 8, height, 0);\n\n let legend = 'exp (' + nfc(xValue, 3) + ')\\n= ' + nf(yValue, 1, 4);\n stroke(150);\n line(mouseX, y, mouseX, height);\n fill(0);\n text(legend, 5, 15);\n noStroke();\n ellipse(mouseX, y, 7, 7);\n\n // Draw the exp(x) curve,\n // over the domain of x from 0 to 2\n noFill();\n stroke(0);\n beginShape();\n for (let x = 0; x < width; x++) {\n xValue = map(x, 0, width, 0, 2);\n yValue = exp(xValue);\n y = map(yValue, 0, 8, height, 0);\n vertex(x, y);\n }\n\n endShape();\n line(0, 0, 0, height);\n line(0, height - 1, width, height - 1);\n}\n
Calculates the closest int value that is less than or equal to the\nvalue of the parameter. Maps to Math.floor().
\n', + itemtype: 'method', + name: 'floor', + params: [ + { + name: 'n', + description: 'number to round down
\n', + type: 'Number' + } + ], + return: { + description: 'rounded down number', + type: 'Integer' + }, + example: [ + '\n\nfunction draw() {\n background(200);\n //map, mouseX between 0 and 5.\n let ax = map(mouseX, 0, 100, 0, 5);\n let ay = 66;\n\n //Get the floor of the mapped number.\n let bx = floor(map(mouseX, 0, 100, 0, 5));\n let by = 33;\n\n // Multiply the mapped numbers by 20 to more easily\n // see the changes.\n stroke(0);\n fill(0);\n line(0, ay, ax * 20, ay);\n line(0, by, bx * 20, by);\n\n // Reformat the float returned by map and draw it.\n noStroke();\n text(nfc(ax, 2), ax, ay - 5);\n text(nfc(bx, 1), bx, by - 5);\n}\n
Calculates a number between two numbers at a specific increment. The amt\nparameter is the amount to interpolate between the two values where 0.0\nequal to the first point, 0.1 is very near the first point, 0.5 is\nhalf-way in between, and 1.0 is equal to the second point. If the\nvalue of amt is more than 1.0 or less than 0.0, the number will be\ncalculated accordingly in the ratio of the two given numbers. The lerp\nfunction is convenient for creating motion along a straight\npath and for drawing dotted lines.
\n', + itemtype: 'method', + name: 'lerp', + params: [ + { + name: 'start', + description: 'first value
\n', + type: 'Number' + }, + { + name: 'stop', + description: 'second value
\n', + type: 'Number' + }, + { + name: 'amt', + description: 'number
\n', + type: 'Number' + } + ], + return: { + description: 'lerped value', + type: 'Number' + }, + example: [ + '\n\nfunction setup() {\n background(200);\n let a = 20;\n let b = 80;\n let c = lerp(a, b, 0.2);\n let d = lerp(a, b, 0.5);\n let e = lerp(a, b, 0.8);\n\n let y = 50;\n\n strokeWeight(5);\n stroke(0); // Draw the original points in black\n point(a, y);\n point(b, y);\n\n stroke(100); // Draw the lerp points in gray\n point(c, y);\n point(d, y);\n point(e, y);\n}\n
Calculates the natural logarithm (the base-e logarithm) of a number. This\nfunction expects the n parameter to be a value greater than 0.0. Maps to\nMath.log().
\n', + itemtype: 'method', + name: 'log', + params: [ + { + name: 'n', + description: 'number greater than 0
\n', + type: 'Number' + } + ], + return: { + description: 'natural logarithm of n', + type: 'Number' + }, + example: [ + "\n\nfunction draw() {\n background(200);\n let maxX = 2.8;\n let maxY = 1.5;\n\n // Compute the natural log of a value between 0 and maxX\n let xValue = map(mouseX, 0, width, 0, maxX);\n let yValue, y;\n if (xValue > 0) {\n // Cannot take the log of a negative number.\n yValue = log(xValue);\n y = map(yValue, -maxY, maxY, height, 0);\n\n // Display the calculation occurring.\n let legend = 'log(' + nf(xValue, 1, 2) + ')\\n= ' + nf(yValue, 1, 3);\n stroke(150);\n line(mouseX, y, mouseX, height);\n fill(0);\n text(legend, 5, 15);\n noStroke();\n ellipse(mouseX, y, 7, 7);\n }\n\n // Draw the log(x) curve,\n // over the domain of x from 0 to maxX\n noFill();\n stroke(0);\n beginShape();\n for (let x = 0; x < width; x++) {\n xValue = map(x, 0, width, 0, maxX);\n yValue = log(xValue);\n y = map(yValue, -maxY, maxY, height, 0);\n vertex(x, y);\n }\n endShape();\n line(0, 0, 0, height);\n line(0, height / 2, width, height / 2);\n}\n
Calculates the magnitude (or length) of a vector. A vector is a direction\nin space commonly used in computer graphics and linear algebra. Because it\nhas no "start" position, the magnitude of a vector can be thought of as\nthe distance from the coordinate 0,0 to its x,y value. Therefore, mag() is\na shortcut for writing dist(0, 0, x, y).
\n', + itemtype: 'method', + name: 'mag', + params: [ + { + name: 'a', + description: 'first value
\n', + type: 'Number' + }, + { + name: 'b', + description: 'second value
\n', + type: 'Number' + } + ], + return: { + description: 'magnitude of vector from (0,0) to (a,b)', + type: 'Number' + }, + example: [ + '\n\nfunction setup() {\n let x1 = 20;\n let x2 = 80;\n let y1 = 30;\n let y2 = 70;\n\n line(0, 0, x1, y1);\n print(mag(x1, y1)); // Prints "36.05551275463989"\n line(0, 0, x2, y1);\n print(mag(x2, y1)); // Prints "85.44003745317531"\n line(0, 0, x1, y2);\n print(mag(x1, y2)); // Prints "72.80109889280519"\n line(0, 0, x2, y2);\n print(mag(x2, y2)); // Prints "106.3014581273465"\n}\n
Re-maps a number from one range to another.\n
\nIn the first example above, the number 25 is converted from a value in the\nrange of 0 to 100 into a value that ranges from the left edge of the\nwindow (0) to the right edge (width).
the incoming value to be converted
\n', + type: 'Number' + }, + { + name: 'start1', + description: 'lower bound of the value's current range
\n', + type: 'Number' + }, + { + name: 'stop1', + description: 'upper bound of the value's current range
\n', + type: 'Number' + }, + { + name: 'start2', + description: 'lower bound of the value's target range
\n', + type: 'Number' + }, + { + name: 'stop2', + description: 'upper bound of the value's target range
\n', + type: 'Number' + }, + { + name: 'withinBounds', + description: 'constrain the value to the newly mapped range
\n', + type: 'Boolean', + optional: true + } + ], + return: { + description: 'remapped number', + type: 'Number' + }, + example: [ + '\n\nlet value = 25;\nlet m = map(value, 0, 100, 0, width);\nellipse(m, 50, 10, 10);\n
\nfunction setup() {\n noStroke();\n}\n\nfunction draw() {\n background(204);\n let x1 = map(mouseX, 0, width, 25, 75);\n ellipse(x1, 25, 25, 25);\n //This ellipse is constrained to the 0-100 range\n //after setting withinBounds to true\n let x2 = map(mouseX, 0, width, 0, 100, true);\n ellipse(x2, 75, 25, 25);\n}\n
Determines the largest value in a sequence of numbers, and then returns\nthat value. max() accepts any number of Number parameters, or an Array\nof any length.
\n', + itemtype: 'method', + name: 'max', + return: { + description: 'maximum Number', + type: 'Number' + }, + example: [ + "\n\nfunction setup() {\n // Change the elements in the array and run the sketch\n // to show how max() works!\n let numArray = [2, 1, 5, 4, 8, 9];\n fill(0);\n noStroke();\n text('Array Elements', 0, 10);\n // Draw all numbers in the array\n let spacing = 15;\n let elemsY = 25;\n for (let i = 0; i < numArray.length; i++) {\n text(numArray[i], i * spacing, elemsY);\n }\n let maxX = 33;\n let maxY = 80;\n // Draw the Maximum value in the array.\n textSize(32);\n text(max(numArray), maxX, maxY);\n}\n
Number to compare
\n', + type: 'Number' + }, + { + name: 'n1', + description: 'Number to compare
\n', + type: 'Number' + } + ], + return: { + description: 'maximum Number', + type: 'Number' + } + }, + { + line: 514, + params: [ + { + name: 'nums', + description: 'Numbers to compare
\n', + type: 'Number[]' + } + ], + return: { + description: '', + type: 'Number' + } + } + ] + }, + { + file: 'src/math/calculation.js', + line: 528, + description: + 'Determines the smallest value in a sequence of numbers, and then returns\nthat value. min() accepts any number of Number parameters, or an Array\nof any length.
\n', + itemtype: 'method', + name: 'min', + return: { + description: 'minimum Number', + type: 'Number' + }, + example: [ + "\n\nfunction setup() {\n // Change the elements in the array and run the sketch\n // to show how min() works!\n let numArray = [2, 1, 5, 4, 8, 9];\n fill(0);\n noStroke();\n text('Array Elements', 0, 10);\n // Draw all numbers in the array\n let spacing = 15;\n let elemsY = 25;\n for (let i = 0; i < numArray.length; i++) {\n text(numArray[i], i * spacing, elemsY);\n }\n let maxX = 33;\n let maxY = 80;\n // Draw the Minimum value in the array.\n textSize(32);\n text(min(numArray), maxX, maxY);\n}\n
Number to compare
\n', + type: 'Number' + }, + { + name: 'n1', + description: 'Number to compare
\n', + type: 'Number' + } + ], + return: { + description: 'minimum Number', + type: 'Number' + } + }, + { + line: 564, + params: [ + { + name: 'nums', + description: 'Numbers to compare
\n', + type: 'Number[]' + } + ], + return: { + description: '', + type: 'Number' + } + } + ] + }, + { + file: 'src/math/calculation.js', + line: 578, + description: + 'Normalizes a number from another range into a value between 0 and 1.\nIdentical to map(value, low, high, 0, 1).\nNumbers outside of the range are not clamped to 0 and 1, because\nout-of-range values are often intentional and useful. (See the example above.)
\n', + itemtype: 'method', + name: 'norm', + params: [ + { + name: 'value', + description: 'incoming value to be normalized
\n', + type: 'Number' + }, + { + name: 'start', + description: 'lower bound of the value's current range
\n', + type: 'Number' + }, + { + name: 'stop', + description: 'upper bound of the value's current range
\n', + type: 'Number' + } + ], + return: { + description: 'normalized number', + type: 'Number' + }, + example: [ + "\n\nfunction draw() {\n background(200);\n let currentNum = mouseX;\n let lowerBound = 0;\n let upperBound = width; //100;\n let normalized = norm(currentNum, lowerBound, upperBound);\n let lineY = 70;\n stroke(3);\n line(0, lineY, width, lineY);\n //Draw an ellipse mapped to the non-normalized value.\n noStroke();\n fill(50);\n let s = 7; // ellipse size\n ellipse(currentNum, lineY, s, s);\n\n // Draw the guide\n let guideY = lineY + 15;\n text('0', 0, guideY);\n textAlign(RIGHT);\n text('100', width, guideY);\n\n // Draw the normalized value\n textAlign(LEFT);\n fill(0);\n textSize(32);\n let normalY = 40;\n let normalX = 20;\n text(normalized, normalX, normalY);\n}\n
Facilitates exponential expressions. The pow() function is an efficient\nway of multiplying numbers by themselves (or their reciprocals) in large\nquantities. For example, pow(3, 5) is equivalent to the expression\n33333 and pow(3, -5) is equivalent to 1 / 33333. Maps to\nMath.pow().
\n', + itemtype: 'method', + name: 'pow', + params: [ + { + name: 'n', + description: 'base of the exponential expression
\n', + type: 'Number' + }, + { + name: 'e', + description: 'power by which to raise the base
\n', + type: 'Number' + } + ], + return: { + description: 'n^e', + type: 'Number' + }, + example: [ + '\n\nfunction setup() {\n //Exponentially increase the size of an ellipse.\n let eSize = 3; // Original Size\n let eLoc = 10; // Original Location\n\n ellipse(eLoc, eLoc, eSize, eSize);\n\n ellipse(eLoc * 2, eLoc * 2, pow(eSize, 2), pow(eSize, 2));\n\n ellipse(eLoc * 4, eLoc * 4, pow(eSize, 3), pow(eSize, 3));\n\n ellipse(eLoc * 8, eLoc * 8, pow(eSize, 4), pow(eSize, 4));\n}\n
Calculates the integer closest to the n parameter. For example,\nround(133.8) returns the value 134. Maps to Math.round().
\n', + itemtype: 'method', + name: 'round', + params: [ + { + name: 'n', + description: 'number to round
\n', + type: 'Number' + } + ], + return: { + description: 'rounded number', + type: 'Integer' + }, + example: [ + '\n\nfunction draw() {\n background(200);\n //map, mouseX between 0 and 5.\n let ax = map(mouseX, 0, 100, 0, 5);\n let ay = 66;\n\n // Round the mapped number.\n let bx = round(map(mouseX, 0, 100, 0, 5));\n let by = 33;\n\n // Multiply the mapped numbers by 20 to more easily\n // see the changes.\n stroke(0);\n fill(0);\n line(0, ay, ax * 20, ay);\n line(0, by, bx * 20, by);\n\n // Reformat the float returned by map and draw it.\n noStroke();\n text(nfc(ax, 2), ax, ay - 5);\n text(nfc(bx, 1), bx, by - 5);\n}\n
Squares a number (multiplies a number by itself). The result is always a\npositive number, as multiplying two negative numbers always yields a\npositive result. For example, -1 * -1 = 1.
\n', + itemtype: 'method', + name: 'sq', + params: [ + { + name: 'n', + description: 'number to square
\n', + type: 'Number' + } + ], + return: { + description: 'squared number', + type: 'Number' + }, + example: [ + "\n\nfunction draw() {\n background(200);\n let eSize = 7;\n let x1 = map(mouseX, 0, width, 0, 10);\n let y1 = 80;\n let x2 = sq(x1);\n let y2 = 20;\n\n // Draw the non-squared.\n line(0, y1, width, y1);\n ellipse(x1, y1, eSize, eSize);\n\n // Draw the squared.\n line(0, y2, width, y2);\n ellipse(x2, y2, eSize, eSize);\n\n // Draw dividing line.\n stroke(100);\n line(0, height / 2, width, height / 2);\n\n // Draw text.\n let spacing = 15;\n noStroke();\n fill(0);\n text('x = ' + x1, 0, y1 + spacing);\n text('sq(x) = ' + x2, 0, y2 + spacing);\n}\n
Calculates the square root of a number. The square root of a number is\nalways positive, even though there may be a valid negative root. The\nsquare root s of number a is such that s*s = a. It is the opposite of\nsquaring. Maps to Math.sqrt().
\n', + itemtype: 'method', + name: 'sqrt', + params: [ + { + name: 'n', + description: 'non-negative number to square root
\n', + type: 'Number' + } + ], + return: { + description: 'square root of number', + type: 'Number' + }, + example: [ + "\n\nfunction draw() {\n background(200);\n let eSize = 7;\n let x1 = mouseX;\n let y1 = 80;\n let x2 = sqrt(x1);\n let y2 = 20;\n\n // Draw the non-squared.\n line(0, y1, width, y1);\n ellipse(x1, y1, eSize, eSize);\n\n // Draw the squared.\n line(0, y2, width, y2);\n ellipse(x2, y2, eSize, eSize);\n\n // Draw dividing line.\n stroke(100);\n line(0, height / 2, width, height / 2);\n\n // Draw text.\n noStroke();\n fill(0);\n let spacing = 15;\n text('x = ' + x1, 0, y1 + spacing);\n text('sqrt(x) = ' + x2, 0, y2 + spacing);\n}\n
Creates a new p5.Vector (the datatype for storing vectors). This provides a\ntwo or three dimensional vector, specifically a Euclidean (also known as\ngeometric) vector. A vector is an entity that has both magnitude and\ndirection.
\n', + itemtype: 'method', + name: 'createVector', + params: [ + { + name: 'x', + description: 'x component of the vector
\n', + type: 'Number', + optional: true + }, + { + name: 'y', + description: 'y component of the vector
\n', + type: 'Number', + optional: true + }, + { + name: 'z', + description: 'z component of the vector
\n', + type: 'Number', + optional: true + } + ], + return: { + description: '', + type: 'p5.Vector' + }, + example: [ + "\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n noStroke();\n fill(255, 102, 204);\n}\n\nfunction draw() {\n background(255);\n pointLight(color(255), createVector(sin(millis() / 1000) * 20, -40, -10));\n scale(0.75);\n sphere();\n}\n
Returns the Perlin noise value at specified coordinates. Perlin noise is\na random sequence generator producing a more natural ordered, harmonic\nsuccession of numbers compared to the standard random() function.\nIt was invented by Ken Perlin in the 1980s and been used since in\ngraphical applications to produce procedural textures, natural motion,\nshapes, terrains etc.
The main difference to the\nrandom() function is that Perlin noise is defined in an infinite\nn-dimensional space where each pair of coordinates corresponds to a\nfixed semi-random value (fixed only for the lifespan of the program; see\nthe noiseSeed() function). p5.js can compute 1D, 2D and 3D noise,\ndepending on the number of coordinates given. The resulting value will\nalways be between 0.0 and 1.0. The noise value can be animated by moving\nthrough the noise space as demonstrated in the example above. The 2nd\nand 3rd dimension can also be interpreted as time.
The actual\nnoise is structured similar to an audio signal, in respect to the\nfunction's use of frequencies. Similar to the concept of harmonics in\nphysics, perlin noise is computed over several octaves which are added\ntogether for the final result.
Another way to adjust the\ncharacter of the resulting sequence is the scale of the input\ncoordinates. As the function works within an infinite space the value of\nthe coordinates doesn't matter as such, only the distance between\nsuccessive coordinates does (eg. when using noise() within a\nloop). As a general rule the smaller the difference between coordinates,\nthe smoother the resulting noise sequence will be. Steps of 0.005-0.03\nwork best for most applications, but this will differ depending on use.
x-coordinate in noise space
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y-coordinate in noise space
\n', + type: 'Number', + optional: true + }, + { + name: 'z', + description: 'z-coordinate in noise space
\n', + type: 'Number', + optional: true + } + ], + return: { + description: + 'Perlin noise value (between 0 and 1) at specified\n coordinates', + type: 'Number' + }, + example: [ + '\n\nlet xoff = 0.0;\n\nfunction draw() {\n background(204);\n xoff = xoff + 0.01;\n let n = noise(xoff) * width;\n line(n, 0, n, height);\n}\n
\nlet noiseScale=0.02;\n\nfunction draw() {\n background(0);\n for (let x=0; x < width; x++) {\n let noiseVal = noise((mouseX+x)*noiseScale, mouseY*noiseScale);\n stroke(noiseVal*255);\n line(x, mouseY+noiseVal*80, x, height);\n }\n}\n
\nAdjusts the character and level of detail produced by the Perlin noise\n function. Similar to harmonics in physics, noise is computed over\n several octaves. Lower octaves contribute more to the output signal and\n as such define the overall intensity of the noise, whereas higher octaves\n create finer grained details in the noise sequence.\n
\n By default, noise is computed over 4 octaves with each octave contributing\n exactly half than its predecessor, starting at 50% strength for the 1st\n octave. This falloff amount can be changed by adding an additional function\n parameter. Eg. a falloff factor of 0.75 means each octave will now have\n 75% impact (25% less) of the previous lower octave. Any value between\n 0.0 and 1.0 is valid, however note that values greater than 0.5 might\n result in greater than 1.0 values returned by noise().\n
\n By changing these parameters, the signal created by the noise()\n function can be adapted to fit very specific needs and characteristics.
number of octaves to be used by the noise
\n', + type: 'Number' + }, + { + name: 'falloff', + description: 'falloff factor for each octave
\n', + type: 'Number' + } + ], + example: [ + '\n\n let noiseVal;\n let noiseScale = 0.02;\nfunction setup() {\n createCanvas(100, 100);\n }\nfunction draw() {\n background(0);\n for (let y = 0; y < height; y++) {\n for (let x = 0; x < width / 2; x++) {\n noiseDetail(2, 0.2);\n noiseVal = noise((mouseX + x) * noiseScale, (mouseY + y) * noiseScale);\n stroke(noiseVal * 255);\n point(x, y);\n noiseDetail(8, 0.65);\n noiseVal = noise(\n (mouseX + x + width / 2) * noiseScale,\n (mouseY + y) * noiseScale\n );\n stroke(noiseVal * 255);\n point(x + width / 2, y);\n }\n }\n }\n
\n Sets the seed value for noise(). By default, noise()\nproduces different results each time the program is run. Set the\nvalue parameter to a constant to return the same pseudo-random\nnumbers each time the software is run.
\n', + itemtype: 'method', + name: 'noiseSeed', + params: [ + { + name: 'seed', + description: 'the seed value
\n', + type: 'Number' + } + ], + example: [ + '\nlet xoff = 0.0;\n\nfunction setup() {\n noiseSeed(99);\n stroke(0, 10);\n}\n\nfunction draw() {\n xoff = xoff + .01;\n let n = noise(xoff) * width;\n line(n, 0, n, height);\n}\n
\nThe x component of the vector
\n', + itemtype: 'property', + name: 'x', + type: 'Number', + class: 'p5.Vector', + module: 'Math', + submodule: 'Math' + }, + { + file: 'src/math/p5.Vector.js', + line: 72, + description: 'The y component of the vector
\n', + itemtype: 'property', + name: 'y', + type: 'Number', + class: 'p5.Vector', + module: 'Math', + submodule: 'Math' + }, + { + file: 'src/math/p5.Vector.js', + line: 77, + description: 'The z component of the vector
\n', + itemtype: 'property', + name: 'z', + type: 'Number', + class: 'p5.Vector', + module: 'Math', + submodule: 'Math' + }, + { + file: 'src/math/p5.Vector.js', + line: 84, + description: + 'Returns a string representation of a vector v by calling String(v)\nor v.toString(). This method is useful for logging vectors in the\nconsole.
\n', + itemtype: 'method', + name: 'toString', + return: { + description: '', + type: 'String' + }, + example: [ + '\n\nfunction setup() {\n let v = createVector(20, 30);\n print(String(v)); // prints "p5.Vector Object : [20, 30, 0]"\n}\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(0, 0);\n let v1 = createVector(mouseX, mouseY);\n drawArrow(v0, v1, \'black\');\n\n noStroke();\n text(v1.toString(), 10, 25, 90, 75);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nSets the x, y, and z component of the vector using two or three separate\nvariables, the data from a p5.Vector, or the values from a float array.
\n', + itemtype: 'method', + name: 'set', + chainable: 1, + example: [ + "\n\nfunction setup() {\n let v = createVector(1, 2, 3);\n v.set(4, 5, 6); // Sets vector to [4, 5, 6]\n\n let v1 = createVector(0, 0, 0);\n let arr = [1, 2, 3];\n v1.set(arr); // Sets vector to [1, 2, 3]\n}\n
\n\nlet v0, v1;\nfunction setup() {\n createCanvas(100, 100);\n\n v0 = createVector(0, 0);\n v1 = createVector(50, 50);\n}\n\nfunction draw() {\n background(240);\n\n drawArrow(v0, v1, 'black');\n v1.set(v1.x + random(-1, 1), v1.y + random(-1, 1));\n\n noStroke();\n text('x: ' + round(v1.x) + ' y: ' + round(v1.y), 20, 90);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nthe x component of the vector
\n', + type: 'Number', + optional: true + }, + { + name: 'y', + description: 'the y component of the vector
\n', + type: 'Number', + optional: true + }, + { + name: 'z', + description: 'the z component of the vector
\n', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 193, + params: [ + { + name: 'value', + description: 'the vector to set
\n', + type: 'p5.Vector|Number[]' + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/math/p5.Vector.js', + line: 217, + description: + 'Gets a copy of the vector, returns a p5.Vector object.
\n', + itemtype: 'method', + name: 'copy', + return: { + description: 'the copy of the p5.Vector object', + type: 'p5.Vector' + }, + example: [ + '\n\nlet v1 = createVector(1, 2, 3);\nlet v2 = v1.copy();\nprint(v1.x === v2.x && v1.y === v2.y && v1.z === v2.z);\n// Prints "true"\n
\nAdds x, y, and z components to a vector, adds one vector to another, or\nadds two independent vectors together. The version of the method that adds\ntwo vectors together is a static method and returns a p5.Vector, the others\nacts directly on the vector. See the examples for more context.
\n', + itemtype: 'method', + name: 'add', + chainable: 1, + example: [ + "\n\nlet v = createVector(1, 2, 3);\nv.add(4, 5, 6);\n// v's components are set to [5, 7, 9]\n
\n\n// Static method\nlet v1 = createVector(1, 2, 3);\nlet v2 = createVector(2, 3, 4);\n\nlet v3 = p5.Vector.add(v1, v2);\n// v3 has components [3, 5, 7]\nprint(v3);\n
\n\n// red vector + blue vector = purple vector\nfunction draw() {\n background(240);\n\n let v0 = createVector(0, 0);\n let v1 = createVector(mouseX, mouseY);\n drawArrow(v0, v1, 'red');\n\n let v2 = createVector(-30, 20);\n drawArrow(v1, v2, 'blue');\n\n let v3 = p5.Vector.add(v1, v2);\n drawArrow(v0, v3, 'purple');\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nthe x component of the vector to be added
\n', + type: 'Number' + }, + { + name: 'y', + description: 'the y component of the vector to be added
\n', + type: 'Number', + optional: true + }, + { + name: 'z', + description: 'the z component of the vector to be added
\n', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 306, + params: [ + { + name: 'value', + description: 'the vector to add
\n', + type: 'p5.Vector|Number[]' + } + ], + chainable: 1 + }, + { + line: 1555, + params: [ + { + name: 'v1', + description: + 'a p5.Vector to add
\n', + type: 'p5.Vector' + }, + { + name: 'v2', + description: + 'a p5.Vector to add
\n', + type: 'p5.Vector' + }, + { + name: 'target', + description: 'the vector to receive the result
\n', + type: 'p5.Vector' + } + ], + static: 1 + }, + { + line: 1562, + params: [ + { + name: 'v1', + description: '', + type: 'p5.Vector' + }, + { + name: 'v2', + description: '', + type: 'p5.Vector' + } + ], + static: 1, + return: { + description: 'the resulting p5.Vector', + type: 'p5.Vector' + } + } + ] + }, + { + file: 'src/math/p5.Vector.js', + line: 330, + description: + 'Subtracts x, y, and z components from a vector, subtracts one vector from\nanother, or subtracts two independent vectors. The version of the method\nthat subtracts two vectors is a static method and returns a p5.Vector, the\nother acts directly on the vector. See the examples for more context.
\n', + itemtype: 'method', + name: 'sub', + chainable: 1, + example: [ + "\n\nlet v = createVector(4, 5, 6);\nv.sub(1, 1, 1);\n// v's components are set to [3, 4, 5]\n
\n\n// Static method\nlet v1 = createVector(2, 3, 4);\nlet v2 = createVector(1, 2, 3);\n\nlet v3 = p5.Vector.sub(v1, v2);\n// v3 has components [1, 1, 1]\nprint(v3);\n
\n\n// red vector - blue vector = purple vector\nfunction draw() {\n background(240);\n\n let v0 = createVector(0, 0);\n let v1 = createVector(70, 50);\n drawArrow(v0, v1, 'red');\n\n let v2 = createVector(mouseX, mouseY);\n drawArrow(v0, v2, 'blue');\n\n let v3 = p5.Vector.sub(v1, v2);\n drawArrow(v2, v3, 'purple');\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nthe x component of the vector to subtract
\n', + type: 'Number' + }, + { + name: 'y', + description: 'the y component of the vector to subtract
\n', + type: 'Number', + optional: true + }, + { + name: 'z', + description: 'the z component of the vector to subtract
\n', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 396, + params: [ + { + name: 'value', + description: 'the vector to subtract
\n', + type: 'p5.Vector|Number[]' + } + ], + chainable: 1 + }, + { + line: 1585, + params: [ + { + name: 'v1', + description: + 'a p5.Vector to subtract from
\n', + type: 'p5.Vector' + }, + { + name: 'v2', + description: + 'a p5.Vector to subtract
\n', + type: 'p5.Vector' + }, + { + name: 'target', + description: 'if undefined a new vector will be created
\n', + type: 'p5.Vector' + } + ], + static: 1 + }, + { + line: 1592, + params: [ + { + name: 'v1', + description: '', + type: 'p5.Vector' + }, + { + name: 'v2', + description: '', + type: 'p5.Vector' + } + ], + static: 1, + return: { + description: 'the resulting p5.Vector', + type: 'p5.Vector' + } + } + ] + }, + { + file: 'src/math/p5.Vector.js', + line: 420, + description: + 'Multiply the vector by a scalar. The static version of this method\ncreates a new p5.Vector while the non static version acts on the vector\ndirectly. See the examples for more context.
\n', + itemtype: 'method', + name: 'mult', + chainable: 1, + example: [ + "\n\nlet v = createVector(1, 2, 3);\nv.mult(2);\n// v's components are set to [2, 4, 6]\n
\n\n// Static method\nlet v1 = createVector(1, 2, 3);\nlet v2 = p5.Vector.mult(v1, 2);\n// v2 has components [2, 4, 6]\nprint(v2);\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(50, 50);\n let v1 = createVector(25, -25);\n drawArrow(v0, v1, 'red');\n\n let num = map(mouseX, 0, width, -2, 2, true);\n let v2 = p5.Vector.mult(v1, num);\n drawArrow(v0, v2, 'blue');\n\n noStroke();\n text('multiplied by ' + num.toFixed(2), 5, 90);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nthe number to multiply with the vector
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 1613, + params: [ + { + name: 'v', + description: 'the vector to multiply
\n', + type: 'p5.Vector' + }, + { + name: 'n', + description: '', + type: 'Number' + }, + { + name: 'target', + description: 'if undefined a new vector will be created
\n', + type: 'p5.Vector' + } + ], + static: 1 + }, + { + line: 1620, + params: [ + { + name: 'v', + description: '', + type: 'p5.Vector' + }, + { + name: 'n', + description: '', + type: 'Number' + } + ], + static: 1, + return: { + description: 'the resulting new p5.Vector', + type: 'p5.Vector' + } + } + ] + }, + { + file: 'src/math/p5.Vector.js', + line: 495, + description: + 'Divide the vector by a scalar. The static version of this method creates a\nnew p5.Vector while the non static version acts on the vector directly.\nSee the examples for more context.
\n', + itemtype: 'method', + name: 'div', + chainable: 1, + example: [ + "\n\nlet v = createVector(6, 4, 2);\nv.div(2); //v's components are set to [3, 2, 1]\n
\n\n// Static method\nlet v1 = createVector(6, 4, 2);\nlet v2 = p5.Vector.div(v1, 2);\n// v2 has components [3, 2, 1]\nprint(v2);\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(0, 100);\n let v1 = createVector(50, -50);\n drawArrow(v0, v1, 'red');\n\n let num = map(mouseX, 0, width, 10, 0.5, true);\n let v2 = p5.Vector.div(v1, num);\n drawArrow(v0, v2, 'blue');\n\n noStroke();\n text('divided by ' + num.toFixed(2), 10, 90);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nthe number to divide the vector by
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 1640, + params: [ + { + name: 'v', + description: 'the vector to divide
\n', + type: 'p5.Vector' + }, + { + name: 'n', + description: '', + type: 'Number' + }, + { + name: 'target', + description: 'if undefined a new vector will be created
\n', + type: 'p5.Vector' + } + ], + static: 1 + }, + { + line: 1647, + params: [ + { + name: 'v', + description: '', + type: 'p5.Vector' + }, + { + name: 'n', + description: '', + type: 'Number' + } + ], + static: 1, + return: { + description: 'the resulting new p5.Vector', + type: 'p5.Vector' + } + } + ] + }, + { + file: 'src/math/p5.Vector.js', + line: 573, + description: + 'Calculates the magnitude (length) of the vector and returns the result as\na float (this is simply the equation sqrt(xx + yy + z*z).)
\n', + itemtype: 'method', + name: 'mag', + return: { + description: 'magnitude of the vector', + type: 'Number' + }, + example: [ + '\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(0, 0);\n let v1 = createVector(mouseX, mouseY);\n drawArrow(v0, v1, \'black\');\n\n noStroke();\n text(\'vector length: \' + v1.mag().toFixed(2), 10, 70, 90, 30);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\n\nlet v = createVector(20.0, 30.0, 40.0);\nlet m = v.mag();\nprint(m); // Prints "53.85164807134504"\n
\nthe vector to return the magnitude of
\n', + type: 'p5.Vector' + } + ], + static: 1, + return: { + description: 'the magnitude of vecT', + type: 'Number' + } + } + ] + }, + { + file: 'src/math/p5.Vector.js', + line: 621, + description: + 'Calculates the squared magnitude of the vector and returns the result\nas a float (this is simply the equation (xx + yy + z*z).)\nFaster if the real length is not required in the\ncase of comparing vectors, etc.
\n', + itemtype: 'method', + name: 'magSq', + return: { + description: 'squared magnitude of the vector', + type: 'Number' + }, + example: [ + '\n\n// Static method\nlet v1 = createVector(6, 4, 2);\nprint(v1.magSq()); // Prints "56"\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(0, 0);\n let v1 = createVector(mouseX, mouseY);\n drawArrow(v0, v1, \'black\');\n\n noStroke();\n text(\'vector length squared: \' + v1.magSq().toFixed(2), 10, 45, 90, 55);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nCalculates the dot product of two vectors. The version of the method\nthat computes the dot product of two independent vectors is a static\nmethod. See the examples for more context.
\n', + itemtype: 'method', + name: 'dot', + return: { + description: 'the dot product', + type: 'Number' + }, + example: [ + '\n\nlet v1 = createVector(1, 2, 3);\nlet v2 = createVector(2, 3, 4);\n\nprint(v1.dot(v2)); // Prints "20"\n
\n\n//Static method\nlet v1 = createVector(1, 2, 3);\nlet v2 = createVector(3, 2, 1);\nprint(p5.Vector.dot(v1, v2)); // Prints "10"\n
\nx component of the vector
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y component of the vector
\n', + type: 'Number', + optional: true + }, + { + name: 'z', + description: 'z component of the vector
\n', + type: 'Number', + optional: true + } + ], + return: { + description: 'the dot product', + type: 'Number' + } + }, + { + line: 706, + params: [ + { + name: 'value', + description: + 'value component of the vector or a p5.Vector
\n', + type: 'p5.Vector' + } + ], + return: { + description: '', + type: 'Number' + } + }, + { + line: 1667, + params: [ + { + name: 'v1', + description: + 'the first p5.Vector
\n', + type: 'p5.Vector' + }, + { + name: 'v2', + description: + 'the second p5.Vector
\n', + type: 'p5.Vector' + } + ], + static: 1, + return: { + description: 'the dot product', + type: 'Number' + } + } + ] + }, + { + file: 'src/math/p5.Vector.js', + line: 718, + description: + 'Calculates and returns a vector composed of the cross product between\ntwo vectors. Both the static and non static methods return a new p5.Vector.\nSee the examples for more context.
\n', + itemtype: 'method', + name: 'cross', + return: { + description: + 'p5.Vector composed of cross product', + type: 'p5.Vector' + }, + example: [ + '\n\nlet v1 = createVector(1, 2, 3);\nlet v2 = createVector(1, 2, 3);\n\nv1.cross(v2); // v\'s components are [0, 0, 0]\n
\n\n// Static method\nlet v1 = createVector(1, 0, 0);\nlet v2 = createVector(0, 1, 0);\n\nlet crossProduct = p5.Vector.cross(v1, v2);\n// crossProduct has components [0, 0, 1]\nprint(crossProduct);\n
\np5.Vector to be crossed
\n', + type: 'p5.Vector' + } + ], + return: { + description: + 'p5.Vector composed of cross product', + type: 'p5.Vector' + } + }, + { + line: 1681, + params: [ + { + name: 'v1', + description: + 'the first p5.Vector
\n', + type: 'p5.Vector' + }, + { + name: 'v2', + description: + 'the second p5.Vector
\n', + type: 'p5.Vector' + } + ], + static: 1, + return: { + description: 'the cross product', + type: 'Number' + } + } + ] + }, + { + file: 'src/math/p5.Vector.js', + line: 759, + description: + 'Calculates the Euclidean distance between two points (considering a\npoint as a vector object).
\n', + itemtype: 'method', + name: 'dist', + return: { + description: 'the distance', + type: 'Number' + }, + example: [ + "\n\nlet v1 = createVector(1, 0, 0);\nlet v2 = createVector(0, 1, 0);\n\nlet distance = v1.dist(v2); // distance is 1.4142...\nprint(distance);\n
\n\n// Static method\nlet v1 = createVector(1, 0, 0);\nlet v2 = createVector(0, 1, 0);\n\nlet distance = p5.Vector.dist(v1, v2);\n// distance is 1.4142...\nprint(distance);\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(0, 0);\n\n let v1 = createVector(70, 50);\n drawArrow(v0, v1, 'red');\n\n let v2 = createVector(mouseX, mouseY);\n drawArrow(v0, v2, 'blue');\n\n noStroke();\n text('distance between vectors: ' + v2.dist(v1).toFixed(2), 5, 50, 95, 50);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nthe x, y, and z coordinates of a p5.Vector
\n', + type: 'p5.Vector' + } + ], + return: { + description: 'the distance', + type: 'Number' + } + }, + { + line: 1696, + params: [ + { + name: 'v1', + description: + 'the first p5.Vector
\n', + type: 'p5.Vector' + }, + { + name: 'v2', + description: + 'the second p5.Vector
\n', + type: 'p5.Vector' + } + ], + static: 1, + return: { + description: 'the distance', + type: 'Number' + } + } + ] + }, + { + file: 'src/math/p5.Vector.js', + line: 830, + description: + 'Normalize the vector to length 1 (make it a unit vector).
\n', + itemtype: 'method', + name: 'normalize', + return: { + description: 'normalized p5.Vector', + type: 'p5.Vector' + }, + example: [ + "\n\nlet v = createVector(10, 20, 2);\n// v has components [10.0, 20.0, 2.0]\nv.normalize();\n// v's components are set to\n// [0.4454354, 0.8908708, 0.089087084]\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(50, 50);\n let v1 = createVector(mouseX - 50, mouseY - 50);\n\n drawArrow(v0, v1, 'red');\n v1.normalize();\n drawArrow(v0, v1.mult(35), 'blue');\n\n noFill();\n ellipse(50, 50, 35 * 2);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nLimit the magnitude of this vector to the value used for the max\nparameter.
\n', + itemtype: 'method', + name: 'limit', + params: [ + { + name: 'max', + description: 'the maximum magnitude for the vector
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + "\n\nlet v = createVector(10, 20, 2);\n// v has components [10.0, 20.0, 2.0]\nv.limit(5);\n// v's components are set to\n// [2.2271771, 4.4543543, 0.4454354]\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(50, 50);\n let v1 = createVector(mouseX - 50, mouseY - 50);\n\n drawArrow(v0, v1, 'red');\n drawArrow(v0, v1.limit(35), 'blue');\n\n noFill();\n ellipse(50, 50, 35 * 2);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nSet the magnitude of this vector to the value used for the len\nparameter.
\n', + itemtype: 'method', + name: 'setMag', + params: [ + { + name: 'len', + description: 'the new length for this vector
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + "\n\nlet v = createVector(10, 20, 2);\n// v has components [10.0, 20.0, 2.0]\nv.setMag(10);\n// v's components are set to [6.0, 8.0, 0.0]\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(0, 0);\n let v1 = createVector(50, 50);\n\n drawArrow(v0, v1, 'red');\n\n let length = map(mouseX, 0, width, 0, 141, true);\n v1.setMag(length);\n drawArrow(v0, v1, 'blue');\n\n noStroke();\n text('magnitude set to: ' + length.toFixed(2), 10, 70, 90, 30);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nCalculate the angle of rotation for this vector (only 2D vectors)
\n', + itemtype: 'method', + name: 'heading', + return: { + description: 'the angle of rotation', + type: 'Number' + }, + example: [ + "\n\nfunction setup() {\n let v1 = createVector(30, 50);\n print(v1.heading()); // 1.0303768265243125\n\n v1 = createVector(40, 50);\n print(v1.heading()); // 0.8960553845713439\n\n v1 = createVector(30, 70);\n print(v1.heading()); // 1.1659045405098132\n}\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(50, 50);\n let v1 = createVector(mouseX - 50, mouseY - 50);\n\n drawArrow(v0, v1, 'black');\n\n let myHeading = v1.heading();\n noStroke();\n text(\n 'vector heading: ' +\n myHeading.toFixed(2) +\n ' radians or ' +\n degrees(myHeading).toFixed(2) +\n ' degrees',\n 10,\n 50,\n 90,\n 50\n );\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nRotate the vector by an angle (only 2D vectors), magnitude remains the\nsame
\n', + itemtype: 'method', + name: 'rotate', + params: [ + { + name: 'angle', + description: 'the angle of rotation
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + "\n\nlet v = createVector(10.0, 20.0);\n// v has components [10.0, 20.0, 0.0]\nv.rotate(HALF_PI);\n// v's components are set to [-20.0, 9.999999, 0.0]\n
\n\nlet angle = 0;\nfunction draw() {\n background(240);\n\n let v0 = createVector(50, 50);\n let v1 = createVector(50, 0);\n\n drawArrow(v0, v1.rotate(angle), 'black');\n angle += 0.01;\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nCalculates and returns the angle (in radians) between two vectors.
\n', + itemtype: 'method', + name: 'angleBetween', + params: [ + { + name: 'value', + description: + 'the x, y, and z components of a p5.Vector
\n', + type: 'p5.Vector' + } + ], + return: { + description: 'the angle between (in radians)', + type: 'Number' + }, + example: [ + "\n\nlet v1 = createVector(1, 0, 0);\nlet v2 = createVector(0, 1, 0);\n\nlet angle = v1.angleBetween(v2);\n// angle is PI/2\nprint(angle);\n
\n\nfunction draw() {\n background(240);\n let v0 = createVector(50, 50);\n\n let v1 = createVector(50, 0);\n drawArrow(v0, v1, 'red');\n\n let v2 = createVector(mouseX - 50, mouseY - 50);\n drawArrow(v0, v2, 'blue');\n\n let angleBetween = v1.angleBetween(v2);\n noStroke();\n text(\n 'angle between: ' +\n angleBetween.toFixed(2) +\n ' radians or ' +\n degrees(angleBetween).toFixed(2) +\n ' degrees',\n 10,\n 50,\n 90,\n 50\n );\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nLinear interpolate the vector to another vector
\n', + itemtype: 'method', + name: 'lerp', + chainable: 1, + example: [ + "\n\nlet v = createVector(1, 1, 0);\n\nv.lerp(3, 3, 0, 0.5); // v now has components [2,2,0]\n
\n\nlet v1 = createVector(0, 0, 0);\nlet v2 = createVector(100, 100, 0);\n\nlet v3 = p5.Vector.lerp(v1, v2, 0.5);\n// v3 has components [50,50,0]\nprint(v3);\n
\n\nlet step = 0.01;\nlet amount = 0;\n\nfunction draw() {\n background(240);\n let v0 = createVector(0, 0);\n\n let v1 = createVector(mouseX, mouseY);\n drawArrow(v0, v1, 'red');\n\n let v2 = createVector(90, 90);\n drawArrow(v0, v2, 'blue');\n\n if (amount > 1 || amount < 0) {\n step *= -1;\n }\n amount += step;\n let v3 = p5.Vector.lerp(v1, v2, amount);\n\n drawArrow(v0, v3, 'purple');\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nthe x component
\n', + type: 'Number' + }, + { + name: 'y', + description: 'the y component
\n', + type: 'Number' + }, + { + name: 'z', + description: 'the z component
\n', + type: 'Number' + }, + { + name: 'amt', + description: + 'the amount of interpolation; some value between 0.0\n (old vector) and 1.0 (new vector). 0.9 is very near\n the new vector. 0.5 is halfway in between.
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 1271, + params: [ + { + name: 'v', + description: + 'the p5.Vector to lerp to
\n', + type: 'p5.Vector' + }, + { + name: 'amt', + description: '', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 1711, + params: [ + { + name: 'v1', + description: '', + type: 'p5.Vector' + }, + { + name: 'v2', + description: '', + type: 'p5.Vector' + }, + { + name: 'amt', + description: '', + type: 'Number' + }, + { + name: 'target', + description: 'if undefined a new vector will be created
\n', + type: 'p5.Vector' + } + ], + static: 1 + }, + { + line: 1719, + params: [ + { + name: 'v1', + description: '', + type: 'p5.Vector' + }, + { + name: 'v2', + description: '', + type: 'p5.Vector' + }, + { + name: 'amt', + description: '', + type: 'Number' + } + ], + static: 1, + return: { + description: 'the lerped value', + type: 'Number' + } + } + ] + }, + { + file: 'src/math/p5.Vector.js', + line: 1287, + description: + 'Return a representation of this vector as a float array. This is only\nfor temporary use. If used in any other fashion, the contents should be\ncopied by using the p5.Vector.copy() method to copy into your own\narray.
\n', + itemtype: 'method', + name: 'array', + return: { + description: 'an Array with the 3 values', + type: 'Number[]' + }, + example: [ + '\n\nfunction setup() {\n let v = createVector(20, 30);\n print(v.array()); // Prints : Array [20, 30, 0]\n}\n
\n\nlet v = createVector(10.0, 20.0, 30.0);\nlet f = v.array();\nprint(f[0]); // Prints "10.0"\nprint(f[1]); // Prints "20.0"\nprint(f[2]); // Prints "30.0"\n
\nEquality check against a p5.Vector
\n', + itemtype: 'method', + name: 'equals', + return: { + description: 'whether the vectors are equals', + type: 'Boolean' + }, + example: [ + '\n\nlet v1 = createVector(5, 10, 20);\nlet v2 = createVector(5, 10, 20);\nlet v3 = createVector(13, 10, 19);\n\nprint(v1.equals(v2.x, v2.y, v2.z)); // true\nprint(v1.equals(v3.x, v3.y, v3.z)); // false\n
\n\nlet v1 = createVector(10.0, 20.0, 30.0);\nlet v2 = createVector(10.0, 20.0, 30.0);\nlet v3 = createVector(0.0, 0.0, 0.0);\nprint(v1.equals(v2)); // true\nprint(v1.equals(v3)); // false\n
\nthe x component of the vector
\n', + type: 'Number', + optional: true + }, + { + name: 'y', + description: 'the y component of the vector
\n', + type: 'Number', + optional: true + }, + { + name: 'z', + description: 'the z component of the vector
\n', + type: 'Number', + optional: true + } + ], + return: { + description: 'whether the vectors are equals', + type: 'Boolean' + } + }, + { + line: 1349, + params: [ + { + name: 'value', + description: 'the vector to compare
\n', + type: 'p5.Vector|Array' + } + ], + return: { + description: '', + type: 'Boolean' + } + } + ] + }, + { + file: 'src/math/p5.Vector.js', + line: 1374, + description: 'Make a new 2D vector from an angle
\n', + itemtype: 'method', + name: 'fromAngle', + static: 1, + params: [ + { + name: 'angle', + description: + 'the desired angle, in radians (unaffected by angleMode)
\n', + type: 'Number' + }, + { + name: 'length', + description: 'the length of the new vector (defaults to 1)
\n', + type: 'Number', + optional: true + } + ], + return: { + description: 'the new p5.Vector object', + type: 'p5.Vector' + }, + example: [ + "\n\nfunction draw() {\n background(200);\n\n // Create a variable, proportional to the mouseX,\n // varying from 0-360, to represent an angle in degrees.\n let myDegrees = map(mouseX, 0, width, 0, 360);\n\n // Display that variable in an onscreen text.\n // (Note the nfc() function to truncate additional decimal places,\n // and the \"\\xB0\" character for the degree symbol.)\n let readout = 'angle = ' + nfc(myDegrees, 1) + '\\xB0';\n noStroke();\n fill(0);\n text(readout, 5, 15);\n\n // Create a p5.Vector using the fromAngle function,\n // and extract its x and y components.\n let v = p5.Vector.fromAngle(radians(myDegrees), 30);\n let vx = v.x;\n let vy = v.y;\n\n push();\n translate(width / 2, height / 2);\n noFill();\n stroke(150);\n line(0, 0, 30, 0);\n stroke(0);\n line(0, 0, vx, vy);\n pop();\n}\n
\nMake a new 3D vector from a pair of ISO spherical angles
\n', + itemtype: 'method', + name: 'fromAngles', + static: 1, + params: [ + { + name: 'theta', + description: 'the polar angle, in radians (zero is up)
\n', + type: 'Number' + }, + { + name: 'phi', + description: + 'the azimuthal angle, in radians\n (zero is out of the screen)
\n', + type: 'Number' + }, + { + name: 'length', + description: 'the length of the new vector (defaults to 1)
\n', + type: 'Number', + optional: true + } + ], + return: { + description: 'the new p5.Vector object', + type: 'p5.Vector' + }, + example: [ + "\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n fill(255);\n noStroke();\n}\nfunction draw() {\n background(255);\n\n let t = millis() / 1000;\n\n // add three point lights\n pointLight(color('#f00'), p5.Vector.fromAngles(t * 1.0, t * 1.3, 100));\n pointLight(color('#0f0'), p5.Vector.fromAngles(t * 1.1, t * 1.2, 100));\n pointLight(color('#00f'), p5.Vector.fromAngles(t * 1.2, t * 1.1, 100));\n\n sphere(35);\n}\n
\nMake a new 2D unit vector from a random angle
\n', + itemtype: 'method', + name: 'random2D', + static: 1, + return: { + description: 'the new p5.Vector object', + type: 'p5.Vector' + }, + example: [ + "\n\nlet v = p5.Vector.random2D();\n// May make v's attributes something like:\n// [0.61554617, -0.51195765, 0.0] or\n// [-0.4695841, -0.14366731, 0.0] or\n// [0.6091097, -0.22805278, 0.0]\nprint(v);\n
\n\nfunction setup() {\n frameRate(1);\n}\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(50, 50);\n let v1 = p5.Vector.random2D();\n drawArrow(v0, v1.mult(50), 'black');\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n
\nMake a new random 3D unit vector.
\n', + itemtype: 'method', + name: 'random3D', + static: 1, + return: { + description: 'the new p5.Vector object', + type: 'p5.Vector' + }, + example: [ + '\n\nlet v = p5.Vector.random3D();\n// May make v\'s attributes something like:\n// [0.61554617, -0.51195765, 0.599168] or\n// [-0.4695841, -0.14366731, -0.8711202] or\n// [0.6091097, -0.22805278, -0.7595902]\nprint(v);\n
\nMultiplies a vector by a scalar and returns a new vector.
\n', + class: 'p5.Vector', + module: 'Math', + submodule: 'Math' + }, + { + file: 'src/math/p5.Vector.js', + line: 1637, + description: + 'Divides a vector by a scalar and returns a new vector.
\n', + class: 'p5.Vector', + module: 'Math', + submodule: 'Math' + }, + { + file: 'src/math/p5.Vector.js', + line: 1664, + description: 'Calculates the dot product of two vectors.
\n', + class: 'p5.Vector', + module: 'Math', + submodule: 'Math' + }, + { + file: 'src/math/p5.Vector.js', + line: 1678, + description: 'Calculates the cross product of two vectors.
\n', + class: 'p5.Vector', + module: 'Math', + submodule: 'Math' + }, + { + file: 'src/math/p5.Vector.js', + line: 1692, + description: + 'Calculates the Euclidean distance between two points (considering a\npoint as a vector object).
\n', + class: 'p5.Vector', + module: 'Math', + submodule: 'Math' + }, + { + file: 'src/math/p5.Vector.js', + line: 1707, + description: + 'Linear interpolate a vector to another vector and return the result as a\nnew vector.
\n', + class: 'p5.Vector', + module: 'Math', + submodule: 'Math' + }, + { + file: 'src/math/random.js', + line: 48, + description: + 'Sets the seed value for random().
\nBy default, random() produces different results each time the program\nis run. Set the seed parameter to a constant to return the same\npseudo-random numbers each time the software is run.
\n', + itemtype: 'method', + name: 'randomSeed', + params: [ + { + name: 'seed', + description: 'the seed value
\n', + type: 'Number' + } + ], + example: [ + '\n\nrandomSeed(99);\nfor (let i = 0; i < 100; i++) {\n let r = random(0, 255);\n stroke(r);\n line(i, 0, i, 100);\n}\n
\nReturn a random floating-point number.
\nTakes either 0, 1 or 2 arguments.
\nIf no argument is given, returns a random number from 0\nup to (but not including) 1.
\nIf one argument is given and it is a number, returns a random number from 0\nup to (but not including) the number.
\nIf one argument is given and it is an array, returns a random element from\nthat array.
\nIf two arguments are given, returns a random number from the\nfirst argument up to (but not including) the second argument.
\n', + itemtype: 'method', + name: 'random', + return: { + description: 'the random number', + type: 'Number' + }, + example: [ + "\n\nfor (let i = 0; i < 100; i++) {\n let r = random(50);\n stroke(r * 5);\n line(50, i, 50 + r, i);\n}\n
\n\nfor (let i = 0; i < 100; i++) {\n let r = random(-50, 50);\n line(50, i, 50 + r, i);\n}\n
\n\n// Get a random element from an array using the random(Array) syntax\nlet words = ['apple', 'bear', 'cat', 'dog'];\nlet word = random(words); // select random word\ntext(word, 10, 50); // draw the word\n
\nthe lower bound (inclusive)
\n', + type: 'Number', + optional: true + }, + { + name: 'max', + description: 'the upper bound (exclusive)
\n', + type: 'Number', + optional: true + } + ], + return: { + description: 'the random number', + type: 'Number' + } + }, + { + line: 133, + params: [ + { + name: 'choices', + description: 'the array to choose from
\n', + type: 'Array' + } + ], + return: { + description: 'the random element from the array', + type: '*' + } + } + ] + }, + { + file: 'src/math/random.js', + line: 166, + description: + 'Returns a random number fitting a Gaussian, or\n normal, distribution. There is theoretically no minimum or maximum\n value that randomGaussian() might return. Rather, there is\n just a very low probability that values far from the mean will be\n returned; and a higher probability that numbers near the mean will\n be returned.\n
\n Takes either 0, 1 or 2 arguments.
\n If no args, returns a mean of 0 and standard deviation of 1.
\n If one arg, that arg is the mean (standard deviation is 1).
\n If two args, first is mean, second is standard deviation.
the mean
\n', + type: 'Number' + }, + { + name: 'sd', + description: 'the standard deviation
\n', + type: 'Number' + } + ], + return: { + description: 'the random number', + type: 'Number' + }, + example: [ + '\n\n for (let y = 0; y < 100; y++) {\n let x = randomGaussian(50, 15);\n line(50, y, x, y);\n }\n
\n \n let distribution = new Array(360);\nfunction setup() {\n createCanvas(100, 100);\n for (let i = 0; i < distribution.length; i++) {\n distribution[i] = floor(randomGaussian(0, 15));\n }\n }\nfunction draw() {\n background(204);\n translate(width / 2, width / 2);\n for (let i = 0; i < distribution.length; i++) {\n rotate(TWO_PI / distribution.length);\n stroke(0);\n let dist = abs(distribution[i]);\n line(0, 0, dist, 0);\n }\n }\n
\n The inverse of cos(), returns the arc cosine of a value. This function\nexpects the values in the range of -1 to 1 and values are returned in\nthe range 0 to PI (3.1415927).
\n', + itemtype: 'method', + name: 'acos', + params: [ + { + name: 'value', + description: 'the value whose arc cosine is to be returned
\n', + type: 'Number' + } + ], + return: { + description: 'the arc cosine of the given value', + type: 'Number' + }, + example: [ + "\n\nlet a = PI;\nlet c = cos(a);\nlet ac = acos(c);\n// Prints: \"3.1415927 : -1.0 : 3.1415927\"\nprint(a + ' : ' + c + ' : ' + ac);\n
\n\nlet a = PI + PI / 4.0;\nlet c = cos(a);\nlet ac = acos(c);\n// Prints: \"3.926991 : -0.70710665 : 2.3561943\"\nprint(a + ' : ' + c + ' : ' + ac);\n
\nThe inverse of sin(), returns the arc sine of a value. This function\nexpects the values in the range of -1 to 1 and values are returned\nin the range -PI/2 to PI/2.
\n', + itemtype: 'method', + name: 'asin', + params: [ + { + name: 'value', + description: 'the value whose arc sine is to be returned
\n', + type: 'Number' + } + ], + return: { + description: 'the arc sine of the given value', + type: 'Number' + }, + example: [ + "\n\nlet a = PI + PI / 3;\nlet s = sin(a);\nlet as = asin(s);\n// Prints: \"1.0471976 : 0.86602545 : 1.0471976\"\nprint(a + ' : ' + s + ' : ' + as);\n
\n\nlet a = PI + PI / 3.0;\nlet s = sin(a);\nlet as = asin(s);\n// Prints: \"4.1887903 : -0.86602545 : -1.0471976\"\nprint(a + ' : ' + s + ' : ' + as);\n
\nThe inverse of tan(), returns the arc tangent of a value. This function\nexpects the values in the range of -Infinity to Infinity (exclusive) and\nvalues are returned in the range -PI/2 to PI/2.
\n', + itemtype: 'method', + name: 'atan', + params: [ + { + name: 'value', + description: 'the value whose arc tangent is to be returned
\n', + type: 'Number' + } + ], + return: { + description: 'the arc tangent of the given value', + type: 'Number' + }, + example: [ + "\n\nlet a = PI + PI / 3;\nlet t = tan(a);\nlet at = atan(t);\n// Prints: \"1.0471976 : 1.7320509 : 1.0471976\"\nprint(a + ' : ' + t + ' : ' + at);\n
\n\nlet a = PI + PI / 3.0;\nlet t = tan(a);\nlet at = atan(t);\n// Prints: \"4.1887903 : 1.7320513 : 1.0471977\"\nprint(a + ' : ' + t + ' : ' + at);\n
\nCalculates the angle (in radians) from a specified point to the coordinate\norigin as measured from the positive x-axis. Values are returned as a\nfloat in the range from PI to -PI. The atan2() function is most often used\nfor orienting geometry to the position of the cursor.\n
\nNote: The y-coordinate of the point is the first parameter, and the\nx-coordinate is the second parameter, due the the structure of calculating\nthe tangent.
y-coordinate of the point
\n', + type: 'Number' + }, + { + name: 'x', + description: 'x-coordinate of the point
\n', + type: 'Number' + } + ], + return: { + description: 'the arc tangent of the given point', + type: 'Number' + }, + example: [ + '\n\nfunction draw() {\n background(204);\n translate(width / 2, height / 2);\n let a = atan2(mouseY - height / 2, mouseX - width / 2);\n rotate(a);\n rect(-30, -5, 60, 10);\n}\n
\nCalculates the cosine of an angle. This function takes into account the\ncurrent angleMode. Values are returned in the range -1 to 1.
\n', + itemtype: 'method', + name: 'cos', + params: [ + { + name: 'angle', + description: 'the angle
\n', + type: 'Number' + } + ], + return: { + description: 'the cosine of the angle', + type: 'Number' + }, + example: [ + '\n\nlet a = 0.0;\nlet inc = TWO_PI / 25.0;\nfor (let i = 0; i < 25; i++) {\n line(i * 4, 50, i * 4, 50 + cos(a) * 40.0);\n a = a + inc;\n}\n
\nCalculates the sine of an angle. This function takes into account the\ncurrent angleMode. Values are returned in the range -1 to 1.
\n', + itemtype: 'method', + name: 'sin', + params: [ + { + name: 'angle', + description: 'the angle
\n', + type: 'Number' + } + ], + return: { + description: 'the sine of the angle', + type: 'Number' + }, + example: [ + '\n\nlet a = 0.0;\nlet inc = TWO_PI / 25.0;\nfor (let i = 0; i < 25; i++) {\n line(i * 4, 50, i * 4, 50 + sin(a) * 40.0);\n a = a + inc;\n}\n
\nCalculates the tangent of an angle. This function takes into account\nthe current angleMode. Values are returned in the range -1 to 1.
\n', + itemtype: 'method', + name: 'tan', + params: [ + { + name: 'angle', + description: 'the angle
\n', + type: 'Number' + } + ], + return: { + description: 'the tangent of the angle', + type: 'Number' + }, + example: [ + '\n\nlet a = 0.0;\nlet inc = TWO_PI / 50.0;\nfor (let i = 0; i < 100; i = i + 2) {\n line(i, 50, i, 50 + tan(a) * 2.0);\n a = a + inc;\n}\n
'
+ ],
+ alt:
+ 'vertical black lines end down and up from center to form spike pattern',
+ class: 'p5',
+ module: 'Math',
+ submodule: 'Trigonometry'
+ },
+ {
+ file: 'src/math/trigonometry.js',
+ line: 244,
+ description:
+ 'Converts a radian measurement to its corresponding value in degrees.\nRadians and degrees are two ways of measuring the same thing. There are\n360 degrees in a circle and 2*PI radians in a circle. For example,\n90ยฐ = PI/2 = 1.5707964. This function does not take into account the\ncurrent angleMode.
\n', + itemtype: 'method', + name: 'degrees', + params: [ + { + name: 'radians', + description: 'the radians value to convert to degrees
\n', + type: 'Number' + } + ], + return: { + description: 'the converted angle', + type: 'Number' + }, + example: [ + "\n\nlet rad = PI / 4;\nlet deg = degrees(rad);\nprint(rad + ' radians is ' + deg + ' degrees');\n// Prints: 0.7853981633974483 radians is 45 degrees\n
\nConverts a degree measurement to its corresponding value in radians.\nRadians and degrees are two ways of measuring the same thing. There are\n360 degrees in a circle and 2*PI radians in a circle. For example,\n90ยฐ = PI/2 = 1.5707964. This function does not take into account the\ncurrent angleMode.
\n', + itemtype: 'method', + name: 'radians', + params: [ + { + name: 'degrees', + description: 'the degree value to convert to radians
\n', + type: 'Number' + } + ], + return: { + description: 'the converted angle', + type: 'Number' + }, + example: [ + "\n\nlet deg = 45.0;\nlet rad = radians(deg);\nprint(deg + ' degrees is ' + rad + ' radians');\n// Prints: 45 degrees is 0.7853981633974483 radians\n
\nSets the current mode of p5 to given mode. Default mode is RADIANS.
\n', + itemtype: 'method', + name: 'angleMode', + params: [ + { + name: 'mode', + description: 'either RADIANS or DEGREES
\n', + type: 'Constant' + } + ], + example: [ + '\n\nfunction draw() {\n background(204);\n angleMode(DEGREES); // Change the mode to DEGREES\n let a = atan2(mouseY - height / 2, mouseX - width / 2);\n translate(width / 2, height / 2);\n push();\n rotate(a);\n rect(-20, -5, 40, 10); // Larger rectangle is rotating in degrees\n pop();\n angleMode(RADIANS); // Change the mode to RADIANS\n rotate(a); // variable a stays the same\n rect(-40, -5, 20, 10); // Smaller rectangle is rotating in radians\n}\n
\nSets the current alignment for drawing text. Accepts two\narguments: horizAlign (LEFT, CENTER, or RIGHT) and\nvertAlign (TOP, BOTTOM, CENTER, or BASELINE).
\nThe horizAlign parameter is in reference to the x value\nof the text() function, while the vertAlign parameter is\nin reference to the y value.
\nSo if you write textAlign(LEFT), you are aligning the left\nedge of your text to the x value you give in text(). If you\nwrite textAlign(RIGHT, TOP), you are aligning the right edge\nof your text to the x value and the top of edge of the text\nto the y value.
\n', + itemtype: 'method', + name: 'textAlign', + chainable: 1, + example: [ + "\n\ntextSize(16);\ntextAlign(RIGHT);\ntext('ABCD', 50, 30);\ntextAlign(CENTER);\ntext('EFGH', 50, 50);\ntextAlign(LEFT);\ntext('IJKL', 50, 70);\n
\n\ntextSize(16);\nstrokeWeight(0.5);\n\nline(0, 12, width, 12);\ntextAlign(CENTER, TOP);\ntext('TOP', 0, 12, width);\n\nline(0, 37, width, 37);\ntextAlign(CENTER, CENTER);\ntext('CENTER', 0, 37, width);\n\nline(0, 62, width, 62);\ntextAlign(CENTER, BASELINE);\ntext('BASELINE', 0, 62, width);\n\nline(0, 87, width, 87);\ntextAlign(CENTER, BOTTOM);\ntext('BOTTOM', 0, 87, width);\n
\nhorizontal alignment, either LEFT,\n CENTER, or RIGHT
\n', + type: 'Constant' + }, + { + name: 'vertAlign', + description: + 'vertical alignment, either TOP,\n BOTTOM, CENTER, or BASELINE
\n', + type: 'Constant', + optional: true + } + ], + chainable: 1 + }, + { + line: 75, + params: [], + return: { + description: '', + type: 'Object' + } + } + ] + }, + { + file: 'src/typography/attributes.js', + line: 84, + description: + 'Sets/gets the spacing, in pixels, between lines of text. This\nsetting will be used in all subsequent calls to the text() function.
\n', + itemtype: 'method', + name: 'textLeading', + chainable: 1, + example: [ + '\n\n// Text to display. The "\\n" is a "new line" character\nlet lines = \'L1\\nL2\\nL3\';\ntextSize(12);\n\ntextLeading(10); // Set leading to 10\ntext(lines, 10, 25);\n\ntextLeading(20); // Set leading to 20\ntext(lines, 40, 25);\n\ntextLeading(30); // Set leading to 30\ntext(lines, 70, 25);\n
\nthe size in pixels for spacing between lines
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 113, + params: [], + return: { + description: '', + type: 'Number' + } + } + ] + }, + { + file: 'src/typography/attributes.js', + line: 122, + description: + 'Sets/gets the current font size. This size will be used in all subsequent\ncalls to the text() function. Font size is measured in pixels.
\n', + itemtype: 'method', + name: 'textSize', + chainable: 1, + example: [ + "\n\ntextSize(12);\ntext('Font Size 12', 10, 30);\ntextSize(14);\ntext('Font Size 14', 10, 60);\ntextSize(16);\ntext('Font Size 16', 10, 90);\n
\nthe size of the letters in units of pixels
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 145, + params: [], + return: { + description: '', + type: 'Number' + } + } + ] + }, + { + file: 'src/typography/attributes.js', + line: 154, + description: + 'Sets/gets the style of the text for system fonts to NORMAL, ITALIC, BOLD or BOLDITALIC.\nNote: this may be is overridden by CSS styling. For non-system fonts\n(opentype, truetype, etc.) please load styled fonts instead.
\n', + itemtype: 'method', + name: 'textStyle', + chainable: 1, + example: [ + "\n\nstrokeWeight(0);\ntextSize(12);\ntextStyle(NORMAL);\ntext('Font Style Normal', 10, 15);\ntextStyle(ITALIC);\ntext('Font Style Italic', 10, 40);\ntextStyle(BOLD);\ntext('Font Style Bold', 10, 65);\ntextStyle(BOLDITALIC);\ntext('Font Style Bold Italic', 10, 90);\n
\nstyling for text, either NORMAL,\n ITALIC, BOLD or BOLDITALIC
\n', + type: 'Constant' + } + ], + chainable: 1 + }, + { + line: 182, + params: [], + return: { + description: '', + type: 'String' + } + } + ] + }, + { + file: 'src/typography/attributes.js', + line: 191, + description: + 'Calculates and returns the width of any character or text string.
\n', + itemtype: 'method', + name: 'textWidth', + params: [ + { + name: 'theText', + description: 'the String of characters to measure
\n', + type: 'String' + } + ], + return: { + description: '', + type: 'Number' + }, + example: [ + "\n\ntextSize(28);\n\nlet aChar = 'P';\nlet cWidth = textWidth(aChar);\ntext(aChar, 0, 40);\nline(cWidth, 0, cWidth, 50);\n\nlet aString = 'p5.js';\nlet sWidth = textWidth(aString);\ntext(aString, 0, 85);\nline(sWidth, 50, sWidth, 100);\n
\nReturns the ascent of the current font at its current size. The ascent\nrepresents the distance, in pixels, of the tallest character above\nthe baseline.
\n', + itemtype: 'method', + name: 'textAscent', + return: { + description: '', + type: 'Number' + }, + example: [ + "\n\nlet base = height * 0.75;\nlet scalar = 0.8; // Different for each font\n\ntextSize(32); // Set initial text size\nlet asc = textAscent() * scalar; // Calc ascent\nline(0, base - asc, width, base - asc);\ntext('dp', 0, base); // Draw text on baseline\n\ntextSize(64); // Increase text size\nasc = textAscent() * scalar; // Recalc ascent\nline(40, base - asc, width, base - asc);\ntext('dp', 40, base); // Draw text on baseline\n
\nReturns the descent of the current font at its current size. The descent\nrepresents the distance, in pixels, of the character with the longest\ndescender below the baseline.
\n', + itemtype: 'method', + name: 'textDescent', + return: { + description: '', + type: 'Number' + }, + example: [ + "\n\nlet base = height * 0.75;\nlet scalar = 0.8; // Different for each font\n\ntextSize(32); // Set initial text size\nlet desc = textDescent() * scalar; // Calc ascent\nline(0, base + desc, width, base + desc);\ntext('dp', 0, base); // Draw text on baseline\n\ntextSize(64); // Increase text size\ndesc = textDescent() * scalar; // Recalc ascent\nline(40, base + desc, width, base + desc);\ntext('dp', 40, base); // Draw text on baseline\n
\nHelper function to measure ascent and descent.
\n', + class: 'p5', + module: 'Typography', + submodule: 'Attributes' + }, + { + file: 'src/typography/loading_displaying.js', + line: 16, + description: + 'Loads an opentype font file (.otf, .ttf) from a file or a URL,\nand returns a PFont Object. This method is asynchronous,\nmeaning it may not finish before the next line in your sketch\nis executed.\n
\nThe path to the font should be relative to the HTML file\nthat links in your sketch. Loading fonts from a URL or other\nremote location may be blocked due to your browser's built-in\nsecurity.
name of the file or url to load
\n', + type: 'String' + }, + { + name: 'callback', + description: + 'function to be executed after\n loadFont() completes
\n', + type: 'Function', + optional: true + }, + { + name: 'onError', + description: + 'function to be executed if\n an error occurs
\n', + type: 'Function', + optional: true + } + ], + return: { + description: 'p5.Font object', + type: 'p5.Font' + }, + example: [ + "\n\nCalling loadFont() inside preload() guarantees that the load\noperation will have completed before setup() and draw() are called.
\n\n\nlet myFont;\nfunction preload() {\n myFont = loadFont('assets/inconsolata.otf');\n}\n\nfunction setup() {\n fill('#ED225D');\n textFont(myFont);\n textSize(36);\n text('p5*js', 10, 50);\n}\n
\nfunction setup() {\n loadFont('assets/inconsolata.otf', drawText);\n}\n\nfunction drawText(font) {\n fill('#ED225D');\n textFont(font, 36);\n text('p5*js', 10, 50);\n}\n
You can also use the font filename string (without the file extension) to style other HTML\nelements.
\n\n\nfunction preload() {\n loadFont('assets/inconsolata.otf');\n}\n\nfunction setup() {\n let myDiv = createDiv('hello there');\n myDiv.style('font-family', 'Inconsolata');\n}\n
Draws text to the screen. Displays the information specified in the first\nparameter on the screen in the position specified by the additional\nparameters. A default font will be used unless a font is set with the\ntextFont() function and a default size will be used unless a font is set\nwith textSize(). Change the color of the text with the fill() function.\nChange the outline of the text with the stroke() and strokeWeight()\nfunctions.\n
\nThe text displays in relation to the textAlign() function, which gives the\noption to draw to the left, right, and center of the coordinates.\n
\nThe x2 and y2 parameters define a rectangular area to display within and\nmay only be used with string data. When these parameters are specified,\nthey are interpreted based on the current rectMode() setting. Text that\ndoes not fit completely within the rectangle specified will not be drawn\nto the screen. If x2 and y2 are not specified, the baseline alignment is the\ndefault, which means that the text will be drawn upwards from x and y.\n
\nWEBGL: Only opentype/truetype fonts are supported. You must load a font using the\nloadFont() method (see the example above).\nstroke() currently has no effect in webgl mode.
the alphanumeric\n symbols to be displayed
\n', + type: 'String|Object|Array|Number|Boolean' + }, + { + name: 'x', + description: 'x-coordinate of text
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y-coordinate of text
\n', + type: 'Number' + }, + { + name: 'x2', + description: + 'by default, the width of the text box,\n see rectMode() for more info
\n', + type: 'Number', + optional: true + }, + { + name: 'y2', + description: + 'by default, the height of the text box,\n see rectMode() for more info
\n', + type: 'Number', + optional: true + } + ], + chainable: 1, + example: [ + "\n\ntextSize(32);\ntext('word', 10, 30);\nfill(0, 102, 153);\ntext('word', 10, 60);\nfill(0, 102, 153, 51);\ntext('word', 10, 90);\n
\n\nlet s = 'The quick brown fox jumped over the lazy dog.';\nfill(50);\ntext(s, 10, 10, 70, 80); // Text wraps within text box\n
\n\nlet inconsolata;\nfunction preload() {\n inconsolata = loadFont('assets/inconsolata.otf');\n}\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n textFont(inconsolata);\n textSize(width / 3);\n textAlign(CENTER, CENTER);\n}\nfunction draw() {\n background(0);\n let time = millis();\n rotateX(time / 1000);\n rotateZ(time / 1234);\n text('p5.js', 0, 0);\n}\n
\nSets the current font that will be drawn with the text() function.\n
\nWEBGL: Only fonts loaded via loadFont() are supported.
\nfill(0);\ntextSize(12);\ntextFont('Georgia');\ntext('Georgia', 12, 30);\ntextFont('Helvetica');\ntext('Helvetica', 12, 60);\n
\n\nlet fontRegular, fontItalic, fontBold;\nfunction preload() {\n fontRegular = loadFont('assets/Regular.otf');\n fontItalic = loadFont('assets/Italic.ttf');\n fontBold = loadFont('assets/Bold.ttf');\n}\nfunction setup() {\n background(210);\n fill(0)\n .strokeWeight(0)\n .textSize(10);\n textFont(fontRegular);\n text('Font Style Normal', 10, 30);\n textFont(fontItalic);\n text('Font Style Italic', 10, 50);\n textFont(fontBold);\n text('Font Style Bold', 10, 70);\n}\n
\na font loaded via loadFont(), or a String\nrepresenting a web safe font (a font\nthat is generally available across all systems)
\n', + type: 'Object|String' + }, + { + name: 'size', + description: 'the font size to use
\n', + type: 'Number', + optional: true + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/typography/p5.Font.js', + line: 25, + description: 'Underlying opentype font implementation
\n', + itemtype: 'property', + name: 'font', + class: 'p5.Font', + module: 'Typography', + submodule: 'Font' + }, + { + file: 'src/typography/p5.Font.js', + line: 32, + description: + 'Returns a tight bounding box for the given text string using this\nfont (currently only supports single lines)
\n', + itemtype: 'method', + name: 'textBounds', + params: [ + { + name: 'line', + description: 'a line of text
\n', + type: 'String' + }, + { + name: 'x', + description: 'x-position
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y-position
\n', + type: 'Number' + }, + { + name: 'fontSize', + description: 'font size to use (optional) Default is 12.
\n', + type: 'Number', + optional: true + }, + { + name: 'options', + description: + 'opentype options (optional)\n opentype fonts contains alignment and baseline options.\n Default is 'LEFT' and 'alphabetic'
\n', + type: 'Object', + optional: true + } + ], + return: { + description: 'a rectangle object with properties: x, y, w, h', + type: 'Object' + }, + example: [ + "\n\nlet font;\nlet textString = 'Lorem ipsum dolor sit amet.';\nfunction preload() {\n font = loadFont('./assets/Regular.otf');\n}\nfunction setup() {\n background(210);\n\n let bbox = font.textBounds(textString, 10, 30, 12);\n fill(255);\n stroke(0);\n rect(bbox.x, bbox.y, bbox.w, bbox.h);\n fill(0);\n noStroke();\n\n textFont(font);\n textSize(12);\n text(textString, 10, 30);\n}\n
\nComputes an array of points following the path for specified text
\n', + itemtype: 'method', + name: 'textToPoints', + params: [ + { + name: 'txt', + description: 'a line of text
\n', + type: 'String' + }, + { + name: 'x', + description: 'x-position
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y-position
\n', + type: 'Number' + }, + { + name: 'fontSize', + description: 'font size to use (optional)
\n', + type: 'Number' + }, + { + name: 'options', + description: + 'an (optional) object that can contain:
\n
sampleFactor - the ratio of path-length to number of samples\n(default=.1); higher values yield more points and are therefore\nmore precise
simplifyThreshold - if set to a non-zero value, collinear points will be\nbe removed from the polygon; the value represents the threshold angle to use\nwhen determining whether two edges are collinear
\nlet font;\nfunction preload() {\n font = loadFont('assets/inconsolata.otf');\n}\n\nlet points;\nlet bounds;\nfunction setup() {\n createCanvas(100, 100);\n stroke(0);\n fill(255, 104, 204);\n\n points = font.textToPoints('p5', 0, 0, 10, {\n sampleFactor: 5,\n simplifyThreshold: 0\n });\n bounds = font.textBounds(' p5 ', 0, 0, 10);\n}\n\nfunction draw() {\n background(255);\n beginShape();\n translate(-bounds.x * width / bounds.w, -bounds.y * height / bounds.h);\n for (let i = 0; i < points.length; i++) {\n let p = points[i];\n vertex(\n p.x * width / bounds.w +\n sin(20 * p.y / bounds.h + millis() / 1000) * width / 30,\n p.y * height / bounds.h\n );\n }\n endShape(CLOSE);\n}\n
\nAdds a value to the end of an array. Extends the length of\nthe array by one. Maps to Array.push().
\n', + itemtype: 'method', + name: 'append', + deprecated: true, + deprecationMessage: + 'Use array.push(value) instead.', + params: [ + { + name: 'array', + description: 'Array to append
\n', + type: 'Array' + }, + { + name: 'value', + description: 'to be added to the Array
\n', + type: 'Any' + } + ], + return: { + description: 'the array that was appended to', + type: 'Array' + }, + example: [ + "\n\nfunction setup() {\n var myArray = ['Mango', 'Apple', 'Papaya'];\n print(myArray); // ['Mango', 'Apple', 'Papaya']\n\n append(myArray, 'Peach');\n print(myArray); // ['Mango', 'Apple', 'Papaya', 'Peach']\n}\n
Copies an array (or part of an array) to another array. The src array is\ncopied to the dst array, beginning at the position specified by\nsrcPosition and into the position specified by dstPosition. The number of\nelements to copy is determined by length. Note that copying values\noverwrites existing values in the destination array. To append values\ninstead of overwriting them, use concat().\n
\nThe simplified version with only two arguments, arrayCopy(src, dst),\ncopies an entire array to another of the same size. It is equivalent to\narrayCopy(src, 0, dst, 0, src.length).\n
\nUsing this function is far more efficient for copying array data than\niterating through a for() loop and copying each element individually.
\nvar src = ['A', 'B', 'C'];\nvar dst = [1, 2, 3];\nvar srcPosition = 1;\nvar dstPosition = 0;\nvar length = 2;\n\nprint(src); // ['A', 'B', 'C']\nprint(dst); // [ 1 , 2 , 3 ]\n\narrayCopy(src, srcPosition, dst, dstPosition, length);\nprint(dst); // ['B', 'C', 3]\n
the source Array
\n', + type: 'Array' + }, + { + name: 'srcPosition', + description: 'starting position in the source Array
\n', + type: 'Integer' + }, + { + name: 'dst', + description: 'the destination Array
\n', + type: 'Array' + }, + { + name: 'dstPosition', + description: 'starting position in the destination Array
\n', + type: 'Integer' + }, + { + name: 'length', + description: 'number of Array elements to be copied
\n', + type: 'Integer' + } + ] + }, + { + line: 75, + params: [ + { + name: 'src', + description: '', + type: 'Array' + }, + { + name: 'dst', + description: '', + type: 'Array' + }, + { + name: 'length', + description: '', + type: 'Integer', + optional: true + } + ] + } + ] + }, + { + file: 'src/utilities/array_functions.js', + line: 114, + description: + 'Concatenates two arrays, maps to Array.concat(). Does not modify the\ninput arrays.
\n', + itemtype: 'method', + name: 'concat', + deprecated: true, + deprecationMessage: + 'Use arr1.concat(arr2) instead.', + params: [ + { + name: 'a', + description: 'first Array to concatenate
\n', + type: 'Array' + }, + { + name: 'b', + description: 'second Array to concatenate
\n', + type: 'Array' + } + ], + return: { + description: 'concatenated array', + type: 'Array' + }, + example: [ + "\n\nfunction setup() {\n var arr1 = ['A', 'B', 'C'];\n var arr2 = [1, 2, 3];\n\n print(arr1); // ['A','B','C']\n print(arr2); // [1,2,3]\n\n var arr3 = concat(arr1, arr2);\n\n print(arr1); // ['A','B','C']\n print(arr2); // [1, 2, 3]\n print(arr3); // ['A','B','C', 1, 2, 3]\n}\n
Reverses the order of an array, maps to Array.reverse()
\n', + itemtype: 'method', + name: 'reverse', + deprecated: true, + deprecationMessage: + 'Use array.reverse() instead.', + params: [ + { + name: 'list', + description: 'Array to reverse
\n', + type: 'Array' + } + ], + return: { + description: 'the reversed list', + type: 'Array' + }, + example: [ + "\n\nfunction setup() {\n var myArray = ['A', 'B', 'C'];\n print(myArray); // ['A','B','C']\n\n reverse(myArray);\n print(myArray); // ['C','B','A']\n}\n
Decreases an array by one element and returns the shortened array,\nmaps to Array.pop().
\n', + itemtype: 'method', + name: 'shorten', + deprecated: true, + deprecationMessage: + 'Use array.pop() instead.', + params: [ + { + name: 'list', + description: 'Array to shorten
\n', + type: 'Array' + } + ], + return: { + description: 'shortened Array', + type: 'Array' + }, + example: [ + "\n\nfunction setup() {\n var myArray = ['A', 'B', 'C'];\n print(myArray); // ['A', 'B', 'C']\n var newArray = shorten(myArray);\n print(myArray); // ['A','B','C']\n print(newArray); // ['A','B']\n}\n
Randomizes the order of the elements of an array. Implements\n\nFisher-Yates Shuffle Algorithm.
\n", + itemtype: 'method', + name: 'shuffle', + params: [ + { + name: 'array', + description: 'Array to shuffle
\n', + type: 'Array' + }, + { + name: 'bool', + description: 'modify passed array
\n', + type: 'Boolean', + optional: true + } + ], + return: { + description: 'shuffled Array', + type: 'Array' + }, + example: [ + "\n\nfunction setup() {\n var regularArr = ['ABC', 'def', createVector(), TAU, Math.E];\n print(regularArr);\n shuffle(regularArr, true); // force modifications to passed array\n print(regularArr);\n\n // By default shuffle() returns a shuffled cloned array:\n var newArr = shuffle(regularArr);\n print(regularArr);\n print(newArr);\n}\n
Sorts an array of numbers from smallest to largest, or puts an array of\nwords in alphabetical order. The original array is not modified; a\nre-ordered array is returned. The count parameter states the number of\nelements to sort. For example, if there are 12 elements in an array and\ncount is set to 5, only the first 5 elements in the array will be sorted.
\n', + itemtype: 'method', + name: 'sort', + deprecated: true, + deprecationMessage: + 'Use array.sort() instead.', + params: [ + { + name: 'list', + description: 'Array to sort
\n', + type: 'Array' + }, + { + name: 'count', + description: 'number of elements to sort, starting from 0
\n', + type: 'Integer', + optional: true + } + ], + return: { + description: 'the sorted list', + type: 'Array' + }, + example: [ + "\n\nfunction setup() {\n var words = ['banana', 'apple', 'pear', 'lime'];\n print(words); // ['banana', 'apple', 'pear', 'lime']\n var count = 4; // length of array\n\n words = sort(words, count);\n print(words); // ['apple', 'banana', 'lime', 'pear']\n}\n
\nfunction setup() {\n var numbers = [2, 6, 1, 5, 14, 9, 8, 12];\n print(numbers); // [2, 6, 1, 5, 14, 9, 8, 12]\n var count = 5; // Less than the length of the array\n\n numbers = sort(numbers, count);\n print(numbers); // [1,2,5,6,14,9,8,12]\n}\n
Inserts a value or an array of values into an existing array. The first\nparameter specifies the initial array to be modified, and the second\nparameter defines the data to be inserted. The third parameter is an index\nvalue which specifies the array position from which to insert data.\n(Remember that array index numbering starts at zero, so the first position\nis 0, the second position is 1, and so on.)
\n', + itemtype: 'method', + name: 'splice', + deprecated: true, + deprecationMessage: + 'Use array.splice() instead.', + params: [ + { + name: 'list', + description: 'Array to splice into
\n', + type: 'Array' + }, + { + name: 'value', + description: 'value to be spliced in
\n', + type: 'Any' + }, + { + name: 'position', + description: 'in the array from which to insert data
\n', + type: 'Integer' + } + ], + return: { + description: 'the list', + type: 'Array' + }, + example: [ + "\n\nfunction setup() {\n var myArray = [0, 1, 2, 3, 4];\n var insArray = ['A', 'B', 'C'];\n print(myArray); // [0, 1, 2, 3, 4]\n print(insArray); // ['A','B','C']\n\n splice(myArray, insArray, 3);\n print(myArray); // [0,1,2,'A','B','C',3,4]\n}\n
Extracts an array of elements from an existing array. The list parameter\ndefines the array from which the elements will be copied, and the start\nand count parameters specify which elements to extract. If no count is\ngiven, elements will be extracted from the start to the end of the array.\nWhen specifying the start, remember that the first array element is 0.\nThis function does not change the source array.
\n', + itemtype: 'method', + name: 'subset', + deprecated: true, + deprecationMessage: + 'Use array.slice() instead.', + params: [ + { + name: 'list', + description: 'Array to extract from
\n', + type: 'Array' + }, + { + name: 'start', + description: 'position to begin
\n', + type: 'Integer' + }, + { + name: 'count', + description: 'number of values to extract
\n', + type: 'Integer', + optional: true + } + ], + return: { + description: 'Array of extracted elements', + type: 'Array' + }, + example: [ + "\n\nfunction setup() {\n var myArray = [1, 2, 3, 4, 5];\n print(myArray); // [1, 2, 3, 4, 5]\n\n var sub1 = subset(myArray, 0, 3);\n var sub2 = subset(myArray, 2, 2);\n print(sub1); // [1,2,3]\n print(sub2); // [3,4]\n}\n
Converts a string to its floating point representation. The contents of a\nstring must resemble a number, or NaN (not a number) will be returned.\nFor example, float("1234.56") evaluates to 1234.56, but float("giraffe")\nwill return NaN.
\nWhen an array of values is passed in, then an array of floats of the same\nlength is returned.
\n', + itemtype: 'method', + name: 'float', + params: [ + { + name: 'str', + description: 'float string to parse
\n', + type: 'String' + } + ], + return: { + description: 'floating point representation of string', + type: 'Number' + }, + example: [ + "\n\nvar str = '20';\nvar diameter = float(str);\nellipse(width / 2, height / 2, diameter, diameter);\n
\nprint(float('10.31')); // 10.31\nprint(float('Infinity')); // Infinity\nprint(float('-Infinity')); // -Infinity\n
Converts a boolean, string, or float to its integer representation.\nWhen an array of values is passed in, then an int array of the same length\nis returned.
\n', + itemtype: 'method', + name: 'int', + return: { + description: 'integer representation of value', + type: 'Number' + }, + example: [ + "\n\nprint(int('10')); // 10\nprint(int(10.31)); // 10\nprint(int(-10)); // -10\nprint(int(true)); // 1\nprint(int(false)); // 0\nprint(int([false, true, '10.3', 9.8])); // [0, 1, 10, 9]\nprint(int(Infinity)); // Infinity\nprint(int('-Infinity')); // -Infinity\n
value to parse
\n', + type: 'String|Boolean|Number' + }, + { + name: 'radix', + description: 'the radix to convert to (default: 10)
\n', + type: 'Integer', + optional: true + } + ], + return: { + description: 'integer representation of value', + type: 'Number' + } + }, + { + line: 69, + params: [ + { + name: 'ns', + description: 'values to parse
\n', + type: 'Array' + } + ], + return: { + description: 'integer representation of values', + type: 'Number[]' + } + } + ] + }, + { + file: 'src/utilities/conversion.js', + line: 93, + description: + 'Converts a boolean, string or number to its string representation.\nWhen an array of values is passed in, then an array of strings of the same\nlength is returned.
\n', + itemtype: 'method', + name: 'str', + params: [ + { + name: 'n', + description: 'value to parse
\n', + type: 'String|Boolean|Number|Array' + } + ], + return: { + description: 'string representation of value', + type: 'String' + }, + example: [ + '\n\nprint(str(\'10\')); // "10"\nprint(str(10.31)); // "10.31"\nprint(str(-10)); // "-10"\nprint(str(true)); // "true"\nprint(str(false)); // "false"\nprint(str([true, \'10.3\', 9.8])); // [ "true", "10.3", "9.8" ]\n
Converts a number or string to its boolean representation.\nFor a number, any non-zero value (positive or negative) evaluates to true,\nwhile zero evaluates to false. For a string, the value "true" evaluates to\ntrue, while any other value evaluates to false. When an array of number or\nstring values is passed in, then a array of booleans of the same length is\nreturned.
\n', + itemtype: 'method', + name: 'boolean', + params: [ + { + name: 'n', + description: 'value to parse
\n', + type: 'String|Boolean|Number|Array' + } + ], + return: { + description: 'boolean representation of value', + type: 'Boolean' + }, + example: [ + "\n\nprint(boolean(0)); // false\nprint(boolean(1)); // true\nprint(boolean('true')); // true\nprint(boolean('abcd')); // false\nprint(boolean([0, 12, 'true'])); // [false, true, true]\n
Converts a number, string representation of a number, or boolean to its byte\nrepresentation. A byte can be only a whole number between -128 and 127, so\nwhen a value outside of this range is converted, it wraps around to the\ncorresponding byte representation. When an array of number, string or boolean\nvalues is passed in, then an array of bytes the same length is returned.
\n', + itemtype: 'method', + name: 'byte', + return: { + description: 'byte representation of value', + type: 'Number' + }, + example: [ + "\n\nprint(byte(127)); // 127\nprint(byte(128)); // -128\nprint(byte(23.4)); // 23\nprint(byte('23.4')); // 23\nprint(byte('hello')); // NaN\nprint(byte(true)); // 1\nprint(byte([0, 255, '100'])); // [0, -1, 100]\n
value to parse
\n', + type: 'String|Boolean|Number' + } + ], + return: { + description: 'byte representation of value', + type: 'Number' + } + }, + { + line: 173, + params: [ + { + name: 'ns', + description: 'values to parse
\n', + type: 'Array' + } + ], + return: { + description: 'array of byte representation of values', + type: 'Number[]' + } + } + ] + }, + { + file: 'src/utilities/conversion.js', + line: 187, + description: + 'Converts a number or string to its corresponding single-character\nstring representation. If a string parameter is provided, it is first\nparsed as an integer and then translated into a single-character string.\nWhen an array of number or string values is passed in, then an array of\nsingle-character strings of the same length is returned.
\n', + itemtype: 'method', + name: 'char', + return: { + description: 'string representation of value', + type: 'String' + }, + example: [ + '\n\nprint(char(65)); // "A"\nprint(char(\'65\')); // "A"\nprint(char([65, 66, 67])); // [ "A", "B", "C" ]\nprint(join(char([65, 66, 67]), \'\')); // "ABC"\n
value to parse
\n', + type: 'String|Number' + } + ], + return: { + description: 'string representation of value', + type: 'String' + } + }, + { + line: 206, + params: [ + { + name: 'ns', + description: 'values to parse
\n', + type: 'Array' + } + ], + return: { + description: 'array of string representation of values', + type: 'String[]' + } + } + ] + }, + { + file: 'src/utilities/conversion.js', + line: 221, + description: + 'Converts a single-character string to its corresponding integer\nrepresentation. When an array of single-character string values is passed\nin, then an array of integers of the same length is returned.
\n', + itemtype: 'method', + name: 'unchar', + return: { + description: 'integer representation of value', + type: 'Number' + }, + example: [ + "\n\nprint(unchar('A')); // 65\nprint(unchar(['A', 'B', 'C'])); // [ 65, 66, 67 ]\nprint(unchar(split('ABC', ''))); // [ 65, 66, 67 ]\n
value to parse
\n', + type: 'String' + } + ], + return: { + description: 'integer representation of value', + type: 'Number' + } + }, + { + line: 237, + params: [ + { + name: 'ns', + description: 'values to parse
\n', + type: 'Array' + } + ], + return: { + description: 'integer representation of values', + type: 'Number[]' + } + } + ] + }, + { + file: 'src/utilities/conversion.js', + line: 250, + description: + 'Converts a number to a string in its equivalent hexadecimal notation. If a\nsecond parameter is passed, it is used to set the number of characters to\ngenerate in the hexadecimal notation. When an array is passed in, an\narray of strings in hexadecimal notation of the same length is returned.
\n', + itemtype: 'method', + name: 'hex', + return: { + description: 'hexadecimal string representation of value', + type: 'String' + }, + example: [ + '\n\nprint(hex(255)); // "000000FF"\nprint(hex(255, 6)); // "0000FF"\nprint(hex([0, 127, 255], 6)); // [ "000000", "00007F", "0000FF" ]\nprint(Infinity); // "FFFFFFFF"\nprint(-Infinity); // "00000000"\n
value to parse
\n', + type: 'Number' + }, + { + name: 'digits', + description: '', + type: 'Number', + optional: true + } + ], + return: { + description: 'hexadecimal string representation of value', + type: 'String' + } + }, + { + line: 270, + params: [ + { + name: 'ns', + description: 'array of values to parse
\n', + type: 'Number[]' + }, + { + name: 'digits', + description: '', + type: 'Number', + optional: true + } + ], + return: { + description: 'hexadecimal string representation of values', + type: 'String[]' + } + } + ] + }, + { + file: 'src/utilities/conversion.js', + line: 302, + description: + 'Converts a string representation of a hexadecimal number to its equivalent\ninteger value. When an array of strings in hexadecimal notation is passed\nin, an array of integers of the same length is returned.
\n', + itemtype: 'method', + name: 'unhex', + return: { + description: 'integer representation of hexadecimal value', + type: 'Number' + }, + example: [ + "\n\nprint(unhex('A')); // 10\nprint(unhex('FF')); // 255\nprint(unhex(['FF', 'AA', '00'])); // [ 255, 170, 0 ]\n
value to parse
\n', + type: 'String' + } + ], + return: { + description: 'integer representation of hexadecimal value', + type: 'Number' + } + }, + { + line: 318, + params: [ + { + name: 'ns', + description: 'values to parse
\n', + type: 'Array' + } + ], + return: { + description: 'integer representations of hexadecimal value', + type: 'Number[]' + } + } + ] + }, + { + file: 'src/utilities/string_functions.js', + line: 15, + description: + 'Combines an array of Strings into one String, each separated by the\ncharacter(s) used for the separator parameter. To join arrays of ints or\nfloats, it's necessary to first convert them to Strings using nf() or\nnfs().
\n', + itemtype: 'method', + name: 'join', + params: [ + { + name: 'list', + description: 'array of Strings to be joined
\n', + type: 'Array' + }, + { + name: 'separator', + description: 'String to be placed between each item
\n', + type: 'String' + } + ], + return: { + description: 'joined String', + type: 'String' + }, + example: [ + "\n\nvar array = ['Hello', 'world!'];\nvar separator = ' ';\nvar message = join(array, separator);\ntext(message, 5, 50);\n
\nThis function is used to apply a regular expression to a piece of text,\nand return matching groups (elements found inside parentheses) as a\nString array. If there are no matches, a null value will be returned.\nIf no groups are specified in the regular expression, but the sequence\nmatches, an array of length 1 (with the matched text as the first element\nof the array) will be returned.\n
\nTo use the function, first check to see if the result is null. If the\nresult is null, then the sequence did not match at all. If the sequence\ndid match, an array is returned.\n
\nIf there are groups (specified by sets of parentheses) in the regular\nexpression, then the contents of each will be returned in the array.\nElement [0] of a regular expression match returns the entire matching\nstring, and the match groups start at element [1] (the first group is [1],\nthe second [2], and so on).
the String to be searched
\n', + type: 'String' + }, + { + name: 'regexp', + description: 'the regexp to be used for matching
\n', + type: 'String' + } + ], + return: { + description: 'Array of Strings found', + type: 'String[]' + }, + example: [ + "\n\nvar string = 'Hello p5js*!';\nvar regexp = 'p5js\\\\*';\nvar m = match(string, regexp);\ntext(m, 5, 50);\n
\nThis function is used to apply a regular expression to a piece of text,\nand return a list of matching groups (elements found inside parentheses)\nas a two-dimensional String array. If there are no matches, a null value\nwill be returned. If no groups are specified in the regular expression,\nbut the sequence matches, a two dimensional array is still returned, but\nthe second dimension is only of length one.\n
\nTo use the function, first check to see if the result is null. If the\nresult is null, then the sequence did not match at all. If the sequence\ndid match, a 2D array is returned.\n
\nIf there are groups (specified by sets of parentheses) in the regular\nexpression, then the contents of each will be returned in the array.\nAssuming a loop with counter variable i, element [i][0] of a regular\nexpression match returns the entire matching string, and the match groups\nstart at element [i][1] (the first group is [i][1], the second [i][2],\nand so on).
the String to be searched
\n', + type: 'String' + }, + { + name: 'regexp', + description: 'the regexp to be used for matching
\n', + type: 'String' + } + ], + return: { + description: '2d Array of Strings found', + type: 'String[]' + }, + example: [ + "\n\nvar string = 'Hello p5js*! Hello world!';\nvar regexp = 'Hello';\nmatchAll(string, regexp);\n
\nUtility function for formatting numbers into strings. There are two\nversions: one for formatting floats, and one for formatting ints.\nThe values for the digits, left, and right parameters should always\nbe positive integers.\n(NOTE): Be cautious when using left and right parameters as it prepends numbers of 0's if the parameter\nif greater than the current length of the number.\nFor example if number is 123.2 and left parameter passed is 4 which is greater than length of 123\n(integer part) i.e 3 than result will be 0123.2. Same case for right parameter i.e. if right is 3 than\nthe result will be 123.200.
\n', + itemtype: 'method', + name: 'nf', + return: { + description: 'formatted String', + type: 'String' + }, + example: [ + "\n\nvar myFont;\nfunction preload() {\n myFont = loadFont('assets/fonts/inconsolata.ttf');\n}\nfunction setup() {\n background(200);\n var num1 = 321;\n var num2 = -1321;\n\n noStroke();\n fill(0);\n textFont(myFont);\n textSize(22);\n\n text(nf(num1, 4, 2), 10, 30);\n text(nf(num2, 4, 2), 10, 80);\n // Draw dividing line\n stroke(120);\n line(0, 50, width, 50);\n}\n
\nthe Number to format
\n', + type: 'Number|String' + }, + { + name: 'left', + description: + 'number of digits to the left of the\n decimal point
\n', + type: 'Integer|String', + optional: true + }, + { + name: 'right', + description: + 'number of digits to the right of the\n decimal point
\n', + type: 'Integer|String', + optional: true + } + ], + return: { + description: 'formatted String', + type: 'String' + } + }, + { + line: 180, + params: [ + { + name: 'nums', + description: 'the Numbers to format
\n', + type: 'Array' + }, + { + name: 'left', + description: '', + type: 'Integer|String', + optional: true + }, + { + name: 'right', + description: '', + type: 'Integer|String', + optional: true + } + ], + return: { + description: 'formatted Strings', + type: 'String[]' + } + } + ] + }, + { + file: 'src/utilities/string_functions.js', + line: 243, + description: + 'Utility function for formatting numbers into strings and placing\nappropriate commas to mark units of 1000. There are two versions: one\nfor formatting ints, and one for formatting an array of ints. The value\nfor the right parameter should always be a positive integer.
\n', + itemtype: 'method', + name: 'nfc', + return: { + description: 'formatted String', + type: 'String' + }, + example: [ + '\n\nfunction setup() {\n background(200);\n var num = 11253106.115;\n var numArr = [1, 1, 2];\n\n noStroke();\n fill(0);\n textSize(12);\n\n // Draw formatted numbers\n text(nfc(num, 4), 10, 30);\n text(nfc(numArr, 2), 10, 80);\n\n // Draw dividing line\n stroke(120);\n line(0, 50, width, 50);\n}\n
\nthe Number to format
\n', + type: 'Number|String' + }, + { + name: 'right', + description: + 'number of digits to the right of the\n decimal point
\n', + type: 'Integer|String', + optional: true + } + ], + return: { + description: 'formatted String', + type: 'String' + } + }, + { + line: 281, + params: [ + { + name: 'nums', + description: 'the Numbers to format
\n', + type: 'Array' + }, + { + name: 'right', + description: '', + type: 'Integer|String', + optional: true + } + ], + return: { + description: 'formatted Strings', + type: 'String[]' + } + } + ] + }, + { + file: 'src/utilities/string_functions.js', + line: 319, + description: + 'Utility function for formatting numbers into strings. Similar to nf() but\nputs a "+" in front of positive numbers and a "-" in front of negative\nnumbers. There are two versions: one for formatting floats, and one for\nformatting ints. The values for left, and right parameters\nshould always be positive integers.
\n', + itemtype: 'method', + name: 'nfp', + return: { + description: 'formatted String', + type: 'String' + }, + example: [ + '\n\nfunction setup() {\n background(200);\n var num1 = 11253106.115;\n var num2 = -11253106.115;\n\n noStroke();\n fill(0);\n textSize(12);\n\n // Draw formatted numbers\n text(nfp(num1, 4, 2), 10, 30);\n text(nfp(num2, 4, 2), 10, 80);\n\n // Draw dividing line\n stroke(120);\n line(0, 50, width, 50);\n}\n
\nthe Number to format
\n', + type: 'Number' + }, + { + name: 'left', + description: + 'number of digits to the left of the decimal\n point
\n', + type: 'Integer', + optional: true + }, + { + name: 'right', + description: + 'number of digits to the right of the\n decimal point
\n', + type: 'Integer', + optional: true + } + ], + return: { + description: 'formatted String', + type: 'String' + } + }, + { + line: 360, + params: [ + { + name: 'nums', + description: 'the Numbers to format
\n', + type: 'Number[]' + }, + { + name: 'left', + description: '', + type: 'Integer', + optional: true + }, + { + name: 'right', + description: '', + type: 'Integer', + optional: true + } + ], + return: { + description: 'formatted Strings', + type: 'String[]' + } + } + ] + }, + { + file: 'src/utilities/string_functions.js', + line: 381, + description: + 'Utility function for formatting numbers into strings. Similar to nf() but\nputs an additional "_" (space) in front of positive numbers just in case to align it with negative\nnumbers which includes "-" (minus) sign.\nThe main usecase of nfs() can be seen when one wants to align the digits (place values) of a non-negative\nnumber with some negative number (See the example to get a clear picture).\nThere are two versions: one for formatting float, and one for formatting int.\nThe values for the digits, left, and right parameters should always be positive integers.\n(IMP): The result on the canvas basically the expected alignment can vary based on the typeface you are using.\n(NOTE): Be cautious when using left and right parameters as it prepends numbers of 0's if the parameter\nif greater than the current length of the number.\nFor example if number is 123.2 and left parameter passed is 4 which is greater than length of 123\n(integer part) i.e 3 than result will be 0123.2. Same case for right parameter i.e. if right is 3 than\nthe result will be 123.200.
\n', + itemtype: 'method', + name: 'nfs', + return: { + description: 'formatted String', + type: 'String' + }, + example: [ + "\n\nvar myFont;\nfunction preload() {\n myFont = loadFont('assets/fonts/inconsolata.ttf');\n}\nfunction setup() {\n background(200);\n var num1 = 321;\n var num2 = -1321;\n\n noStroke();\n fill(0);\n textFont(myFont);\n textSize(22);\n\n // nfs() aligns num1 (positive number) with num2 (negative number) by\n // adding a blank space in front of the num1 (positive number)\n // [left = 4] in num1 add one 0 in front, to align the digits with num2\n // [right = 2] in num1 and num2 adds two 0's after both numbers\n // To see the differences check the example of nf() too.\n text(nfs(num1, 4, 2), 10, 30);\n text(nfs(num2, 4, 2), 10, 80);\n // Draw dividing line\n stroke(120);\n line(0, 50, width, 50);\n}\n
\nthe Number to format
\n', + type: 'Number' + }, + { + name: 'left', + description: + 'number of digits to the left of the decimal\n point
\n', + type: 'Integer', + optional: true + }, + { + name: 'right', + description: + 'number of digits to the right of the\n decimal point
\n', + type: 'Integer', + optional: true + } + ], + return: { + description: 'formatted String', + type: 'String' + } + }, + { + line: 438, + params: [ + { + name: 'nums', + description: 'the Numbers to format
\n', + type: 'Array' + }, + { + name: 'left', + description: '', + type: 'Integer', + optional: true + }, + { + name: 'right', + description: '', + type: 'Integer', + optional: true + } + ], + return: { + description: 'formatted Strings', + type: 'String[]' + } + } + ] + }, + { + file: 'src/utilities/string_functions.js', + line: 459, + description: + 'The split() function maps to String.split(), it breaks a String into\npieces using a character or string as the delimiter. The delim parameter\nspecifies the character or characters that mark the boundaries between\neach piece. A String[] array is returned that contains each of the pieces.
\nThe splitTokens() function works in a similar fashion, except that it\nsplits using a range of characters instead of a specific character or\nsequence.
\n', + itemtype: 'method', + name: 'split', + params: [ + { + name: 'value', + description: 'the String to be split
\n', + type: 'String' + }, + { + name: 'delim', + description: 'the String used to separate the data
\n', + type: 'String' + } + ], + return: { + description: 'Array of Strings', + type: 'String[]' + }, + example: [ + "\n\nvar names = 'Pat,Xio,Alex';\nvar splitString = split(names, ',');\ntext(splitString[0], 5, 30);\ntext(splitString[1], 5, 50);\ntext(splitString[2], 5, 70);\n
\nThe splitTokens() function splits a String at one or many character\ndelimiters or "tokens." The delim parameter specifies the character or\ncharacters to be used as a boundary.\n
\nIf no delim characters are specified, any whitespace character is used to\nsplit. Whitespace characters include tab (\\t), line feed (\\n), carriage\nreturn (\\r), form feed (\\f), and space.
the String to be split
\n', + type: 'String' + }, + { + name: 'delim', + description: + 'list of individual Strings that will be used as\n separators
\n', + type: 'String', + optional: true + } + ], + return: { + description: 'Array of Strings', + type: 'String[]' + }, + example: [ + '\n\nfunction setup() {\n var myStr = \'Mango, Banana, Lime\';\n var myStrArr = splitTokens(myStr, \',\');\n\n print(myStrArr); // prints : ["Mango"," Banana"," Lime"]\n}\n
\nRemoves whitespace characters from the beginning and end of a String. In\naddition to standard whitespace characters such as space, carriage return,\nand tab, this function also removes the Unicode "nbsp" character.
\n', + itemtype: 'method', + name: 'trim', + return: { + description: 'a trimmed String', + type: 'String' + }, + example: [ + "\n\nvar string = trim(' No new lines\\n ');\ntext(string + ' here', 2, 50);\n
\na String to be trimmed
\n', + type: 'String' + } + ], + return: { + description: 'a trimmed String', + type: 'String' + } + }, + { + line: 568, + params: [ + { + name: 'strs', + description: 'an Array of Strings to be trimmed
\n', + type: 'Array' + } + ], + return: { + description: 'an Array of trimmed Strings', + type: 'String[]' + } + } + ] + }, + { + file: 'src/utilities/time_date.js', + line: 12, + description: + 'p5.js communicates with the clock on your computer. The day() function\nreturns the current day as a value from 1 - 31.
\n', + itemtype: 'method', + name: 'day', + return: { + description: 'the current day', + type: 'Integer' + }, + example: [ + "\n\nvar d = day();\ntext('Current day: \\n' + d, 5, 50);\n
\np5.js communicates with the clock on your computer. The hour() function\nreturns the current hour as a value from 0 - 23.
\n', + itemtype: 'method', + name: 'hour', + return: { + description: 'the current hour', + type: 'Integer' + }, + example: [ + "\n\nvar h = hour();\ntext('Current hour:\\n' + h, 5, 50);\n
\np5.js communicates with the clock on your computer. The minute() function\nreturns the current minute as a value from 0 - 59.
\n', + itemtype: 'method', + name: 'minute', + return: { + description: 'the current minute', + type: 'Integer' + }, + example: [ + "\n\nvar m = minute();\ntext('Current minute: \\n' + m, 5, 50);\n
\nReturns the number of milliseconds (thousandths of a second) since\nstarting the program. This information is often used for timing events and\nanimation sequences.
\n', + itemtype: 'method', + name: 'millis', + return: { + description: 'the number of milliseconds since starting the program', + type: 'Number' + }, + example: [ + "\n\nvar millisecond = millis();\ntext('Milliseconds \\nrunning: \\n' + millisecond, 5, 40);\n
\np5.js communicates with the clock on your computer. The month() function\nreturns the current month as a value from 1 - 12.
\n', + itemtype: 'method', + name: 'month', + return: { + description: 'the current month', + type: 'Integer' + }, + example: [ + "\n\nvar m = month();\ntext('Current month: \\n' + m, 5, 50);\n
\np5.js communicates with the clock on your computer. The second() function\nreturns the current second as a value from 0 - 59.
\n', + itemtype: 'method', + name: 'second', + return: { + description: 'the current second', + type: 'Integer' + }, + example: [ + "\n\nvar s = second();\ntext('Current second: \\n' + s, 5, 50);\n
\np5.js communicates with the clock on your computer. The year() function\nreturns the current year as an integer (2014, 2015, 2016, etc).
\n', + itemtype: 'method', + name: 'year', + return: { + description: 'the current year', + type: 'Integer' + }, + example: [ + "\n\nvar y = year();\ntext('Current year: \\n' + y, 5, 50);\n
\nDraw a plane with given a width and height
\n', + itemtype: 'method', + name: 'plane', + params: [ + { + name: 'width', + description: 'width of the plane
\n', + type: 'Number', + optional: true + }, + { + name: 'height', + description: 'height of the plane
\n', + type: 'Number', + optional: true + }, + { + name: 'detailX', + description: + 'Optional number of triangle\n subdivisions in x-dimension
\n', + type: 'Integer', + optional: true + }, + { + name: 'detailY', + description: + 'Optional number of triangle\n subdivisions in y-dimension
\n', + type: 'Integer', + optional: true + } + ], + chainable: 1, + example: [ + '\n\n// draw a plane\n// with width 50 and height 50\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n plane(50, 50);\n}\n
\nDraw a box with given width, height and depth
\n', + itemtype: 'method', + name: 'box', + params: [ + { + name: 'width', + description: 'width of the box
\n', + type: 'Number', + optional: true + }, + { + name: 'Height', + description: 'height of the box
\n', + type: 'Number', + optional: true + }, + { + name: 'depth', + description: 'depth of the box
\n', + type: 'Number', + optional: true + }, + { + name: 'detailX', + description: + 'Optional number of triangle\n subdivisions in x-dimension
\n', + type: 'Integer', + optional: true + }, + { + name: 'detailY', + description: + 'Optional number of triangle\n subdivisions in y-dimension
\n', + type: 'Integer', + optional: true + } + ], + chainable: 1, + example: [ + '\n\n// draw a spinning box\n// with width, height and depth of 50\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n box(50);\n}\n
\nDraw a sphere with given radius
\n', + itemtype: 'method', + name: 'sphere', + params: [ + { + name: 'radius', + description: 'radius of circle
\n', + type: 'Number', + optional: true + }, + { + name: 'detailX', + description: + 'number of segments,\n the more segments the smoother geometry\n default is 24
\n', + type: 'Integer', + optional: true + }, + { + name: 'detailY', + description: + 'number of segments,\n the more segments the smoother geometry\n default is 16
\n', + type: 'Integer', + optional: true + } + ], + chainable: 1, + example: [ + '\n\n// draw a sphere with radius 40\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n sphere(40);\n}\n
\nDraw a cylinder with given radius and height
\n', + itemtype: 'method', + name: 'cylinder', + params: [ + { + name: 'radius', + description: 'radius of the surface
\n', + type: 'Number', + optional: true + }, + { + name: 'height', + description: 'height of the cylinder
\n', + type: 'Number', + optional: true + }, + { + name: 'detailX', + description: + 'number of segments,\n the more segments the smoother geometry\n default is 24
\n', + type: 'Integer', + optional: true + }, + { + name: 'detailY', + description: + 'number of segments in y-dimension,\n the more segments the smoother geometry\n default is 1
\n', + type: 'Integer', + optional: true + }, + { + name: 'bottomCap', + description: 'whether to draw the bottom of the cylinder
\n', + type: 'Boolean', + optional: true + }, + { + name: 'topCap', + description: 'whether to draw the top of the cylinder
\n', + type: 'Boolean', + optional: true + } + ], + chainable: 1, + example: [ + '\n\n// draw a spinning cylinder\n// with radius 20 and height 50\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n rotateX(frameCount * 0.01);\n rotateZ(frameCount * 0.01);\n cylinder(20, 50);\n}\n
\nDraw a cone with given radius and height
\n', + itemtype: 'method', + name: 'cone', + params: [ + { + name: 'radius', + description: 'radius of the bottom surface
\n', + type: 'Number', + optional: true + }, + { + name: 'height', + description: 'height of the cone
\n', + type: 'Number', + optional: true + }, + { + name: 'detailX', + description: + 'number of segments,\n the more segments the smoother geometry\n default is 24
\n', + type: 'Integer', + optional: true + }, + { + name: 'detailY', + description: + 'number of segments,\n the more segments the smoother geometry\n default is 1
\n', + type: 'Integer', + optional: true + }, + { + name: 'cap', + description: 'whether to draw the base of the cone
\n', + type: 'Boolean', + optional: true + } + ], + chainable: 1, + example: [ + '\n\n// draw a spinning cone\n// with radius 40 and height 70\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n rotateX(frameCount * 0.01);\n rotateZ(frameCount * 0.01);\n cone(40, 70);\n}\n
\nDraw an ellipsoid with given radius
\n', + itemtype: 'method', + name: 'ellipsoid', + params: [ + { + name: 'radiusx', + description: 'x-radius of ellipsoid
\n', + type: 'Number', + optional: true + }, + { + name: 'radiusy', + description: 'y-radius of ellipsoid
\n', + type: 'Number', + optional: true + }, + { + name: 'radiusz', + description: 'z-radius of ellipsoid
\n', + type: 'Number', + optional: true + }, + { + name: 'detailX', + description: + 'number of segments,\n the more segments the smoother geometry\n default is 24. Avoid detail number above\n 150, it may crash the browser.
\n', + type: 'Integer', + optional: true + }, + { + name: 'detailY', + description: + 'number of segments,\n the more segments the smoother geometry\n default is 16. Avoid detail number above\n 150, it may crash the browser.
\n', + type: 'Integer', + optional: true + } + ], + chainable: 1, + example: [ + '\n\n// draw an ellipsoid\n// with radius 30, 40 and 40.\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n ellipsoid(30, 40, 40);\n}\n
\nDraw a torus with given radius and tube radius
\n', + itemtype: 'method', + name: 'torus', + params: [ + { + name: 'radius', + description: 'radius of the whole ring
\n', + type: 'Number', + optional: true + }, + { + name: 'tubeRadius', + description: 'radius of the tube
\n', + type: 'Number', + optional: true + }, + { + name: 'detailX', + description: + 'number of segments in x-dimension,\n the more segments the smoother geometry\n default is 24
\n', + type: 'Integer', + optional: true + }, + { + name: 'detailY', + description: + 'number of segments in y-dimension,\n the more segments the smoother geometry\n default is 16
\n', + type: 'Integer', + optional: true + } + ], + chainable: 1, + example: [ + '\n\n// draw a spinning torus\n// with ring radius 30 and tube radius 15\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n torus(30, 15);\n}\n
\nAllows movement around a 3D sketch using a mouse or trackpad. Left-clicking\nand dragging will rotate the camera position about the center of the sketch,\nright-clicking and dragging will pan the camera position without rotation,\nand using the mouse wheel (scrolling) will move the camera closer or further\nfrom the center of the sketch. This function can be called with parameters\ndictating sensitivity to mouse movement along the X and Y axes. Calling\nthis function without parameters is equivalent to calling orbitControl(1,1).\nTo reverse direction of movement in either axis, enter a negative number\nfor sensitivity.
\n', + itemtype: 'method', + name: 'orbitControl', + params: [ + { + name: 'sensitivityX', + description: 'sensitivity to mouse movement along X axis
\n', + type: 'Number', + optional: true + }, + { + name: 'sensitivityY', + description: 'sensitivity to mouse movement along Y axis
\n', + type: 'Number', + optional: true + } + ], + chainable: 1, + example: [ + '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n}\nfunction draw() {\n background(200);\n orbitControl();\n rotateY(0.5);\n box(30, 50);\n}\n
\ndebugMode() helps visualize 3D space by adding a grid to indicate where the\nโgroundโ is in a sketch and an axes icon which indicates the +X, +Y, and +Z\ndirections. This function can be called without parameters to create a\ndefault grid and axes icon, or it can be called according to the examples\nabove to customize the size and position of the grid and/or axes icon. The\ngrid is drawn using the most recently set stroke color and weight. To\nspecify these parameters, add a call to stroke() and strokeWeight()\njust before the end of the draw() loop.
\nBy default, the grid will run through the origin (0,0,0) of the sketch\nalong the XZ plane\nand the axes icon will be offset from the origin. Both the grid and axes\nicon will be sized according to the current canvas size. Note that because the\ngrid runs parallel to the default camera view, it is often helpful to use\ndebugMode along with orbitControl to allow full view of the grid.
\n', + itemtype: 'method', + name: 'debugMode', + example: [ + '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n camera(0, -30, 100, 0, 0, 0, 0, 1, 0);\n normalMaterial();\n debugMode();\n}\n\nfunction draw() {\n background(200);\n orbitControl();\n box(15, 30);\n // Press the spacebar to turn debugMode off!\n if (keyIsDown(32)) {\n noDebugMode();\n }\n}\n
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n camera(0, -30, 100, 0, 0, 0, 0, 1, 0);\n normalMaterial();\n debugMode(GRID);\n}\n\nfunction draw() {\n background(200);\n orbitControl();\n box(15, 30);\n}\n
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n camera(0, -30, 100, 0, 0, 0, 0, 1, 0);\n normalMaterial();\n debugMode(AXES);\n}\n\nfunction draw() {\n background(200);\n orbitControl();\n box(15, 30);\n}\n
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n camera(0, -30, 100, 0, 0, 0, 0, 1, 0);\n normalMaterial();\n debugMode(GRID, 100, 10, 0, 0, 0);\n}\n\nfunction draw() {\n background(200);\n orbitControl();\n box(15, 30);\n}\n
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n camera(0, -30, 100, 0, 0, 0, 0, 1, 0);\n normalMaterial();\n debugMode(100, 10, 0, 0, 0, 20, 0, -40, 0);\n}\n\nfunction draw() {\n noStroke();\n background(200);\n orbitControl();\n box(15, 30);\n // set the stroke color and weight for the grid!\n stroke(255, 0, 150);\n strokeWeight(0.8);\n}\n
\neither GRID or AXES
\n', + type: 'Constant' + } + ] + }, + { + line: 284, + params: [ + { + name: 'mode', + description: '', + type: 'Constant' + }, + { + name: 'gridSize', + description: 'size of one side of the grid
\n', + type: 'Number', + optional: true + }, + { + name: 'gridDivisions', + description: 'number of divisions in the grid
\n', + type: 'Number', + optional: true + }, + { + name: 'xOff', + description: 'X axis offset from origin (0,0,0)
\n', + type: 'Number', + optional: true + }, + { + name: 'yOff', + description: 'Y axis offset from origin (0,0,0)
\n', + type: 'Number', + optional: true + }, + { + name: 'zOff', + description: 'Z axis offset from origin (0,0,0)
\n', + type: 'Number', + optional: true + } + ] + }, + { + line: 294, + params: [ + { + name: 'mode', + description: '', + type: 'Constant' + }, + { + name: 'axesSize', + description: 'size of axes icon
\n', + type: 'Number', + optional: true + }, + { + name: 'xOff', + description: '', + type: 'Number', + optional: true + }, + { + name: 'yOff', + description: '', + type: 'Number', + optional: true + }, + { + name: 'zOff', + description: '', + type: 'Number', + optional: true + } + ] + }, + { + line: 303, + params: [ + { + name: 'gridSize', + description: '', + type: 'Number', + optional: true + }, + { + name: 'gridDivisions', + description: '', + type: 'Number', + optional: true + }, + { + name: 'gridXOff', + description: '', + type: 'Number', + optional: true + }, + { + name: 'gridYOff', + description: '', + type: 'Number', + optional: true + }, + { + name: 'gridZOff', + description: '', + type: 'Number', + optional: true + }, + { + name: 'axesSize', + description: '', + type: 'Number', + optional: true + }, + { + name: 'axesXOff', + description: '', + type: 'Number', + optional: true + }, + { + name: 'axesYOff', + description: '', + type: 'Number', + optional: true + }, + { + name: 'axesZOff', + description: '', + type: 'Number', + optional: true + } + ] + } + ] + }, + { + file: 'src/webgl/interaction.js', + line: 380, + description: 'Turns off debugMode() in a 3D sketch.
\n', + itemtype: 'method', + name: 'noDebugMode', + example: [ + '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n camera(0, -30, 100, 0, 0, 0, 0, 1, 0);\n normalMaterial();\n debugMode();\n}\n\nfunction draw() {\n background(200);\n orbitControl();\n box(15, 30);\n // Press the spacebar to turn debugMode off!\n if (keyIsDown(32)) {\n noDebugMode();\n }\n}\n
\nCreates an ambient light with a color
\n', + itemtype: 'method', + name: 'ambientLight', + chainable: 1, + example: [ + '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(0);\n ambientLight(150);\n ambientMaterial(250);\n noStroke();\n sphere(40);\n}\n
\nred or hue value relative to\n the current color range
\n', + type: 'Number' + }, + { + name: 'v2', + description: + 'green or saturation value\n relative to the current color range
\n', + type: 'Number' + }, + { + name: 'v3', + description: + 'blue or brightness value\n relative to the current color range
\n', + type: 'Number' + }, + { + name: 'alpha', + description: 'the alpha value
\n', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 46, + params: [ + { + name: 'value', + description: 'a color string
\n', + type: 'String' + } + ], + chainable: 1 + }, + { + line: 52, + params: [ + { + name: 'gray', + description: 'a gray value
\n', + type: 'Number' + }, + { + name: 'alpha', + description: '', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 59, + params: [ + { + name: 'values', + description: + 'an array containing the red,green,blue &\n and alpha components of the color
\n', + type: 'Number[]' + } + ], + chainable: 1 + }, + { + line: 66, + params: [ + { + name: 'color', + description: 'the ambient light color
\n', + type: 'p5.Color' + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/webgl/light.js', + line: 87, + description: + 'Creates a directional light with a color and a direction
\n', + itemtype: 'method', + name: 'directionalLight', + chainable: 1, + example: [ + '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(0);\n //move your mouse to change light direction\n let dirX = (mouseX / width - 0.5) * 2;\n let dirY = (mouseY / height - 0.5) * 2;\n directionalLight(250, 250, 250, -dirX, -dirY, -1);\n noStroke();\n sphere(40);\n}\n
\nred or hue value (depending on the current\ncolor mode),
\n', + type: 'Number' + }, + { + name: 'v2', + description: 'green or saturation value
\n', + type: 'Number' + }, + { + name: 'v3', + description: 'blue or brightness value
\n', + type: 'Number' + }, + { + name: 'position', + description: 'the direction of the light
\n', + type: 'p5.Vector' + } + ], + chainable: 1 + }, + { + line: 119, + params: [ + { + name: 'color', + description: + 'color Array, CSS color string,\n or p5.Color value
\n', + type: 'Number[]|String|p5.Color' + }, + { + name: 'x', + description: 'x axis direction
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y axis direction
\n', + type: 'Number' + }, + { + name: 'z', + description: 'z axis direction
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 129, + params: [ + { + name: 'color', + description: '', + type: 'Number[]|String|p5.Color' + }, + { + name: 'position', + description: '', + type: 'p5.Vector' + } + ], + chainable: 1 + }, + { + line: 136, + params: [ + { + name: 'v1', + description: '', + type: 'Number' + }, + { + name: 'v2', + description: '', + type: 'Number' + }, + { + name: 'v3', + description: '', + type: 'Number' + }, + { + name: 'x', + description: '', + type: 'Number' + }, + { + name: 'y', + description: '', + type: 'Number' + }, + { + name: 'z', + description: '', + type: 'Number' + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/webgl/light.js', + line: 185, + description: + 'Creates a point light with a color and a light position
\n', + itemtype: 'method', + name: 'pointLight', + chainable: 1, + example: [ + "\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(0);\n //move your mouse to change light position\n let locX = mouseX - width / 2;\n let locY = mouseY - height / 2;\n // to set the light position,\n // think of the world's coordinate as:\n // -width/2,-height/2 -------- width/2,-height/2\n // | |\n // | 0,0 |\n // | |\n // -width/2,height/2--------width/2,height/2\n pointLight(250, 250, 250, locX, locY, 50);\n noStroke();\n sphere(40);\n}\n
\nred or hue value (depending on the current\ncolor mode),
\n', + type: 'Number' + }, + { + name: 'v2', + description: 'green or saturation value
\n', + type: 'Number' + }, + { + name: 'v3', + description: 'blue or brightness value
\n', + type: 'Number' + }, + { + name: 'x', + description: 'x axis position
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y axis position
\n', + type: 'Number' + }, + { + name: 'z', + description: 'z axis position
\n', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 226, + params: [ + { + name: 'v1', + description: '', + type: 'Number' + }, + { + name: 'v2', + description: '', + type: 'Number' + }, + { + name: 'v3', + description: '', + type: 'Number' + }, + { + name: 'position', + description: 'the position of the light
\n', + type: 'p5.Vector' + } + ], + chainable: 1 + }, + { + line: 235, + params: [ + { + name: 'color', + description: + 'color Array, CSS color string,\nor p5.Color value
\n', + type: 'Number[]|String|p5.Color' + }, + { + name: 'x', + description: '', + type: 'Number' + }, + { + name: 'y', + description: '', + type: 'Number' + }, + { + name: 'z', + description: '', + type: 'Number' + } + ], + chainable: 1 + }, + { + line: 245, + params: [ + { + name: 'color', + description: '', + type: 'Number[]|String|p5.Color' + }, + { + name: 'position', + description: '', + type: 'p5.Vector' + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/webgl/light.js', + line: 287, + description: + 'Sets the default ambient and directional light. The defaults are ambientLight(128, 128, 128) and directionalLight(128, 128, 128, 0, 0, -1). Lights need to be included in the draw() to remain persistent in a looping program. Placing them in the setup() of a looping program will cause them to only have an effect the first time through the loop.
\n', + itemtype: 'method', + name: 'lights', + chainable: 1, + example: [ + '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(0);\n lights();\n rotateX(millis() / 1000);\n rotateY(millis() / 1000);\n rotateZ(millis() / 1000);\n box();\n}\n
\nSets the falloff rates for point lights. It affects only the elements which are created after it in the code.\nThe default value is lightFalloff(1.0, 0.0, 0.0), and the parameters are used to calculate the falloff with the following equation:
\nd = distance from light position to vertex position
\nfalloff = 1 / (CONSTANT + d * LINEAR + ( d * d ) * QUADRATIC)
\n', + itemtype: 'method', + name: 'lightFalloff', + params: [ + { + name: 'constant', + description: 'constant value for determining falloff
\n', + type: 'Number' + }, + { + name: 'linear', + description: 'linear value for determining falloff
\n', + type: 'Number' + }, + { + name: 'quadratic', + description: 'quadratic value for determining falloff
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n noStroke();\n}\nfunction draw() {\n background(0);\n let locX = mouseX - width / 2;\n let locY = mouseY - height / 2;\n translate(-25, 0, 0);\n lightFalloff(1, 0, 0);\n pointLight(250, 250, 250, locX, locY, 50);\n sphere(20);\n translate(50, 0, 0);\n lightFalloff(0.9, 0.01, 0);\n pointLight(250, 250, 250, locX, locY, 50);\n sphere(20);\n}\n
\nLoad a 3d model from an OBJ or STL file.\n
\nOne of the limitations of the OBJ and STL format is that it doesn't have a built-in\nsense of scale. This means that models exported from different programs might\nbe very different sizes. If your model isn't displaying, try calling\nloadModel() with the normalized parameter set to true. This will resize the\nmodel to a scale appropriate for p5. You can also make additional changes to\nthe final size of your model with the scale() function.
Also, the support for colored STL files is not present. STL files with color will be\nrendered without color properties.
\n', + itemtype: 'method', + name: 'loadModel', + return: { + description: 'the p5.Geometry object', + type: 'p5.Geometry' + }, + example: [ + "\n\n//draw a spinning octahedron\nlet octahedron;\n\nfunction preload() {\n octahedron = loadModel('assets/octahedron.obj');\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n model(octahedron);\n}\n
\n\n//draw a spinning teapot\nlet teapot;\n\nfunction preload() {\n // Load model with normalise parameter set to true\n teapot = loadModel('assets/teapot.obj', true);\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n scale(0.4); // Scaled to make model fit into canvas\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n normalMaterial(); // For effect\n model(teapot);\n}\n
\nPath of the model to be loaded
\n', + type: 'String' + }, + { + name: 'normalize', + description: + 'If true, scale the model to a\n standardized size when loading
\n', + type: 'Boolean' + }, + { + name: 'successCallback', + description: + 'Function to be called\n once the model is loaded. Will be passed\n the 3D model object.
\n', + type: 'function(p5.Geometry)', + optional: true + }, + { + name: 'failureCallback', + description: + 'called with event error if\n the model fails to load.
\n', + type: 'Function(Event)', + optional: true + } + ], + return: { + description: 'the p5.Geometry object', + type: 'p5.Geometry' + } + }, + { + line: 93, + params: [ + { + name: 'path', + description: '', + type: 'String' + }, + { + name: 'successCallback', + description: '', + type: 'function(p5.Geometry)', + optional: true + }, + { + name: 'failureCallback', + description: '', + type: 'Function(Event)', + optional: true + } + ], + return: { + description: 'the p5.Geometry object', + type: 'p5.Geometry' + } + } + ] + }, + { + file: 'src/webgl/loading.js', + line: 169, + description: + 'Parse OBJ lines into model. For reference, this is what a simple model of a\nsquare might look like:
\nv -0.5 -0.5 0.5\nv -0.5 -0.5 -0.5\nv -0.5 0.5 -0.5\nv -0.5 0.5 0.5
\nf 4 3 2 1
\n', + class: 'p5', + module: 'Shape', + submodule: '3D Models' + }, + { + file: 'src/webgl/loading.js', + line: 278, + description: + 'STL files can be of two types, ASCII and Binary,
\nWe need to convert the arrayBuffer to an array of strings,\nto parse it as an ASCII file.
\n', + class: 'p5', + module: 'Shape', + submodule: '3D Models' + }, + { + file: 'src/webgl/loading.js', + line: 305, + description: + 'This function checks if the file is in ASCII format or in Binary format
\nIt is done by searching keyword solid
at the start of the file.
An ASCII STL data must begin with solid
as the first six bytes.\nHowever, ASCII STLs lacking the SPACE after the d
are known to be\nplentiful. So, check the first 5 bytes for solid
.
Several encodings, such as UTF-8, precede the text with up to 5 bytes:\nhttps://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding\nSearch for solid
to start anywhere after those prefixes.
This function matches the query
at the provided offset
This function parses the Binary STL files.\nhttps://en.wikipedia.org/wiki/STL_%28file_format%29#Binary_STL
\nCurrently there is no support for the colors provided in STL files.
\n', + class: 'p5', + module: 'Shape', + submodule: '3D Models' + }, + { + file: 'src/webgl/loading.js', + line: 433, + description: + 'ASCII STL file starts with solid 'nameOfFile'
\nThen contain the normal of the face, starting with facet normal
\nNext contain a keyword indicating the start of face vertex, outer loop
\nNext comes the three vertex, starting with vertex x y z
\nVertices ends with endloop
\nFace ends with endfacet
\nNext face starts with facet normal
\nThe end of the file is indicated by endsolid
Render a 3d model to the screen.
\n', + itemtype: 'method', + name: 'model', + params: [ + { + name: 'model', + description: 'Loaded 3d model to be rendered
\n', + type: 'p5.Geometry' + } + ], + example: [ + "\n\n//draw a spinning octahedron\nlet octahedron;\n\nfunction preload() {\n octahedron = loadModel('assets/octahedron.obj');\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n model(octahedron);\n}\n
\nLoads a custom shader from the provided vertex and fragment\nshader paths. The shader files are loaded asynchronously in the\nbackground, so this method should be used in preload().
\nFor now, there are three main types of shaders. p5 will automatically\nsupply appropriate vertices, normals, colors, and lighting attributes\nif the parameters defined in the shader match the names.
\n', + itemtype: 'method', + name: 'loadShader', + params: [ + { + name: 'vertFilename', + description: + 'path to file containing vertex shader\nsource code
\n', + type: 'String' + }, + { + name: 'fragFilename', + description: + 'path to file containing fragment shader\nsource code
\n', + type: 'String' + }, + { + name: 'callback', + description: + 'callback to be executed after loadShader\ncompletes. On success, the Shader object is passed as the first argument.
\n', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: + 'callback to be executed when an error\noccurs inside loadShader. On error, the error is passed as the first\nargument.
\n', + type: 'Function', + optional: true + } + ], + return: { + description: + 'a shader object created from the provided\nvertex and fragment shader files.', + type: 'p5.Shader' + }, + example: [ + "\n\nlet mandel;\nfunction preload() {\n // load the shader definitions from files\n mandel = loadShader('assets/shader.vert', 'assets/shader.frag');\n}\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n // use the shader\n shader(mandel);\n noStroke();\n mandel.setUniform('p', [-0.74364388703, 0.13182590421]);\n}\n\nfunction draw() {\n mandel.setUniform('r', 1.5 * exp(-6.5 * (1 + sin(millis() / 2000))));\n quad(-1, -1, 1, -1, 1, 1, -1, 1);\n}\n
\nsource code for the vertex shader
\n', + type: 'String' + }, + { + name: 'fragSrc', + description: 'source code for the fragment shader
\n', + type: 'String' + } + ], + return: { + description: + 'a shader object created from the provided\nvertex and fragment shaders.', + type: 'p5.Shader' + }, + example: [ + "\n\n// the 'varying's are shared between both vertex & fragment shaders\nlet varying = 'precision highp float; varying vec2 vPos;';\n\n// the vertex shader is called for each vertex\nlet vs =\n varying +\n 'attribute vec3 aPosition;' +\n 'void main() { vPos = (gl_Position = vec4(aPosition,1.0)).xy; }';\n\n// the fragment shader is called for each pixel\nlet fs =\n varying +\n 'uniform vec2 p;' +\n 'uniform float r;' +\n 'const int I = 500;' +\n 'void main() {' +\n ' vec2 c = p + vPos * r, z = c;' +\n ' float n = 0.0;' +\n ' for (int i = I; i > 0; i --) {' +\n ' if(z.x*z.x+z.y*z.y > 4.0) {' +\n ' n = float(i)/float(I);' +\n ' break;' +\n ' }' +\n ' z = vec2(z.x*z.x-z.y*z.y, 2.0*z.x*z.y) + c;' +\n ' }' +\n ' gl_FragColor = vec4(0.5-cos(n*17.0)/2.0,0.5-cos(n*13.0)/2.0,0.5-cos(n*23.0)/2.0,1.0);' +\n '}';\n\nlet mandel;\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n\n // create and initialize the shader\n mandel = createShader(vs, fs);\n shader(mandel);\n noStroke();\n\n // 'p' is the center point of the Mandelbrot image\n mandel.setUniform('p', [-0.74364388703, 0.13182590421]);\n}\n\nfunction draw() {\n // 'r' is the size of the image in Mandelbrot-space\n mandel.setUniform('r', 1.5 * exp(-6.5 * (1 + sin(millis() / 2000))));\n quad(-1, -1, 1, -1, 1, 1, -1, 1);\n}\n
\nThe shader() function lets the user provide a custom shader\nto fill in shapes in WEBGL mode. Users can create their\nown shaders by loading vertex and fragment shaders with\nloadShader().
\n', + itemtype: 'method', + name: 'shader', + chainable: 1, + params: [ + { + name: 's', + description: + 'the desired p5.Shader to use for rendering\nshapes.
\n', + type: 'p5.Shader', + optional: true + } + ], + example: [ + "\n\n// Click within the image to toggle\n// the shader used by the quad shape\n// Note: for an alternative approach to the same example,\n// involving changing uniforms please refer to:\n// https://p5js.org/reference/#/p5.Shader/setUniform\n\nlet redGreen;\nlet orangeBlue;\nlet showRedGreen = false;\n\nfunction preload() {\n // note that we are using two instances\n // of the same vertex and fragment shaders\n redGreen = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');\n orangeBlue = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n\n // initialize the colors for redGreen shader\n shader(redGreen);\n redGreen.setUniform('colorCenter', [1.0, 0.0, 0.0]);\n redGreen.setUniform('colorBackground', [0.0, 1.0, 0.0]);\n\n // initialize the colors for orangeBlue shader\n shader(orangeBlue);\n orangeBlue.setUniform('colorCenter', [1.0, 0.5, 0.0]);\n orangeBlue.setUniform('colorBackground', [0.226, 0.0, 0.615]);\n\n noStroke();\n}\n\nfunction draw() {\n // update the offset values for each shader,\n // moving orangeBlue in vertical and redGreen\n // in horizontal direction\n orangeBlue.setUniform('offset', [0, sin(millis() / 2000) + 1]);\n redGreen.setUniform('offset', [sin(millis() / 2000), 1]);\n\n if (showRedGreen === true) {\n shader(redGreen);\n } else {\n shader(orangeBlue);\n }\n quad(-1, -1, 1, -1, 1, 1, -1, 1);\n}\n\nfunction mouseClicked() {\n showRedGreen = !showRedGreen;\n}\n
\nThis function restores the default shaders in WEBGL mode. Code that runs\nafter resetShader() will not be affected by previously defined\nshaders. Should be run after shader().
\n', + itemtype: 'method', + name: 'resetShader', + chainable: 1, + class: 'p5', + module: 'Lights, Camera', + submodule: 'Material' + }, + { + file: 'src/webgl/material.js', + line: 285, + description: + 'Normal material for geometry. You can view all\npossible materials in this\nexample.
\n', + itemtype: 'method', + name: 'normalMaterial', + chainable: 1, + example: [ + '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n normalMaterial();\n sphere(40);\n}\n
\nTexture for geometry. You can view other possible materials in this\nexample.
\n', + itemtype: 'method', + name: 'texture', + params: [ + { + name: 'tex', + description: + '2-dimensional graphics\n to render as texture
\n', + type: 'p5.Image|p5.MediaElement|p5.Graphics' + } + ], + chainable: 1, + example: [ + "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(0);\n rotateZ(frameCount * 0.01);\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n //pass image as texture\n texture(img);\n box(200, 200, 200);\n}\n
\n\nlet pg;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n pg = createGraphics(200, 200);\n pg.textSize(75);\n}\n\nfunction draw() {\n background(0);\n pg.background(255);\n pg.text('hello!', 0, 100);\n //pass image as texture\n texture(pg);\n rotateX(0.5);\n noStroke();\n plane(50);\n}\n
\n\nlet vid;\nfunction preload() {\n vid = createVideo('assets/fingers.mov');\n vid.hide();\n}\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(0);\n //pass video frame as texture\n texture(vid);\n rect(-40, -40, 80, 80);\n}\n\nfunction mousePressed() {\n vid.loop();\n}\n
\nSets the coordinate space for texture mapping. The default mode is IMAGE\nwhich refers to the actual coordinates of the image.\nNORMAL refers to a normalized space of values ranging from 0 to 1.\nThis function only works in WEBGL mode.
\nWith IMAGE, if an image is 100 x 200 pixels, mapping the image onto the entire\nsize of a quad would require the points (0,0) (100, 0) (100,200) (0,200).\nThe same mapping in NORMAL is (0,0) (1,0) (1,1) (0,1).
\n', + itemtype: 'method', + name: 'textureMode', + params: [ + { + name: 'mode', + description: 'either IMAGE or NORMAL
\n', + type: 'Constant' + } + ], + example: [ + "\n\nlet img;\n\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n texture(img);\n textureMode(NORMAL);\n beginShape();\n vertex(-50, -50, 0, 0);\n vertex(50, -50, 1, 0);\n vertex(50, 50, 1, 1);\n vertex(-50, 50, 0, 1);\n endShape();\n}\n
\nSets the global texture wrapping mode. This controls how textures behave\nwhen their uv's go outside of the 0 - 1 range. There are three options:\nCLAMP, REPEAT, and MIRROR.
\nCLAMP causes the pixels at the edge of the texture to extend to the bounds\nREPEAT causes the texture to tile repeatedly until reaching the bounds\nMIRROR works similarly to REPEAT but it flips the texture with every new tile
\nREPEAT & MIRROR are only available if the texture\nis a power of two size (128, 256, 512, 1024, etc.).
\nThis method will affect all textures in your sketch until a subsequent\ntextureWrap call is made.
\nIf only one argument is provided, it will be applied to both the\nhorizontal and vertical axes.
\n', + itemtype: 'method', + name: 'textureWrap', + params: [ + { + name: 'wrapX', + description: 'either CLAMP, REPEAT, or MIRROR
\n', + type: 'Constant' + }, + { + name: 'wrapY', + description: 'either CLAMP, REPEAT, or MIRROR
\n', + type: 'Constant', + optional: true + } + ], + example: [ + "\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies128.jpg');\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n textureWrap(MIRROR);\n}\n\nfunction draw() {\n background(0);\n\n let dX = mouseX;\n let dY = mouseY;\n\n let u = lerp(1.0, 2.0, dX);\n let v = lerp(1.0, 2.0, dY);\n\n scale(width / 2);\n\n texture(img);\n\n beginShape(TRIANGLES);\n vertex(-1, -1, 0, 0, 0);\n vertex(1, -1, 0, u, 0);\n vertex(1, 1, 0, u, v);\n\n vertex(1, 1, 0, u, v);\n vertex(-1, 1, 0, 0, v);\n vertex(-1, -1, 0, 0, 0);\n endShape();\n}\n
\nAmbient material for geometry with a given color. You can view all\npossible materials in this\nexample.
\n', + itemtype: 'method', + name: 'ambientMaterial', + chainable: 1, + example: [ + '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(0);\n noStroke();\n ambientLight(200);\n ambientMaterial(70, 130, 230);\n sphere(40);\n}\n
\ngray value, red or hue value\n (depending on the current color mode),
\n', + type: 'Number' + }, + { + name: 'v2', + description: 'green or saturation value
\n', + type: 'Number', + optional: true + }, + { + name: 'v3', + description: 'blue or brightness value
\n', + type: 'Number', + optional: true + }, + { + name: 'a', + description: 'opacity
\n', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 604, + params: [ + { + name: 'color', + description: 'color, color Array, or CSS color string
\n', + type: 'Number[]|String|p5.Color' + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/webgl/material.js', + line: 623, + description: + 'Specular material for geometry with a given color. You can view all\npossible materials in this\nexample.
\n', + itemtype: 'method', + name: 'specularMaterial', + chainable: 1, + example: [ + '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(0);\n noStroke();\n ambientLight(50);\n pointLight(250, 250, 250, 100, 100, 30);\n specularMaterial(250);\n sphere(40);\n}\n
\ngray value, red or hue value\n (depending on the current color mode),
\n', + type: 'Number' + }, + { + name: 'v2', + description: 'green or saturation value
\n', + type: 'Number', + optional: true + }, + { + name: 'v3', + description: 'blue or brightness value
\n', + type: 'Number', + optional: true + }, + { + name: 'a', + description: 'opacity
\n', + type: 'Number', + optional: true + } + ], + chainable: 1 + }, + { + line: 655, + params: [ + { + name: 'color', + description: 'color Array, or CSS color string
\n', + type: 'Number[]|String|p5.Color' + } + ], + chainable: 1 + } + ] + }, + { + file: 'src/webgl/material.js', + line: 674, + description: + 'Sets the amount of gloss in the surface of shapes.\nUsed in combination with specularMaterial() in setting\nthe material properties of shapes. The default and minimum value is 1.
\n', + itemtype: 'method', + name: 'shininess', + params: [ + { + name: 'shine', + description: + 'Degree of Shininess.\n Defaults to 1.
\n', + type: 'Number' + } + ], + chainable: 1, + example: [ + '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(0);\n noStroke();\n let locX = mouseX - width / 2;\n let locY = mouseY - height / 2;\n ambientLight(60, 60, 60);\n pointLight(255, 255, 255, locX, locY, 50);\n specularMaterial(250);\n translate(-25, 0, 0);\n shininess(1);\n sphere(20);\n translate(50, 0, 0);\n shininess(20);\n sphere(20);\n}\n
\nSets the camera position for a 3D sketch. Parameters for this function define\nthe position for the camera, the center of the sketch (where the camera is\npointing), and an up direction (the orientation of the camera).
\nWhen called with no arguments, this function creates a default camera\nequivalent to\ncamera(0, 0, (height/2.0) / tan(PI*30.0 / 180.0), 0, 0, 0, 0, 1, 0);
\n', + itemtype: 'method', + name: 'camera', + params: [ + { + name: 'x', + description: 'camera position value on x axis
\n', + type: 'Number', + optional: true + }, + { + name: 'y', + description: 'camera position value on y axis
\n', + type: 'Number', + optional: true + }, + { + name: 'z', + description: 'camera position value on z axis
\n', + type: 'Number', + optional: true + }, + { + name: 'centerX', + description: 'x coordinate representing center of the sketch
\n', + type: 'Number', + optional: true + }, + { + name: 'centerY', + description: 'y coordinate representing center of the sketch
\n', + type: 'Number', + optional: true + }, + { + name: 'centerZ', + description: 'z coordinate representing center of the sketch
\n', + type: 'Number', + optional: true + }, + { + name: 'upX', + description: + 'x component of direction 'up' from camera
\n', + type: 'Number', + optional: true + }, + { + name: 'upY', + description: + 'y component of direction 'up' from camera
\n', + type: 'Number', + optional: true + }, + { + name: 'upZ', + description: + 'z component of direction 'up' from camera
\n', + type: 'Number', + optional: true + } + ], + chainable: 1, + example: [ + '\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(204);\n //move the camera away from the plane by a sin wave\n camera(0, 0, 20 + sin(frameCount * 0.01) * 10, 0, 0, 0, 0, 1, 0);\n plane(10, 10);\n}\n
\nSets a perspective projection for the camera in a 3D sketch. This projection\nrepresents depth through foreshortening: objects that are close to the camera\nappear their actual size while those that are further away from the camera\nappear smaller. The parameters to this function define the viewing frustum\n(the truncated pyramid within which objects are seen by the camera) through\nvertical field of view, aspect ratio (usually width/height), and near and far\nclipping planes.
\nWhen called with no arguments, the defaults\nprovided are equivalent to\nperspective(PI/3.0, width/height, eyeZ/10.0, eyeZ10.0), where eyeZ\nis equal to ((height/2.0) / tan(PI60.0/360.0));
\n', + itemtype: 'method', + name: 'perspective', + params: [ + { + name: 'fovy', + description: + 'camera frustum vertical field of view,\n from bottom to top of view, in angleMode units
\n', + type: 'Number', + optional: true + }, + { + name: 'aspect', + description: 'camera frustum aspect ratio
\n', + type: 'Number', + optional: true + }, + { + name: 'near', + description: 'frustum near plane length
\n', + type: 'Number', + optional: true + }, + { + name: 'far', + description: 'frustum far plane length
\n', + type: 'Number', + optional: true + } + ], + chainable: 1, + example: [ + "\n\n//drag the mouse to look around!\n//you will see there's a vanishing point\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n perspective(PI / 3.0, width / height, 0.1, 500);\n}\nfunction draw() {\n background(200);\n orbitControl();\n normalMaterial();\n\n rotateX(-0.3);\n rotateY(-0.2);\n translate(0, 0, -50);\n\n push();\n translate(-15, 0, sin(frameCount / 30) * 95);\n box(30);\n pop();\n push();\n translate(15, 0, sin(frameCount / 30 + PI) * 95);\n box(30);\n pop();\n}\n
\nSets an orthographic projection for the camera in a 3D sketch and defines a\nbox-shaped viewing frustum within which objects are seen. In this projection,\nall objects with the same dimension appear the same size, regardless of\nwhether they are near or far from the camera. The parameters to this\nfunction specify the viewing frustum where left and right are the minimum and\nmaximum x values, top and bottom are the minimum and maximum y values, and near\nand far are the minimum and maximum z values. If no parameters are given, the\ndefault is used: ortho(-width/2, width/2, -height/2, height/2).
\n', + itemtype: 'method', + name: 'ortho', + params: [ + { + name: 'left', + description: 'camera frustum left plane
\n', + type: 'Number', + optional: true + }, + { + name: 'right', + description: 'camera frustum right plane
\n', + type: 'Number', + optional: true + }, + { + name: 'bottom', + description: 'camera frustum bottom plane
\n', + type: 'Number', + optional: true + }, + { + name: 'top', + description: 'camera frustum top plane
\n', + type: 'Number', + optional: true + }, + { + name: 'near', + description: 'camera frustum near plane
\n', + type: 'Number', + optional: true + }, + { + name: 'far', + description: 'camera frustum far plane
\n', + type: 'Number', + optional: true + } + ], + chainable: 1, + example: [ + "\n\n//drag the mouse to look around!\n//there's no vanishing point\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n ortho(-width / 2, width / 2, height / 2, -height / 2, 0, 500);\n}\nfunction draw() {\n background(200);\n orbitControl();\n normalMaterial();\n\n rotateX(0.2);\n rotateY(-0.2);\n push();\n translate(-15, 0, sin(frameCount / 30) * 65);\n box(30);\n pop();\n push();\n translate(15, 0, sin(frameCount / 30 + PI) * 65);\n box(30);\n pop();\n}\n
\nCreates a new p5.Camera object and tells the\nrenderer to use that camera.\nReturns the p5.Camera object.
\n', + itemtype: 'method', + name: 'createCamera', + return: { + description: 'The newly created camera object.', + type: 'p5.Camera' + }, + class: 'p5', + module: 'Lights, Camera', + submodule: 'Camera' + }, + { + file: 'src/webgl/p5.Camera.js', + line: 298, + description: + 'Sets a perspective projection for a p5.Camera object and sets parameters\nfor that projection according to perspective()\nsyntax.
\n', + itemtype: 'method', + name: 'perspective', + class: 'p5.Camera', + module: 'Lights, Camera', + submodule: 'Camera' + }, + { + file: 'src/webgl/p5.Camera.js', + line: 379, + description: + 'Sets an orthographic projection for a p5.Camera object and sets parameters\nfor that projection according to ortho() syntax.
\n', + itemtype: 'method', + name: 'ortho', + class: 'p5.Camera', + module: 'Lights, Camera', + submodule: 'Camera' + }, + { + file: 'src/webgl/p5.Camera.js', + line: 486, + description: + 'Panning rotates the camera view to the left and right.
\n', + itemtype: 'method', + name: 'pan', + params: [ + { + name: 'angle', + description: + 'amount to rotate camera in current\nangleMode units.\nGreater than 0 values rotate counterclockwise (to the left).
\n', + type: 'Number' + } + ], + example: [ + "\n\nlet cam;\nlet delta = 0.01;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n cam = createCamera();\n // set initial pan angle\n cam.pan(-0.8);\n}\n\nfunction draw() {\n background(200);\n\n // pan camera according to angle 'delta'\n cam.pan(delta);\n\n // every 160 frames, switch direction\n if (frameCount % 160 === 0) {\n delta *= -1;\n }\n\n rotateX(frameCount * 0.01);\n translate(-100, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n}\n
\nTilting rotates the camera view up and down.
\n', + itemtype: 'method', + name: 'tilt', + params: [ + { + name: 'angle', + description: + 'amount to rotate camera in current\nangleMode units.\nGreater than 0 values rotate counterclockwise (to the left).
\n', + type: 'Number' + } + ], + example: [ + "\n\nlet cam;\nlet delta = 0.01;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n cam = createCamera();\n // set initial tilt\n cam.tilt(-0.8);\n}\n\nfunction draw() {\n background(200);\n\n // pan camera according to angle 'delta'\n cam.tilt(delta);\n\n // every 160 frames, switch direction\n if (frameCount % 160 === 0) {\n delta *= -1;\n }\n\n rotateY(frameCount * 0.01);\n translate(0, -100, 0);\n box(20);\n translate(0, 35, 0);\n box(20);\n translate(0, 35, 0);\n box(20);\n translate(0, 35, 0);\n box(20);\n translate(0, 35, 0);\n box(20);\n translate(0, 35, 0);\n box(20);\n translate(0, 35, 0);\n box(20);\n}\n
\nReorients the camera to look at a position in world space.
\n', + itemtype: 'method', + name: 'lookAt', + params: [ + { + name: 'x', + description: 'x position of a point in world space
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y position of a point in world space
\n', + type: 'Number' + }, + { + name: 'z', + description: 'z position of a point in world space
\n', + type: 'Number' + } + ], + example: [ + '\n\nlet cam;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n cam = createCamera();\n}\n\nfunction draw() {\n background(200);\n\n // look at a new random point every 60 frames\n if (frameCount % 60 === 0) {\n cam.lookAt(random(-100, 100), random(-50, 50), 0);\n }\n\n rotateX(frameCount * 0.01);\n translate(-100, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n}\n
\nSets a camera's position and orientation. This is equivalent to calling\ncamera() on a p5.Camera object.
\n', + itemtype: 'method', + name: 'camera', + class: 'p5.Camera', + module: 'Lights, Camera', + submodule: 'Camera' + }, + { + file: 'src/webgl/p5.Camera.js', + line: 751, + description: + 'Move camera along its local axes while maintaining current camera orientation.
\n', + itemtype: 'method', + name: 'move', + params: [ + { + name: 'x', + description: + 'amount to move along camera's left-right axis
\n', + type: 'Number' + }, + { + name: 'y', + description: 'amount to move along camera's up-down axis
\n', + type: 'Number' + }, + { + name: 'z', + description: + 'amount to move along camera's forward-backward axis
\n', + type: 'Number' + } + ], + example: [ + '\n\n// see the camera move along its own axes while maintaining its orientation\nlet cam;\nlet delta = 0.5;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n cam = createCamera();\n}\n\nfunction draw() {\n background(200);\n\n // move the camera along its local axes\n cam.move(delta, delta, 0);\n\n // every 100 frames, switch direction\n if (frameCount % 150 === 0) {\n delta *= -1;\n }\n\n translate(-10, -10, 0);\n box(50, 8, 50);\n translate(15, 15, 0);\n box(50, 8, 50);\n translate(15, 15, 0);\n box(50, 8, 50);\n translate(15, 15, 0);\n box(50, 8, 50);\n translate(15, 15, 0);\n box(50, 8, 50);\n translate(15, 15, 0);\n box(50, 8, 50);\n}\n
\nSet camera position in world-space while maintaining current camera\norientation.
\n', + itemtype: 'method', + name: 'setPosition', + params: [ + { + name: 'x', + description: 'x position of a point in world space
\n', + type: 'Number' + }, + { + name: 'y', + description: 'y position of a point in world space
\n', + type: 'Number' + }, + { + name: 'z', + description: 'z position of a point in world space
\n', + type: 'Number' + } + ], + example: [ + "\n\n// press '1' '2' or '3' keys to set camera position\n\nlet cam;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n cam = createCamera();\n}\n\nfunction draw() {\n background(200);\n\n // '1' key\n if (keyIsDown(49)) {\n cam.setPosition(30, 0, 80);\n }\n // '2' key\n if (keyIsDown(50)) {\n cam.setPosition(0, 0, 80);\n }\n // '3' key\n if (keyIsDown(51)) {\n cam.setPosition(-30, 0, 80);\n }\n\n box(20);\n}\n
\nSets rendererGL's current camera to a p5.Camera object. Allows switching\nbetween multiple cameras.
\n', + itemtype: 'method', + name: 'setCamera', + params: [ + { + name: 'cam', + description: 'p5.Camera object
\n', + type: 'p5.Camera' + } + ], + example: [ + '\n\nlet cam1, cam2;\nlet currentCamera;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n\n cam1 = createCamera();\n cam2 = createCamera();\n cam2.setPosition(30, 0, 50);\n cam2.lookAt(0, 0, 0);\n cam2.ortho();\n\n // set variable for previously active camera:\n currentCamera = 1;\n}\n\nfunction draw() {\n background(200);\n\n // camera 1:\n cam1.lookAt(0, 0, 0);\n cam1.setPosition(sin(frameCount / 60) * 200, 0, 100);\n\n // every 100 frames, switch between the two cameras\n if (frameCount % 100 === 0) {\n if (currentCamera === 1) {\n setCamera(cam1);\n currentCamera = 0;\n } else {\n setCamera(cam2);\n currentCamera = 1;\n }\n }\n\n drawBoxes();\n}\n\nfunction drawBoxes() {\n rotateX(frameCount * 0.01);\n translate(-100, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n}\n
\ncomputes smooth normals per vertex as an average of each\nface.
\n', + itemtype: 'method', + name: 'computeNormals', + chainable: 1, + class: 'p5.Geometry', + module: 'Lights, Camera' + }, + { + file: 'src/webgl/p5.Geometry.js', + line: 147, + description: + 'Averages the vertex normals. Used in curved\nsurfaces
\n', + itemtype: 'method', + name: 'averageNormals', + chainable: 1, + class: 'p5.Geometry', + module: 'Lights, Camera' + }, + { + file: 'src/webgl/p5.Geometry.js', + line: 168, + description: + 'Averages pole normals. Used in spherical primitives
\n', + itemtype: 'method', + name: 'averagePoleNormals', + chainable: 1, + class: 'p5.Geometry', + module: 'Lights, Camera' + }, + { + file: 'src/webgl/p5.Geometry.js', + line: 261, + description: + 'Modifies all vertices to be centered within the range -100 to 100.
\n', + itemtype: 'method', + name: 'normalize', + chainable: 1, + class: 'p5.Geometry', + module: 'Lights, Camera' + }, + { + file: 'src/webgl/p5.RendererGL.js', + line: 263, + description: + 'Set attributes for the WebGL Drawing context.\nThis is a way of adjusting how the WebGL\nrenderer works to fine-tune the display and performance.\n
\nNote that this will reinitialize the drawing context\nif called after the WebGL canvas is made.\n
\nIf an object is passed as the parameter, all attributes\nnot declared in the object will be set to defaults.\n
\nThe available attributes are:\n
\nalpha - indicates if the canvas contains an alpha buffer\ndefault is true\n
\ndepth - indicates whether the drawing buffer has a depth buffer\nof at least 16 bits - default is true\n
\nstencil - indicates whether the drawing buffer has a stencil buffer\nof at least 8 bits\n
\nantialias - indicates whether or not to perform anti-aliasing\ndefault is false\n
\npremultipliedAlpha - indicates that the page compositor will assume\nthe drawing buffer contains colors with pre-multiplied alpha\ndefault is false\n
\npreserveDrawingBuffer - if true the buffers will not be cleared and\nand will preserve their values until cleared or overwritten by author\n(note that p5 clears automatically on draw loop)\ndefault is true\n
\nperPixelLighting - if true, per-pixel lighting will be used in the\nlighting shader.\ndefault is false\n
\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(255);\n push();\n rotateZ(frameCount * 0.02);\n rotateX(frameCount * 0.02);\n rotateY(frameCount * 0.02);\n fill(0, 0, 0);\n box(50);\n pop();\n}\n
\n\nfunction setup() {\n setAttributes('antialias', true);\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(255);\n push();\n rotateZ(frameCount * 0.02);\n rotateX(frameCount * 0.02);\n rotateY(frameCount * 0.02);\n fill(0, 0, 0);\n box(50);\n pop();\n}\n
\n\n// press the mouse button to enable perPixelLighting\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n noStroke();\n fill(255);\n}\n\nvar lights = [\n { c: '#f00', t: 1.12, p: 1.91, r: 0.2 },\n { c: '#0f0', t: 1.21, p: 1.31, r: 0.2 },\n { c: '#00f', t: 1.37, p: 1.57, r: 0.2 },\n { c: '#ff0', t: 1.12, p: 1.91, r: 0.7 },\n { c: '#0ff', t: 1.21, p: 1.31, r: 0.7 },\n { c: '#f0f', t: 1.37, p: 1.57, r: 0.7 }\n];\n\nfunction draw() {\n var t = millis() / 1000 + 1000;\n background(0);\n directionalLight(color('#222'), 1, 1, 1);\n\n for (var i = 0; i < lights.length; i++) {\n var light = lights[i];\n pointLight(\n color(light.c),\n p5.Vector.fromAngles(t * light.t, t * light.p, width * light.r)\n );\n }\n\n specularMaterial(255);\n sphere(width * 0.1);\n\n rotateX(t * 0.77);\n rotateY(t * 0.83);\n rotateZ(t * 0.91);\n torus(width * 0.3, width * 0.07, 24, 10);\n}\n\nfunction mousePressed() {\n setAttributes('perPixelLighting', true);\n noStroke();\n fill(255);\n}\nfunction mouseReleased() {\n setAttributes('perPixelLighting', false);\n noStroke();\n fill(255);\n}\n
\nName of attribute
\n', + type: 'String' + }, + { + name: 'value', + description: 'New value of named attribute
\n', + type: 'Boolean' + } + ] + }, + { + line: 402, + params: [ + { + name: 'obj', + description: 'object with key-value pairs
\n', + type: 'Object' + } + ] + } + ] + }, + { + file: 'src/webgl/p5.Shader.js', + line: 269, + description: + 'Wrapper around gl.uniform functions.\nAs we store uniform info in the shader we can use that\nto do type checking on the supplied data and call\nthe appropriate function.
\n', + itemtype: 'method', + name: 'setUniform', + chainable: 1, + params: [ + { + name: 'uniformName', + description: 'the name of the uniform in the\nshader program
\n', + type: 'String' + }, + { + name: 'data', + description: + 'the data to be associated\nwith that uniform; type varies (could be a single numerical value, array,\nmatrix, or texture / sampler reference)
\n', + type: 'Object|Number|Boolean|Number[]' + } + ], + example: [ + "\n\n// Click within the image to toggle the value of uniforms\n// Note: for an alternative approach to the same example,\n// involving toggling between shaders please refer to:\n// https://p5js.org/reference/#/p5/shader\n\nlet grad;\nlet showRedGreen = false;\n\nfunction preload() {\n // note that we are using two instances\n // of the same vertex and fragment shaders\n grad = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n shader(grad);\n noStroke();\n}\n\nfunction draw() {\n // update the offset values for each scenario,\n // moving the \"grad\" shader in either vertical or\n // horizontal direction each with differing colors\n\n if (showRedGreen === true) {\n grad.setUniform('colorCenter', [1, 0, 0]);\n grad.setUniform('colorBackground', [0, 1, 0]);\n grad.setUniform('offset', [sin(millis() / 2000), 1]);\n } else {\n grad.setUniform('colorCenter', [1, 0.5, 0]);\n grad.setUniform('colorBackground', [0.226, 0, 0.615]);\n grad.setUniform('offset', [0, sin(millis() / 2000) + 1]);\n }\n quad(-1, -1, 1, -1, 1, 1, -1, 1);\n}\n\nfunction mouseClicked() {\n showRedGreen = !showRedGreen;\n}\n
\nSearches the page for an element with the given ID, class, or tag name (using the '#' or '.'\nprefixes to specify an ID or class respectively, and none for a tag) and returns it as\na p5.Element. If a class or tag name is given with more than 1 element,\nonly the first element will be returned.\nThe DOM node itself can be accessed with .elt.\nReturns null if none found. You can also specify a container to search within.
\n', + itemtype: 'method', + name: 'select', + params: [ + { + name: 'name', + description: 'id, class, or tag name of element to search for
\n', + type: 'String' + }, + { + name: 'container', + description: + 'id, p5.Element, or\n HTML element to search within
\n', + type: 'String|p5.Element|HTMLElement', + optional: true + } + ], + return: { + description: + 'p5.Element containing node found', + type: 'p5.Element|null' + }, + example: [ + "\n\nfunction setup() {\n createCanvas(100, 100);\n //translates canvas 50px down\n select('canvas').position(100, 100);\n}\n
\n// these are all valid calls to select()\nvar a = select('#moo');\nvar b = select('#blah', '#myContainer');\nvar c, e;\nif (b) {\n c = select('#foo', b);\n}\nvar d = document.getElementById('beep');\nif (d) {\n e = select('p', d);\n}\n[a, b, c, d, e]; // unused\n
Searches the page for elements with the given class or tag name (using the '.' prefix\nto specify a class and no prefix for a tag) and returns them as p5.Elements\nin an array.\nThe DOM node itself can be accessed with .elt.\nReturns an empty array if none found.\nYou can also specify a container to search within.
\n', + itemtype: 'method', + name: 'selectAll', + params: [ + { + name: 'name', + description: 'class or tag name of elements to search for
\n', + type: 'String' + }, + { + name: 'container', + description: + 'id, p5.Element, or HTML element to search within
\n', + type: 'String', + optional: true + } + ], + return: { + description: + 'Array of p5.Elements containing nodes found', + type: 'p5.Element[]' + }, + example: [ + "\n\nfunction setup() {\n createButton('btn');\n createButton('2nd btn');\n createButton('3rd btn');\n var buttons = selectAll('button');\n\n for (var i = 0; i < buttons.length; i++) {\n buttons[i].size(100, 100);\n }\n}\n
\n// these are all valid calls to selectAll()\nvar a = selectAll('.moo');\na = selectAll('div');\na = selectAll('button', '#myContainer');\n\nvar d = select('#container');\na = selectAll('p', d);\n\nvar f = document.getElementById('beep');\na = select('.blah', f);\n\na; // unused\n
Helper function for select and selectAll
\n', + class: 'p5', + module: 'p5.dom', + submodule: 'p5.dom' + }, + { + file: 'lib/addons/p5.dom.js', + line: 184, + description: 'Helper function for getElement and getElements.
\n', + class: 'p5', + module: 'p5.dom', + submodule: 'p5.dom' + }, + { + file: 'lib/addons/p5.dom.js', + line: 218, + description: + 'Removes all elements created by p5, except any canvas / graphics\nelements created by createCanvas or createGraphics.\nEvent handlers are removed, and element is removed from the DOM.
\n', + itemtype: 'method', + name: 'removeElements', + example: [ + "\n\nfunction setup() {\n createCanvas(100, 100);\n createDiv('this is some text');\n createP('this is a paragraph');\n}\nfunction mousePressed() {\n removeElements(); // this will remove the div and p, not canvas\n}\n
The .changed() function is called when the value of an\nelement changes.\nThis can be used to attach an element specific event listener.
\n', + itemtype: 'method', + name: 'changed', + params: [ + { + name: 'fxn', + description: + 'function to be fired when the value of\n an element changes.\n if false
is passed instead, the previously\n firing function will no longer fire.
\nvar sel;\n\nfunction setup() {\n textAlign(CENTER);\n background(200);\n sel = createSelect();\n sel.position(10, 10);\n sel.option('pear');\n sel.option('kiwi');\n sel.option('grape');\n sel.changed(mySelectEvent);\n}\n\nfunction mySelectEvent() {\n var item = sel.value();\n background(200);\n text(\"it's a \" + item + '!', 50, 50);\n}\n
\nvar checkbox;\nvar cnv;\n\nfunction setup() {\n checkbox = createCheckbox(' fill');\n checkbox.changed(changeFill);\n cnv = createCanvas(100, 100);\n cnv.position(0, 30);\n noFill();\n}\n\nfunction draw() {\n background(200);\n ellipse(50, 50, 50, 50);\n}\n\nfunction changeFill() {\n if (checkbox.checked()) {\n fill(0);\n } else {\n noFill();\n }\n}\n
The .input() function is called when any user input is\ndetected with an element. The input event is often used\nto detect keystrokes in a input element, or changes on a\nslider element. This can be used to attach an element specific\nevent listener.
\n', + itemtype: 'method', + name: 'input', + params: [ + { + name: 'fxn', + description: + 'function to be fired when any user input is\n detected within the element.\n if false
is passed instead, the previously\n firing function will no longer fire.
\n// Open your console to see the output\nfunction setup() {\n var inp = createInput('');\n inp.input(myInputEvent);\n}\n\nfunction myInputEvent() {\n console.log('you are typing: ', this.value());\n}\n
Helpers for create methods.
\n', + class: 'p5', + module: 'p5.dom', + submodule: 'p5.dom' + }, + { + file: 'lib/addons/p5.dom.js', + line: 361, + description: + 'Creates a <div></div> element in the DOM with given inner HTML.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n', + itemtype: 'method', + name: 'createDiv', + params: [ + { + name: 'html', + description: 'inner HTML for element created
\n', + type: 'String', + optional: true + } + ], + return: { + description: + 'pointer to p5.Element holding created node', + type: 'p5.Element' + }, + example: [ + "\n\ncreateDiv('this is some text');\n
Creates a <p></p> element in the DOM with given inner HTML. Used\nfor paragraph length text.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n', + itemtype: 'method', + name: 'createP', + params: [ + { + name: 'html', + description: 'inner HTML for element created
\n', + type: 'String', + optional: true + } + ], + return: { + description: + 'pointer to p5.Element holding created node', + type: 'p5.Element' + }, + example: [ + "\n\ncreateP('this is some text');\n
Creates a <span></span> element in the DOM with given inner HTML.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n', + itemtype: 'method', + name: 'createSpan', + params: [ + { + name: 'html', + description: 'inner HTML for element created
\n', + type: 'String', + optional: true + } + ], + return: { + description: + 'pointer to p5.Element holding created node', + type: 'p5.Element' + }, + example: [ + "\n\ncreateSpan('this is some text');\n
Creates an <img> element in the DOM with given src and\nalternate text.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n', + itemtype: 'method', + name: 'createImg', + return: { + description: + 'pointer to p5.Element holding created node', + type: 'p5.Element' + }, + example: [ + "\n\ncreateImg('http://p5js.org/img/asterisk-01.png');\n
src path or url for image
\n', + type: 'String' + }, + { + name: 'alt', + description: + 'alternate text to be used if image does not load
\n', + type: 'String', + optional: true + }, + { + name: 'successCallback', + description: + 'callback to be called once image data is loaded
\n', + type: 'Function', + optional: true + } + ], + return: { + description: + 'pointer to p5.Element holding created node', + type: 'p5.Element' + } + }, + { + line: 429, + params: [ + { + name: 'src', + description: '', + type: 'String' + }, + { + name: 'successCallback', + description: '', + type: 'Function' + } + ], + return: { + description: '', + type: 'Object|p5.Element' + } + } + ] + }, + { + file: 'lib/addons/p5.dom.js', + line: 463, + description: + 'Creates an <a></a> element in the DOM for including a hyperlink.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n', + itemtype: 'method', + name: 'createA', + params: [ + { + name: 'href', + description: 'url of page to link to
\n', + type: 'String' + }, + { + name: 'html', + description: 'inner html of link element to display
\n', + type: 'String' + }, + { + name: 'target', + description: + 'target where new link should open,\n could be _blank, _self, _parent, _top.
\n', + type: 'String', + optional: true + } + ], + return: { + description: + 'pointer to p5.Element holding created node', + type: 'p5.Element' + }, + example: [ + "\n\ncreateA('http://p5js.org/', 'this is a link');\n
Creates a slider <input></input> element in the DOM.\nUse .size() to set the display length of the slider.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n', + itemtype: 'method', + name: 'createSlider', + params: [ + { + name: 'min', + description: 'minimum value of the slider
\n', + type: 'Number' + }, + { + name: 'max', + description: 'maximum value of the slider
\n', + type: 'Number' + }, + { + name: 'value', + description: 'default value of the slider
\n', + type: 'Number', + optional: true + }, + { + name: 'step', + description: + 'step size for each tick of the slider (if step is set to 0, the slider will move continuously from the minimum to the maximum value)
\n', + type: 'Number', + optional: true + } + ], + return: { + description: + 'pointer to p5.Element holding created node', + type: 'p5.Element' + }, + example: [ + "\n\nvar slider;\nfunction setup() {\n slider = createSlider(0, 255, 100);\n slider.position(10, 10);\n slider.style('width', '80px');\n}\n\nfunction draw() {\n var val = slider.value();\n background(val);\n}\n
\nvar slider;\nfunction setup() {\n colorMode(HSB);\n slider = createSlider(0, 360, 60, 40);\n slider.position(10, 10);\n slider.style('width', '80px');\n}\n\nfunction draw() {\n var val = slider.value();\n background(val, 100, 100, 1);\n}\n
Creates a <button></button> element in the DOM.\nUse .size() to set the display size of the button.\nUse .mousePressed() to specify behavior on press.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n', + itemtype: 'method', + name: 'createButton', + params: [ + { + name: 'label', + description: 'label displayed on the button
\n', + type: 'String' + }, + { + name: 'value', + description: 'value of the button
\n', + type: 'String', + optional: true + } + ], + return: { + description: + 'pointer to p5.Element holding created node', + type: 'p5.Element' + }, + example: [ + "\n\nvar button;\nfunction setup() {\n createCanvas(100, 100);\n background(0);\n button = createButton('click me');\n button.position(19, 19);\n button.mousePressed(changeBG);\n}\n\nfunction changeBG() {\n var val = random(255);\n background(val);\n}\n
Creates a checkbox <input></input> element in the DOM.\nCalling .checked() on a checkbox returns if it is checked or not
\n', + itemtype: 'method', + name: 'createCheckbox', + params: [ + { + name: 'label', + description: 'label displayed after checkbox
\n', + type: 'String', + optional: true + }, + { + name: 'value', + description: + 'value of the checkbox; checked is true, unchecked is false
\n', + type: 'Boolean', + optional: true + } + ], + return: { + description: + 'pointer to p5.Element holding created node', + type: 'p5.Element' + }, + example: [ + "\n\nvar checkbox;\n\nfunction setup() {\n checkbox = createCheckbox('label', false);\n checkbox.changed(myCheckedEvent);\n}\n\nfunction myCheckedEvent() {\n if (this.checked()) {\n console.log('Checking!');\n } else {\n console.log('Unchecking!');\n }\n}\n
Creates a dropdown menu <select></select> element in the DOM.\nIt also helps to assign select-box methods to p5.Element when selecting existing select box
\n', + itemtype: 'method', + name: 'createSelect', + return: { + description: '', + type: 'p5.Element' + }, + example: [ + "\n\nvar sel;\n\nfunction setup() {\n textAlign(CENTER);\n background(200);\n sel = createSelect();\n sel.position(10, 10);\n sel.option('pear');\n sel.option('kiwi');\n sel.option('grape');\n sel.changed(mySelectEvent);\n}\n\nfunction mySelectEvent() {\n var item = sel.value();\n background(200);\n text('It is a ' + item + '!', 50, 50);\n}\n
true if dropdown should support multiple selections
\n', + type: 'Boolean', + optional: true + } + ], + return: { + description: '', + type: 'p5.Element' + } + }, + { + line: 679, + params: [ + { + name: 'existing', + description: 'DOM select element
\n', + type: 'Object' + } + ], + return: { + description: '', + type: 'p5.Element' + } + } + ] + }, + { + file: 'lib/addons/p5.dom.js', + line: 755, + description: + 'Creates a radio button <input></input> element in the DOM.\nThe .option() method can be used to set options for the radio after it is\ncreated. The .value() method will return the currently selected option.
\n', + itemtype: 'method', + name: 'createRadio', + params: [ + { + name: 'divId', + description: + 'the id and name of the created div and input field respectively
\n', + type: 'String', + optional: true + } + ], + return: { + description: + 'pointer to p5.Element holding created node', + type: 'p5.Element' + }, + example: [ + "\n\nvar radio;\n\nfunction setup() {\n radio = createRadio();\n radio.option('black');\n radio.option('white');\n radio.option('gray');\n radio.style('width', '60px');\n textAlign(CENTER);\n fill(255, 0, 0);\n}\n\nfunction draw() {\n var val = radio.value();\n background(val);\n text(val, width / 2, height / 2);\n}\n
\nvar radio;\n\nfunction setup() {\n radio = createRadio();\n radio.option('apple', 1);\n radio.option('bread', 2);\n radio.option('juice', 3);\n radio.style('width', '60px');\n textAlign(CENTER);\n}\n\nfunction draw() {\n background(200);\n var val = radio.value();\n if (val) {\n text('item cost is $' + val, width / 2, height / 2);\n }\n}\n
Creates a colorPicker element in the DOM for color input.\nThe .value() method will return a hex string (#rrggbb) of the color.\nThe .color() method will return a p5.Color object with the current chosen color.
\n', + itemtype: 'method', + name: 'createColorPicker', + params: [ + { + name: 'value', + description: 'default color of element
\n', + type: 'String|p5.Color', + optional: true + } + ], + return: { + description: + 'pointer to p5.Element holding created node', + type: 'p5.Element' + }, + example: [ + "\n\nvar inp1, inp2;\nfunction setup() {\n createCanvas(100, 100);\n background('grey');\n inp1 = createColorPicker('#ff0000');\n inp2 = createColorPicker(color('yellow'));\n inp1.input(setShade1);\n inp2.input(setShade2);\n setMidShade();\n}\n\nfunction setMidShade() {\n // Finding a shade between the two\n var commonShade = lerpColor(inp1.color(), inp2.color(), 0.5);\n fill(commonShade);\n rect(20, 20, 60, 60);\n}\n\nfunction setShade1() {\n setMidShade();\n console.log('You are choosing shade 1 to be : ', this.value());\n}\nfunction setShade2() {\n setMidShade();\n console.log('You are choosing shade 2 to be : ', this.value());\n}\n
\nCreates an <input></input> element in the DOM for text input.\nUse .size() to set the display length of the box.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n', + itemtype: 'method', + name: 'createInput', + params: [ + { + name: 'value', + description: 'default value of the input box
\n', + type: 'String', + optional: true + }, + { + name: 'type', + description: + 'type of text, ie text, password etc. Defaults to text
\n', + type: 'String', + optional: true + } + ], + return: { + description: + 'pointer to p5.Element holding created node', + type: 'p5.Element' + }, + example: [ + "\n\nfunction setup() {\n var inp = createInput('');\n inp.input(myInputEvent);\n}\n\nfunction myInputEvent() {\n console.log('you are typing: ', this.value());\n}\n
Creates an <input></input> element in the DOM of type 'file'.\nThis allows users to select local files for use in a sketch.
\n', + itemtype: 'method', + name: 'createFileInput', + params: [ + { + name: 'callback', + description: 'callback function for when a file loaded
\n', + type: 'Function', + optional: true + }, + { + name: 'multiple', + description: 'optional to allow multiple files selected
\n', + type: 'String', + optional: true + } + ], + return: { + description: + 'pointer to p5.Element holding created DOM element', + type: 'p5.Element' + }, + example: [ + "\n\nlet input;\nlet img;\n\nfunction setup() {\n input = createFileInput(handleFile);\n input.position(0, 0);\n}\n\nfunction draw() {\n background(255);\n if (img) {\n image(img, 0, 0, width, height);\n }\n}\n\nfunction handleFile(file) {\n print(file);\n if (file.type === 'image') {\n img = createImg(file.data);\n img.hide();\n } else {\n img = null;\n }\n}\n
Creates an HTML5 <video> element in the DOM for simple playback\nof audio/video. Shown by default, can be hidden with .hide()\nand drawn into canvas using video(). Appends to the container\nnode if one is specified, otherwise appends to body. The first parameter\ncan be either a single string path to a video file, or an array of string\npaths to different formats of the same video. This is useful for ensuring\nthat your video can play across different browsers, as each supports\ndifferent formats. See this\npage for further information about supported formats.
\n', + itemtype: 'method', + name: 'createVideo', + params: [ + { + name: 'src', + description: + 'path to a video file, or array of paths for\n supporting different browsers
\n', + type: 'String|String[]' + }, + { + name: 'callback', + description: + 'callback function to be called upon\n 'canplaythrough' event fire, that is, when the\n browser can play the media, and estimates that\n enough data has been loaded to play the media\n up to its end without having to stop for\n further buffering of content
\n', + type: 'Function', + optional: true + } + ], + return: { + description: 'pointer to video p5.Element', + type: 'p5.MediaElement' + }, + example: [ + "\n\nvar vid;\nfunction setup() {\n noCanvas();\n\n vid = createVideo(\n ['assets/small.mp4', 'assets/small.ogv', 'assets/small.webm'],\n vidLoad\n );\n\n vid.size(100, 100);\n}\n\n// This function is called when the video loads\nfunction vidLoad() {\n vid.loop();\n vid.volume(0);\n}\n
Creates a hidden HTML5 <audio> element in the DOM for simple audio\nplayback. Appends to the container node if one is specified,\notherwise appends to body. The first parameter\ncan be either a single string path to a audio file, or an array of string\npaths to different formats of the same audio. This is useful for ensuring\nthat your audio can play across different browsers, as each supports\ndifferent formats. See this\npage for further information about supported formats.
\n", + itemtype: 'method', + name: 'createAudio', + params: [ + { + name: 'src', + description: + 'path to an audio file, or array of paths\n for supporting different browsers
\n', + type: 'String|String[]', + optional: true + }, + { + name: 'callback', + description: + 'callback function to be called upon\n 'canplaythrough' event fire, that is, when the\n browser can play the media, and estimates that\n enough data has been loaded to play the media\n up to its end without having to stop for\n further buffering of content
\n', + type: 'Function', + optional: true + } + ], + return: { + description: 'pointer to audio p5.Element', + type: 'p5.MediaElement' + }, + example: [ + "\n\nvar ele;\nfunction setup() {\n ele = createAudio('assets/beat.mp3');\n\n // here we set the element to autoplay\n // The element will play as soon\n // as it is able to do so.\n ele.autoplay(true);\n}\n
Creates a new HTML5 <video> element that contains the audio/video\nfeed from a webcam. The element is separate from the canvas and is\ndisplayed by default. The element can be hidden using .hide(). The feed\ncan be drawn onto the canvas using image(). The loadedmetadata property can\nbe used to detect when the element has fully loaded (see second example).
\nMore specific properties of the feed can be passing in a Constraints object.\nSee the\n W3C\nspec for possible properties. Note that not all of these are supported\nby all browsers.
\nSecurity note: A new browser security specification requires that getUserMedia,\nwhich is behind createCapture(), only works when you're running the code locally,\nor on HTTPS. Learn more here\nand here.
', + itemtype: 'method', + name: 'createCapture', + params: [ + { + name: 'type', + description: + 'type of capture, either VIDEO or\n AUDIO if none specified, default both,\n or a Constraints object
\n', + type: 'String|Constant|Object' + }, + { + name: 'callback', + description: + 'function to be called once\n stream has loaded
\n', + type: 'Function', + optional: true + } + ], + return: { + description: 'capture video p5.Element', + type: 'p5.Element' + }, + example: [ + "\n\nvar capture;\n\nfunction setup() {\n createCanvas(480, 480);\n capture = createCapture(VIDEO);\n capture.hide();\n}\n\nfunction draw() {\n image(capture, 0, 0, width, width * capture.height / capture.width);\n filter(INVERT);\n}\n
\nfunction setup() {\n createCanvas(480, 120);\n var constraints = {\n video: {\n mandatory: {\n minWidth: 1280,\n minHeight: 720\n },\n optional: [{ maxFrameRate: 10 }]\n },\n audio: true\n };\n createCapture(constraints, function(stream) {\n console.log(stream);\n });\n}\n
\nvar capture;\n\nfunction setup() {\n createCanvas(640, 480);\n capture = createCapture(VIDEO);\n}\nfunction draw() {\n background(0);\n if (capture.loadedmetadata) {\n var c = capture.get(0, 0, 100, 100);\n image(c, 0, 0);\n }\n}\n"
+ ],
+ class: 'p5',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 1381,
+ description:
+ 'Creates element with given tag in the DOM with given content.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n',
+ itemtype: 'method',
+ name: 'createElement',
+ params: [
+ {
+ name: 'tag',
+ description: 'tag for the new element
\n',
+ type: 'String'
+ },
+ {
+ name: 'content',
+ description: 'html content to be inserted into the element
\n',
+ type: 'String',
+ optional: true
+ }
+ ],
+ return: {
+ description:
+ 'pointer to p5.Element holding created node',
+ type: 'p5.Element'
+ },
+ example: [
+ "\n\ncreateElement('h2', 'im an h2 p5.element!');\n
"
+ ],
+ class: 'p5',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 1407,
+ description: 'Adds specified class to the element.
\n',
+ itemtype: 'method',
+ name: 'addClass',
+ params: [
+ {
+ name: 'class',
+ description: 'name of class to add
\n',
+ type: 'String'
+ }
+ ],
+ chainable: 1,
+ example: [
+ "\n \n var div = createDiv('div');\n div.addClass('myClass');\n
"
+ ],
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 1432,
+ description: 'Removes specified class from the element.
\n',
+ itemtype: 'method',
+ name: 'removeClass',
+ params: [
+ {
+ name: 'class',
+ description: 'name of class to remove
\n',
+ type: 'String'
+ }
+ ],
+ chainable: 1,
+ example: [
+ "\n \n // In this example, a class is set when the div is created\n // and removed when mouse is pressed. This could link up\n // with a CSS style rule to toggle style properties.\nvar div;\nfunction setup() {\n div = createDiv('div');\n div.addClass('myClass');\n }\nfunction mousePressed() {\n div.removeClass('myClass');\n }\n
"
+ ],
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 1463,
+ description: 'Checks if specified class already set to element
\n',
+ itemtype: 'method',
+ name: 'hasClass',
+ return: {
+ description: 'a boolean value if element has specified class',
+ type: 'Boolean'
+ },
+ params: [
+ {
+ name: 'c',
+ description: 'class name of class to check
\n',
+ type: 'String'
+ }
+ ],
+ example: [
+ "\n \n var div;\nfunction setup() {\n div = createDiv('div');\n div.addClass('show');\n }\nfunction mousePressed() {\n if (div.hasClass('show')) {\n div.addClass('show');\n } else {\n div.removeClass('show');\n }\n }\n
"
+ ],
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 1492,
+ description: 'Toggles element class
\n',
+ itemtype: 'method',
+ name: 'toggleClass',
+ params: [
+ {
+ name: 'c',
+ description: 'class name to toggle
\n',
+ type: 'String'
+ }
+ ],
+ chainable: 1,
+ example: [
+ "\n \n var div;\nfunction setup() {\n div = createDiv('div');\n div.addClass('show');\n }\nfunction mousePressed() {\n div.toggleClass('show');\n }\n
"
+ ],
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 1525,
+ description:
+ 'Attaches the element as a child to the parent specified.\n Accepts either a string ID, DOM node, or p5.Element.\n If no argument is specified, an array of children DOM nodes is returned.
\n',
+ itemtype: 'method',
+ name: 'child',
+ return: {
+ description: 'an array of child nodes',
+ type: 'Node[]'
+ },
+ example: [
+ "\n \n var div0 = createDiv('this is the parent');\n var div1 = createDiv('this is the child');\n div0.child(div1); // use p5.Element\n
\n \n var div0 = createDiv('this is the parent');\n var div1 = createDiv('this is the child');\n div1.id('apples');\n div0.child('apples'); // use id\n
\n \n // this example assumes there is a div already on the page\n // with id \"myChildDiv\"\n var div0 = createDiv('this is the parent');\n var elt = document.getElementById('myChildDiv');\n div0.child(elt); // use element from page\n
"
+ ],
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom',
+ overloads: [
+ {
+ line: 1525,
+ params: [],
+ return: {
+ description: 'an array of child nodes',
+ type: 'Node[]'
+ }
+ },
+ {
+ line: 1553,
+ params: [
+ {
+ name: 'child',
+ description:
+ 'the ID, DOM node, or p5.Element\n to add to the current element
\n',
+ type: 'String|p5.Element',
+ optional: true
+ }
+ ],
+ chainable: 1
+ }
+ ]
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 1575,
+ description:
+ 'Centers a p5 Element either vertically, horizontally,\nor both, relative to its parent or according to\nthe body if the Element has no parent. If no argument is passed\nthe Element is aligned both vertically and horizontally.
\n',
+ itemtype: 'method',
+ name: 'center',
+ params: [
+ {
+ name: 'align',
+ description:
+ 'passing 'vertical', 'horizontal' aligns element accordingly
\n',
+ type: 'String',
+ optional: true
+ }
+ ],
+ chainable: 1,
+ example: [
+ "\n\nfunction setup() {\n var div = createDiv('').size(10, 10);\n div.style('background-color', 'orange');\n div.center();\n}\n
"
+ ],
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 1629,
+ description:
+ 'If an argument is given, sets the inner HTML of the element,\n replacing any existing html. If true is included as a second\n argument, html is appended instead of replacing existing html.\n If no arguments are given, returns\n the inner HTML of the element.
\n',
+ itemtype: 'method',
+ name: 'html',
+ return: {
+ description: 'the inner HTML of the element',
+ type: 'String'
+ },
+ example: [
+ "\n \n var div = createDiv('').size(100, 100);\n div.html('hi');\n
\n \n var div = createDiv('Hello ').size(100, 100);\n div.html('World', true);\n
"
+ ],
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom',
+ overloads: [
+ {
+ line: 1629,
+ params: [],
+ return: {
+ description: 'the inner HTML of the element',
+ type: 'String'
+ }
+ },
+ {
+ line: 1650,
+ params: [
+ {
+ name: 'html',
+ description: 'the HTML to be placed inside the element
\n',
+ type: 'String',
+ optional: true
+ },
+ {
+ name: 'append',
+ description: 'whether to append HTML to existing
\n',
+ type: 'Boolean',
+ optional: true
+ }
+ ],
+ chainable: 1
+ }
+ ]
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 1668,
+ description:
+ 'Sets the position of the element relative to (0, 0) of the\n window. Essentially, sets position:absolute and left and top\n properties of style. If no arguments given returns the x and y position\n of the element in an object.
\n',
+ itemtype: 'method',
+ name: 'position',
+ return: {
+ description: 'the x and y position of the element in an object',
+ type: 'Object'
+ },
+ example: [
+ "\n \n function setup() {\n var cnv = createCanvas(100, 100);\n // positions canvas 50px to the right and 100px\n // below upper left corner of the window\n cnv.position(50, 100);\n }\n
"
+ ],
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom',
+ overloads: [
+ {
+ line: 1668,
+ params: [],
+ return: {
+ description: 'the x and y position of the element in an object',
+ type: 'Object'
+ }
+ },
+ {
+ line: 1687,
+ params: [
+ {
+ name: 'x',
+ description: 'x-position relative to upper left of window
\n',
+ type: 'Number',
+ optional: true
+ },
+ {
+ name: 'y',
+ description: 'y-position relative to upper left of window
\n',
+ type: 'Number',
+ optional: true
+ }
+ ],
+ chainable: 1
+ }
+ ]
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 1762,
+ description:
+ 'Sets the given style (css) property (1st arg) of the element with the\ngiven value (2nd arg). If a single argument is given, .style()\nreturns the value of the given property; however, if the single argument\nis given in css syntax ('text-align:center'), .style() sets the css\nappropriately.
\n',
+ itemtype: 'method',
+ name: 'style',
+ return: {
+ description: 'value of property',
+ type: 'String'
+ },
+ example: [
+ "\n\nvar myDiv = createDiv('I like pandas.');\nmyDiv.style('font-size', '18px');\nmyDiv.style('color', '#ff0000');\n
\n\nvar col = color(25, 23, 200, 50);\nvar button = createButton('button');\nbutton.style('background-color', col);\nbutton.position(10, 10);\n
\n\nvar myDiv;\nfunction setup() {\n background(200);\n myDiv = createDiv('I like gray.');\n myDiv.position(20, 20);\n}\n\nfunction draw() {\n myDiv.style('font-size', mouseX + 'px');\n}\n
"
+ ],
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom',
+ overloads: [
+ {
+ line: 1762,
+ params: [
+ {
+ name: 'property',
+ description: 'property to be set
\n',
+ type: 'String'
+ }
+ ],
+ return: {
+ description: 'value of property',
+ type: 'String'
+ }
+ },
+ {
+ line: 1797,
+ params: [
+ {
+ name: 'property',
+ description: '',
+ type: 'String'
+ },
+ {
+ name: 'value',
+ description: 'value to assign to property
\n',
+ type: 'String|Number|p5.Color'
+ }
+ ],
+ chainable: 1,
+ return: {
+ description:
+ 'current value of property, if no value is given as second argument',
+ type: 'String'
+ }
+ }
+ ]
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 1851,
+ description:
+ 'Adds a new attribute or changes the value of an existing attribute\n on the specified element. If no value is specified, returns the\n value of the given attribute, or null if attribute is not set.
\n',
+ itemtype: 'method',
+ name: 'attribute',
+ return: {
+ description: 'value of attribute',
+ type: 'String'
+ },
+ example: [
+ "\n \n var myDiv = createDiv('I like pandas.');\n myDiv.attribute('align', 'center');\n
"
+ ],
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom',
+ overloads: [
+ {
+ line: 1851,
+ params: [],
+ return: {
+ description: 'value of attribute',
+ type: 'String'
+ }
+ },
+ {
+ line: 1866,
+ params: [
+ {
+ name: 'attr',
+ description: 'attribute to set
\n',
+ type: 'String'
+ },
+ {
+ name: 'value',
+ description: 'value to assign to attribute
\n',
+ type: 'String'
+ }
+ ],
+ chainable: 1
+ }
+ ]
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 1895,
+ description: 'Removes an attribute on the specified element.
\n',
+ itemtype: 'method',
+ name: 'removeAttribute',
+ params: [
+ {
+ name: 'attr',
+ description: 'attribute to remove
\n',
+ type: 'String'
+ }
+ ],
+ chainable: 1,
+ example: [
+ "\n \n var button;\n var checkbox;\nfunction setup() {\n checkbox = createCheckbox('enable', true);\n checkbox.changed(enableButton);\n button = createButton('button');\n button.position(10, 10);\n }\nfunction enableButton() {\n if (this.checked()) {\n // Re-enable the button\n button.removeAttribute('disabled');\n } else {\n // Disable the button\n button.attribute('disabled', '');\n }\n }\n
"
+ ],
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 1940,
+ description:
+ 'Either returns the value of the element if no arguments\ngiven, or sets the value of the element.
\n',
+ itemtype: 'method',
+ name: 'value',
+ return: {
+ description: 'value of the element',
+ type: 'String|Number'
+ },
+ example: [
+ "\n\n// gets the value\nvar inp;\nfunction setup() {\n inp = createInput('');\n}\n\nfunction mousePressed() {\n print(inp.value());\n}\n
\n\n// sets the value\nvar inp;\nfunction setup() {\n inp = createInput('myValue');\n}\n\nfunction mousePressed() {\n inp.value('myValue');\n}\n
"
+ ],
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom',
+ overloads: [
+ {
+ line: 1940,
+ params: [],
+ return: {
+ description: 'value of the element',
+ type: 'String|Number'
+ }
+ },
+ {
+ line: 1970,
+ params: [
+ {
+ name: 'value',
+ description: '',
+ type: 'String|Number'
+ }
+ ],
+ chainable: 1
+ }
+ ]
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 1986,
+ description:
+ 'Shows the current element. Essentially, setting display:block for the style.
\n',
+ itemtype: 'method',
+ name: 'show',
+ chainable: 1,
+ example: [
+ "\n \n var div = createDiv('div');\n div.style('display', 'none');\n div.show(); // turns display to block\n
"
+ ],
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 2004,
+ description:
+ 'Hides the current element. Essentially, setting display:none for the style.
\n',
+ itemtype: 'method',
+ name: 'hide',
+ chainable: 1,
+ example: [
+ "\n\nvar div = createDiv('this is a div');\ndiv.hide();\n
"
+ ],
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 2020,
+ description:
+ 'Sets the width and height of the element. AUTO can be used to\n only adjust one dimension at a time. If no arguments are given, it\n returns the width and height of the element in an object. In case of\n elements which need to be loaded, such as images, it is recommended\n to call the function after the element has finished loading.
\n',
+ itemtype: 'method',
+ name: 'size',
+ return: {
+ description: 'the width and height of the element in an object',
+ type: 'Object'
+ },
+ example: [
+ "\n \n let div = createDiv('this is a div');\n div.size(100, 100);\n let img = createImg('assets/laDefense.jpg', () => {\n img.size(10, AUTO);\n });\n
"
+ ],
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom',
+ overloads: [
+ {
+ line: 2020,
+ params: [],
+ return: {
+ description: 'the width and height of the element in an object',
+ type: 'Object'
+ }
+ },
+ {
+ line: 2039,
+ params: [
+ {
+ name: 'w',
+ description:
+ 'width of the element, either AUTO, or a number
\n',
+ type: 'Number|Constant'
+ },
+ {
+ name: 'h',
+ description:
+ 'height of the element, either AUTO, or a number
\n',
+ type: 'Number|Constant',
+ optional: true
+ }
+ ],
+ chainable: 1
+ }
+ ]
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 2099,
+ description: 'Removes the element and deregisters all listeners.
\n',
+ itemtype: 'method',
+ name: 'remove',
+ example: [
+ "\n\nvar myDiv = createDiv('this is some text');\nmyDiv.remove();\n
"
+ ],
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 2119,
+ description:
+ 'Registers a callback that gets called every time a file that is\ndropped on the element has been loaded.\np5 will load every dropped file into memory and pass it as a p5.File object to the callback.\nMultiple files dropped at the same time will result in multiple calls to the callback.
\nYou can optionally pass a second callback which will be registered to the raw\ndrop event.\nThe callback will thus be provided the original\nDragEvent.\nDropping multiple files at the same time will trigger the second callback once per drop,\nwhereas the first callback will trigger for each loaded file.
\n',
+ itemtype: 'method',
+ name: 'drop',
+ params: [
+ {
+ name: 'callback',
+ description:
+ 'callback to receive loaded file, called for each file dropped.
\n',
+ type: 'Function'
+ },
+ {
+ name: 'fxn',
+ description:
+ 'callback triggered once when files are dropped with the drop event.
\n',
+ type: 'Function',
+ optional: true
+ }
+ ],
+ chainable: 1,
+ example: [
+ "\n\nfunction setup() {\n var c = createCanvas(100, 100);\n background(200);\n textAlign(CENTER);\n text('drop file', width / 2, height / 2);\n c.drop(gotFile);\n}\n\nfunction gotFile(file) {\n background(200);\n text('received file:', width / 2, height / 2);\n text(file.name, width / 2, height / 2 + 50);\n}\n
\n\n\nvar img;\n\nfunction setup() {\n var c = createCanvas(100, 100);\n background(200);\n textAlign(CENTER);\n text('drop image', width / 2, height / 2);\n c.drop(gotFile);\n}\n\nfunction draw() {\n if (img) {\n image(img, 0, 0, width, height);\n }\n}\n\nfunction gotFile(file) {\n img = createImg(file.data).hide();\n}\n
"
+ ],
+ alt: 'Canvas turns into whatever image is dragged/dropped onto it.',
+ class: 'p5.Element',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 2253,
+ description: 'Path to the media element source.
\n',
+ itemtype: 'property',
+ name: 'src',
+ return: {
+ description: 'src',
+ type: 'String'
+ },
+ example: [
+ "\n\nvar ele;\n\nfunction setup() {\n background(250);\n\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n\n //In this example we create\n //a new p5.MediaElement via createAudio().\n ele = createAudio('assets/beat.mp3');\n\n //We'll set up our example so that\n //when you click on the text,\n //an alert box displays the MediaElement's\n //src field.\n textAlign(CENTER);\n text('Click Me!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n //Show our p5.MediaElement's src field\n alert(ele.src);\n }\n}\n
"
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 2319,
+ description: 'Play an HTML5 media element.
\n',
+ itemtype: 'method',
+ name: 'play',
+ chainable: 1,
+ example: [
+ "\n\nvar ele;\n\nfunction setup() {\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n\n //In this example we create\n //a new p5.MediaElement via createAudio().\n ele = createAudio('assets/beat.mp3');\n\n background(250);\n textAlign(CENTER);\n text('Click to Play!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n //Here we call the play() function on\n //the p5.MediaElement we created above.\n //This will start the audio sample.\n ele.play();\n\n background(200);\n text('You clicked Play!', width / 2, height / 2);\n }\n}\n
"
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 2380,
+ description:
+ 'Stops an HTML5 media element (sets current time to zero).
\n',
+ itemtype: 'method',
+ name: 'stop',
+ chainable: 1,
+ example: [
+ "\n\n//This example both starts\n//and stops a sound sample\n//when the user clicks the canvas\n\n//We will store the p5.MediaElement\n//object in here\nvar ele;\n\n//while our audio is playing,\n//this will be set to true\nvar sampleIsPlaying = false;\n\nfunction setup() {\n //Here we create a p5.MediaElement object\n //using the createAudio() function.\n ele = createAudio('assets/beat.mp3');\n background(200);\n textAlign(CENTER);\n text('Click to play!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n background(200);\n\n if (sampleIsPlaying) {\n //if the sample is currently playing\n //calling the stop() function on\n //our p5.MediaElement will stop\n //it and reset its current\n //time to 0 (i.e. it will start\n //at the beginning the next time\n //you play it)\n ele.stop();\n\n sampleIsPlaying = false;\n text('Click to play!', width / 2, height / 2);\n } else {\n //loop our sound element until we\n //call ele.stop() on it.\n ele.loop();\n\n sampleIsPlaying = true;\n text('Click to stop!', width / 2, height / 2);\n }\n }\n}\n
"
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 2444,
+ description: 'Pauses an HTML5 media element.
\n',
+ itemtype: 'method',
+ name: 'pause',
+ chainable: 1,
+ example: [
+ "\n\n//This example both starts\n//and pauses a sound sample\n//when the user clicks the canvas\n\n//We will store the p5.MediaElement\n//object in here\nvar ele;\n\n//while our audio is playing,\n//this will be set to true\nvar sampleIsPlaying = false;\n\nfunction setup() {\n //Here we create a p5.MediaElement object\n //using the createAudio() function.\n ele = createAudio('assets/lucky_dragons.mp3');\n background(200);\n textAlign(CENTER);\n text('Click to play!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n background(200);\n\n if (sampleIsPlaying) {\n //Calling pause() on our\n //p5.MediaElement will stop it\n //playing, but when we call the\n //loop() or play() functions\n //the sample will start from\n //where we paused it.\n ele.pause();\n\n sampleIsPlaying = false;\n text('Click to resume!', width / 2, height / 2);\n } else {\n //loop our sound element until we\n //call ele.pause() on it.\n ele.loop();\n\n sampleIsPlaying = true;\n text('Click to pause!', width / 2, height / 2);\n }\n }\n}\n
"
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 2506,
+ description:
+ 'Set 'loop' to true for an HTML5 media element, and starts playing.
\n',
+ itemtype: 'method',
+ name: 'loop',
+ chainable: 1,
+ example: [
+ "\n\n//Clicking the canvas will loop\n//the audio sample until the user\n//clicks again to stop it\n\n//We will store the p5.MediaElement\n//object in here\nvar ele;\n\n//while our audio is playing,\n//this will be set to true\nvar sampleIsLooping = false;\n\nfunction setup() {\n //Here we create a p5.MediaElement object\n //using the createAudio() function.\n ele = createAudio('assets/lucky_dragons.mp3');\n background(200);\n textAlign(CENTER);\n text('Click to loop!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n background(200);\n\n if (!sampleIsLooping) {\n //loop our sound element until we\n //call ele.stop() on it.\n ele.loop();\n\n sampleIsLooping = true;\n text('Click to stop!', width / 2, height / 2);\n } else {\n ele.stop();\n\n sampleIsLooping = false;\n text('Click to loop!', width / 2, height / 2);\n }\n }\n}\n
"
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 2562,
+ description:
+ 'Set 'loop' to false for an HTML5 media element. Element will stop\nwhen it reaches the end.
\n',
+ itemtype: 'method',
+ name: 'noLoop',
+ chainable: 1,
+ example: [
+ "\n\n//This example both starts\n//and stops loop of sound sample\n//when the user clicks the canvas\n\n//We will store the p5.MediaElement\n//object in here\nvar ele;\n//while our audio is playing,\n//this will be set to true\nvar sampleIsPlaying = false;\n\nfunction setup() {\n //Here we create a p5.MediaElement object\n //using the createAudio() function.\n ele = createAudio('assets/beat.mp3');\n background(200);\n textAlign(CENTER);\n text('Click to play!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n background(200);\n\n if (sampleIsPlaying) {\n ele.noLoop();\n text('No more Loops!', width / 2, height / 2);\n } else {\n ele.loop();\n sampleIsPlaying = true;\n text('Click to stop looping!', width / 2, height / 2);\n }\n }\n}\n
\n"
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 2614,
+ description: 'Set HTML5 media element to autoplay or not.
\n',
+ itemtype: 'method',
+ name: 'autoplay',
+ params: [
+ {
+ name: 'autoplay',
+ description: 'whether the element should autoplay
\n',
+ type: 'Boolean'
+ }
+ ],
+ chainable: 1,
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 2626,
+ description:
+ 'Sets volume for this HTML5 media element. If no argument is given,\nreturns the current volume.
\n',
+ itemtype: 'method',
+ name: 'volume',
+ return: {
+ description: 'current volume',
+ type: 'Number'
+ },
+ example: [
+ "\n\nvar ele;\nfunction setup() {\n // p5.MediaElement objects are usually created\n // by calling the createAudio(), createVideo(),\n // and createCapture() functions.\n // In this example we create\n // a new p5.MediaElement via createAudio().\n ele = createAudio('assets/lucky_dragons.mp3');\n background(250);\n textAlign(CENTER);\n text('Click to Play!', width / 2, height / 2);\n}\nfunction mouseClicked() {\n // Here we call the volume() function\n // on the sound element to set its volume\n // Volume must be between 0.0 and 1.0\n ele.volume(0.2);\n ele.play();\n background(200);\n text('You clicked Play!', width / 2, height / 2);\n}\n
\n\nvar audio;\nvar counter = 0;\n\nfunction loaded() {\n audio.play();\n}\n\nfunction setup() {\n audio = createAudio('assets/lucky_dragons.mp3', loaded);\n textAlign(CENTER);\n}\n\nfunction draw() {\n if (counter === 0) {\n background(0, 255, 0);\n text('volume(0.9)', width / 2, height / 2);\n } else if (counter === 1) {\n background(255, 255, 0);\n text('volume(0.5)', width / 2, height / 2);\n } else if (counter === 2) {\n background(255, 0, 0);\n text('volume(0.1)', width / 2, height / 2);\n }\n}\n\nfunction mousePressed() {\n counter++;\n if (counter === 0) {\n audio.volume(0.9);\n } else if (counter === 1) {\n audio.volume(0.5);\n } else if (counter === 2) {\n audio.volume(0.1);\n } else {\n counter = 0;\n audio.volume(0.9);\n }\n}\n
\n"
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom',
+ overloads: [
+ {
+ line: 2626,
+ params: [],
+ return: {
+ description: 'current volume',
+ type: 'Number'
+ }
+ },
+ {
+ line: 2699,
+ params: [
+ {
+ name: 'val',
+ description: 'volume between 0.0 and 1.0
\n',
+ type: 'Number'
+ }
+ ],
+ chainable: 1
+ }
+ ]
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 2712,
+ description:
+ 'If no arguments are given, returns the current playback speed of the\nelement. The speed parameter sets the speed where 2.0 will play the\nelement twice as fast, 0.5 will play at half the speed, and -1 will play\nthe element in normal speed in reverse.(Note that not all browsers support\nbackward playback and even if they do, playback might not be smooth.)
\n',
+ itemtype: 'method',
+ name: 'speed',
+ return: {
+ description: 'current playback speed of the element',
+ type: 'Number'
+ },
+ example: [
+ "\n\n//Clicking the canvas will loop\n//the audio sample until the user\n//clicks again to stop it\n\n//We will store the p5.MediaElement\n//object in here\nvar ele;\nvar button;\n\nfunction setup() {\n createCanvas(710, 400);\n //Here we create a p5.MediaElement object\n //using the createAudio() function.\n ele = createAudio('assets/beat.mp3');\n ele.loop();\n background(200);\n\n button = createButton('2x speed');\n button.position(100, 68);\n button.mousePressed(twice_speed);\n\n button = createButton('half speed');\n button.position(200, 68);\n button.mousePressed(half_speed);\n\n button = createButton('reverse play');\n button.position(300, 68);\n button.mousePressed(reverse_speed);\n\n button = createButton('STOP');\n button.position(400, 68);\n button.mousePressed(stop_song);\n\n button = createButton('PLAY!');\n button.position(500, 68);\n button.mousePressed(play_speed);\n}\n\nfunction twice_speed() {\n ele.speed(2);\n}\n\nfunction half_speed() {\n ele.speed(0.5);\n}\n\nfunction reverse_speed() {\n ele.speed(-1);\n}\n\nfunction stop_song() {\n ele.stop();\n}\n\nfunction play_speed() {\n ele.play();\n}\n
"
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom',
+ overloads: [
+ {
+ line: 2712,
+ params: [],
+ return: {
+ description: 'current playback speed of the element',
+ type: 'Number'
+ }
+ },
+ {
+ line: 2783,
+ params: [
+ {
+ name: 'speed',
+ description: 'speed multiplier for element playback
\n',
+ type: 'Number'
+ }
+ ],
+ chainable: 1
+ }
+ ]
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 2800,
+ description:
+ 'If no arguments are given, returns the current time of the element.\nIf an argument is given the current time of the element is set to it.
\n',
+ itemtype: 'method',
+ name: 'time',
+ return: {
+ description: 'current time (in seconds)',
+ type: 'Number'
+ },
+ example: [
+ "\n\nvar ele;\nvar beginning = true;\nfunction setup() {\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n\n //In this example we create\n //a new p5.MediaElement via createAudio().\n ele = createAudio('assets/lucky_dragons.mp3');\n background(250);\n textAlign(CENTER);\n text('start at beginning', width / 2, height / 2);\n}\n\n// this function fires with click anywhere\nfunction mousePressed() {\n if (beginning === true) {\n // here we start the sound at the beginning\n // time(0) is not necessary here\n // as this produces the same result as\n // play()\n ele.play().time(0);\n background(200);\n text('jump 2 sec in', width / 2, height / 2);\n beginning = false;\n } else {\n // here we jump 2 seconds into the sound\n ele.play().time(2);\n background(250);\n text('start at beginning', width / 2, height / 2);\n beginning = true;\n }\n}\n
"
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom',
+ overloads: [
+ {
+ line: 2800,
+ params: [],
+ return: {
+ description: 'current time (in seconds)',
+ type: 'Number'
+ }
+ },
+ {
+ line: 2845,
+ params: [
+ {
+ name: 'time',
+ description: 'time to jump to (in seconds)
\n',
+ type: 'Number'
+ }
+ ],
+ chainable: 1
+ }
+ ]
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 2859,
+ description: 'Returns the duration of the HTML5 media element.
\n',
+ itemtype: 'method',
+ name: 'duration',
+ return: {
+ description: 'duration',
+ type: 'Number'
+ },
+ example: [
+ "\n\nvar ele;\nfunction setup() {\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n //In this example we create\n //a new p5.MediaElement via createAudio().\n ele = createAudio('assets/doorbell.mp3');\n background(250);\n textAlign(CENTER);\n text('Click to know the duration!', 10, 25, 70, 80);\n}\nfunction mouseClicked() {\n ele.play();\n background(200);\n //ele.duration dislpays the duration\n text(ele.duration() + ' seconds', width / 2, height / 2);\n}\n
"
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 2990,
+ description:
+ 'Schedule an event to be called when the audio or video\nelement reaches the end. If the element is looping,\nthis will not be called. The element is passed in\nas the argument to the onended callback.
\n',
+ itemtype: 'method',
+ name: 'onended',
+ params: [
+ {
+ name: 'callback',
+ description:
+ 'function to call when the\n soundfile has ended. The\n media element will be passed\n in as the argument to the\n callback.
\n',
+ type: 'Function'
+ }
+ ],
+ chainable: 1,
+ example: [
+ "\n\nfunction setup() {\n var audioEl = createAudio('assets/beat.mp3');\n audioEl.showControls();\n audioEl.onended(sayDone);\n}\n\nfunction sayDone(elt) {\n alert('done playing ' + elt.src);\n}\n
"
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 3021,
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 3023,
+ description:
+ 'Send the audio output of this element to a specified audioNode or\np5.sound object. If no element is provided, connects to p5's master\noutput. That connection is established when this method is first called.\nAll connections are removed by the .disconnect() method.
\nThis method is meant to be used with the p5.sound.js addon library.
\n',
+ itemtype: 'method',
+ name: 'connect',
+ params: [
+ {
+ name: 'audioNode',
+ description:
+ 'AudioNode from the Web Audio API,\nor an object from the p5.sound library
\n',
+ type: 'AudioNode|Object'
+ }
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 3072,
+ description:
+ 'Disconnect all Web Audio routing, including to master output.\nThis is useful if you want to re-route the output through\naudio effects, for example.
\n',
+ itemtype: 'method',
+ name: 'disconnect',
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 3087,
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 3089,
+ description:
+ 'Show the default MediaElement controls, as determined by the web browser.
\n',
+ itemtype: 'method',
+ name: 'showControls',
+ example: [
+ "\n\nvar ele;\nfunction setup() {\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n //In this example we create\n //a new p5.MediaElement via createAudio()\n ele = createAudio('assets/lucky_dragons.mp3');\n background(200);\n textAlign(CENTER);\n text('Click to Show Controls!', 10, 25, 70, 80);\n}\nfunction mousePressed() {\n ele.showControls();\n background(200);\n text('Controls Shown', width / 2, height / 2);\n}\n
"
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 3120,
+ description: 'Hide the default mediaElement controls.
\n',
+ itemtype: 'method',
+ name: 'hideControls',
+ example: [
+ "\n\nvar ele;\nfunction setup() {\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n //In this example we create\n //a new p5.MediaElement via createAudio()\n ele = createAudio('assets/lucky_dragons.mp3');\n ele.showControls();\n background(200);\n textAlign(CENTER);\n text('Click to hide Controls!', 10, 25, 70, 80);\n}\nfunction mousePressed() {\n ele.hideControls();\n background(200);\n text('Controls hidden', width / 2, height / 2);\n}\n
"
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 3149,
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 3160,
+ description:
+ 'Schedule events to trigger every time a MediaElement\n(audio/video) reaches a playback cue point.
\nAccepts a callback function, a time (in seconds) at which to trigger\nthe callback, and an optional parameter for the callback.
\nTime will be passed as the first parameter to the callback function,\nand param will be the second parameter.
\n',
+ itemtype: 'method',
+ name: 'addCue',
+ params: [
+ {
+ name: 'time',
+ description:
+ 'Time in seconds, relative to this media\n element's playback. For example, to trigger\n an event every time playback reaches two\n seconds, pass in the number 2. This will be\n passed as the first parameter to\n the callback function.
\n',
+ type: 'Number'
+ },
+ {
+ name: 'callback',
+ description:
+ 'Name of a function that will be\n called at the given time. The callback will\n receive time and (optionally) param as its\n two parameters.
\n',
+ type: 'Function'
+ },
+ {
+ name: 'value',
+ description:
+ 'An object to be passed as the\n second parameter to the\n callback function.
\n',
+ type: 'Object',
+ optional: true
+ }
+ ],
+ return: {
+ description:
+ 'id ID of this cue,\n useful for removeCue(id)',
+ type: 'Number'
+ },
+ example: [
+ "\n\n//\n//\nfunction setup() {\n noCanvas();\n\n var audioEl = createAudio('assets/beat.mp3');\n audioEl.showControls();\n\n // schedule three calls to changeBackground\n audioEl.addCue(0.5, changeBackground, color(255, 0, 0));\n audioEl.addCue(1.0, changeBackground, color(0, 255, 0));\n audioEl.addCue(2.5, changeBackground, color(0, 0, 255));\n audioEl.addCue(3.0, changeBackground, color(0, 255, 255));\n audioEl.addCue(4.2, changeBackground, color(255, 255, 0));\n audioEl.addCue(5.0, changeBackground, color(255, 255, 0));\n}\n\nfunction changeBackground(val) {\n background(val);\n}\n
"
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 3224,
+ description:
+ 'Remove a callback based on its ID. The ID is returned by the\naddCue method.
\n',
+ itemtype: 'method',
+ name: 'removeCue',
+ params: [
+ {
+ name: 'id',
+ description: 'ID of the cue, as returned by addCue
\n',
+ type: 'Number'
+ }
+ ],
+ example: [
+ "\n\nvar audioEl, id1, id2;\nfunction setup() {\n background(255, 255, 255);\n audioEl = createAudio('assets/beat.mp3');\n audioEl.showControls();\n // schedule five calls to changeBackground\n id1 = audioEl.addCue(0.5, changeBackground, color(255, 0, 0));\n audioEl.addCue(1.0, changeBackground, color(0, 255, 0));\n audioEl.addCue(2.5, changeBackground, color(0, 0, 255));\n audioEl.addCue(3.0, changeBackground, color(0, 255, 255));\n id2 = audioEl.addCue(4.2, changeBackground, color(255, 255, 0));\n text('Click to remove first and last Cue!', 10, 25, 70, 80);\n}\nfunction mousePressed() {\n audioEl.removeCue(id1);\n audioEl.removeCue(id2);\n}\nfunction changeBackground(val) {\n background(val);\n}\n
"
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 3266,
+ description:
+ 'Remove all of the callbacks that had originally been scheduled\nvia the addCue method.
\n',
+ itemtype: 'method',
+ name: 'clearCues',
+ params: [
+ {
+ name: 'id',
+ description: 'ID of the cue, as returned by addCue
\n',
+ type: 'Number'
+ }
+ ],
+ example: [
+ "\n\nvar audioEl;\nfunction setup() {\n background(255, 255, 255);\n audioEl = createAudio('assets/beat.mp3');\n //Show the default MediaElement controls, as determined by the web browser\n audioEl.showControls();\n // schedule calls to changeBackground\n background(200);\n text('Click to change Cue!', 10, 25, 70, 80);\n audioEl.addCue(0.5, changeBackground, color(255, 0, 0));\n audioEl.addCue(1.0, changeBackground, color(0, 255, 0));\n audioEl.addCue(2.5, changeBackground, color(0, 0, 255));\n audioEl.addCue(3.0, changeBackground, color(0, 255, 255));\n audioEl.addCue(4.2, changeBackground, color(255, 255, 0));\n}\nfunction mousePressed() {\n // here we clear the scheduled callbacks\n audioEl.clearCues();\n // then we add some more callbacks\n audioEl.addCue(1, changeBackground, color(2, 2, 2));\n audioEl.addCue(3, changeBackground, color(255, 255, 0));\n}\nfunction changeBackground(val) {\n background(val);\n}\n
"
+ ],
+ class: 'p5.MediaElement',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 3332,
+ description:
+ 'Underlying File object. All normal File methods can be called on this.
\n',
+ itemtype: 'property',
+ name: 'file',
+ class: 'p5.File',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 3344,
+ description: 'File type (image, text, etc.)
\n',
+ itemtype: 'property',
+ name: 'type',
+ class: 'p5.File',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 3350,
+ description:
+ 'File subtype (usually the file extension jpg, png, xml, etc.)
\n',
+ itemtype: 'property',
+ name: 'subtype',
+ class: 'p5.File',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 3356,
+ description: 'File name
\n',
+ itemtype: 'property',
+ name: 'name',
+ class: 'p5.File',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 3362,
+ description: 'File size
\n',
+ itemtype: 'property',
+ name: 'size',
+ class: 'p5.File',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.dom.js',
+ line: 3369,
+ description: 'URL string containing image data.
\n',
+ itemtype: 'property',
+ name: 'data',
+ class: 'p5.File',
+ module: 'p5.dom',
+ submodule: 'p5.dom'
+ },
+ {
+ file: 'lib/addons/p5.sound.js',
+ line: 46,
+ description:
+ 'p5.sound \nhttps://p5js.org/reference/#/libraries/p5.sound
\nFrom the Processing Foundation and contributors\nhttps://github.com/processing/p5.js-sound/graphs/contributors
\nMIT License (MIT)\nhttps://github.com/processing/p5.js-sound/blob/master/LICENSE
\nSome of the many audio libraries & resources that inspire p5.sound:
\n\n- TONE.js (c) Yotam Mann. Licensed under The MIT License (MIT). https://github.com/TONEnoTONE/Tone.js
\n- buzz.js (c) Jay Salvat. Licensed under The MIT License (MIT). http://buzz.jaysalvat.com/
\n- Boris Smus Web Audio API book, 2013. Licensed under the Apache License http://www.apache.org/licenses/LICENSE-2.0
\n- wavesurfer.js https://github.com/katspaugh/wavesurfer.js
\n- Web Audio Components by Jordan Santell https://github.com/web-audio-components
\nWilm Thoben's Sound library for Processing https://github.com/processing/processing/tree/master/java/libraries/sound
\nWeb Audio API: http://w3.org/TR/webaudio/
\n \n
\n',
+ class: 'p5.sound',
+ module: 'p5.sound',
+ submodule: 'p5.sound'
+ },
+ {
+ file: 'lib/addons/p5.sound.js',
+ line: 214,
+ description:
+ 'Determine which filetypes are supported (inspired by buzz.js)\nThe audio element (el) will only be used to test browser support for various audio formats
\n',
+ class: 'p5.sound',
+ module: 'p5.sound',
+ submodule: 'p5.sound'
+ },
+ {
+ file: 'lib/addons/p5.sound.js',
+ line: 363,
+ class: 'p5.sound',
+ module: 'p5.sound',
+ submodule: 'p5.sound'
+ },
+ {
+ file: 'lib/addons/p5.sound.js',
+ line: 740,
+ class: 'p5.sound',
+ module: 'p5.sound',
+ submodule: 'p5.sound'
+ },
+ {
+ file: 'lib/addons/p5.sound.js',
+ line: 810,
+ class: 'p5.sound',
+ module: 'p5.sound',
+ submodule: 'p5.sound'
+ },
+ {
+ file: 'lib/addons/p5.sound.js',
+ line: 1005,
+ description:
+ "Returns the Audio Context for this sketch. Useful for users\nwho would like to dig deeper into the Web Audio API\n.
\n\nSome browsers require users to startAudioContext\nwith a user gesture, such as touchStarted in the example below.
",
+ itemtype: 'method',
+ name: 'getAudioContext',
+ return: {
+ description: 'AudioContext for this sketch',
+ type: 'Object'
+ },
+ example: [
+ "\n\n function draw() {\n background(255);\n textAlign(CENTER);\n\n if (getAudioContext().state !== 'running') {\n text('click to start audio', width/2, height/2);\n } else {\n text('audio is enabled', width/2, height/2);\n }\n }\n\n function touchStarted() {\n if (getAudioContext().state !== 'running') {\n getAudioContext().resume();\n }\n var synth = new p5.MonoSynth();\n synth.play('A4', 0.5, 0, 0.2);\n }\n\n
"
+ ],
+ class: 'p5.sound',
+ module: 'p5.sound',
+ submodule: 'p5.sound'
+ },
+ {
+ file: 'lib/addons/p5.sound.js',
+ line: 1042,
+ description:
+ 'It is a good practice to give users control over starting audio playback.\nThis practice is enforced by Google Chrome's autoplay policy as of r70\n(info), iOS Safari, and other browsers.\n
\n\n\nuserStartAudio() starts the Audio Context on a user gesture. It utilizes\nthe StartAudioContext library by\nYotam Mann (MIT Licence, 2016). Read more at https://github.com/tambien/StartAudioContext.\n
\n\nStarting the audio context on a user gesture can be as simple as userStartAudio()
.\nOptional parameters let you decide on a specific element that will start the audio context,\nand/or call a function once the audio context is started.
This argument can be an Element,\n Selector String, NodeList, p5.Element,\n jQuery Element, or an Array of any of those.
\n', + type: 'Element|Array', + optional: true + }, + { + name: 'callback', + description: + 'Callback to invoke when the AudioContext has started
\n', + type: 'Function', + optional: true + } + ], + return: { + description: + "Returns a Promise which is resolved when\n the AudioContext state is 'running'", + type: 'Promise' + }, + itemtype: 'method', + name: 'userStartAudio', + example: [ + "\n\nfunction setup() {\n var myDiv = createDiv('click to start audio');\n myDiv.position(0, 0);\n\n var mySynth = new p5.MonoSynth();\n\n // This won't play until the context has started\n mySynth.play('A6');\n\n // Start the audio context on a click/touch event\n userStartAudio().then(function() {\n myDiv.remove();\n });\n}\n
Master contains AudioContext and the master sound output.
\n', + class: 'p5.sound', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 1132, + description: + 'Returns a number representing the master amplitude (volume) for sound\nin this sketch.
\n', + itemtype: 'method', + name: 'getMasterVolume', + return: { + description: + 'Master amplitude (volume) for sound in this sketch.\n Should be between 0.0 (silence) and 1.0.', + type: 'Number' + }, + class: 'p5.sound', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 1143, + description: + 'Scale the output of all sound in this sketch
\nScaled between 0.0 (silence) and 1.0 (full volume).\n1.0 is the maximum amplitude of a digital sound, so multiplying\nby greater than 1.0 may cause digital distortion. To\nfade, provide arampTime
parameter. For more\ncomplex fades, see the Envelope class.\n\nAlternately, you can pass in a signal source such as an\noscillator to modulate the amplitude with an audio signal.\n\nHow This Works: When you load the p5.sound module, it\ncreates a single instance of p5sound. All sound objects in this\nmodule output to p5sound before reaching your computer's output.\nSo if you change the amplitude of p5sound, it impacts all of the\nsound in this module.
\n\nIf no value is provided, returns a Web Audio API Gain Node
', + itemtype: 'method', + name: 'masterVolume', + params: [ + { + name: 'volume', + description: + 'Volume (amplitude) between 0.0\n and 1.0 or modulating signal/oscillator
\n', + type: 'Number|Object' + }, + { + name: 'rampTime', + description: 'Fade for t seconds
\n', + type: 'Number', + optional: true + }, + { + name: 'timeFromNow', + description: + 'Schedule this event to happen at\n t seconds in the future
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.sound', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 1185, + description: + 'p5.soundOut
is the p5.sound master output. It sends output to\nthe destination of this window's web audio context. It contains\nWeb Audio API nodes including a dyanmicsCompressor (.limiter
),\nand Gain Nodes for .input
and .output
.
Returns a number representing the sample rate, in samples per second,\nof all sound objects in this audio context. It is determined by the\nsampling rate of your operating system's sound card, and it is not\ncurrently possile to change.\nIt is often 44100, or twice the range of human hearing.
\n', + itemtype: 'method', + name: 'sampleRate', + return: { + description: 'samplerate samples per second', + type: 'Number' + }, + class: 'p5', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 1226, + description: + 'Returns the closest MIDI note value for\na given frequency.
\n', + itemtype: 'method', + name: 'freqToMidi', + params: [ + { + name: 'frequency', + description: + 'A freqeuncy, for example, the "A"\n above Middle C is 440Hz
\n', + type: 'Number' + } + ], + return: { + description: 'MIDI note value', + type: 'Number' + }, + class: 'p5', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 1240, + description: + 'Returns the frequency value of a MIDI note value.\nGeneral MIDI treats notes as integers where middle C\nis 60, C# is 61, D is 62 etc. Useful for generating\nmusical frequencies with oscillators.
\n', + itemtype: 'method', + name: 'midiToFreq', + params: [ + { + name: 'midiNote', + description: 'The number of a MIDI note
\n', + type: 'Number' + } + ], + return: { + description: 'Frequency value of the given MIDI note', + type: 'Number' + }, + example: [ + "\n\nvar notes = [60, 64, 67, 72];\nvar i = 0;\n\nfunction setup() {\n osc = new p5.Oscillator('Triangle');\n osc.start();\n frameRate(1);\n}\n\nfunction draw() {\n var freq = midiToFreq(notes[i]);\n osc.freq(freq);\n i++;\n if (i >= notes.length){\n i = 0;\n }\n}\n
List the SoundFile formats that you will include. LoadSound\nwill search your directory for these extensions, and will pick\na format that is compatable with the client's web browser.\nHere is a free online file\nconverter.
\n', + itemtype: 'method', + name: 'soundFormats', + params: [ + { + name: 'formats', + description: + 'i.e. 'mp3', 'wav', 'ogg'
\n', + type: 'String', + optional: true, + multiple: true + } + ], + example: [ + "\n\nfunction preload() {\n // set the global sound formats\n soundFormats('mp3', 'ogg');\n\n // load either beatbox.mp3, or .ogg, depending on browser\n mySound = loadSound('assets/beatbox.mp3');\n}\n\nfunction setup() {\n mySound.play();\n}\n
Used by Osc and Envelope to chain signal math
\n', + class: 'p5', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 1763, + description: + 'loadSound() returns a new p5.SoundFile from a specified\npath. If called during preload(), the p5.SoundFile will be ready\nto play in time for setup() and draw(). If called outside of\npreload, the p5.SoundFile will not be ready immediately, so\nloadSound accepts a callback as the second parameter. Using a\n\nlocal server is recommended when loading external files.
\n', + itemtype: 'method', + name: 'loadSound', + params: [ + { + name: 'path', + description: + 'Path to the sound file, or an array with\n paths to soundfiles in multiple formats\n i.e. ['sound.ogg', 'sound.mp3'].\n Alternately, accepts an object: either\n from the HTML5 File API, or a p5.File.
\n', + type: 'String|Array' + }, + { + name: 'successCallback', + description: 'Name of a function to call once file loads
\n', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: + 'Name of a function to call if there is\n an error loading the file.
\n', + type: 'Function', + optional: true + }, + { + name: 'whileLoading', + description: + 'Name of a function to call while file is loading.\n This function will receive the percentage loaded\n so far, from 0.0 to 1.0.
\n', + type: 'Function', + optional: true + } + ], + return: { + description: 'Returns a p5.SoundFile', + type: 'SoundFile' + }, + example: [ + "\n\nfunction preload() {\n mySound = loadSound('assets/doorbell.mp3');\n}\n\nfunction setup() {\n mySound.setVolume(0.1);\n mySound.play();\n}\n
Returns true if the sound file finished loading successfully.
\n', + itemtype: 'method', + name: 'isLoaded', + return: { + description: '', + type: 'Boolean' + }, + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 1932, + description: 'Play the p5.SoundFile
\n', + itemtype: 'method', + name: 'play', + params: [ + { + name: 'startTime', + description: + '(optional) schedule playback to start (in seconds from now).
\n', + type: 'Number', + optional: true + }, + { + name: 'rate', + description: '(optional) playback rate
\n', + type: 'Number', + optional: true + }, + { + name: 'amp', + description: + '(optional) amplitude (volume)\n of playback
\n', + type: 'Number', + optional: true + }, + { + name: 'cueStart', + description: '(optional) cue start time in seconds
\n', + type: 'Number', + optional: true + }, + { + name: 'duration', + description: '(optional) duration of playback in seconds
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2022, + description: + 'p5.SoundFile has two play modes: restart
and\nsustain
. Play Mode determines what happens to a\np5.SoundFile if it is triggered while in the middle of playback.\nIn sustain mode, playback will continue simultaneous to the\nnew playback. In restart mode, play() will stop playback\nand start over. With untilDone, a sound will play only if it's\nnot already playing. Sustain is the default mode.
'restart' or 'sustain' or 'untilDone'
\n', + type: 'String' + } + ], + example: [ + "\n\nvar mySound;\nfunction preload(){\n mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n}\nfunction mouseClicked() {\n mySound.playMode('sustain');\n mySound.play();\n}\nfunction keyPressed() {\n mySound.playMode('restart');\n mySound.play();\n}\n\n
Pauses a file that is currently playing. If the file is not\nplaying, then nothing will happen.
\nAfter pausing, .play() will resume from the paused\nposition.\nIf p5.SoundFile had been set to loop before it was paused,\nit will continue to loop after it is unpaused with .play().
\n', + itemtype: 'method', + name: 'pause', + params: [ + { + name: 'startTime', + description: + '(optional) schedule event to occur\n seconds from now
\n', + type: 'Number', + optional: true + } + ], + example: [ + "\n\nvar soundFile;\n\nfunction preload() {\n soundFormats('ogg', 'mp3');\n soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n}\nfunction setup() {\n background(0, 255, 0);\n soundFile.setVolume(0.1);\n soundFile.loop();\n}\nfunction keyTyped() {\n if (key == 'p') {\n soundFile.pause();\n background(255, 0, 0);\n }\n}\n\nfunction keyReleased() {\n if (key == 'p') {\n soundFile.play();\n background(0, 255, 0);\n }\n}\n
\nLoop the p5.SoundFile. Accepts optional parameters to set the\nplayback rate, playback volume, loopStart, loopEnd.
\n', + itemtype: 'method', + name: 'loop', + params: [ + { + name: 'startTime', + description: + '(optional) schedule event to occur\n seconds from now
\n', + type: 'Number', + optional: true + }, + { + name: 'rate', + description: '(optional) playback rate
\n', + type: 'Number', + optional: true + }, + { + name: 'amp', + description: '(optional) playback volume
\n', + type: 'Number', + optional: true + }, + { + name: 'cueLoopStart', + description: '(optional) startTime in seconds
\n', + type: 'Number', + optional: true + }, + { + name: 'duration', + description: '(optional) loop duration in seconds
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2138, + description: + 'Set a p5.SoundFile's looping flag to true or false. If the sound\nis currently playing, this change will take effect when it\nreaches the end of the current playback.
\n', + itemtype: 'method', + name: 'setLoop', + params: [ + { + name: 'Boolean', + description: 'set looping to true or false
\n', + type: 'Boolean' + } + ], + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2159, + description: + 'Returns 'true' if a p5.SoundFile is currently looping and playing, 'false' if not.
\n', + itemtype: 'method', + name: 'isLooping', + return: { + description: '', + type: 'Boolean' + }, + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2174, + description: + 'Returns true if a p5.SoundFile is playing, false if not (i.e.\npaused or stopped).
\n', + itemtype: 'method', + name: 'isPlaying', + return: { + description: '', + type: 'Boolean' + }, + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2184, + description: + 'Returns true if a p5.SoundFile is paused, false if not (i.e.\nplaying or stopped).
\n', + itemtype: 'method', + name: 'isPaused', + return: { + description: '', + type: 'Boolean' + }, + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2194, + description: 'Stop soundfile playback.
\n', + itemtype: 'method', + name: 'stop', + params: [ + { + name: 'startTime', + description: + '(optional) schedule event to occur\n in seconds from now
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2239, + description: + 'Multiply the output volume (amplitude) of a sound file\nbetween 0.0 (silence) and 1.0 (full volume).\n1.0 is the maximum amplitude of a digital sound, so multiplying\nby greater than 1.0 may cause digital distortion. To\nfade, provide a rampTime
parameter. For more\ncomplex fades, see the Envelope class.
Alternately, you can pass in a signal source such as an\noscillator to modulate the amplitude with an audio signal.
\n', + itemtype: 'method', + name: 'setVolume', + params: [ + { + name: 'volume', + description: + 'Volume (amplitude) between 0.0\n and 1.0 or modulating signal/oscillator
\n', + type: 'Number|Object' + }, + { + name: 'rampTime', + description: 'Fade for t seconds
\n', + type: 'Number', + optional: true + }, + { + name: 'timeFromNow', + description: + 'Schedule this event to happen at\n t seconds in the future
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2280, + description: + 'Set the stereo panning of a p5.sound object to\na floating point number between -1.0 (left) and 1.0 (right).\nDefault is 0.0 (center).
\n', + itemtype: 'method', + name: 'pan', + params: [ + { + name: 'panValue', + description: 'Set the stereo panner
\n', + type: 'Number', + optional: true + }, + { + name: 'timeFromNow', + description: + 'schedule this event to happen\n seconds from now
\n', + type: 'Number', + optional: true + } + ], + example: [ + "\n\n\n var ball = {};\n var soundFile;\n\n function preload() {\n soundFormats('ogg', 'mp3');\n soundFile = loadSound('assets/beatbox.mp3');\n }\n\n function draw() {\n background(0);\n ball.x = constrain(mouseX, 0, width);\n ellipse(ball.x, height/2, 20, 20)\n }\n\n function mousePressed(){\n // map the ball's x location to a panning degree\n // between -1.0 (left) and 1.0 (right)\n var panning = map(ball.x, 0., width,-1.0, 1.0);\n soundFile.pan(panning);\n soundFile.play();\n }\n
Returns the current stereo pan position (-1.0 to 1.0)
\n', + itemtype: 'method', + name: 'getPan', + return: { + description: + 'Returns the stereo pan setting of the Oscillator\n as a number between -1.0 (left) and 1.0 (right).\n 0.0 is center and default.', + type: 'Number' + }, + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2330, + description: + 'Set the playback rate of a sound file. Will change the speed and the pitch.\nValues less than zero will reverse the audio buffer.
\n', + itemtype: 'method', + name: 'rate', + params: [ + { + name: 'playbackRate', + description: + 'Set the playback rate. 1.0 is normal,\n .5 is half-speed, 2.0 is twice as fast.\n Values less than zero play backwards.
\n', + type: 'Number', + optional: true + } + ], + example: [ + "\n\nvar song;\n\nfunction preload() {\n song = loadSound('assets/Damscray_DancingTiger.mp3');\n}\n\nfunction setup() {\n song.loop();\n}\n\nfunction draw() {\n background(200);\n\n // Set the rate to a range between 0.1 and 4\n // Changing the rate also alters the pitch\n var speed = map(mouseY, 0.1, height, 0, 2);\n speed = constrain(speed, 0.01, 4);\n song.rate(speed);\n\n // Draw a circle to show what is going on\n stroke(0);\n fill(51, 100);\n ellipse(mouseX, 100, 48, 48);\n}\n\n
\n Returns the duration of a sound file in seconds.
\n', + itemtype: 'method', + name: 'duration', + return: { + description: 'The duration of the soundFile in seconds.', + type: 'Number' + }, + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2417, + description: + 'Return the current position of the p5.SoundFile playhead, in seconds.\nTime is relative to the normal buffer direction, so if reverseBuffer
\nhas been called, currentTime will count backwards.
Move the playhead of the song to a position, in seconds. Start timing\nand playback duration. If none are given, will reset the file to play\nentire duration from start to finish.
\n', + itemtype: 'method', + name: 'jump', + params: [ + { + name: 'cueTime', + description: 'cueTime of the soundFile in seconds.
\n', + type: 'Number' + }, + { + name: 'duration', + description: 'duration in seconds.
\n', + type: 'Number' + } + ], + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2451, + description: + 'Return the number of channels in a sound file.\nFor example, Mono = 1, Stereo = 2.
\n', + itemtype: 'method', + name: 'channels', + return: { + description: '[channels]', + type: 'Number' + }, + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2461, + description: 'Return the sample rate of the sound file.
\n', + itemtype: 'method', + name: 'sampleRate', + return: { + description: '[sampleRate]', + type: 'Number' + }, + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2470, + description: + 'Return the number of samples in a sound file.\nEqual to sampleRate * duration.
\n', + itemtype: 'method', + name: 'frames', + return: { + description: '[sampleCount]', + type: 'Number' + }, + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2480, + description: + 'Returns an array of amplitude peaks in a p5.SoundFile that can be\nused to draw a static waveform. Scans through the p5.SoundFile's\naudio buffer to find the greatest amplitudes. Accepts one\nparameter, 'length', which determines size of the array.\nLarger arrays result in more precise waveform visualizations.
\nInspired by Wavesurfer.js.
\n', + itemtype: 'method', + name: 'getPeaks', + params: [ + { + name: 'length', + description: + 'length is the size of the returned array.\n Larger length results in more precision.\n Defaults to 5*width of the browser window.
\n', + type: 'Number', + optional: true + } + ], + return: { + description: 'Array of peaks.', + type: 'Float32Array' + }, + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2532, + description: + 'Reverses the p5.SoundFile's buffer source.\nPlayback must be handled separately (see example).
\n', + itemtype: 'method', + name: 'reverseBuffer', + example: [ + "\n\nvar drum;\n\nfunction preload() {\n drum = loadSound('assets/drum.mp3');\n}\n\nfunction setup() {\n drum.reverseBuffer();\n drum.play();\n}\n\n
\n Schedule an event to be called when the soundfile\nreaches the end of a buffer. If the soundfile is\nplaying through once, this will be called when it\nends. If it is looping, it will be called when\nstop is called.
\n', + itemtype: 'method', + name: 'onended', + params: [ + { + name: 'callback', + description: + 'function to call when the\n soundfile has ended.
\n', + type: 'Function' + } + ], + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2625, + description: + 'Connects the output of a p5sound object to input of another\np5.sound object. For example, you may connect a p5.SoundFile to an\nFFT or an Effect. If no parameter is given, it will connect to\nthe master output. Most p5sound objects connect to the master\noutput when they are created.
\n', + itemtype: 'method', + name: 'connect', + params: [ + { + name: 'object', + description: 'Audio object that accepts an input
\n', + type: 'Object', + optional: true + } + ], + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2646, + description: 'Disconnects the output of this p5sound object.
\n', + itemtype: 'method', + name: 'disconnect', + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2656, + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2661, + description: + 'Reset the source for this SoundFile to a\nnew path (URL).
\n', + itemtype: 'method', + name: 'setPath', + params: [ + { + name: 'path', + description: 'path to audio file
\n', + type: 'String' + }, + { + name: 'callback', + description: 'Callback
\n', + type: 'Function' + } + ], + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2674, + description: 'Replace the current Audio Buffer with a new Buffer.
\n', + itemtype: 'method', + name: 'setBuffer', + params: [ + { + name: 'buf', + description: + 'Array of Float32 Array(s). 2 Float32 Arrays\n will create a stereo source. 1 will create\n a mono source.
\n', + type: 'Array' + } + ], + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2741, + description: + 'processPeaks returns an array of timestamps where it thinks there is a beat.
\nThis is an asynchronous function that processes the soundfile in an offline audio context,\nand sends the results to your callback function.
\nThe process involves running the soundfile through a lowpass filter, and finding all of the\npeaks above the initial threshold. If the total number of peaks are below the minimum number of peaks,\nit decreases the threshold and re-runs the analysis until either minPeaks or minThreshold are reached.
\n', + itemtype: 'method', + name: 'processPeaks', + params: [ + { + name: 'callback', + description: 'a function to call once this data is returned
\n', + type: 'Function' + }, + { + name: 'initThreshold', + description: 'initial threshold defaults to 0.9
\n', + type: 'Number', + optional: true + }, + { + name: 'minThreshold', + description: 'minimum threshold defaults to 0.22
\n', + type: 'Number', + optional: true + }, + { + name: 'minPeaks', + description: 'minimum number of peaks defaults to 200
\n', + type: 'Number', + optional: true + } + ], + return: { + description: 'Array of timestamped peaks', + type: 'Array' + }, + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2934, + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 2943, + description: + 'Schedule events to trigger every time a MediaElement\n(audio/video) reaches a playback cue point.
\nAccepts a callback function, a time (in seconds) at which to trigger\nthe callback, and an optional parameter for the callback.
\nTime will be passed as the first parameter to the callback function,\nand param will be the second parameter.
\n', + itemtype: 'method', + name: 'addCue', + params: [ + { + name: 'time', + description: + 'Time in seconds, relative to this media\n element's playback. For example, to trigger\n an event every time playback reaches two\n seconds, pass in the number 2. This will be\n passed as the first parameter to\n the callback function.
\n', + type: 'Number' + }, + { + name: 'callback', + description: + 'Name of a function that will be\n called at the given time. The callback will\n receive time and (optionally) param as its\n two parameters.
\n', + type: 'Function' + }, + { + name: 'value', + description: + 'An object to be passed as the\n second parameter to the\n callback function.
\n', + type: 'Object', + optional: true + } + ], + return: { + description: + 'id ID of this cue,\n useful for removeCue(id)', + type: 'Number' + }, + example: [ + '\n\nvar mySound;\nfunction preload() {\n mySound = loadSound(\'assets/beat.mp3\');\n}\n\nfunction setup() {\n background(0);\n noStroke();\n fill(255);\n textAlign(CENTER);\n text(\'click to play\', width/2, height/2);\n\n // schedule calls to changeText\n mySound.addCue(0.50, changeText, "hello" );\n mySound.addCue(1.00, changeText, "p5" );\n mySound.addCue(1.50, changeText, "what" );\n mySound.addCue(2.00, changeText, "do" );\n mySound.addCue(2.50, changeText, "you" );\n mySound.addCue(3.00, changeText, "want" );\n mySound.addCue(4.00, changeText, "to" );\n mySound.addCue(5.00, changeText, "make" );\n mySound.addCue(6.00, changeText, "?" );\n}\n\nfunction changeText(val) {\n background(0);\n text(val, width/2, height/2);\n}\n\nfunction mouseClicked() {\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n if (mySound.isPlaying() ) {\n mySound.stop();\n } else {\n mySound.play();\n }\n }\n}\n
Remove a callback based on its ID. The ID is returned by the\naddCue method.
\n', + itemtype: 'method', + name: 'removeCue', + params: [ + { + name: 'id', + description: 'ID of the cue, as returned by addCue
\n', + type: 'Number' + } + ], + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 3040, + description: + 'Remove all of the callbacks that had originally been scheduled\nvia the addCue method.
\n', + itemtype: 'method', + name: 'clearCues', + class: 'p5.SoundFile', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 3065, + description: + 'Save a p5.SoundFile as a .wav file. The browser will prompt the user\nto download the file to their device. To upload a file to a server, see\ngetBlob
\n', + itemtype: 'method', + name: 'save', + params: [ + { + name: 'fileName', + description: 'name of the resulting .wav file.
\n', + type: 'String', + optional: true + } + ], + example: [ + "\n\n var inp, button, mySound;\n var fileName = 'cool';\n function preload() {\n mySound = loadSound('assets/doorbell.mp3');\n }\n function setup() {\n btn = createButton('click to save file');\n btn.position(0, 0);\n btn.mouseClicked(handleMouseClick);\n }\n\n function handleMouseClick() {\n mySound.save(fileName);\n }\n
This method is useful for sending a SoundFile to a server. It returns the\n.wav-encoded audio data as a "Blob".\nA Blob is a file-like data object that can be uploaded to a server\nwith an http request. We'll\nuse the httpDo
options object to send a POST request with some\nspecific options: we encode the request as multipart/form-data
,\nand attach the blob as one of the form values using FormData
.
\n\n function preload() {\n mySound = loadSound('assets/doorbell.mp3');\n }\n\n function setup() {\n noCanvas();\n var soundBlob = mySound.getBlob();\n\n // Now we can send the blob to a server...\n var serverUrl = 'https://jsonplaceholder.typicode.com/posts';\n var httpRequestOptions = {\n method: 'POST',\n body: new FormData().append('soundBlob', soundBlob),\n headers: new Headers({\n 'Content-Type': 'multipart/form-data'\n })\n };\n httpDo(serverUrl, httpRequestOptions);\n\n // We can also create an `ObjectURL` pointing to the Blob\n var blobUrl = URL.createObjectURL(soundBlob);\n\n // The `
Connects to the p5sound instance (master output) by default.\nOptionally, you can pass in a specific source (i.e. a soundfile).
\n', + itemtype: 'method', + name: 'setInput', + params: [ + { + name: 'snd', + description: + 'set the sound source\n (optional, defaults to\n master output)
\n', + type: 'SoundObject|undefined', + optional: true + }, + { + name: 'smoothing', + description: + 'a range between 0.0 and 1.0\n to smooth amplitude readings
\n', + type: 'Number|undefined', + optional: true + } + ], + example: [ + "\n\nfunction preload(){\n sound1 = loadSound('assets/beat.mp3');\n sound2 = loadSound('assets/drum.mp3');\n}\nfunction setup(){\n amplitude = new p5.Amplitude();\n sound1.play();\n sound2.play();\n amplitude.setInput(sound2);\n}\nfunction draw() {\n background(0);\n fill(255);\n var level = amplitude.getLevel();\n var size = map(level, 0, 1, 0, 200);\n ellipse(width/2, height/2, size, size);\n}\nfunction mouseClicked(){\n sound1.stop();\n sound2.stop();\n}\n
Returns a single Amplitude reading at the moment it is called.\nFor continuous readings, run in the draw loop.
\n', + itemtype: 'method', + name: 'getLevel', + params: [ + { + name: 'channel', + description: + 'Optionally return only channel 0 (left) or 1 (right)
\n', + type: 'Number', + optional: true + } + ], + return: { + description: 'Amplitude as a number between 0.0 and 1.0', + type: 'Number' + }, + example: [ + "\n\nfunction preload(){\n sound = loadSound('assets/beat.mp3');\n}\nfunction setup() {\n amplitude = new p5.Amplitude();\n sound.play();\n}\nfunction draw() {\n background(0);\n fill(255);\n var level = amplitude.getLevel();\n var size = map(level, 0, 1, 0, 200);\n ellipse(width/2, height/2, size, size);\n}\nfunction mouseClicked(){\n sound.stop();\n}\n
Determines whether the results of Amplitude.process() will be\nNormalized. To normalize, Amplitude finds the difference the\nloudest reading it has processed and the maximum amplitude of\n1.0. Amplitude adds this difference to all values to produce\nresults that will reliably map between 0.0 and 1.0. However,\nif a louder moment occurs, the amount that Normalize adds to\nall the values will change. Accepts an optional boolean parameter\n(true or false). Normalizing is off by default.
\n', + itemtype: 'method', + name: 'toggleNormalize', + params: [ + { + name: 'boolean', + description: 'set normalize to true (1) or false (0)
\n', + type: 'Boolean', + optional: true + } + ], + class: 'p5.Amplitude', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 3425, + description: + 'Smooth Amplitude analysis by averaging with the last analysis\nframe. Off by default.
\n', + itemtype: 'method', + name: 'smooth', + params: [ + { + name: 'set', + description: 'smoothing from 0.0 <= 1
\n', + type: 'Number' + } + ], + class: 'p5.Amplitude', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 3599, + description: + 'Set the input source for the FFT analysis. If no source is\nprovided, FFT will analyze all sound in the sketch.
\n', + itemtype: 'method', + name: 'setInput', + params: [ + { + name: 'source', + description: 'p5.sound object (or web audio API source node)
\n', + type: 'Object', + optional: true + } + ], + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 3618, + description: + 'Returns an array of amplitude values (between -1.0 and +1.0) that represent\na snapshot of amplitude readings in a single buffer. Length will be\nequal to bins (defaults to 1024). Can be used to draw the waveform\nof a sound.
\n', + itemtype: 'method', + name: 'waveform', + params: [ + { + name: 'bins', + description: + 'Must be a power of two between\n 16 and 1024. Defaults to 1024.
\n', + type: 'Number', + optional: true + }, + { + name: 'precision', + description: + 'If any value is provided, will return results\n in a Float32 Array which is more precise\n than a regular array.
\n', + type: 'String', + optional: true + } + ], + return: { + description: + 'Array Array of amplitude values (-1 to 1)\n over time. Array length = bins.', + type: 'Array' + }, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 3661, + description: + 'Returns an array of amplitude values (between 0 and 255)\nacross the frequency spectrum. Length is equal to FFT bins\n(1024 by default). The array indices correspond to frequencies\n(i.e. pitches), from the lowest to the highest that humans can\nhear. Each value represents amplitude at that slice of the\nfrequency spectrum. Must be called prior to using\ngetEnergy()
.
Must be a power of two between\n 16 and 1024. Defaults to 1024.
\n', + type: 'Number', + optional: true + }, + { + name: 'scale', + description: + 'If "dB," returns decibel\n float measurements between\n -140 and 0 (max).\n Otherwise returns integers from 0-255.
\n', + type: 'Number', + optional: true + } + ], + return: { + description: + 'spectrum Array of energy (amplitude/volume)\n values across the frequency spectrum.\n Lowest energy (silence) = 0, highest\n possible is 255.', + type: 'Array' + }, + example: [ + "\n\nvar osc;\nvar fft;\n\nfunction setup(){\n createCanvas(100,100);\n osc = new p5.Oscillator();\n osc.amp(0);\n osc.start();\n fft = new p5.FFT();\n}\n\nfunction draw(){\n background(0);\n\n var freq = map(mouseX, 0, 800, 20, 15000);\n freq = constrain(freq, 1, 20000);\n osc.freq(freq);\n\n var spectrum = fft.analyze();\n noStroke();\n fill(0,255,0); // spectrum is green\n for (var i = 0; i< spectrum.length; i++){\n var x = map(i, 0, spectrum.length, 0, width);\n var h = -height + map(spectrum[i], 0, 255, height, 0);\n rect(x, height, width / spectrum.length, h );\n }\n\n stroke(255);\n text('Freq: ' + round(freq)+'Hz', 10, 10);\n\n isMouseOverCanvas();\n}\n\n// only play sound when mouse is over canvas\nfunction isMouseOverCanvas() {\n var mX = mouseX, mY = mouseY;\n if (mX > 0 && mX < width && mY < height && mY > 0) {\n osc.amp(0.5, 0.2);\n } else {\n osc.amp(0, 0.2);\n }\n}\n
Returns the amount of energy (volume) at a specific\n\nfrequency, or the average amount of energy between two\nfrequencies. Accepts Number(s) corresponding\nto frequency (in Hz), or a String corresponding to predefined\nfrequency ranges ("bass", "lowMid", "mid", "highMid", "treble").\nReturns a range between 0 (no energy/volume at that frequency) and\n255 (maximum energy).\nNOTE: analyze() must be called prior to getEnergy(). Analyze()\ntells the FFT to analyze frequency data, and getEnergy() uses\nthe results determine the value at a specific frequency or\nrange of frequencies.
\n', + itemtype: 'method', + name: 'getEnergy', + params: [ + { + name: 'frequency1', + description: + 'Will return a value representing\n energy at this frequency. Alternately,\n the strings "bass", "lowMid" "mid",\n "highMid", and "treble" will return\n predefined frequency ranges.
\n', + type: 'Number|String' + }, + { + name: 'frequency2', + description: + 'If a second frequency is given,\n will return average amount of\n energy that exists between the\n two frequencies.
\n', + type: 'Number', + optional: true + } + ], + return: { + description: + 'Energy Energy (volume/amplitude) from\n 0 and 255.', + type: 'Number' + }, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 3835, + description: + 'Returns the\n\nspectral centroid of the input signal.\nNOTE: analyze() must be called prior to getCentroid(). Analyze()\ntells the FFT to analyze frequency data, and getCentroid() uses\nthe results determine the spectral centroid.
\n', + itemtype: 'method', + name: 'getCentroid', + return: { + description: + 'Spectral Centroid Frequency Frequency of the spectral centroid in Hz.', + type: 'Number' + }, + example: [ + '\n\n\n\nfunction setup(){\ncnv = createCanvas(100,100);\nsound = new p5.AudioIn();\nsound.start();\nfft = new p5.FFT();\nsound.connect(fft);\n}\n\n\nfunction draw(){\n\nvar centroidplot = 0.0;\nvar spectralCentroid = 0;\n\n\nbackground(0);\nstroke(0,255,0);\nvar spectrum = fft.analyze();\nfill(0,255,0); // spectrum is green\n\n//draw the spectrum\nfor (var i = 0; i< spectrum.length; i++){\n var x = map(log(i), 0, log(spectrum.length), 0, width);\n var h = map(spectrum[i], 0, 255, 0, height);\n var rectangle_width = (log(i+1)-log(i))*(width/log(spectrum.length));\n rect(x, height, rectangle_width, -h )\n}\n\nvar nyquist = 22050;\n\n// get the centroid\nspectralCentroid = fft.getCentroid();\n\n// the mean_freq_index calculation is for the display.\nvar mean_freq_index = spectralCentroid/(nyquist/spectrum.length);\n\ncentroidplot = map(log(mean_freq_index), 0, log(spectrum.length), 0, width);\n\n\nstroke(255,0,0); // the line showing where the centroid is will be red\n\nrect(centroidplot, 0, width / spectrum.length, height)\nnoStroke();\nfill(255,255,255); // text is white\ntext("centroid: ", 10, 20);\ntext(round(spectralCentroid)+" Hz", 10, 40);\n}\n
Smooth FFT analysis by averaging with the last analysis frame.
\n', + itemtype: 'method', + name: 'smooth', + params: [ + { + name: 'smoothing', + description: + '0.0 < smoothing < 1.0.\n Defaults to 0.8.
\n', + type: 'Number' + } + ], + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 3937, + description: + 'Returns an array of average amplitude values for a given number\nof frequency bands split equally. N defaults to 16.\nNOTE: analyze() must be called prior to linAverages(). Analyze()\ntells the FFT to analyze frequency data, and linAverages() uses\nthe results to group them into a smaller set of averages.
\n', + itemtype: 'method', + name: 'linAverages', + params: [ + { + name: 'N', + description: 'Number of returned frequency groups
\n', + type: 'Number' + } + ], + return: { + description: + 'linearAverages Array of average amplitude values for each group', + type: 'Array' + }, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 3967, + description: + 'Returns an array of average amplitude values of the spectrum, for a given\nset of \nOctave Bands\nNOTE: analyze() must be called prior to logAverages(). Analyze()\ntells the FFT to analyze frequency data, and logAverages() uses\nthe results to group them into a smaller set of averages.
\n', + itemtype: 'method', + name: 'logAverages', + params: [ + { + name: 'octaveBands', + description: 'Array of Octave Bands objects for grouping
\n', + type: 'Array' + } + ], + return: { + description: + 'logAverages Array of average amplitude values for each group', + type: 'Array' + }, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 3997, + description: + 'Calculates and Returns the 1/N\nOctave Bands\nN defaults to 3 and minimum central frequency to 15.625Hz.\n(1/3 Octave Bands ~= 31 Frequency Bands)\nSetting fCtr0 to a central value of a higher octave will ignore the lower bands\nand produce less frequency groups.
\n', + itemtype: 'method', + name: 'getOctaveBands', + params: [ + { + name: 'N', + description: + 'Specifies the 1/N type of generated octave bands
\n', + type: 'Number' + }, + { + name: 'fCtr0', + description: 'Minimum central frequency for the lowest band
\n', + type: 'Number' + } + ], + return: { + description: + 'octaveBands Array of octave band objects with their bounds', + type: 'Array' + }, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 4055, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 4076, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 4135, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 4453, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 4625, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 4783, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 4824, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 4881, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5049, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5097, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5128, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5149, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5169, + class: 'p5.FFT', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5268, + description: 'Fade to value, for smooth transitions
\n', + itemtype: 'method', + name: 'fade', + params: [ + { + name: 'value', + description: 'Value to set this signal
\n', + type: 'Number' + }, + { + name: 'secondsFromNow', + description: 'Length of fade, in seconds from now
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Signal', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5279, + description: + 'Connect a p5.sound object or Web Audio node to this\np5.Signal so that its amplitude values can be scaled.
\n', + itemtype: 'method', + name: 'setInput', + params: [ + { + name: 'input', + description: '', + type: 'Object' + } + ], + class: 'p5.Signal', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5293, + description: + 'Add a constant value to this audio signal,\nand return the resulting audio signal. Does\nnot change the value of the original signal,\ninstead it returns a new p5.SignalAdd.
\n', + itemtype: 'method', + name: 'add', + params: [ + { + name: 'number', + description: '', + type: 'Number' + } + ], + return: { + description: 'object', + type: 'p5.Signal' + }, + class: 'p5.Signal', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5312, + description: + 'Multiply this signal by a constant value,\nand return the resulting audio signal. Does\nnot change the value of the original signal,\ninstead it returns a new p5.SignalMult.
\n', + itemtype: 'method', + name: 'mult', + params: [ + { + name: 'number', + description: 'to multiply
\n', + type: 'Number' + } + ], + return: { + description: 'object', + type: 'p5.Signal' + }, + class: 'p5.Signal', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5331, + description: + 'Scale this signal value to a given range,\nand return the result as an audio signal. Does\nnot change the value of the original signal,\ninstead it returns a new p5.SignalScale.
\n', + itemtype: 'method', + name: 'scale', + params: [ + { + name: 'number', + description: 'to multiply
\n', + type: 'Number' + }, + { + name: 'inMin', + description: 'input range minumum
\n', + type: 'Number' + }, + { + name: 'inMax', + description: 'input range maximum
\n', + type: 'Number' + }, + { + name: 'outMin', + description: 'input range minumum
\n', + type: 'Number' + }, + { + name: 'outMax', + description: 'input range maximum
\n', + type: 'Number' + } + ], + return: { + description: 'object', + type: 'p5.Signal' + }, + class: 'p5.Signal', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5465, + description: + 'Start an oscillator. Accepts an optional parameter to\ndetermine how long (in seconds from now) until the\noscillator starts.
\n', + itemtype: 'method', + name: 'start', + params: [ + { + name: 'time', + description: 'startTime in seconds from now.
\n', + type: 'Number', + optional: true + }, + { + name: 'frequency', + description: 'frequency in Hz.
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Oscillator', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5505, + description: + 'Stop an oscillator. Accepts an optional parameter\nto determine how long (in seconds from now) until the\noscillator stops.
\n', + itemtype: 'method', + name: 'stop', + params: [ + { + name: 'secondsFromNow', + description: 'Time, in seconds from now.
\n', + type: 'Number' + } + ], + class: 'p5.Oscillator', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5521, + description: + 'Set the amplitude between 0 and 1.0. Or, pass in an object\nsuch as an oscillator to modulate amplitude with an audio signal.
\n', + itemtype: 'method', + name: 'amp', + params: [ + { + name: 'vol', + description: + 'between 0 and 1.0\n or a modulating signal/oscillator
\n', + type: 'Number|Object' + }, + { + name: 'rampTime', + description: 'create a fade that lasts rampTime
\n', + type: 'Number', + optional: true + }, + { + name: 'timeFromNow', + description: + 'schedule this event to happen\n seconds from now
\n', + type: 'Number', + optional: true + } + ], + return: { + description: + "gain If no value is provided,\n returns the Web Audio API\n AudioParam that controls\n this oscillator's\n gain/amplitude/volume)", + type: 'AudioParam' + }, + class: 'p5.Oscillator', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5556, + description: + 'Set frequency of an oscillator to a value. Or, pass in an object\nsuch as an oscillator to modulate the frequency with an audio signal.
\n', + itemtype: 'method', + name: 'freq', + params: [ + { + name: 'Frequency', + description: + 'Frequency in Hz\n or modulating signal/oscillator
\n', + type: 'Number|Object' + }, + { + name: 'rampTime', + description: 'Ramp time (in seconds)
\n', + type: 'Number', + optional: true + }, + { + name: 'timeFromNow', + description: + 'Schedule this event to happen\n at x seconds from now
\n', + type: 'Number', + optional: true + } + ], + return: { + description: + "Frequency If no value is provided,\n returns the Web Audio API\n AudioParam that controls\n this oscillator's frequency", + type: 'AudioParam' + }, + example: [ + '\n\nvar osc = new p5.Oscillator(300);\nosc.start();\nosc.freq(40, 10);\n
Set type to 'sine', 'triangle', 'sawtooth' or 'square'.
\n', + itemtype: 'method', + name: 'setType', + params: [ + { + name: 'type', + description: + ''sine', 'triangle', 'sawtooth' or 'square'.
\n', + type: 'String' + } + ], + class: 'p5.Oscillator', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5627, + description: 'Connect to a p5.sound / Web Audio object.
\n', + itemtype: 'method', + name: 'connect', + params: [ + { + name: 'unit', + description: 'A p5.sound or Web Audio object
\n', + type: 'Object' + } + ], + class: 'p5.Oscillator', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5644, + description: 'Disconnect all outputs
\n', + itemtype: 'method', + name: 'disconnect', + class: 'p5.Oscillator', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5661, + description: 'Pan between Left (-1) and Right (1)
\n', + itemtype: 'method', + name: 'pan', + params: [ + { + name: 'panning', + description: 'Number between -1 and 1
\n', + type: 'Number' + }, + { + name: 'timeFromNow', + description: + 'schedule this event to happen\n seconds from now
\n', + type: 'Number' + } + ], + class: 'p5.Oscillator', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5693, + description: + 'Set the phase of an oscillator between 0.0 and 1.0.\nIn this implementation, phase is a delay time\nbased on the oscillator's current frequency.
\n', + itemtype: 'method', + name: 'phase', + params: [ + { + name: 'phase', + description: 'float between 0.0 and 1.0
\n', + type: 'Number' + } + ], + class: 'p5.Oscillator', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5747, + description: + 'Add a value to the p5.Oscillator's output amplitude,\nand return the oscillator. Calling this method again\nwill override the initial add() with a new value.
\n', + itemtype: 'method', + name: 'add', + params: [ + { + name: 'number', + description: 'Constant number to add
\n', + type: 'Number' + } + ], + return: { + description: + 'Oscillator Returns this oscillator\n with scaled output', + type: 'p5.Oscillator' + }, + class: 'p5.Oscillator', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5764, + description: + 'Multiply the p5.Oscillator's output amplitude\nby a fixed value (i.e. turn it up!). Calling this method\nagain will override the initial mult() with a new value.
\n', + itemtype: 'method', + name: 'mult', + params: [ + { + name: 'number', + description: 'Constant number to multiply
\n', + type: 'Number' + } + ], + return: { + description: + 'Oscillator Returns this oscillator\n with multiplied output', + type: 'p5.Oscillator' + }, + class: 'p5.Oscillator', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5780, + description: + 'Scale this oscillator's amplitude values to a given\nrange, and return the oscillator. Calling this method\nagain will override the initial scale() with new values.
\n', + itemtype: 'method', + name: 'scale', + params: [ + { + name: 'inMin', + description: 'input range minumum
\n', + type: 'Number' + }, + { + name: 'inMax', + description: 'input range maximum
\n', + type: 'Number' + }, + { + name: 'outMin', + description: 'input range minumum
\n', + type: 'Number' + }, + { + name: 'outMax', + description: 'input range maximum
\n', + type: 'Number' + } + ], + return: { + description: + 'Oscillator Returns this oscillator\n with scaled output', + type: 'p5.Oscillator' + }, + class: 'p5.Oscillator', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 5879, + class: 'p5.SqrOsc', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 6082, + class: 'p5.SqrOsc', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 6369, + description: 'Time until envelope reaches attackLevel
\n', + itemtype: 'property', + name: 'attackTime', + class: 'p5.Envelope', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 6374, + description: 'Level once attack is complete.
\n', + itemtype: 'property', + name: 'attackLevel', + class: 'p5.Envelope', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 6379, + description: 'Time until envelope reaches decayLevel.
\n', + itemtype: 'property', + name: 'decayTime', + class: 'p5.Envelope', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 6384, + description: + 'Level after decay. The envelope will sustain here until it is released.
\n', + itemtype: 'property', + name: 'decayLevel', + class: 'p5.Envelope', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 6389, + description: 'Duration of the release portion of the envelope.
\n', + itemtype: 'property', + name: 'releaseTime', + class: 'p5.Envelope', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 6394, + description: 'Level at the end of the release.
\n', + itemtype: 'property', + name: 'releaseLevel', + class: 'p5.Envelope', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 6430, + description: + 'Reset the envelope with a series of time/value pairs.
\n', + itemtype: 'method', + name: 'set', + params: [ + { + name: 'attackTime', + description: + 'Time (in seconds) before level\n reaches attackLevel
\n', + type: 'Number' + }, + { + name: 'attackLevel', + description: + 'Typically an amplitude between\n 0.0 and 1.0
\n', + type: 'Number' + }, + { + name: 'decayTime', + description: 'Time
\n', + type: 'Number' + }, + { + name: 'decayLevel', + description: + 'Amplitude (In a standard ADSR envelope,\n decayLevel = sustainLevel)
\n', + type: 'Number' + }, + { + name: 'releaseTime', + description: 'Release Time (in seconds)
\n', + type: 'Number' + }, + { + name: 'releaseLevel', + description: 'Amplitude
\n', + type: 'Number' + } + ], + example: [ + "\n\nvar t1 = 0.1; // attack time in seconds\nvar l1 = 0.7; // attack level 0.0 to 1.0\nvar t2 = 0.3; // decay time in seconds\nvar l2 = 0.1; // decay level 0.0 to 1.0\nvar t3 = 0.2; // sustain time in seconds\nvar l3 = 0.5; // sustain level 0.0 to 1.0\n// release level defaults to zero\n\nvar env;\nvar triOsc;\n\nfunction setup() {\n background(0);\n noStroke();\n fill(255);\n textAlign(CENTER);\n text('click to play', width/2, height/2);\n\n env = new p5.Envelope(t1, l1, t2, l2, t3, l3);\n triOsc = new p5.Oscillator('triangle');\n triOsc.amp(env); // give the env control of the triOsc's amp\n triOsc.start();\n}\n\n// mouseClick triggers envelope if over canvas\nfunction mouseClicked() {\n // is mouse over canvas?\n if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n env.play(triOsc);\n }\n}\n
Set values like a traditional\n\nADSR envelope\n.
\n', + itemtype: 'method', + name: 'setADSR', + params: [ + { + name: 'attackTime', + description: + 'Time (in seconds before envelope\n reaches Attack Level
\n', + type: 'Number' + }, + { + name: 'decayTime', + description: + 'Time (in seconds) before envelope\n reaches Decay/Sustain Level
\n', + type: 'Number', + optional: true + }, + { + name: 'susRatio', + description: + 'Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n where 1.0 = attackLevel, 0.0 = releaseLevel.\n The susRatio determines the decayLevel and the level at which the\n sustain portion of the envelope will sustain.\n For example, if attackLevel is 0.4, releaseLevel is 0,\n and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n increased to 1.0 (using setRange
),\n then decayLevel would increase proportionally, to become 0.5.
Time in seconds from now (defaults to 0)
\n', + type: 'Number', + optional: true + } + ], + example: [ + "\n\nvar attackLevel = 1.0;\nvar releaseLevel = 0;\n\nvar attackTime = 0.001;\nvar decayTime = 0.2;\nvar susPercent = 0.2;\nvar releaseTime = 0.5;\n\nvar env, triOsc;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n\n textAlign(CENTER);\n text('click to play', width/2, height/2);\n\n env = new p5.Envelope();\n env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n env.setRange(attackLevel, releaseLevel);\n\n triOsc = new p5.Oscillator('triangle');\n triOsc.amp(env);\n triOsc.start();\n triOsc.freq(220);\n\n cnv.mousePressed(playEnv);\n}\n\nfunction playEnv() {\n env.play();\n}\n
Set max (attackLevel) and min (releaseLevel) of envelope.
\n', + itemtype: 'method', + name: 'setRange', + params: [ + { + name: 'aLevel', + description: 'attack level (defaults to 1)
\n', + type: 'Number' + }, + { + name: 'rLevel', + description: 'release level (defaults to 0)
\n', + type: 'Number' + } + ], + example: [ + "\n\nvar attackLevel = 1.0;\nvar releaseLevel = 0;\n\nvar attackTime = 0.001;\nvar decayTime = 0.2;\nvar susPercent = 0.2;\nvar releaseTime = 0.5;\n\nvar env, triOsc;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n\n textAlign(CENTER);\n text('click to play', width/2, height/2);\n\n env = new p5.Envelope();\n env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n env.setRange(attackLevel, releaseLevel);\n\n triOsc = new p5.Oscillator('triangle');\n triOsc.amp(env);\n triOsc.start();\n triOsc.freq(220);\n\n cnv.mousePressed(playEnv);\n}\n\nfunction playEnv() {\n env.play();\n}\n
Assign a parameter to be controlled by this envelope.\nIf a p5.Sound object is given, then the p5.Envelope will control its\noutput gain. If multiple inputs are provided, the env will\ncontrol all of them.
\n', + itemtype: 'method', + name: 'setInput', + params: [ + { + name: 'inputs', + description: + 'A p5.sound object or\n Web Audio Param.
\n', + type: 'Object', + optional: true, + multiple: true + } + ], + class: 'p5.Envelope', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 6648, + description: + 'Set whether the envelope ramp is linear (default) or exponential.\nExponential ramps can be useful because we perceive amplitude\nand frequency logarithmically.
\n', + itemtype: 'method', + name: 'setExp', + params: [ + { + name: 'isExp', + description: 'true is exponential, false is linear
\n', + type: 'Boolean' + } + ], + class: 'p5.Envelope', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 6666, + description: + 'Play tells the envelope to start acting on a given input.\nIf the input is a p5.sound object (i.e. AudioIn, Oscillator,\nSoundFile), then Envelope will control its output volume.\nEnvelopes can also be used to control any \nWeb Audio Audio Param.
\n', + itemtype: 'method', + name: 'play', + params: [ + { + name: 'unit', + description: + 'A p5.sound object or\n Web Audio Param.
\n', + type: 'Object' + }, + { + name: 'startTime', + description: 'time from now (in seconds) at which to play
\n', + type: 'Number', + optional: true + }, + { + name: 'sustainTime', + description: 'time to sustain before releasing the envelope
\n', + type: 'Number', + optional: true + } + ], + example: [ + "\n\nvar attackLevel = 1.0;\nvar releaseLevel = 0;\n\nvar attackTime = 0.001;\nvar decayTime = 0.2;\nvar susPercent = 0.2;\nvar releaseTime = 0.5;\n\nvar env, triOsc;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n\n textAlign(CENTER);\n text('click to play', width/2, height/2);\n\n env = new p5.Envelope();\n env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n env.setRange(attackLevel, releaseLevel);\n\n triOsc = new p5.Oscillator('triangle');\n triOsc.amp(env);\n triOsc.start();\n triOsc.freq(220);\n\n cnv.mousePressed(playEnv);\n}\n\nfunction playEnv() {\n // trigger env on triOsc, 0 seconds from now\n // After decay, sustain for 0.2 seconds before release\n env.play(triOsc, 0, 0.2);\n}\n
Trigger the Attack, and Decay portion of the Envelope.\nSimilar to holding down a key on a piano, but it will\nhold the sustain level until you let go. Input can be\nany p5.sound object, or a \nWeb Audio Param.
\n', + itemtype: 'method', + name: 'triggerAttack', + params: [ + { + name: 'unit', + description: 'p5.sound Object or Web Audio Param
\n', + type: 'Object' + }, + { + name: 'secondsFromNow', + description: 'time from now (in seconds)
\n', + type: 'Number' + } + ], + example: [ + "\n\n\nvar attackLevel = 1.0;\nvar releaseLevel = 0;\n\nvar attackTime = 0.001;\nvar decayTime = 0.3;\nvar susPercent = 0.4;\nvar releaseTime = 0.5;\n\nvar env, triOsc;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n background(200);\n textAlign(CENTER);\n text('click to play', width/2, height/2);\n\n env = new p5.Envelope();\n env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n env.setRange(attackLevel, releaseLevel);\n\n triOsc = new p5.Oscillator('triangle');\n triOsc.amp(env);\n triOsc.start();\n triOsc.freq(220);\n\n cnv.mousePressed(envAttack);\n}\n\nfunction envAttack() {\n console.log('trigger attack');\n env.triggerAttack();\n\n background(0,255,0);\n text('attack!', width/2, height/2);\n}\n\nfunction mouseReleased() {\n env.triggerRelease();\n\n background(200);\n text('click to play', width/2, height/2);\n}\n
Trigger the Release of the Envelope. This is similar to releasing\nthe key on a piano and letting the sound fade according to the\nrelease level and release time.
\n', + itemtype: 'method', + name: 'triggerRelease', + params: [ + { + name: 'unit', + description: 'p5.sound Object or Web Audio Param
\n', + type: 'Object' + }, + { + name: 'secondsFromNow', + description: 'time to trigger the release
\n', + type: 'Number' + } + ], + example: [ + "\n\n\nvar attackLevel = 1.0;\nvar releaseLevel = 0;\n\nvar attackTime = 0.001;\nvar decayTime = 0.3;\nvar susPercent = 0.4;\nvar releaseTime = 0.5;\n\nvar env, triOsc;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n background(200);\n textAlign(CENTER);\n text('click to play', width/2, height/2);\n\n env = new p5.Envelope();\n env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n env.setRange(attackLevel, releaseLevel);\n\n triOsc = new p5.Oscillator('triangle');\n triOsc.amp(env);\n triOsc.start();\n triOsc.freq(220);\n\n cnv.mousePressed(envAttack);\n}\n\nfunction envAttack() {\n console.log('trigger attack');\n env.triggerAttack();\n\n background(0,255,0);\n text('attack!', width/2, height/2);\n}\n\nfunction mouseReleased() {\n env.triggerRelease();\n\n background(200);\n text('click to play', width/2, height/2);\n}\n
Exponentially ramp to a value using the first two\nvalues from setADSR(attackTime, decayTime)
\nas \ntime constants for simple exponential ramps.\nIf the value is higher than current value, it uses attackTime,\nwhile a decrease uses decayTime.
p5.sound Object or Web Audio Param
\n', + type: 'Object' + }, + { + name: 'secondsFromNow', + description: 'When to trigger the ramp
\n', + type: 'Number' + }, + { + name: 'v', + description: 'Target value
\n', + type: 'Number' + }, + { + name: 'v2', + description: 'Second target value (optional)
\n', + type: 'Number', + optional: true + } + ], + example: [ + "\n\nvar env, osc, amp, cnv;\n\nvar attackTime = 0.001;\nvar decayTime = 0.2;\nvar attackLevel = 1;\nvar decayLevel = 0;\n\nfunction setup() {\n cnv = createCanvas(100, 100);\n fill(0,255,0);\n noStroke();\n\n env = new p5.Envelope();\n env.setADSR(attackTime, decayTime);\n\n osc = new p5.Oscillator();\n osc.amp(env);\n osc.start();\n\n amp = new p5.Amplitude();\n\n cnv.mousePressed(triggerRamp);\n}\n\nfunction triggerRamp() {\n env.ramp(osc, 0, attackLevel, decayLevel);\n}\n\nfunction draw() {\n background(20,20,20);\n text('click me', 10, 20);\n var h = map(amp.getLevel(), 0, 0.4, 0, height);;\n\n rect(0, height, width, -h);\n}\n
Add a value to the p5.Oscillator's output amplitude,\nand return the oscillator. Calling this method\nagain will override the initial add() with new values.
\n', + itemtype: 'method', + name: 'add', + params: [ + { + name: 'number', + description: 'Constant number to add
\n', + type: 'Number' + } + ], + return: { + description: + 'Envelope Returns this envelope\n with scaled output', + type: 'p5.Envelope' + }, + class: 'p5.Envelope', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7054, + description: + 'Multiply the p5.Envelope's output amplitude\nby a fixed value. Calling this method\nagain will override the initial mult() with new values.
\n', + itemtype: 'method', + name: 'mult', + params: [ + { + name: 'number', + description: 'Constant number to multiply
\n', + type: 'Number' + } + ], + return: { + description: + 'Envelope Returns this envelope\n with scaled output', + type: 'p5.Envelope' + }, + class: 'p5.Envelope', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7070, + description: + 'Scale this envelope's amplitude values to a given\nrange, and return the envelope. Calling this method\nagain will override the initial scale() with new values.
\n', + itemtype: 'method', + name: 'scale', + params: [ + { + name: 'inMin', + description: 'input range minumum
\n', + type: 'Number' + }, + { + name: 'inMax', + description: 'input range maximum
\n', + type: 'Number' + }, + { + name: 'outMin', + description: 'input range minumum
\n', + type: 'Number' + }, + { + name: 'outMax', + description: 'input range maximum
\n', + type: 'Number' + } + ], + return: { + description: + 'Envelope Returns this envelope\n with scaled output', + type: 'p5.Envelope' + }, + class: 'p5.Envelope', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7178, + description: + 'Set the width of a Pulse object (an oscillator that implements\nPulse Width Modulation).
\n', + itemtype: 'method', + name: 'width', + params: [ + { + name: 'width', + description: + 'Width between the pulses (0 to 1.0,\n defaults to 0)
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Pulse', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7365, + description: + 'Set type of noise to 'white', 'pink' or 'brown'.\nWhite is the default.
\n', + itemtype: 'method', + name: 'setType', + params: [ + { + name: 'type', + description: + ''white', 'pink' or 'brown'
\n', + type: 'String', + optional: true + } + ], + class: 'p5.Noise', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7478, + itemtype: 'property', + name: 'input', + type: 'GainNode', + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7482, + itemtype: 'property', + name: 'output', + type: 'GainNode', + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7486, + itemtype: 'property', + name: 'stream', + type: 'MediaStream|null', + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7490, + itemtype: 'property', + name: 'mediaStream', + type: 'MediaStreamAudioSourceNode|null', + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7494, + itemtype: 'property', + name: 'currentSource', + type: 'Number|null', + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7498, + description: + 'Client must allow browser to access their microphone / audioin source.\nDefault: false. Will become true when the client enables acces.
\n', + itemtype: 'property', + name: 'enabled', + type: 'Boolean', + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7505, + description: + 'Input amplitude, connect to it by default but not to master out
\n', + itemtype: 'property', + name: 'amplitude', + type: 'p5.Amplitude', + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7518, + description: + 'Start processing audio input. This enables the use of other\nAudioIn methods like getLevel(). Note that by default, AudioIn\nis not connected to p5.sound's output. So you won't hear\nanything unless you use the connect() method.
Certain browsers limit access to the user's microphone. For example,\nChrome only allows access from localhost and over https. For this reason,\nyou may want to include an errorCallbackโa function that is called in case\nthe browser won't provide mic access.
\n', + itemtype: 'method', + name: 'start', + params: [ + { + name: 'successCallback', + description: + 'Name of a function to call on\n success.
\n', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: + 'Name of a function to call if\n there was an error. For example,\n some browsers do not support\n getUserMedia.
\n', + type: 'Function', + optional: true + } + ], + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7571, + description: + 'Turn the AudioIn off. If the AudioIn is stopped, it cannot getLevel().\nIf re-starting, the user may be prompted for permission access.
\n', + itemtype: 'method', + name: 'stop', + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7587, + description: + 'Connect to an audio unit. If no parameter is provided, will\nconnect to the master output (i.e. your speakers).
An object that accepts audio input,\n such as an FFT
\n', + type: 'Object', + optional: true + } + ], + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7608, + description: + 'Disconnect the AudioIn from all audio units. For example, if\nconnect() had been called, disconnect() will stop sending\nsignal to your speakers.
Read the Amplitude (volume level) of an AudioIn. The AudioIn\nclass contains its own instance of the Amplitude class to help\nmake it easy to get a microphone's volume level. Accepts an\noptional smoothing value (0.0 < 1.0). NOTE: AudioIn must\n.start() before using .getLevel().
Smoothing is 0.0 by default.\n Smooths values based on previous values.
\n', + type: 'Number', + optional: true + } + ], + return: { + description: 'Volume level (between 0.0 and 1.0)', + type: 'Number' + }, + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7640, + description: + 'Set amplitude (volume) of a mic input between 0 and 1.0.
between 0 and 1.0
\n', + type: 'Number' + }, + { + name: 'time', + description: 'ramp time (optional)
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7659, + description: + 'Returns a list of available input sources. This is a wrapper\nfor <a title="MediaDevices.enumerateDevices() - Web APIs | MDN" target="_blank" href=\n "https://developer.mozilla.org/en-US/docs/Web/API/MediaDevices/enumerateDevices"
\n\n\n', + itemtype: 'method', + name: 'getSources', + params: [ + { + name: 'successCallback', + description: + 'and it returns a Promise.
\n
This callback function handles the sources when they\n have been enumerated. The callback function\n receives the deviceList array as its only argument
\n', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: + 'This optional callback receives the error\n message as its argument.
\n', + type: 'Function', + optional: true + } + ], + return: { + description: + 'Returns a Promise that can be used in place of the callbacks, similar\n to the enumerateDevices() method', + type: 'Promise' + }, + example: [ + '\n\n var audiograb;\n\n function setup(){\n //new audioIn\n audioGrab = new p5.AudioIn();\n\n audioGrab.getSources(function(deviceList) {\n //print out the array of available sources\n console.log(deviceList);\n //set the source to the first item in the deviceList array\n audioGrab.setSource(0);\n });\n }\n
Set the input source. Accepts a number representing a\nposition in the array returned by getSources().\nThis is only available in browsers that support\n<a title="MediaDevices.enumerateDevices() - Web APIs | MDN" target="_blank" href=\n"https://developer.mozilla.org/en-US/docs/Web/API/MediaDevices/enumerateDevices"
\n\n\n', + itemtype: 'method', + name: 'setSource', + params: [ + { + name: 'num', + description: 'navigator.mediaDevices.enumerateDevices().
\n
position of input source in the array
\n', + type: 'Number' + } + ], + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7750, + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7766, + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7790, + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7816, + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7838, + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7860, + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7906, + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7937, + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 7955, + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8292, + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8314, + class: 'p5.AudioIn', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8390, + description: + 'In classes that extend\np5.Effect, connect effect nodes\nto the wet parameter
\n', + class: 'p5.Effect', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8403, + description: 'Set the output volume of the filter.
\n', + itemtype: 'method', + name: 'amp', + params: [ + { + name: 'vol', + description: 'amplitude between 0 and 1.0
\n', + type: 'Number', + optional: true + }, + { + name: 'rampTime', + description: 'create a fade that lasts until rampTime
\n', + type: 'Number', + optional: true + }, + { + name: 'tFromNow', + description: + 'schedule this event to happen in tFromNow seconds
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Effect', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8420, + description: + 'Link effects together in a chain
Example usage: filter.chain(reverb, delay, panner);\nMay be used with an open-ended number of arguments
Chain together multiple sound objects
\n', + type: 'Object', + optional: true + } + ], + class: 'p5.Effect', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8437, + description: 'Adjust the dry/wet value.
\n', + itemtype: 'method', + name: 'drywet', + params: [ + { + name: 'fade', + description: 'The desired drywet value (0 - 1.0)
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Effect', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8449, + description: + 'Send output to a p5.js-sound, Web Audio Node, or use signal to\ncontrol an AudioParam
\n', + itemtype: 'method', + name: 'connect', + params: [ + { + name: 'unit', + description: '', + type: 'Object' + } + ], + class: 'p5.Effect', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8460, + description: 'Disconnect all output.
\n', + itemtype: 'method', + name: 'disconnect', + class: 'p5.Effect', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8578, + description: + 'The p5.Filter is built with a\n\nWeb Audio BiquadFilter Node.
\n', + itemtype: 'property', + name: 'biquadFilter', + type: 'DelayNode', + class: 'p5.Filter', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8596, + description: + 'Filter an audio signal according to a set\nof filter parameters.
\n', + itemtype: 'method', + name: 'process', + params: [ + { + name: 'Signal', + description: 'An object that outputs audio
\n', + type: 'Object' + }, + { + name: 'freq', + description: 'Frequency in Hz, from 10 to 22050
\n', + type: 'Number', + optional: true + }, + { + name: 'res', + description: + 'Resonance/Width of the filter frequency\n from 0.001 to 1000
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Filter', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8610, + description: 'Set the frequency and the resonance of the filter.
\n', + itemtype: 'method', + name: 'set', + params: [ + { + name: 'freq', + description: 'Frequency in Hz, from 10 to 22050
\n', + type: 'Number', + optional: true + }, + { + name: 'res', + description: 'Resonance (Q) from 0.001 to 1000
\n', + type: 'Number', + optional: true + }, + { + name: 'timeFromNow', + description: + 'schedule this event to happen\n seconds from now
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Filter', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8627, + description: + 'Set the filter frequency, in Hz, from 10 to 22050 (the range of\nhuman hearing, although in reality most people hear in a narrower\nrange).
\n', + itemtype: 'method', + name: 'freq', + params: [ + { + name: 'freq', + description: 'Filter Frequency
\n', + type: 'Number' + }, + { + name: 'timeFromNow', + description: + 'schedule this event to happen\n seconds from now
\n', + type: 'Number', + optional: true + } + ], + return: { + description: 'value Returns the current frequency value', + type: 'Number' + }, + class: 'p5.Filter', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8651, + description: + 'Controls either width of a bandpass frequency,\nor the resonance of a low/highpass cutoff frequency.
\n', + itemtype: 'method', + name: 'res', + params: [ + { + name: 'res', + description: + 'Resonance/Width of filter freq\n from 0.001 to 1000
\n', + type: 'Number' + }, + { + name: 'timeFromNow', + description: + 'schedule this event to happen\n seconds from now
\n', + type: 'Number', + optional: true + } + ], + return: { + description: 'value Returns the current res value', + type: 'Number' + }, + class: 'p5.Filter', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8673, + description: + 'Controls the gain attribute of a Biquad Filter.\nThis is distinctly different from .amp() which is inherited from p5.Effect\n.amp() controls the volume via the output gain node\np5.Filter.gain() controls the gain parameter of a Biquad Filter node.
\n', + itemtype: 'method', + name: 'gain', + params: [ + { + name: 'gain', + description: '', + type: 'Number' + } + ], + return: { + description: 'Returns the current or updated gain value', + type: 'Number' + }, + class: 'p5.Filter', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8694, + description: + 'Toggle function. Switches between the specified type and allpass
\n', + itemtype: 'method', + name: 'toggle', + return: { + description: '[Toggle value]', + type: 'Boolean' + }, + class: 'p5.Filter', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8709, + description: + 'Set the type of a p5.Filter. Possible types include:\n"lowpass" (default), "highpass", "bandpass",\n"lowshelf", "highshelf", "peaking", "notch",\n"allpass".
\n', + itemtype: 'method', + name: 'setType', + params: [ + { + name: 't', + description: '', + type: 'String' + } + ], + class: 'p5.Filter', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 8916, + description: + 'The p5.EQ is built with abstracted p5.Filter objects.\nTo modify any bands, use methods of the \np5.Filter API, especially gain
and freq
.\nBands are stored in an array, with indices 0 - 3, or 0 - 7
Process an input by connecting it to the EQ
\n', + itemtype: 'method', + name: 'process', + params: [ + { + name: 'src', + description: 'Audio source
\n', + type: 'Object' + } + ], + class: 'p5.EQ', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9039, + description: + '\nWeb Audio Spatial Panner Node
\nProperties include
\n\n\npanningModel: "equal power" or "HRTF"
\n
\n\ndistanceModel: "linear", "inverse", or "exponential"
\n
Connect an audio sorce
\n', + itemtype: 'method', + name: 'process', + params: [ + { + name: 'src', + description: 'Input source
\n', + type: 'Object' + } + ], + class: 'p5.Panner3D', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9071, + description: 'Set the X,Y,Z position of the Panner
\n', + itemtype: 'method', + name: 'set', + params: [ + { + name: 'xVal', + description: '', + type: 'Number' + }, + { + name: 'yVal', + description: '', + type: 'Number' + }, + { + name: 'zVal', + description: '', + type: 'Number' + }, + { + name: 'time', + description: '', + type: 'Number' + } + ], + return: { + description: 'Updated x, y, z values as an array', + type: 'Array' + }, + class: 'p5.Panner3D', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9090, + description: 'Getter and setter methods for position coordinates
\n', + itemtype: 'method', + name: 'positionX', + return: { + description: 'updated coordinate value', + type: 'Number' + }, + class: 'p5.Panner3D', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9095, + description: 'Getter and setter methods for position coordinates
\n', + itemtype: 'method', + name: 'positionY', + return: { + description: 'updated coordinate value', + type: 'Number' + }, + class: 'p5.Panner3D', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9100, + description: 'Getter and setter methods for position coordinates
\n', + itemtype: 'method', + name: 'positionZ', + return: { + description: 'updated coordinate value', + type: 'Number' + }, + class: 'p5.Panner3D', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9138, + description: 'Set the X,Y,Z position of the Panner
\n', + itemtype: 'method', + name: 'orient', + params: [ + { + name: 'xVal', + description: '', + type: 'Number' + }, + { + name: 'yVal', + description: '', + type: 'Number' + }, + { + name: 'zVal', + description: '', + type: 'Number' + }, + { + name: 'time', + description: '', + type: 'Number' + } + ], + return: { + description: 'Updated x, y, z values as an array', + type: 'Array' + }, + class: 'p5.Panner3D', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9157, + description: 'Getter and setter methods for orient coordinates
\n', + itemtype: 'method', + name: 'orientX', + return: { + description: 'updated coordinate value', + type: 'Number' + }, + class: 'p5.Panner3D', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9162, + description: 'Getter and setter methods for orient coordinates
\n', + itemtype: 'method', + name: 'orientY', + return: { + description: 'updated coordinate value', + type: 'Number' + }, + class: 'p5.Panner3D', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9167, + description: 'Getter and setter methods for orient coordinates
\n', + itemtype: 'method', + name: 'orientZ', + return: { + description: 'updated coordinate value', + type: 'Number' + }, + class: 'p5.Panner3D', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9205, + description: 'Set the rolloff factor and max distance
\n', + itemtype: 'method', + name: 'setFalloff', + params: [ + { + name: 'maxDistance', + description: '', + type: 'Number', + optional: true + }, + { + name: 'rolloffFactor', + description: '', + type: 'Number', + optional: true + } + ], + class: 'p5.Panner3D', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9215, + description: 'Maxium distance between the source and the listener
\n', + itemtype: 'method', + name: 'maxDist', + params: [ + { + name: 'maxDistance', + description: '', + type: 'Number' + } + ], + return: { + description: 'updated value', + type: 'Number' + }, + class: 'p5.Panner3D', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9227, + description: + 'How quickly the volume is reduced as the source moves away from the listener
\n', + itemtype: 'method', + name: 'rollof', + params: [ + { + name: 'rolloffFactor', + description: '', + type: 'Number' + } + ], + return: { + description: 'updated value', + type: 'Number' + }, + class: 'p5.Panner3D', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9532, + description: + 'The p5.Delay is built with two\n\nWeb Audio Delay Nodes, one for each stereo channel.
\n', + itemtype: 'property', + name: 'leftDelay', + type: 'DelayNode', + class: 'p5.Delay', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9540, + description: + 'The p5.Delay is built with two\n\nWeb Audio Delay Nodes, one for each stereo channel.
\n', + itemtype: 'property', + name: 'rightDelay', + type: 'DelayNode', + class: 'p5.Delay', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9572, + description: + 'Add delay to an audio signal according to a set\nof delay parameters.
\n', + itemtype: 'method', + name: 'process', + params: [ + { + name: 'Signal', + description: 'An object that outputs audio
\n', + type: 'Object' + }, + { + name: 'delayTime', + description: + 'Time (in seconds) of the delay/echo.\n Some browsers limit delayTime to\n 1 second.
\n', + type: 'Number', + optional: true + }, + { + name: 'feedback', + description: + 'sends the delay back through itself\n in a loop that decreases in volume\n each time.
\n', + type: 'Number', + optional: true + }, + { + name: 'lowPass', + description: + 'Cutoff frequency. Only frequencies\n below the lowPass will be part of the\n delay.
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Delay', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9607, + description: + 'Set the delay (echo) time, in seconds. Usually this value will be\na floating point number between 0.0 and 1.0.
\n', + itemtype: 'method', + name: 'delayTime', + params: [ + { + name: 'delayTime', + description: 'Time (in seconds) of the delay
\n', + type: 'Number' + } + ], + class: 'p5.Delay', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9626, + description: + 'Feedback occurs when Delay sends its signal back through its input\nin a loop. The feedback amount determines how much signal to send each\ntime through the loop. A feedback greater than 1.0 is not desirable because\nit will increase the overall output each time through the loop,\ncreating an infinite feedback loop. The default value is 0.5
\n', + itemtype: 'method', + name: 'feedback', + params: [ + { + name: 'feedback', + description: + '0.0 to 1.0, or an object such as an\n Oscillator that can be used to\n modulate this param
\n', + type: 'Number|Object' + } + ], + return: { + description: 'Feedback value', + type: 'Number' + }, + class: 'p5.Delay', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9654, + description: + 'Set a lowpass filter frequency for the delay. A lowpass filter\nwill cut off any frequencies higher than the filter frequency.
\n', + itemtype: 'method', + name: 'filter', + params: [ + { + name: 'cutoffFreq', + description: + 'A lowpass filter will cut off any\n frequencies higher than the filter frequency.
\n', + type: 'Number|Object' + }, + { + name: 'res', + description: + 'Resonance of the filter frequency\n cutoff, or an object (i.e. a p5.Oscillator)\n that can be used to modulate this parameter.\n High numbers (i.e. 15) will produce a resonance,\n low numbers (i.e. .2) will produce a slope.
\n', + type: 'Number|Object' + } + ], + class: 'p5.Delay', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9671, + description: + 'Choose a preset type of delay. 'pingPong' bounces the signal\nfrom the left to the right channel to produce a stereo effect.\nAny other parameter will revert to the default delay setting.
\n', + itemtype: 'method', + name: 'setType', + params: [ + { + name: 'type', + description: ''pingPong' (1) or 'default' (0)
\n', + type: 'String|Number' + } + ], + class: 'p5.Delay', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9704, + description: 'Set the output level of the delay effect.
\n', + itemtype: 'method', + name: 'amp', + params: [ + { + name: 'volume', + description: 'amplitude between 0 and 1.0
\n', + type: 'Number' + }, + { + name: 'rampTime', + description: 'create a fade that lasts rampTime
\n', + type: 'Number', + optional: true + }, + { + name: 'timeFromNow', + description: + 'schedule this event to happen\n seconds from now
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Delay', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9713, + description: 'Send output to a p5.sound or web audio object
\n', + itemtype: 'method', + name: 'connect', + params: [ + { + name: 'unit', + description: '', + type: 'Object' + } + ], + class: 'p5.Delay', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9719, + description: 'Disconnect all output.
\n', + itemtype: 'method', + name: 'disconnect', + class: 'p5.Delay', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9812, + description: + 'Connect a source to the reverb, and assign reverb parameters.
\n', + itemtype: 'method', + name: 'process', + params: [ + { + name: 'src', + description: + 'p5.sound / Web Audio object with a sound\n output.
\n', + type: 'Object' + }, + { + name: 'seconds', + description: + 'Duration of the reverb, in seconds.\n Min: 0, Max: 10. Defaults to 3.
\n', + type: 'Number', + optional: true + }, + { + name: 'decayRate', + description: + 'Percentage of decay with each echo.\n Min: 0, Max: 100. Defaults to 2.
\n', + type: 'Number', + optional: true + }, + { + name: 'reverse', + description: 'Play the reverb backwards or forwards.
\n', + type: 'Boolean', + optional: true + } + ], + class: 'p5.Reverb', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9841, + description: + 'Set the reverb settings. Similar to .process(), but without\nassigning a new input.
\n', + itemtype: 'method', + name: 'set', + params: [ + { + name: 'seconds', + description: + 'Duration of the reverb, in seconds.\n Min: 0, Max: 10. Defaults to 3.
\n', + type: 'Number', + optional: true + }, + { + name: 'decayRate', + description: + 'Percentage of decay with each echo.\n Min: 0, Max: 100. Defaults to 2.
\n', + type: 'Number', + optional: true + }, + { + name: 'reverse', + description: 'Play the reverb backwards or forwards.
\n', + type: 'Boolean', + optional: true + } + ], + class: 'p5.Reverb', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9869, + description: 'Set the output level of the reverb effect.
\n', + itemtype: 'method', + name: 'amp', + params: [ + { + name: 'volume', + description: 'amplitude between 0 and 1.0
\n', + type: 'Number' + }, + { + name: 'rampTime', + description: 'create a fade that lasts rampTime
\n', + type: 'Number', + optional: true + }, + { + name: 'timeFromNow', + description: + 'schedule this event to happen\n seconds from now
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Reverb', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9878, + description: 'Send output to a p5.sound or web audio object
\n', + itemtype: 'method', + name: 'connect', + params: [ + { + name: 'unit', + description: '', + type: 'Object' + } + ], + class: 'p5.Reverb', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9884, + description: 'Disconnect all output.
\n', + itemtype: 'method', + name: 'disconnect', + class: 'p5.Reverb', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9975, + description: + 'Internally, the p5.Convolver uses the a\n\nWeb Audio Convolver Node.
\n', + itemtype: 'property', + name: 'convolverNode', + type: 'ConvolverNode', + class: 'p5.Convolver', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 9998, + description: + 'Create a p5.Convolver. Accepts a path to a soundfile\nthat will be used to generate an impulse response.
\n', + itemtype: 'method', + name: 'createConvolver', + params: [ + { + name: 'path', + description: 'path to a sound file
\n', + type: 'String' + }, + { + name: 'callback', + description: + 'function to call if loading is successful.\n The object will be passed in as the argument\n to the callback function.
\n', + type: 'Function', + optional: true + }, + { + name: 'errorCallback', + description: + 'function to call if loading is not successful.\n A custom error will be passed in as the argument\n to the callback function.
\n', + type: 'Function', + optional: true + } + ], + return: { + description: '', + type: 'p5.Convolver' + }, + example: [ + "\n\nvar cVerb, sound;\nfunction preload() {\n // We have both MP3 and OGG versions of all sound assets\n soundFormats('ogg', 'mp3');\n\n // Try replacing 'bx-spring' with other soundfiles like\n // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n cVerb = createConvolver('assets/bx-spring.mp3');\n\n // Try replacing 'Damscray_DancingTiger' with\n // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n sound = loadSound('assets/Damscray_DancingTiger.mp3');\n}\n\nfunction setup() {\n // disconnect from master output...\n sound.disconnect();\n\n // ...and process with cVerb\n // so that we only hear the convolution\n cVerb.process(sound);\n\n sound.play();\n}\n
Connect a source to the reverb, and assign reverb parameters.
\n', + itemtype: 'method', + name: 'process', + params: [ + { + name: 'src', + description: + 'p5.sound / Web Audio object with a sound\n output.
\n', + type: 'Object' + } + ], + example: [ + "\n\nvar cVerb, sound;\nfunction preload() {\n soundFormats('ogg', 'mp3');\n\n cVerb = createConvolver('assets/concrete-tunnel.mp3');\n\n sound = loadSound('assets/beat.mp3');\n}\n\nfunction setup() {\n // disconnect from master output...\n sound.disconnect();\n\n // ...and process with (i.e. connect to) cVerb\n // so that we only hear the convolution\n cVerb.process(sound);\n\n sound.play();\n}\n
If you load multiple impulse files using the .addImpulse method,\nthey will be stored as Objects in this Array. Toggle between them\nwith the toggleImpulse(id)
method.
Load and assign a new Impulse Response to the p5.Convolver.\nThe impulse is added to the .impulses
array. Previous\nimpulses can be accessed with the .toggleImpulse(id)
\nmethod.
path to a sound file
\n', + type: 'String' + }, + { + name: 'callback', + description: 'function (optional)
\n', + type: 'Function' + }, + { + name: 'errorCallback', + description: 'function (optional)
\n', + type: 'Function' + } + ], + class: 'p5.Convolver', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10180, + description: + 'Similar to .addImpulse, except that the .impulses
\nArray is reset to save memory. A new .impulses
\narray is created with this impulse as the only item.
path to a sound file
\n', + type: 'String' + }, + { + name: 'callback', + description: 'function (optional)
\n', + type: 'Function' + }, + { + name: 'errorCallback', + description: 'function (optional)
\n', + type: 'Function' + } + ], + class: 'p5.Convolver', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10198, + description: + 'If you have used .addImpulse()
to add multiple impulses\nto a p5.Convolver, then you can use this method to toggle between\nthe items in the .impulses
Array. Accepts a parameter\nto identify which impulse you wish to use, identified either by its\noriginal filename (String) or by its position in the .impulses\n
Array (Number).
\nYou can access the objects in the .impulses Array directly. Each\nObject has two attributes: an .audioBuffer
(type:\nWeb Audio \nAudioBuffer) and a .name
, a String that corresponds\nwith the original filename.
Identify the impulse by its original filename\n (String), or by its position in the\n .impulses
Array (Number).
Set the global tempo, in beats per minute, for all\np5.Parts. This method will impact all active p5.Parts.
\n', + itemtype: 'method', + name: 'setBPM', + params: [ + { + name: 'BPM', + description: 'Beats Per Minute
\n', + type: 'Number' + }, + { + name: 'rampTime', + description: 'Seconds from now
\n', + type: 'Number' + } + ], + class: 'p5.Convolver', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10550, + description: + 'Array of values to pass into the callback\nat each step of the phrase. Depending on the callback\nfunction's requirements, these values may be numbers,\nstrings, or an object with multiple parameters.\nZero (0) indicates a rest.
\n', + itemtype: 'property', + name: 'sequence', + type: 'Array', + class: 'p5.Phrase', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10638, + description: 'Set the tempo of this part, in Beats Per Minute.
\n', + itemtype: 'method', + name: 'setBPM', + params: [ + { + name: 'BPM', + description: 'Beats Per Minute
\n', + type: 'Number' + }, + { + name: 'rampTime', + description: 'Seconds from now
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Part', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10648, + description: + 'Returns the tempo, in Beats Per Minute, of this part.
\n', + itemtype: 'method', + name: 'getBPM', + return: { + description: '', + type: 'Number' + }, + class: 'p5.Part', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10657, + description: + 'Start playback of this part. It will play\nthrough all of its phrases at a speed\ndetermined by setBPM.
\n', + itemtype: 'method', + name: 'start', + params: [ + { + name: 'time', + description: 'seconds from now
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Part', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10673, + description: + 'Loop playback of this part. It will begin\nlooping through all of its phrases at a speed\ndetermined by setBPM.
\n', + itemtype: 'method', + name: 'loop', + params: [ + { + name: 'time', + description: 'seconds from now
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Part', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10690, + description: 'Tell the part to stop looping.
\n', + itemtype: 'method', + name: 'noLoop', + class: 'p5.Part', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10702, + description: + 'Stop the part and cue it to step 0. Playback will resume from the begining of the Part when it is played again.
\n', + itemtype: 'method', + name: 'stop', + params: [ + { + name: 'time', + description: 'seconds from now
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Part', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10712, + description: + 'Pause the part. Playback will resume\nfrom the current step.
\n', + itemtype: 'method', + name: 'pause', + params: [ + { + name: 'time', + description: 'seconds from now
\n', + type: 'Number' + } + ], + class: 'p5.Part', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10724, + description: 'Add a p5.Phrase to this Part.
\n', + itemtype: 'method', + name: 'addPhrase', + params: [ + { + name: 'phrase', + description: 'reference to a p5.Phrase
\n', + type: 'p5.Phrase' + } + ], + class: 'p5.Part', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10745, + description: + 'Remove a phrase from this part, based on the name it was\ngiven when it was created.
\n', + itemtype: 'method', + name: 'removePhrase', + params: [ + { + name: 'phraseName', + description: '', + type: 'String' + } + ], + class: 'p5.Part', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10759, + description: + 'Get a phrase from this part, based on the name it was\ngiven when it was created. Now you can modify its array.
\n', + itemtype: 'method', + name: 'getPhrase', + params: [ + { + name: 'phraseName', + description: '', + type: 'String' + } + ], + class: 'p5.Part', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10773, + description: + 'Find all sequences with the specified name, and replace their patterns with the specified array.
\n', + itemtype: 'method', + name: 'replaceSequence', + params: [ + { + name: 'phraseName', + description: '', + type: 'String' + }, + { + name: 'sequence', + description: + 'Array of values to pass into the callback\n at each step of the phrase.
\n', + type: 'Array' + } + ], + class: 'p5.Part', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10800, + description: + 'Set the function that will be called at every step. This will clear the previous function.
\n', + itemtype: 'method', + name: 'onStep', + params: [ + { + name: 'callback', + description: + 'The name of the callback\n you want to fire\n on every beat/tatum.
\n', + type: 'Function' + } + ], + class: 'p5.Part', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10853, + description: 'Start playback of the score.
\n', + itemtype: 'method', + name: 'start', + class: 'p5.Score', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10862, + description: 'Stop playback of the score.
\n', + itemtype: 'method', + name: 'stop', + class: 'p5.Score', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10872, + description: 'Pause playback of the score.
\n', + itemtype: 'method', + name: 'pause', + class: 'p5.Score', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10880, + description: 'Loop playback of the score.
\n', + itemtype: 'method', + name: 'loop', + class: 'p5.Score', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10889, + description: + 'Stop looping playback of the score. If it\nis currently playing, this will go into effect\nafter the current round of playback completes.
\n', + itemtype: 'method', + name: 'noLoop', + class: 'p5.Score', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10914, + description: 'Set the tempo for all parts in the score
\n', + itemtype: 'method', + name: 'setBPM', + params: [ + { + name: 'BPM', + description: 'Beats Per Minute
\n', + type: 'Number' + }, + { + name: 'rampTime', + description: 'Seconds from now
\n', + type: 'Number' + } + ], + class: 'p5.Score', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10982, + description: + 'musicalTimeMode uses Tone.Time convention\ntrue if string, false if number
\n', + itemtype: 'property', + name: 'musicalTimeMode', + type: 'Boolean', + class: 'p5.SoundLoop', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10989, + description: + 'musicalTimeMode variables\nmodify these only when the interval is specified in musicalTime format as a string
\n', + class: 'p5.SoundLoop', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 10996, + description: + 'Set a limit to the number of loops to play. defaults to Infinity
\n', + itemtype: 'property', + name: 'maxIterations', + type: 'Number', + class: 'p5.SoundLoop', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11005, + description: + 'Do not initiate the callback if timeFromNow is < 0\nThis ususually occurs for a few milliseconds when the page\nis not fully loaded
\nThe callback should only be called until maxIterations is reached
\n', + class: 'p5.SoundLoop', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11019, + description: 'Start the loop
\n', + itemtype: 'method', + name: 'start', + params: [ + { + name: 'timeFromNow', + description: 'schedule a starting time
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.SoundLoop', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11032, + description: 'Stop the loop
\n', + itemtype: 'method', + name: 'stop', + params: [ + { + name: 'timeFromNow', + description: 'schedule a stopping time
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.SoundLoop', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11045, + description: 'Pause the loop
\n', + itemtype: 'method', + name: 'pause', + params: [ + { + name: 'timeFromNow', + description: 'schedule a pausing time
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.SoundLoop', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11058, + description: + 'Synchronize loops. Use this method to start two more more loops in synchronization\nor to start a loop in synchronization with a loop that is already playing\nThis method will schedule the implicit loop in sync with the explicit master loop\ni.e. loopToStart.syncedStart(loopToSyncWith)
\n', + itemtype: 'method', + name: 'syncedStart', + params: [ + { + name: 'otherLoop', + description: 'a p5.SoundLoop to sync with
\n', + type: 'Object' + }, + { + name: 'timeFromNow', + description: + 'Start the loops in sync after timeFromNow seconds
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.SoundLoop', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11139, + description: + 'Getters and Setters, setting any paramter will result in a change in the clock's\nfrequency, that will be reflected after the next callback\nbeats per minute (defaults to 60)
\n', + itemtype: 'property', + name: 'bpm', + type: 'Number', + class: 'p5.SoundLoop', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11157, + description: + 'number of quarter notes in a measure (defaults to 4)
\n', + itemtype: 'property', + name: 'timeSignature', + type: 'Number', + class: 'p5.SoundLoop', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11173, + description: 'length of the loops interval
\n', + itemtype: 'property', + name: 'interval', + type: 'Number|String', + class: 'p5.SoundLoop', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11187, + description: 'how many times the callback has been called so far
\n', + itemtype: 'property', + name: 'iterations', + type: 'Number', + readonly: '', + class: 'p5.SoundLoop', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11228, + description: + 'The p5.Compressor is built with a Web Audio Dynamics Compressor Node\n
\n', + itemtype: 'property', + name: 'compressor', + type: 'AudioNode', + class: 'p5.Compressor', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11239, + description: + 'Performs the same function as .connect, but also accepts\noptional parameters to set compressor's audioParams
\n', + itemtype: 'method', + name: 'process', + params: [ + { + name: 'src', + description: 'Sound source to be connected
\n', + type: 'Object' + }, + { + name: 'attack', + description: + 'The amount of time (in seconds) to reduce the gain by 10dB,\n default = .003, range 0 - 1
\n', + type: 'Number', + optional: true + }, + { + name: 'knee', + description: + 'A decibel value representing the range above the \n threshold where the curve smoothly transitions to the "ratio" portion.\n default = 30, range 0 - 40
\n', + type: 'Number', + optional: true + }, + { + name: 'ratio', + description: + 'The amount of dB change in input for a 1 dB change in output\n default = 12, range 1 - 20
\n', + type: 'Number', + optional: true + }, + { + name: 'threshold', + description: + 'The decibel value above which the compression will start taking effect\n default = -24, range -100 - 0
\n', + type: 'Number', + optional: true + }, + { + name: 'release', + description: + 'The amount of time (in seconds) to increase the gain by 10dB\n default = .25, range 0 - 1
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Compressor', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11262, + description: 'Set the paramters of a compressor.
\n', + itemtype: 'method', + name: 'set', + params: [ + { + name: 'attack', + description: + 'The amount of time (in seconds) to reduce the gain by 10dB,\n default = .003, range 0 - 1
\n', + type: 'Number' + }, + { + name: 'knee', + description: + 'A decibel value representing the range above the \n threshold where the curve smoothly transitions to the "ratio" portion.\n default = 30, range 0 - 40
\n', + type: 'Number' + }, + { + name: 'ratio', + description: + 'The amount of dB change in input for a 1 dB change in output\n default = 12, range 1 - 20
\n', + type: 'Number' + }, + { + name: 'threshold', + description: + 'The decibel value above which the compression will start taking effect\n default = -24, range -100 - 0
\n', + type: 'Number' + }, + { + name: 'release', + description: + 'The amount of time (in seconds) to increase the gain by 10dB\n default = .25, range 0 - 1
\n', + type: 'Number' + } + ], + class: 'p5.Compressor', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11294, + description: 'Get current attack or set value w/ time ramp
\n', + itemtype: 'method', + name: 'attack', + params: [ + { + name: 'attack', + description: + 'Attack is the amount of time (in seconds) to reduce the gain by 10dB,\n default = .003, range 0 - 1
\n', + type: 'Number', + optional: true + }, + { + name: 'time', + description: + 'Assign time value to schedule the change in value
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Compressor', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11314, + description: 'Get current knee or set value w/ time ramp
\n', + itemtype: 'method', + name: 'knee', + params: [ + { + name: 'knee', + description: + 'A decibel value representing the range above the \n threshold where the curve smoothly transitions to the "ratio" portion.\n default = 30, range 0 - 40
\n', + type: 'Number', + optional: true + }, + { + name: 'time', + description: + 'Assign time value to schedule the change in value
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Compressor', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11334, + description: 'Get current ratio or set value w/ time ramp
\n', + itemtype: 'method', + name: 'ratio', + params: [ + { + name: 'ratio', + description: + 'The amount of dB change in input for a 1 dB change in output\n default = 12, range 1 - 20
\n', + type: 'Number', + optional: true + }, + { + name: 'time', + description: + 'Assign time value to schedule the change in value
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Compressor', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11353, + description: 'Get current threshold or set value w/ time ramp
\n', + itemtype: 'method', + name: 'threshold', + params: [ + { + name: 'threshold', + description: + 'The decibel value above which the compression will start taking effect\n default = -24, range -100 - 0
\n', + type: 'Number' + }, + { + name: 'time', + description: + 'Assign time value to schedule the change in value
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Compressor', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11372, + description: 'Get current release or set value w/ time ramp
\n', + itemtype: 'method', + name: 'release', + params: [ + { + name: 'release', + description: + 'The amount of time (in seconds) to increase the gain by 10dB\n default = .25, range 0 - 1
\n', + type: 'Number' + }, + { + name: 'time', + description: + 'Assign time value to schedule the change in value
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Compressor', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11392, + description: 'Return the current reduction value
\n', + itemtype: 'method', + name: 'reduction', + return: { + description: + 'Value of the amount of gain reduction that is applied to the signal', + type: 'Number' + }, + class: 'p5.Compressor', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11508, + description: + 'Connect a specific device to the p5.SoundRecorder.\nIf no parameter is given, p5.SoundRecorer will record\nall audible p5.sound from your sketch.
\n', + itemtype: 'method', + name: 'setInput', + params: [ + { + name: 'unit', + description: + 'p5.sound object or a web audio unit\n that outputs sound
\n', + type: 'Object', + optional: true + } + ], + class: 'p5.SoundRecorder', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11529, + description: + 'Start recording. To access the recording, provide\na p5.SoundFile as the first parameter. The p5.SoundRecorder\nwill send its recording to that p5.SoundFile for playback once\nrecording is complete. Optional parameters include duration\n(in seconds) of the recording, and a callback function that\nwill be called once the complete recording has been\ntransfered to the p5.SoundFile.
\n', + itemtype: 'method', + name: 'record', + params: [ + { + name: 'soundFile', + description: 'p5.SoundFile
\n', + type: 'p5.SoundFile' + }, + { + name: 'duration', + description: 'Time (in seconds)
\n', + type: 'Number', + optional: true + }, + { + name: 'callback', + description: + 'The name of a function that will be\n called once the recording completes
\n', + type: 'Function', + optional: true + } + ], + class: 'p5.SoundRecorder', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11562, + description: + 'Stop the recording. Once the recording is stopped,\nthe results will be sent to the p5.SoundFile that\nwas given on .record(), and if a callback function\nwas provided on record, that function will be called.
\n', + itemtype: 'method', + name: 'stop', + class: 'p5.SoundRecorder', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11635, + description: + 'Save a p5.SoundFile as a .wav file. The browser will prompt the user\nto download the file to their device.\nFor uploading audio to a server, use\np5.SoundFile.saveBlob
.
p5.SoundFile that you wish to save
\n', + type: 'p5.SoundFile' + }, + { + name: 'fileName', + description: 'name of the resulting .wav file.
\n', + type: 'String' + } + ], + class: 'p5', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11761, + description: 'isDetected is set to true when a peak is detected.
\n', + itemtype: 'attribute', + name: 'isDetected', + type: 'Boolean', + default: 'false', + class: 'p5.PeakDetect', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11774, + description: + 'The update method is run in the draw loop.
\nAccepts an FFT object. You must call .analyze()\non the FFT object prior to updating the peakDetect\nbecause it relies on a completed FFT analysis.
\n', + itemtype: 'method', + name: 'update', + params: [ + { + name: 'fftObject', + description: 'A p5.FFT object
\n', + type: 'p5.FFT' + } + ], + class: 'p5.PeakDetect', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11805, + description: + 'onPeak accepts two arguments: a function to call when\na peak is detected. The value of the peak,\nbetween 0.0 and 1.0, is passed to the callback.
\n', + itemtype: 'method', + name: 'onPeak', + params: [ + { + name: 'callback', + description: + 'Name of a function that will\n be called when a peak is\n detected.
\n', + type: 'Function' + }, + { + name: 'val', + description: + 'Optional value to pass\n into the function when\n a peak is detected.
\n', + type: 'Object', + optional: true + } + ], + example: [ + "\n\nvar cnv, soundFile, fft, peakDetect;\nvar ellipseWidth = 0;\n\nfunction preload() {\n soundFile = loadSound('assets/beat.mp3');\n}\n\nfunction setup() {\n cnv = createCanvas(100,100);\n textAlign(CENTER);\n\n fft = new p5.FFT();\n peakDetect = new p5.PeakDetect();\n\n setupSound();\n\n // when a beat is detected, call triggerBeat()\n peakDetect.onPeak(triggerBeat);\n}\n\nfunction draw() {\n background(0);\n fill(255);\n text('click to play', width/2, height/2);\n\n fft.analyze();\n peakDetect.update(fft);\n\n ellipseWidth *= 0.95;\n ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n}\n\n// this function is called by peakDetect.onPeak\nfunction triggerBeat() {\n ellipseWidth = 50;\n}\n\n// mouseclick starts/stops sound\nfunction setupSound() {\n cnv.mouseClicked( function() {\n if (soundFile.isPlaying() ) {\n soundFile.stop();\n } else {\n soundFile.play();\n }\n });\n}\n
Connect a source to the gain node.
\n', + itemtype: 'method', + name: 'setInput', + params: [ + { + name: 'src', + description: + 'p5.sound / Web Audio object with a sound\n output.
\n', + type: 'Object' + } + ], + class: 'p5.Gain', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11964, + description: 'Send output to a p5.sound or web audio object
\n', + itemtype: 'method', + name: 'connect', + params: [ + { + name: 'unit', + description: '', + type: 'Object' + } + ], + class: 'p5.Gain', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11974, + description: 'Disconnect all output.
\n', + itemtype: 'method', + name: 'disconnect', + class: 'p5.Gain', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 11984, + description: 'Set the output level of the gain node.
\n', + itemtype: 'method', + name: 'amp', + params: [ + { + name: 'volume', + description: 'amplitude between 0 and 1.0
\n', + type: 'Number' + }, + { + name: 'rampTime', + description: 'create a fade that lasts rampTime
\n', + type: 'Number', + optional: true + }, + { + name: 'timeFromNow', + description: + 'schedule this event to happen\n seconds from now
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.Gain', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12042, + description: 'Connect to p5 objects or Web Audio Nodes
\n', + itemtype: 'method', + name: 'connect', + params: [ + { + name: 'unit', + description: '', + type: 'Object' + } + ], + class: 'p5.AudioVoice', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12051, + description: 'Disconnect from soundOut
\n', + itemtype: 'method', + name: 'disconnect', + class: 'p5.AudioVoice', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12131, + description: + 'Play tells the MonoSynth to start playing a note. This method schedules\nthe calling of .triggerAttack and .triggerRelease.
\n', + itemtype: 'method', + name: 'play', + params: [ + { + name: 'note', + description: + 'the note you want to play, specified as a\n frequency in Hertz (Number) or as a midi\n value in Note/Octave format ("C4", "Eb3"...etc")\n See \n Tone. Defaults to 440 hz.
\n', + type: 'String | Number' + }, + { + name: 'velocity', + description: + 'velocity of the note to play (ranging from 0 to 1)
\n', + type: 'Number', + optional: true + }, + { + name: 'secondsFromNow', + description: 'time from now (in seconds) at which to play
\n', + type: 'Number', + optional: true + }, + { + name: 'sustainTime', + description: 'time to sustain before releasing the envelope
\n', + type: 'Number', + optional: true + } + ], + example: [ + '\n\nvar monoSynth;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n cnv.mousePressed(playSynth);\n\n monoSynth = new p5.MonoSynth();\n\n textAlign(CENTER);\n text(\'click to play\', width/2, height/2);\n}\n\nfunction playSynth() {\n // time from now (in seconds)\n var time = 0;\n // note duration (in seconds)\n var dur = 1/6;\n // note velocity (volume, from 0 to 1)\n var v = random();\n\n monoSynth.play("Fb3", v, 0, dur);\n monoSynth.play("Gb3", v, time += dur, dur);\n\n background(random(255), random(255), 255);\n text(\'click to play\', width/2, height/2);\n}\n
Trigger the Attack, and Decay portion of the Envelope.\nSimilar to holding down a key on a piano, but it will\nhold the sustain level until you let go.
\n', + params: [ + { + name: 'note', + description: + 'the note you want to play, specified as a\n frequency in Hertz (Number) or as a midi\n value in Note/Octave format ("C4", "Eb3"...etc")\n See \n Tone. Defaults to 440 hz
\n', + type: 'String | Number' + }, + { + name: 'velocity', + description: + 'velocity of the note to play (ranging from 0 to 1)
\n', + type: 'Number', + optional: true + }, + { + name: 'secondsFromNow', + description: 'time from now (in seconds) at which to play
\n', + type: 'Number', + optional: true + } + ], + itemtype: 'method', + name: 'triggerAttack', + example: [ + '\n\nvar monoSynth = new p5.MonoSynth();\n\nfunction mousePressed() {\n monoSynth.triggerAttack("E3");\n}\n\nfunction mouseReleased() {\n monoSynth.triggerRelease();\n}\n
Trigger the release of the Envelope. This is similar to releasing\nthe key on a piano and letting the sound fade according to the\nrelease level and release time.
\n', + params: [ + { + name: 'secondsFromNow', + description: 'time to trigger the release
\n', + type: 'Number' + } + ], + itemtype: 'method', + name: 'triggerRelease', + example: [ + '\n\nvar monoSynth = new p5.MonoSynth();\n\nfunction mousePressed() {\n monoSynth.triggerAttack("E3");\n}\n\nfunction mouseReleased() {\n monoSynth.triggerRelease();\n}\n
Set values like a traditional\n\nADSR envelope\n.
\n', + itemtype: 'method', + name: 'setADSR', + params: [ + { + name: 'attackTime', + description: + 'Time (in seconds before envelope\n reaches Attack Level
\n', + type: 'Number' + }, + { + name: 'decayTime', + description: + 'Time (in seconds) before envelope\n reaches Decay/Sustain Level
\n', + type: 'Number', + optional: true + }, + { + name: 'susRatio', + description: + 'Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n where 1.0 = attackLevel, 0.0 = releaseLevel.\n The susRatio determines the decayLevel and the level at which the\n sustain portion of the envelope will sustain.\n For example, if attackLevel is 0.4, releaseLevel is 0,\n and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n increased to 1.0 (using setRange
),\n then decayLevel would increase proportionally, to become 0.5.
Time in seconds from now (defaults to 0)
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.MonoSynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12260, + description: 'Getters and Setters
\n', + itemtype: 'property', + name: 'attack', + type: 'Number', + class: 'p5.MonoSynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12264, + itemtype: 'property', + name: 'decay', + type: 'Number', + class: 'p5.MonoSynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12267, + itemtype: 'property', + name: 'sustain', + type: 'Number', + class: 'p5.MonoSynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12270, + itemtype: 'property', + name: 'release', + type: 'Number', + class: 'p5.MonoSynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12307, + description: 'MonoSynth amp
\n', + itemtype: 'method', + name: 'amp', + params: [ + { + name: 'vol', + description: 'desired volume
\n', + type: 'Number' + }, + { + name: 'rampTime', + description: 'Time to reach new volume
\n', + type: 'Number', + optional: true + } + ], + return: { + description: 'new volume value', + type: 'Number' + }, + class: 'p5.MonoSynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12321, + description: 'Connect to a p5.sound / Web Audio object.
\n', + itemtype: 'method', + name: 'connect', + params: [ + { + name: 'unit', + description: 'A p5.sound or Web Audio object
\n', + type: 'Object' + } + ], + class: 'p5.MonoSynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12331, + description: 'Disconnect all outputs
\n', + itemtype: 'method', + name: 'disconnect', + class: 'p5.MonoSynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12341, + description: + 'Get rid of the MonoSynth and free up its resources / memory.
\n', + itemtype: 'method', + name: 'dispose', + class: 'p5.MonoSynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12411, + description: + 'An object that holds information about which notes have been played and\nwhich notes are currently being played. New notes are added as keys\non the fly. While a note has been attacked, but not released, the value of the\nkey is the audiovoice which is generating that note. When notes are released,\nthe value of the key becomes undefined.
\n', + itemtype: 'property', + name: 'notes', + class: 'p5.PolySynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12423, + description: + 'A PolySynth must have at least 1 voice, defaults to 8
\n', + itemtype: 'property', + name: 'polyvalue', + class: 'p5.PolySynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12428, + description: + 'Monosynth that generates the sound for each note that is triggered. The\np5.PolySynth defaults to using the p5.MonoSynth as its voice.
\n', + itemtype: 'property', + name: 'AudioVoice', + class: 'p5.PolySynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12459, + description: + 'Play a note by triggering noteAttack and noteRelease with sustain time
\n', + itemtype: 'method', + name: 'play', + params: [ + { + name: 'note', + description: + 'midi note to play (ranging from 0 to 127 - 60 being a middle C)
\n', + type: 'Number', + optional: true + }, + { + name: 'velocity', + description: + 'velocity of the note to play (ranging from 0 to 1)
\n', + type: 'Number', + optional: true + }, + { + name: 'secondsFromNow', + description: 'time from now (in seconds) at which to play
\n', + type: 'Number', + optional: true + }, + { + name: 'sustainTime', + description: 'time to sustain before releasing the envelope
\n', + type: 'Number', + optional: true + } + ], + example: [ + '\n\nvar polySynth;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n cnv.mousePressed(playSynth);\n\n polySynth = new p5.PolySynth();\n\n textAlign(CENTER);\n text(\'click to play\', width/2, height/2);\n}\n\nfunction playSynth() {\n // note duration (in seconds)\n var dur = 0.1;\n\n // time from now (in seconds)\n var time = 0;\n\n // velocity (volume, from 0 to 1)\n var vel = 0.1;\n\n polySynth.play("G2", vel, 0, dur);\n polySynth.play("C3", vel, 0, dur);\n polySynth.play("G3", vel, 0, dur);\n\n background(random(255), random(255), 255);\n text(\'click to play\', width/2, height/2);\n}\n
noteADSR sets the envelope for a specific note that has just been triggered.\nUsing this method modifies the envelope of whichever audiovoice is being used\nto play the desired note. The envelope should be reset before noteRelease is called\nin order to prevent the modified envelope from being used on other notes.
\n', + itemtype: 'method', + name: 'noteADSR', + params: [ + { + name: 'note', + description: 'Midi note on which ADSR should be set.
\n', + type: 'Number', + optional: true + }, + { + name: 'attackTime', + description: + 'Time (in seconds before envelope\n reaches Attack Level
\n', + type: 'Number', + optional: true + }, + { + name: 'decayTime', + description: + 'Time (in seconds) before envelope\n reaches Decay/Sustain Level
\n', + type: 'Number', + optional: true + }, + { + name: 'susRatio', + description: + 'Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n where 1.0 = attackLevel, 0.0 = releaseLevel.\n The susRatio determines the decayLevel and the level at which the\n sustain portion of the envelope will sustain.\n For example, if attackLevel is 0.4, releaseLevel is 0,\n and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n increased to 1.0 (using setRange
),\n then decayLevel would increase proportionally, to become 0.5.
Time in seconds from now (defaults to 0)
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.PolySynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12533, + description: + 'Set the PolySynths global envelope. This method modifies the envelopes of each\nmonosynth so that all notes are played with this envelope.
\n', + itemtype: 'method', + name: 'setADSR', + params: [ + { + name: 'attackTime', + description: + 'Time (in seconds before envelope\n reaches Attack Level
\n', + type: 'Number', + optional: true + }, + { + name: 'decayTime', + description: + 'Time (in seconds) before envelope\n reaches Decay/Sustain Level
\n', + type: 'Number', + optional: true + }, + { + name: 'susRatio', + description: + 'Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n where 1.0 = attackLevel, 0.0 = releaseLevel.\n The susRatio determines the decayLevel and the level at which the\n sustain portion of the envelope will sustain.\n For example, if attackLevel is 0.4, releaseLevel is 0,\n and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n increased to 1.0 (using setRange
),\n then decayLevel would increase proportionally, to become 0.5.
Time in seconds from now (defaults to 0)
\n', + type: 'Number', + optional: true + } + ], + class: 'p5.PolySynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12557, + description: + 'Trigger the Attack, and Decay portion of a MonoSynth.\nSimilar to holding down a key on a piano, but it will\nhold the sustain level until you let go.
\n', + itemtype: 'method', + name: 'noteAttack', + params: [ + { + name: 'note', + description: 'midi note on which attack should be triggered.
\n', + type: 'Number', + optional: true + }, + { + name: 'velocity', + description: + 'velocity of the note to play (ranging from 0 to 1)/
\n', + type: 'Number', + optional: true + }, + { + name: 'secondsFromNow', + description: 'time from now (in seconds)
\n', + type: 'Number', + optional: true + } + ], + example: [ + '\n\nvar polySynth = new p5.PolySynth();\nvar pitches = ["G", "D", "G", "C"];\nvar octaves = [2, 3, 4];\n\nfunction mousePressed() {\n // play a chord: multiple notes at the same time\n for (var i = 0; i < 4; i++) {\n var note = random(pitches) + random(octaves);\n polySynth.noteAttack(note, 0.1);\n }\n}\n\nfunction mouseReleased() {\n // release all voices\n polySynth.noteRelease();\n}\n
Trigger the Release of an AudioVoice note. This is similar to releasing\nthe key on a piano and letting the sound fade according to the\nrelease level and release time.
\n', + itemtype: 'method', + name: 'noteRelease', + params: [ + { + name: 'note', + description: + 'midi note on which attack should be triggered.\n If no value is provided, all notes will be released.
\n', + type: 'Number', + optional: true + }, + { + name: 'secondsFromNow', + description: 'time to trigger the release
\n', + type: 'Number', + optional: true + } + ], + example: [ + '\n\nvar pitches = ["G", "D", "G", "C"];\nvar octaves = [2, 3, 4];\nvar polySynth = new p5.PolySynth();\n\nfunction mousePressed() {\n // play a chord: multiple notes at the same time\n for (var i = 0; i < 4; i++) {\n var note = random(pitches) + random(octaves);\n polySynth.noteAttack(note, 0.1);\n }\n}\n\nfunction mouseReleased() {\n // release all voices\n polySynth.noteRelease();\n}\n
Connect to a p5.sound / Web Audio object.
\n', + itemtype: 'method', + name: 'connect', + params: [ + { + name: 'unit', + description: 'A p5.sound or Web Audio object
\n', + type: 'Object' + } + ], + class: 'p5.PolySynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12722, + description: 'Disconnect all outputs
\n', + itemtype: 'method', + name: 'disconnect', + class: 'p5.PolySynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12732, + description: + 'Get rid of the MonoSynth and free up its resources / memory.
\n', + itemtype: 'method', + name: 'dispose', + class: 'p5.PolySynth', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12800, + description: + 'The p5.Distortion is built with a\n\nWeb Audio WaveShaper Node.
\n', + itemtype: 'property', + name: 'WaveShaperNode', + type: 'AudioNode', + class: 'p5.Distortion', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12815, + description: + 'Process a sound source, optionally specify amount and oversample values.
\n', + itemtype: 'method', + name: 'process', + params: [ + { + name: 'amount', + description: + 'Unbounded distortion amount.\n Normal values range from 0-1.
\n', + type: 'Number', + optional: true, + optdefault: '0.25' + }, + { + name: 'oversample', + description: ''none', '2x', or '4x'.
\n', + type: 'String', + optional: true, + optdefault: "'none'" + } + ], + class: 'p5.Distortion', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12827, + description: + 'Set the amount and oversample of the waveshaper distortion.
\n', + itemtype: 'method', + name: 'set', + params: [ + { + name: 'amount', + description: + 'Unbounded distortion amount.\n Normal values range from 0-1.
\n', + type: 'Number', + optional: true, + optdefault: '0.25' + }, + { + name: 'oversample', + description: ''none', '2x', or '4x'.
\n', + type: 'String', + optional: true, + optdefault: "'none'" + } + ], + class: 'p5.Distortion', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12845, + description: + 'Return the distortion amount, typically between 0-1.
\n', + itemtype: 'method', + name: 'getAmount', + return: { + description: + 'Unbounded distortion amount.\n Normal values range from 0-1.', + type: 'Number' + }, + class: 'p5.Distortion', + module: 'p5.sound', + submodule: 'p5.sound' + }, + { + file: 'lib/addons/p5.sound.js', + line: 12855, + description: 'Return the oversampling.
\n', + itemtype: 'method', + name: 'getOversample', + return: { + description: "Oversample can either be 'none', '2x', or '4x'.", + type: 'String' + }, + class: 'p5.Distortion', + module: 'p5.sound', + submodule: 'p5.sound' + } + ], + warnings: [ + { + message: 'unknown tag: alt', + line: ' src/color/creating_reading.js:16' + }, + { + message: 'unknown tag: alt', + line: ' src/color/creating_reading.js:61' + }, + { + message: 'unknown tag: alt', + line: ' src/color/creating_reading.js:91' + }, + { + message: 'unknown tag: alt', + line: ' src/color/creating_reading.js:134' + }, + { + message: 'unknown tag: alt', + line: ' src/color/creating_reading.js:332' + }, + { + message: 'unknown tag: alt', + line: ' src/color/creating_reading.js:363' + }, + { + message: 'unknown tag: alt', + line: ' src/color/creating_reading.js:400' + }, + { + message: 'unknown tag: alt', + line: ' src/color/creating_reading.js:497' + }, + { + message: 'unknown tag: alt', + line: ' 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method', + line: ' src/webgl/text.js:457' + }, + { + message: 'replacing incorrect tag: function with method', + line: ' src/webgl/text.js:472' + }, + { + message: 'replacing incorrect tag: function with method', + line: ' src/webgl/text.js:547' + }, + { + message: 'unknown tag: alt', + line: ' lib/addons/p5.dom.js:245' + }, + { + message: 'unknown tag: alt', + line: ' lib/addons/p5.dom.js:313' + }, + { + message: 'replacing incorrect tag: returns with return', + line: ' lib/addons/p5.dom.js:1463' + }, + { + message: 'replacing incorrect tag: returns with return', + line: ' lib/addons/p5.dom.js:1525' + }, + { + message: 'replacing incorrect tag: returns with return', + line: ' lib/addons/p5.dom.js:1629' + }, + { + message: 'replacing incorrect tag: returns with return', + line: ' lib/addons/p5.dom.js:1668' + }, + { + message: 'replacing incorrect tag: returns with return', + line: ' lib/addons/p5.dom.js:1762' + }, + { + message: 'unknown tag: alt', + line: ' lib/addons/p5.dom.js:2119' + }, + { + message: 'replacing incorrect tag: params with param', + line: ' lib/addons/p5.sound.js:2480' + }, + { + message: 'replacing incorrect tag: returns with return', + line: ' lib/addons/p5.sound.js:2480' + }, + { + message: 'replacing incorrect tag: returns with return', + line: ' lib/addons/p5.sound.js:3094' + }, + { + message: 'replacing incorrect tag: returns with return', + line: ' lib/addons/p5.sound.js:7659' + }, + { + message: 'replacing incorrect tag: returns with return', + line: ' lib/addons/p5.sound.js:9626' + }, + { + message: + "Missing item type\nConversions adapted fromGeneric class for handling tabular data, typically from a\nCSV, TSV, or other sort of spreadsheet file.
\nCSV files are\n\ncomma separated values, often with the data in quotes. TSV\nfiles use tabs as separators, and usually don\'t bother with the\nquotes.
\nFile names should end with .csv if they\'re comma separated.
\nA rough "spec" for CSV can be found\nhere.
\nTo load files, use the loadTable method.
\nTo save tables to your computer, use the save method\n or the saveTable method.
\n\nPossible options include:\n
+ * noStroke();
+ * let c = color(0, 126, 255, 102);
+ * fill(c);
+ * rect(15, 15, 35, 70);
+ * let value = alpha(c); // Sets 'value' to 102
+ * fill(value);
+ * rect(50, 15, 35, 70);
+ *
+ *
+ * let c = color(175, 100, 220); // Define color 'c'
+ * fill(c); // Use color variable 'c' as fill color
+ * rect(15, 20, 35, 60); // Draw left rectangle
+ *
+ * let blueValue = blue(c); // Get blue in 'c'
+ * print(blueValue); // Prints "220.0"
+ * fill(0, 0, blueValue); // Use 'blueValue' in new fill
+ * rect(50, 20, 35, 60); // Draw right rectangle
+ *
+ *
+ * noStroke();
+ * colorMode(HSB, 255);
+ * let c = color(0, 126, 255);
+ * fill(c);
+ * rect(15, 20, 35, 60);
+ * let value = brightness(c); // Sets 'value' to 255
+ * fill(value);
+ * rect(50, 20, 35, 60);
+ *
+ *
+ * noStroke();
+ * colorMode(HSB, 255);
+ * let c = color('hsb(60, 100%, 50%)');
+ * fill(c);
+ * rect(15, 20, 35, 60);
+ * let value = brightness(c); // A 'value' of 50% is 127.5
+ * fill(value);
+ * rect(50, 20, 35, 60);
+ *
+ *
+ * let c = color(255, 204, 0); // Define color 'c'
+ * fill(c); // Use color variable 'c' as fill color
+ * noStroke(); // Don't draw a stroke around shapes
+ * rect(30, 20, 55, 55); // Draw rectangle
+ *
+ *
+ * let c = color(255, 204, 0); // Define color 'c'
+ * fill(c); // Use color variable 'c' as fill color
+ * noStroke(); // Don't draw a stroke around shapes
+ * ellipse(25, 25, 80, 80); // Draw left circle
+ *
+ * // Using only one value with color()
+ * // generates a grayscale value.
+ * c = color(65); // Update 'c' with grayscale value
+ * fill(c); // Use updated 'c' as fill color
+ * ellipse(75, 75, 80, 80); // Draw right circle
+ *
+ *
+ * // Named SVG & CSS colors may be used,
+ * let c = color('magenta');
+ * fill(c); // Use 'c' as fill color
+ * noStroke(); // Don't draw a stroke around shapes
+ * rect(20, 20, 60, 60); // Draw rectangle
+ *
+ *
+ * // as can hex color codes:
+ * noStroke(); // Don't draw a stroke around shapes
+ * let c = color('#0f0');
+ * fill(c); // Use 'c' as fill color
+ * rect(0, 10, 45, 80); // Draw rectangle
+ *
+ * c = color('#00ff00');
+ * fill(c); // Use updated 'c' as fill color
+ * rect(55, 10, 45, 80); // Draw rectangle
+ *
+ *
+ * // RGB and RGBA color strings are also supported:
+ * // these all set to the same color (solid blue)
+ * let c;
+ * noStroke(); // Don't draw a stroke around shapes
+ * c = color('rgb(0,0,255)');
+ * fill(c); // Use 'c' as fill color
+ * rect(10, 10, 35, 35); // Draw rectangle
+ *
+ * c = color('rgb(0%, 0%, 100%)');
+ * fill(c); // Use updated 'c' as fill color
+ * rect(55, 10, 35, 35); // Draw rectangle
+ *
+ * c = color('rgba(0, 0, 255, 1)');
+ * fill(c); // Use updated 'c' as fill color
+ * rect(10, 55, 35, 35); // Draw rectangle
+ *
+ * c = color('rgba(0%, 0%, 100%, 1)');
+ * fill(c); // Use updated 'c' as fill color
+ * rect(55, 55, 35, 35); // Draw rectangle
+ *
+ *
+ * // HSL color is also supported and can be specified
+ * // by value
+ * let c;
+ * noStroke(); // Don't draw a stroke around shapes
+ * c = color('hsl(160, 100%, 50%)');
+ * fill(c); // Use 'c' as fill color
+ * rect(0, 10, 45, 80); // Draw rectangle
+ *
+ * c = color('hsla(160, 100%, 50%, 0.5)');
+ * fill(c); // Use updated 'c' as fill color
+ * rect(55, 10, 45, 80); // Draw rectangle
+ *
+ *
+ * // HSB color is also supported and can be specified
+ * // by value
+ * let c;
+ * noStroke(); // Don't draw a stroke around shapes
+ * c = color('hsb(160, 100%, 50%)');
+ * fill(c); // Use 'c' as fill color
+ * rect(0, 10, 45, 80); // Draw rectangle
+ *
+ * c = color('hsba(160, 100%, 50%, 0.5)');
+ * fill(c); // Use updated 'c' as fill color
+ * rect(55, 10, 45, 80); // Draw rectangle
+ *
+ *
+ * let c; // Declare color 'c'
+ * noStroke(); // Don't draw a stroke around shapes
+ *
+ * // If no colorMode is specified, then the
+ * // default of RGB with scale of 0-255 is used.
+ * c = color(50, 55, 100); // Create a color for 'c'
+ * fill(c); // Use color variable 'c' as fill color
+ * rect(0, 10, 45, 80); // Draw left rect
+ *
+ * colorMode(HSB, 100); // Use HSB with scale of 0-100
+ * c = color(50, 55, 100); // Update 'c' with new color
+ * fill(c); // Use updated 'c' as fill color
+ * rect(55, 10, 45, 80); // Draw right rect
+ *
+ *
+ * let c = color(20, 75, 200); // Define color 'c'
+ * fill(c); // Use color variable 'c' as fill color
+ * rect(15, 20, 35, 60); // Draw left rectangle
+ *
+ * let greenValue = green(c); // Get green in 'c'
+ * print(greenValue); // Print "75.0"
+ * fill(0, greenValue, 0); // Use 'greenValue' in new fill
+ * rect(50, 20, 35, 60); // Draw right rectangle
+ *
+ *
+ * noStroke();
+ * colorMode(HSB, 255);
+ * let c = color(0, 126, 255);
+ * fill(c);
+ * rect(15, 20, 35, 60);
+ * let value = hue(c); // Sets 'value' to "0"
+ * fill(value);
+ * rect(50, 20, 35, 60);
+ *
+ *
+ * colorMode(RGB);
+ * stroke(255);
+ * background(51);
+ * let from = color(218, 165, 32);
+ * let to = color(72, 61, 139);
+ * colorMode(RGB); // Try changing to HSB.
+ * let interA = lerpColor(from, to, 0.33);
+ * let interB = lerpColor(from, to, 0.66);
+ * fill(from);
+ * rect(10, 20, 20, 60);
+ * fill(interA);
+ * rect(30, 20, 20, 60);
+ * fill(interB);
+ * rect(50, 20, 20, 60);
+ * fill(to);
+ * rect(70, 20, 20, 60);
+ *
+ *
+ * noStroke();
+ * colorMode(HSL);
+ * let c = color(156, 100, 50, 1);
+ * fill(c);
+ * rect(15, 20, 35, 60);
+ * let value = lightness(c); // Sets 'value' to 50
+ * fill(value);
+ * rect(50, 20, 35, 60);
+ *
+ *
+ * let c = color(255, 204, 0); // Define color 'c'
+ * fill(c); // Use color variable 'c' as fill color
+ * rect(15, 20, 35, 60); // Draw left rectangle
+ *
+ * let redValue = red(c); // Get red in 'c'
+ * print(redValue); // Print "255.0"
+ * fill(redValue, 0, 0); // Use 'redValue' in new fill
+ * rect(50, 20, 35, 60); // Draw right rectangle
+ *
+ *
+ * colorMode(RGB, 255); // Sets the range for red, green, and blue to 255
+ * let c = color(127, 255, 0);
+ * colorMode(RGB, 1); // Sets the range for red, green, and blue to 1
+ * let myColor = red(c);
+ * print(myColor); // 0.4980392156862745
+ *
+ *
+ * noStroke();
+ * colorMode(HSB, 255);
+ * let c = color(0, 126, 255);
+ * fill(c);
+ * rect(15, 20, 35, 60);
+ * let value = saturation(c); // Sets 'value' to 126
+ * fill(value);
+ * rect(50, 20, 35, 60);
+ *
+ *
+ * let myColor;
+ * function setup() {
+ * createCanvas(200, 200);
+ * stroke(255);
+ * myColor = color(100, 100, 250);
+ * fill(myColor);
+ * }
+ *
+ * function draw() {
+ * rotate(HALF_PI);
+ * text(myColor.toString(), 0, -5);
+ * text(myColor.toString('#rrggbb'), 0, -30);
+ * text(myColor.toString('rgba%'), 0, -55);
+ * }
+ *
+ *
+ * let backgroundColor;
+ *
+ * function setup() {
+ * backgroundColor = color(100, 50, 150);
+ * }
+ *
+ * function draw() {
+ * backgroundColor.setRed(128 + 128 * sin(millis() / 1000));
+ * background(backgroundColor);
+ * }
+ *
+ *
+ * let backgroundColor;
+ *
+ * function setup() {
+ * backgroundColor = color(100, 50, 150);
+ * }
+ *
+ * function draw() {
+ * backgroundColor.setGreen(128 + 128 * sin(millis() / 1000));
+ * background(backgroundColor);
+ * }
+ *
+ *
+ * let backgroundColor;
+ *
+ * function setup() {
+ * backgroundColor = color(100, 50, 150);
+ * }
+ *
+ * function draw() {
+ * backgroundColor.setBlue(128 + 128 * sin(millis() / 1000));
+ * background(backgroundColor);
+ * }
+ *
+ *
+ * let squareColor;
+ *
+ * function setup() {
+ * ellipseMode(CORNERS);
+ * strokeWeight(4);
+ * squareColor = color(100, 50, 150);
+ * }
+ *
+ * function draw() {
+ * background(255);
+ *
+ * noFill();
+ * stroke(0);
+ * ellipse(10, 10, width - 10, height - 10);
+ *
+ * squareColor.setAlpha(128 + 128 * sin(millis() / 1000));
+ * fill(squareColor);
+ * noStroke();
+ * rect(13, 13, width - 26, height - 26);
+ * }
+ *
+ *
+ * // todo
+ *
+ *
+ * // Grayscale integer value
+ * background(51);
+ *
+ *
+ * // R, G & B integer values
+ * background(255, 204, 0);
+ *
+ *
+ * // H, S & B integer values
+ * colorMode(HSB);
+ * background(255, 204, 100);
+ *
+ *
+ * // Named SVG/CSS color string
+ * background('red');
+ *
+ *
+ * // three-digit hexadecimal RGB notation
+ * background('#fae');
+ *
+ *
+ * // six-digit hexadecimal RGB notation
+ * background('#222222');
+ *
+ *
+ * // integer RGB notation
+ * background('rgb(0,255,0)');
+ *
+ *
+ * // integer RGBA notation
+ * background('rgba(0,255,0, 0.25)');
+ *
+ *
+ * // percentage RGB notation
+ * background('rgb(100%,0%,10%)');
+ *
+ *
+ * // percentage RGBA notation
+ * background('rgba(100%,0%,100%,0.5)');
+ *
+ *
+ * // p5 Color object
+ * background(color(0, 0, 255));
+ *
+ *
+ * // Clear the screen on mouse press.
+ * function setup() {
+ * createCanvas(100, 100);
+ * }
+ *
+ * function draw() {
+ * ellipse(mouseX, mouseY, 20, 20);
+ * }
+ *
+ * function mousePressed() {
+ * clear();
+ * }
+ *
+ *
+ * noStroke();
+ * colorMode(RGB, 100);
+ * for (let i = 0; i < 100; i++) {
+ * for (let j = 0; j < 100; j++) {
+ * stroke(i, j, 0);
+ * point(i, j);
+ * }
+ * }
+ *
+ *
+ * noStroke();
+ * colorMode(HSB, 100);
+ * for (let i = 0; i < 100; i++) {
+ * for (let j = 0; j < 100; j++) {
+ * stroke(i, j, 100);
+ * point(i, j);
+ * }
+ * }
+ *
+ *
+ * colorMode(RGB, 255);
+ * let c = color(127, 255, 0);
+ *
+ * colorMode(RGB, 1);
+ * let myColor = c._getRed();
+ * text(myColor, 10, 10, 80, 80);
+ *
+ *
+ * noFill();
+ * colorMode(RGB, 255, 255, 255, 1);
+ * background(255);
+ *
+ * strokeWeight(4);
+ * stroke(255, 0, 10, 0.3);
+ * ellipse(40, 40, 50, 50);
+ * ellipse(50, 50, 40, 40);
+ *
+ *
+ * // Grayscale integer value
+ * fill(51);
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // R, G & B integer values
+ * fill(255, 204, 0);
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // H, S & B integer values
+ * colorMode(HSB);
+ * fill(255, 204, 100);
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // Named SVG/CSS color string
+ * fill('red');
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // three-digit hexadecimal RGB notation
+ * fill('#fae');
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // six-digit hexadecimal RGB notation
+ * fill('#222222');
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // integer RGB notation
+ * fill('rgb(0,255,0)');
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // integer RGBA notation
+ * fill('rgba(0,255,0, 0.25)');
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // percentage RGB notation
+ * fill('rgb(100%,0%,10%)');
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // percentage RGBA notation
+ * fill('rgba(100%,0%,100%,0.5)');
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // p5 Color object
+ * fill(color(0, 0, 255));
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * rect(15, 10, 55, 55);
+ * noFill();
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(0);
+ * noFill();
+ * stroke(100, 100, 240);
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * box(45, 45, 45);
+ * }
+ *
+ *
+ * noStroke();
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(0);
+ * noStroke();
+ * fill(240, 150, 150);
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * box(45, 45, 45);
+ * }
+ *
+ *
+ * // Grayscale integer value
+ * strokeWeight(4);
+ * stroke(51);
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // R, G & B integer values
+ * stroke(255, 204, 0);
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // H, S & B integer values
+ * colorMode(HSB);
+ * strokeWeight(4);
+ * stroke(255, 204, 100);
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // Named SVG/CSS color string
+ * stroke('red');
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // three-digit hexadecimal RGB notation
+ * stroke('#fae');
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // six-digit hexadecimal RGB notation
+ * stroke('#222222');
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // integer RGB notation
+ * stroke('rgb(0,255,0)');
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // integer RGBA notation
+ * stroke('rgba(0,255,0,0.25)');
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // percentage RGB notation
+ * stroke('rgb(100%,0%,10%)');
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // percentage RGBA notation
+ * stroke('rgba(100%,0%,100%,0.5)');
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * // p5 Color object
+ * stroke(color(0, 0, 255));
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ *
+ *
+ * arc(50, 50, 80, 80, 0, HALF_PI);
+ *
+ * arc(50, 50, 80, 80, 0, PI);
+ *
+ * arc(50, 50, 80, 80, 0, QUARTER_PI);
+ *
+ * arc(50, 50, 80, 80, 0, TAU);
+ *
+ * arc(50, 50, 80, 80, 0, TWO_PI);
+ *
+ * function setup() {
+ * angleMode(DEGREES);
+ * }
+ *
+ * function setup() {
+ * angleMode(RADIANS);
+ * }
+ *
+ * let x = 10;
+ * print('The value of x is ' + x);
+ * // prints "The value of x is 10"
+ *
+ * function setup() {
+ * frameRate(30);
+ * textSize(30);
+ * textAlign(CENTER);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * text(frameCount, width / 2, height / 2);
+ * }
+
+ * let rectX = 0;
+ * let fr = 30; //starting FPS
+ * let clr;
+ *
+ * function setup() {
+ * background(200);
+ * frameRate(fr); // Attempt to refresh at starting FPS
+ * clr = color(255, 0, 0);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * rectX = rectX + 1 * (deltaTime / 50); // Move Rectangle in relation to deltaTime
+ *
+ * if (rectX >= width) {
+ * // If you go off screen.
+ * if (fr === 30) {
+ * clr = color(0, 0, 255);
+ * fr = 10;
+ * frameRate(fr); // make frameRate 10 FPS
+ * } else {
+ * clr = color(255, 0, 0);
+ * fr = 30;
+ * frameRate(fr); // make frameRate 30 FPS
+ * }
+ * rectX = 0;
+ * }
+ * fill(clr);
+ * rect(rectX, 40, 20, 20);
+ * }
+ *
+ * // To demonstrate, put two windows side by side.
+ * // Click on the window that the p5 sketch isn't in!
+ * function draw() {
+ * background(200);
+ * noStroke();
+ * fill(0, 200, 0);
+ * ellipse(25, 25, 50, 50);
+ *
+ * if (!focused) {
+ // or "if (focused === false)"
+ * stroke(200, 0, 0);
+ * line(0, 0, 100, 100);
+ * line(100, 0, 0, 100);
+ * }
+ * }
+ *
+ * // Move the mouse across the quadrants
+ * // to see the cursor change
+ * function draw() {
+ * line(width / 2, 0, width / 2, height);
+ * line(0, height / 2, width, height / 2);
+ * if (mouseX < 50 && mouseY < 50) {
+ * cursor(CROSS);
+ * } else if (mouseX > 50 && mouseY < 50) {
+ * cursor('progress');
+ * } else if (mouseX > 50 && mouseY > 50) {
+ * cursor('https://s3.amazonaws.com/mupublicdata/cursor.cur');
+ * } else {
+ * cursor('grab');
+ * }
+ * }
+ *
+ * let rectX = 0;
+ * let fr = 30; //starting FPS
+ * let clr;
+ *
+ * function setup() {
+ * background(200);
+ * frameRate(fr); // Attempt to refresh at starting FPS
+ * clr = color(255, 0, 0);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * rectX = rectX += 1; // Move Rectangle
+ *
+ * if (rectX >= width) {
+ // If you go off screen.
+ * if (fr === 30) {
+ * clr = color(0, 0, 255);
+ * fr = 10;
+ * frameRate(fr); // make frameRate 10 FPS
+ * } else {
+ * clr = color(255, 0, 0);
+ * fr = 30;
+ * frameRate(fr); // make frameRate 30 FPS
+ * }
+ * rectX = 0;
+ * }
+ * fill(clr);
+ * rect(rectX, 40, 20, 20);
+ * }
+ *
+ * function setup() {
+ * noCursor();
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * ellipse(mouseX, mouseY, 10, 10);
+ * }
+ *
+ * createCanvas(displayWidth, displayHeight);
+ *
+ * createCanvas(displayWidth, displayHeight);
+ *
+ * createCanvas(windowWidth, windowHeight);
+ *
+ * createCanvas(windowWidth, windowHeight);
+ *
+ * function setup() {
+ * createCanvas(windowWidth, windowHeight);
+ * }
+ *
+ * function draw() {
+ * background(0, 100, 200);
+ * }
+ *
+ * function windowResized() {
+ * resizeCanvas(windowWidth, windowHeight);
+ * }
+ *
+ * // Clicking in the box toggles fullscreen on and off.
+ * function setup() {
+ * background(200);
+ * }
+ * function mousePressed() {
+ * if (mouseX > 0 && mouseX < 100 && mouseY > 0 && mouseY < 100) {
+ * let fs = fullscreen();
+ * fullscreen(!fs);
+ * }
+ * }
+ *
+ *
+ * function setup() {
+ * pixelDensity(1);
+ * createCanvas(100, 100);
+ * background(200);
+ * ellipse(width / 2, height / 2, 50, 50);
+ * }
+ *
+ *
+ * function setup() {
+ * pixelDensity(3.0);
+ * createCanvas(100, 100);
+ * background(200);
+ * ellipse(width / 2, height / 2, 50, 50);
+ * }
+ *
+ *
+ * function setup() {
+ * let density = displayDensity();
+ * pixelDensity(density);
+ * createCanvas(100, 100);
+ * background(200);
+ * ellipse(width / 2, height / 2, 50, 50);
+ * }
+ *
+ *
+ * let url;
+ * let x = 100;
+ *
+ * function setup() {
+ * fill(0);
+ * noStroke();
+ * url = getURL();
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * text(url, x, height / 2);
+ * x--;
+ * }
+ *
+ *
+ * function setup() {
+ * let urlPath = getURLPath();
+ * for (let i = 0; i < urlPath.length; i++) {
+ * text(urlPath[i], 10, i * 20 + 20);
+ * }
+ * }
+ *
+ * // Example: http://p5js.org?year=2014&month=May&day=15
+ *
+ * function setup() {
+ * let params = getURLParams();
+ * text(params.day, 10, 20);
+ * text(params.month, 10, 40);
+ * text(params.year, 10, 60);
+ * }
+ *
+ *
+ * let img;
+ * let c;
+ * function preload() {
+ * // preload() runs once
+ * img = loadImage('assets/laDefense.jpg');
+ * }
+ *
+ * function setup() {
+ * // setup() waits until preload() is done
+ * img.loadPixels();
+ * // get color of middle pixel
+ * c = img.get(img.width / 2, img.height / 2);
+ * }
+ *
+ * function draw() {
+ * background(c);
+ * image(img, 25, 25, 50, 50);
+ * }
+ *
+ * let a = 0;
+ *
+ * function setup() {
+ * background(0);
+ * noStroke();
+ * fill(102);
+ * }
+ *
+ * function draw() {
+ * rect(a++ % width, 10, 2, 80);
+ * }
+ *
+ * let yPos = 0;
+ * function setup() {
+ * // setup() runs once
+ * frameRate(30);
+ * }
+ * function draw() {
+ * // draw() loops forever, until stopped
+ * background(204);
+ * yPos = yPos - 1;
+ * if (yPos < 0) {
+ * yPos = height;
+ * }
+ * line(0, yPos, width, yPos);
+ * }
+ *
+ * function draw() {
+ * ellipse(50, 50, 10, 10);
+ * }
+ *
+ * function mousePressed() {
+ * remove(); // remove whole sketch on mouse press
+ * }
+ *
+ * p5.disableFriendlyErrors = true;
+ *
+ * function setup() {
+ * createCanvas(100, 50);
+ * }
+ *
+ * function setup() {
+ * let c = createCanvas(50, 50);
+ * c.elt.style.border = '5px solid red';
+ * }
+ *
+ * function draw() {
+ * background(220);
+ * }
+ *
+ *
+ * // in the html file:
+ * // <div id="myContainer"></div>
+ *
+ * // in the js file:
+ * let cnv = createCanvas(100, 100);
+ * cnv.parent('myContainer');
+ *
+ * let div0 = createDiv('this is the parent');
+ * let div1 = createDiv('this is the child');
+ * div1.parent(div0); // use p5.Element
+ *
+ * let div0 = createDiv('this is the parent');
+ * div0.id('apples');
+ * let div1 = createDiv('this is the child');
+ * div1.parent('apples'); // use id
+ *
+ * let elt = document.getElementById('myParentDiv');
+ * let div1 = createDiv('this is the child');
+ * div1.parent(elt); // use element from page
+ *
+ * function setup() {
+ * let cnv = createCanvas(100, 100);
+ * // Assigns a CSS selector ID to
+ * // the canvas element.
+ * cnv.id('mycanvas');
+ * }
+ *
+ * function setup() {
+ * let cnv = createCanvas(100, 100);
+ * // Assigns a CSS selector class 'small'
+ * // to the canvas element.
+ * cnv.class('small');
+ * }
+ *
+ * let cnv;
+ * let d;
+ * let g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.mousePressed(changeGray); // attach listener for
+ * // canvas click only
+ * d = 10;
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * ellipse(width / 2, height / 2, d, d);
+ * }
+ *
+ * // this function fires with any click anywhere
+ * function mousePressed() {
+ * d = d + 10;
+ * }
+ *
+ * // this function fires only when cnv is clicked
+ * function changeGray() {
+ * g = random(0, 255);
+ * }
+ *
+ * let cnv;
+ * let d;
+ * let g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.doubleClicked(changeGray); // attach listener for
+ * // canvas double click only
+ * d = 10;
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * ellipse(width / 2, height / 2, d, d);
+ * }
+ *
+ * // this function fires with any double click anywhere
+ * function doubleClicked() {
+ * d = d + 10;
+ * }
+ *
+ * // this function fires only when cnv is double clicked
+ * function changeGray() {
+ * g = random(0, 255);
+ * }
+ *
+ * let cnv;
+ * let d;
+ * let g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.mouseWheel(changeSize); // attach listener for
+ * // activity on canvas only
+ * d = 10;
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * ellipse(width / 2, height / 2, d, d);
+ * }
+ *
+ * // this function fires with mousewheel movement
+ * // anywhere on screen
+ * function mouseWheel() {
+ * g = g + 10;
+ * }
+ *
+ * // this function fires with mousewheel movement
+ * // over canvas only
+ * function changeSize(event) {
+ * if (event.deltaY > 0) {
+ * d = d + 10;
+ * } else {
+ * d = d - 10;
+ * }
+ * }
+ *
+ * let cnv;
+ * let d;
+ * let g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.mouseReleased(changeGray); // attach listener for
+ * // activity on canvas only
+ * d = 10;
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * ellipse(width / 2, height / 2, d, d);
+ * }
+ *
+ * // this function fires after the mouse has been
+ * // released
+ * function mouseReleased() {
+ * d = d + 10;
+ * }
+ *
+ * // this function fires after the mouse has been
+ * // released while on canvas
+ * function changeGray() {
+ * g = random(0, 255);
+ * }
+ *
+ * let cnv;
+ * let d;
+ * let g;
+ *
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.mouseClicked(changeGray); // attach listener for
+ * // activity on canvas only
+ * d = 10;
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * ellipse(width / 2, height / 2, d, d);
+ * }
+ *
+ * // this function fires after the mouse has been
+ * // clicked anywhere
+ * function mouseClicked() {
+ * d = d + 10;
+ * }
+ *
+ * // this function fires after the mouse has been
+ * // clicked on canvas
+ * function changeGray() {
+ * g = random(0, 255);
+ * }
+ *
+ *
+ * let cnv;
+ * let d = 30;
+ * let g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.mouseMoved(changeSize); // attach listener for
+ * // activity on canvas only
+ * d = 10;
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * fill(200);
+ * ellipse(width / 2, height / 2, d, d);
+ * }
+ *
+ * // this function fires when mouse moves anywhere on
+ * // page
+ * function mouseMoved() {
+ * g = g + 5;
+ * if (g > 255) {
+ * g = 0;
+ * }
+ * }
+ *
+ * // this function fires when mouse moves over canvas
+ * function changeSize() {
+ * d = d + 2;
+ * if (d > 100) {
+ * d = 0;
+ * }
+ * }
+ *
+ * let cnv;
+ * let d;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.mouseOver(changeGray);
+ * d = 10;
+ * }
+ *
+ * function draw() {
+ * ellipse(width / 2, height / 2, d, d);
+ * }
+ *
+ * function changeGray() {
+ * d = d + 10;
+ * if (d > 100) {
+ * d = 0;
+ * }
+ * }
+ *
+ * let cnv;
+ * let d;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.mouseOut(changeGray);
+ * d = 10;
+ * }
+ *
+ * function draw() {
+ * ellipse(width / 2, height / 2, d, d);
+ * }
+ *
+ * function changeGray() {
+ * d = d + 10;
+ * if (d > 100) {
+ * d = 0;
+ * }
+ * }
+ *
+ * let cnv;
+ * let d;
+ * let g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.touchStarted(changeGray); // attach listener for
+ * // canvas click only
+ * d = 10;
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * ellipse(width / 2, height / 2, d, d);
+ * }
+ *
+ * // this function fires with any touch anywhere
+ * function touchStarted() {
+ * d = d + 10;
+ * }
+ *
+ * // this function fires only when cnv is clicked
+ * function changeGray() {
+ * g = random(0, 255);
+ * }
+ *
+ * let cnv;
+ * let g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.touchMoved(changeGray); // attach listener for
+ * // canvas click only
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * }
+ *
+ * // this function fires only when cnv is clicked
+ * function changeGray() {
+ * g = random(0, 255);
+ * }
+ *
+ * let cnv;
+ * let d;
+ * let g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.touchEnded(changeGray); // attach listener for
+ * // canvas click only
+ * d = 10;
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * ellipse(width / 2, height / 2, d, d);
+ * }
+ *
+ * // this function fires with any touch anywhere
+ * function touchEnded() {
+ * d = d + 10;
+ * }
+ *
+ * // this function fires only when cnv is clicked
+ * function changeGray() {
+ * g = random(0, 255);
+ * }
+ *
+ * // To test this sketch, simply drag a
+ * // file over the canvas
+ * function setup() {
+ * let c = createCanvas(100, 100);
+ * background(200);
+ * textAlign(CENTER);
+ * text('Drag file', width / 2, height / 2);
+ * c.dragOver(dragOverCallback);
+ * }
+ *
+ * // This function will be called whenever
+ * // a file is dragged over the canvas
+ * function dragOverCallback() {
+ * background(240);
+ * text('Dragged over', width / 2, height / 2);
+ * }
+ *
+ * // To test this sketch, simply drag a file
+ * // over and then out of the canvas area
+ * function setup() {
+ * let c = createCanvas(100, 100);
+ * background(200);
+ * textAlign(CENTER);
+ * text('Drag file', width / 2, height / 2);
+ * c.dragLeave(dragLeaveCallback);
+ * }
+ *
+ * // This function will be called whenever
+ * // a file is dragged out of the canvas
+ * function dragLeaveCallback() {
+ * background(240);
+ * text('Dragged off', width / 2, height / 2);
+ * }
+ *
+ * let pg;
+ * function setup() {
+ * createCanvas(100, 100);
+ * background(0);
+ * pg = createGraphics(50, 100);
+ * pg.fill(0);
+ * frameRate(5);
+ * }
+ * function draw() {
+ * image(pg, width / 2, 0);
+ * pg.background(255);
+ * // p5.Graphics object behave a bit differently in some cases
+ * // The normal canvas on the left resets the translate
+ * // with every loop through draw()
+ * // the graphics object on the right doesn't automatically reset
+ * // so translate() is additive and it moves down the screen
+ * rect(0, 0, width / 2, 5);
+ * pg.rect(0, 0, width / 2, 5);
+ * translate(0, 5, 0);
+ * pg.translate(0, 5, 0);
+ * }
+ * function mouseClicked() {
+ * // if you click you will see that
+ * // reset() resets the translate back to the initial state
+ * // of the Graphics object
+ * pg.reset();
+ * }
+ *
+ * let bg;
+ * function setup() {
+ * bg = createCanvas(100, 100);
+ * bg.background(0);
+ * image(bg, 0, 0);
+ * bg.remove();
+ * }
+ *
+ * let bg;
+ * function setup() {
+ * pixelDensity(1);
+ * createCanvas(100, 100);
+ * stroke(255);
+ * fill(0);
+ *
+ * // create and draw the background image
+ * bg = createGraphics(100, 100);
+ * bg.background(200);
+ * bg.ellipse(50, 50, 80, 80);
+ * }
+ * function draw() {
+ * let t = millis() / 1000;
+ * // draw the background
+ * if (bg) {
+ * image(bg, frameCount % 100, 0);
+ * image(bg, frameCount % 100 - 100, 0);
+ * }
+ * // draw the foreground
+ * let p = p5.Vector.fromAngle(t, 35).add(50, 50);
+ * ellipse(p.x, p.y, 30);
+ * }
+ * function mouseClicked() {
+ * // remove the background
+ * if (bg) {
+ * bg.remove();
+ * bg = null;
+ * }
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 50);
+ * background(153);
+ * line(0, 0, width, height);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(windowWidth, windowHeight);
+ * }
+ *
+ * function draw() {
+ * background(0, 100, 200);
+ * }
+ *
+ * function windowResized() {
+ * resizeCanvas(windowWidth, windowHeight);
+ * }
+ *
+ * function setup() {
+ * noCanvas();
+ * }
+ *
+ *
+ * let pg;
+ * function setup() {
+ * createCanvas(100, 100);
+ * pg = createGraphics(100, 100);
+ * }
+ * function draw() {
+ * background(200);
+ * pg.background(100);
+ * pg.noStroke();
+ * pg.ellipse(pg.width / 2, pg.height / 2, 50, 50);
+ * image(pg, 50, 50);
+ * image(pg, 0, 0, 50, 50);
+ * }
+ *
+ * BLEND
- linear interpolation of colours: C =
+ * A\*factor + B. This is the default blending mode.ADD
- sum of A and BDARKEST
- only the darkest colour succeeds: C =
+ * min(A\*factor, B).LIGHTEST
- only the lightest colour succeeds: C =
+ * max(A\*factor, B).DIFFERENCE
- subtract colors from underlying image.EXCLUSION
- similar to DIFFERENCE
, but less
+ * extreme.MULTIPLY
- multiply the colors, result will always be
+ * darker.SCREEN
- opposite multiply, uses inverse values of the
+ * colors.REPLACE
- the pixels entirely replace the others and
+ * don't utilize alpha (transparency) values.OVERLAY
- mix of MULTIPLY
and SCREEN
+ *
. Multiplies dark values, and screens light values. (2D)HARD_LIGHT
- SCREEN
when greater than 50%
+ * gray, MULTIPLY
when lower. (2D)SOFT_LIGHT
- mix of DARKEST
and
+ * LIGHTEST
. Works like OVERLAY
, but not as harsh. (2D)
+ * DODGE
- lightens light tones and increases contrast,
+ * ignores darks. (2D)BURN
- darker areas are applied, increasing contrast,
+ * ignores lights. (2D)SUBTRACT
- remainder of A and B (3D)
+ * blendMode(LIGHTEST);
+ * strokeWeight(30);
+ * stroke(80, 150, 255);
+ * line(25, 25, 75, 75);
+ * stroke(255, 50, 50);
+ * line(75, 25, 25, 75);
+ *
+ *
+ * blendMode(MULTIPLY);
+ * strokeWeight(30);
+ * stroke(80, 150, 255);
+ * line(25, 25, 75, 75);
+ * stroke(255, 50, 50);
+ * line(75, 25, 25, 75);
+ *
+ *
+ * arc(50, 55, 50, 50, 0, HALF_PI);
+ * noFill();
+ * arc(50, 55, 60, 60, HALF_PI, PI);
+ * arc(50, 55, 70, 70, PI, PI + QUARTER_PI);
+ * arc(50, 55, 80, 80, PI + QUARTER_PI, TWO_PI);
+ *
+ *
+ * arc(50, 50, 80, 80, 0, PI + QUARTER_PI);
+ *
+ *
+ * arc(50, 50, 80, 80, 0, PI + QUARTER_PI, OPEN);
+ *
+ *
+ * arc(50, 50, 80, 80, 0, PI + QUARTER_PI, CHORD);
+ *
+ *
+ * arc(50, 50, 80, 80, 0, PI + QUARTER_PI, PIE);
+ *
+ *
+ * ellipse(56, 46, 55, 55);
+ *
+ *
+ * // Draw a circle at location (30, 30) with a diameter of 20.
+ * circle(30, 30, 20);
+ *
+ *
+ * line(30, 20, 85, 75);
+ *
+ *
+ * line(30, 20, 85, 20);
+ * stroke(126);
+ * line(85, 20, 85, 75);
+ * stroke(255);
+ * line(85, 75, 30, 75);
+ *
+ *
+ * point(30, 20);
+ * point(85, 20);
+ * point(85, 75);
+ * point(30, 75);
+ *
+ *
+ * quad(38, 31, 86, 20, 69, 63, 30, 76);
+ *
+ *
+ * // Draw a rectangle at location (30, 20) with a width and height of 55.
+ * rect(30, 20, 55, 55);
+ *
+ *
+ * // Draw a rectangle with rounded corners, each having a radius of 20.
+ * rect(30, 20, 55, 55, 20);
+ *
+ *
+ * // Draw a rectangle with rounded corners having the following radii:
+ * // top-left = 20, top-right = 15, bottom-right = 10, bottom-left = 5.
+ * rect(30, 20, 55, 55, 20, 15, 10, 5);
+ *
+ *
+ * // Draw a square at location (30, 20) with a side size of 55.
+ * square(30, 20, 55);
+ *
+ *
+ * // Draw a square with rounded corners, each having a radius of 20.
+ * square(30, 20, 55, 20);
+ *
+ *
+ * // Draw a square with rounded corners having the following radii:
+ * // top-left = 20, top-right = 15, bottom-right = 10, bottom-left = 5.
+ * square(30, 20, 55, 20, 15, 10, 5);
+ *
+ *
+ * triangle(30, 75, 58, 20, 86, 75);
+ *
+ *
+ * ellipseMode(RADIUS); // Set ellipseMode to RADIUS
+ * fill(255); // Set fill to white
+ * ellipse(50, 50, 30, 30); // Draw white ellipse using RADIUS mode
+ *
+ * ellipseMode(CENTER); // Set ellipseMode to CENTER
+ * fill(100); // Set fill to gray
+ * ellipse(50, 50, 30, 30); // Draw gray ellipse using CENTER mode
+ *
+ *
+ * ellipseMode(CORNER); // Set ellipseMode is CORNER
+ * fill(255); // Set fill to white
+ * ellipse(25, 25, 50, 50); // Draw white ellipse using CORNER mode
+ *
+ * ellipseMode(CORNERS); // Set ellipseMode to CORNERS
+ * fill(100); // Set fill to gray
+ * ellipse(25, 25, 50, 50); // Draw gray ellipse using CORNERS mode
+ *
+ *
+ * background(0);
+ * noStroke();
+ * smooth();
+ * ellipse(30, 48, 36, 36);
+ * noSmooth();
+ * ellipse(70, 48, 36, 36);
+ *
+ *
+ * rectMode(CORNER); // Default rectMode is CORNER
+ * fill(255); // Set fill to white
+ * rect(25, 25, 50, 50); // Draw white rect using CORNER mode
+ *
+ * rectMode(CORNERS); // Set rectMode to CORNERS
+ * fill(100); // Set fill to gray
+ * rect(25, 25, 50, 50); // Draw gray rect using CORNERS mode
+ *
+ *
+ * rectMode(RADIUS); // Set rectMode to RADIUS
+ * fill(255); // Set fill to white
+ * rect(50, 50, 30, 30); // Draw white rect using RADIUS mode
+ *
+ * rectMode(CENTER); // Set rectMode to CENTER
+ * fill(100); // Set fill to gray
+ * rect(50, 50, 30, 30); // Draw gray rect using CENTER mode
+ *
+ *
+ * background(0);
+ * noStroke();
+ * smooth();
+ * ellipse(30, 48, 36, 36);
+ * noSmooth();
+ * ellipse(70, 48, 36, 36);
+ *
+ *
+ * strokeWeight(12.0);
+ * strokeCap(ROUND);
+ * line(20, 30, 80, 30);
+ * strokeCap(SQUARE);
+ * line(20, 50, 80, 50);
+ * strokeCap(PROJECT);
+ * line(20, 70, 80, 70);
+ *
+ *
+ * noFill();
+ * strokeWeight(10.0);
+ * strokeJoin(MITER);
+ * beginShape();
+ * vertex(35, 20);
+ * vertex(65, 50);
+ * vertex(35, 80);
+ * endShape();
+ *
+ *
+ * noFill();
+ * strokeWeight(10.0);
+ * strokeJoin(BEVEL);
+ * beginShape();
+ * vertex(35, 20);
+ * vertex(65, 50);
+ * vertex(35, 80);
+ * endShape();
+ *
+ *
+ * noFill();
+ * strokeWeight(10.0);
+ * strokeJoin(ROUND);
+ * beginShape();
+ * vertex(35, 20);
+ * vertex(65, 50);
+ * vertex(35, 80);
+ * endShape();
+ *
+ *
+ * strokeWeight(1); // Default
+ * line(20, 20, 80, 20);
+ * strokeWeight(4); // Thicker
+ * line(20, 40, 80, 40);
+ * strokeWeight(10); // Beastly
+ * line(20, 70, 80, 70);
+ *
+ *
+ * noFill();
+ * stroke(255, 102, 0);
+ * line(85, 20, 10, 10);
+ * line(90, 90, 15, 80);
+ * stroke(0, 0, 0);
+ * bezier(85, 20, 10, 10, 90, 90, 15, 80);
+ *
+ *
+ * background(0, 0, 0);
+ * noFill();
+ * stroke(255);
+ * bezier(250, 250, 0, 100, 100, 0, 100, 0, 0, 0, 100, 0);
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * noFill();
+ *
+ * bezierDetail(5);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ *
+ * // prettier-ignore
+ * bezier(-40, -40, 0,
+ * 90, -40, 0,
+ * -90, 40, 0,
+ * 40, 40, 0);
+ * }
+ *
+ *
+ * noFill();
+ * let x1 = 85,
+ x2 = 10,
+ x3 = 90,
+ x4 = 15;
+ * let y1 = 20,
+ y2 = 10,
+ y3 = 90,
+ y4 = 80;
+ * bezier(x1, y1, x2, y2, x3, y3, x4, y4);
+ * fill(255);
+ * let steps = 10;
+ * for (let i = 0; i <= steps; i++) {
+ * let t = i / steps;
+ * let x = bezierPoint(x1, x2, x3, x4, t);
+ * let y = bezierPoint(y1, y2, y3, y4, t);
+ * ellipse(x, y, 5, 5);
+ * }
+ *
+ *
+ * noFill();
+ * bezier(85, 20, 10, 10, 90, 90, 15, 80);
+ * let steps = 6;
+ * fill(255);
+ * for (let i = 0; i <= steps; i++) {
+ * let t = i / steps;
+ * // Get the location of the point
+ * let x = bezierPoint(85, 10, 90, 15, t);
+ * let y = bezierPoint(20, 10, 90, 80, t);
+ * // Get the tangent points
+ * let tx = bezierTangent(85, 10, 90, 15, t);
+ * let ty = bezierTangent(20, 10, 90, 80, t);
+ * // Calculate an angle from the tangent points
+ * let a = atan2(ty, tx);
+ * a += PI;
+ * stroke(255, 102, 0);
+ * line(x, y, cos(a) * 30 + x, sin(a) * 30 + y);
+ * // The following line of code makes a line
+ * // inverse of the above line
+ * //line(x, y, cos(a)*-30 + x, sin(a)*-30 + y);
+ * stroke(0);
+ * ellipse(x, y, 5, 5);
+ * }
+ *
+ *
+ * noFill();
+ * bezier(85, 20, 10, 10, 90, 90, 15, 80);
+ * stroke(255, 102, 0);
+ * let steps = 16;
+ * for (let i = 0; i <= steps; i++) {
+ * let t = i / steps;
+ * let x = bezierPoint(85, 10, 90, 15, t);
+ * let y = bezierPoint(20, 10, 90, 80, t);
+ * let tx = bezierTangent(85, 10, 90, 15, t);
+ * let ty = bezierTangent(20, 10, 90, 80, t);
+ * let a = atan2(ty, tx);
+ * a -= HALF_PI;
+ * line(x, y, cos(a) * 8 + x, sin(a) * 8 + y);
+ * }
+ *
+ *
+ * noFill();
+ * stroke(255, 102, 0);
+ * curve(5, 26, 5, 26, 73, 24, 73, 61);
+ * stroke(0);
+ * curve(5, 26, 73, 24, 73, 61, 15, 65);
+ * stroke(255, 102, 0);
+ * curve(73, 24, 73, 61, 15, 65, 15, 65);
+ *
+ *
+ * // Define the curve points as JavaScript objects
+ * let p1 = { x: 5, y: 26 },
+ p2 = { x: 73, y: 24 };
+ * let p3 = { x: 73, y: 61 },
+ p4 = { x: 15, y: 65 };
+ * noFill();
+ * stroke(255, 102, 0);
+ * curve(p1.x, p1.y, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
+ * stroke(0);
+ * curve(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y);
+ * stroke(255, 102, 0);
+ * curve(p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, p4.x, p4.y);
+ *
+ *
+ * noFill();
+ * stroke(255, 102, 0);
+ * curve(5, 26, 0, 5, 26, 0, 73, 24, 0, 73, 61, 0);
+ * stroke(0);
+ * curve(5, 26, 0, 73, 24, 0, 73, 61, 0, 15, 65, 0);
+ * stroke(255, 102, 0);
+ * curve(73, 24, 0, 73, 61, 0, 15, 65, 0, 15, 65, 0);
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ *
+ * curveDetail(5);
+ * }
+ * function draw() {
+ * background(200);
+ *
+ * curve(250, 600, 0, -30, 40, 0, 30, 30, 0, -250, 600, 0);
+ * }
+ *
+ *
+ * // Move the mouse left and right to see the curve change
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * noFill();
+ * }
+ *
+ * function draw() {
+ * background(204);
+ * let t = map(mouseX, 0, width, -5, 5);
+ * curveTightness(t);
+ * beginShape();
+ * curveVertex(10, 26);
+ * curveVertex(10, 26);
+ * curveVertex(83, 24);
+ * curveVertex(83, 61);
+ * curveVertex(25, 65);
+ * curveVertex(25, 65);
+ * endShape();
+ * }
+ *
+ *
+ * noFill();
+ * curve(5, 26, 5, 26, 73, 24, 73, 61);
+ * curve(5, 26, 73, 24, 73, 61, 15, 65);
+ * fill(255);
+ * ellipseMode(CENTER);
+ * let steps = 6;
+ * for (let i = 0; i <= steps; i++) {
+ * let t = i / steps;
+ * let x = curvePoint(5, 5, 73, 73, t);
+ * let y = curvePoint(26, 26, 24, 61, t);
+ * ellipse(x, y, 5, 5);
+ * x = curvePoint(5, 73, 73, 15, t);
+ * y = curvePoint(26, 24, 61, 65, t);
+ * ellipse(x, y, 5, 5);
+ * }
+ *
+ *
+ * noFill();
+ * curve(5, 26, 73, 24, 73, 61, 15, 65);
+ * let steps = 6;
+ * for (let i = 0; i <= steps; i++) {
+ * let t = i / steps;
+ * let x = curvePoint(5, 73, 73, 15, t);
+ * let y = curvePoint(26, 24, 61, 65, t);
+ * //ellipse(x, y, 5, 5);
+ * let tx = curveTangent(5, 73, 73, 15, t);
+ * let ty = curveTangent(26, 24, 61, 65, t);
+ * let a = atan2(ty, tx);
+ * a -= PI / 2.0;
+ * line(x, y, cos(a) * 8 + x, sin(a) * 8 + y);
+ * }
+ *
+ *
+ * translate(50, 50);
+ * stroke(255, 0, 0);
+ * beginShape();
+ * // Exterior part of shape, clockwise winding
+ * vertex(-40, -40);
+ * vertex(40, -40);
+ * vertex(40, 40);
+ * vertex(-40, 40);
+ * // Interior part of shape, counter-clockwise winding
+ * beginContour();
+ * vertex(-20, -20);
+ * vertex(-20, 20);
+ * vertex(20, 20);
+ * vertex(20, -20);
+ * endContour();
+ * endShape(CLOSE);
+ *
+ *
+ * beginShape();
+ * vertex(30, 20);
+ * vertex(85, 20);
+ * vertex(85, 75);
+ * vertex(30, 75);
+ * endShape(CLOSE);
+ *
+ *
+ * beginShape(POINTS);
+ * vertex(30, 20);
+ * vertex(85, 20);
+ * vertex(85, 75);
+ * vertex(30, 75);
+ * endShape();
+ *
+ *
+ * beginShape(LINES);
+ * vertex(30, 20);
+ * vertex(85, 20);
+ * vertex(85, 75);
+ * vertex(30, 75);
+ * endShape();
+ *
+ *
+ * noFill();
+ * beginShape();
+ * vertex(30, 20);
+ * vertex(85, 20);
+ * vertex(85, 75);
+ * vertex(30, 75);
+ * endShape();
+ *
+ *
+ * noFill();
+ * beginShape();
+ * vertex(30, 20);
+ * vertex(85, 20);
+ * vertex(85, 75);
+ * vertex(30, 75);
+ * endShape(CLOSE);
+ *
+ *
+ * beginShape(TRIANGLES);
+ * vertex(30, 75);
+ * vertex(40, 20);
+ * vertex(50, 75);
+ * vertex(60, 20);
+ * vertex(70, 75);
+ * vertex(80, 20);
+ * endShape();
+ *
+ *
+ * beginShape(TRIANGLE_STRIP);
+ * vertex(30, 75);
+ * vertex(40, 20);
+ * vertex(50, 75);
+ * vertex(60, 20);
+ * vertex(70, 75);
+ * vertex(80, 20);
+ * vertex(90, 75);
+ * endShape();
+ *
+ *
+ * beginShape(TRIANGLE_FAN);
+ * vertex(57.5, 50);
+ * vertex(57.5, 15);
+ * vertex(92, 50);
+ * vertex(57.5, 85);
+ * vertex(22, 50);
+ * vertex(57.5, 15);
+ * endShape();
+ *
+ *
+ * beginShape(QUADS);
+ * vertex(30, 20);
+ * vertex(30, 75);
+ * vertex(50, 75);
+ * vertex(50, 20);
+ * vertex(65, 20);
+ * vertex(65, 75);
+ * vertex(85, 75);
+ * vertex(85, 20);
+ * endShape();
+ *
+ *
+ * beginShape(QUAD_STRIP);
+ * vertex(30, 20);
+ * vertex(30, 75);
+ * vertex(50, 20);
+ * vertex(50, 75);
+ * vertex(65, 20);
+ * vertex(65, 75);
+ * vertex(85, 20);
+ * vertex(85, 75);
+ * endShape();
+ *
+ *
+ * beginShape();
+ * vertex(20, 20);
+ * vertex(40, 20);
+ * vertex(40, 40);
+ * vertex(60, 40);
+ * vertex(60, 60);
+ * vertex(20, 60);
+ * endShape(CLOSE);
+ *
+ *
+ * noFill();
+ * beginShape();
+ * vertex(30, 20);
+ * bezierVertex(80, 0, 80, 75, 30, 75);
+ * endShape();
+ *
+ *
+ * beginShape();
+ * vertex(30, 20);
+ * bezierVertex(80, 0, 80, 75, 30, 75);
+ * bezierVertex(50, 80, 60, 25, 30, 20);
+ * endShape();
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * setAttributes('antialias', true);
+ * }
+ * function draw() {
+ * orbitControl();
+ * background(50);
+ * strokeWeight(4);
+ * stroke(255);
+ * point(-25, 30);
+ * point(25, 30);
+ * point(25, -30);
+ * point(-25, -30);
+ *
+ * strokeWeight(1);
+ * noFill();
+ *
+ * beginShape();
+ * vertex(-25, 30);
+ * bezierVertex(25, 30, 25, -30, -25, -30);
+ * endShape();
+ *
+ * beginShape();
+ * vertex(-25, 30, 20);
+ * bezierVertex(25, 30, 20, 25, -30, 20, -25, -30, 20);
+ * endShape();
+ * }
+ *
+ *
+ * strokeWeight(5);
+ * point(84, 91);
+ * point(68, 19);
+ * point(21, 17);
+ * point(32, 91);
+ * strokeWeight(1);
+ *
+ * noFill();
+ * beginShape();
+ * curveVertex(84, 91);
+ * curveVertex(84, 91);
+ * curveVertex(68, 19);
+ * curveVertex(21, 17);
+ * curveVertex(32, 91);
+ * curveVertex(32, 91);
+ * endShape();
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * setAttributes('antialias', true);
+ * }
+ * function draw() {
+ * orbitControl();
+ * background(50);
+ * strokeWeight(4);
+ * stroke(255);
+ *
+ * point(-25, 25);
+ * point(-25, 25);
+ * point(-25, -25);
+ * point(25, -25);
+ * point(25, 25);
+ * point(25, 25);
+ *
+ * strokeWeight(1);
+ * noFill();
+ *
+ * beginShape();
+ * curveVertex(-25, 25);
+ * curveVertex(-25, 25);
+ * curveVertex(-25, -25);
+ * curveVertex(25, -25);
+ * curveVertex(25, 25);
+ * curveVertex(25, 25);
+ * endShape();
+ *
+ * beginShape();
+ * curveVertex(-25, 25, 20);
+ * curveVertex(-25, 25, 20);
+ * curveVertex(-25, -25, 20);
+ * curveVertex(25, -25, 20);
+ * curveVertex(25, 25, 20);
+ * curveVertex(25, 25, 20);
+ * endShape();
+ * }
+ *
+ *
+ * translate(50, 50);
+ * stroke(255, 0, 0);
+ * beginShape();
+ * // Exterior part of shape, clockwise winding
+ * vertex(-40, -40);
+ * vertex(40, -40);
+ * vertex(40, 40);
+ * vertex(-40, 40);
+ * // Interior part of shape, counter-clockwise winding
+ * beginContour();
+ * vertex(-20, -20);
+ * vertex(-20, 20);
+ * vertex(20, 20);
+ * vertex(20, -20);
+ * endContour();
+ * endShape(CLOSE);
+ *
+ *
+ * noFill();
+ *
+ * beginShape();
+ * vertex(20, 20);
+ * vertex(45, 20);
+ * vertex(45, 80);
+ * endShape(CLOSE);
+ *
+ * beginShape();
+ * vertex(50, 20);
+ * vertex(75, 20);
+ * vertex(75, 80);
+ * endShape();
+ *
+ *
+ * strokeWeight(5);
+ * point(20, 20);
+ * point(80, 20);
+ * point(50, 50);
+ *
+ * noFill();
+ * strokeWeight(1);
+ * beginShape();
+ * vertex(20, 20);
+ * quadraticVertex(80, 20, 50, 50);
+ * endShape();
+ *
+ *
+ * strokeWeight(5);
+ * point(20, 20);
+ * point(80, 20);
+ * point(50, 50);
+ *
+ * point(20, 80);
+ * point(80, 80);
+ * point(80, 60);
+ *
+ * noFill();
+ * strokeWeight(1);
+ * beginShape();
+ * vertex(20, 20);
+ * quadraticVertex(80, 20, 50, 50);
+ * quadraticVertex(20, 80, 80, 80);
+ * vertex(80, 60);
+ * endShape();
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * setAttributes('antialias', true);
+ * }
+ * function draw() {
+ * orbitControl();
+ * background(50);
+ * strokeWeight(4);
+ * stroke(255);
+ *
+ * point(-35, -35);
+ * point(35, -35);
+ * point(0, 0);
+ * point(-35, 35);
+ * point(35, 35);
+ * point(35, 10);
+ *
+ * strokeWeight(1);
+ * noFill();
+ *
+ * beginShape();
+ * vertex(-35, -35);
+ * quadraticVertex(35, -35, 0, 0);
+ * quadraticVertex(-35, 35, 35, 35);
+ * vertex(35, 10);
+ * endShape();
+ *
+ * beginShape();
+ * vertex(-35, -35, 20);
+ * quadraticVertex(35, -35, 20, 0, 0, 20);
+ * quadraticVertex(-35, 35, 20, 35, 35, 20);
+ * vertex(35, 10, 20);
+ * endShape();
+ * }
+ *
+ *
+ * strokeWeight(3);
+ * beginShape(POINTS);
+ * vertex(30, 20);
+ * vertex(85, 20);
+ * vertex(85, 75);
+ * vertex(30, 75);
+ * endShape();
+ *
+ *
+ * createCanvas(100, 100, WEBGL);
+ * background(240, 240, 240);
+ * fill(237, 34, 93);
+ * noStroke();
+ * beginShape();
+ * vertex(0, 35);
+ * vertex(35, 0);
+ * vertex(0, -35);
+ * vertex(-35, 0);
+ * endShape();
+ *
+ *
+ * createCanvas(100, 100, WEBGL);
+ * background(240, 240, 240);
+ * fill(237, 34, 93);
+ * noStroke();
+ * beginShape();
+ * vertex(-10, 10);
+ * vertex(0, 35);
+ * vertex(10, 10);
+ * vertex(35, 0);
+ * vertex(10, -8);
+ * vertex(0, -35);
+ * vertex(-10, -8);
+ * vertex(-35, 0);
+ * endShape();
+ *
+ *
+ * strokeWeight(3);
+ * stroke(237, 34, 93);
+ * beginShape(LINES);
+ * vertex(10, 35);
+ * vertex(90, 35);
+ * vertex(10, 65);
+ * vertex(90, 65);
+ * vertex(35, 10);
+ * vertex(35, 90);
+ * vertex(65, 10);
+ * vertex(65, 90);
+ * endShape();
+ *
+ *
+ * // Click to change the number of sides.
+ * // In WebGL mode, custom shapes will only
+ * // display hollow fill sections when
+ * // all calls to vertex() use the same z-value.
+ *
+ * let sides = 3;
+ * let angle, px, py;
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * setAttributes('antialias', true);
+ * fill(237, 34, 93);
+ * strokeWeight(3);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * rotateX(frameCount * 0.01);
+ * rotateZ(frameCount * 0.01);
+ * ngon(sides, 0, 0, 80);
+ * }
+ *
+ * function mouseClicked() {
+ * if (sides > 6) {
+ * sides = 3;
+ * } else {
+ * sides++;
+ * }
+ * }
+ *
+ * function ngon(n, x, y, d) {
+ * beginShape();
+ * for (var i = 0; i < n + 1; i++) {
+ * angle = TWO_PI / n * i;
+ * px = x + sin(angle) * d / 2;
+ * py = y - cos(angle) * d / 2;
+ * vertex(px, py, 0);
+ * }
+ * for (i = 0; i < n + 1; i++) {
+ * angle = TWO_PI / n * i;
+ * px = x + sin(angle) * d / 4;
+ * py = y - cos(angle) * d / 4;
+ * vertex(px, py, 0);
+ * }
+ * endShape();
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * background(200);
+ * noLoop();
+ * }
+
+ * function draw() {
+ * line(10, 10, 90, 90);
+ * }
+ *
+ * let x = 0;
+ * function setup() {
+ * createCanvas(100, 100);
+ * }
+ *
+ * function draw() {
+ * background(204);
+ * x = x + 0.1;
+ * if (x > width) {
+ * x = 0;
+ * }
+ * line(x, 0, x, height);
+ * }
+ *
+ * function mousePressed() {
+ * noLoop();
+ * }
+ *
+ * function mouseReleased() {
+ * loop();
+ * }
+ *
+ * let x = 0;
+ * function setup() {
+ * createCanvas(100, 100);
+ * noLoop();
+ * }
+ *
+ * function draw() {
+ * background(204);
+ * x = x + 0.1;
+ * if (x > width) {
+ * x = 0;
+ * }
+ * line(x, 0, x, height);
+ * }
+ *
+ * function mousePressed() {
+ * loop();
+ * }
+ *
+ * function mouseReleased() {
+ * noLoop();
+ * }
+ *
+ * ellipse(0, 50, 33, 33); // Left circle
+ *
+ * push(); // Start a new drawing state
+ * strokeWeight(10);
+ * fill(204, 153, 0);
+ * translate(50, 0);
+ * ellipse(0, 50, 33, 33); // Middle circle
+ * pop(); // Restore original state
+ *
+ * ellipse(100, 50, 33, 33); // Right circle
+ *
+ *
+ * ellipse(0, 50, 33, 33); // Left circle
+ *
+ * push(); // Start a new drawing state
+ * strokeWeight(10);
+ * fill(204, 153, 0);
+ * ellipse(33, 50, 33, 33); // Left-middle circle
+ *
+ * push(); // Start another new drawing state
+ * stroke(0, 102, 153);
+ * ellipse(66, 50, 33, 33); // Right-middle circle
+ * pop(); // Restore previous state
+ *
+ * pop(); // Restore original state
+ *
+ * ellipse(100, 50, 33, 33); // Right circle
+ *
+ *
+ * ellipse(0, 50, 33, 33); // Left circle
+ *
+ * push(); // Start a new drawing state
+ * translate(50, 0);
+ * strokeWeight(10);
+ * fill(204, 153, 0);
+ * ellipse(0, 50, 33, 33); // Middle circle
+ * pop(); // Restore original state
+ *
+ * ellipse(100, 50, 33, 33); // Right circle
+ *
+ *
+ * ellipse(0, 50, 33, 33); // Left circle
+ *
+ * push(); // Start a new drawing state
+ * strokeWeight(10);
+ * fill(204, 153, 0);
+ * ellipse(33, 50, 33, 33); // Left-middle circle
+ *
+ * push(); // Start another new drawing state
+ * stroke(0, 102, 153);
+ * ellipse(66, 50, 33, 33); // Right-middle circle
+ * pop(); // Restore previous state
+ *
+ * pop(); // Restore original state
+ *
+ * ellipse(100, 50, 33, 33); // Right circle
+ *
+ *
+ * let x = 0;
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * noLoop();
+ * }
+ *
+ * function draw() {
+ * background(204);
+ * line(x, 0, x, height);
+ * }
+ *
+ * function mousePressed() {
+ * x += 1;
+ * redraw();
+ * }
+ *
+ * let x = 0;
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * noLoop();
+ * }
+ *
+ * function draw() {
+ * background(204);
+ * x += 1;
+ * line(x, 0, x, height);
+ * }
+ *
+ * function mousePressed() {
+ * redraw(5);
+ * }
+ *
+ * function setup() {
+ * frameRate(10);
+ * rectMode(CENTER);
+ * }
+ *
+ * function draw() {
+ * var step = frameCount % 20;
+ * background(200);
+ * // Equivalent to translate(x, y);
+ * applyMatrix(1, 0, 0, 1, 40 + step, 50);
+ * rect(0, 0, 50, 50);
+ * }
+ *
+ *
+ * function setup() {
+ * frameRate(10);
+ * rectMode(CENTER);
+ * }
+ *
+ * function draw() {
+ * var step = frameCount % 20;
+ * background(200);
+ * translate(50, 50);
+ * // Equivalent to scale(x, y);
+ * applyMatrix(1 / step, 0, 0, 1 / step, 0, 0);
+ * rect(0, 0, 50, 50);
+ * }
+ *
+ *
+ * function setup() {
+ * frameRate(10);
+ * rectMode(CENTER);
+ * }
+ *
+ * function draw() {
+ * var step = frameCount % 20;
+ * var angle = map(step, 0, 20, 0, TWO_PI);
+ * var cos_a = cos(angle);
+ * var sin_a = sin(angle);
+ * background(200);
+ * translate(50, 50);
+ * // Equivalent to rotate(angle);
+ * applyMatrix(cos_a, sin_a, -sin_a, cos_a, 0, 0);
+ * rect(0, 0, 50, 50);
+ * }
+ *
+ *
+ * function setup() {
+ * frameRate(10);
+ * rectMode(CENTER);
+ * }
+ *
+ * function draw() {
+ * var step = frameCount % 20;
+ * var angle = map(step, 0, 20, -PI / 4, PI / 4);
+ * background(200);
+ * translate(50, 50);
+ * // equivalent to shearX(angle);
+ * var shear_factor = 1 / tan(PI / 2 - angle);
+ * applyMatrix(1, 0, shear_factor, 1, 0, 0);
+ * rect(0, 0, 50, 50);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * noFill();
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * rotateY(PI / 6);
+ * stroke(153);
+ * box(35);
+ * var rad = millis() / 1000;
+ * // Set rotation angles
+ * var ct = cos(rad);
+ * var st = sin(rad);
+ * // Matrix for rotation around the Y axis
+ * // prettier-ignore
+ * applyMatrix( ct, 0.0, st, 0.0,
+ * 0.0, 1.0, 0.0, 0.0,
+ * -st, 0.0, ct, 0.0,
+ * 0.0, 0.0, 0.0, 1.0);
+ * stroke(255);
+ * box(50);
+ * }
+ *
+ *
+ * translate(50, 50);
+ * applyMatrix(0.5, 0.5, -0.5, 0.5, 0, 0);
+ * rect(0, 0, 20, 20);
+ * // Note that the translate is also reset.
+ * resetMatrix();
+ * rect(0, 0, 20, 20);
+ *
+ *
+ * translate(width / 2, height / 2);
+ * rotate(PI / 3.0);
+ * rect(-26, -26, 52, 52);
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw() {
+ * background(255);
+ * rotateX(millis() / 1000);
+ * box();
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw() {
+ * background(255);
+ * rotateY(millis() / 1000);
+ * box();
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw() {
+ * background(255);
+ * rotateZ(millis() / 1000);
+ * box();
+ * }
+ *
+ *
+ * rect(30, 20, 50, 50);
+ * scale(0.5);
+ * rect(30, 20, 50, 50);
+ *
+ *
+ * rect(30, 20, 50, 50);
+ * scale(0.5, 1.3);
+ * rect(30, 20, 50, 50);
+ *
+ *
+ * translate(width / 4, height / 4);
+ * shearX(PI / 4.0);
+ * rect(0, 0, 30, 30);
+ *
+ *
+ * translate(width / 4, height / 4);
+ * shearY(PI / 4.0);
+ * rect(0, 0, 30, 30);
+ *
+ *
+ * translate(30, 20);
+ * rect(0, 0, 55, 55);
+ *
+ *
+ * rect(0, 0, 55, 55); // Draw rect at original 0,0
+ * translate(30, 20);
+ * rect(0, 0, 55, 55); // Draw rect at new 0,0
+ * translate(14, 14);
+ * rect(0, 0, 55, 55); // Draw rect at new 0,0
+ *
+ *
+ * function draw() {
+ * background(200);
+ * rectMode(CENTER);
+ * translate(width / 2, height / 2);
+ * translate(p5.Vector.fromAngle(millis() / 1000, 40));
+ * rect(0, 0, 20, 20);
+ * }
+ *
+ *
+ * // Type to change the letter in the
+ * // center of the canvas.
+ * // If you reload the page, it will
+ * // still display the last key you entered
+ *
+ * let myText;
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * myText = getItem('myText');
+ * if (myText === null) {
+ * myText = '';
+ * }
+ * }
+ *
+ * function draw() {
+ * textSize(40);
+ * background(255);
+ * text(myText, width / 2, height / 2);
+ * }
+ *
+ * function keyPressed() {
+ * myText = key;
+ * storeItem('myText', myText);
+ * }
+ *
+ * // Click the mouse to change
+ * // the color of the background
+ * // Once you have changed the color
+ * // it will stay changed even when you
+ * // reload the page.
+ *
+ * let myColor;
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * myColor = getItem('myColor');
+ * }
+ *
+ * function draw() {
+ * if (myColor !== null) {
+ * background(myColor);
+ * }
+ * }
+ *
+ * function mousePressed() {
+ * myColor = color(random(255), random(255), random(255));
+ * storeItem('myColor', myColor);
+ * }
+ *
+ * function setup() {
+ * let myNum = 10;
+ * let myBool = false;
+ * storeItem('myNum', myNum);
+ * storeItem('myBool', myBool);
+ * print(getItem('myNum')); // logs 10 to the console
+ * print(getItem('myBool')); // logs false to the console
+ * clearStorage();
+ * print(getItem('myNum')); // logs null to the console
+ * print(getItem('myBool')); // logs null to the console
+ * }
+ *
+ * function setup() {
+ * let myVar = 10;
+ * storeItem('myVar', myVar);
+ * print(getItem('myVar')); // logs 10 to the console
+ * removeItem('myVar');
+ * print(getItem('myVar')); // logs null to the console
+ * }
+ *
+ * function setup() {
+ * let myDictionary = createStringDict('p5', 'js');
+ * print(myDictionary.hasKey('p5')); // logs true to console
+ *
+ * let anotherDictionary = createStringDict({ happy: 'coding' });
+ * print(anotherDictionary.hasKey('happy')); // logs true to console
+ * }
+ *
+ * function setup() {
+ * let myDictionary = createNumberDict(100, 42);
+ * print(myDictionary.hasKey(100)); // logs true to console
+ *
+ * let anotherDictionary = createNumberDict({ 200: 84 });
+ * print(anotherDictionary.hasKey(200)); // logs true to console
+ * }
+ *
+ * function setup() {
+ * let myDictionary = createNumberDict(1, 10);
+ * myDictionary.create(2, 20);
+ * myDictionary.create(3, 30);
+ * print(myDictionary.size()); // logs 3 to the console
+ * }
+ *
+ * function setup() {
+ * let myDictionary = createStringDict('p5', 'js');
+ * print(myDictionary.hasKey('p5')); // logs true to console
+ * }
+ *
+ * function setup() {
+ * let myDictionary = createStringDict('p5', 'js');
+ * let myValue = myDictionary.get('p5');
+ * print(myValue === 'js'); // logs true to console
+ * }
+ *
+ * function setup() {
+ * let myDictionary = createStringDict('p5', 'js');
+ * myDictionary.set('p5', 'JS');
+ * myDictionary.print(); // logs "key: p5 - value: JS" to console
+ * }
+ *
+ * function setup() {
+ * let myDictionary = createStringDict('p5', 'js');
+ * myDictionary.create('happy', 'coding');
+ * myDictionary.print();
+ * // above logs "key: p5 - value: js, key: happy - value: coding" to console
+ * }
+ *
+ * function setup() {
+ * let myDictionary = createStringDict('p5', 'js');
+ * print(myDictionary.hasKey('p5')); // prints 'true'
+ * myDictionary.clear();
+ * print(myDictionary.hasKey('p5')); // prints 'false'
+ * }
+ *
+ *
+ * function setup() {
+ * let myDictionary = createStringDict('p5', 'js');
+ * myDictionary.create('happy', 'coding');
+ * myDictionary.print();
+ * // above logs "key: p5 - value: js, key: happy - value: coding" to console
+ * myDictionary.remove('p5');
+ * myDictionary.print();
+ * // above logs "key: happy value: coding" to console
+ * }
+ *
+ * function setup() {
+ * let myDictionary = createStringDict('p5', 'js');
+ * myDictionary.create('happy', 'coding');
+ * myDictionary.print();
+ * // above logs "key: p5 - value: js, key: happy - value: coding" to console
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * background(200);
+ * text('click here to save', 10, 10, 70, 80);
+ * }
+ *
+ * function mousePressed() {
+ * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
+ * createStringDict({
+ * john: 1940,
+ * paul: 1942,
+ * george: 1943,
+ * ringo: 1940
+ * }).saveTable('beatles');
+ * }
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * background(200);
+ * text('click here to save', 10, 10, 70, 80);
+ * }
+ *
+ * function mousePressed() {
+ * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
+ * createStringDict({
+ * john: 1940,
+ * paul: 1942,
+ * george: 1943,
+ * ringo: 1940
+ * }).saveJSON('beatles');
+ * }
+ * }
+ *
+ *
+ * function setup() {
+ * let myDictionary = createNumberDict(2, 5);
+ * myDictionary.add(2, 2);
+ * print(myDictionary.get(2)); // logs 7 to console.
+ * }
+ *
+ * function setup() {
+ * let myDictionary = createNumberDict(2, 5);
+ * myDictionary.sub(2, 2);
+ * print(myDictionary.get(2)); // logs 3 to console.
+ * }
+ *
+ * function setup() {
+ * let myDictionary = createNumberDict(2, 4);
+ * myDictionary.mult(2, 2);
+ * print(myDictionary.get(2)); // logs 8 to console.
+ * }
+ *
+ * function setup() {
+ * let myDictionary = createNumberDict(2, 8);
+ * myDictionary.div(2, 2);
+ * print(myDictionary.get(2)); // logs 4 to console.
+ * }
+ *
+ * function setup() {
+ * let myDictionary = createNumberDict({ 2: -10, 4: 0.65, 1.2: 3 });
+ * let lowestValue = myDictionary.minValue(); // value is -10
+ * print(lowestValue);
+ * }
+ *
+ * function setup() {
+ * let myDictionary = createNumberDict({ 2: -10, 4: 0.65, 1.2: 3 });
+ * let highestValue = myDictionary.maxValue(); // value is 3
+ * print(highestValue);
+ * }
+ *
+ * function setup() {
+ * let myDictionary = createNumberDict({ 2: 4, 4: 6, 1.2: 3 });
+ * let lowestKey = myDictionary.minKey(); // value is 1.2
+ * print(lowestKey);
+ * }
+ *
+ * function setup() {
+ * let myDictionary = createNumberDict({ 2: 4, 4: 6, 1.2: 3 });
+ * let highestKey = myDictionary.maxKey(); // value is 4
+ * print(highestKey);
+ * }
+ *
+ * // Move a touchscreen device to register
+ * // acceleration changes.
+ * function draw() {
+ * background(220, 50);
+ * fill('magenta');
+ * ellipse(width / 2, height / 2, accelerationX);
+ * }
+ *
+ *
+ * // Move a touchscreen device to register
+ * // acceleration changes.
+ * function draw() {
+ * background(220, 50);
+ * fill('magenta');
+ * ellipse(width / 2, height / 2, accelerationY);
+ * }
+ *
+ *
+ * // Move a touchscreen device to register
+ * // acceleration changes.
+ * function draw() {
+ * background(220, 50);
+ * fill('magenta');
+ * ellipse(width / 2, height / 2, accelerationZ);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * //rotateZ(radians(rotationZ));
+ * rotateX(radians(rotationX));
+ * //rotateY(radians(rotationY));
+ * box(200, 200, 200);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * //rotateZ(radians(rotationZ));
+ * //rotateX(radians(rotationX));
+ * rotateY(radians(rotationY));
+ * box(200, 200, 200);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * rotateZ(radians(rotationZ));
+ * //rotateX(radians(rotationX));
+ * //rotateY(radians(rotationY));
+ * box(200, 200, 200);
+ * }
+ *
+ *
+ * // A simple if statement looking at whether
+ * // rotationX - pRotationX < 0 is true or not will be
+ * // sufficient for determining the rotate direction
+ * // in most cases.
+ *
+ * // Some extra logic is needed to account for cases where
+ * // the angles wrap around.
+ * let rotateDirection = 'clockwise';
+ *
+ * // Simple range conversion to make things simpler.
+ * // This is not absolutely necessary but the logic
+ * // will be different in that case.
+ *
+ * let rX = rotationX + 180;
+ * let pRX = pRotationX + 180;
+ *
+ * if ((rX - pRX > 0 && rX - pRX < 270) || rX - pRX < -270) {
+ * rotateDirection = 'clockwise';
+ * } else if (rX - pRX < 0 || rX - pRX > 270) {
+ * rotateDirection = 'counter-clockwise';
+ * }
+ *
+ * print(rotateDirection);
+ *
+ *
+ * // A simple if statement looking at whether
+ * // rotationY - pRotationY < 0 is true or not will be
+ * // sufficient for determining the rotate direction
+ * // in most cases.
+ *
+ * // Some extra logic is needed to account for cases where
+ * // the angles wrap around.
+ * let rotateDirection = 'clockwise';
+ *
+ * // Simple range conversion to make things simpler.
+ * // This is not absolutely necessary but the logic
+ * // will be different in that case.
+ *
+ * let rY = rotationY + 180;
+ * let pRY = pRotationY + 180;
+ *
+ * if ((rY - pRY > 0 && rY - pRY < 270) || rY - pRY < -270) {
+ * rotateDirection = 'clockwise';
+ * } else if (rY - pRY < 0 || rY - pRY > 270) {
+ * rotateDirection = 'counter-clockwise';
+ * }
+ * print(rotateDirection);
+ *
+ *
+ * // A simple if statement looking at whether
+ * // rotationZ - pRotationZ < 0 is true or not will be
+ * // sufficient for determining the rotate direction
+ * // in most cases.
+ *
+ * // Some extra logic is needed to account for cases where
+ * // the angles wrap around.
+ * let rotateDirection = 'clockwise';
+ *
+ * if (
+ * (rotationZ - pRotationZ > 0 && rotationZ - pRotationZ < 270) ||
+ * rotationZ - pRotationZ < -270
+ * ) {
+ * rotateDirection = 'clockwise';
+ * } else if (rotationZ - pRotationZ < 0 || rotationZ - pRotationZ > 270) {
+ * rotateDirection = 'counter-clockwise';
+ * }
+ * print(rotateDirection);
+ *
+ *
+ * // Run this example on a mobile device
+ * // Rotate the device by 90 degrees in the
+ * // X-axis to change the value.
+ *
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function deviceTurned() {
+ * if (turnAxis === 'X') {
+ * if (value === 0) {
+ * value = 255;
+ * } else if (value === 255) {
+ * value = 0;
+ * }
+ * }
+ * }
+ *
+ *
+ * // Run this example on a mobile device
+ * // You will need to move the device incrementally further
+ * // the closer the square's color gets to white in order to change the value.
+ *
+ * let value = 0;
+ * let threshold = 0.5;
+ * function setup() {
+ * setMoveThreshold(threshold);
+ * }
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function deviceMoved() {
+ * value = value + 5;
+ * threshold = threshold + 0.1;
+ * if (value > 255) {
+ * value = 0;
+ * threshold = 30;
+ * }
+ * setMoveThreshold(threshold);
+ * }
+ *
+ *
+ * // Run this example on a mobile device
+ * // You will need to shake the device more firmly
+ * // the closer the box's fill gets to white in order to change the value.
+ *
+ * let value = 0;
+ * let threshold = 30;
+ * function setup() {
+ * setShakeThreshold(threshold);
+ * }
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function deviceMoved() {
+ * value = value + 5;
+ * threshold = threshold + 5;
+ * if (value > 255) {
+ * value = 0;
+ * threshold = 30;
+ * }
+ * setShakeThreshold(threshold);
+ * }
+ *
+ *
+ * // Run this example on a mobile device
+ * // Move the device around
+ * // to change the value.
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function deviceMoved() {
+ * value = value + 5;
+ * if (value > 255) {
+ * value = 0;
+ * }
+ * }
+ *
+ *
+ * // Run this example on a mobile device
+ * // Rotate the device by 90 degrees
+ * // to change the value.
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function deviceTurned() {
+ * if (value === 0) {
+ * value = 255;
+ * } else if (value === 255) {
+ * value = 0;
+ * }
+ * }
+ *
+ *
+ * // Run this example on a mobile device
+ * // Rotate the device by 90 degrees in the
+ * // X-axis to change the value.
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function deviceTurned() {
+ * if (turnAxis === 'X') {
+ * if (value === 0) {
+ * value = 255;
+ * } else if (value === 255) {
+ * value = 0;
+ * }
+ * }
+ * }
+ *
+ *
+ * // Run this example on a mobile device
+ * // Shake the device to change the value.
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function deviceShaken() {
+ * value = value + 5;
+ * if (value > 255) {
+ * value = 0;
+ * }
+ * }
+ *
+ *
+ * function draw() {
+ * if (keyIsPressed === true) {
+ * fill(0);
+ * } else {
+ * fill(255);
+ * }
+ * rect(25, 25, 50, 50);
+ * }
+ *
+ *
+ * // Click any key to display it!
+ * // (Not Guaranteed to be Case Sensitive)
+ * function setup() {
+ * fill(245, 123, 158);
+ * textSize(50);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * text(key, 33, 65); // Display last key pressed.
+ * }
+ *
+ * let fillVal = 126;
+ * function draw() {
+ * fill(fillVal);
+ * rect(25, 25, 50, 50);
+ * }
+ *
+ * function keyPressed() {
+ * if (keyCode === UP_ARROW) {
+ * fillVal = 255;
+ * } else if (keyCode === DOWN_ARROW) {
+ * fillVal = 0;
+ * }
+ * return false; // prevent default
+ * }
+ *
+ * function draw() {}
+ * function keyPressed() {
+ * background('yellow');
+ * text(`${key} ${keyCode}`, 10, 40);
+ * print(key, ' ', keyCode);
+ * return false; // prevent default
+ * }
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function keyPressed() {
+ * if (value === 0) {
+ * value = 255;
+ * } else {
+ * value = 0;
+ * }
+ * }
+ *
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function keyPressed() {
+ * if (keyCode === LEFT_ARROW) {
+ * value = 255;
+ * } else if (keyCode === RIGHT_ARROW) {
+ * value = 0;
+ * }
+ * }
+ *
+ *
+ * function keyPressed() {
+ * // Do something
+ * return false; // prevent any default behaviour
+ * }
+ *
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function keyReleased() {
+ * if (value === 0) {
+ * value = 255;
+ * } else {
+ * value = 0;
+ * }
+ * return false; // prevent any default behavior
+ * }
+ *
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function keyTyped() {
+ * if (key === 'a') {
+ * value = 255;
+ * } else if (key === 'b') {
+ * value = 0;
+ * }
+ * // uncomment to prevent any default behavior
+ * // return false;
+ * }
+ *
+ *
+ * let x = 100;
+ * let y = 100;
+ *
+ * function setup() {
+ * createCanvas(512, 512);
+ * fill(255, 0, 0);
+ * }
+ *
+ * function draw() {
+ * if (keyIsDown(LEFT_ARROW)) {
+ * x -= 5;
+ * }
+ *
+ * if (keyIsDown(RIGHT_ARROW)) {
+ * x += 5;
+ * }
+ *
+ * if (keyIsDown(UP_ARROW)) {
+ * y -= 5;
+ * }
+ *
+ * if (keyIsDown(DOWN_ARROW)) {
+ * y += 5;
+ * }
+ *
+ * clear();
+ * ellipse(x, y, 50, 50);
+ * }
+ *
+ * let diameter = 50;
+ *
+ * function setup() {
+ * createCanvas(512, 512);
+ * }
+ *
+ * function draw() {
+ * // 107 and 187 are keyCodes for "+"
+ * if (keyIsDown(107) || keyIsDown(187)) {
+ * diameter += 1;
+ * }
+ *
+ * // 109 and 189 are keyCodes for "-"
+ * if (keyIsDown(109) || keyIsDown(189)) {
+ * diameter -= 1;
+ * }
+ *
+ * clear();
+ * fill(255, 0, 0);
+ * ellipse(50, 50, diameter, diameter);
+ * }
+ *
+ * // Move the mouse across the canvas
+ * function draw() {
+ * background(244, 248, 252);
+ * line(mouseX, 0, mouseX, 100);
+ * }
+ *
+ *
+ * // Move the mouse across the canvas
+ * function draw() {
+ * background(244, 248, 252);
+ * line(0, mouseY, 100, mouseY);
+ * }
+ *
+ *
+ * // Move the mouse across the canvas to leave a trail
+ * function setup() {
+ * //slow down the frameRate to make it more visible
+ * frameRate(10);
+ * }
+ *
+ * function draw() {
+ * background(244, 248, 252);
+ * line(mouseX, mouseY, pmouseX, pmouseY);
+ * print(pmouseX + ' -> ' + mouseX);
+ * }
+ *
+ *
+ * function draw() {
+ * background(237, 34, 93);
+ * fill(0);
+ * //draw a square only if the mouse is not moving
+ * if (mouseY === pmouseY && mouseX === pmouseX) {
+ * rect(20, 20, 60, 60);
+ * }
+ *
+ * print(pmouseY + ' -> ' + mouseY);
+ * }
+ *
+ *
+ * let myCanvas;
+ *
+ * function setup() {
+ * //use a variable to store a pointer to the canvas
+ * myCanvas = createCanvas(100, 100);
+ * const body = document.getElementsByTagName('body')[0];
+ * myCanvas.parent(body);
+ * }
+ *
+ * function draw() {
+ * background(237, 34, 93);
+ * fill(0);
+ *
+ * //move the canvas to the horizontal mouse position
+ * //relative to the window
+ * myCanvas.position(winMouseX + 1, windowHeight / 2);
+ *
+ * //the y of the square is relative to the canvas
+ * rect(20, mouseY, 60, 60);
+ * }
+ *
+ *
+ * let myCanvas;
+ *
+ * function setup() {
+ * //use a variable to store a pointer to the canvas
+ * myCanvas = createCanvas(100, 100);
+ * const body = document.getElementsByTagName('body')[0];
+ * myCanvas.parent(body);
+ * }
+ *
+ * function draw() {
+ * background(237, 34, 93);
+ * fill(0);
+ *
+ * //move the canvas to the vertical mouse position
+ * //relative to the window
+ * myCanvas.position(windowWidth / 2, winMouseY + 1);
+ *
+ * //the x of the square is relative to the canvas
+ * rect(mouseX, 20, 60, 60);
+ * }
+ *
+ *
+ * let myCanvas;
+ *
+ * function setup() {
+ * //use a variable to store a pointer to the canvas
+ * myCanvas = createCanvas(100, 100);
+ * noStroke();
+ * fill(237, 34, 93);
+ * }
+ *
+ * function draw() {
+ * clear();
+ * //the difference between previous and
+ * //current x position is the horizontal mouse speed
+ * let speed = abs(winMouseX - pwinMouseX);
+ * //change the size of the circle
+ * //according to the horizontal speed
+ * ellipse(50, 50, 10 + speed * 5, 10 + speed * 5);
+ * //move the canvas to the mouse position
+ * myCanvas.position(winMouseX + 1, winMouseY + 1);
+ * }
+ *
+ *
+ * let myCanvas;
+ *
+ * function setup() {
+ * //use a variable to store a pointer to the canvas
+ * myCanvas = createCanvas(100, 100);
+ * noStroke();
+ * fill(237, 34, 93);
+ * }
+ *
+ * function draw() {
+ * clear();
+ * //the difference between previous and
+ * //current y position is the vertical mouse speed
+ * let speed = abs(winMouseY - pwinMouseY);
+ * //change the size of the circle
+ * //according to the vertical speed
+ * ellipse(50, 50, 10 + speed * 5, 10 + speed * 5);
+ * //move the canvas to the mouse position
+ * myCanvas.position(winMouseX + 1, winMouseY + 1);
+ * }
+ *
+ *
+ * function draw() {
+ * background(237, 34, 93);
+ * fill(0);
+ *
+ * if (mouseIsPressed) {
+ * if (mouseButton === LEFT) {
+ * ellipse(50, 50, 50, 50);
+ * }
+ * if (mouseButton === RIGHT) {
+ * rect(25, 25, 50, 50);
+ * }
+ * if (mouseButton === CENTER) {
+ * triangle(23, 75, 50, 20, 78, 75);
+ * }
+ * }
+ *
+ * print(mouseButton);
+ * }
+ *
+ *
+ * function draw() {
+ * background(237, 34, 93);
+ * fill(0);
+ *
+ * if (mouseIsPressed) {
+ * ellipse(50, 50, 50, 50);
+ * } else {
+ * rect(25, 25, 50, 50);
+ * }
+ *
+ * print(mouseIsPressed);
+ * }
+ *
+ *
+ * // Move the mouse across the page
+ * // to change its value
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function mouseMoved() {
+ * value = value + 5;
+ * if (value > 255) {
+ * value = 0;
+ * }
+ * }
+ *
+ *
+ * function mouseMoved() {
+ * ellipse(mouseX, mouseY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ *
+ *
+ * // returns a MouseEvent object
+ * // as a callback argument
+ * function mouseMoved(event) {
+ * console.log(event);
+ * }
+ *
+ *
+ * // Drag the mouse across the page
+ * // to change its value
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function mouseDragged() {
+ * value = value + 5;
+ * if (value > 255) {
+ * value = 0;
+ * }
+ * }
+ *
+ *
+ * function mouseDragged() {
+ * ellipse(mouseX, mouseY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ *
+ *
+ * // returns a MouseEvent object
+ * // as a callback argument
+ * function mouseDragged(event) {
+ * console.log(event);
+ * }
+ *
+ *
+ * // Click within the image to change
+ * // the value of the rectangle
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function mousePressed() {
+ * if (value === 0) {
+ * value = 255;
+ * } else {
+ * value = 0;
+ * }
+ * }
+ *
+ *
+ * function mousePressed() {
+ * ellipse(mouseX, mouseY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ *
+ *
+ * // returns a MouseEvent object
+ * // as a callback argument
+ * function mousePressed(event) {
+ * console.log(event);
+ * }
+ *
+ *
+ * // Click within the image to change
+ * // the value of the rectangle
+ * // after the mouse has been clicked
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function mouseReleased() {
+ * if (value === 0) {
+ * value = 255;
+ * } else {
+ * value = 0;
+ * }
+ * }
+ *
+ *
+ * function mouseReleased() {
+ * ellipse(mouseX, mouseY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ *
+ *
+ * // returns a MouseEvent object
+ * // as a callback argument
+ * function mouseReleased(event) {
+ * console.log(event);
+ * }
+ *
+ *
+ * // Click within the image to change
+ * // the value of the rectangle
+ * // after the mouse has been clicked
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ *
+ * function mouseClicked() {
+ * if (value === 0) {
+ * value = 255;
+ * } else {
+ * value = 0;
+ * }
+ * }
+ *
+ *
+ * function mouseClicked() {
+ * ellipse(mouseX, mouseY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ *
+ *
+ * // returns a MouseEvent object
+ * // as a callback argument
+ * function mouseClicked(event) {
+ * console.log(event);
+ * }
+ *
+ *
+ * // Click within the image to change
+ * // the value of the rectangle
+ * // after the mouse has been double clicked
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ *
+ * function doubleClicked() {
+ * if (value === 0) {
+ * value = 255;
+ * } else {
+ * value = 0;
+ * }
+ * }
+ *
+ *
+ * function doubleClicked() {
+ * ellipse(mouseX, mouseY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ *
+ *
+ * // returns a MouseEvent object
+ * // as a callback argument
+ * function doubleClicked(event) {
+ * console.log(event);
+ * }
+ *
+ *
+ * let pos = 25;
+ *
+ * function draw() {
+ * background(237, 34, 93);
+ * fill(0);
+ * rect(25, pos, 50, 50);
+ * }
+ *
+ * function mouseWheel(event) {
+ * print(event.delta);
+ * //move the square according to the vertical scroll amount
+ * pos += event.delta;
+ * //uncomment to block page scrolling
+ * //return false;
+ * }
+ *
+ *
+ * // On a touchscreen device, touch
+ * // the canvas using one or more fingers
+ * // at the same time
+ * function draw() {
+ * clear();
+ * let display = touches.length + ' touches';
+ * text(display, 5, 10);
+ * }
+ *
+ *
+ * // Touch within the image to change
+ * // the value of the rectangle
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function touchStarted() {
+ * if (value === 0) {
+ * value = 255;
+ * } else {
+ * value = 0;
+ * }
+ * }
+ *
+ *
+ * function touchStarted() {
+ * ellipse(mouseX, mouseY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ *
+ *
+ * // returns a TouchEvent object
+ * // as a callback argument
+ * function touchStarted(event) {
+ * console.log(event);
+ * }
+ *
+ *
+ * // Move your finger across the page
+ * // to change its value
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function touchMoved() {
+ * value = value + 5;
+ * if (value > 255) {
+ * value = 0;
+ * }
+ * }
+ *
+ *
+ * function touchMoved() {
+ * ellipse(mouseX, mouseY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ *
+ *
+ * // returns a TouchEvent object
+ * // as a callback argument
+ * function touchMoved(event) {
+ * console.log(event);
+ * }
+ *
+ *
+ * // Release touch within the image to
+ * // change the value of the rectangle
+ *
+ * let value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function touchEnded() {
+ * if (value === 0) {
+ * value = 255;
+ * } else {
+ * value = 0;
+ * }
+ * }
+ *
+ *
+ * function touchEnded() {
+ * ellipse(mouseX, mouseY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ *
+ *
+ * // returns a TouchEvent object
+ * // as a callback argument
+ * function touchEnded(event) {
+ * console.log(event);
+ * }
+ *
+ *
+ * let img = createImage(66, 66);
+ * img.loadPixels();
+ * for (let i = 0; i < img.width; i++) {
+ * for (let j = 0; j < img.height; j++) {
+ * img.set(i, j, color(0, 90, 102));
+ * }
+ * }
+ * img.updatePixels();
+ * image(img, 17, 17);
+ *
+ *
+ * let img = createImage(66, 66);
+ * img.loadPixels();
+ * for (let i = 0; i < img.width; i++) {
+ * for (let j = 0; j < img.height; j++) {
+ * img.set(i, j, color(0, 90, 102, (i % img.width) * 2));
+ * }
+ * }
+ * img.updatePixels();
+ * image(img, 17, 17);
+ * image(img, 34, 34);
+ *
+ *
+ * let pink = color(255, 102, 204);
+ * let img = createImage(66, 66);
+ * img.loadPixels();
+ * let d = pixelDensity();
+ * let halfImage = 4 * (img.width * d) * (img.height / 2 * d);
+ * for (let i = 0; i < halfImage; i += 4) {
+ * img.pixels[i] = red(pink);
+ * img.pixels[i + 1] = green(pink);
+ * img.pixels[i + 2] = blue(pink);
+ * img.pixels[i + 3] = alpha(pink);
+ * }
+ * img.updatePixels();
+ * image(img, 17, 17);
+ *
+ *
+ * function setup() {
+ * let c = createCanvas(100, 100);
+ * background(255, 0, 0);
+ * saveCanvas(c, 'myCanvas', 'jpg');
+ * }
+ *
+ * // note that this example has the same result as above
+ * // if no canvas is specified, defaults to main canvas
+ * function setup() {
+ * let c = createCanvas(100, 100);
+ * background(255, 0, 0);
+ * saveCanvas('myCanvas', 'jpg');
+ *
+ * // all of the following are valid
+ * saveCanvas(c, 'myCanvas', 'jpg');
+ * saveCanvas(c, 'myCanvas.jpg');
+ * saveCanvas(c, 'myCanvas');
+ * saveCanvas(c);
+ * saveCanvas('myCanvas', 'png');
+ * saveCanvas('myCanvas');
+ * saveCanvas();
+ * }
+ *
+ * function draw() {
+ * background(mouseX);
+ * }
+ *
+ * function mousePressed() {
+ * saveFrames('out', 'png', 1, 25, data => {
+ * print(data);
+ * });
+ * }
+
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/laDefense.jpg');
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * }
+ *
+ *
+ * function setup() {
+ * // here we use a callback to display the image after loading
+ * loadImage('assets/laDefense.jpg', img => {
+ * image(img, 0, 0);
+ * });
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/laDefense.jpg');
+ * }
+ * function setup() {
+ * // Top-left corner of the img is at (0, 0)
+ * // Width and height are the img's original width and height
+ * image(img, 0, 0);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/laDefense.jpg');
+ * }
+ * function setup() {
+ * background(50);
+ * // Top-left corner of the img is at (10, 10)
+ * // Width and height are 50 x 50
+ * image(img, 10, 10, 50, 50);
+ * }
+ *
+ *
+ * function setup() {
+ * // Here, we use a callback to display the image after loading
+ * loadImage('assets/laDefense.jpg', img => {
+ * image(img, 0, 0);
+ * });
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/gradient.png');
+ * }
+ * function setup() {
+ * // 1. Background image
+ * // Top-left corner of the img is at (0, 0)
+ * // Width and height are the img's original width and height, 100 x 100
+ * image(img, 0, 0);
+ * // 2. Top right image
+ * // Top-left corner of destination rectangle is at (50, 0)
+ * // Destination rectangle width and height are 40 x 20
+ * // The next parameters are relative to the source image:
+ * // - Starting at position (50, 50) on the source image, capture a 50 x 50
+ * // subsection
+ * // - Draw this subsection to fill the dimensions of the destination rectangle
+ * image(img, 50, 0, 40, 20, 50, 50, 50, 50);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/laDefense.jpg');
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * tint(0, 153, 204); // Tint blue
+ * image(img, 50, 0);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/laDefense.jpg');
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * tint(0, 153, 204, 126); // Tint blue and set transparency
+ * image(img, 50, 0);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/laDefense.jpg');
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * tint(255, 126); // Apply transparency without changing color
+ * image(img, 50, 0);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/bricks.jpg');
+ * }
+ * function setup() {
+ * tint(0, 153, 204); // Tint blue
+ * image(img, 0, 0);
+ * noTint(); // Disable tint
+ * image(img, 50, 0);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/bricks.jpg');
+ * }
+ * function setup() {
+ * imageMode(CORNER);
+ * image(img, 10, 10, 50, 50);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/bricks.jpg');
+ * }
+ * function setup() {
+ * imageMode(CORNERS);
+ * image(img, 10, 10, 90, 40);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/bricks.jpg');
+ * }
+ * function setup() {
+ * imageMode(CENTER);
+ * image(img, 50, 50, 80, 80);
+ * }
+ *
+ *
+ * function setup() {
+ * let img = createImage(100, 100); // same as new p5.Image(100, 100);
+ * img.loadPixels();
+ * createCanvas(100, 100);
+ * background(0);
+ *
+ * // helper for writing color to array
+ * function writeColor(image, x, y, red, green, blue, alpha) {
+ * let index = (x + y * width) * 4;
+ * image.pixels[index] = red;
+ * image.pixels[index + 1] = green;
+ * image.pixels[index + 2] = blue;
+ * image.pixels[index + 3] = alpha;
+ * }
+ *
+ * let x, y;
+ * // fill with random colors
+ * for (y = 0; y < img.height; y++) {
+ * for (x = 0; x < img.width; x++) {
+ * let red = random(255);
+ * let green = random(255);
+ * let blue = random(255);
+ * let alpha = 255;
+ * writeColor(img, x, y, red, green, blue, alpha);
+ * }
+ * }
+ *
+ * // draw a red line
+ * y = 0;
+ * for (x = 0; x < img.width; x++) {
+ * writeColor(img, x, y, 255, 0, 0, 255);
+ * }
+ *
+ * // draw a green line
+ * y = img.height - 1;
+ * for (x = 0; x < img.width; x++) {
+ * writeColor(img, x, y, 0, 255, 0, 255);
+ * }
+ *
+ * img.updatePixels();
+ * image(img, 0, 0);
+ * }
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/rockies.jpg');
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * image(img, 0, 0);
+ * for (let i = 0; i < img.width; i++) {
+ * let c = img.get(i, img.height / 2);
+ * stroke(c);
+ * line(i, height / 2, i, height);
+ * }
+ * }
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/rockies.jpg');
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * image(img, 0, 0);
+ * for (let i = 0; i < img.height; i++) {
+ * let c = img.get(img.width / 2, i);
+ * stroke(c);
+ * line(0, i, width / 2, i);
+ * }
+ * }
+ *
+ * let img = createImage(66, 66);
+ * img.loadPixels();
+ * for (let i = 0; i < img.width; i++) {
+ * for (let j = 0; j < img.height; j++) {
+ * img.set(i, j, color(0, 90, 102));
+ * }
+ * }
+ * img.updatePixels();
+ * image(img, 17, 17);
+ *
+ *
+ * let pink = color(255, 102, 204);
+ * let img = createImage(66, 66);
+ * img.loadPixels();
+ * for (let i = 0; i < 4 * (width * height / 2); i += 4) {
+ * img.pixels[i] = red(pink);
+ * img.pixels[i + 1] = green(pink);
+ * img.pixels[i + 2] = blue(pink);
+ * img.pixels[i + 3] = alpha(pink);
+ * }
+ * img.updatePixels();
+ * image(img, 17, 17);
+ *
+ *
+ * let myImage;
+ * let halfImage;
+ *
+ * function preload() {
+ * myImage = loadImage('assets/rockies.jpg');
+ * }
+ *
+ * function setup() {
+ * myImage.loadPixels();
+ * halfImage = 4 * myImage.width * myImage.height / 2;
+ * for (let i = 0; i < halfImage; i++) {
+ * myImage.pixels[i + halfImage] = myImage.pixels[i];
+ * }
+ * myImage.updatePixels();
+ * }
+ *
+ * function draw() {
+ * image(myImage, 0, 0, width, height);
+ * }
+ *
+ * let myImage;
+ * let halfImage;
+ *
+ * function preload() {
+ * myImage = loadImage('assets/rockies.jpg');
+ * }
+ *
+ * function setup() {
+ * myImage.loadPixels();
+ * halfImage = 4 * myImage.width * myImage.height / 2;
+ * for (let i = 0; i < halfImage; i++) {
+ * myImage.pixels[i + halfImage] = myImage.pixels[i];
+ * }
+ * myImage.updatePixels();
+ * }
+ *
+ * function draw() {
+ * image(myImage, 0, 0, width, height);
+ * }
+ *
+ * let myImage;
+ * let c;
+ *
+ * function preload() {
+ * myImage = loadImage('assets/rockies.jpg');
+ * }
+ *
+ * function setup() {
+ * background(myImage);
+ * noStroke();
+ * c = myImage.get(60, 90);
+ * fill(c);
+ * rect(25, 25, 50, 50);
+ * }
+ *
+ * //get() returns color here
+ *
+ * let img = createImage(66, 66);
+ * img.loadPixels();
+ * for (let i = 0; i < img.width; i++) {
+ * for (let j = 0; j < img.height; j++) {
+ * img.set(i, j, color(0, 90, 102, (i % img.width) * 2));
+ * }
+ * }
+ * img.updatePixels();
+ * image(img, 17, 17);
+ * image(img, 34, 34);
+ *
+ *
+ * let img;
+ *
+ * function preload() {
+ * img = loadImage('assets/rockies.jpg');
+ * }
+
+ * function draw() {
+ * image(img, 0, 0);
+ * }
+ *
+ * function mousePressed() {
+ * img.resize(50, 100);
+ * }
+ *
+ * let photo;
+ * let bricks;
+ * let x;
+ * let y;
+ *
+ * function preload() {
+ * photo = loadImage('assets/rockies.jpg');
+ * bricks = loadImage('assets/bricks.jpg');
+ * }
+ *
+ * function setup() {
+ * x = bricks.width / 2;
+ * y = bricks.height / 2;
+ * photo.copy(bricks, 0, 0, x, y, 0, 0, x, y);
+ * image(photo, 0, 0);
+ * }
+ *
+ * let photo, maskImage;
+ * function preload() {
+ * photo = loadImage('assets/rockies.jpg');
+ * maskImage = loadImage('assets/mask2.png');
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * photo.mask(maskImage);
+ * image(photo, 0, 0);
+ * }
+ *
+ * let photo1;
+ * let photo2;
+ *
+ * function preload() {
+ * photo1 = loadImage('assets/rockies.jpg');
+ * photo2 = loadImage('assets/rockies.jpg');
+ * }
+ *
+ * function setup() {
+ * photo2.filter(GRAY);
+ * image(photo1, 0, 0);
+ * image(photo2, width / 2, 0);
+ * }
+ *
+ * let mountains;
+ * let bricks;
+ *
+ * function preload() {
+ * mountains = loadImage('assets/rockies.jpg');
+ * bricks = loadImage('assets/bricks_third.jpg');
+ * }
+ *
+ * function setup() {
+ * mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, ADD);
+ * image(mountains, 0, 0);
+ * image(bricks, 0, 0);
+ * }
+ *
+ * let mountains;
+ * let bricks;
+ *
+ * function preload() {
+ * mountains = loadImage('assets/rockies.jpg');
+ * bricks = loadImage('assets/bricks_third.jpg');
+ * }
+ *
+ * function setup() {
+ * mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, DARKEST);
+ * image(mountains, 0, 0);
+ * image(bricks, 0, 0);
+ * }
+ *
+ * let mountains;
+ * let bricks;
+ *
+ * function preload() {
+ * mountains = loadImage('assets/rockies.jpg');
+ * bricks = loadImage('assets/bricks_third.jpg');
+ * }
+ *
+ * function setup() {
+ * mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, LIGHTEST);
+ * image(mountains, 0, 0);
+ * image(bricks, 0, 0);
+ * }
+ *
+ * let photo;
+ *
+ * function preload() {
+ * photo = loadImage('assets/rockies.jpg');
+ * }
+ *
+ * function draw() {
+ * image(photo, 0, 0);
+ * }
+ *
+ * function keyTyped() {
+ * if (key === 's') {
+ * photo.save('photo', 'png');
+ * }
+ * }
+ *
While the above method is complex, it is flexible enough to work with
+ * any pixelDensity. Note that set() will automatically take care of
+ * setting all the appropriate values in pixels[] for a given (x, y) at
+ * any pixelDensity, but the performance may not be as fast when lots of
+ * modifications are made to the pixel array.
+ *
+ * Before accessing this array, the data must loaded with the loadPixels()
+ * function. After the array data has been modified, the updatePixels()
+ * function must be run to update the changes.
+ *
+ * Note that this is not a standard javascript array. This means that
+ * standard javascript functions such as slice() or
+ * arrayCopy() do not
+ * work.
+ * let pink = color(255, 102, 204);
+ * loadPixels();
+ * let d = pixelDensity();
+ * let halfImage = 4 * (width * d) * (height / 2 * d);
+ * for (let i = 0; i < halfImage; i += 4) {
+ * pixels[i] = red(pink);
+ * pixels[i + 1] = green(pink);
+ * pixels[i + 2] = blue(pink);
+ * pixels[i + 3] = alpha(pink);
+ * }
+ * updatePixels();
+ *
+ *
+ * let img0;
+ * let img1;
+ *
+ * function preload() {
+ * img0 = loadImage('assets/rockies.jpg');
+ * img1 = loadImage('assets/bricks_third.jpg');
+ * }
+ *
+ * function setup() {
+ * background(img0);
+ * image(img1, 0, 0);
+ * blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, LIGHTEST);
+ * }
+ *
+ * let img0;
+ * let img1;
+ *
+ * function preload() {
+ * img0 = loadImage('assets/rockies.jpg');
+ * img1 = loadImage('assets/bricks_third.jpg');
+ * }
+ *
+ * function setup() {
+ * background(img0);
+ * image(img1, 0, 0);
+ * blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, DARKEST);
+ * }
+ *
+ * let img0;
+ * let img1;
+ *
+ * function preload() {
+ * img0 = loadImage('assets/rockies.jpg');
+ * img1 = loadImage('assets/bricks_third.jpg');
+ * }
+ *
+ * function setup() {
+ * background(img0);
+ * image(img1, 0, 0);
+ * blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, ADD);
+ * }
+ *
+ * let img;
+ *
+ * function preload() {
+ * img = loadImage('assets/rockies.jpg');
+ * }
+ *
+ * function setup() {
+ * background(img);
+ * copy(img, 7, 22, 10, 10, 35, 25, 50, 50);
+ * stroke(255);
+ * noFill();
+ * // Rectangle shows area being copied
+ * rect(7, 22, 10, 10);
+ * }
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/bricks.jpg');
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * filter(THRESHOLD);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/bricks.jpg');
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * filter(GRAY);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/bricks.jpg');
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * filter(OPAQUE);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/bricks.jpg');
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * filter(INVERT);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/bricks.jpg');
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * filter(POSTERIZE, 3);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/bricks.jpg');
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * filter(DILATE);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/bricks.jpg');
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * filter(BLUR, 3);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/bricks.jpg');
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * filter(ERODE);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/rockies.jpg');
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * let c = get();
+ * image(c, width / 2, 0);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/rockies.jpg');
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * let c = get(50, 90);
+ * fill(c);
+ * noStroke();
+ * rect(25, 25, 50, 50);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/rockies.jpg');
+ * }
+ *
+ * function setup() {
+ * image(img, 0, 0, width, height);
+ * let d = pixelDensity();
+ * let halfImage = 4 * (width * d) * (height * d / 2);
+ * loadPixels();
+ * for (let i = 0; i < halfImage; i++) {
+ * pixels[i + halfImage] = pixels[i];
+ * }
+ * updatePixels();
+ * }
+ *
+ * Changes the color of any pixel, or writes an image directly to the + * display window.
+ *The x and y parameters specify the pixel to change and the c parameter + * specifies the color value. This can be a p5.Color object, or [R, G, B, A] + * pixel array. It can also be a single grayscale value. + * When setting an image, the x and y parameters define the coordinates for + * the upper-left corner of the image, regardless of the current imageMode(). + *
+ *+ * After using set(), you must call updatePixels() for your changes to appear. + * This should be called once all pixels have been set, and must be called before + * calling .get() or drawing the image. + *
+ *Setting the color of a single pixel with set(x, y) is easy, but not as + * fast as putting the data directly into pixels[]. Setting the pixels[] + * values directly may be complicated when working with a retina display, + * but will perform better when lots of pixels need to be set directly on + * every loop.
+ *See the reference for pixels[] for more information.
+ * + * @method set + * @param {Number} x x-coordinate of the pixel + * @param {Number} y y-coordinate of the pixel + * @param {Number|Number[]|Object} c insert a grayscale value | a pixel array | + * a p5.Color object | a p5.Image to copy + * @example + *
+ * let black = color(0);
+ * set(30, 20, black);
+ * set(85, 20, black);
+ * set(85, 75, black);
+ * set(30, 75, black);
+ * updatePixels();
+ *
+ *
+ * for (let i = 30; i < width - 15; i++) {
+ * for (let j = 20; j < height - 25; j++) {
+ * let c = color(204 - j, 153 - i, 0);
+ * set(i, j, c);
+ * }
+ * }
+ * updatePixels();
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/rockies.jpg');
+ * }
+ *
+ * function setup() {
+ * set(0, 0, img);
+ * updatePixels();
+ * line(0, 0, width, height);
+ * line(0, height, width, 0);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/rockies.jpg');
+ * }
+ *
+ * function setup() {
+ * image(img, 0, 0, width, height);
+ * let d = pixelDensity();
+ * let halfImage = 4 * (width * d) * (height * d / 2);
+ * loadPixels();
+ * for (let i = 0; i < halfImage; i++) {
+ * pixels[i + halfImage] = pixels[i];
+ * }
+ * updatePixels();
+ * }
+ *
+ * Calling loadJSON() inside preload() guarantees to complete the + * operation before setup() and draw() are called.
+ * + *
+ * // Examples use USGS Earthquake API:
+ * // https://earthquake.usgs.gov/fdsnws/event/1/#methods
+ * let earthquakes;
+ * function preload() {
+ * // Get the most recent earthquake in the database
+ * let url =
+ 'https://earthquake.usgs.gov/earthquakes/feed/v1.0/' +
+ * 'summary/all_day.geojson';
+ * earthquakes = loadJSON(url);
+ * }
+ *
+ * function setup() {
+ * noLoop();
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * // Get the magnitude and name of the earthquake out of the loaded JSON
+ * let earthquakeMag = earthquakes.features[0].properties.mag;
+ * let earthquakeName = earthquakes.features[0].properties.place;
+ * ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);
+ * textAlign(CENTER);
+ * text(earthquakeName, 0, height - 30, width, 30);
+ * }
+ *
Outside of preload(), you may supply a callback function to handle the + * object:
+ *
+ * function setup() {
+ * noLoop();
+ * let url =
+ 'https://earthquake.usgs.gov/earthquakes/feed/v1.0/' +
+ * 'summary/all_day.geojson';
+ * loadJSON(url, drawEarthquake);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * }
+ *
+ * function drawEarthquake(earthquakes) {
+ * // Get the magnitude and name of the earthquake out of the loaded JSON
+ * let earthquakeMag = earthquakes.features[0].properties.mag;
+ * let earthquakeName = earthquakes.features[0].properties.place;
+ * ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);
+ * textAlign(CENTER);
+ * text(earthquakeName, 0, height - 30, width, 30);
+ * }
+ *
Calling loadStrings() inside preload() guarantees to complete the + * operation before setup() and draw() are called.
+ * + *
+ * let result;
+ * function preload() {
+ * result = loadStrings('assets/test.txt');
+ * }
+
+ * function setup() {
+ * background(200);
+ * let ind = floor(random(result.length));
+ * text(result[ind], 10, 10, 80, 80);
+ * }
+ *
Outside of preload(), you may supply a callback function to handle the + * object:
+ * + *
+ * function setup() {
+ * loadStrings('assets/test.txt', pickString);
+ * }
+ *
+ * function pickString(result) {
+ * background(200);
+ * let ind = floor(random(result.length));
+ * text(result[ind], 10, 10, 80, 80);
+ * }
+ *
Reads the contents of a file or URL and creates a p5.Table object with + * its values. If a file is specified, it must be located in the sketch's + * "data" folder. The filename parameter can also be a URL to a file found + * online. By default, the file is assumed to be comma-separated (in CSV + * format). Table only looks for a header row if the 'header' option is + * included.
+ * + *Possible options include: + *
When passing in multiple options, pass them in as separate parameters,
+ * seperated by commas. For example:
+ *
+ *
+ * loadTable('my_csv_file.csv', 'csv', 'header');
+ *
+ *
All files loaded and saved use UTF-8 encoding.
+ * + *This method is asynchronous, meaning it may not finish before the next + * line in your sketch is executed. Calling loadTable() inside preload() + * guarantees to complete the operation before setup() and draw() are called. + *
Outside of preload(), you may supply a callback function to handle the + * object:
+ * + * + * This method is suitable for fetching files up to size of 64MB. + * @method loadTable + * @param {String} filename name of the file or URL to load + * @param {String} options "header" "csv" "tsv" + * @param {function} [callback] function to be executed after + * loadTable() completes. On success, the + * Table object is passed in as the + * first argument. + * @param {function} [errorCallback] function to be executed if + * there is an error, response is passed + * in as first argument + * @return {Object} Table object containing data + * + * @example + *
+ * // Given the following CSV file called "mammals.csv"
+ * // located in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * //the file can be remote
+ * //table = loadTable("http://p5js.org/reference/assets/mammals.csv",
+ * // "csv", "header");
+ * }
+ *
+ * function setup() {
+ * //count the columns
+ * print(table.getRowCount() + ' total rows in table');
+ * print(table.getColumnCount() + ' total columns in table');
+ *
+ * print(table.getColumn('name'));
+ * //["Goat", "Leopard", "Zebra"]
+ *
+ * //cycle through the table
+ * for (let r = 0; r < table.getRowCount(); r++)
+ * for (let c = 0; c < table.getColumnCount(); c++) {
+ * print(table.getString(r, c));
+ * }
+ * }
+ *
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * let children = xml.getChildren('animal');
+ *
+ * for (let i = 0; i < children.length; i++) {
+ * let id = children[i].getNum('id');
+ * let coloring = children[i].getString('species');
+ * let name = children[i].getContent();
+ * print(id + ', ' + coloring + ', ' + name);
+ * }
+ * }
+ *
+ * // Sketch prints:
+ * // 0, Capra hircus, Goat
+ * // 1, Panthera pardus, Leopard
+ * // 2, Equus zebra, Zebra
+ *
+ * let data;
+ *
+ * function preload() {
+ * data = loadBytes('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * for (let i = 0; i < 5; i++) {
+ * console.log(data.bytes[i].toString(16));
+ * }
+ * }
+ *
httpDo(path, 'GET')
. The 'binary' datatype will return
+ * a Blob object, and the 'arrayBuffer' datatype will return an ArrayBuffer
+ * which can be used to initialize typed arrays (such as Uint8Array).
+ *
+ * @method httpGet
+ * @param {String} path name of the file or url to load
+ * @param {String} [datatype] "json", "jsonp", "binary", "arrayBuffer",
+ * "xml", or "text"
+ * @param {Object|Boolean} [data] param data passed sent with request
+ * @param {function} [callback] function to be executed after
+ * httpGet() completes, data is passed in
+ * as first argument
+ * @param {function} [errorCallback] function to be executed if
+ * there is an error, response is passed
+ * in as first argument
+ * @return {Promise} A promise that resolves with the data when the operation
+ * completes successfully or rejects with the error after
+ * one occurs.
+ * @example
+ *
+ * // Examples use USGS Earthquake API:
+ * // https://earthquake.usgs.gov/fdsnws/event/1/#methods
+ * let earthquakes;
+ * function preload() {
+ * // Get the most recent earthquake in the database
+ * let url =
+ 'https://earthquake.usgs.gov/fdsnws/event/1/query?' +
+ * 'format=geojson&limit=1&orderby=time';
+ * httpGet(url, 'jsonp', false, function(response) {
+ * // when the HTTP request completes, populate the variable that holds the
+ * // earthquake data used in the visualization.
+ * earthquakes = response;
+ * });
+ * }
+ *
+ * function draw() {
+ * if (!earthquakes) {
+ * // Wait until the earthquake data has loaded before drawing.
+ * return;
+ * }
+ * background(200);
+ * // Get the magnitude and name of the earthquake out of the loaded JSON
+ * let earthquakeMag = earthquakes.features[0].properties.mag;
+ * let earthquakeName = earthquakes.features[0].properties.place;
+ * ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);
+ * textAlign(CENTER);
+ * text(earthquakeName, 0, height - 30, width, 30);
+ * noLoop();
+ * }
+ *
httpDo(path, 'POST')
.
+ *
+ * @method httpPost
+ * @param {String} path name of the file or url to load
+ * @param {String} [datatype] "json", "jsonp", "xml", or "text".
+ * If omitted, httpPost() will guess.
+ * @param {Object|Boolean} [data] param data passed sent with request
+ * @param {function} [callback] function to be executed after
+ * httpPost() completes, data is passed in
+ * as first argument
+ * @param {function} [errorCallback] function to be executed if
+ * there is an error, response is passed
+ * in as first argument
+ * @return {Promise} A promise that resolves with the data when the operation
+ * completes successfully or rejects with the error after
+ * one occurs.
+ *
+ * @example
+ *
+ * // Examples use jsonplaceholder.typicode.com for a Mock Data API
+ *
+ * let url = 'https://jsonplaceholder.typicode.com/posts';
+ * let postData = { userId: 1, title: 'p5 Clicked!', body: 'p5.js is way cool.' };
+ *
+ * function setup() {
+ * createCanvas(800, 800);
+ * }
+ *
+ * function mousePressed() {
+ * // Pick new random color values
+ * let r = random(255);
+ * let g = random(255);
+ * let b = random(255);
+ *
+ * httpPost(url, 'json', postData, function(result) {
+ * strokeWeight(2);
+ * stroke(r, g, b);
+ * fill(r, g, b, 127);
+ * ellipse(mouseX, mouseY, 200, 200);
+ * text(result.body, mouseX, mouseY);
+ * });
+ * }
+ *
+ *
+ * let url = 'https://invalidURL'; // A bad URL that will cause errors
+ * let postData = { title: 'p5 Clicked!', body: 'p5.js is way cool.' };
+ *
+ * function setup() {
+ * createCanvas(800, 800);
+ * }
+ *
+ * function mousePressed() {
+ * // Pick new random color values
+ * let r = random(255);
+ * let g = random(255);
+ * let b = random(255);
+ *
+ * httpPost(
+ * url,
+ * 'json',
+ * postData,
+ * function(result) {
+ * // ... won't be called
+ * },
+ * function(error) {
+ * strokeWeight(2);
+ * stroke(r, g, b);
+ * fill(r, g, b, 127);
+ * text(error.toString(), mouseX, mouseY);
+ * }
+ * );
+ * }
+ *
+ * // Examples use USGS Earthquake API:
+ * // https://earthquake.usgs.gov/fdsnws/event/1/#methods
+ *
+ * // displays an animation of all USGS earthquakes
+ * let earthquakes;
+ * let eqFeatureIndex = 0;
+ *
+ * function preload() {
+ * let url = 'https://earthquake.usgs.gov/fdsnws/event/1/query?format=geojson';
+ * httpDo(
+ * url,
+ * {
+ * method: 'GET',
+ * // Other Request options, like special headers for apis
+ * headers: { authorization: 'Bearer secretKey' }
+ * },
+ * function(res) {
+ * earthquakes = res;
+ * }
+ * );
+ * }
+ *
+ * function draw() {
+ * // wait until the data is loaded
+ * if (!earthquakes || !earthquakes.features[eqFeatureIndex]) {
+ * return;
+ * }
+ * clear();
+ *
+ * let feature = earthquakes.features[eqFeatureIndex];
+ * let mag = feature.properties.mag;
+ * let rad = mag / 11 * ((width + height) / 2);
+ * fill(255, 0, 0, 100);
+ * ellipse(width / 2 + random(-2, 2), height / 2 + random(-2, 2), rad, rad);
+ *
+ * if (eqFeatureIndex >= earthquakes.features.length) {
+ * eqFeatureIndex = 0;
+ * } else {
+ * eqFeatureIndex += 1;
+ * }
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * background(200);
+ * text('click here to save', 10, 10, 70, 80);
+ * }
+ *
+ * function mousePressed() {
+ * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
+ * var writer = createWriter('squares.txt');
+ * for (let i = 0; i < 10; i++) {
+ * writer.print(i * i);
+ * }
+ * writer.close();
+ * writer.clear();
+ * }
+ * }
+ *
+ *
+ * // creates a file called 'newFile.txt'
+ * let writer = createWriter('newFile.txt');
+ * // write 'Hello world!'' to the file
+ * writer.write(['Hello world!']);
+ * // close the PrintWriter and save the file
+ * writer.close();
+ *
+ *
+ * // creates a file called 'newFile2.txt'
+ * let writer = createWriter('newFile2.txt');
+ * // write 'apples,bananas,123' to the file
+ * writer.write(['apples', 'bananas', 123]);
+ * // close the PrintWriter and save the file
+ * writer.close();
+ *
+ *
+ * // creates a file called 'newFile3.txt'
+ * let writer = createWriter('newFile3.txt');
+ * // write 'My name is: Teddy' to the file
+ * writer.write('My name is:');
+ * writer.write(' Teddy');
+ * // close the PrintWriter and save the file
+ * writer.close();
+ *
+ *
+ * // creates a file called 'newFile.txt'
+ * let writer = createWriter('newFile.txt');
+ * // creates a file containing
+ * // My name is:
+ * // Teddy
+ * writer.print('My name is:');
+ * writer.print('Teddy');
+ * // close the PrintWriter and save the file
+ * writer.close();
+ *
+ *
+ * let writer;
+ *
+ * function setup() {
+ * createCanvas(400, 400);
+ * // create a PrintWriter
+ * writer = createWriter('newFile.txt');
+ * }
+ *
+ * function draw() {
+ * // print all mouseX and mouseY coordinates to the stream
+ * writer.print([mouseX, mouseY]);
+ * }
+ *
+ * function mouseClicked() {
+ * // close the PrintWriter and save the file
+ * writer.close();
+ * }
+ *
+ *
+ * // create writer object
+ * let writer = createWriter('newFile.txt');
+ * writer.write(['clear me']);
+ * // clear writer object here
+ * writer.clear();
+ * // close writer
+ * writer.close();
+ *
+ * // create a file called 'newFile.txt'
+ * let writer = createWriter('newFile.txt');
+ * // close the PrintWriter and save the file
+ * writer.close();
+ *
+ *
+ * // create a file called 'newFile2.txt'
+ * let writer = createWriter('newFile2.txt');
+ * // write some data to the file
+ * writer.write([100, 101, 102]);
+ * // close the PrintWriter and save the file
+ * writer.close();
+ *
+ * Save an image, text, json, csv, wav, or html. Prompts download to + * the client's computer. Note that it is not recommended to call save() + * within draw if it's looping, as the save() function will open a new save + * dialog every frame.
+ *The default behavior is to save the canvas as an image. You can + * optionally specify a filename. + * For example:
+ *
+ * save();
+ * save('myCanvas.jpg'); // save a specific canvas with a filename
+ *
+ *
+ * Alternately, the first parameter can be a pointer to a canvas + * p5.Element, an Array of Strings, + * an Array of JSON, a JSON object, a p5.Table, a p5.Image, or a + * p5.SoundFile (requires p5.sound). The second parameter is a filename + * (including extension). The third parameter is for options specific + * to this type of object. This method will save a file that fits the + * given parameters. For example:
+ * + *
+ * // Saves canvas as an image
+ * save('myCanvas.jpg');
+ *
+ * // Saves pImage as a png image
+ * let img = createImage(10, 10);
+ * save(img, 'my.png');
+ *
+ * // Saves canvas as an image
+ * let cnv = createCanvas(100, 100);
+ * save(cnv, 'myCanvas.jpg');
+ *
+ * // Saves p5.Renderer object as an image
+ * let gb = createGraphics(100, 100);
+ * save(gb, 'myGraphics.jpg');
+ *
+ * let myTable = new p5.Table();
+ *
+ * // Saves table as html file
+ * save(myTable, 'myTable.html');
+ *
+ * // Comma Separated Values
+ * save(myTable, 'myTable.csv');
+ *
+ * // Tab Separated Values
+ * save(myTable, 'myTable.tsv');
+ *
+ * let myJSON = { a: 1, b: true };
+ *
+ * // Saves pretty JSON
+ * save(myJSON, 'my.json');
+ *
+ * // Optimizes JSON filesize
+ * save(myJSON, 'my.json', true);
+ *
+ * // Saves array of strings to a text file with line breaks after each item
+ * let arrayOfStrings = ['a', 'b'];
+ * save(arrayOfStrings, 'my.txt');
+ *
+ *
+ * @method save
+ * @param {Object|String} [objectOrFilename] If filename is provided, will
+ * save canvas as an image with
+ * either png or jpg extension
+ * depending on the filename.
+ * If object is provided, will
+ * save depending on the object
+ * and filename (see examples
+ * above).
+ * @param {String} [filename] If an object is provided as the first
+ * parameter, then the second parameter
+ * indicates the filename,
+ * and should include an appropriate
+ * file extension (see examples above).
+ * @param {Boolean|String} [options] Additional options depend on
+ * filetype. For example, when saving JSON,
+ * true
indicates that the
+ * output will be optimized for filesize,
+ * rather than readability.
+ */
+ p5.prototype.save = function(object, _filename, _options) {
+ // parse the arguments and figure out which things we are saving
+ var args = arguments;
+ // =================================================
+ // OPTION 1: saveCanvas...
+
+ // if no arguments are provided, save canvas
+ var cnv = this._curElement ? this._curElement.elt : this.elt;
+ if (args.length === 0) {
+ p5.prototype.saveCanvas(cnv);
+ return;
+ } else if (args[0] instanceof p5.Renderer || args[0] instanceof p5.Graphics) {
+ // otherwise, parse the arguments
+
+ // if first param is a p5Graphics, then saveCanvas
+ p5.prototype.saveCanvas(args[0].elt, args[1], args[2]);
+ return;
+ } else if (args.length === 1 && typeof args[0] === 'string') {
+ // if 1st param is String and only one arg, assume it is canvas filename
+ p5.prototype.saveCanvas(cnv, args[0]);
+ } else {
+ // =================================================
+ // OPTION 2: extension clarifies saveStrings vs. saveJSON
+ var extension = _checkFileExtension(args[1], args[2])[1];
+ switch (extension) {
+ case 'json':
+ p5.prototype.saveJSON(args[0], args[1], args[2]);
+ return;
+ case 'txt':
+ p5.prototype.saveStrings(args[0], args[1], args[2]);
+ return;
+ // =================================================
+ // OPTION 3: decide based on object...
+ default:
+ if (args[0] instanceof Array) {
+ p5.prototype.saveStrings(args[0], args[1], args[2]);
+ } else if (args[0] instanceof p5.Table) {
+ p5.prototype.saveTable(args[0], args[1], args[2]);
+ } else if (args[0] instanceof p5.Image) {
+ p5.prototype.saveCanvas(args[0].canvas, args[1]);
+ } else if (args[0] instanceof p5.SoundFile) {
+ p5.prototype.saveSound(args[0], args[1], args[2], args[3]);
+ }
+ }
+ }
+ };
+
+ /**
+ * Writes the contents of an Array or a JSON object to a .json file.
+ * The file saving process and location of the saved file will
+ * vary between web browsers.
+ *
+ * @method saveJSON
+ * @param {Array|Object} json
+ * @param {String} filename
+ * @param {Boolean} [optimize] If true, removes line breaks
+ * and spaces from the output
+ * file to optimize filesize
+ * (but not readability).
+ * @example
+ *
+ * let json = {}; // new JSON Object
+ *
+ * json.id = 0;
+ * json.species = 'Panthera leo';
+ * json.name = 'Lion';
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * background(200);
+ * text('click here to save', 10, 10, 70, 80);
+ * }
+ *
+ * function mousePressed() {
+ * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
+ * saveJSON(json, 'lion.json');
+ * }
+ * }
+ *
+ * // saves the following to a file called "lion.json":
+ * // {
+ * // "id": 0,
+ * // "species": "Panthera leo",
+ * // "name": "Lion"
+ * // }
+ *
+ * let words = 'apple bear cat dog';
+ *
+ * // .split() outputs an Array
+ * let list = split(words, ' ');
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * background(200);
+ * text('click here to save', 10, 10, 70, 80);
+ * }
+ *
+ * function mousePressed() {
+ * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
+ * saveStrings(list, 'nouns.txt');
+ * }
+ * }
+ *
+ * // Saves the following to a file called 'nouns.txt':
+ * //
+ * // apple
+ * // bear
+ * // cat
+ * // dog
+ *
+ * let table;
+ *
+ * function setup() {
+ * table = new p5.Table();
+ *
+ * table.addColumn('id');
+ * table.addColumn('species');
+ * table.addColumn('name');
+ *
+ * let newRow = table.addRow();
+ * newRow.setNum('id', table.getRowCount() - 1);
+ * newRow.setString('species', 'Panthera leo');
+ * newRow.setString('name', 'Lion');
+ *
+ * // To save, un-comment next line then click 'run'
+ * // saveTable(table, 'new.csv');
+ * }
+ *
+ * // Saves the following to a file called 'new.csv':
+ * // id,species,name
+ * // 0,Panthera leo,Lion
+ *
' + e); + pWriter.print(' | '); + } + pWriter.print('
' + htmlEntry); + pWriter.print(' | '); + } + pWriter.print('
Generic class for handling tabular data, typically from a + * CSV, TSV, or other sort of spreadsheet file.
+ *CSV files are + * + * comma separated values, often with the data in quotes. TSV + * files use tabs as separators, and usually don't bother with the + * quotes.
+ *File names should end with .csv if they're comma separated.
+ *A rough "spec" for CSV can be found + * here.
+ *To load files, use the loadTable method.
+ *To save tables to your computer, use the save method + * or the saveTable method.
+ * + * Possible options include: + *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * //add a row
+ * let newRow = table.addRow();
+ * newRow.setString('id', table.getRowCount() - 1);
+ * newRow.setString('species', 'Canis Lupus');
+ * newRow.setString('name', 'Wolf');
+ *
+ * //print the results
+ * for (let r = 0; r < table.getRowCount(); r++)
+ * for (let c = 0; c < table.getColumnCount(); c++)
+ * print(table.getString(r, c));
+ * }
+ *
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * //remove the first row
+ * table.removeRow(0);
+ *
+ * //print the results
+ * for (let r = 0; r < table.getRowCount(); r++)
+ * for (let c = 0; c < table.getColumnCount(); c++)
+ * print(table.getString(r, c));
+ * }
+ *
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * let row = table.getRow(1);
+ * //print it column by column
+ * //note: a row is an object, not an array
+ * for (let c = 0; c < table.getColumnCount(); c++) {
+ * print(row.getString(c));
+ * }
+ * }
+ *
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * let rows = table.getRows();
+ *
+ * //warning: rows is an array of objects
+ * for (let r = 0; r < rows.length; r++) {
+ * rows[r].set('name', 'Unicorn');
+ * }
+ *
+ * //print the results
+ * for (let r = 0; r < table.getRowCount(); r++)
+ * for (let c = 0; c < table.getColumnCount(); c++)
+ * print(table.getString(r, c));
+ * }
+ *
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * //find the animal named zebra
+ * let row = table.findRow('Zebra', 'name');
+ * //find the corresponding species
+ * print(row.getString('species'));
+ * }
+ *
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * //add another goat
+ * let newRow = table.addRow();
+ * newRow.setString('id', table.getRowCount() - 1);
+ * newRow.setString('species', 'Scape Goat');
+ * newRow.setString('name', 'Goat');
+ *
+ * //find the rows containing animals named Goat
+ * let rows = table.findRows('Goat', 'name');
+ * print(rows.length + ' Goats found');
+ * }
+ *
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * //Search using specified regex on a given column, return TableRow object
+ * let mammal = table.matchRow(new RegExp('ant'), 1);
+ * print(mammal.getString(1));
+ * //Output "Panthera pardus"
+ * }
+ *
+ *
+ * let table;
+ *
+ * function setup() {
+ * table = new p5.Table();
+ *
+ * table.addColumn('name');
+ * table.addColumn('type');
+ *
+ * let newRow = table.addRow();
+ * newRow.setString('name', 'Lion');
+ * newRow.setString('type', 'Mammal');
+ *
+ * newRow = table.addRow();
+ * newRow.setString('name', 'Snake');
+ * newRow.setString('type', 'Reptile');
+ *
+ * newRow = table.addRow();
+ * newRow.setString('name', 'Mosquito');
+ * newRow.setString('type', 'Insect');
+ *
+ * newRow = table.addRow();
+ * newRow.setString('name', 'Lizard');
+ * newRow.setString('type', 'Reptile');
+ *
+ * let rows = table.matchRows('R.*', 'type');
+ * for (let i = 0; i < rows.length; i++) {
+ * print(rows[i].getString('name') + ': ' + rows[i].getString('type'));
+ * }
+ * }
+ * // Sketch prints:
+ * // Snake: Reptile
+ * // Lizard: Reptile
+ *
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * //getColumn returns an array that can be printed directly
+ * print(table.getColumn('species'));
+ * //outputs ["Capra hircus", "Panthera pardus", "Equus zebra"]
+ * }
+ *
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * table.clearRows();
+ * print(table.getRowCount() + ' total rows in table');
+ * print(table.getColumnCount() + ' total columns in table');
+ * }
+ *
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * table.addColumn('carnivore');
+ * table.set(0, 'carnivore', 'no');
+ * table.set(1, 'carnivore', 'yes');
+ * table.set(2, 'carnivore', 'no');
+ *
+ * //print the results
+ * for (let r = 0; r < table.getRowCount(); r++)
+ * for (let c = 0; c < table.getColumnCount(); c++)
+ * print(table.getString(r, c));
+ * }
+ *
+ *
+ * // given the cvs file "blobs.csv" in /assets directory
+ * // ID, Name, Flavor, Shape, Color
+ * // Blob1, Blobby, Sweet, Blob, Pink
+ * // Blob2, Saddy, Savory, Blob, Blue
+ *
+ * let table;
+ *
+ * function preload() {
+ * table = loadTable('assets/blobs.csv');
+ * }
+ *
+ * function setup() {
+ * createCanvas(200, 100);
+ * textAlign(CENTER);
+ * background(255);
+ * }
+ *
+ * function draw() {
+ * let numOfColumn = table.getColumnCount();
+ * text('There are ' + numOfColumn + ' columns in the table.', 100, 50);
+ * }
+ *
+ *
+ * // given the cvs file "blobs.csv" in /assets directory
+ * //
+ * // ID, Name, Flavor, Shape, Color
+ * // Blob1, Blobby, Sweet, Blob, Pink
+ * // Blob2, Saddy, Savory, Blob, Blue
+ *
+ * let table;
+ *
+ * function preload() {
+ * table = loadTable('assets/blobs.csv');
+ * }
+ *
+ * function setup() {
+ * createCanvas(200, 100);
+ * textAlign(CENTER);
+ * background(255);
+ * }
+ *
+ * function draw() {
+ * text('There are ' + table.getRowCount() + ' rows in the table.', 100, 50);
+ * }
+ *
+ * Removes any of the specified characters (or "tokens").
+ * + *If no column is specified, then the values in all columns and + * rows are processed. A specific column may be referenced by + * either its ID or title.
+ * + * @method removeTokens + * @param {String} chars String listing characters to be removed + * @param {String|Integer} [column] Column ID (number) + * or name (string) + * + * @example + *
+ * function setup() {
+ * let table = new p5.Table();
+ *
+ * table.addColumn('name');
+ * table.addColumn('type');
+ *
+ * let newRow = table.addRow();
+ * newRow.setString('name', ' $Lion ,');
+ * newRow.setString('type', ',,,Mammal');
+ *
+ * newRow = table.addRow();
+ * newRow.setString('name', '$Snake ');
+ * newRow.setString('type', ',,,Reptile');
+ *
+ * table.removeTokens(',$ ');
+ * print(table.getArray());
+ * }
+ *
+ * // prints:
+ * // 0 "Lion" "Mamal"
+ * // 1 "Snake" "Reptile"
+ *
+ * function setup() {
+ * let table = new p5.Table();
+ *
+ * table.addColumn('name');
+ * table.addColumn('type');
+ *
+ * let newRow = table.addRow();
+ * newRow.setString('name', ' Lion ,');
+ * newRow.setString('type', ' Mammal ');
+ *
+ * newRow = table.addRow();
+ * newRow.setString('name', ' Snake ');
+ * newRow.setString('type', ' Reptile ');
+ *
+ * table.trim();
+ * print(table.getArray());
+ * }
+ *
+ * // prints:
+ * // 0 "Lion" "Mamal"
+ * // 1 "Snake" "Reptile"
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * table.removeColumn('id');
+ * print(table.getColumnCount());
+ * }
+ *
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * table.set(0, 'species', 'Canis Lupus');
+ * table.set(0, 'name', 'Wolf');
+ *
+ * //print the results
+ * for (let r = 0; r < table.getRowCount(); r++)
+ * for (let c = 0; c < table.getColumnCount(); c++)
+ * print(table.getString(r, c));
+ * }
+ *
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * table.setNum(1, 'id', 1);
+ *
+ * print(table.getColumn(0));
+ * //["0", 1, "2"]
+ * }
+ *
+ *
+ * // Given the CSV file "mammals.csv" in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * //add a row
+ * let newRow = table.addRow();
+ * newRow.setString('id', table.getRowCount() - 1);
+ * newRow.setString('species', 'Canis Lupus');
+ * newRow.setString('name', 'Wolf');
+ *
+ * print(table.getArray());
+ * }
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * print(table.get(0, 1));
+ * //Capra hircus
+ * print(table.get(0, 'species'));
+ * //Capra hircus
+ * }
+ *
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * print(table.getNum(1, 0) + 100);
+ * //id 1 + 100 = 101
+ * }
+ *
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * // table is comma separated value "CSV"
+ * // and has specifiying header for column labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * print(table.getString(0, 0)); // 0
+ * print(table.getString(0, 1)); // Capra hircus
+ * print(table.getString(0, 2)); // Goat
+ * print(table.getString(1, 0)); // 1
+ * print(table.getString(1, 1)); // Panthera pardus
+ * print(table.getString(1, 2)); // Leopard
+ * print(table.getString(2, 0)); // 2
+ * print(table.getString(2, 1)); // Equus zebra
+ * print(table.getString(2, 2)); // Zebra
+ * }
+ *
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * let tableObject = table.getObject();
+ *
+ * print(tableObject);
+ * //outputs an object
+ * }
+ *
+ *
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leoperd
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * // table is comma separated value "CSV"
+ * // and has specifiying header for column labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * let tableArray = table.getArray();
+ * for (let i = 0; i < tableArray.length; i++) {
+ * print(tableArray[i]);
+ * }
+ * }
+ *
+ *
+ * // Given the CSV file "mammals.csv" in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * let rows = table.getRows();
+ * for (let r = 0; r < rows.length; r++) {
+ * rows[r].set('name', 'Unicorn');
+ * }
+ *
+ * //print the results
+ * print(table.getArray());
+ * }
+ *
+ * // Given the CSV file "mammals.csv" in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * let rows = table.getRows();
+ * for (let r = 0; r < rows.length; r++) {
+ * rows[r].setNum('id', r + 10);
+ * }
+ *
+ * print(table.getArray());
+ * }
+ *
+ * // Given the CSV file "mammals.csv" in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * let rows = table.getRows();
+ * for (let r = 0; r < rows.length; r++) {
+ * let name = rows[r].getString('name');
+ * rows[r].setString('name', 'A ' + name + ' named George');
+ * }
+ *
+ * print(table.getArray());
+ * }
+ *
+ * // Given the CSV file "mammals.csv" in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * let names = [];
+ * let rows = table.getRows();
+ * for (let r = 0; r < rows.length; r++) {
+ * names.push(rows[r].get('name'));
+ * }
+ *
+ * print(names);
+ * }
+ *
+ * // Given the CSV file "mammals.csv" in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * let rows = table.getRows();
+ * let minId = Infinity;
+ * let maxId = -Infinity;
+ * for (let r = 0; r < rows.length; r++) {
+ * let id = rows[r].getNum('id');
+ * minId = min(minId, id);
+ * maxId = min(maxId, id);
+ * }
+ * print('minimum id = ' + minId + ', maximum id = ' + maxId);
+ * }
+ *
+ * // Given the CSV file "mammals.csv" in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * let table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable('assets/mammals.csv', 'csv', 'header');
+ * }
+ *
+ * function setup() {
+ * let rows = table.getRows();
+ * let longest = '';
+ * for (let r = 0; r < rows.length; r++) {
+ * let species = rows[r].getString('species');
+ * if (longest.length < species.length) {
+ * longest = species;
+ * }
+ * }
+ *
+ * print('longest: ' + longest);
+ * }
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * let children = xml.getChildren('animal');
+ *
+ * for (let i = 0; i < children.length; i++) {
+ * let id = children[i].getNum('id');
+ * let coloring = children[i].getString('species');
+ * let name = children[i].getContent();
+ * print(id + ', ' + coloring + ', ' + name);
+ * }
+ * }
+ *
+ * // Sketch prints:
+ * // 0, Capra hircus, Goat
+ * // 1, Panthera pardus, Leopard
+ * // 2, Equus zebra, Zebra
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * let children = xml.getChildren('animal');
+ * let parent = children[1].getParent();
+ * print(parent.getName());
+ * }
+ *
+ * // Sketch prints:
+ * // mammals
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * print(xml.getName());
+ * }
+ *
+ * // Sketch prints:
+ * // mammals
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * print(xml.getName());
+ * xml.setName('fish');
+ * print(xml.getName());
+ * }
+ *
+ * // Sketch prints:
+ * // mammals
+ * // fish
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * print(xml.hasChildren());
+ * }
+ *
+ * // Sketch prints:
+ * // true
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * print(xml.listChildren());
+ * }
+ *
+ * // Sketch prints:
+ * // ["animal", "animal", "animal"]
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * let animals = xml.getChildren('animal');
+ *
+ * for (let i = 0; i < animals.length; i++) {
+ * print(animals[i].getContent());
+ * }
+ * }
+ *
+ * // Sketch prints:
+ * // "Goat"
+ * // "Leopard"
+ * // "Zebra"
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * let firstChild = xml.getChild('animal');
+ * print(firstChild.getContent());
+ * }
+ *
+ * // Sketch prints:
+ * // "Goat"
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * let secondChild = xml.getChild(1);
+ * print(secondChild.getContent());
+ * }
+ *
+ * // Sketch prints:
+ * // "Leopard"
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * let child = new p5.XML();
+ * child.setName('animal');
+ * child.setAttribute('id', '3');
+ * child.setAttribute('species', 'Ornithorhynchus anatinus');
+ * child.setContent('Platypus');
+ * xml.addChild(child);
+ *
+ * let animals = xml.getChildren('animal');
+ * print(animals[animals.length - 1].getContent());
+ * }
+ *
+ * // Sketch prints:
+ * // "Goat"
+ * // "Leopard"
+ * // "Zebra"
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * xml.removeChild('animal');
+ * let children = xml.getChildren();
+ * for (let i = 0; i < children.length; i++) {
+ * print(children[i].getContent());
+ * }
+ * }
+ *
+ * // Sketch prints:
+ * // "Leopard"
+ * // "Zebra"
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * xml.removeChild(1);
+ * let children = xml.getChildren();
+ * for (let i = 0; i < children.length; i++) {
+ * print(children[i].getContent());
+ * }
+ * }
+ *
+ * // Sketch prints:
+ * // "Goat"
+ * // "Zebra"
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * let firstChild = xml.getChild('animal');
+ * print(firstChild.getAttributeCount());
+ * }
+ *
+ * // Sketch prints:
+ * // 2
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * let firstChild = xml.getChild('animal');
+ * print(firstChild.listAttributes());
+ * }
+ *
+ * // Sketch prints:
+ * // ["id", "species"]
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * let firstChild = xml.getChild('animal');
+ * print(firstChild.hasAttribute('species'));
+ * print(firstChild.hasAttribute('color'));
+ * }
+ *
+ * // Sketch prints:
+ * // true
+ * // false
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * let firstChild = xml.getChild('animal');
+ * print(firstChild.getNum('id'));
+ * }
+ *
+ * // Sketch prints:
+ * // 0
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * let firstChild = xml.getChild('animal');
+ * print(firstChild.getString('species'));
+ * }
+ *
+ * // Sketch prints:
+ * // "Capra hircus"
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * let firstChild = xml.getChild('animal');
+ * print(firstChild.getString('species'));
+ * firstChild.setAttribute('species', 'Jamides zebra');
+ * print(firstChild.getString('species'));
+ * }
+ *
+ * // Sketch prints:
+ * // "Capra hircus"
+ * // "Jamides zebra"
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * let firstChild = xml.getChild('animal');
+ * print(firstChild.getContent());
+ * }
+ *
+ * // Sketch prints:
+ * // "Goat"
+ *
+ * // The following short XML file called "mammals.xml" is parsed
+ * // in the code below.
+ * //
+ * //
+ * // <mammals>
+ * // <animal id="0" species="Capra hircus">Goat</animal>
+ * // <animal id="1" species="Panthera pardus">Leopard</animal>
+ * // <animal id="2" species="Equus zebra">Zebra</animal>
+ * // </mammals>
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * let firstChild = xml.getChild('animal');
+ * print(firstChild.getContent());
+ * firstChild.setContent('Mountain Goat');
+ * print(firstChild.getContent());
+ * }
+ *
+ * // Sketch prints:
+ * // "Goat"
+ * // "Mountain Goat"
+ *
+ * let xml;
+ *
+ * function preload() {
+ * xml = loadXML('assets/mammals.xml');
+ * }
+ *
+ * function setup() {
+ * print(xml.serialize());
+ * }
+ *
+ * // Sketch prints:
+ * //
+ * // Goat
+ * // Leopard
+ * // Zebra
+ * //
+ *
+ * function setup() {
+ * let x = -3;
+ * let y = abs(x);
+ *
+ * print(x); // -3
+ * print(y); // 3
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * // map, mouseX between 0 and 5.
+ * let ax = map(mouseX, 0, 100, 0, 5);
+ * let ay = 66;
+ *
+ * //Get the ceiling of the mapped number.
+ * let bx = ceil(map(mouseX, 0, 100, 0, 5));
+ * let by = 33;
+ *
+ * // Multiply the mapped numbers by 20 to more easily
+ * // see the changes.
+ * stroke(0);
+ * fill(0);
+ * line(0, ay, ax * 20, ay);
+ * line(0, by, bx * 20, by);
+ *
+ * // Reformat the float returned by map and draw it.
+ * noStroke();
+ * text(nfc(ax, 2), ax, ay - 5);
+ * text(nfc(bx, 1), bx, by - 5);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ *
+ * let leftWall = 25;
+ * let rightWall = 75;
+ *
+ * // xm is just the mouseX, while
+ * // xc is the mouseX, but constrained
+ * // between the leftWall and rightWall!
+ * let xm = mouseX;
+ * let xc = constrain(mouseX, leftWall, rightWall);
+ *
+ * // Draw the walls.
+ * stroke(150);
+ * line(leftWall, 0, leftWall, height);
+ * line(rightWall, 0, rightWall, height);
+ *
+ * // Draw xm and xc as circles.
+ * noStroke();
+ * fill(150);
+ * ellipse(xm, 33, 9, 9); // Not Constrained
+ * fill(0);
+ * ellipse(xc, 66, 9, 9); // Constrained
+ * }
+ *
+ * // Move your mouse inside the canvas to see the
+ * // change in distance between two points!
+ * function draw() {
+ * background(200);
+ * fill(0);
+ *
+ * let x1 = 10;
+ * let y1 = 90;
+ * let x2 = mouseX;
+ * let y2 = mouseY;
+ *
+ * line(x1, y1, x2, y2);
+ * ellipse(x1, y1, 7, 7);
+ * ellipse(x2, y2, 7, 7);
+ *
+ * // d is the length of the line
+ * // the distance from point 1 to point 2.
+ * let d = int(dist(x1, y1, x2, y2));
+ *
+ * // Let's write d along the line we are drawing!
+ * push();
+ * translate((x1 + x2) / 2, (y1 + y2) / 2);
+ * rotate(atan2(y2 - y1, x2 - x1));
+ * text(nfc(d, 1), 0, -5);
+ * pop();
+ * // Fancy!
+ * }
+ *
+ * function draw() {
+ * background(200);
+ *
+ * // Compute the exp() function with a value between 0 and 2
+ * let xValue = map(mouseX, 0, width, 0, 2);
+ * let yValue = exp(xValue);
+ *
+ * let y = map(yValue, 0, 8, height, 0);
+ *
+ * let legend = 'exp (' + nfc(xValue, 3) + ')\n= ' + nf(yValue, 1, 4);
+ * stroke(150);
+ * line(mouseX, y, mouseX, height);
+ * fill(0);
+ * text(legend, 5, 15);
+ * noStroke();
+ * ellipse(mouseX, y, 7, 7);
+ *
+ * // Draw the exp(x) curve,
+ * // over the domain of x from 0 to 2
+ * noFill();
+ * stroke(0);
+ * beginShape();
+ * for (let x = 0; x < width; x++) {
+ * xValue = map(x, 0, width, 0, 2);
+ * yValue = exp(xValue);
+ * y = map(yValue, 0, 8, height, 0);
+ * vertex(x, y);
+ * }
+ *
+ * endShape();
+ * line(0, 0, 0, height);
+ * line(0, height - 1, width, height - 1);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * //map, mouseX between 0 and 5.
+ * let ax = map(mouseX, 0, 100, 0, 5);
+ * let ay = 66;
+ *
+ * //Get the floor of the mapped number.
+ * let bx = floor(map(mouseX, 0, 100, 0, 5));
+ * let by = 33;
+ *
+ * // Multiply the mapped numbers by 20 to more easily
+ * // see the changes.
+ * stroke(0);
+ * fill(0);
+ * line(0, ay, ax * 20, ay);
+ * line(0, by, bx * 20, by);
+ *
+ * // Reformat the float returned by map and draw it.
+ * noStroke();
+ * text(nfc(ax, 2), ax, ay - 5);
+ * text(nfc(bx, 1), bx, by - 5);
+ * }
+ *
+ * function setup() {
+ * background(200);
+ * let a = 20;
+ * let b = 80;
+ * let c = lerp(a, b, 0.2);
+ * let d = lerp(a, b, 0.5);
+ * let e = lerp(a, b, 0.8);
+ *
+ * let y = 50;
+ *
+ * strokeWeight(5);
+ * stroke(0); // Draw the original points in black
+ * point(a, y);
+ * point(b, y);
+ *
+ * stroke(100); // Draw the lerp points in gray
+ * point(c, y);
+ * point(d, y);
+ * point(e, y);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * let maxX = 2.8;
+ * let maxY = 1.5;
+ *
+ * // Compute the natural log of a value between 0 and maxX
+ * let xValue = map(mouseX, 0, width, 0, maxX);
+ * let yValue, y;
+ * if (xValue > 0) {
+ // Cannot take the log of a negative number.
+ * yValue = log(xValue);
+ * y = map(yValue, -maxY, maxY, height, 0);
+ *
+ * // Display the calculation occurring.
+ * let legend = 'log(' + nf(xValue, 1, 2) + ')\n= ' + nf(yValue, 1, 3);
+ * stroke(150);
+ * line(mouseX, y, mouseX, height);
+ * fill(0);
+ * text(legend, 5, 15);
+ * noStroke();
+ * ellipse(mouseX, y, 7, 7);
+ * }
+ *
+ * // Draw the log(x) curve,
+ * // over the domain of x from 0 to maxX
+ * noFill();
+ * stroke(0);
+ * beginShape();
+ * for (let x = 0; x < width; x++) {
+ * xValue = map(x, 0, width, 0, maxX);
+ * yValue = log(xValue);
+ * y = map(yValue, -maxY, maxY, height, 0);
+ * vertex(x, y);
+ * }
+ * endShape();
+ * line(0, 0, 0, height);
+ * line(0, height / 2, width, height / 2);
+ * }
+ *
+ * function setup() {
+ * let x1 = 20;
+ * let x2 = 80;
+ * let y1 = 30;
+ * let y2 = 70;
+ *
+ * line(0, 0, x1, y1);
+ * print(mag(x1, y1)); // Prints "36.05551275463989"
+ * line(0, 0, x2, y1);
+ * print(mag(x2, y1)); // Prints "85.44003745317531"
+ * line(0, 0, x1, y2);
+ * print(mag(x1, y2)); // Prints "72.80109889280519"
+ * line(0, 0, x2, y2);
+ * print(mag(x2, y2)); // Prints "106.3014581273465"
+ * }
+ *
+ * let value = 25;
+ * let m = map(value, 0, 100, 0, width);
+ * ellipse(m, 50, 10, 10);
+
+ * function setup() {
+ * noStroke();
+ * }
+ *
+ * function draw() {
+ * background(204);
+ * let x1 = map(mouseX, 0, width, 25, 75);
+ * ellipse(x1, 25, 25, 25);
+ * //This ellipse is constrained to the 0-100 range
+ * //after setting withinBounds to true
+ * let x2 = map(mouseX, 0, width, 0, 100, true);
+ * ellipse(x2, 75, 25, 25);
+ * }
+
+ * function setup() {
+ * // Change the elements in the array and run the sketch
+ * // to show how max() works!
+ * let numArray = [2, 1, 5, 4, 8, 9];
+ * fill(0);
+ * noStroke();
+ * text('Array Elements', 0, 10);
+ * // Draw all numbers in the array
+ * let spacing = 15;
+ * let elemsY = 25;
+ * for (let i = 0; i < numArray.length; i++) {
+ * text(numArray[i], i * spacing, elemsY);
+ * }
+ * let maxX = 33;
+ * let maxY = 80;
+ * // Draw the Maximum value in the array.
+ * textSize(32);
+ * text(max(numArray), maxX, maxY);
+ * }
+ *
+ * function setup() {
+ * // Change the elements in the array and run the sketch
+ * // to show how min() works!
+ * let numArray = [2, 1, 5, 4, 8, 9];
+ * fill(0);
+ * noStroke();
+ * text('Array Elements', 0, 10);
+ * // Draw all numbers in the array
+ * let spacing = 15;
+ * let elemsY = 25;
+ * for (let i = 0; i < numArray.length; i++) {
+ * text(numArray[i], i * spacing, elemsY);
+ * }
+ * let maxX = 33;
+ * let maxY = 80;
+ * // Draw the Minimum value in the array.
+ * textSize(32);
+ * text(min(numArray), maxX, maxY);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * let currentNum = mouseX;
+ * let lowerBound = 0;
+ * let upperBound = width; //100;
+ * let normalized = norm(currentNum, lowerBound, upperBound);
+ * let lineY = 70;
+ * stroke(3);
+ * line(0, lineY, width, lineY);
+ * //Draw an ellipse mapped to the non-normalized value.
+ * noStroke();
+ * fill(50);
+ * let s = 7; // ellipse size
+ * ellipse(currentNum, lineY, s, s);
+ *
+ * // Draw the guide
+ * let guideY = lineY + 15;
+ * text('0', 0, guideY);
+ * textAlign(RIGHT);
+ * text('100', width, guideY);
+ *
+ * // Draw the normalized value
+ * textAlign(LEFT);
+ * fill(0);
+ * textSize(32);
+ * let normalY = 40;
+ * let normalX = 20;
+ * text(normalized, normalX, normalY);
+ * }
+ *
+ * function setup() {
+ * //Exponentially increase the size of an ellipse.
+ * let eSize = 3; // Original Size
+ * let eLoc = 10; // Original Location
+ *
+ * ellipse(eLoc, eLoc, eSize, eSize);
+ *
+ * ellipse(eLoc * 2, eLoc * 2, pow(eSize, 2), pow(eSize, 2));
+ *
+ * ellipse(eLoc * 4, eLoc * 4, pow(eSize, 3), pow(eSize, 3));
+ *
+ * ellipse(eLoc * 8, eLoc * 8, pow(eSize, 4), pow(eSize, 4));
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * //map, mouseX between 0 and 5.
+ * let ax = map(mouseX, 0, 100, 0, 5);
+ * let ay = 66;
+ *
+ * // Round the mapped number.
+ * let bx = round(map(mouseX, 0, 100, 0, 5));
+ * let by = 33;
+ *
+ * // Multiply the mapped numbers by 20 to more easily
+ * // see the changes.
+ * stroke(0);
+ * fill(0);
+ * line(0, ay, ax * 20, ay);
+ * line(0, by, bx * 20, by);
+ *
+ * // Reformat the float returned by map and draw it.
+ * noStroke();
+ * text(nfc(ax, 2), ax, ay - 5);
+ * text(nfc(bx, 1), bx, by - 5);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * let eSize = 7;
+ * let x1 = map(mouseX, 0, width, 0, 10);
+ * let y1 = 80;
+ * let x2 = sq(x1);
+ * let y2 = 20;
+ *
+ * // Draw the non-squared.
+ * line(0, y1, width, y1);
+ * ellipse(x1, y1, eSize, eSize);
+ *
+ * // Draw the squared.
+ * line(0, y2, width, y2);
+ * ellipse(x2, y2, eSize, eSize);
+ *
+ * // Draw dividing line.
+ * stroke(100);
+ * line(0, height / 2, width, height / 2);
+ *
+ * // Draw text.
+ * let spacing = 15;
+ * noStroke();
+ * fill(0);
+ * text('x = ' + x1, 0, y1 + spacing);
+ * text('sq(x) = ' + x2, 0, y2 + spacing);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * let eSize = 7;
+ * let x1 = mouseX;
+ * let y1 = 80;
+ * let x2 = sqrt(x1);
+ * let y2 = 20;
+ *
+ * // Draw the non-squared.
+ * line(0, y1, width, y1);
+ * ellipse(x1, y1, eSize, eSize);
+ *
+ * // Draw the squared.
+ * line(0, y2, width, y2);
+ * ellipse(x2, y2, eSize, eSize);
+ *
+ * // Draw dividing line.
+ * stroke(100);
+ * line(0, height / 2, width, height / 2);
+ *
+ * // Draw text.
+ * noStroke();
+ * fill(0);
+ * let spacing = 15;
+ * text('x = ' + x1, 0, y1 + spacing);
+ * text('sqrt(x) = ' + x2, 0, y2 + spacing);
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * noStroke();
+ * fill(255, 102, 204);
+ * }
+ *
+ * function draw() {
+ * background(255);
+ * pointLight(color(255), createVector(sin(millis() / 1000) * 20, -40, -10));
+ * scale(0.75);
+ * sphere();
+ * }
+ *
+ * let xoff = 0.0;
+ *
+ * function draw() {
+ * background(204);
+ * xoff = xoff + 0.01;
+ * let n = noise(xoff) * width;
+ * line(n, 0, n, height);
+ * }
+ *
+ * let noiseScale=0.02;
+ *
+ * function draw() {
+ * background(0);
+ * for (let x=0; x < width; x++) {
+ * let noiseVal = noise((mouseX+x)*noiseScale, mouseY*noiseScale);
+ * stroke(noiseVal*255);
+ * line(x, mouseY+noiseVal*80, x, height);
+ * }
+ * }
+ *
+ *
+ * let noiseVal;
+ * let noiseScale = 0.02;
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * }
+ *
+ * function draw() {
+ * background(0);
+ * for (let y = 0; y < height; y++) {
+ * for (let x = 0; x < width / 2; x++) {
+ * noiseDetail(2, 0.2);
+ * noiseVal = noise((mouseX + x) * noiseScale, (mouseY + y) * noiseScale);
+ * stroke(noiseVal * 255);
+ * point(x, y);
+ * noiseDetail(8, 0.65);
+ * noiseVal = noise(
+ * (mouseX + x + width / 2) * noiseScale,
+ * (mouseY + y) * noiseScale
+ * );
+ * stroke(noiseVal * 255);
+ * point(x + width / 2, y);
+ * }
+ * }
+ * }
+ *
+ * let xoff = 0.0;
+ *
+ * function setup() {
+ * noiseSeed(99);
+ * stroke(0, 10);
+ * }
+ *
+ * function draw() {
+ * xoff = xoff + .01;
+ * let n = noise(xoff) * width;
+ * line(n, 0, n, height);
+ * }
+ *
+ *
+ * let v1 = createVector(40, 50);
+ * let v2 = createVector(40, 50);
+ *
+ * ellipse(v1.x, v1.y, 50, 50);
+ * ellipse(v2.x, v2.y, 50, 50);
+ * v1.add(v2);
+ * ellipse(v1.x, v1.y, 50, 50);
+ *
+ *
+ * function setup() {
+ * let v = createVector(20, 30);
+ * print(String(v)); // prints "p5.Vector Object : [20, 30, 0]"
+ * }
+ *
+ *
+ * function draw() {
+ * background(240);
+ *
+ * let v0 = createVector(0, 0);
+ * let v1 = createVector(mouseX, mouseY);
+ * drawArrow(v0, v1, 'black');
+ *
+ * noStroke();
+ * text(v1.toString(), 10, 25, 90, 75);
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * function setup() {
+ * let v = createVector(1, 2, 3);
+ * v.set(4, 5, 6); // Sets vector to [4, 5, 6]
+ *
+ * let v1 = createVector(0, 0, 0);
+ * let arr = [1, 2, 3];
+ * v1.set(arr); // Sets vector to [1, 2, 3]
+ * }
+ *
+ *
+ * let v0, v1;
+ * function setup() {
+ * createCanvas(100, 100);
+ *
+ * v0 = createVector(0, 0);
+ * v1 = createVector(50, 50);
+ * }
+ *
+ * function draw() {
+ * background(240);
+ *
+ * drawArrow(v0, v1, 'black');
+ * v1.set(v1.x + random(-1, 1), v1.y + random(-1, 1));
+ *
+ * noStroke();
+ * text('x: ' + round(v1.x) + ' y: ' + round(v1.y), 20, 90);
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * let v1 = createVector(1, 2, 3);
+ * let v2 = v1.copy();
+ * print(v1.x === v2.x && v1.y === v2.y && v1.z === v2.z);
+ * // Prints "true"
+ *
+ *
+ * let v = createVector(1, 2, 3);
+ * v.add(4, 5, 6);
+ * // v's components are set to [5, 7, 9]
+ *
+ *
+ * // Static method
+ * let v1 = createVector(1, 2, 3);
+ * let v2 = createVector(2, 3, 4);
+ *
+ * let v3 = p5.Vector.add(v1, v2);
+ * // v3 has components [3, 5, 7]
+ * print(v3);
+ *
+ *
+ * // red vector + blue vector = purple vector
+ * function draw() {
+ * background(240);
+ *
+ * let v0 = createVector(0, 0);
+ * let v1 = createVector(mouseX, mouseY);
+ * drawArrow(v0, v1, 'red');
+ *
+ * let v2 = createVector(-30, 20);
+ * drawArrow(v1, v2, 'blue');
+ *
+ * let v3 = p5.Vector.add(v1, v2);
+ * drawArrow(v0, v3, 'purple');
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * let v = createVector(4, 5, 6);
+ * v.sub(1, 1, 1);
+ * // v's components are set to [3, 4, 5]
+ *
+ *
+ * // Static method
+ * let v1 = createVector(2, 3, 4);
+ * let v2 = createVector(1, 2, 3);
+ *
+ * let v3 = p5.Vector.sub(v1, v2);
+ * // v3 has components [1, 1, 1]
+ * print(v3);
+ *
+ *
+ * // red vector - blue vector = purple vector
+ * function draw() {
+ * background(240);
+ *
+ * let v0 = createVector(0, 0);
+ * let v1 = createVector(70, 50);
+ * drawArrow(v0, v1, 'red');
+ *
+ * let v2 = createVector(mouseX, mouseY);
+ * drawArrow(v0, v2, 'blue');
+ *
+ * let v3 = p5.Vector.sub(v1, v2);
+ * drawArrow(v2, v3, 'purple');
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * let v = createVector(1, 2, 3);
+ * v.mult(2);
+ * // v's components are set to [2, 4, 6]
+ *
+ *
+ * // Static method
+ * let v1 = createVector(1, 2, 3);
+ * let v2 = p5.Vector.mult(v1, 2);
+ * // v2 has components [2, 4, 6]
+ * print(v2);
+ *
+ *
+ * function draw() {
+ * background(240);
+ *
+ * let v0 = createVector(50, 50);
+ * let v1 = createVector(25, -25);
+ * drawArrow(v0, v1, 'red');
+ *
+ * let num = map(mouseX, 0, width, -2, 2, true);
+ * let v2 = p5.Vector.mult(v1, num);
+ * drawArrow(v0, v2, 'blue');
+ *
+ * noStroke();
+ * text('multiplied by ' + num.toFixed(2), 5, 90);
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * let v = createVector(6, 4, 2);
+ * v.div(2); //v's components are set to [3, 2, 1]
+ *
+ *
+ * // Static method
+ * let v1 = createVector(6, 4, 2);
+ * let v2 = p5.Vector.div(v1, 2);
+ * // v2 has components [3, 2, 1]
+ * print(v2);
+ *
+ *
+ * function draw() {
+ * background(240);
+ *
+ * let v0 = createVector(0, 100);
+ * let v1 = createVector(50, -50);
+ * drawArrow(v0, v1, 'red');
+ *
+ * let num = map(mouseX, 0, width, 10, 0.5, true);
+ * let v2 = p5.Vector.div(v1, num);
+ * drawArrow(v0, v2, 'blue');
+ *
+ * noStroke();
+ * text('divided by ' + num.toFixed(2), 10, 90);
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * function draw() {
+ * background(240);
+ *
+ * let v0 = createVector(0, 0);
+ * let v1 = createVector(mouseX, mouseY);
+ * drawArrow(v0, v1, 'black');
+ *
+ * noStroke();
+ * text('vector length: ' + v1.mag().toFixed(2), 10, 70, 90, 30);
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * let v = createVector(20.0, 30.0, 40.0);
+ * let m = v.mag();
+ * print(m); // Prints "53.85164807134504"
+ *
+ *
+ * // Static method
+ * let v1 = createVector(6, 4, 2);
+ * print(v1.magSq()); // Prints "56"
+ *
+ *
+ * function draw() {
+ * background(240);
+ *
+ * let v0 = createVector(0, 0);
+ * let v1 = createVector(mouseX, mouseY);
+ * drawArrow(v0, v1, 'black');
+ *
+ * noStroke();
+ * text('vector length squared: ' + v1.magSq().toFixed(2), 10, 45, 90, 55);
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * let v1 = createVector(1, 2, 3);
+ * let v2 = createVector(2, 3, 4);
+ *
+ * print(v1.dot(v2)); // Prints "20"
+ *
+ *
+ * //Static method
+ * let v1 = createVector(1, 2, 3);
+ * let v2 = createVector(3, 2, 1);
+ * print(p5.Vector.dot(v1, v2)); // Prints "10"
+ *
+ *
+ * let v1 = createVector(1, 2, 3);
+ * let v2 = createVector(1, 2, 3);
+ *
+ * v1.cross(v2); // v's components are [0, 0, 0]
+ *
+ *
+ * // Static method
+ * let v1 = createVector(1, 0, 0);
+ * let v2 = createVector(0, 1, 0);
+ *
+ * let crossProduct = p5.Vector.cross(v1, v2);
+ * // crossProduct has components [0, 0, 1]
+ * print(crossProduct);
+ *
+ *
+ * let v1 = createVector(1, 0, 0);
+ * let v2 = createVector(0, 1, 0);
+ *
+ * let distance = v1.dist(v2); // distance is 1.4142...
+ * print(distance);
+ *
+ *
+ * // Static method
+ * let v1 = createVector(1, 0, 0);
+ * let v2 = createVector(0, 1, 0);
+ *
+ * let distance = p5.Vector.dist(v1, v2);
+ * // distance is 1.4142...
+ * print(distance);
+ *
+ *
+ * function draw() {
+ * background(240);
+ *
+ * let v0 = createVector(0, 0);
+ *
+ * let v1 = createVector(70, 50);
+ * drawArrow(v0, v1, 'red');
+ *
+ * let v2 = createVector(mouseX, mouseY);
+ * drawArrow(v0, v2, 'blue');
+ *
+ * noStroke();
+ * text('distance between vectors: ' + v2.dist(v1).toFixed(2), 5, 50, 95, 50);
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * let v = createVector(10, 20, 2);
+ * // v has components [10.0, 20.0, 2.0]
+ * v.normalize();
+ * // v's components are set to
+ * // [0.4454354, 0.8908708, 0.089087084]
+ *
+ *
+ * function draw() {
+ * background(240);
+ *
+ * let v0 = createVector(50, 50);
+ * let v1 = createVector(mouseX - 50, mouseY - 50);
+ *
+ * drawArrow(v0, v1, 'red');
+ * v1.normalize();
+ * drawArrow(v0, v1.mult(35), 'blue');
+ *
+ * noFill();
+ * ellipse(50, 50, 35 * 2);
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * let v = createVector(10, 20, 2);
+ * // v has components [10.0, 20.0, 2.0]
+ * v.limit(5);
+ * // v's components are set to
+ * // [2.2271771, 4.4543543, 0.4454354]
+ *
+ *
+ * function draw() {
+ * background(240);
+ *
+ * let v0 = createVector(50, 50);
+ * let v1 = createVector(mouseX - 50, mouseY - 50);
+ *
+ * drawArrow(v0, v1, 'red');
+ * drawArrow(v0, v1.limit(35), 'blue');
+ *
+ * noFill();
+ * ellipse(50, 50, 35 * 2);
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * let v = createVector(10, 20, 2);
+ * // v has components [10.0, 20.0, 2.0]
+ * v.setMag(10);
+ * // v's components are set to [6.0, 8.0, 0.0]
+ *
+ *
+ * function draw() {
+ * background(240);
+ *
+ * let v0 = createVector(0, 0);
+ * let v1 = createVector(50, 50);
+ *
+ * drawArrow(v0, v1, 'red');
+ *
+ * let length = map(mouseX, 0, width, 0, 141, true);
+ * v1.setMag(length);
+ * drawArrow(v0, v1, 'blue');
+ *
+ * noStroke();
+ * text('magnitude set to: ' + length.toFixed(2), 10, 70, 90, 30);
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * function setup() {
+ * let v1 = createVector(30, 50);
+ * print(v1.heading()); // 1.0303768265243125
+ *
+ * v1 = createVector(40, 50);
+ * print(v1.heading()); // 0.8960553845713439
+ *
+ * v1 = createVector(30, 70);
+ * print(v1.heading()); // 1.1659045405098132
+ * }
+ *
+ *
+ * function draw() {
+ * background(240);
+ *
+ * let v0 = createVector(50, 50);
+ * let v1 = createVector(mouseX - 50, mouseY - 50);
+ *
+ * drawArrow(v0, v1, 'black');
+ *
+ * let myHeading = v1.heading();
+ * noStroke();
+ * text(
+ * 'vector heading: ' +
+ * myHeading.toFixed(2) +
+ * ' radians or ' +
+ * degrees(myHeading).toFixed(2) +
+ * ' degrees',
+ * 10,
+ * 50,
+ * 90,
+ * 50
+ * );
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * let v = createVector(10.0, 20.0);
+ * // v has components [10.0, 20.0, 0.0]
+ * v.rotate(HALF_PI);
+ * // v's components are set to [-20.0, 9.999999, 0.0]
+ *
+ *
+ * let angle = 0;
+ * function draw() {
+ * background(240);
+ *
+ * let v0 = createVector(50, 50);
+ * let v1 = createVector(50, 0);
+ *
+ * drawArrow(v0, v1.rotate(angle), 'black');
+ * angle += 0.01;
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * let v1 = createVector(1, 0, 0);
+ * let v2 = createVector(0, 1, 0);
+ *
+ * let angle = v1.angleBetween(v2);
+ * // angle is PI/2
+ * print(angle);
+ *
+ *
+ * function draw() {
+ * background(240);
+ * let v0 = createVector(50, 50);
+ *
+ * let v1 = createVector(50, 0);
+ * drawArrow(v0, v1, 'red');
+ *
+ * let v2 = createVector(mouseX - 50, mouseY - 50);
+ * drawArrow(v0, v2, 'blue');
+ *
+ * let angleBetween = v1.angleBetween(v2);
+ * noStroke();
+ * text(
+ * 'angle between: ' +
+ * angleBetween.toFixed(2) +
+ * ' radians or ' +
+ * degrees(angleBetween).toFixed(2) +
+ * ' degrees',
+ * 10,
+ * 50,
+ * 90,
+ * 50
+ * );
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * let v = createVector(1, 1, 0);
+ *
+ * v.lerp(3, 3, 0, 0.5); // v now has components [2,2,0]
+ *
+ *
+ * let v1 = createVector(0, 0, 0);
+ * let v2 = createVector(100, 100, 0);
+ *
+ * let v3 = p5.Vector.lerp(v1, v2, 0.5);
+ * // v3 has components [50,50,0]
+ * print(v3);
+ *
+ *
+ * let step = 0.01;
+ * let amount = 0;
+ *
+ * function draw() {
+ * background(240);
+ * let v0 = createVector(0, 0);
+ *
+ * let v1 = createVector(mouseX, mouseY);
+ * drawArrow(v0, v1, 'red');
+ *
+ * let v2 = createVector(90, 90);
+ * drawArrow(v0, v2, 'blue');
+ *
+ * if (amount > 1 || amount < 0) {
+ * step *= -1;
+ * }
+ * amount += step;
+ * let v3 = p5.Vector.lerp(v1, v2, amount);
+ *
+ * drawArrow(v0, v3, 'purple');
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * function setup() {
+ * let v = createVector(20, 30);
+ * print(v.array()); // Prints : Array [20, 30, 0]
+ * }
+ *
+ *
+ * let v = createVector(10.0, 20.0, 30.0);
+ * let f = v.array();
+ * print(f[0]); // Prints "10.0"
+ * print(f[1]); // Prints "20.0"
+ * print(f[2]); // Prints "30.0"
+ *
+ *
+ * let v1 = createVector(5, 10, 20);
+ * let v2 = createVector(5, 10, 20);
+ * let v3 = createVector(13, 10, 19);
+ *
+ * print(v1.equals(v2.x, v2.y, v2.z)); // true
+ * print(v1.equals(v3.x, v3.y, v3.z)); // false
+ *
+ *
+ * let v1 = createVector(10.0, 20.0, 30.0);
+ * let v2 = createVector(10.0, 20.0, 30.0);
+ * let v3 = createVector(0.0, 0.0, 0.0);
+ * print(v1.equals(v2)); // true
+ * print(v1.equals(v3)); // false
+ *
+ *
+ * function draw() {
+ * background(200);
+ *
+ * // Create a variable, proportional to the mouseX,
+ * // varying from 0-360, to represent an angle in degrees.
+ * let myDegrees = map(mouseX, 0, width, 0, 360);
+ *
+ * // Display that variable in an onscreen text.
+ * // (Note the nfc() function to truncate additional decimal places,
+ * // and the "\xB0" character for the degree symbol.)
+ * let readout = 'angle = ' + nfc(myDegrees, 1) + '\xB0';
+ * noStroke();
+ * fill(0);
+ * text(readout, 5, 15);
+ *
+ * // Create a p5.Vector using the fromAngle function,
+ * // and extract its x and y components.
+ * let v = p5.Vector.fromAngle(radians(myDegrees), 30);
+ * let vx = v.x;
+ * let vy = v.y;
+ *
+ * push();
+ * translate(width / 2, height / 2);
+ * noFill();
+ * stroke(150);
+ * line(0, 0, 30, 0);
+ * stroke(0);
+ * line(0, 0, vx, vy);
+ * pop();
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * fill(255);
+ * noStroke();
+ * }
+ * function draw() {
+ * background(255);
+ *
+ * let t = millis() / 1000;
+ *
+ * // add three point lights
+ * pointLight(color('#f00'), p5.Vector.fromAngles(t * 1.0, t * 1.3, 100));
+ * pointLight(color('#0f0'), p5.Vector.fromAngles(t * 1.1, t * 1.2, 100));
+ * pointLight(color('#00f'), p5.Vector.fromAngles(t * 1.2, t * 1.1, 100));
+ *
+ * sphere(35);
+ * }
+ *
+ *
+ * let v = p5.Vector.random2D();
+ * // May make v's attributes something like:
+ * // [0.61554617, -0.51195765, 0.0] or
+ * // [-0.4695841, -0.14366731, 0.0] or
+ * // [0.6091097, -0.22805278, 0.0]
+ * print(v);
+ *
+ *
+ * function setup() {
+ * frameRate(1);
+ * }
+ *
+ * function draw() {
+ * background(240);
+ *
+ * let v0 = createVector(50, 50);
+ * let v1 = p5.Vector.random2D();
+ * drawArrow(v0, v1.mult(50), 'black');
+ * }
+ *
+ * // draw an arrow for a vector at a given base position
+ * function drawArrow(base, vec, myColor) {
+ * push();
+ * stroke(myColor);
+ * strokeWeight(3);
+ * fill(myColor);
+ * translate(base.x, base.y);
+ * line(0, 0, vec.x, vec.y);
+ * rotate(vec.heading());
+ * let arrowSize = 7;
+ * translate(vec.mag() - arrowSize, 0);
+ * triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
+ * pop();
+ * }
+ *
+ *
+ * let v = p5.Vector.random3D();
+ * // May make v's attributes something like:
+ * // [0.61554617, -0.51195765, 0.599168] or
+ * // [-0.4695841, -0.14366731, -0.8711202] or
+ * // [0.6091097, -0.22805278, -0.7595902]
+ * print(v);
+ *
+ *
+ * randomSeed(99);
+ * for (let i = 0; i < 100; i++) {
+ * let r = random(0, 255);
+ * stroke(r);
+ * line(i, 0, i, 100);
+ * }
+ *
+ *
+ * for (let i = 0; i < 100; i++) {
+ * let r = random(50);
+ * stroke(r * 5);
+ * line(50, i, 50 + r, i);
+ * }
+ *
+ *
+ * for (let i = 0; i < 100; i++) {
+ * let r = random(-50, 50);
+ * line(50, i, 50 + r, i);
+ * }
+ *
+ *
+ * // Get a random element from an array using the random(Array) syntax
+ * let words = ['apple', 'bear', 'cat', 'dog'];
+ * let word = random(words); // select random word
+ * text(word, 10, 50); // draw the word
+ *
+ *
+ * for (let y = 0; y < 100; y++) {
+ * let x = randomGaussian(50, 15);
+ * line(50, y, x, y);
+ * }
+ *
+ *
+ * let distribution = new Array(360);
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * for (let i = 0; i < distribution.length; i++) {
+ * distribution[i] = floor(randomGaussian(0, 15));
+ * }
+ * }
+ *
+ * function draw() {
+ * background(204);
+ *
+ * translate(width / 2, width / 2);
+ *
+ * for (let i = 0; i < distribution.length; i++) {
+ * rotate(TWO_PI / distribution.length);
+ * stroke(0);
+ * let dist = abs(distribution[i]);
+ * line(0, 0, dist, 0);
+ * }
+ * }
+ *
+ *
+ * let a = PI;
+ * let c = cos(a);
+ * let ac = acos(c);
+ * // Prints: "3.1415927 : -1.0 : 3.1415927"
+ * print(a + ' : ' + c + ' : ' + ac);
+ *
+ *
+ * let a = PI + PI / 4.0;
+ * let c = cos(a);
+ * let ac = acos(c);
+ * // Prints: "3.926991 : -0.70710665 : 2.3561943"
+ * print(a + ' : ' + c + ' : ' + ac);
+ *
+ *
+ * let a = PI + PI / 3;
+ * let s = sin(a);
+ * let as = asin(s);
+ * // Prints: "1.0471976 : 0.86602545 : 1.0471976"
+ * print(a + ' : ' + s + ' : ' + as);
+ *
+ *
+ * let a = PI + PI / 3.0;
+ * let s = sin(a);
+ * let as = asin(s);
+ * // Prints: "4.1887903 : -0.86602545 : -1.0471976"
+ * print(a + ' : ' + s + ' : ' + as);
+ *
+ *
+ * let a = PI + PI / 3;
+ * let t = tan(a);
+ * let at = atan(t);
+ * // Prints: "1.0471976 : 1.7320509 : 1.0471976"
+ * print(a + ' : ' + t + ' : ' + at);
+ *
+ *
+ * let a = PI + PI / 3.0;
+ * let t = tan(a);
+ * let at = atan(t);
+ * // Prints: "4.1887903 : 1.7320513 : 1.0471977"
+ * print(a + ' : ' + t + ' : ' + at);
+ *
+ *
+ * function draw() {
+ * background(204);
+ * translate(width / 2, height / 2);
+ * let a = atan2(mouseY - height / 2, mouseX - width / 2);
+ * rotate(a);
+ * rect(-30, -5, 60, 10);
+ * }
+ *
+ *
+ * let a = 0.0;
+ * let inc = TWO_PI / 25.0;
+ * for (let i = 0; i < 25; i++) {
+ * line(i * 4, 50, i * 4, 50 + cos(a) * 40.0);
+ * a = a + inc;
+ * }
+ *
+ *
+ * let a = 0.0;
+ * let inc = TWO_PI / 25.0;
+ * for (let i = 0; i < 25; i++) {
+ * line(i * 4, 50, i * 4, 50 + sin(a) * 40.0);
+ * a = a + inc;
+ * }
+ *
+ *
+ * let a = 0.0;
+ * let inc = TWO_PI / 50.0;
+ * for (let i = 0; i < 100; i = i + 2) {
+ * line(i, 50, i, 50 + tan(a) * 2.0);
+ * a = a + inc;
+ * }
+ *
+ *
+ *
+ * @alt
+ * vertical black lines end down and up from center to form spike pattern
+ *
+ */
+ p5.prototype.tan = function(angle) {
+ return Math.tan(this._toRadians(angle));
+ };
+
+ /**
+ * Converts a radian measurement to its corresponding value in degrees.
+ * Radians and degrees are two ways of measuring the same thing. There are
+ * 360 degrees in a circle and 2*PI radians in a circle. For example,
+ * 90ยฐ = PI/2 = 1.5707964. This function does not take into account the
+ * current angleMode.
+ *
+ * @method degrees
+ * @param {Number} radians the radians value to convert to degrees
+ * @return {Number} the converted angle
+ *
+ *
+ * @example
+ *
+ * let rad = PI / 4;
+ * let deg = degrees(rad);
+ * print(rad + ' radians is ' + deg + ' degrees');
+ * // Prints: 0.7853981633974483 radians is 45 degrees
+ *
+ *
+ * let deg = 45.0;
+ * let rad = radians(deg);
+ * print(deg + ' degrees is ' + rad + ' radians');
+ * // Prints: 45 degrees is 0.7853981633974483 radians
+ *
+ *
+ * function draw() {
+ * background(204);
+ * angleMode(DEGREES); // Change the mode to DEGREES
+ * let a = atan2(mouseY - height / 2, mouseX - width / 2);
+ * translate(width / 2, height / 2);
+ * push();
+ * rotate(a);
+ * rect(-20, -5, 40, 10); // Larger rectangle is rotating in degrees
+ * pop();
+ * angleMode(RADIANS); // Change the mode to RADIANS
+ * rotate(a); // variable a stays the same
+ * rect(-40, -5, 20, 10); // Smaller rectangle is rotating in radians
+ * }
+ *
+ *
+ * textSize(16);
+ * textAlign(RIGHT);
+ * text('ABCD', 50, 30);
+ * textAlign(CENTER);
+ * text('EFGH', 50, 50);
+ * textAlign(LEFT);
+ * text('IJKL', 50, 70);
+ *
+ *
+ * textSize(16);
+ * strokeWeight(0.5);
+ *
+ * line(0, 12, width, 12);
+ * textAlign(CENTER, TOP);
+ * text('TOP', 0, 12, width);
+ *
+ * line(0, 37, width, 37);
+ * textAlign(CENTER, CENTER);
+ * text('CENTER', 0, 37, width);
+ *
+ * line(0, 62, width, 62);
+ * textAlign(CENTER, BASELINE);
+ * text('BASELINE', 0, 62, width);
+ *
+ * line(0, 87, width, 87);
+ * textAlign(CENTER, BOTTOM);
+ * text('BOTTOM', 0, 87, width);
+ *
+ *
+ * // Text to display. The "\n" is a "new line" character
+ * let lines = 'L1\nL2\nL3';
+ * textSize(12);
+ *
+ * textLeading(10); // Set leading to 10
+ * text(lines, 10, 25);
+ *
+ * textLeading(20); // Set leading to 20
+ * text(lines, 40, 25);
+ *
+ * textLeading(30); // Set leading to 30
+ * text(lines, 70, 25);
+ *
+ *
+ * textSize(12);
+ * text('Font Size 12', 10, 30);
+ * textSize(14);
+ * text('Font Size 14', 10, 60);
+ * textSize(16);
+ * text('Font Size 16', 10, 90);
+ *
+ *
+ * strokeWeight(0);
+ * textSize(12);
+ * textStyle(NORMAL);
+ * text('Font Style Normal', 10, 15);
+ * textStyle(ITALIC);
+ * text('Font Style Italic', 10, 40);
+ * textStyle(BOLD);
+ * text('Font Style Bold', 10, 65);
+ * textStyle(BOLDITALIC);
+ * text('Font Style Bold Italic', 10, 90);
+ *
+ *
+ * textSize(28);
+ *
+ * let aChar = 'P';
+ * let cWidth = textWidth(aChar);
+ * text(aChar, 0, 40);
+ * line(cWidth, 0, cWidth, 50);
+ *
+ * let aString = 'p5.js';
+ * let sWidth = textWidth(aString);
+ * text(aString, 0, 85);
+ * line(sWidth, 50, sWidth, 100);
+ *
+ *
+ * let base = height * 0.75;
+ * let scalar = 0.8; // Different for each font
+ *
+ * textSize(32); // Set initial text size
+ * let asc = textAscent() * scalar; // Calc ascent
+ * line(0, base - asc, width, base - asc);
+ * text('dp', 0, base); // Draw text on baseline
+ *
+ * textSize(64); // Increase text size
+ * asc = textAscent() * scalar; // Recalc ascent
+ * line(40, base - asc, width, base - asc);
+ * text('dp', 40, base); // Draw text on baseline
+ *
+ *
+ * let base = height * 0.75;
+ * let scalar = 0.8; // Different for each font
+ *
+ * textSize(32); // Set initial text size
+ * let desc = textDescent() * scalar; // Calc ascent
+ * line(0, base + desc, width, base + desc);
+ * text('dp', 0, base); // Draw text on baseline
+ *
+ * textSize(64); // Increase text size
+ * desc = textDescent() * scalar; // Recalc ascent
+ * line(40, base + desc, width, base + desc);
+ * text('dp', 40, base); // Draw text on baseline
+ *
+ * Calling loadFont() inside preload() guarantees that the load + * operation will have completed before setup() and draw() are called.
+ * + *
+ * let myFont;
+ * function preload() {
+ * myFont = loadFont('assets/inconsolata.otf');
+ * }
+ *
+ * function setup() {
+ * fill('#ED225D');
+ * textFont(myFont);
+ * textSize(36);
+ * text('p5*js', 10, 50);
+ * }
+ *
+ * function setup() {
+ * loadFont('assets/inconsolata.otf', drawText);
+ * }
+ *
+ * function drawText(font) {
+ * fill('#ED225D');
+ * textFont(font, 36);
+ * text('p5*js', 10, 50);
+ * }
+ *
You can also use the font filename string (without the file extension) to style other HTML + * elements.
+ * + *
+ * function preload() {
+ * loadFont('assets/inconsolata.otf');
+ * }
+ *
+ * function setup() {
+ * let myDiv = createDiv('hello there');
+ * myDiv.style('font-family', 'Inconsolata');
+ * }
+ *
+ * textSize(32);
+ * text('word', 10, 30);
+ * fill(0, 102, 153);
+ * text('word', 10, 60);
+ * fill(0, 102, 153, 51);
+ * text('word', 10, 90);
+ *
+ *
+ * let s = 'The quick brown fox jumped over the lazy dog.';
+ * fill(50);
+ * text(s, 10, 10, 70, 80); // Text wraps within text box
+ *
+ *
+ * let inconsolata;
+ * function preload() {
+ * inconsolata = loadFont('assets/inconsolata.otf');
+ * }
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * textFont(inconsolata);
+ * textSize(width / 3);
+ * textAlign(CENTER, CENTER);
+ * }
+ * function draw() {
+ * background(0);
+ * let time = millis();
+ * rotateX(time / 1000);
+ * rotateZ(time / 1234);
+ * text('p5.js', 0, 0);
+ * }
+ *
+ *
+ * fill(0);
+ * textSize(12);
+ * textFont('Georgia');
+ * text('Georgia', 12, 30);
+ * textFont('Helvetica');
+ * text('Helvetica', 12, 60);
+ *
+ *
+ * let fontRegular, fontItalic, fontBold;
+ * function preload() {
+ * fontRegular = loadFont('assets/Regular.otf');
+ * fontItalic = loadFont('assets/Italic.ttf');
+ * fontBold = loadFont('assets/Bold.ttf');
+ * }
+ * function setup() {
+ * background(210);
+ * fill(0)
+ .strokeWeight(0)
+ .textSize(10);
+ * textFont(fontRegular);
+ * text('Font Style Normal', 10, 30);
+ * textFont(fontItalic);
+ * text('Font Style Italic', 10, 50);
+ * textFont(fontBold);
+ * text('Font Style Bold', 10, 70);
+ * }
+ *
+ *
+ * let font;
+ * let textString = 'Lorem ipsum dolor sit amet.';
+ * function preload() {
+ * font = loadFont('./assets/Regular.otf');
+ * }
+ * function setup() {
+ * background(210);
+ *
+ * let bbox = font.textBounds(textString, 10, 30, 12);
+ * fill(255);
+ * stroke(0);
+ * rect(bbox.x, bbox.y, bbox.w, bbox.h);
+ * fill(0);
+ * noStroke();
+ *
+ * textFont(font);
+ * textSize(12);
+ * text(textString, 10, 30);
+ * }
+ *
+ *
+ * let font;
+ * function preload() {
+ * font = loadFont('assets/inconsolata.otf');
+ * }
+ *
+ * let points;
+ * let bounds;
+ * function setup() {
+ * createCanvas(100, 100);
+ * stroke(0);
+ * fill(255, 104, 204);
+ *
+ * points = font.textToPoints('p5', 0, 0, 10, {
+ * sampleFactor: 5,
+ * simplifyThreshold: 0
+ * });
+ * bounds = font.textBounds(' p5 ', 0, 0, 10);
+ * }
+ *
+ * function draw() {
+ * background(255);
+ * beginShape();
+ * translate(-bounds.x * width / bounds.w, -bounds.y * height / bounds.h);
+ * for (let i = 0; i < points.length; i++) {
+ * let p = points[i];
+ * vertex(
+ * p.x * width / bounds.w +
+ * sin(20 * p.y / bounds.h + millis() / 1000) * width / 30,
+ * p.y * height / bounds.h
+ * );
+ * }
+ * endShape(CLOSE);
+ * }
+ *
+ *
+ * function setup() {
+ * var myArray = ['Mango', 'Apple', 'Papaya'];
+ * print(myArray); // ['Mango', 'Apple', 'Papaya']
+ *
+ * append(myArray, 'Peach');
+ * print(myArray); // ['Mango', 'Apple', 'Papaya', 'Peach']
+ * }
+ *
+ * var src = ['A', 'B', 'C'];
+ * var dst = [1, 2, 3];
+ * var srcPosition = 1;
+ * var dstPosition = 0;
+ * var length = 2;
+ *
+ * print(src); // ['A', 'B', 'C']
+ * print(dst); // [ 1 , 2 , 3 ]
+ *
+ * arrayCopy(src, srcPosition, dst, dstPosition, length);
+ * print(dst); // ['B', 'C', 3]
+ *
+ * function setup() {
+ * var arr1 = ['A', 'B', 'C'];
+ * var arr2 = [1, 2, 3];
+ *
+ * print(arr1); // ['A','B','C']
+ * print(arr2); // [1,2,3]
+ *
+ * var arr3 = concat(arr1, arr2);
+ *
+ * print(arr1); // ['A','B','C']
+ * print(arr2); // [1, 2, 3]
+ * print(arr3); // ['A','B','C', 1, 2, 3]
+ * }
+ *
+ * function setup() {
+ * var myArray = ['A', 'B', 'C'];
+ * print(myArray); // ['A','B','C']
+ *
+ * reverse(myArray);
+ * print(myArray); // ['C','B','A']
+ * }
+ *
+ * function setup() {
+ * var myArray = ['A', 'B', 'C'];
+ * print(myArray); // ['A', 'B', 'C']
+ * var newArray = shorten(myArray);
+ * print(myArray); // ['A','B','C']
+ * print(newArray); // ['A','B']
+ * }
+ *
+ * function setup() {
+ * var regularArr = ['ABC', 'def', createVector(), TAU, Math.E];
+ * print(regularArr);
+ * shuffle(regularArr, true); // force modifications to passed array
+ * print(regularArr);
+ *
+ * // By default shuffle() returns a shuffled cloned array:
+ * var newArr = shuffle(regularArr);
+ * print(regularArr);
+ * print(newArr);
+ * }
+ *
+ * function setup() {
+ * var words = ['banana', 'apple', 'pear', 'lime'];
+ * print(words); // ['banana', 'apple', 'pear', 'lime']
+ * var count = 4; // length of array
+ *
+ * words = sort(words, count);
+ * print(words); // ['apple', 'banana', 'lime', 'pear']
+ * }
+ *
+ * function setup() {
+ * var numbers = [2, 6, 1, 5, 14, 9, 8, 12];
+ * print(numbers); // [2, 6, 1, 5, 14, 9, 8, 12]
+ * var count = 5; // Less than the length of the array
+ *
+ * numbers = sort(numbers, count);
+ * print(numbers); // [1,2,5,6,14,9,8,12]
+ * }
+ *
+ * function setup() {
+ * var myArray = [0, 1, 2, 3, 4];
+ * var insArray = ['A', 'B', 'C'];
+ * print(myArray); // [0, 1, 2, 3, 4]
+ * print(insArray); // ['A','B','C']
+ *
+ * splice(myArray, insArray, 3);
+ * print(myArray); // [0,1,2,'A','B','C',3,4]
+ * }
+ *
+ * function setup() {
+ * var myArray = [1, 2, 3, 4, 5];
+ * print(myArray); // [1, 2, 3, 4, 5]
+ *
+ * var sub1 = subset(myArray, 0, 3);
+ * var sub2 = subset(myArray, 2, 2);
+ * print(sub1); // [1,2,3]
+ * print(sub2); // [3,4]
+ * }
+ *
+ * var str = '20';
+ * var diameter = float(str);
+ * ellipse(width / 2, height / 2, diameter, diameter);
+ *
+ * print(float('10.31')); // 10.31
+ * print(float('Infinity')); // Infinity
+ * print(float('-Infinity')); // -Infinity
+ *
+ * print(int('10')); // 10
+ * print(int(10.31)); // 10
+ * print(int(-10)); // -10
+ * print(int(true)); // 1
+ * print(int(false)); // 0
+ * print(int([false, true, '10.3', 9.8])); // [0, 1, 10, 9]
+ * print(int(Infinity)); // Infinity
+ * print(int('-Infinity')); // -Infinity
+ *
+ * print(str('10')); // "10"
+ * print(str(10.31)); // "10.31"
+ * print(str(-10)); // "-10"
+ * print(str(true)); // "true"
+ * print(str(false)); // "false"
+ * print(str([true, '10.3', 9.8])); // [ "true", "10.3", "9.8" ]
+ *
+ * print(boolean(0)); // false
+ * print(boolean(1)); // true
+ * print(boolean('true')); // true
+ * print(boolean('abcd')); // false
+ * print(boolean([0, 12, 'true'])); // [false, true, true]
+ *
+ * print(byte(127)); // 127
+ * print(byte(128)); // -128
+ * print(byte(23.4)); // 23
+ * print(byte('23.4')); // 23
+ * print(byte('hello')); // NaN
+ * print(byte(true)); // 1
+ * print(byte([0, 255, '100'])); // [0, -1, 100]
+ *
+ * print(char(65)); // "A"
+ * print(char('65')); // "A"
+ * print(char([65, 66, 67])); // [ "A", "B", "C" ]
+ * print(join(char([65, 66, 67]), '')); // "ABC"
+ *
+ * print(unchar('A')); // 65
+ * print(unchar(['A', 'B', 'C'])); // [ 65, 66, 67 ]
+ * print(unchar(split('ABC', ''))); // [ 65, 66, 67 ]
+ *
+ * print(hex(255)); // "000000FF"
+ * print(hex(255, 6)); // "0000FF"
+ * print(hex([0, 127, 255], 6)); // [ "000000", "00007F", "0000FF" ]
+ * print(Infinity); // "FFFFFFFF"
+ * print(-Infinity); // "00000000"
+ *
+ * print(unhex('A')); // 10
+ * print(unhex('FF')); // 255
+ * print(unhex(['FF', 'AA', '00'])); // [ 255, 170, 0 ]
+ *
+ * var array = ['Hello', 'world!'];
+ * var separator = ' ';
+ * var message = join(array, separator);
+ * text(message, 5, 50);
+ *
+ *
+ * var string = 'Hello p5js*!';
+ * var regexp = 'p5js\\*';
+ * var m = match(string, regexp);
+ * text(m, 5, 50);
+ *
+ *
+ * var string = 'Hello p5js*! Hello world!';
+ * var regexp = 'Hello';
+ * matchAll(string, regexp);
+ *
+ *
+ * var myFont;
+ * function preload() {
+ * myFont = loadFont('assets/fonts/inconsolata.ttf');
+ * }
+ * function setup() {
+ * background(200);
+ * var num1 = 321;
+ * var num2 = -1321;
+ *
+ * noStroke();
+ * fill(0);
+ * textFont(myFont);
+ * textSize(22);
+ *
+ * text(nf(num1, 4, 2), 10, 30);
+ * text(nf(num2, 4, 2), 10, 80);
+ * // Draw dividing line
+ * stroke(120);
+ * line(0, 50, width, 50);
+ * }
+ *
+ *
+ * function setup() {
+ * background(200);
+ * var num = 11253106.115;
+ * var numArr = [1, 1, 2];
+ *
+ * noStroke();
+ * fill(0);
+ * textSize(12);
+ *
+ * // Draw formatted numbers
+ * text(nfc(num, 4), 10, 30);
+ * text(nfc(numArr, 2), 10, 80);
+ *
+ * // Draw dividing line
+ * stroke(120);
+ * line(0, 50, width, 50);
+ * }
+ *
+ *
+ * function setup() {
+ * background(200);
+ * var num1 = 11253106.115;
+ * var num2 = -11253106.115;
+ *
+ * noStroke();
+ * fill(0);
+ * textSize(12);
+ *
+ * // Draw formatted numbers
+ * text(nfp(num1, 4, 2), 10, 30);
+ * text(nfp(num2, 4, 2), 10, 80);
+ *
+ * // Draw dividing line
+ * stroke(120);
+ * line(0, 50, width, 50);
+ * }
+ *
+ *
+ * var myFont;
+ * function preload() {
+ * myFont = loadFont('assets/fonts/inconsolata.ttf');
+ * }
+ * function setup() {
+ * background(200);
+ * var num1 = 321;
+ * var num2 = -1321;
+ *
+ * noStroke();
+ * fill(0);
+ * textFont(myFont);
+ * textSize(22);
+ *
+ * // nfs() aligns num1 (positive number) with num2 (negative number) by
+ * // adding a blank space in front of the num1 (positive number)
+ * // [left = 4] in num1 add one 0 in front, to align the digits with num2
+ * // [right = 2] in num1 and num2 adds two 0's after both numbers
+ * // To see the differences check the example of nf() too.
+ * text(nfs(num1, 4, 2), 10, 30);
+ * text(nfs(num2, 4, 2), 10, 80);
+ * // Draw dividing line
+ * stroke(120);
+ * line(0, 50, width, 50);
+ * }
+ *
+ *
+ * var names = 'Pat,Xio,Alex';
+ * var splitString = split(names, ',');
+ * text(splitString[0], 5, 30);
+ * text(splitString[1], 5, 50);
+ * text(splitString[2], 5, 70);
+ *
+ *
+ * function setup() {
+ * var myStr = 'Mango, Banana, Lime';
+ * var myStrArr = splitTokens(myStr, ',');
+ *
+ * print(myStrArr); // prints : ["Mango"," Banana"," Lime"]
+ * }
+ *
+ *
+ * var string = trim(' No new lines\n ');
+ * text(string + ' here', 2, 50);
+ *
+ *
+ * var d = day();
+ * text('Current day: \n' + d, 5, 50);
+ *
+ *
+ * var h = hour();
+ * text('Current hour:\n' + h, 5, 50);
+ *
+ *
+ * var m = minute();
+ * text('Current minute: \n' + m, 5, 50);
+ *
+ *
+ * var millisecond = millis();
+ * text('Milliseconds \nrunning: \n' + millisecond, 5, 40);
+ *
+ *
+ * var m = month();
+ * text('Current month: \n' + m, 5, 50);
+ *
+ *
+ * var s = second();
+ * text('Current second: \n' + s, 5, 50);
+ *
+ *
+ * var y = year();
+ * text('Current year: \n' + y, 5, 50);
+ *
+ *
+ * // draw a plane
+ * // with width 50 and height 50
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * plane(50, 50);
+ * }
+ *
+ *
+ * // draw a spinning box
+ * // with width, height and depth of 50
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * box(50);
+ * }
+ *
+ *
+ * // draw a sphere with radius 40
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * sphere(40);
+ * }
+ *
+ *
+ * // draw a spinning cylinder
+ * // with radius 20 and height 50
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * rotateX(frameCount * 0.01);
+ * rotateZ(frameCount * 0.01);
+ * cylinder(20, 50);
+ * }
+ *
+ *
+ * // draw a spinning cone
+ * // with radius 40 and height 70
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * rotateX(frameCount * 0.01);
+ * rotateZ(frameCount * 0.01);
+ * cone(40, 70);
+ * }
+ *
+ *
+ * // draw an ellipsoid
+ * // with radius 30, 40 and 40.
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * ellipsoid(30, 40, 40);
+ * }
+ *
+ *
+ * // draw a spinning torus
+ * // with ring radius 30 and tube radius 15
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * torus(30, 15);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(50);
+ * stroke(255);
+ * strokeWeight(4);
+ * point(25, 0);
+ * strokeWeight(3);
+ * point(-25, 0);
+ * strokeWeight(2);
+ * point(0, 25);
+ * strokeWeight(1);
+ * point(0, -25);
+ * }
+ *
+ *
+ * //draw a line
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * // Use fill instead of stroke to change the color of shape.
+ * fill(255, 0, 0);
+ * line(10, 10, 0, 60, 60, 20);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * normalMaterial();
+ * }
+ * function draw() {
+ * background(200);
+ * orbitControl();
+ * rotateY(0.5);
+ * box(30, 50);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * camera(0, -30, 100, 0, 0, 0, 0, 1, 0);
+ * normalMaterial();
+ * debugMode();
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * orbitControl();
+ * box(15, 30);
+ * // Press the spacebar to turn debugMode off!
+ * if (keyIsDown(32)) {
+ * noDebugMode();
+ * }
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * camera(0, -30, 100, 0, 0, 0, 0, 1, 0);
+ * normalMaterial();
+ * debugMode(GRID);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * orbitControl();
+ * box(15, 30);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * camera(0, -30, 100, 0, 0, 0, 0, 1, 0);
+ * normalMaterial();
+ * debugMode(AXES);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * orbitControl();
+ * box(15, 30);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * camera(0, -30, 100, 0, 0, 0, 0, 1, 0);
+ * normalMaterial();
+ * debugMode(GRID, 100, 10, 0, 0, 0);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * orbitControl();
+ * box(15, 30);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * camera(0, -30, 100, 0, 0, 0, 0, 1, 0);
+ * normalMaterial();
+ * debugMode(100, 10, 0, 0, 0, 20, 0, -40, 0);
+ * }
+ *
+ * function draw() {
+ * noStroke();
+ * background(200);
+ * orbitControl();
+ * box(15, 30);
+ * // set the stroke color and weight for the grid!
+ * stroke(255, 0, 150);
+ * strokeWeight(0.8);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * camera(0, -30, 100, 0, 0, 0, 0, 1, 0);
+ * normalMaterial();
+ * debugMode();
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * orbitControl();
+ * box(15, 30);
+ * // Press the spacebar to turn debugMode off!
+ * if (keyIsDown(32)) {
+ * noDebugMode();
+ * }
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw() {
+ * background(0);
+ * ambientLight(150);
+ * ambientMaterial(250);
+ * noStroke();
+ * sphere(40);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw() {
+ * background(0);
+ * //move your mouse to change light direction
+ * let dirX = (mouseX / width - 0.5) * 2;
+ * let dirY = (mouseY / height - 0.5) * 2;
+ * directionalLight(250, 250, 250, -dirX, -dirY, -1);
+ * noStroke();
+ * sphere(40);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw() {
+ * background(0);
+ * //move your mouse to change light position
+ * let locX = mouseX - width / 2;
+ * let locY = mouseY - height / 2;
+ * // to set the light position,
+ * // think of the world's coordinate as:
+ * // -width/2,-height/2 -------- width/2,-height/2
+ * // | |
+ * // | 0,0 |
+ * // | |
+ * // -width/2,height/2--------width/2,height/2
+ * pointLight(250, 250, 250, locX, locY, 50);
+ * noStroke();
+ * sphere(40);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw() {
+ * background(0);
+ * lights();
+ * rotateX(millis() / 1000);
+ * rotateY(millis() / 1000);
+ * rotateZ(millis() / 1000);
+ * box();
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * noStroke();
+ * }
+ * function draw() {
+ * background(0);
+ * let locX = mouseX - width / 2;
+ * let locY = mouseY - height / 2;
+ * translate(-25, 0, 0);
+ * lightFalloff(1, 0, 0);
+ * pointLight(250, 250, 250, locX, locY, 50);
+ * sphere(20);
+ * translate(50, 0, 0);
+ * lightFalloff(0.9, 0.01, 0);
+ * pointLight(250, 250, 250, locX, locY, 50);
+ * sphere(20);
+ * }
+ *
+ *
+ * //draw a spinning octahedron
+ * let octahedron;
+ *
+ * function preload() {
+ * octahedron = loadModel('assets/octahedron.obj');
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * model(octahedron);
+ * }
+ *
+ *
+ * //draw a spinning teapot
+ * let teapot;
+ *
+ * function preload() {
+ * // Load model with normalise parameter set to true
+ * teapot = loadModel('assets/teapot.obj', true);
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * scale(0.4); // Scaled to make model fit into canvas
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * normalMaterial(); // For effect
+ * model(teapot);
+ * }
+ *
+ *
+ * //draw a spinning octahedron
+ * let octahedron;
+ *
+ * function preload() {
+ * octahedron = loadModel('assets/octahedron.obj');
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * model(octahedron);
+ * }
+ *
+ *
+ * let mandel;
+ * function preload() {
+ * // load the shader definitions from files
+ * mandel = loadShader('assets/shader.vert', 'assets/shader.frag');
+ * }
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * // use the shader
+ * shader(mandel);
+ * noStroke();
+ * mandel.setUniform('p', [-0.74364388703, 0.13182590421]);
+ * }
+ *
+ * function draw() {
+ * mandel.setUniform('r', 1.5 * exp(-6.5 * (1 + sin(millis() / 2000))));
+ * quad(-1, -1, 1, -1, 1, 1, -1, 1);
+ * }
+ *
+ *
+ * // the 'varying's are shared between both vertex & fragment shaders
+ * let varying = 'precision highp float; varying vec2 vPos;';
+ *
+ * // the vertex shader is called for each vertex
+ * let vs =
+ * varying +
+ * 'attribute vec3 aPosition;' +
+ * 'void main() { vPos = (gl_Position = vec4(aPosition,1.0)).xy; }';
+ *
+ * // the fragment shader is called for each pixel
+ * let fs =
+ * varying +
+ * 'uniform vec2 p;' +
+ * 'uniform float r;' +
+ * 'const int I = 500;' +
+ * 'void main() {' +
+ * ' vec2 c = p + vPos * r, z = c;' +
+ * ' float n = 0.0;' +
+ * ' for (int i = I; i > 0; i --) {' +
+ * ' if(z.x*z.x+z.y*z.y > 4.0) {' +
+ * ' n = float(i)/float(I);' +
+ * ' break;' +
+ * ' }' +
+ * ' z = vec2(z.x*z.x-z.y*z.y, 2.0*z.x*z.y) + c;' +
+ * ' }' +
+ * ' gl_FragColor = vec4(0.5-cos(n*17.0)/2.0,0.5-cos(n*13.0)/2.0,0.5-cos(n*23.0)/2.0,1.0);' +
+ * '}';
+ *
+ * let mandel;
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ *
+ * // create and initialize the shader
+ * mandel = createShader(vs, fs);
+ * shader(mandel);
+ * noStroke();
+ *
+ * // 'p' is the center point of the Mandelbrot image
+ * mandel.setUniform('p', [-0.74364388703, 0.13182590421]);
+ * }
+ *
+ * function draw() {
+ * // 'r' is the size of the image in Mandelbrot-space
+ * mandel.setUniform('r', 1.5 * exp(-6.5 * (1 + sin(millis() / 2000))));
+ * quad(-1, -1, 1, -1, 1, 1, -1, 1);
+ * }
+ *
+ *
+ * // Click within the image to toggle
+ * // the shader used by the quad shape
+ * // Note: for an alternative approach to the same example,
+ * // involving changing uniforms please refer to:
+ * // https://p5js.org/reference/#/p5.Shader/setUniform
+ *
+ * let redGreen;
+ * let orangeBlue;
+ * let showRedGreen = false;
+ *
+ * function preload() {
+ * // note that we are using two instances
+ * // of the same vertex and fragment shaders
+ * redGreen = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');
+ * orangeBlue = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ *
+ * // initialize the colors for redGreen shader
+ * shader(redGreen);
+ * redGreen.setUniform('colorCenter', [1.0, 0.0, 0.0]);
+ * redGreen.setUniform('colorBackground', [0.0, 1.0, 0.0]);
+ *
+ * // initialize the colors for orangeBlue shader
+ * shader(orangeBlue);
+ * orangeBlue.setUniform('colorCenter', [1.0, 0.5, 0.0]);
+ * orangeBlue.setUniform('colorBackground', [0.226, 0.0, 0.615]);
+ *
+ * noStroke();
+ * }
+ *
+ * function draw() {
+ * // update the offset values for each shader,
+ * // moving orangeBlue in vertical and redGreen
+ * // in horizontal direction
+ * orangeBlue.setUniform('offset', [0, sin(millis() / 2000) + 1]);
+ * redGreen.setUniform('offset', [sin(millis() / 2000), 1]);
+ *
+ * if (showRedGreen === true) {
+ * shader(redGreen);
+ * } else {
+ * shader(orangeBlue);
+ * }
+ * quad(-1, -1, 1, -1, 1, 1, -1, 1);
+ * }
+ *
+ * function mouseClicked() {
+ * showRedGreen = !showRedGreen;
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * normalMaterial();
+ * sphere(40);
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/laDefense.jpg');
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(0);
+ * rotateZ(frameCount * 0.01);
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * //pass image as texture
+ * texture(img);
+ * box(200, 200, 200);
+ * }
+ *
+ *
+ * let pg;
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * pg = createGraphics(200, 200);
+ * pg.textSize(75);
+ * }
+ *
+ * function draw() {
+ * background(0);
+ * pg.background(255);
+ * pg.text('hello!', 0, 100);
+ * //pass image as texture
+ * texture(pg);
+ * rotateX(0.5);
+ * noStroke();
+ * plane(50);
+ * }
+ *
+ *
+ * let vid;
+ * function preload() {
+ * vid = createVideo('assets/fingers.mov');
+ * vid.hide();
+ * }
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(0);
+ * //pass video frame as texture
+ * texture(vid);
+ * rect(-40, -40, 80, 80);
+ * }
+ *
+ * function mousePressed() {
+ * vid.loop();
+ * }
+ *
+ *
+ * let img;
+ *
+ * function preload() {
+ * img = loadImage('assets/laDefense.jpg');
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * texture(img);
+ * textureMode(NORMAL);
+ * beginShape();
+ * vertex(-50, -50, 0, 0);
+ * vertex(50, -50, 1, 0);
+ * vertex(50, 50, 1, 1);
+ * vertex(-50, 50, 0, 1);
+ * endShape();
+ * }
+ *
+ *
+ * let img;
+ *
+ * function preload() {
+ * img = loadImage('assets/laDefense.jpg');
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * texture(img);
+ * textureMode(NORMAL);
+ * beginShape();
+ * vertex(-50, -50, 0, 0);
+ * vertex(50, -50, img.width, 0);
+ * vertex(50, 50, img.width, img.height);
+ * vertex(-50, 50, 0, img.height);
+ * endShape();
+ * }
+ *
+ *
+ * let img;
+ * function preload() {
+ * img = loadImage('assets/rockies128.jpg');
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * textureWrap(MIRROR);
+ * }
+ *
+ * function draw() {
+ * background(0);
+ *
+ * let dX = mouseX;
+ * let dY = mouseY;
+ *
+ * let u = lerp(1.0, 2.0, dX);
+ * let v = lerp(1.0, 2.0, dY);
+ *
+ * scale(width / 2);
+ *
+ * texture(img);
+ *
+ * beginShape(TRIANGLES);
+ * vertex(-1, -1, 0, 0, 0);
+ * vertex(1, -1, 0, u, 0);
+ * vertex(1, 1, 0, u, v);
+ *
+ * vertex(1, 1, 0, u, v);
+ * vertex(-1, 1, 0, 0, v);
+ * vertex(-1, -1, 0, 0, 0);
+ * endShape();
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw() {
+ * background(0);
+ * noStroke();
+ * ambientLight(200);
+ * ambientMaterial(70, 130, 230);
+ * sphere(40);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw() {
+ * background(0);
+ * noStroke();
+ * ambientLight(50);
+ * pointLight(250, 250, 250, 100, 100, 30);
+ * specularMaterial(250);
+ * sphere(40);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw() {
+ * background(0);
+ * noStroke();
+ * let locX = mouseX - width / 2;
+ * let locY = mouseY - height / 2;
+ * ambientLight(60, 60, 60);
+ * pointLight(255, 255, 255, locX, locY, 50);
+ * specularMaterial(250);
+ * translate(-25, 0, 0);
+ * shininess(1);
+ * sphere(20);
+ * translate(50, 0, 0);
+ * shininess(20);
+ * sphere(20);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw() {
+ * background(204);
+ * //move the camera away from the plane by a sin wave
+ * camera(0, 0, 20 + sin(frameCount * 0.01) * 10, 0, 0, 0, 0, 1, 0);
+ * plane(10, 10);
+ * }
+ *
+ *
+ * //drag the mouse to look around!
+ * //you will see there's a vanishing point
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * perspective(PI / 3.0, width / height, 0.1, 500);
+ * }
+ * function draw() {
+ * background(200);
+ * orbitControl();
+ * normalMaterial();
+ *
+ * rotateX(-0.3);
+ * rotateY(-0.2);
+ * translate(0, 0, -50);
+ *
+ * push();
+ * translate(-15, 0, sin(frameCount / 30) * 95);
+ * box(30);
+ * pop();
+ * push();
+ * translate(15, 0, sin(frameCount / 30 + PI) * 95);
+ * box(30);
+ * pop();
+ * }
+ *
+ *
+ * //drag the mouse to look around!
+ * //there's no vanishing point
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * ortho(-width / 2, width / 2, height / 2, -height / 2, 0, 500);
+ * }
+ * function draw() {
+ * background(200);
+ * orbitControl();
+ * normalMaterial();
+ *
+ * rotateX(0.2);
+ * rotateY(-0.2);
+ * push();
+ * translate(-15, 0, sin(frameCount / 30) * 65);
+ * box(30);
+ * pop();
+ * push();
+ * translate(15, 0, sin(frameCount / 30 + PI) * 65);
+ * box(30);
+ * pop();
+ * }
+ *
+ *
+ * let cam;
+ * let delta = 0.01;
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * normalMaterial();
+ * cam = createCamera();
+ * // set initial pan angle
+ * cam.pan(-0.8);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ *
+ * // pan camera according to angle 'delta'
+ * cam.pan(delta);
+ *
+ * // every 160 frames, switch direction
+ * if (frameCount % 160 === 0) {
+ * delta *= -1;
+ * }
+ *
+ * rotateX(frameCount * 0.01);
+ * translate(-100, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * }
+ *
+ *
+ * let cam;
+ * let delta = 0.01;
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * normalMaterial();
+ * cam = createCamera();
+ * // set initial pan angle
+ * cam.pan(-0.8);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ *
+ * // pan camera according to angle 'delta'
+ * cam.pan(delta);
+ *
+ * // every 160 frames, switch direction
+ * if (frameCount % 160 === 0) {
+ * delta *= -1;
+ * }
+ *
+ * rotateX(frameCount * 0.01);
+ * translate(-100, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * }
+ *
+ *
+ * let cam;
+ * let delta = 0.01;
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * normalMaterial();
+ * cam = createCamera();
+ * // set initial tilt
+ * cam.tilt(-0.8);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ *
+ * // pan camera according to angle 'delta'
+ * cam.tilt(delta);
+ *
+ * // every 160 frames, switch direction
+ * if (frameCount % 160 === 0) {
+ * delta *= -1;
+ * }
+ *
+ * rotateY(frameCount * 0.01);
+ * translate(0, -100, 0);
+ * box(20);
+ * translate(0, 35, 0);
+ * box(20);
+ * translate(0, 35, 0);
+ * box(20);
+ * translate(0, 35, 0);
+ * box(20);
+ * translate(0, 35, 0);
+ * box(20);
+ * translate(0, 35, 0);
+ * box(20);
+ * translate(0, 35, 0);
+ * box(20);
+ * }
+ *
+ *
+ * let cam;
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * normalMaterial();
+ * cam = createCamera();
+ * }
+ *
+ * function draw() {
+ * background(200);
+ *
+ * // look at a new random point every 60 frames
+ * if (frameCount % 60 === 0) {
+ * cam.lookAt(random(-100, 100), random(-50, 50), 0);
+ * }
+ *
+ * rotateX(frameCount * 0.01);
+ * translate(-100, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * }
+ *
+ *
+ * // see the camera move along its own axes while maintaining its orientation
+ * let cam;
+ * let delta = 0.5;
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * normalMaterial();
+ * cam = createCamera();
+ * }
+ *
+ * function draw() {
+ * background(200);
+ *
+ * // move the camera along its local axes
+ * cam.move(delta, delta, 0);
+ *
+ * // every 100 frames, switch direction
+ * if (frameCount % 150 === 0) {
+ * delta *= -1;
+ * }
+ *
+ * translate(-10, -10, 0);
+ * box(50, 8, 50);
+ * translate(15, 15, 0);
+ * box(50, 8, 50);
+ * translate(15, 15, 0);
+ * box(50, 8, 50);
+ * translate(15, 15, 0);
+ * box(50, 8, 50);
+ * translate(15, 15, 0);
+ * box(50, 8, 50);
+ * translate(15, 15, 0);
+ * box(50, 8, 50);
+ * }
+ *
+ *
+ * // press '1' '2' or '3' keys to set camera position
+ *
+ * let cam;
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * normalMaterial();
+ * cam = createCamera();
+ * }
+ *
+ * function draw() {
+ * background(200);
+ *
+ * // '1' key
+ * if (keyIsDown(49)) {
+ * cam.setPosition(30, 0, 80);
+ * }
+ * // '2' key
+ * if (keyIsDown(50)) {
+ * cam.setPosition(0, 0, 80);
+ * }
+ * // '3' key
+ * if (keyIsDown(51)) {
+ * cam.setPosition(-30, 0, 80);
+ * }
+ *
+ * box(20);
+ * }
+ *
+ *
+ * let cam1, cam2;
+ * let currentCamera;
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * normalMaterial();
+ *
+ * cam1 = createCamera();
+ * cam2 = createCamera();
+ * cam2.setPosition(30, 0, 50);
+ * cam2.lookAt(0, 0, 0);
+ * cam2.ortho();
+ *
+ * // set variable for previously active camera:
+ * currentCamera = 1;
+ * }
+ *
+ * function draw() {
+ * background(200);
+ *
+ * // camera 1:
+ * cam1.lookAt(0, 0, 0);
+ * cam1.setPosition(sin(frameCount / 60) * 200, 0, 100);
+ *
+ * // every 100 frames, switch between the two cameras
+ * if (frameCount % 100 === 0) {
+ * if (currentCamera === 1) {
+ * setCamera(cam1);
+ * currentCamera = 0;
+ * } else {
+ * setCamera(cam2);
+ * currentCamera = 1;
+ * }
+ * }
+ *
+ * drawBoxes();
+ * }
+ *
+ * function drawBoxes() {
+ * rotateX(frameCount * 0.01);
+ * translate(-100, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * translate(35, 0, 0);
+ * box(20);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(255);
+ * push();
+ * rotateZ(frameCount * 0.02);
+ * rotateX(frameCount * 0.02);
+ * rotateY(frameCount * 0.02);
+ * fill(0, 0, 0);
+ * box(50);
+ * pop();
+ * }
+ *
+ *
+ * function setup() {
+ * setAttributes('antialias', true);
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(255);
+ * push();
+ * rotateZ(frameCount * 0.02);
+ * rotateX(frameCount * 0.02);
+ * rotateY(frameCount * 0.02);
+ * fill(0, 0, 0);
+ * box(50);
+ * pop();
+ * }
+ *
+ *
+ * // press the mouse button to enable perPixelLighting
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * noStroke();
+ * fill(255);
+ * }
+ *
+ * var lights = [
+ * { c: '#f00', t: 1.12, p: 1.91, r: 0.2 },
+ * { c: '#0f0', t: 1.21, p: 1.31, r: 0.2 },
+ * { c: '#00f', t: 1.37, p: 1.57, r: 0.2 },
+ * { c: '#ff0', t: 1.12, p: 1.91, r: 0.7 },
+ * { c: '#0ff', t: 1.21, p: 1.31, r: 0.7 },
+ * { c: '#f0f', t: 1.37, p: 1.57, r: 0.7 }
+ * ];
+ *
+ * function draw() {
+ * var t = millis() / 1000 + 1000;
+ * background(0);
+ * directionalLight(color('#222'), 1, 1, 1);
+ *
+ * for (var i = 0; i < lights.length; i++) {
+ * var light = lights[i];
+ * pointLight(
+ * color(light.c),
+ * p5.Vector.fromAngles(t * light.t, t * light.p, width * light.r)
+ * );
+ * }
+ *
+ * specularMaterial(255);
+ * sphere(width * 0.1);
+ *
+ * rotateX(t * 0.77);
+ * rotateY(t * 0.83);
+ * rotateZ(t * 0.91);
+ * torus(width * 0.3, width * 0.07, 24, 10);
+ * }
+ *
+ * function mousePressed() {
+ * setAttributes('perPixelLighting', true);
+ * noStroke();
+ * fill(255);
+ * }
+ * function mouseReleased() {
+ * setAttributes('perPixelLighting', false);
+ * noStroke();
+ * fill(255);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(200, 200, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(0);
+ * noStroke();
+ * fill(100, 100, 240);
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * box(75, 75, 75);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(200, 200, WEBGL);
+ * }
+ *
+ * function draw() {
+ * background(0);
+ * stroke(240, 150, 150);
+ * fill(100, 100, 240);
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * box(75, 75, 75);
+ * }
+ *
+ *
+ * function setup() {
+ * createCanvas(200, 400, WEBGL);
+ * setAttributes('antialias', true);
+ * }
+ *
+ * function draw() {
+ * background(0);
+ * noStroke();
+ * translate(0, -100, 0);
+ * stroke(240, 150, 150);
+ * fill(100, 100, 240);
+ * push();
+ * strokeWeight(8);
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * sphere(75);
+ * pop();
+ * push();
+ * translate(0, 200, 0);
+ * strokeWeight(1);
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * sphere(75);
+ * pop();
+ * }
+ *
+ *
+ * // Click within the image to toggle the value of uniforms
+ * // Note: for an alternative approach to the same example,
+ * // involving toggling between shaders please refer to:
+ * // https://p5js.org/reference/#/p5/shader
+ *
+ * let grad;
+ * let showRedGreen = false;
+ *
+ * function preload() {
+ * // note that we are using two instances
+ * // of the same vertex and fragment shaders
+ * grad = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 100, WEBGL);
+ * shader(grad);
+ * noStroke();
+ * }
+ *
+ * function draw() {
+ * // update the offset values for each scenario,
+ * // moving the "grad" shader in either vertical or
+ * // horizontal direction each with differing colors
+ *
+ * if (showRedGreen === true) {
+ * grad.setUniform('colorCenter', [1, 0, 0]);
+ * grad.setUniform('colorBackground', [0, 1, 0]);
+ * grad.setUniform('offset', [sin(millis() / 2000), 1]);
+ * } else {
+ * grad.setUniform('colorCenter', [1, 0.5, 0]);
+ * grad.setUniform('colorBackground', [0.226, 0, 0.615]);
+ * grad.setUniform('offset', [0, sin(millis() / 2000) + 1]);
+ * }
+ * quad(-1, -1, 1, -1, 1, 1, -1, 1);
+ * }
+ *
+ * function mouseClicked() {
+ * showRedGreen = !showRedGreen;
+ * }
+ *
+ * =t&&(r=r.substring(r.length-t,r.length)),r}},i.prototype.unhex=function(e){return e instanceof Array?e.map(i.prototype.unhex):parseInt("0x"+e,16)},t.exports=i},{"../core/main":23}],62:[function(e,t,r){"use strict";var a=e("../core/main");function i(e,t,r){var i=e<0,n=i?e.toString().substring(1):e.toString(),o=n.indexOf("."),a=-1!==o?n.substring(0,o):n,s=-1!==o?n.substring(o+1):"",h=i?"-":"";if(void 0!==r){var l="";(-1!==o||0 No. of Guesss : 0 Guessed number are : none No. of Guesss : 0 Guessed number are : none NICE ONE! You built a lighthouse before nightfall! The ships and islanders are safe! GAME OVER! I'm afraid I have some very bad news... A ship has crashed into your beautiful island. Everybody is dead! Soz! You should build a lighthouse. NICE ONE! You built a lighthouse before nightfall! The ships and islanders are safe! GAME OVER! I'm afraid I have some very bad news... A ship has crashed into your beautiful island. Everybody is dead! Soz! You should build a lighthouse. Click Count: 0 Click on any of them to turn it and the four direct neighboring lights off or on. Win by closing all the lights. Click Count: 0 Click on any of them to turn it and the four direct neighboring lights off or on. Win by closing all the lights. 43 Current 0 24 Current 0 43 Current 0 24 Current 0
- Objective:To remember and repeat a sequence of colors shown by
- the game. The sequence will keep getting longer as you progress. Your
- goal is to replicate the sequence accurately to achieve the highest
- level possible.
-
+ Objective:To remember and repeat a sequence of colors shown by
+ the game. The sequence will keep getting longer as you progress. Your
+ goal is to replicate the sequence accurately to achieve the highest
+ level possible.
+ Click the arrows button to control the snake Click the arrows button to control the snake Move every ball to the center. Ready for hard mode? Press H Move every ball to the center. Ready for hard mode? Press H Hard mode, Avoid black holes. Back to easy mode? Press E Move every ball to the center. Ready for hard mode? Press H Press H for hard mode
- Follow me
- @HunorBorbely
-
- Back to easy? Press E
- Hard mode, Avoid black holes. Back to easy mode? Press E Move every ball to the center. Ready for hard mode? Press H Press H for hard mode
+ Follow me
+ @HunorBorbely
+
+ Back to easy? Press E
+ '+ index +' '+ questions.length +' '+ userScore +' '+ questions.length +' '+ userScore +' '+ questions.length +' '+ userScore +' '+ questions.length +' '+ index +' '+ questions.length +' '+ userScore +' '+ questions.length +' '+ userScore +' '+ questions.length +' '+ userScore +' '+ questions.length +'
-
-[![Discord](https://img.shields.io/badge/Discord-%235865F2.svg?style=for-the-badge&logo=discord&logoColor=white)](https://discord.gg/fgwk4XZfxG)
-
-![Lines of code](https://img.shields.io/tokei/lines/github/kunjgit/GameZone)
-![GitHub issues](https://img.shields.io/github/issues/kunjgit/GameZone)
-![GitHub forks](https://img.shields.io/github/forks/kunjgit/GameZone)
-![GitHub pull requests](https://img.shields.io/github/issues-pr/kunjgit/GameZone)
-![GitHub Repo stars](https://img.shields.io/github/stars/kunjgit/GameZone?style=social)
-![GitHub contributors](https://img.shields.io/github/contributors/kunjgit/GameZone)
-![Website](https://img.shields.io/website?down_color=red&down_message=offline&up_color=blue&up_message=online&url=https%3A%2F%2Fkunjgit.github.io%2FGameZone%2F)
-
-
-
-## **How to play? ๐น๏ธ**
-
-- Launch the game on your device and scroll down to locate the "Play" button. Click on it to proceed.
-
-- On the game page, click on the "New Game" option to start a fresh game session.
-
-- As the game begins, a variety of fruits will appear on the screen, thrown into the air.
-
-- Swipe your mouse while holding the right button across the screen to slice through the fruits.The objective is to slice as many fruits as possible.
-
-- Be careful to avoid slicing any bombs that may be mixed in with the fruits. Slicing a bomb will immediately end the game.
-
-- You start the game with three lives. If you miss slicing three fruits, you will lose a life.
-
-- Maintain focus and keep slicing fruits while avoiding bombs to prolong your gameplay and achieve a higher score.
-
-- If you lose all three lives by either slicing bombs or missing too many fruits, the game will be over.
-
-- When the game is over, click on the "Reset" button to restart the game and challenge yourself to achieve an even higher score.
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-![Fruit_Ninja_Screenshot 1](/assets/screenshots/Fruit_Ninja_Screenshot_1.png)
-![Fruit_Ninja_Screenshot 1](/assets/screenshots/Fruit_Ninja_Screenshot_2.png)
-![Fruit_Ninja_Screenshot 1](/assets/screenshots/Fruit_Ninja_Screenshot_3.png)
-
-
-
-
-
-
-## **Working video ๐น**
+ # **Fruit Ninja ๐๐ก๏ธ**
+
+
+
+
+## **Description ๐**
+
+- Welcome to the juicy world of Fruit Ninja! Get ready to slice, dice, and swipe your way to fruity greatness in this action-packed web game.
+
+- In Fruit Ninja, you step into the shoes of a master fruit-slicing ninja, armed with your trusty blade and lightning-fast reflexes. As an array of colorful fruits is tossed into the air, it's your mission to slice through them with precision and style.
+
+- But be warned, not all fruits are created equal! Avoid slicing any pesky bombs that come your way, as they will bring your fruitful adventure to a sudden and explosive end.
+
+- Featuring vibrant graphics, intuitive controls, and satisfyingly splattery fruit explosions, Fruit Ninja delivers an addictive and thrilling experience that will keep you coming back for more.
+
+- So, sharpen your blades, focus your eyes, and prepare to unleash your inner ninja as you embark on an epic journey through Fruit Ninja. The fruits await your swift and precise cuts in this deliciously entertaining game that will leave you craving for more fruity action!
+
+## **Functionalities ๐ฎ**
+
+- Fruit-slicing frenzy: Slice through a variety of fruits, including apples, watermelons, pineapples, and more, by swiping your finger across the screen.
+
+- Avoid the bombs: Watch out for the bombs mixed in with the fruits. Accidentally slicing a bomb will end your game, so stay focused and avoid them at all costs.
+
+- Lives system: Each player starts the game with three lives. Missing a fruit or slicing a bomb will result in the loss of a life. Once all three lives are exhausted, the game ends. Strategize and maintain your focus to preserve your lives and achieve a high score.
+
+- Score system: A score counter is displayed on the left side of the screen, constantly updating as you slice fruits. Each fruit successfully sliced adds points to your score, with different fruits awarding different values. Aim for precision and swift slicing to rack up a high score and climb the leaderboards.
+
+- Exciting sounds and effects: Immerse yourself in the fruit-slicing action with a variety of engaging sound effects. Hear the satisfying swoosh as you slice through fruits, the explosion when you accidentally hit a bomb, and cheers of victory when achieving high scores or completing challenges. The lively sound effects enhance the overall gameplay experience, making it even more enjoyable and immersive.
+
+
+## **How to play? ๐น๏ธ**
+
+- Launch the game on your device and scroll down to locate the "Play" button. Click on it to proceed.
+
+- On the game page, click on the "New Game" option to start a fresh game session.
+
+- As the game begins, a variety of fruits will appear on the screen, thrown into the air.
+
+- Swipe your mouse while holding the right button across the screen to slice through the fruits.The objective is to slice as many fruits as possible.
+
+- Be careful to avoid slicing any bombs that may be mixed in with the fruits. Slicing a bomb will immediately end the game.
+
+- You start the game with three lives. If you miss slicing three fruits, you will lose a life.
+
+- Maintain focus and keep slicing fruits while avoiding bombs to prolong your gameplay and achieve a higher score.
+
+- If you lose all three lives by either slicing bombs or missing too many fruits, the game will be over.
+
+- When the game is over, click on the "Reset" button to restart the game and challenge yourself to achieve an even higher score.
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+![Fruit_Ninja_Screenshot 1](/assets/screenshots/Fruit_Ninja_Screenshot_1.png)
+![Fruit_Ninja_Screenshot 1](/assets/screenshots/Fruit_Ninja_Screenshot_2.png)
+![Fruit_Ninja_Screenshot 1](/assets/screenshots/Fruit_Ninja_Screenshot_3.png)
+
+
+
+
+
+
+## **Working video ๐น**
\ No newline at end of file
diff --git a/Games/Fruit_Ninja/style.css b/Games/Fruit_Ninja/style.css
index e0fe83a9c2..ef6e97d1cb 100644
--- a/Games/Fruit_Ninja/style.css
+++ b/Games/Fruit_Ninja/style.css
@@ -1,159 +1,159 @@
-body {
- background: orange;
- height: 100vh;
-}
-.wrapper span {
- position: fixed;
- bottom: -180px;
- height: 50px;
- width: 50px;
- z-index: -1;
- background-color: white;
- box-shadow: 0 0 50px greenyellow, 0 0 100px greenyellow, 0 0 150px greenyellow, 0 0 200px greenyellow;
- animation: animate 10s linear infinite;
-}
-.wrapper span:nth-child(1) {
- left: 60px;
- animation-delay: 0.6s;
-}
-.wrapper span:nth-child(2) {
- left: 10%;
- animation-delay: 3s;
- width: 60px;
- height: 60px;
-}
-.wrapper span:nth-child(3) {
- left: 20%;
- animation-delay: 2s;
-}
-.wrapper span:nth-child(4) {
- left: 30%;
- animation-delay: 5s;
- width: 80px;
- height: 80px;
-}
-.wrapper span:nth-child(5) {
- left: 40%;
- animation-delay: 1s;
-}
-.wrapper span:nth-child(6) {
- left: 50%;
- animation-delay: 7s;
-}
-.wrapper span:nth-child(7) {
- left: 60%;
- animation-delay: 6s;
- width: 100px;
- height: 100px;
-}
-.wrapper span:nth-child(8) {
- left: 70%;
- animation-delay: 8s;
-}
-.wrapper span:nth-child(9) {
- left: 80%;
- animation-delay: 6s;
- width: 90px;
- height: 90px;
-}
-.wrapper span:nth-child(10) {
- left: 90%;
- animation-delay: 4s;
-}
-.banner {
- display: flex;
- justify-content: center;
- align-items: center;
- height: 100vh;
-}
-.content h2 b {
- -webkit-text-fill-color: transparent;
- -webkit-text-stroke-width: 3px;
- -webkit-text-stroke-color: #fff;
- font-family: montserrat;
- font-size: 80px;
- text-transform: uppercase;
- letter-spacing: 12px;
-}
-@keyframes animate {
- 0% {
- transform: translateY(0);
- opacity: 1;
- }
- 80% {
- opacity: .7;
- }
- 100% {
- transform: translateY(-800px) rotate(360deg);
- opacity: 0;
- }
-}
-
-*{
- -webkit-box-sizing: border-box;
- -moz-box-sizing: border-box;
- box-sizing: border-box;
-}
-
-.buttons {
- margin: 10%;
- text-align: center;
-}
-
-.btn-hover {
- width: 200px;
- font-size: 16px;
- font-weight: 600;
- color: #fff;
- cursor: pointer;
- margin: 20px;
- height: 55px;
- text-align:center;
- border: none;
- background-size: 300% 100%;
-
- border-radius: 50px;
- moz-transition: all .4s ease-in-out;
- -o-transition: all .4s ease-in-out;
- -webkit-transition: all .4s ease-in-out;
- transition: all .4s ease-in-out;
-}
-
-.btn-hover:hover {
- background-position: 100% 0;
- moz-transition: all .4s ease-in-out;
- -o-transition: all .4s ease-in-out;
- -webkit-transition: all .4s ease-in-out;
- transition: all .4s ease-in-out;
-}
-
-.btn-hover:focus {
- outline: none;
- --webkit-tap-highlight-color: transparent;
-
-}
-.btn-hover.color-6 {
- background-image: linear-gradient(to right, #009245, #FCEE21, #00A8C5, #D9E021);
- box-shadow: 0 4px 15px 0 rgba(83, 176, 57, 0.75);
-}.btn-hover.color-6 {
- background-image: linear-gradient(to right, #009245, #FCEE21, #00A8C5, #D9E021);
- box-shadow: 0 4px 15px 0 rgba(83, 176, 57, 0.75);
-}
-
-.btn-hover.color-2 {
- background-image: linear-gradient(to right, #f5ce62, #e43603, #fa7199, #e85a19);
- box-shadow: 0 4px 15px 0 rgba(229, 66, 10, 0.75);
- position: relative;
- top: 400px;
- left: 550px;
- transform: translateX(-50px);
- z-index: 9999;
-}
-
-.logo{
- position: relative;
- top: -57px;
- left: 760px;
- transform: translateX(-50%);
- z-index: 9999
+body {
+ background: orange;
+ height: 100vh;
+}
+.wrapper span {
+ position: fixed;
+ bottom: -180px;
+ height: 50px;
+ width: 50px;
+ z-index: -1;
+ background-color: white;
+ box-shadow: 0 0 50px greenyellow, 0 0 100px greenyellow, 0 0 150px greenyellow, 0 0 200px greenyellow;
+ animation: animate 10s linear infinite;
+}
+.wrapper span:nth-child(1) {
+ left: 60px;
+ animation-delay: 0.6s;
+}
+.wrapper span:nth-child(2) {
+ left: 10%;
+ animation-delay: 3s;
+ width: 60px;
+ height: 60px;
+}
+.wrapper span:nth-child(3) {
+ left: 20%;
+ animation-delay: 2s;
+}
+.wrapper span:nth-child(4) {
+ left: 30%;
+ animation-delay: 5s;
+ width: 80px;
+ height: 80px;
+}
+.wrapper span:nth-child(5) {
+ left: 40%;
+ animation-delay: 1s;
+}
+.wrapper span:nth-child(6) {
+ left: 50%;
+ animation-delay: 7s;
+}
+.wrapper span:nth-child(7) {
+ left: 60%;
+ animation-delay: 6s;
+ width: 100px;
+ height: 100px;
+}
+.wrapper span:nth-child(8) {
+ left: 70%;
+ animation-delay: 8s;
+}
+.wrapper span:nth-child(9) {
+ left: 80%;
+ animation-delay: 6s;
+ width: 90px;
+ height: 90px;
+}
+.wrapper span:nth-child(10) {
+ left: 90%;
+ animation-delay: 4s;
+}
+.banner {
+ display: flex;
+ justify-content: center;
+ align-items: center;
+ height: 100vh;
+}
+.content h2 b {
+ -webkit-text-fill-color: transparent;
+ -webkit-text-stroke-width: 3px;
+ -webkit-text-stroke-color: #fff;
+ font-family: montserrat;
+ font-size: 80px;
+ text-transform: uppercase;
+ letter-spacing: 12px;
+}
+@keyframes animate {
+ 0% {
+ transform: translateY(0);
+ opacity: 1;
+ }
+ 80% {
+ opacity: .7;
+ }
+ 100% {
+ transform: translateY(-800px) rotate(360deg);
+ opacity: 0;
+ }
+}
+
+*{
+ -webkit-box-sizing: border-box;
+ -moz-box-sizing: border-box;
+ box-sizing: border-box;
+}
+
+.buttons {
+ margin: 10%;
+ text-align: center;
+}
+
+.btn-hover {
+ width: 200px;
+ font-size: 16px;
+ font-weight: 600;
+ color: #fff;
+ cursor: pointer;
+ margin: 20px;
+ height: 55px;
+ text-align:center;
+ border: none;
+ background-size: 300% 100%;
+
+ border-radius: 50px;
+ moz-transition: all .4s ease-in-out;
+ -o-transition: all .4s ease-in-out;
+ -webkit-transition: all .4s ease-in-out;
+ transition: all .4s ease-in-out;
+}
+
+.btn-hover:hover {
+ background-position: 100% 0;
+ moz-transition: all .4s ease-in-out;
+ -o-transition: all .4s ease-in-out;
+ -webkit-transition: all .4s ease-in-out;
+ transition: all .4s ease-in-out;
+}
+
+.btn-hover:focus {
+ outline: none;
+ --webkit-tap-highlight-color: transparent;
+
+}
+.btn-hover.color-6 {
+ background-image: linear-gradient(to right, #009245, #FCEE21, #00A8C5, #D9E021);
+ box-shadow: 0 4px 15px 0 rgba(83, 176, 57, 0.75);
+}.btn-hover.color-6 {
+ background-image: linear-gradient(to right, #009245, #FCEE21, #00A8C5, #D9E021);
+ box-shadow: 0 4px 15px 0 rgba(83, 176, 57, 0.75);
+}
+
+.btn-hover.color-2 {
+ background-image: linear-gradient(to right, #f5ce62, #e43603, #fa7199, #e85a19);
+ box-shadow: 0 4px 15px 0 rgba(229, 66, 10, 0.75);
+ position: relative;
+ top: 400px;
+ left: 550px;
+ transform: translateX(-50px);
+ z-index: 9999;
+}
+
+.logo{
+ position: relative;
+ top: -57px;
+ left: 760px;
+ transform: translateX(-50%);
+ z-index: 9999
}
\ No newline at end of file
diff --git a/Games/Guess_The_Number/README.md b/Games/Guess_The_Number/README.md
index eb7c9a4754..8ec10c6333 100644
--- a/Games/Guess_The_Number/README.md
+++ b/Games/Guess_The_Number/README.md
@@ -1,41 +1,41 @@
-# **Guess The Number**
-
-
-
-## **Description ๐**
-Guess the Number game is a classic game implemented using HTML, CSS, and JavaScript. The game is to guess a random number generated by a computer in the range 1 โ 100 in a minimum number of guesses.
-
-
-
-## **Functionalities ๐ฎ**
-
-- Random Number Generation: A random number is generated from 1-100.
-- User Input: Users can enter their guess for the generated number through an input field.
-- Validation: The user's input is validated to ensure it is a valid number within the specified range.
-- Feedback: The user receives feedback after each guess, indicating whether the guessed number is higher or lower than the target number.
-- Attempts Count: The number of guesses made by the user is displayed.
-
-
-
-## **How to play? ๐น๏ธ**
-To play the Guess the Number game, follow these steps:
-
-1. Start the game by attempting a guess within the range.
-2. Enter your guess in the input field and click the "Guess" button.
-3. Receive feedback on whether your guess is higher or lower than the target number.
-4. Continue guessing until you correctly guess the number or reach the maximum number of attempts.
-5. Try to guess the correct number in least number of guesses!
-
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-
-
-
-
-
-## **Working video ๐น**
+# **Guess The Number**
+
+
+
+## **Description ๐**
+Guess the Number game is a classic game implemented using HTML, CSS, and JavaScript. The game is to guess a random number generated by a computer in the range 1 โ 100 in a minimum number of guesses.
+
+
+
+## **Functionalities ๐ฎ**
+
+- Random Number Generation: A random number is generated from 1-100.
+- User Input: Users can enter their guess for the generated number through an input field.
+- Validation: The user's input is validated to ensure it is a valid number within the specified range.
+- Feedback: The user receives feedback after each guess, indicating whether the guessed number is higher or lower than the target number.
+- Attempts Count: The number of guesses made by the user is displayed.
+
+
+
+## **How to play? ๐น๏ธ**
+To play the Guess the Number game, follow these steps:
+
+1. Start the game by attempting a guess within the range.
+2. Enter your guess in the input field and click the "Guess" button.
+3. Receive feedback on whether your guess is higher or lower than the target number.
+4. Continue guessing until you correctly guess the number or reach the maximum number of attempts.
+5. Try to guess the correct number in least number of guesses!
+
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+
+
+
+
+
+## **Working video ๐น**
diff --git a/Games/Guess_The_Number/index.html b/Games/Guess_The_Number/index.html
index 212823309b..7d1dc56034 100644
--- a/Games/Guess_The_Number/index.html
+++ b/Games/Guess_The_Number/index.html
@@ -1,30 +1,30 @@
-
-
-
-
-
-
-
- I am Thinking of a number Between 1-100.
- Can you Guess it?
-
-
-
-
-
- I am Thinking of a number Between 1-100.
+ Can you Guess it?
+
+
+
+
+
+
-
-## **Description ๐**
-Build a Lighthouse is an immersive and challenging strategy game where players are tasked with constructing a vital structure that will guide ships safely to shore before darkness falls. If player failed to build it brefore time, he will lose the game.
-
-## **functionalities ๐ฎ**
-Player can build their own types of different designs of lighthouse. As timer the surrounding is slowly changing from day to night.Block's color of house is also changes on tapping multiple times.
--
-
-
-## **How to play? ๐น๏ธ**
-Open the game, and start building the lighthouse of own different design. Before the ending of day.
--
-
-
-
-## **Screenshots ๐ธ**
-
-
-[GameNight](Games\Lighthouse\Game_night.png)
-[GameStart](Games\Lighthouse\Game_start.png)
-[Gameover](Games\Lighthouse\Gameover.png)
-[Lighthouse](Games\Lighthouse\Lighthouse_1.png)
-
-
-
-## **Working video ๐น**
-assets\animations\Lighthouse.mp4
+# **Build A Lighthouse**
+
+---
+
+
+
+## **Description ๐**
+Build a Lighthouse is an immersive and challenging strategy game where players are tasked with constructing a vital structure that will guide ships safely to shore before darkness falls. If player failed to build it brefore time, he will lose the game.
+
+## **functionalities ๐ฎ**
+Player can build their own types of different designs of lighthouse. As timer the surrounding is slowly changing from day to night.Block's color of house is also changes on tapping multiple times.
+-
+
+
+## **How to play? ๐น๏ธ**
+Open the game, and start building the lighthouse of own different design. Before the ending of day.
+-
+
+
+
+## **Screenshots ๐ธ**
+
+
+[GameNight](Games\Lighthouse\Game_night.png)
+[GameStart](Games\Lighthouse\Game_start.png)
+[Gameover](Games\Lighthouse\Gameover.png)
+[Lighthouse](Games\Lighthouse\Lighthouse_1.png)
+
+
+
+## **Working video ๐น**
+assets\animations\Lighthouse.mp4
diff --git a/Games/Lighthouse/index.html b/Games/Lighthouse/index.html
index f97847673e..a67f54c98e 100644
--- a/Games/Lighthouse/index.html
+++ b/Games/Lighthouse/index.html
@@ -1,214 +1,214 @@
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Lights Out
-
- How to play:
- Lights Out
+
+ How to play:
+
-
-## **Description ๐**
-A multiplayer Ludo game, where you can play with your friend and the first to 100 points win
--
-
-## **functionalities ๐ฎ**
-It has a points system that adds your points everytime you `
-
-
-## **How to play? ๐น๏ธ**
-Click on the "Roll Dice" to roll the dice. The dice that you get would assign you a score.
-You can either hold your score and pass the chance to the other player or roll the dice again.
-If you get the dice of 1, your current score will reset and chance would go to the other player
-
-
-
-## **Screenshots ๐ธ**
-
-
-![image](../../assets/images/Ludo_Game.png)
-
+# **Ludo Game**
+
+---
+
+
+
+## **Description ๐**
+A multiplayer Ludo game, where you can play with your friend and the first to 100 points win
+-
+
+## **functionalities ๐ฎ**
+It has a points system that adds your points everytime you `
+
+
+## **How to play? ๐น๏ธ**
+Click on the "Roll Dice" to roll the dice. The dice that you get would assign you a score.
+You can either hold your score and pass the chance to the other player or roll the dice again.
+If you get the dice of 1, your current score will reset and chance would go to the other player
+
+
+
+## **Screenshots ๐ธ**
+
+
+![image](../../assets/images/Ludo_Game.png)
+
diff --git a/Games/Ludo_Game/index.html b/Games/Ludo_Game/index.html
index f72c8f4e92..8060d1a719 100644
--- a/Games/Ludo_Game/index.html
+++ b/Games/Ludo_Game/index.html
@@ -1,36 +1,36 @@
-
-
-
-
-
-
-
- Player 1
- Player 2
- Player 1
+ Player 2
+ Magic Square
-Magic Square
+
-
-## **Description ๐**
-- this game is build to improve your muscle memory by giving random keys to click within 1 min it is build on basic web tech stacks such as html , css , js and bootstrap
-
-## **functionalities ๐ฎ**
-- random key generation
-- fully responsive design
-- animated keys
-- assessment availability
-
-
-## **How to play? ๐น๏ธ**
-- the game will have animation on one key and you have to press that key
-- first press 'Start' button
-- now press the animated key
-- after ending of 1 min it will provide you the assesment of your capability
-- for restrting the game press 'Restart' button
-- by practising the keys you will able to improve the muscle memory for you touch typing
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-![image](../../assets/images/Master_Typing.png)
-
-
-
-## **Working video ๐น**
-
+# **Master_Typing**
+
+---
+
+
+
+## **Description ๐**
+- this game is build to improve your muscle memory by giving random keys to click within 1 min it is build on basic web tech stacks such as html , css , js and bootstrap
+
+## **functionalities ๐ฎ**
+- random key generation
+- fully responsive design
+- animated keys
+- assessment availability
+
+
+## **How to play? ๐น๏ธ**
+- the game will have animation on one key and you have to press that key
+- first press 'Start' button
+- now press the animated key
+- after ending of 1 min it will provide you the assesment of your capability
+- for restrting the game press 'Restart' button
+- by practising the keys you will able to improve the muscle memory for you touch typing
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+![image](../../assets/images/Master_Typing.png)
+
+
+
+## **Working video ๐น**
+
diff --git a/Games/Master_Typing/index.html b/Games/Master_Typing/index.html
index 79b0b7cd56..f8b2995f0e 100644
--- a/Games/Master_Typing/index.html
+++ b/Games/Master_Typing/index.html
@@ -1,89 +1,89 @@
-
-
-
-
-
-
-
-
- Hands on the keyboard ๐
-
-
-
-
-
-
-
-
-Hands on the keyboard ๐
+
+
+
+
+
+
+
+
+
-
-## **Description ๐**
-- Memory Game, also known as the Concentration card game or Matching Game is a classic card-flipping game where players test their memory skills by matching pairs of cards. The objective of the game is to flip over two cards at a time and find all the matching pairs within the specified number of moves.
-**Test Your Memory Power**
-
-## **functionalities ๐ฎ**
-- You will start by flipping over one card
-- If the next card you flip matches, both the cards will stay flipped and moves increases by 1.
-- If the next card you flip does not match, the cards flip back.
-- The game continues until you match all the cards on the board.
-- Timer will be running for 5 minutes, after this the game ends.
-
-
-## **How to play? ๐น๏ธ**
-- Start by flipping over cards
-- Until All pair of cards are matched, the game continues.
-- Max Time limit you have is 5 mins.
-- Happy Playing๐!!
-
-
-
-## **Screenshots ๐ธ**
-![image](../../assets/images/MemoryGame.png)
-
-
-
-
-## **Working video ๐น**
-
+# **Memory_Game**
+
+---
+
+
+
+## **Description ๐**
+- Memory Game, also known as the Concentration card game or Matching Game is a classic card-flipping game where players test their memory skills by matching pairs of cards. The objective of the game is to flip over two cards at a time and find all the matching pairs within the specified number of moves.
+**Test Your Memory Power**
+
+## **functionalities ๐ฎ**
+- You will start by flipping over one card
+- If the next card you flip matches, both the cards will stay flipped and moves increases by 1.
+- If the next card you flip does not match, the cards flip back.
+- The game continues until you match all the cards on the board.
+- Timer will be running for 5 minutes, after this the game ends.
+
+
+## **How to play? ๐น๏ธ**
+- Start by flipping over cards
+- Until All pair of cards are matched, the game continues.
+- Max Time limit you have is 5 mins.
+- Happy Playing๐!!
+
+
+
+## **Screenshots ๐ธ**
+![image](../../assets/images/MemoryGame.png)
+
+
+
+
+## **Working video ๐น**
+
diff --git a/Games/Memory_Game/index.html b/Games/Memory_Game/index.html
index 2d89ff5926..610cbe7c4a 100644
--- a/Games/Memory_Game/index.html
+++ b/Games/Memory_Game/index.html
@@ -1,30 +1,30 @@
-
-
-
-
-
- You Won
- Moves: ${movesCount}
`;
- stopGame();
- }
- } else {
- //if the cards dont match
- //flip the cards back to normal
- let [tempFirst, tempSecond] = [firstCard, secondCard];
- firstCard = false;
- secondCard = false;
- let delay = setTimeout(() => {
- tempFirst.classList.remove("flipped");
- tempSecond.classList.remove("flipped");
- }, 900);
- }
- }
- }
- });
- });
-};
-
-//Start game
-startButton.addEventListener("click", () => {
- movesCount = 0;
- seconds = 0;
- minutes = 0;
- //controls amd buttons visibility
- controls.classList.add("hide");
- stopButton.classList.remove("hide");
- startButton.classList.add("hide");
- //Start timer
- interval = setInterval(timeGenerator, 1000);
- //initial moves
- moves.innerHTML = `Moves: ${movesCount}`;
- initializer();
-});
-
-//Stop game
-stopButton.addEventListener(
- "click",
- (stopGame = () => {
- controls.classList.remove("hide");
- stopButton.classList.add("hide");
- startButton.classList.remove("hide");
- clearInterval(interval);
- })
-);
-
-//Initialize values and func calls
-const initializer = () => {
- result.innerText = "";
- winCount = 0;
- let cardValues = generateRandom();
- console.log(cardValues);
- matrixGenerator(cardValues);
-};
+const moves = document.getElementById("moves-count");
+const timeValue = document.getElementById("time");
+const startButton = document.getElementById("start");
+const stopButton = document.getElementById("stop");
+const gameContainer = document.querySelector(".game-container");
+const result = document.getElementById("result");
+const controls = document.querySelector(".controls-container");
+let cards;
+let interval;
+let firstCard = false;
+let secondCard = false;
+
+//Items array
+const items = [
+ { name: "bee", image: "bee.png" },
+ { name: "crocodile", image: "crocodile.png" },
+ { name: "macaw", image: "macaw.png" },
+ { name: "gorilla", image: "gorilla.png" },
+ { name: "tiger", image: "tiger.png" },
+ { name: "monkey", image: "monkey.png" },
+ { name: "chameleon", image: "chameleon.png" },
+ { name: "piranha", image: "piranha.png" },
+ { name: "anaconda", image: "anaconda.png" },
+ { name: "sloth", image: "sloth.png" },
+ { name: "cockatoo", image: "cockatoo.png" },
+ { name: "toucan", image: "toucan.png" },
+];
+
+//Initial Time
+let seconds = 0,
+ minutes = 0;
+//Initial moves and win count
+let movesCount = 0,
+ winCount = 0;
+
+//For timer
+const timeGenerator = () => {
+ seconds += 1;
+ //minutes logic
+ if (seconds >= 60) {
+ minutes += 1;
+ seconds = 0;
+ }
+ //format time before displaying
+ let secondsValue = seconds < 10 ? `0${seconds}` : seconds;
+ let minutesValue = minutes < 10 ? `0${minutes}` : minutes;
+ timeValue.innerHTML = `Time:${minutesValue}:${secondsValue}`;
+};
+
+//For calculating moves
+const movesCounter = () => {
+ movesCount += 1;
+ moves.innerHTML = `Moves:${movesCount}`;
+};
+
+//Pick random objects from the items array
+const generateRandom = (size = 4) => {
+ //temporary array
+ let tempArray = [...items];
+ //initializes cardValues array
+ let cardValues = [];
+ //size should be double (4*4 matrix)/2 since pairs of objects would exist
+ size = (size * size) / 2;
+ //Random object selection
+ for (let i = 0; i < size; i++) {
+ const randomIndex = Math.floor(Math.random() * tempArray.length);
+ cardValues.push(tempArray[randomIndex]);
+ //once selected remove the object from temp array
+ tempArray.splice(randomIndex, 1);
+ }
+ return cardValues;
+};
+
+const matrixGenerator = (cardValues, size = 4) => {
+ gameContainer.innerHTML = "";
+ cardValues = [...cardValues, ...cardValues];
+ //simple shuffle
+ cardValues.sort(() => Math.random() - 0.5);
+ for (let i = 0; i < size * size; i++) {
+ /*
+ Create Cards
+ before => front side (contains question mark)
+ after => back side (contains actual image);
+ data-card-values is a custom attribute which stores the names of the cards to match later
+ */
+ gameContainer.innerHTML += `
+ You Won
+ Moves: ${movesCount}
`;
+ stopGame();
+ }
+ } else {
+ //if the cards dont match
+ //flip the cards back to normal
+ let [tempFirst, tempSecond] = [firstCard, secondCard];
+ firstCard = false;
+ secondCard = false;
+ let delay = setTimeout(() => {
+ tempFirst.classList.remove("flipped");
+ tempSecond.classList.remove("flipped");
+ }, 900);
+ }
+ }
+ }
+ });
+ });
+};
+
+//Start game
+startButton.addEventListener("click", () => {
+ movesCount = 0;
+ seconds = 0;
+ minutes = 0;
+ //controls amd buttons visibility
+ controls.classList.add("hide");
+ stopButton.classList.remove("hide");
+ startButton.classList.add("hide");
+ //Start timer
+ interval = setInterval(timeGenerator, 1000);
+ //initial moves
+ moves.innerHTML = `Moves: ${movesCount}`;
+ initializer();
+});
+
+//Stop game
+stopButton.addEventListener(
+ "click",
+ (stopGame = () => {
+ controls.classList.remove("hide");
+ stopButton.classList.add("hide");
+ startButton.classList.remove("hide");
+ clearInterval(interval);
+ })
+);
+
+//Initialize values and func calls
+const initializer = () => {
+ result.innerText = "";
+ winCount = 0;
+ let cardValues = generateRandom();
+ console.log(cardValues);
+ matrixGenerator(cardValues);
+};
diff --git a/Games/Memory_Game/style.css b/Games/Memory_Game/style.css
index 2f71a62c5c..d3bd4286a1 100644
--- a/Games/Memory_Game/style.css
+++ b/Games/Memory_Game/style.css
@@ -1,132 +1,132 @@
-:root {
- --color-green--light: #00c46a;
-}
-
-* {
- padding: 0;
- margin: 0;
- box-sizing: border-box;
- font-family: "Poppins", sans-serif;
-}
-
-body {
- background-color: var(--color-green--light);
-}
-
-.wrapper {
- box-sizing: content-box;
- width: 26.87em;
- padding: 2.5em 3em;
- background-color: #ffffff;
- position: absolute;
- transform: translate(-50%, -50%);
- left: 50%;
- top: 50%;
- border-radius: 0.6em;
- box-shadow: 0 0.9em 2.8em rgba(86, 66, 0, 0.2);
-}
-
-.game-container {
- position: relative;
- width: 100%;
- display: grid;
- gap: 0.6em;
-}
-
-.stats-container {
- text-align: right;
- margin-bottom: 1.2em;
-}
-
-.stats-container span {
- font-weight: 600;
-}
-
-.card-container {
- position: relative;
- width: 6.25em;
- height: 6.25em;
- cursor: pointer;
-}
-
-.card-before,
-.card-after {
- position: absolute;
- border-radius: 5px;
- width: 100%;
- height: 100%;
- display: flex;
- align-items: center;
- justify-content: center;
- border: 4px solid #000000;
- transition: transform 0.7s ease-out;
- backface-visibility: hidden;
-}
-
-.card-before {
- background-color: var(--color-green--light);
- font-size: 2.8em;
- font-weight: 600;
-}
-
-.card-after {
- background-color: #ffffff;
- transform: rotateY(180deg);
-}
-
-.card-container.flipped .card-before {
- transform: rotateY(180deg);
-}
-
-.card-container.flipped .card-after {
- transform: rotateY(0deg);
-}
-
-.controls-container {
- position: absolute;
- display: flex;
- align-items: center;
- justify-content: center;
- flex-direction: column;
- width: 100%;
- height: 100%;
- background-color: var(--color-green--light);
- top: 0;
-}
-
-button {
- border: none;
- border-radius: 0.3em;
- padding: 1em 1.5em;
- cursor: pointer;
-}
-
-#stop {
- font-size: 1.1em;
- display: block;
- margin: 1.1em auto 0 auto;
- background-color: #000000;
- color: #ffffff;
-}
-
-.controls-container button {
- font-size: 1.3em;
- box-shadow: 0 0.6em 2em rgba(86, 66, 0, 0.2);
-}
-
-.hide {
- display: none;
-}
-
-#result {
- text-align: center;
-}
-
-#result h2 {
- font-size: 2.5em;
-}
-
-#result h4 {
- font-size: 1.8em;
- margin: 0.6em 0 1em 0;
+:root {
+ --color-green--light: #00c46a;
+}
+
+* {
+ padding: 0;
+ margin: 0;
+ box-sizing: border-box;
+ font-family: "Poppins", sans-serif;
+}
+
+body {
+ background-color: var(--color-green--light);
+}
+
+.wrapper {
+ box-sizing: content-box;
+ width: 26.87em;
+ padding: 2.5em 3em;
+ background-color: #ffffff;
+ position: absolute;
+ transform: translate(-50%, -50%);
+ left: 50%;
+ top: 50%;
+ border-radius: 0.6em;
+ box-shadow: 0 0.9em 2.8em rgba(86, 66, 0, 0.2);
+}
+
+.game-container {
+ position: relative;
+ width: 100%;
+ display: grid;
+ gap: 0.6em;
+}
+
+.stats-container {
+ text-align: right;
+ margin-bottom: 1.2em;
+}
+
+.stats-container span {
+ font-weight: 600;
+}
+
+.card-container {
+ position: relative;
+ width: 6.25em;
+ height: 6.25em;
+ cursor: pointer;
+}
+
+.card-before,
+.card-after {
+ position: absolute;
+ border-radius: 5px;
+ width: 100%;
+ height: 100%;
+ display: flex;
+ align-items: center;
+ justify-content: center;
+ border: 4px solid #000000;
+ transition: transform 0.7s ease-out;
+ backface-visibility: hidden;
+}
+
+.card-before {
+ background-color: var(--color-green--light);
+ font-size: 2.8em;
+ font-weight: 600;
+}
+
+.card-after {
+ background-color: #ffffff;
+ transform: rotateY(180deg);
+}
+
+.card-container.flipped .card-before {
+ transform: rotateY(180deg);
+}
+
+.card-container.flipped .card-after {
+ transform: rotateY(0deg);
+}
+
+.controls-container {
+ position: absolute;
+ display: flex;
+ align-items: center;
+ justify-content: center;
+ flex-direction: column;
+ width: 100%;
+ height: 100%;
+ background-color: var(--color-green--light);
+ top: 0;
+}
+
+button {
+ border: none;
+ border-radius: 0.3em;
+ padding: 1em 1.5em;
+ cursor: pointer;
+}
+
+#stop {
+ font-size: 1.1em;
+ display: block;
+ margin: 1.1em auto 0 auto;
+ background-color: #000000;
+ color: #ffffff;
+}
+
+.controls-container button {
+ font-size: 1.3em;
+ box-shadow: 0 0.6em 2em rgba(86, 66, 0, 0.2);
+}
+
+.hide {
+ display: none;
+}
+
+#result {
+ text-align: center;
+}
+
+#result h2 {
+ font-size: 2.5em;
+}
+
+#result h4 {
+ font-size: 1.8em;
+ margin: 0.6em 0 1em 0;
}
\ No newline at end of file
diff --git a/Games/Minesweeper/README.md b/Games/Minesweeper/README.md
index ed61af4c8f..5ad1147dfe 100644
--- a/Games/Minesweeper/README.md
+++ b/Games/Minesweeper/README.md
@@ -1,43 +1,43 @@
-# Minesweeper
----
-
-
-## **Description ๐**
-Minesweeper is a classic computer game where the player must uncover squares on a grid while avoiding hidden mines.
--
-
-## **functionalities ๐ฎ**
-The objective of the game is to clear a rectangular grid that contains hidden mines without detonating any of them.
--
-
-
-## **How to play? ๐น๏ธ**
--The game is played on a grid of squares. Each square can be in one of
- three states: uncovered, covered, or flagged.
-
--The grid contains hidden mines randomly distributed across the squares.
-
--The player's task is to uncover all the squares that do not contain mines.
-
--When a square is uncovered, it reveals a number indicating the total number of mines in its adjacent squares (including diagonals). If a square has no adjacent mines, it automatically uncovers all neighboring squares.
-
--If a player uncovers a square containing a mine, the game ends, and they lose. The position of the mines is revealed, and the player has the option to start a new game.
-
--To help identify suspected mine locations, the player can place a flag on a covered square they believe contains a mine.
-
--The game is won when all non-mine squares are uncovered. The player can then start a new game or continue playing to achieve faster completion times.
-
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-![image](Minesweeper.png)
-
-
-
-
-## **Working video ๐น**
-
+# Minesweeper
+---
+
+
+## **Description ๐**
+Minesweeper is a classic computer game where the player must uncover squares on a grid while avoiding hidden mines.
+-
+
+## **functionalities ๐ฎ**
+The objective of the game is to clear a rectangular grid that contains hidden mines without detonating any of them.
+-
+
+
+## **How to play? ๐น๏ธ**
+-The game is played on a grid of squares. Each square can be in one of
+ three states: uncovered, covered, or flagged.
+
+-The grid contains hidden mines randomly distributed across the squares.
+
+-The player's task is to uncover all the squares that do not contain mines.
+
+-When a square is uncovered, it reveals a number indicating the total number of mines in its adjacent squares (including diagonals). If a square has no adjacent mines, it automatically uncovers all neighboring squares.
+
+-If a player uncovers a square containing a mine, the game ends, and they lose. The position of the mines is revealed, and the player has the option to start a new game.
+
+-To help identify suspected mine locations, the player can place a flag on a covered square they believe contains a mine.
+
+-The game is won when all non-mine squares are uncovered. The player can then start a new game or continue playing to achieve faster completion times.
+
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+![image](Minesweeper.png)
+
+
+
+
+## **Working video ๐น**
+
diff --git a/Games/Minesweeper/index.html b/Games/Minesweeper/index.html
index 6b4ba19b4a..a831807d6a 100644
--- a/Games/Minesweeper/index.html
+++ b/Games/Minesweeper/index.html
@@ -1,17 +1,17 @@
-
-
-
-
-
- Mines: 0
-
-
-
-
+
+
+
+
+
+ Mines: 0
+
+
+
+
\ No newline at end of file
diff --git a/Games/Minesweeper/script.js b/Games/Minesweeper/script.js
index c49069562c..58f7df2561 100644
--- a/Games/Minesweeper/script.js
+++ b/Games/Minesweeper/script.js
@@ -1,165 +1,165 @@
-var board = [];
-var rows = 8;
-var columns = 8;
-var minesCount = 10;
-var minesLocation = [];
-var tilesClicked = 0;
-var flagEnabled = false;
-var gameOver = false;
-window.onload = function() {
- startGame();
-}
-function setMines() {
-
-
- let minesLeft = minesCount;
- while (minesLeft > 0) {
- let r = Math.floor(Math.random() * rows);
- let c = Math.floor(Math.random() * columns);
- let id = r.toString() + "-" + c.toString();
-
- if (!minesLocation.includes(id)) {
- minesLocation.push(id);
- minesLeft -= 1;
- }
- }
-}
-
-
-function startGame() {
- document.getElementById("mines-count").innerText = minesCount;
- document.getElementById("flag-button").addEventListener("click", setFlag);
- setMines();
-for (let r = 0; r < rows; r++) {
- let row = [];
- for (let c = 0; c < columns; c++) {
- let tile = document.createElement("div");
- tile.id = r.toString() + "-" + c.toString();
- tile.addEventListener("click", clickTile);
- document.getElementById("board").append(tile);
- row.push(tile);
- }
- board.push(row);
- }
-
- console.log(board);
-}
-
-function setFlag() {
- if (flagEnabled) {
- flagEnabled = false;
- document.getElementById("flag-button").style.backgroundColor = "lightgray";
- }
- else {
- flagEnabled = true;
- document.getElementById("flag-button").style.backgroundColor = "darkgray";
- }
-}
-
-function clickTile() {
- if (gameOver || this.classList.contains("tile-clicked")) {
- return;
- }
-
- let tile = this;
- if (flagEnabled) {
- if (tile.innerText == "") {
- tile.innerText = "๐ฉ";
- }
- else if (tile.innerText == "๐ฉ") {
- tile.innerText = "";
- }
- return;
- }
-
- if (minesLocation.includes(tile.id)) {
- // alert("GAME OVER");
- gameOver = true;
- revealMines();
- return;
- }
-
-
- let coords = tile.id.split("-"); // "0-0" -> ["0", "0"]
- let r = parseInt(coords[0]);
- let c = parseInt(coords[1]);
- checkMine(r, c);
-
-}
-
-function revealMines() {
- for (let r= 0; r < rows; r++) {
- for (let c = 0; c < columns; c++) {
- let tile = board[r][c];
- if (minesLocation.includes(tile.id)) {
- tile.innerText = "๐ฃ";
- tile.style.backgroundColor = "red";
- }
- }
- }
-}
-
-function checkMine(r, c) {
- if (r < 0 || r >= rows || c < 0 || c >= columns) {
- return;
- }
- if (board[r][c].classList.contains("tile-clicked")) {
- return;
- }
-
- board[r][c].classList.add("tile-clicked");
- tilesClicked += 1;
-
- let minesFound = 0;
-
-
- minesFound += checkTile(r-1, c-1);
- minesFound += checkTile(r-1, c);
- minesFound += checkTile(r-1, c+1);
-
-
- minesFound += checkTile(r, c-1);
- minesFound += checkTile(r, c+1);
-
-
- minesFound += checkTile(r+1, c-1);
- minesFound += checkTile(r+1, c);
- minesFound += checkTile(r+1, c+1);
-
- if (minesFound > 0) {
- board[r][c].innerText = minesFound;
- board[r][c].classList.add("x" + minesFound.toString());
- }
- else {
-
- checkMine(r-1, c-1);
- checkMine(r-1, c);
- checkMine(r-1, c+1);
-
-
- checkMine(r, c-1);
- checkMine(r, c+1);
-
-
- checkMine(r+1, c-1);
- checkMine(r+1, c);
- checkMine(r+1, c+1);
- }
-
- if (tilesClicked == rows * columns - minesCount) {
- document.getElementById("mines-count").innerText = "Cleared";
- gameOver = true;
- }
-
-}
-
-
-function checkTile(r, c) {
- if (r < 0 || r >= rows || c < 0 || c >= columns) {
- return 0;
- }
- if (minesLocation.includes(r.toString() + "-" + c.toString())) {
- return 1;
- }
- return 0;
+var board = [];
+var rows = 8;
+var columns = 8;
+var minesCount = 10;
+var minesLocation = [];
+var tilesClicked = 0;
+var flagEnabled = false;
+var gameOver = false;
+window.onload = function() {
+ startGame();
+}
+function setMines() {
+
+
+ let minesLeft = minesCount;
+ while (minesLeft > 0) {
+ let r = Math.floor(Math.random() * rows);
+ let c = Math.floor(Math.random() * columns);
+ let id = r.toString() + "-" + c.toString();
+
+ if (!minesLocation.includes(id)) {
+ minesLocation.push(id);
+ minesLeft -= 1;
+ }
+ }
+}
+
+
+function startGame() {
+ document.getElementById("mines-count").innerText = minesCount;
+ document.getElementById("flag-button").addEventListener("click", setFlag);
+ setMines();
+for (let r = 0; r < rows; r++) {
+ let row = [];
+ for (let c = 0; c < columns; c++) {
+ let tile = document.createElement("div");
+ tile.id = r.toString() + "-" + c.toString();
+ tile.addEventListener("click", clickTile);
+ document.getElementById("board").append(tile);
+ row.push(tile);
+ }
+ board.push(row);
+ }
+
+ console.log(board);
+}
+
+function setFlag() {
+ if (flagEnabled) {
+ flagEnabled = false;
+ document.getElementById("flag-button").style.backgroundColor = "lightgray";
+ }
+ else {
+ flagEnabled = true;
+ document.getElementById("flag-button").style.backgroundColor = "darkgray";
+ }
+}
+
+function clickTile() {
+ if (gameOver || this.classList.contains("tile-clicked")) {
+ return;
+ }
+
+ let tile = this;
+ if (flagEnabled) {
+ if (tile.innerText == "") {
+ tile.innerText = "๐ฉ";
+ }
+ else if (tile.innerText == "๐ฉ") {
+ tile.innerText = "";
+ }
+ return;
+ }
+
+ if (minesLocation.includes(tile.id)) {
+ // alert("GAME OVER");
+ gameOver = true;
+ revealMines();
+ return;
+ }
+
+
+ let coords = tile.id.split("-"); // "0-0" -> ["0", "0"]
+ let r = parseInt(coords[0]);
+ let c = parseInt(coords[1]);
+ checkMine(r, c);
+
+}
+
+function revealMines() {
+ for (let r= 0; r < rows; r++) {
+ for (let c = 0; c < columns; c++) {
+ let tile = board[r][c];
+ if (minesLocation.includes(tile.id)) {
+ tile.innerText = "๐ฃ";
+ tile.style.backgroundColor = "red";
+ }
+ }
+ }
+}
+
+function checkMine(r, c) {
+ if (r < 0 || r >= rows || c < 0 || c >= columns) {
+ return;
+ }
+ if (board[r][c].classList.contains("tile-clicked")) {
+ return;
+ }
+
+ board[r][c].classList.add("tile-clicked");
+ tilesClicked += 1;
+
+ let minesFound = 0;
+
+
+ minesFound += checkTile(r-1, c-1);
+ minesFound += checkTile(r-1, c);
+ minesFound += checkTile(r-1, c+1);
+
+
+ minesFound += checkTile(r, c-1);
+ minesFound += checkTile(r, c+1);
+
+
+ minesFound += checkTile(r+1, c-1);
+ minesFound += checkTile(r+1, c);
+ minesFound += checkTile(r+1, c+1);
+
+ if (minesFound > 0) {
+ board[r][c].innerText = minesFound;
+ board[r][c].classList.add("x" + minesFound.toString());
+ }
+ else {
+
+ checkMine(r-1, c-1);
+ checkMine(r-1, c);
+ checkMine(r-1, c+1);
+
+
+ checkMine(r, c-1);
+ checkMine(r, c+1);
+
+
+ checkMine(r+1, c-1);
+ checkMine(r+1, c);
+ checkMine(r+1, c+1);
+ }
+
+ if (tilesClicked == rows * columns - minesCount) {
+ document.getElementById("mines-count").innerText = "Cleared";
+ gameOver = true;
+ }
+
+}
+
+
+function checkTile(r, c) {
+ if (r < 0 || r >= rows || c < 0 || c >= columns) {
+ return 0;
+ }
+ if (minesLocation.includes(r.toString() + "-" + c.toString())) {
+ return 1;
+ }
+ return 0;
}
\ No newline at end of file
diff --git a/Games/Minesweeper/styles.css b/Games/Minesweeper/styles.css
index da03972784..304bb8432b 100644
--- a/Games/Minesweeper/styles.css
+++ b/Games/Minesweeper/styles.css
@@ -1,97 +1,97 @@
-body {
- font-family: 'Gill Sans', 'Gill Sans MT', Calibri, 'Trebuchet MS', sans-serif;
- font-weight: bold;
- text-align: center;
- margin: 0;
- padding: 0;
- background-image: url("Minesweeper1.png");
- background-size: cover;
- background-repeat: no-repeat;
- background-attachment: fixed;
- background-position: center;
-}
-h1{
- position: absolute;
- color: rgb(252, 252, 4);
- top: 80%;
- left: 53%;
- transform: translate(-80%, -53%);
-
-
-}
-#board {
- width: 400px;
- height: 400px;
- border: 10px solid darkgray;
- background-color: lightgray;
-
- margin: auto;
- display: flex;
- flex-wrap: wrap;
- vertical-align: middle;
- position: absolute;
- top: 50%;
- left: 50%;
- transform: translate(-50%, -50%);
-}
-
-#board div {
- width: 48px;
- height: 48px;
- border: 1px solid whitesmoke;
- position: center;
- /* text */
- font-size: 30px;
- display: flex;
- justify-content: center;
- align-items: center;
-}
-
-.tile-clicked {
- background-color: darkgrey;
-}
-
-.x1 {
- color: blue;
-}
-
-.x2 {
- color: green;
-}
-
-.x3 {
- color: red;
-}
-
-.x4 {
- color: navy;
-}
-
-.x5 {
- color: brown;
-}
-
-.x6 {
- color: teal;
-}
-
-.x7 {
- color: black;
-}
-
-.x8 {
- color: gray;
-}
-
-#flag-button {
- width: 100px;
- height: 50px;
- font-size: 30px;
- background-color: lightgray;
- border: none;
- border-radius: 10px;
- position: absolute;
- top: 90%;
- left: 53%;
- transform: translate(-90%, -53%);
+body {
+ font-family: 'Gill Sans', 'Gill Sans MT', Calibri, 'Trebuchet MS', sans-serif;
+ font-weight: bold;
+ text-align: center;
+ margin: 0;
+ padding: 0;
+ background-image: url("Minesweeper1.png");
+ background-size: cover;
+ background-repeat: no-repeat;
+ background-attachment: fixed;
+ background-position: center;
+}
+h1{
+ position: absolute;
+ color: rgb(252, 252, 4);
+ top: 80%;
+ left: 53%;
+ transform: translate(-80%, -53%);
+
+
+}
+#board {
+ width: 400px;
+ height: 400px;
+ border: 10px solid darkgray;
+ background-color: lightgray;
+
+ margin: auto;
+ display: flex;
+ flex-wrap: wrap;
+ vertical-align: middle;
+ position: absolute;
+ top: 50%;
+ left: 50%;
+ transform: translate(-50%, -50%);
+}
+
+#board div {
+ width: 48px;
+ height: 48px;
+ border: 1px solid whitesmoke;
+ position: center;
+ /* text */
+ font-size: 30px;
+ display: flex;
+ justify-content: center;
+ align-items: center;
+}
+
+.tile-clicked {
+ background-color: darkgrey;
+}
+
+.x1 {
+ color: blue;
+}
+
+.x2 {
+ color: green;
+}
+
+.x3 {
+ color: red;
+}
+
+.x4 {
+ color: navy;
+}
+
+.x5 {
+ color: brown;
+}
+
+.x6 {
+ color: teal;
+}
+
+.x7 {
+ color: black;
+}
+
+.x8 {
+ color: gray;
+}
+
+#flag-button {
+ width: 100px;
+ height: 50px;
+ font-size: 30px;
+ background-color: lightgray;
+ border: none;
+ border-radius: 10px;
+ position: absolute;
+ top: 90%;
+ left: 53%;
+ transform: translate(-90%, -53%);
}
\ No newline at end of file
diff --git a/Games/Pac_Man/.gitignore b/Games/Pac_Man/.gitignore
index 4d29575de8..c0676348c7 100644
--- a/Games/Pac_Man/.gitignore
+++ b/Games/Pac_Man/.gitignore
@@ -1,23 +1,23 @@
-# See https://help.github.com/articles/ignoring-files/ for more about ignoring files.
-
-# dependencies
-/node_modules
-/.pnp
-.pnp.js
-
-# testing
-/coverage
-
-# production
-/build
-
-# misc
-.DS_Store
-.env.local
-.env.development.local
-.env.test.local
-.env.production.local
-
-npm-debug.log*
-yarn-debug.log*
-yarn-error.log*
+# See https://help.github.com/articles/ignoring-files/ for more about ignoring files.
+
+# dependencies
+/node_modules
+/.pnp
+.pnp.js
+
+# testing
+/coverage
+
+# production
+/build
+
+# misc
+.DS_Store
+.env.local
+.env.development.local
+.env.test.local
+.env.production.local
+
+npm-debug.log*
+yarn-debug.log*
+yarn-error.log*
diff --git a/Games/Pac_Man/README.md b/Games/Pac_Man/README.md
index 16eb1b5703..d67288cdc4 100644
--- a/Games/Pac_Man/README.md
+++ b/Games/Pac_Man/README.md
@@ -1,65 +1,65 @@
-# **PAC-MAN**
-
----
-
-
-
-## **Description ๐**
-
-Welcome to the Pacman Game! This classic arcade game puts you in control of Pacman, a hungry yellow character, as he navigates through a maze filled with dots, power pellets, and ghosts. Your goal is to eat all the dots while avoiding the ghosts. Can you achieve the highest score and become the ultimate Pacman champion?
--
-
-## **functionalities ๐ฎ**
-
-1. Start Screen: The game displays a start screen with the game's title, instructions, and options to start the game or adjust settings.
-
-2. Maze Generation: The game generates a random maze consisting of walls and corridors for Pacman to navigate.
-
-3. Pacman Movement: Pacman can move in four directions: up, down, left, and right. The player controls Pacman's movement using the arrow keys or alternative keys on the keyboard.
-
-4. Collision Detection: The game checks for collisions between Pacman and various objects in the maze, such as dots, power pellets, ghosts, and walls. It determines the outcome of these collisions, such as increasing the score, causing Pacman to lose a life, or allowing Pacman to eat ghosts when they are vulnerable.
-
-5. Score Tracking: The game keeps track of the player's score as they collect dots, eat ghosts, or consume fruit. The score is updated and displayed on the screen during gameplay.
-
-6. Lives Tracking: The game keeps track of the player's remaining lives. When Pacman is caught by a ghost without the protection of a power pellet, the player loses a life. The number of remaining lives is displayed on the screen.
-
-7. Ghost AI: The game implements artificial intelligence for the ghosts, allowing them to chase Pacman, avoid obstacles, and change their behavior when Pacman consumes a power pellet.
-
-8. Power Pellet Effects: When Pacman eats a power pellet, the ghosts temporarily become vulnerable, allowing Pacman to eat them for bonus points. The game handles the effects and duration of power pellets.
-
-9. Game Over: When the player loses all their lives or completes all levels, the game displays a game over screen showing the final score and providing options to play again or exit the game.
--
-
-
-## **How to play? ๐น๏ธ**
-
-1. Start the Game: Launch the Pacman game on your chosen platform or device. You will typically see a start screen with the game's title and options.
-
-2. Understand the Objective: The goal of Pacman is to navigate through a maze filled with dots while avoiding ghosts. Your objective is to eat all the dots to complete the level and earn points.
-
-3. Control Pacman's Movement: You can control Pacman's movement using either the arrow keys (up, down, left, right) or alternative keys such as 'W' for up, 'A' for left, 'S' for down, and 'D' for right. Use these controls to guide Pacman through the maze.
-
-4. Navigate the Maze: As Pacman moves, he will automatically eat any dots he comes across, increasing your score. Use the controls to navigate through the maze's corridors, avoiding walls and obstacles.
-
-5. Avoid Ghosts: The maze is also inhabited by ghosts. If a ghost touches Pacman without the protection of a power pellet, you lose a life. Avoid the ghosts and plan your movements strategically to stay away from them.
-
-6. Eat Power Pellets: Scattered throughout the maze are larger dots called power pellets. When Pacman eats a power pellet, the ghosts turn blue and become vulnerable. Take advantage of this opportunity to eat the blue ghosts for extra points. Be aware that the power pellet effect is temporary, and the ghosts will eventually recover.
-
-7. Score Points: Eating dots, power pellets, and vulnerable ghosts all contribute to your score. Strive to achieve the highest score possible as you progress through the levels.
-
-8. Game Over: The game continues until you lose all your lives by colliding with ghosts without the protection of a power pellet. When the game ends, you will see a game over screen displaying your final score and offering options to play again or exit the game.
--
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-'Games\PacMan\start_here\public\images\Pac_man.png'
-
-
-
-## **Working video ๐น**
-
+# **PAC-MAN**
+
+---
+
+
+
+## **Description ๐**
+
+Welcome to the Pacman Game! This classic arcade game puts you in control of Pacman, a hungry yellow character, as he navigates through a maze filled with dots, power pellets, and ghosts. Your goal is to eat all the dots while avoiding the ghosts. Can you achieve the highest score and become the ultimate Pacman champion?
+-
+
+## **functionalities ๐ฎ**
+
+1. Start Screen: The game displays a start screen with the game's title, instructions, and options to start the game or adjust settings.
+
+2. Maze Generation: The game generates a random maze consisting of walls and corridors for Pacman to navigate.
+
+3. Pacman Movement: Pacman can move in four directions: up, down, left, and right. The player controls Pacman's movement using the arrow keys or alternative keys on the keyboard.
+
+4. Collision Detection: The game checks for collisions between Pacman and various objects in the maze, such as dots, power pellets, ghosts, and walls. It determines the outcome of these collisions, such as increasing the score, causing Pacman to lose a life, or allowing Pacman to eat ghosts when they are vulnerable.
+
+5. Score Tracking: The game keeps track of the player's score as they collect dots, eat ghosts, or consume fruit. The score is updated and displayed on the screen during gameplay.
+
+6. Lives Tracking: The game keeps track of the player's remaining lives. When Pacman is caught by a ghost without the protection of a power pellet, the player loses a life. The number of remaining lives is displayed on the screen.
+
+7. Ghost AI: The game implements artificial intelligence for the ghosts, allowing them to chase Pacman, avoid obstacles, and change their behavior when Pacman consumes a power pellet.
+
+8. Power Pellet Effects: When Pacman eats a power pellet, the ghosts temporarily become vulnerable, allowing Pacman to eat them for bonus points. The game handles the effects and duration of power pellets.
+
+9. Game Over: When the player loses all their lives or completes all levels, the game displays a game over screen showing the final score and providing options to play again or exit the game.
+-
+
+
+## **How to play? ๐น๏ธ**
+
+1. Start the Game: Launch the Pacman game on your chosen platform or device. You will typically see a start screen with the game's title and options.
+
+2. Understand the Objective: The goal of Pacman is to navigate through a maze filled with dots while avoiding ghosts. Your objective is to eat all the dots to complete the level and earn points.
+
+3. Control Pacman's Movement: You can control Pacman's movement using either the arrow keys (up, down, left, right) or alternative keys such as 'W' for up, 'A' for left, 'S' for down, and 'D' for right. Use these controls to guide Pacman through the maze.
+
+4. Navigate the Maze: As Pacman moves, he will automatically eat any dots he comes across, increasing your score. Use the controls to navigate through the maze's corridors, avoiding walls and obstacles.
+
+5. Avoid Ghosts: The maze is also inhabited by ghosts. If a ghost touches Pacman without the protection of a power pellet, you lose a life. Avoid the ghosts and plan your movements strategically to stay away from them.
+
+6. Eat Power Pellets: Scattered throughout the maze are larger dots called power pellets. When Pacman eats a power pellet, the ghosts turn blue and become vulnerable. Take advantage of this opportunity to eat the blue ghosts for extra points. Be aware that the power pellet effect is temporary, and the ghosts will eventually recover.
+
+7. Score Points: Eating dots, power pellets, and vulnerable ghosts all contribute to your score. Strive to achieve the highest score possible as you progress through the levels.
+
+8. Game Over: The game continues until you lose all your lives by colliding with ghosts without the protection of a power pellet. When the game ends, you will see a game over screen displaying your final score and offering options to play again or exit the game.
+-
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+'Games\PacMan\start_here\public\images\Pac_man.png'
+
+
+
+## **Working video ๐น**
+
'Games\PacMan\start_here\public\videos\Pac-Man .mp4'
\ No newline at end of file
diff --git a/Games/Pac_Man/package-lock.json b/Games/Pac_Man/package-lock.json
index cb35620430..f4f4bf79fd 100644
--- a/Games/Pac_Man/package-lock.json
+++ b/Games/Pac_Man/package-lock.json
@@ -1,29651 +1,29651 @@
-{
- "name": "pac_man",
- "version": "0.1.0",
- "lockfileVersion": 2,
- "requires": true,
- "packages": {
- "": {
- "name": "pac_man",
- "version": "0.1.0",
- "dependencies": {
- "@testing-library/jest-dom": "^5.16.5",
- "@testing-library/react": "^13.4.0",
- "@testing-library/user-event": "^13.5.0",
- "react": "^18.2.0",
- "react-dom": "^18.2.0",
- "react-scripts": "5.0.1",
- "web-vitals": "^2.1.4"
- }
- },
- "node_modules/@adobe/css-tools": {
- "version": "4.2.0",
- "resolved": "https://registry.npmjs.org/@adobe/css-tools/-/css-tools-4.2.0.tgz",
- "integrity": "sha512-E09FiIft46CmH5Qnjb0wsW54/YQd69LsxeKUOWawmws1XWvyFGURnAChH0mlr7YPFR1ofwvUQfcL0J3lMxXqPA=="
- },
- "node_modules/@alloc/quick-lru": {
- "version": "5.2.0",
- "resolved": "https://registry.npmjs.org/@alloc/quick-lru/-/quick-lru-5.2.0.tgz",
- "integrity": "sha512-UrcABB+4bUrFABwbluTIBErXwvbsU/V7TZWfmbgJfbkwiBuziS9gxdODUyuiecfdGQ85jglMW6juS3+z5TsKLw==",
- "engines": {
- "node": ">=10"
- },
- "funding": {
- "url": "https://github.com/sponsors/sindresorhus"
- }
- },
- "node_modules/@ampproject/remapping": {
- "version": "2.2.1",
- "resolved": "https://registry.npmjs.org/@ampproject/remapping/-/remapping-2.2.1.tgz",
- "integrity": "sha512-lFMjJTrFL3j7L9yBxwYfCq2k6qqwHyzuUl/XBnif78PWTJYyL/dfowQHWE3sp6U6ZzqWiiIZnpTMO96zhkjwtg==",
- "dependencies": {
- "@jridgewell/gen-mapping": "^0.3.0",
- "@jridgewell/trace-mapping": "^0.3.9"
- },
- "engines": {
- "node": ">=6.0.0"
- }
- },
- "node_modules/@apideck/better-ajv-errors": {
- "version": "0.3.6",
- "resolved": "https://registry.npmjs.org/@apideck/better-ajv-errors/-/better-ajv-errors-0.3.6.tgz",
- "integrity": "sha512-P+ZygBLZtkp0qqOAJJVX4oX/sFo5JR3eBWwwuqHHhK0GIgQOKWrAfiAaWX0aArHkRWHMuggFEgAZNxVPwPZYaA==",
- "dependencies": {
- "json-schema": "^0.4.0",
- "jsonpointer": "^5.0.0",
- "leven": "^3.1.0"
- },
- "engines": {
- "node": ">=10"
- },
- "peerDependencies": {
- "ajv": ">=8"
- }
- },
- "node_modules/@babel/code-frame": {
- "version": "7.21.4",
- "resolved": "https://registry.npmjs.org/@babel/code-frame/-/code-frame-7.21.4.tgz",
- "integrity": "sha512-LYvhNKfwWSPpocw8GI7gpK2nq3HSDuEPC/uSYaALSJu9xjsalaaYFOq0Pwt5KmVqwEbZlDu81aLXwBOmD/Fv9g==",
- "dependencies": {
- "@babel/highlight": "^7.18.6"
- },
- "engines": {
- "node": ">=6.9.0"
- }
- },
- "node_modules/@babel/compat-data": {
- "version": "7.22.3",
- "resolved": "https://registry.npmjs.org/@babel/compat-data/-/compat-data-7.22.3.tgz",
- "integrity": "sha512-aNtko9OPOwVESUFp3MZfD8Uzxl7JzSeJpd7npIoxCasU37PFbAQRpKglkaKwlHOyeJdrREpo8TW8ldrkYWwvIQ==",
- "engines": {
- "node": ">=6.9.0"
- }
- },
- "node_modules/@babel/core": {
- "version": "7.22.1",
- "resolved": "https://registry.npmjs.org/@babel/core/-/core-7.22.1.tgz",
- "integrity": "sha512-Hkqu7J4ynysSXxmAahpN1jjRwVJ+NdpraFLIWflgjpVob3KNyK3/tIUc7Q7szed8WMp0JNa7Qtd1E9Oo22F9gA==",
- "dependencies": {
- "@ampproject/remapping": "^2.2.0",
- "@babel/code-frame": "^7.21.4",
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+}
diff --git a/Games/Pac_Man/package.json b/Games/Pac_Man/package.json
index c972e37bf7..a775dbf0d5 100644
--- a/Games/Pac_Man/package.json
+++ b/Games/Pac_Man/package.json
@@ -1,38 +1,38 @@
-{
- "name": "pac_man",
- "version": "0.1.0",
- "private": true,
- "dependencies": {
- "@testing-library/jest-dom": "^5.16.5",
- "@testing-library/react": "^13.4.0",
- "@testing-library/user-event": "^13.5.0",
- "react": "^18.2.0",
- "react-dom": "^18.2.0",
- "react-scripts": "5.0.1",
- "web-vitals": "^2.1.4"
- },
- "scripts": {
- "start": "react-scripts start",
- "build": "react-scripts build",
- "test": "react-scripts test",
- "eject": "react-scripts eject"
- },
- "eslintConfig": {
- "extends": [
- "react-app",
- "react-app/jest"
- ]
- },
- "browserslist": {
- "production": [
- ">0.2%",
- "not dead",
- "not op_mini all"
- ],
- "development": [
- "last 1 chrome version",
- "last 1 firefox version",
- "last 1 safari version"
- ]
- }
-}
+{
+ "name": "pac_man",
+ "version": "0.1.0",
+ "private": true,
+ "dependencies": {
+ "@testing-library/jest-dom": "^5.16.5",
+ "@testing-library/react": "^13.4.0",
+ "@testing-library/user-event": "^13.5.0",
+ "react": "^18.2.0",
+ "react-dom": "^18.2.0",
+ "react-scripts": "5.0.1",
+ "web-vitals": "^2.1.4"
+ },
+ "scripts": {
+ "start": "react-scripts start",
+ "build": "react-scripts build",
+ "test": "react-scripts test",
+ "eject": "react-scripts eject"
+ },
+ "eslintConfig": {
+ "extends": [
+ "react-app",
+ "react-app/jest"
+ ]
+ },
+ "browserslist": {
+ "production": [
+ ">0.2%",
+ "not dead",
+ "not op_mini all"
+ ],
+ "development": [
+ "last 1 chrome version",
+ "last 1 firefox version",
+ "last 1 safari version"
+ ]
+ }
+}
diff --git a/Games/Pac_Man/public/index.html b/Games/Pac_Man/public/index.html
index 426af33168..ec9e3d379e 100644
--- a/Games/Pac_Man/public/index.html
+++ b/Games/Pac_Man/public/index.html
@@ -1,19 +1,19 @@
-
-
-
-
-
-
-
-
-
-
-## **Description ๐**
-
-- Play Piano like a pro, for both beginner and intermediate produce the melody of Piano with this amazing game (Happy Playing! ๐).
-
-## **functionalities ๐ฎ**
-
-- Produce melody of your choice with this game
-
-
-## **How to play? ๐น๏ธ**
-
-- Can play the piano by clicking on the onscreen keys
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-![image](../../assets/images/piano.png)
-
-
-
-## **Working video ๐น**
-N/A
+# **Playable Piano**
+
+---
+
+
+
+## **Description ๐**
+
+- Play Piano like a pro, for both beginner and intermediate produce the melody of Piano with this amazing game (Happy Playing! ๐).
+
+## **functionalities ๐ฎ**
+
+- Produce melody of your choice with this game
+
+
+## **How to play? ๐น๏ธ**
+
+- Can play the piano by clicking on the onscreen keys
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+![image](../../assets/images/piano.png)
+
+
+
+## **Working video ๐น**
+N/A
diff --git a/Games/Piano/index.html b/Games/Piano/index.html
index 896bbbde37..a7038cb2de 100644
--- a/Games/Piano/index.html
+++ b/Games/Piano/index.html
@@ -1,49 +1,49 @@
-
-
-
-
-
-
-
-
-
-## **Description ๐**
-
-- The Simon game is a classic memory game that requires players to follow a sequence of colors and sounds to advance to higher levels. In this version built using HTML, CSS, and JavaScript, players are presented with a game board consisting of four colored buttons - green, red, yellow, and blue.
-
-## **Functionalities ๐ฎ**
-
-- The game starts with a sequence of colors played by the computer, and players must repeat the sequence by clicking the corresponding buttons in the correct order. The game progressively gets more difficult with longer and more complex sequences. The game includes features such as a level counter, a highest score tracker, and a play button.
-
-
-## **How to Play? ๐น๏ธ**
-
-- Press the "Play" button to start the game.
-- The game will randomly choose a color and play a sound. Repeat the color and sound by clicking the corresponding button.
-- The game will add another color and sound to the sequence. Repeat the sequence by clicking the corresponding buttons in the correct order.
-- Keep repeating the sequence correctly to advance to higher levels.
-- If you click the wrong button or take too long to repeat the sequence, the game is over.
-- The highest level reached during the game will be displayed on the screen.
-- Press the "Play" button again to start a new game.
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-![image](../../assets/images/Simon-game.png)
-
-
-
-## **Working Video ๐น**
-
-
-
-![](<../../assets/animations/SimonVideo%20(2).gif>)
+# **Simon_Game_Challenge**
+
+---
+
+
+
+## **Description ๐**
+
+- The Simon game is a classic memory game that requires players to follow a sequence of colors and sounds to advance to higher levels. In this version built using HTML, CSS, and JavaScript, players are presented with a game board consisting of four colored buttons - green, red, yellow, and blue.
+
+## **Functionalities ๐ฎ**
+
+- The game starts with a sequence of colors played by the computer, and players must repeat the sequence by clicking the corresponding buttons in the correct order. The game progressively gets more difficult with longer and more complex sequences. The game includes features such as a level counter, a highest score tracker, and a play button.
+
+
+## **How to Play? ๐น๏ธ**
+
+- Press the "Play" button to start the game.
+- The game will randomly choose a color and play a sound. Repeat the color and sound by clicking the corresponding button.
+- The game will add another color and sound to the sequence. Repeat the sequence by clicking the corresponding buttons in the correct order.
+- Keep repeating the sequence correctly to advance to higher levels.
+- If you click the wrong button or take too long to repeat the sequence, the game is over.
+- The highest level reached during the game will be displayed on the screen.
+- Press the "Play" button again to start a new game.
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+![image](../../assets/images/Simon-game.png)
+
+
+
+## **Working Video ๐น**
+
+
+
+![](<../../assets/animations/SimonVideo%20(2).gif>)
diff --git a/Games/Simon_Game_Challenge/index.html b/Games/Simon_Game_Challenge/index.html
index 1a648503a8..d1795868ba 100755
--- a/Games/Simon_Game_Challenge/index.html
+++ b/Games/Simon_Game_Challenge/index.html
@@ -1,62 +1,62 @@
-
-
-
-
-
-
-
- Press Any Key to Start
- Highest reached level : 0
- Instructions
-
-
- All the best :)
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+ Press Any Key to Start
+ Highest reached level : 0
+ Instructions
+
+
+ All the best :)
+
+
+
+
+
+
+
diff --git a/Games/Simon_Game_Challenge/styles.css b/Games/Simon_Game_Challenge/styles.css
index 9d149d7742..d500368304 100755
--- a/Games/Simon_Game_Challenge/styles.css
+++ b/Games/Simon_Game_Challenge/styles.css
@@ -1,135 +1,135 @@
-body {
- text-align: center;
- background-color: #011f3f;
-}
-
-#highest {
- color: #fef2bf;
-}
-#level-title {
- font-family: "Press Start 2P", cursive;
- font-size: 3rem;
- margin: 5%;
- color: #fef2bf;
-}
-#play-button {
- font-family: "Press Start 2P", cursive;
- font-size: 3rem;
- color: #fef2bf;
-}
-.container {
- display: flex;
- flex-wrap: wrap;
- justify-content: center;
-}
-
-.game-section {
- display: flex;
- flex-direction: column;
- width: 70%;
- margin: auto;
- margin-left: 80px;
-}
-
-.instructions-section {
- background-color: #fef2bf;
- font-size: 1.5rem;
- flex: 1;
- padding: 10px;
- margin: 20px;
- display: flex;
- flex-direction: column;
- justify-content: center;
-}
-
-@media only screen and (max-width: 768px) {
- .container {
- flex-direction: column;
- }
-
- .game-section,
- .instructions-section {
- width: 100%;
- margin: 20px auto;
- }
-}
-
-.btn {
- margin: 25px;
- display: inline-block;
- height: 200px;
- width: 200px;
- border: 5px solid black;
- border-radius: 10%;
-}
-
-.game-over {
- background-color: #d61c4e;
- opacity: 0.8;
-}
-
-.red {
- background-color: #e90064;
-}
-
-.green {
- background-color: #379237;
-}
-
-.blue {
- background-color: #7149c6;
-}
-
-.yellow {
- background-color: #ffea20;
-}
-
-.pressed {
- box-shadow: 0 0 20px white;
- background-color: grey;
-}
-
-@media only screen and (max-width: 1024px) {
- /* styles for tablet */
- .container {
- width: 80%;
- }
- .btn {
- height: 150px;
- width: 150px;
- }
- #level-title,
- #play-button {
- font-size: 5rem;
- }
-}
-
-@media only screen and (max-width: 563px) and (min-width: 480px) {
- /* styles for phone */
- .container {
- width: 90%;
- }
- .btn {
- height: 100px;
- width: 100px;
- }
- #level-title,
- #play-button {
- font-size: 3.5rem;
- }
-}
-
-@media only screen and (max-width: 480px) {
- /* styles for phone */
- .container {
- width: 90%;
- }
- .btn {
- height: 100px;
- width: 100px;
- }
- #level-title,
- #play-button {
- font-size: 3.5rem;
- }
-}
+body {
+ text-align: center;
+ background-color: #011f3f;
+}
+
+#highest {
+ color: #fef2bf;
+}
+#level-title {
+ font-family: "Press Start 2P", cursive;
+ font-size: 3rem;
+ margin: 5%;
+ color: #fef2bf;
+}
+#play-button {
+ font-family: "Press Start 2P", cursive;
+ font-size: 3rem;
+ color: #fef2bf;
+}
+.container {
+ display: flex;
+ flex-wrap: wrap;
+ justify-content: center;
+}
+
+.game-section {
+ display: flex;
+ flex-direction: column;
+ width: 70%;
+ margin: auto;
+ margin-left: 80px;
+}
+
+.instructions-section {
+ background-color: #fef2bf;
+ font-size: 1.5rem;
+ flex: 1;
+ padding: 10px;
+ margin: 20px;
+ display: flex;
+ flex-direction: column;
+ justify-content: center;
+}
+
+@media only screen and (max-width: 768px) {
+ .container {
+ flex-direction: column;
+ }
+
+ .game-section,
+ .instructions-section {
+ width: 100%;
+ margin: 20px auto;
+ }
+}
+
+.btn {
+ margin: 25px;
+ display: inline-block;
+ height: 200px;
+ width: 200px;
+ border: 5px solid black;
+ border-radius: 10%;
+}
+
+.game-over {
+ background-color: #d61c4e;
+ opacity: 0.8;
+}
+
+.red {
+ background-color: #e90064;
+}
+
+.green {
+ background-color: #379237;
+}
+
+.blue {
+ background-color: #7149c6;
+}
+
+.yellow {
+ background-color: #ffea20;
+}
+
+.pressed {
+ box-shadow: 0 0 20px white;
+ background-color: grey;
+}
+
+@media only screen and (max-width: 1024px) {
+ /* styles for tablet */
+ .container {
+ width: 80%;
+ }
+ .btn {
+ height: 150px;
+ width: 150px;
+ }
+ #level-title,
+ #play-button {
+ font-size: 5rem;
+ }
+}
+
+@media only screen and (max-width: 563px) and (min-width: 480px) {
+ /* styles for phone */
+ .container {
+ width: 90%;
+ }
+ .btn {
+ height: 100px;
+ width: 100px;
+ }
+ #level-title,
+ #play-button {
+ font-size: 3.5rem;
+ }
+}
+
+@media only screen and (max-width: 480px) {
+ /* styles for phone */
+ .container {
+ width: 90%;
+ }
+ .btn {
+ height: 100px;
+ width: 100px;
+ }
+ #level-title,
+ #play-button {
+ font-size: 3.5rem;
+ }
+}
diff --git a/Games/Snake_Game/README.md b/Games/Snake_Game/README.md
index c23ddddd99..26a716614d 100644
--- a/Games/Snake_Game/README.md
+++ b/Games/Snake_Game/README.md
@@ -1,29 +1,29 @@
-# **Snake Game**
-
----
-
-
-
-## **Description ๐**
-- this game is developed by html,css and js tech stacks and you can play it easily by using the arrows !
-
-## **functionalities ๐ฎ**
-- a snake is given to control which will change it length upon eating
-- there are fruits which appear randomly one after another
-
-
-## **How to play? ๐น๏ธ**
-
-- Use the arrow buttons to control the snake
-
-
-## **Screenshots ๐ธ**
-
-
-![image](../../assets/images/Snake_Game.png)
-
-
-
-
-## **Working video ๐น**
-
+# **Snake Game**
+
+---
+
+
+
+## **Description ๐**
+- this game is developed by html,css and js tech stacks and you can play it easily by using the arrows !
+
+## **functionalities ๐ฎ**
+- a snake is given to control which will change it length upon eating
+- there are fruits which appear randomly one after another
+
+
+## **How to play? ๐น๏ธ**
+
+- Use the arrow buttons to control the snake
+
+
+## **Screenshots ๐ธ**
+
+
+![image](../../assets/images/Snake_Game.png)
+
+
+
+
+## **Working video ๐น**
+
diff --git a/Games/Snake_Game/index.html b/Games/Snake_Game/index.html
index dd9935ead6..d11eddc481 100644
--- a/Games/Snake_Game/index.html
+++ b/Games/Snake_Game/index.html
@@ -1,16 +1,16 @@
-
-
-
-
-
- Snake
-
- Snake
+
+
-
-## **Description ๐**
-- X and O have to play turn by turn.
-- whose ever turn it is ,it will be displayed on screen.
-
-## **functionalities ๐ฎ**
-- There is sound on each and every turn.
-- The gif will appear if any one wins.
-- The game can also restart in between if required.
-
-
-## **How to play? ๐น๏ธ**
-- X player always plays first.He can click on any 9 of the boxes.
-- Next is O's urn he can click in any 9 of the boxes.
-- If any 3 appear the same either X or O in row,column or digonally then he wins.
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-![image](../../assets/images/Tic_Tac_Toe.png)
-
-
-
-## **Working video ๐น**
-
+# **Tic_Tac_Toe**
+
+---
+
+
+
+## **Description ๐**
+- X and O have to play turn by turn.
+- whose ever turn it is ,it will be displayed on screen.
+
+## **functionalities ๐ฎ**
+- There is sound on each and every turn.
+- The gif will appear if any one wins.
+- The game can also restart in between if required.
+
+
+## **How to play? ๐น๏ธ**
+- X player always plays first.He can click on any 9 of the boxes.
+- Next is O's urn he can click in any 9 of the boxes.
+- If any 3 appear the same either X or O in row,column or digonally then he wins.
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+![image](../../assets/images/Tic_Tac_Toe.png)
+
+
+
+## **Working video ๐น**
+
diff --git a/Games/Tic_Tac_Toe/index.html b/Games/Tic_Tac_Toe/index.html
index 9e438b43f0..f08f083b09 100644
--- a/Games/Tic_Tac_Toe/index.html
+++ b/Games/Tic_Tac_Toe/index.html
@@ -1,43 +1,43 @@
-
-
-
-
-
-
- Welcome to Simran's Tic Tac Toe Game
- Welcome to Simran's Tic Tac Toe Game
+
-
-## **Description ๐**
-- this game is developed by html,css and js tech stacks and you can play it easily by using the joystick given in the game !
-
-## **functionalities ๐ฎ**
-- a joystick to control the balls in the maze
-- there are 4 balls into the maze
-- game comes with hard and easy mode
-
-
-## **How to play? ๐น๏ธ**
-
-- you have to move the controller and your aim is to taking all the balls in the middle
-- press E to switch to easy mode
-- press H to switch to hard mode
-
-
-## **Screenshots ๐ธ**
-
-
-![image](../../assets/images/Tilting_Maze.png)
-
-
-
-
-## **Working video ๐น**
-
+# **Tilting_Maze**
+
+---
+
+
+
+## **Description ๐**
+- this game is developed by html,css and js tech stacks and you can play it easily by using the joystick given in the game !
+
+## **functionalities ๐ฎ**
+- a joystick to control the balls in the maze
+- there are 4 balls into the maze
+- game comes with hard and easy mode
+
+
+## **How to play? ๐น๏ธ**
+
+- you have to move the controller and your aim is to taking all the balls in the middle
+- press E to switch to easy mode
+- press H to switch to hard mode
+
+
+## **Screenshots ๐ธ**
+
+
+![image](../../assets/images/Tilting_Maze.png)
+
+
+
+
+## **Working video ๐น**
+
diff --git a/Games/Tilting_Maze/index.html b/Games/Tilting_Maze/index.html
index 8062eb049e..22971923d4 100644
--- a/Games/Tilting_Maze/index.html
+++ b/Games/Tilting_Maze/index.html
@@ -1,36 +1,36 @@
-
-
-
-
-
-
-
-
-
-
-## **Description ๐**
-- Trivita It is a fun quizing game that tests your knowledge on various RomComs and movies through questions. No worries if you get stuck and cannot remember which series/movie is the question referring to. With the hints, we have got you covered ! This version of the game is created using HTML, CSS and JavaScript.
-
-
-## **functionalities ๐ฎ**
-- The game starts with the click input of the user and takes them to the rules to get them started.
-- There is a timer that counts down 15 seconds.
-- A counter that keeps track of number of correct answers.
-- Correct answer is displayed in case of time running out or incorrect answer.
-- At the end, total score is displayed along with option to End Game or Restart it.
-
-
-
-## **How to play? ๐น๏ธ**
-- Start the trivia by clicking on the button the main screen.
-- Read all the instructions carefully.
-- You have to be quick and select the right option before the time runs out.
-- In case you fail to do so, the correct answer will be displayed automatically, however you will gain 0 points for that question.
-- For each correct answer, your score increases by 1.
-- There is no negative marking in this trivia.
-- At the end, you can see your score and can choose to play again or end the game.
-
-
-
-## **Screenshots ๐ธ**
-
-
-
-![image](../../assets/images/Trivia_It.png)
-
-
-
-## **Working video ๐น**
-
+# **Trivia_It!**
+
+---
+
+
+
+## **Description ๐**
+- Trivita It is a fun quizing game that tests your knowledge on various RomComs and movies through questions. No worries if you get stuck and cannot remember which series/movie is the question referring to. With the hints, we have got you covered ! This version of the game is created using HTML, CSS and JavaScript.
+
+
+## **functionalities ๐ฎ**
+- The game starts with the click input of the user and takes them to the rules to get them started.
+- There is a timer that counts down 15 seconds.
+- A counter that keeps track of number of correct answers.
+- Correct answer is displayed in case of time running out or incorrect answer.
+- At the end, total score is displayed along with option to End Game or Restart it.
+
+
+
+## **How to play? ๐น๏ธ**
+- Start the trivia by clicking on the button the main screen.
+- Read all the instructions carefully.
+- You have to be quick and select the right option before the time runs out.
+- In case you fail to do so, the correct answer will be displayed automatically, however you will gain 0 points for that question.
+- For each correct answer, your score increases by 1.
+- There is no negative marking in this trivia.
+- At the end, you can see your score and can choose to play again or end the game.
+
+
+
+## **Screenshots ๐ธ**
+
+
+
+![image](../../assets/images/Trivia_It.png)
+
+
+
+## **Working video ๐น**
+
diff --git a/Games/Trivia_It/index.html b/Games/Trivia_It/index.html
index 335e47c99c..8b995dc4b7 100644
--- a/Games/Trivia_It/index.html
+++ b/Games/Trivia_It/index.html
@@ -1,74 +1,74 @@
-
-
-
-
-
-
-
-
-## **Description ๐**
-- The Whack-a-Mole game is a classic arcade game implemented using HTML, CSS, and JavaScript. Players must whack or hit moles that randomly pop up from holes on the screen. The game features a simple and intuitive user interface with responsive design elements.
-
-## **functionalities ๐ฎ**
-- Hit moles that randomly pop up from holes on the screen
-- Score points for successfully hitting moles
-- Track your score as you play
-- Play within a time limit displayed by a countdown timer
-- Responsive design for easy play on different devices
-- Game ends when time runs out, showing your final score
-- Start a new round to play again
-
-
-## **How to play? ๐น๏ธ**
-
-- Start the game by clicking on the "Start New Game" button
-- Moles will randomly appear from different holes on the screen
-- Use your mouse or touch screen to click on the moles as quickly as possible
-- Each successful hit on a mole will earn you points
-- Watch the countdown timer to keep track of the remaining time
-- Aim to achieve the highest score before the time runs out
-- The game ends when the timer reaches zero
-- Your final score will be displayed on the screen
-- To play again, click on the "Start New Game" button
-
-
-## **Screenshots ๐ธ**
-
-
-![image](../../assets/images/Whack_a_Mole.png)
-
-
-
-
-## **Working video ๐น**
-
+# **Whack_a_Mole**
+
+---
+
+
+
+## **Description ๐**
+- The Whack-a-Mole game is a classic arcade game implemented using HTML, CSS, and JavaScript. Players must whack or hit moles that randomly pop up from holes on the screen. The game features a simple and intuitive user interface with responsive design elements.
+
+## **functionalities ๐ฎ**
+- Hit moles that randomly pop up from holes on the screen
+- Score points for successfully hitting moles
+- Track your score as you play
+- Play within a time limit displayed by a countdown timer
+- Responsive design for easy play on different devices
+- Game ends when time runs out, showing your final score
+- Start a new round to play again
+
+
+## **How to play? ๐น๏ธ**
+
+- Start the game by clicking on the "Start New Game" button
+- Moles will randomly appear from different holes on the screen
+- Use your mouse or touch screen to click on the moles as quickly as possible
+- Each successful hit on a mole will earn you points
+- Watch the countdown timer to keep track of the remaining time
+- Aim to achieve the highest score before the time runs out
+- The game ends when the timer reaches zero
+- Your final score will be displayed on the screen
+- To play again, click on the "Start New Game" button
+
+
+## **Screenshots ๐ธ**
+
+
+![image](../../assets/images/Whack_a_Mole.png)
+
+
+
+
+## **Working video ๐น**
+
diff --git a/Games/Whack_a_Mole/index.html b/Games/Whack_a_Mole/index.html
index a160b95a0d..38e761c2d9 100644
--- a/Games/Whack_a_Mole/index.html
+++ b/Games/Whack_a_Mole/index.html
@@ -1,45 +1,45 @@
-
-
-
-
-
-
-
- Whack a Mole
-
- High Score: 0
- Your Score: 0
- Time Left: 30
- Whack a Mole
+
+ High Score: 0
+ Your Score: 0
+ Time Left: 30
+ Welcome to Word Association
- Check your vocabulary now!
- Score:
- Select the correct Word
- Welcome to Word Association
+ Check your vocabulary now!
+ Score:
+ Select the correct Word
+
-
-
-## **How to Play? ๐น๏ธ**
-
-- You have to select the difficulty level.
-- After selecting the difficulty level, you would be getting the number of chances to guess the word.
-- At end of the game, you would be getting the score after finishing all the 10 questions accurately.
-
-## **Screenshots ๐ธ**
-
-
-Landing Page
-
-Rules
-
-Game
-
-ScoreBoard
-
-
-
-
-
-## **Working Video ๐น**
-
-
-https://github.com/dishamodi0910/GameZone/assets/103763618/c86b1e59-849b-45ca-a2fb-fb65917d4804
-
-
-
+# **Word Guessing Game**
+
+---
+
+## **Description ๐**
+
+- Word Guessing Game is a simple game used to sharpen the English Vocabulary.It is a simple game where the user has to guess the word by filling the blanks. If the user guesses the word within given number of chances, he/she wins the game. If the user fails to guess the word within given number of chances, he/she loses the game.It is built using basic web dev tech stacks like HTML, CSS, and JavaScript.
+
+## **Functionalities ๐ฎ**
+
+Game consists of following functionalities :
+
+
+
+
+## **How to Play? ๐น๏ธ**
+
+- You have to select the difficulty level.
+- After selecting the difficulty level, you would be getting the number of chances to guess the word.
+- At end of the game, you would be getting the score after finishing all the 10 questions accurately.
+
+## **Screenshots ๐ธ**
+
+
+Landing Page
+
+Rules
+
+Game
+
+ScoreBoard
+
+
+
+
+
+## **Working Video ๐น**
+
+
+https://github.com/dishamodi0910/GameZone/assets/103763618/c86b1e59-849b-45ca-a2fb-fb65917d4804
+
+
+
diff --git a/Games/Word_Guessing_Game/index.html b/Games/Word_Guessing_Game/index.html
index 75e16778f2..2884a9072f 100644
--- a/Games/Word_Guessing_Game/index.html
+++ b/Games/Word_Guessing_Game/index.html
@@ -1,98 +1,98 @@
-
-
-
-
-
-
-
- Choose a Difficulty Level :
-
-
+
+ Choose a Difficulty Level :
+
+ Your Score is ${score}
`;
- document.getElementsByClassName('scorecard')[0].style.display = 'block';
- //restart();
-}
-
-function restart() {
- document.getElementById('startButton').style.display = 'none';
- document.getElementsByClassName('wrapper')[0].style.display = 'none';
- document.getElementsByClassName('scorecard')[0].style.display = 'none';
- document.getElementById('chooseDifficulty').style.display = 'block';
- incorrect_letters.innerHTML = "";
- incorrect_letters = [];
- correct_letters = [];
- maxGuesses = "";
- dif = 0;
- element.innerHTML = "";
- element = "";
- newelement = "";
- score = 0;
- count = 0;
- nextnewelement = "";
- ans = 0;
- elementvalue = 0;
-}
-
-function abc()
-{
- nextelement.style.display = 'none';
- nextelement.removeChild(nextnewelement);
- console.log(ans);
- console.log(elementvalue);
- if(ans==5)
- {
- //nextelement.style.display = 'none';
- console.log(ans);
- chooseDif1();
- }
-
- else if(ans==6)
- {
- //nextelement.style.display = 'none';
- chooseDif2();
- }
- else if(ans==7)
- {
- //nextelement.style.display = 'none';
- chooseDif3();
- }
- //document.getElementsByClassName('wrapper')[0].style.display = 'block';
-}
-
-resetButton.addEventListener("click", restart);
-typingInput.addEventListener("input", initialiseGame);
-inputs.addEventListener("click",() => typingInput.focus());
-document.addEventListener("keydown",() => typingInput.focus());
-
-// getRandomWord();
-
-const buttonGroup = document.getElementById("button-group");
-const buttonGroupPressed = e => {
-
- const isButton = e.target.nodeName === 'BUTTON';
-
- if(!isButton) {
- return
- }
-
- elementvalue = e.target.id;
- if(elementvalue=="1"){
- console.log("hello");
- ans = 5;
- }
- else if(elementvalue=="2"){
- ans = 6;
- }
- else if(elementvalue=="3"){
- ans = 7;
- }
- console.log(ans);
- //document.querySelector('#buttonid').value = 6;
- document.getElementById('chooseDifficulty').style.display = 'none';
- nextelement = document.querySelector('.wrapper-new');
- nextnewelement = document.createElement("div");
- nextelement.appendChild(nextnewelement);
- nextnewelement.innerHTML = '📌Rules
Your Score is ${score}
`;
+ document.getElementsByClassName('scorecard')[0].style.display = 'block';
+ //restart();
+}
+
+function restart() {
+ document.getElementById('startButton').style.display = 'none';
+ document.getElementsByClassName('wrapper')[0].style.display = 'none';
+ document.getElementsByClassName('scorecard')[0].style.display = 'none';
+ document.getElementById('chooseDifficulty').style.display = 'block';
+ incorrect_letters.innerHTML = "";
+ incorrect_letters = [];
+ correct_letters = [];
+ maxGuesses = "";
+ dif = 0;
+ element.innerHTML = "";
+ element = "";
+ newelement = "";
+ score = 0;
+ count = 0;
+ nextnewelement = "";
+ ans = 0;
+ elementvalue = 0;
+}
+
+function abc()
+{
+ nextelement.style.display = 'none';
+ nextelement.removeChild(nextnewelement);
+ console.log(ans);
+ console.log(elementvalue);
+ if(ans==5)
+ {
+ //nextelement.style.display = 'none';
+ console.log(ans);
+ chooseDif1();
+ }
+
+ else if(ans==6)
+ {
+ //nextelement.style.display = 'none';
+ chooseDif2();
+ }
+ else if(ans==7)
+ {
+ //nextelement.style.display = 'none';
+ chooseDif3();
+ }
+ //document.getElementsByClassName('wrapper')[0].style.display = 'block';
+}
+
+resetButton.addEventListener("click", restart);
+typingInput.addEventListener("input", initialiseGame);
+inputs.addEventListener("click",() => typingInput.focus());
+document.addEventListener("keydown",() => typingInput.focus());
+
+// getRandomWord();
+
+const buttonGroup = document.getElementById("button-group");
+const buttonGroupPressed = e => {
+
+ const isButton = e.target.nodeName === 'BUTTON';
+
+ if(!isButton) {
+ return
+ }
+
+ elementvalue = e.target.id;
+ if(elementvalue=="1"){
+ console.log("hello");
+ ans = 5;
+ }
+ else if(elementvalue=="2"){
+ ans = 6;
+ }
+ else if(elementvalue=="3"){
+ ans = 7;
+ }
+ console.log(ans);
+ //document.querySelector('#buttonid').value = 6;
+ document.getElementById('chooseDifficulty').style.display = 'none';
+ nextelement = document.querySelector('.wrapper-new');
+ nextnewelement = document.createElement("div");
+ nextelement.appendChild(nextnewelement);
+ nextnewelement.innerHTML = '📌Rules
Dash
-
-
-
- Dash
+
+
+
+ This open source repository contains collection of games build on basic tech stacks in web development . Use your creativity and build your own game and contribute to the repository by making PR ๐ฎ
-
-Make sure you star the repository and show your love to us๐
-
-Also join the discord server for GameZone and start collaborating with others ๐
-
-
-
-
-
-
-
- - - - - -
-+ +[![Discord](https://img.shields.io/badge/Discord-%235865F2.svg?style=for-the-badge&logo=discord&logoColor=white)](https://discord.gg/fgwk4XZfxG) + +![Lines of code](https://img.shields.io/tokei/lines/github/kunjgit/GameZone) +![GitHub issues](https://img.shields.io/github/issues/kunjgit/GameZone) +![GitHub forks](https://img.shields.io/github/forks/kunjgit/GameZone) +![GitHub pull requests](https://img.shields.io/github/issues-pr/kunjgit/GameZone) +![GitHub Repo stars](https://img.shields.io/github/stars/kunjgit/GameZone?style=social) +![GitHub contributors](https://img.shields.io/github/contributors/kunjgit/GameZone) +![Website](https://img.shields.io/website?down_color=red&down_message=offline&up_color=blue&up_message=online&url=https%3A%2F%2Fkunjgit.github.io%2FGameZone%2F) + +
+ + + ++ + + + + +
+Improve your muscle memory
- - -Have fun by winning the game
- - -Test your memory skills with this challenge.
- - -Control the snake and eat all the fruits.
- - -Save Dino From the monster.
- - -Whack a mole and have fun
- - -Save Doraemon and help to go up !
- - -Play with some cards !
- - -Test your memory !
- - -Test your vocabulary !
- - -Let's roll the dice!
- - -Try your hands on piano
- - -Break it !
- - -Save Dino !
- - -Guess the color !
- - -Guess the number !
- - -Let's race !
- - -Get your hands on perfect aim !
- - -Let's kill aliens!
- - -Cut the fruits!
- - -Save doodle from obstacles!
- - -Learn alphabets!
- - -Crush it!
- - -Play with words!
- - -Have fun with with 0 and X!
- - -Improve your muscle memory
+ + +Have fun by winning the game
+ + +Test your memory skills with this challenge.
+ + +Control the snake and eat all the fruits.
+ + +Save Dino From the monster.
+ + +Whack a mole and have fun
+ + +Save Doraemon and help to go up !
+ + +Play with some cards !
+ + +Test your memory !
+ + +Test your vocabulary !
+ + +Let's roll the dice!
+ + +Try your hands on piano
+ + +Break it !
+ + +Save Dino !
+ + +Guess the color !
+ + +Guess the number !
+ + +Let's race !
+ + +Get your hands on perfect aim !
+ + +Let's kill aliens!
+ + +Cut the fruits!
+ + +Save doodle from obstacles!
+ + +Learn alphabets!
+ + +Crush it!
+ + +Play with words!
+ + +Have fun with with 0 and X!
+ + +