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Processing transition
The p5.js language looks very similar to the Processing language with a few changes:
-
Because you can think of your sketch as more than just the drawing canvas,
size()
has been replaced withcreateCanvas()
, to suggest the possibility of creating other elements. -
frameRate(num)
sets the frame rate, but theframeRate
variable has been removed. To get the current frame rate, callframeRate()
with no arguments. -
JavaScript doesn't always load things synchronously, so there are a couple options to deal with this:
- All load methods take an optional callback argument. That is, a function that gets called after the file has been loaded.
- Alternatively, you can place load calls in a
preload()
method that happens beforesetup()
. If a preload method exists, setup waits until everything inside is loaded, see this image example.
-
The variable
mousePressed
has been replaced withmouseIsPressed
. -
In addition to mouse events, there are touch events. The mapping is like this:
-
mouseX
~touchX
-
mouseY
~touchY
-
mousePressed()
~touchStarted()
-
mouseDragged()
~touchMoved()
-
mouseReleased()
~touchEnded()
- There is a
touches[]
array that contains a series of objects with x and y properties corresponding to the position of each finger.
-
-
push/popMatrix()
, andpush/popStyle()
have been replaced withpush()
andpop()
, the equivalent of calling both matrix and style methods together. -
By default, everything is in the global namespace, and you can create your sketches like you do with Processing. However, there is something we call "instance mode" for creating a p5 sketch that plays nice with the rest of the code running on your page. See this instance mode example and this global vs instance mode tutorial.
-
In global mode, p5 variable and function names are not available outside
setup()
,draw()
,mousePressed()
, etc. (Except in the case where they are placed inside functions that are called by one of these methods.) What this means is that when declaring variables beforesetup()
, you will need to assign them values insidesetup()
if you wish to use p5 functions. For example:var n; function setup() { createCanvas(100, 100); n = random(100); }
-
The function
println()
is not available in p5.js. Useprint()
orconsole.log()
. -
The origin (0, 0, 0) for WEBGL mode is in the center of the canvas, rather than the top left as it is in 2D mode.
-
WebGL uses column-major matrices. When translating 3D sketches that apply matrices from Processing to p5, matrices can be transposed to achieve the same results.
-
Not everything in Processing is implemented in p5.js, but we are working on it! Right now there is no PShape equivalent. The camera model in p5js is yet very basic, with only eye position and no "look at" or axis direction. See the reference for up-to-date documentation of what functions work.
- Variables do not have a type. Use
let
(or the older syntaxvar
) instead offloat
,int
,double
,long
,char
,String
,Array
, etc. You do not need to specify return types or parameter types for functions. - A var can be anything – any of the types mentioned, but also functions.
- Arrays are constructed very simply (no need for Processing’s
ArrayList
anymore) and have many built-in features. See this array example and learn more about JS arrays here. - JavaScript uses something called prototypes to form something similar to Java class objects. See this objects example and learn more about JS objects here.
This is the basic setup for a Processing and p5.js sketch. Note that p5.js will also require an empty HTML file that links to the p5.js library and your sketch file in the header (see getting started).
void setup() {
// setup stuff
}
void draw() {
// draw stuff
}
function setup() {
// setup stuff
}
function draw() {
// draw stuff
}
Here are two examples of sketches that have been converted from Processing to p5.js. The changes made are shown in the comments, all the other lines remained the same.
/**
* This example can be found in the Processing examples package
* that comes with the Processing PDE.v
* Processing > Examples > Basics > Form > Bezier
* Adapted by Evelyn Eastmond
*/
function setup() { // **change** void setup() to function setup()
createCanvas(640, 360); // **change** size() to createCanvas()
stroke(255); // stroke() is the same
noFill(); // noFill() is the same
}
function draw() { // **change** void draw() to function draw()
background(0); // background() is the same
for (var i = 0; i < 200; i += 20) { // **change** int i to var i
bezier(mouseX-(i/2.0), 40+i, 410, 20, 440, 300, 240-(i/16.0), 300+(i/8.0)); // bezier() is the same
}
}
/**
* This example can be found in the Processing examples package
* that comes with the Processing PDE.
* Processing > Examples > Topics > Interaction > Follow3
* Adapted by Evelyn Eastmond
*/
var x = new Array(20); // **change** float[] x = new float[20] to new Array(20)
var y = new Array(20); // **change** float[] y = new float[20] to new Array(20)
var segLength = 18; // **change** float to var
function setup() { // **change** void setup() to function setup()
createCanvas(640, 360); // **change** size() to createCanvas()
strokeWeight(9); // strokeWeight() is the same
stroke(255, 100); // stroke() is the same
for(var i=0; i<x.length; i++) { // initialize the array
x[i]=0;
y[i]=0;
}
}
function draw() { // **change** void draw() to function draw()
background(0); // background() is the same
drawSegment(0, mouseX, mouseY); // functions calls, mouseX and mouseY are the same
for(var i=0; i<x.length-1; i++) { // **change** int i to var i
drawSegment(i+1, x[i], y[i]); // function calls are the same
}
}
function drawSegment(i, xin, yin) { // **change** void drawSegment() to function drawSegment(), remove type declarations
var dx = xin - x[i]; // **change** float to var
var dy = yin - y[i]; // **change** float to var
var angle = atan2(dy, dx); // **change** float to var, atan2() is the same
x[i] = xin - cos(angle) * segLength; // cos() is the same
y[i] = yin - sin(angle) * segLength; // sin() is the same
segment(x[i], y[i], angle); // function calls are the same
}
function segment(x, y, a) { // **change** void segment() to function segment(), remove type declarations
push(); // pushMatrix() becomes push()
translate(x, y); // translate() is the same
rotate(a); // rotate() is the same
line(0, 0, segLength, 0); // line() is the same
pop(); // popMatrix() becomes pop()
}
Here are two examples of sketches that have been converted from p5.js to Processing. The changes made are shown in the comments, all the other lines remained the same.
/**
* This example can be found in the Processing examples package
* that comes with the Processing PDE.
* Processing > Examples > Basics > Form > Bezier
*/
void setup() { // **change** function setup() to void setup()
size(640, 360); // **change** createCanvas() to size()
stroke(255);
noFill();
}
void draw() { // **change** function draw() to void draw()
background(0);
for (int i = 0; i < 200; i += 20) { // **change** var i to int i
bezier(mouseX-(i/2.0), 40+i, 410, 20, 440, 300, 240-(i/16.0), 300+(i/8.0));
}
}
/**
* This example can be found in the Processing examples package
* that comes with the Processing PDE.
* Processing > Examples > Topics > Interaction > Follow3
* Based on code from Keith Peters.
*/
float[] x = new float[20]; // **change** array of 0's to be float[] x = new float[20]
float[] y = new float[20]; // **change** array of 0's to be float[] x = new float[20]
float segLength = 18; // **change** var to float
void setup() { // **change** function setup() to void setup()
size(640, 360); // **change** createCanvas() to size()
strokeWeight(9);
stroke(255, 100);
}
void draw() { // **change** function draw() void draw()
background(0);
dragSegment(0, mouseX, mouseY);
for(int i=0; i<x.length-1; i++) { // **change** var i to int i
dragSegment(i+1, x[i], y[i]);
}
}
void dragSegment(int i, float xin, float yin) { // **change** function drawSegment() to void drawSegment(). add type declarations.
float dx = xin - x[i]; // **change** var to float
float dy = yin - y[i]; // **change** var to float
float angle = atan2(dy, dx); // **change** var to float
x[i] = xin - cos(angle) * segLength;
y[i] = yin - sin(angle) * segLength;
segment(x[i], y[i], angle);
}
void segment(float x, float y, float a) { // **change** function segment() to void segment(). add type declarations.
pushMatrix();
translate(x, y);
rotate(a);
line(0, 0, segLength, 0);
popMatrix();
}
In p5.js, all variables (whether they are numbers, strings, arrays, functions, objects, whatever!) are declared using the symbol var
(or in newer browsers, let
or const
). Unlike in Processing, you don’t have to specify the variable type.
For example, instead of:
boolean button = false;
you'd write
var button = false;
or
instead of:
float x = 100.3;
you'd write
var x = 100.3;
Here is a summary of the supported Processing data types (table borrowed from Getting Started with Processing).
Name | Description | Range of values |
---|---|---|
int | Integers (whole numbers) | -2,147,483,648 to 2,147,483,647 |
float | Floating-point values | -3.40282347E+38 to 3.40282347E+38 |
boolean | Logical value | true or false |
char | Single character | A-z, 0-9, and symbols |
String | Sequence of characters | Any letter, word, sentence, and so on |
PImage | PNG, JPG, or GIF image | N/A |
PFont | VLW font; use the Create Font tool to make | N/A |
PShape | SVG file | N/A |
- Check out the p5.js reference for up-to-date documentation.
- Play with the examples and demos on the tutorials page.
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