Web Development

Download Getting Started with P5.Js: Making Interactive Graphics in by Casey Reas, Ben Fry, Lauren McCarthy PDF

By Casey Reas, Ben Fry, Lauren McCarthy

With p5.js, you could reflect on all of your internet browser as your canvas for sketching with code!

Learn programming the thrill way--by sketching with interactive special effects! Getting began with p5.js includes options that may be utilized to making video games, animations, and interfaces. p5.js is a brand new interpretation of Processing written in JavaScript that makes it effortless to have interaction with HTML5 items, together with textual content, enter, video, webcam, and sound. Like its older sibling Processing, p5.js makes coding obtainable for artists, designers, educators, and beginners.

Written via the lead p5.js developer and the founders of Processing, this ebook presents an creation to the artistic chances of today's net, utilizing JavaScript and HTML.

With Getting began with p5.js, you'll:
• speedy examine programming fundamentals, from variables to objects
• comprehend the basics of machine graphics
• Create interactive photographs with easy-to-follow projects
• discover ways to practice information visualization techniques
• catch and control webcam audio and video feeds within the browser

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Read or Download Getting Started with P5.Js: Making Interactive Graphics in JavaScript and Processing PDF

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Additional info for Getting Started with P5.Js: Making Interactive Graphics in JavaScript and Processing

Sample text

It’s always a good idea to save your sketches often. As you try different things, keep saving with different names (File→Save As), so that you can always go back to an earlier version. This is especially helpful if—no, when—something breaks. js A common mistake is to be editing one project but viewing a different one in the browser, preventing any of your changes from showing up. html file. js involves exploring lots of code: running, altering, breaking, and enhancing it until you have reshaped it into something new.

Js The template code contains two blocks, or functions, setup() and draw(). You can put code in either place, and there is a specific purpose for each. Any code involved in setting up the initial state of your program goes in the setup() block. For now, we’ll leave it empty, but later in the book, you’ll add code here to set the size of your graphics canvas, the weight of your stroke, or the speed of your program. Any code involved in actually drawing to the screen (setting the background color, or drawing shapes, text, or images) will be placed in the draw() block.

For instance, the width and height of the canvas are stored in variables called width and height. These values are set by the createCanvas() function. They can Variables 43 be used to draw elements relative to the size of the canvas, even if the createCanvas() line changes. Example 4-3: Adjust the Canvas, See What Follows In this example, change the parameters to createCanvas() to see how it works: function setup() { createCanvas(480, 120); } function draw() { background(204); line(0, 0, width, height); // Line from (0,0) to (480, 120) line(width, 0, 0, height); // Line from (480, 0) to (0, 120) ellipse(width/2, height/2, 60, 60); } Other special variables keep track of the status of the mouse and keyboard values and much more.

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