Repository: molleindustria/p5.play Branch: main Commit: 9f1a54291dd9 Files: 5 Total size: 206.2 KB Directory structure: gitextract_m5yn1_u4/ ├── .github/ │ └── FUNDING.yml ├── LICENSE.md ├── README.md ├── p5.play.js └── package.json ================================================ FILE CONTENTS ================================================ ================================================ FILE: .github/FUNDING.yml ================================================ # These are supported funding model platforms github: @quinton-ashley patreon: p5play open_collective: # Replace with a single Open Collective username ko_fi: # Replace with a single Ko-fi username tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry liberapay: # Replace with a single Liberapay username issuehunt: # Replace with a single IssueHunt username otechie: # Replace with a single Otechie username lfx_crowdfunding: # Replace with a single LFX Crowdfunding project-name e.g., cloud-foundry custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2'] ================================================ FILE: LICENSE.md ================================================ ### GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007 Copyright (C) 2007 Free Software Foundation, Inc. Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. ### Preamble The GNU General Public License is a free, copyleft license for software and other kinds of works. The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. We, the Free Software Foundation, use the GNU General Public License for most of our software; it applies also to any other work released this way by its authors. You can apply it to your programs, too. When we speak of free software, we are referring to freedom, not price. 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The terms of this License will continue to apply to the part which is the covered work, but the special requirements of the GNU Affero General Public License, section 13, concerning interaction through a network will apply to the combination as such. #### 14. Revised Versions of this License. The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License "or any later version" applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. 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IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. #### 17. Interpretation of Sections 15 and 16. If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee. END OF TERMS AND CONDITIONS ### How to Apply These Terms to Your New Programs If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . Also add information on how to contact you by electronic and paper mail. If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode: Copyright (C) This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands \`show w' and \`show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an "about box". You should also get your employer (if you work as a programmer) or school, if any, to sign a "copyright disclaimer" for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see . The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read . ================================================ FILE: README.md ================================================ # p5.play ![](https://img.shields.io/github/package-json/v/quinton-ashley/p5.play) ![](https://img.shields.io/github/license/quinton-ashley/p5.play) [p5.play][] is a 2D game engine made by Computer Science teachers to help you turn your game ideas into JavaScript code! ### Learn how to use p5.play at https://p5play.org ### Join the [p5.play community Discord server][] to ask questions and meet other people making games with p5.play! p5.play is currently led by Quinton Ashley [@quinton-ashley][] and was initiated by Paolo Pedercini [@molleindustria][]. If you have any questions or problems use the help channels on [discord][] or make an [issue report][] on this GitHub repository or email ## Support p5.play It took thousands of hours for [@quinton-ashley][] to upgrade this open source project and he continues to maintain it! p5.play will always be available for free, but your support would be greatly appreciated. If you use p5.play professionally in your lessons or commercial games, please consider donating! [![Donate](https://img.shields.io/badge/PayPal-@qashto-green.svg)](https://paypal.me/qashto) [![Venmo](https://img.shields.io/badge/Venmo-@Quinton--Ashley-blue.svg)](https://venmo.com/Quinton-Ashley) [![Patreon](https://img.shields.io/badge/Patreon-@p5play-orange.svg)](https://www.patreon.com/p5play) ## Development of p5.play Take a look at the [p5play-web][] GitHub repository for information about how to contribute to the development of p5.play. [p5.play]: https://p5play.org [issue report]: https://github.com/quinton-ashley/p5.play/issues [@quinton-ashley]: https://github.com/quinton-ashley [@molleindustria]: https://github.com/molleindustria [p5play-web]: https://github.com/quinton-ashley/p5play-web [p5.play community discord server]: https://discord.gg/3UTbqUgmPF [discord]: https://discord.gg/3UTbqUgmPF ================================================ FILE: p5.play.js ================================================ /** * p5.play * * @version 3.5 * @author quinton-ashley * @year 2023 * @license gpl-v3-only * @descripton p5.play is a 2D game engine that uses planck (Box2D) to simulate * physics and provides sprites, a tile system, input handling, and animations! */ p5.prototype.registerMethod('init', function p5PlayInit() { if (typeof window.planck == 'undefined') { throw new Error('planck.js must be loaded before p5.play'); } // store a reference to the p5 instance that p5play is being added to let pInst = this; const log = console.log; // shortcut this.log = console.log; const pl = planck; // set the velocity threshold to allow for slow moving objects pl.Settings.velocityThreshold = 0.19; let plScale = 60; this.p5play = this.p5play || {}; this.p5play.os ??= { emulated: false }; this.p5play.autoDrawSprites ??= true; this.p5play.autoUpdateSprites ??= true; this.p5play.mouseTracking ??= true; this.p5play.mouseSprite = null; this.p5play.mouseSprites = []; this.p5play.standardizeKeyboard = false; // change the angle mode to degrees this.angleMode(p5.prototype.DEGREES); // scale to planck coordinates from p5 coordinates const scaleTo = ({ x, y }, tileSize) => new pl.Vec2((x * tileSize) / plScale, (y * tileSize) / plScale); const scaleXTo = (x, tileSize) => (x * tileSize) / plScale; // scale from planck coordinates to p5 coordinates const scaleFrom = ({ x, y }, tileSize) => new pl.Vec2((x / tileSize) * plScale, (y / tileSize) * plScale); const scaleXFrom = (x, tileSize) => (x / tileSize) * plScale; const fixRound = (val) => (Math.abs(val - Math.round(val)) <= pl.Settings.linearSlop ? Math.round(val) : val); const isArrowFunction = (fn) => !/^(?:(?:\/\*[^(?:\*\/)]*\*\/\s*)|(?:\/\/[^\r\n]*))*\s*(?:(?:(?:async\s(?:(?:\/\*[^(?:\*\/)]*\*\/\s*)|(?:\/\/[^\r\n]*))*\s*)?function|class)(?:\s|(?:(?:\/\*[^(?:\*\/)]*\*\/\s*)|(?:\/\/[^\r\n]*))*)|(?:[_$\w][\w0-9_$]*\s*(?:\/\*[^(?:\*\/)]*\*\/\s*)*\s*\()|(?:\[\s*(?:\/\*[^(?:\*\/)]*\*\/\s*)*\s*(?:(?:['][^']+['])|(?:["][^"]+["]))\s*(?:\/\*[^(?:\*\/)]*\*\/\s*)*\s*\]\())/.test( fn.toString() ); /** * Checks if the given string contains a valid collider type * or collider type code letter: * * 'd' or 'dynamic' * 's' or 'static' * 'k' or 'kinematic' * 'n' or 'none' * * @param {String} t type name * @returns {Boolean} true if the given string contains a valid collider type */ function isColliderType(t) { let abr = t.slice(0, 2); return t == 'd' || t == 's' || t == 'k' || t == 'n' || abr == 'dy' || abr == 'st' || abr == 'ki' || abr == 'no'; } /** * Returns an array with the line length, angle, and number of sides of a regular polygon * * @param {String} n name of the regular polygon * @param {Number} l side length * @returns {Boolean} an array [line, angle, sides] */ function getRegularPolygon(n, l) { if (n == 'triangle') l = [l, -120, 3]; else if (n == 'square') l = [l, -90, 4]; else if (n == 'pentagon') l = [l, -72, 5]; else if (n == 'hexagon') l = [l, -60, 6]; else if (n == 'septagon') l = [l, -51.4285714286, 7]; else if (n == 'octagon') l = [l, -45, 8]; else if (n == 'enneagon') l = [l, -40, 9]; else if (n == 'decagon') l = [l, -36, 10]; else if (n == 'hendecagon') l = [l, -32.7272727273, 11]; else if (n == 'dodecagon') l = [l, -30, 12]; return l; } let spriteProps = [ 'bounciness', 'collider', 'color', 'density', 'd', 'debug', 'diameter', 'direction', // 'directionLock', 'drag', 'dynamic', 'friction', 'fill', 'h', 'height', 'heading', 'isSuperFast', 'kinematic', 'layer', 'life', 'mass', 'rotation', 'rotationDrag', 'rotationLock', 'rotationSpeed', 'scale', 'shape', 'speed', 'static', 'stroke', 'strokeWeight', 'text', 'textColor', 'tileSize', 'visible', 'w', 'width', 'x', 'y' ]; let eventTypes = { _collisions: ['_collides', '_colliding', '_collided'], _overlappers: ['_overlaps', '_overlapping', '_overlapped'] }; p5.Vector.prototype._angleBetween = p5.Vector.prototype.angleBetween; p5.Vector.prototype.angleBetween = function (v) { let a = this._angleBetween(v); if (!isNaN(a)) return a; return 0; }; /** * Look at the Sprite reference pages before reading these docs. * * https://p5play.org/learn/sprite.html * * Every sprite you create is added to the allSprites * group and put on the top layer, in front of all other * previously created sprites. * * @example * * let rectangle = new Sprite(x, y, width, height); * * let circle = new Sprite(x, y, diameter); * * let line = new Sprite(x, y, [length, angle]); * * @class Sprite * @constructor * @param {String|SpriteAnimation|p5.Image} [aniName|ani|image] * @param {Number} x Horizontal position of the sprite * @param {Number} y Vertical position of the sprite * @param {Number} [width|diameter] Width of the placeholder rectangle and of * the collider until an image or new collider are set. *OR* If height is not * set then this parameter becomes the diameter of the placeholder circle. * @param {Number} [height] Height of the placeholder rectangle and of the collider * until an image or new collider are set * @param {String} [physics] collider type is 'dynamic' by default, can be * 'static', 'kinematic', or 'none' */ class Sprite { constructor(x, y, w, h, collider) { this.p = pInst; this.idNum = this.p.world.spritesCreated; this.p.world.spritesCreated++; let args = [...arguments]; let group, ani; if (args[0] !== undefined && args[0] instanceof Group) { group = args[0]; args = args.slice(1); } if (!args.length) this._noArgs = true; if ( args[0] !== undefined && isNaN(args[0]) && (typeof args[0] == 'string' || args[0] instanceof SpriteAnimation || args[0] instanceof p5.Image) ) { // shift ani = args[0]; args = args.slice(1); } if (args.length == 1 && typeof args[0] == 'number') { throw new FriendlyError('Sprite', 0, [args[0]]); } x = args[0]; y = args[1]; w = args[2]; h = args[3]; collider = args[4]; this.originMode = 'center'; if (Array.isArray(x)) { x = undefined; y = undefined; w = args[0]; h = args[1]; collider = args[2]; } // if (w is chain array) or (diameter/side length and h is a // collider type or the name of a regular polygon) if (Array.isArray(w) || typeof h == 'string') { if (!isNaN(w)) w = Number(w); if (typeof w != 'number' && Array.isArray(w[0])) { this.originMode = 'start'; } if (h !== undefined) { if (Array.isArray(h)) { throw new FriendlyError('Sprite', 1, [`[[${w}], [${h}]]`]); } if (isColliderType(h)) { collider = h; } else { w = getRegularPolygon(h, w); } h = undefined; } } else if (isNaN(w)) { collider = w; w = undefined; } /** * Groups the sprite belongs to, including allSprites * * @property groups * @type {Array} * @default [allSprites] */ this.groups = []; this.p.allSprites.push(this); /** * Keys are the animation label, values are SpriteAnimation objects. * * @property animations * @type {Object} */ this.animations = {}; /** * If false, animations that are stopped before they are completed, * typically by a call to sprite.changeAni, will start at the frame * they were stopped at. If true, animations will always start playing from * frame 0 unless specified by the user in a separate anim.changeFrame * call. * * @property autoResetAnimations * @type {SpriteAnimation} * @default false */ this.autoResetAnimations; /** * True if the sprite was removed from the world * * @property removed * @type {Boolean} * @default false */ this.removed = false; if (group) { group.push(this); if (!ani) { for (let _ani in group.animations) { ani = _ani; break; } } } else { group = this.p.allSprites; } if (group.dynamic) collider ??= 'dynamic'; if (group.kinematic) collider ??= 'kinematic'; if (group.static) collider ??= 'static'; collider ??= group.collider; this._shape = group.shape; /** * Cycles before self removal. * Set it to initiate a countdown, every draw cycle the property is * reduced by 1 unit. If less than or equal to 0, this sprite will be removed. * * @property life * @type {Number} * @default 100000000 */ this.life = 100000000; /** * The sprite's visibility. * * @property visible * @type {Boolean} * @default true */ this.visible = true; /** * Contains all the collision callback functions for this sprite * when it comes in contact with other sprites or groups. */ this._collides = {}; this._colliding = {}; this._collided = {}; this._overlap = {}; /** * Contains all the overlap callback functions for this sprite * when it comes in contact with other sprites or groups. */ this._overlaps = {}; this._overlapping = {}; this._overlapped = {}; this._collisions = new Map(); this._overlappers = new Map(); this.tileSize = group.tileSize || 1; let _this = this; // this.x and this.y are getters and setters that change this._pos internally // this.pos and this.position get this._position this._pos = { x: 0, y: 0 }; this._position = { get x() { return _this.x; }, set x(val) { _this.x = val; }, get y() { return _this.y; }, set y(val) { _this.y = val; } }; // this._vel is used if the Sprite has no physics body this._vel = { x: 0, y: 0 }; // this._velocity extends p5.Vector this._velocity = pInst.createVector.call(pInst); Object.defineProperty(this._velocity, 'x', { get() { let val; if (!_this.body) val = _this._vel.x; else val = _this.body.getLinearVelocity().x; return fixRound(val / _this.tileSize); }, set(val) { val *= _this.tileSize; if (_this.body) { _this.body.setLinearVelocity(new pl.Vec2(val, _this.body.getLinearVelocity().y)); } else { _this._vel.x = val; } } }); Object.defineProperty(this._velocity, 'y', { get() { let val; if (!_this.body) val = _this._vel.y; else val = _this.body.getLinearVelocity().y; return fixRound(val / _this.tileSize); }, set(val) { val *= _this.tileSize; if (_this.body) { _this.body.setLinearVelocity(new pl.Vec2(_this.body.getLinearVelocity().x, val)); } else { _this._vel.y = val; } } }); this._mirror = { x: 1, y: 1 }; this.mirror = { get x() { return _this._mirror.x < 0; }, set x(val) { _this._mirror.x = val ? -1 : 1; }, get y() { return _this._mirror.y < 0; }, set y(val) { _this._mirror.y = val ? -1 : 1; } }; this.layer = group.layer; this.layer ??= this.p.allSprites.maxDepth() + 1; collider ??= group.collider; if (!collider || typeof collider != 'string') { collider = 'dynamic'; } this.collider = collider; x ??= group.x; if (x === undefined) { x = this.p.width / this.p.allSprites.tileSize / 2; this._vertexMode = true; } y ??= group.y; if (y === undefined) y = this.p.height / this.p.allSprites.tileSize / 2; w ??= group.w || group.width || group.diameter; h ??= group.h || group.height; if (typeof x == 'function') x = x(group.length - 1); if (typeof y == 'function') y = y(group.length - 1); this.x = x; this.y = y; if (ani) { if (ani instanceof p5.Image) { this.addAni(ani); } else { if (typeof ani == 'string') this._changeAni(ani); else this._animation = ani.clone(); } let ts = this.tileSize; if (!w && (this.ani.w != 1 || this.ani.h != 1)) { w = this.ani.w / ts; if (this.shape != 'circle') { h = this.ani.h / ts; } } } this.mouse = new SpriteMouse(); if (this.collider != 'none') { if (this._vertexMode) this.addCollider(w, h); else this.addCollider(0, 0, w, h); } else { this.w = w || (this.tileSize > 1 ? 1 : 50); this.h = h || this.w; if (w !== undefined && h === undefined) this._shape = 'circle'; else this._shape = 'box'; } this._scale = new Scale(); Object.defineProperty(this._scale, 'x', { get() { return this._x; }, set(val) { if (val == this._x) return; let scalarX = val / this._x; _this._w *= scalarX; _this._hw *= scalarX; _this._resizeCollider({ x: scalarX, y: 1 }); this._x = val; this._avg = (this._x + this._y) * 0.5; } }); Object.defineProperty(this._scale, 'y', { get() { return this._y; }, set(val) { if (val == this._y) return; let scalarY = val / this._y; if (_this._h) { this._h *= scalarY; this._hh *= scalarY; } _this._resizeCollider({ x: 1, y: scalarY }); this._y = val; this._avg = (this._x + this._y) * 0.5; } }); /** * The sprite's position on the previous frame. * * @property prevPos * @type {object} */ this.prevPos = { x, y }; this._dest = { x, y }; this._destIdx = 0; this.drag = 0; /** * When the sprite.debug property is set to true you can see the * sprite's physics body collider. * * @property debug * @type {boolean} * @default false */ this.debug = false; this._shift = {}; let gvx = group.vel.x || 0; let gvy = group.vel.y || 0; if (typeof gvx == 'function') gvx = gvx(group.length - 1); if (typeof gvy == 'function') gvy = gvy(group.length - 1); this.vel.x = gvx; this.vel.y = gvy; for (let prop of spriteProps) { if (prop == 'collider' || prop == 'x' || prop == 'y') continue; let val = group[prop]; if (val === undefined) continue; if (typeof val == 'function') val = val(group.length - 1); if (typeof val == 'object') { this[prop] = Object.assign({}, val); } else { this[prop] = val; } } // custom group properties "sprite group traits" // that are non-default sprite properties for (let g of this.groups) { let traits = {}; let props = Object.keys(g); for (let prop of props) { if (!isNaN(prop) || prop[0] == '_') continue; traits[prop] = null; } // delete these traits let deletes = [ 'collider', 'idNum', 'p', 'parent', 'length', '_collides', '_colliding', '_collided', '_collisions', '_overlap', '_overlaps', '_overlapping', '_overlapped', '_overlappers', 'animation', 'animations', 'autoCull', 'Sprite', 'GroupSprite', 'Group', 'SubGroup', 'vel', 'mirror', 'mouse' ]; for (let d of deletes) { delete traits[d]; } for (let prop in traits) { let val = g[prop]; if (val === undefined) continue; if (typeof val == 'function') { if (isArrowFunction(val)) val = val(); } if (typeof val == 'object') { this[prop] = Object.assign({}, val); } else { this[prop] = val; } } } /** * @property strokeWeight * @type {Number} * @default undefined */ this.strokeWeight; this.color ??= this.p.color(this.p.random(30, 245), this.p.random(30, 245), this.p.random(30, 245)); this.textColor ??= this.p.color(0); this.textSize ??= this.tileSize == 1 ? (this.p.canvas ? this.p.textSize() : 12) : 0.8; let shouldCreateSensor = false; for (let g of this.groups) { if (g._hasOverlaps) { shouldCreateSensor = true; break; } } if (shouldCreateSensor && !this._hasOverlaps) this._createSensors(); this._dimensionsUndefined = w === undefined && h === undefined; } /** * EXPERIMENTAL method! Subject to change! * * Adds a collider (fixture) to the sprite's physics body. * * It accepts parameters in a similar format to the Sprite * constructor except the first two parameters are x and y offsets, * the distance new collider should be from the center of the sprite. * * One limitation of the current implementation is that the collider * type can't be changed without losing every collider added to the * sprite besides the first. This will be fixed in a future release. * * @method addCollider * @param {Number} offsetX distance from the center of the sprite * @param {Number} offsetY distance from the center of the sprite * @param {Number} w width of the collider * @param {Number} h height of the collider */ addCollider(offsetX, offsetY, w, h) { let args = [...arguments]; let path, shape; if (args.length < 3) { offsetX = 0; offsetY = 0; w = args[0]; h = args[1]; this._vertexMode = true; } offsetX ??= 0; offsetY ??= 0; w ??= this._w; if (!this.body && this.shape && this.shape != 'circle') { h ??= this._h; } // if (w is chain array) or (diameter/side length and h is a // collider type or the name of a regular polygon) if (Array.isArray(w) || typeof h == 'string') { if (!isNaN(w)) w = Number(w); if (typeof w != 'number' && Array.isArray(w[0])) { this.originMode = 'start'; } if (typeof h == 'string') { path = getRegularPolygon(h, w); h = undefined; } else { path = w; } } else { if (w !== undefined && h === undefined) shape ??= 'circle'; shape ??= 'box'; } if (shape == 'box' || shape == 'circle') { w ??= this.tileSize > 1 ? 1 : 50; h ??= w; } let props = {}; let dimensions; // the actual dimensions of the collider for a box or circle are a // little bit smaller so that they can slid past each other // when in a tile grid if (shape == 'box' || shape == 'circle') { dimensions = scaleTo({ x: w - 0.08, y: h - 0.08 }, this.tileSize); } let s; if (shape == 'box') { s = pl.Box(dimensions.x / 2, dimensions.y / 2, scaleTo({ x: offsetX, y: offsetY }, this.tileSize), 0); } else if (shape == 'circle') { s = pl.Circle(scaleTo({ x: offsetX, y: offsetY }, this.tileSize), dimensions.x / 2); } else if (path) { let vecs = [{ x: 0, y: 0 }]; let vert = { x: 0, y: 0 }; let min = { x: 0, y: 0 }; let max = { x: 0, y: 0 }; // if the path is an array of position arrays let usesVertices = Array.isArray(path[0]); function checkVert() { if (vert.x < min.x) min.x = vert.x; if (vert.y < min.y) min.y = vert.y; if (vert.x > max.x) max.x = vert.x; if (vert.y > max.y) max.y = vert.y; } let x, y; if (usesVertices) { if (this._vertexMode) { x = path[0][0]; y = path[0][1]; // log(x, y); if (!this.body) { this.x = x; this.y = y; } else { x = this.x - this._relativeOrigin.x; y = this.y - this._relativeOrigin.y; vecs.pop(); } } for (let i = 0; i < path.length; i++) { if (this._vertexMode) { if (i == 0 && !this.body) continue; // verts are relative to the first vert vert.x = path[i][0] - x; vert.y = path[i][1] - y; log(i, vert.x, vert.y); } else { vert.x += path[i][0]; vert.y += path[i][1]; } vecs.push({ x: vert.x, y: vert.y }); checkVert(); } } else { let rep = 1; if (path.length % 2) rep = path[path.length - 1]; let mod = rep > 0 ? 1 : -1; rep = Math.abs(rep); let ang = 0; for (let i = 0; i < rep; i++) { for (let j = 0; j < path.length - 1; j += 2) { let len = path[j]; ang += path[j + 1]; vert.x += len * this.p.cos(ang); vert.y += len * this.p.sin(ang); vecs.push({ x: vert.x, y: vert.y }); checkVert(); } ang *= mod; } } if ( Math.abs(Math.abs(vecs[0].x) - Math.abs(vecs[vecs.length - 1].x)) <= pl.Settings.linearSlop && Math.abs(Math.abs(vecs[0].y) - Math.abs(vecs[vecs.length - 1].y)) <= pl.Settings.linearSlop ) { shape = 'polygon'; this.originMode = 'center'; } else { shape = 'chain'; } w = max.x - min.x; this._hw = w * 0.5; h = max.y - min.y; this._hh = h * 0.5; let isConvex = false; if (shape == 'polygon' && this._isConvexPoly(vecs.slice(0, -1))) { isConvex = true; } if (this.originMode == 'start') { for (let i = 0; i < vecs.length; i++) { vecs[i] = scaleTo(vecs[i], this.tileSize); } } else { // the center relative to the first vertex let centerX = 0; let centerY = 0; // use centroid of a triangle method to get center // average of all vertices let sumX = 0; let sumY = 0; let vl = vecs.length; // last vertex is same as first if (shape == 'polygon' || isConvex) vl--; for (let i = 0; i < vl; i++) { sumX += vecs[i].x; sumY += vecs[i].y; } centerX = sumX / vl; centerY = sumY / vl; if (!this.body) { this._relativeOrigin = { x: centerX, y: centerY }; } // use bounding box method to get center // not how planck does it! // centerX = this._hw - min.x; // centerY = this._hh - min.y; if (this._vertexMode && usesVertices) { if (!this.body) { // repositions the sprite's x, y coordinates // to be in the center of the shape this.x += centerX; this.y += centerY; } else { centerX = this._relativeOrigin.x; centerY = this._relativeOrigin.y; } } for (let i = 0; i < vecs.length; i++) { let vec = vecs[i]; vecs[i] = scaleTo({ x: vec.x + offsetX - centerX, y: vec.y + offsetY - centerY }, this.tileSize); } } if (!isConvex || vecs.length - 1 > pl.Settings.maxPolygonVertices || this._shape == 'chain') { shape = 'chain'; } if (shape == 'polygon') { s = pl.Polygon(vecs); } else if (shape == 'chain') { s = pl.Chain(vecs, false); props.density = 0; props.restitution = 0; } } props.shape = s; props.density ??= this.density || 5; props.friction ??= this.friction || 0.5; props.restitution ??= this.bounciness || 0.2; if (!this.body) { this.body = this.p.world.createBody({ position: scaleTo({ x: this.x, y: this.y }, this.tileSize), type: this.collider }); this.body.sprite = this; } if (!this._shape) { this._shape = shape; } this.body.createFixture(props); this._w = w; this._hw = w * 0.5; if (shape == 'circle') { this._diameter = w; } else { this._h = h; this._hh = h * 0.5; } } /** * Removes the physics body colliders from the sprite but not * overlap sensors. * * @private _removeColliders */ _removeColliders() { this._collides = {}; this._colliding = {}; this._collided = {}; this._removeFixtures(false); } /** * EXPERIMENTAL! This function doesn't work yet and will be changed. * * Adds a joint between this sprite and another sprite. * * @param {Sprite} spriteB the sprite to add a joint to * @param {String} [type] the type of joint * @param {Object} [props] the joint options */ addJoint(spriteB, type, props) { let spriteA = this; props ??= {}; /* * frequencyHz, dampingRatio, collideConnected, userData, ratio, * enableLimit, enableMotor, lowerAngle, maxMotorTorque * maxMotorForce, motorSpeed, referenceAngle, upperAngle, maxForce * maxTorque, localAxisA, angularOffset, joint1, joint2, * correctionFactor */ if (props.motorSpeed) props.enableMotor = true; // function genProps(a, b) { props = Object.assign(props, { bodyA: spriteA.body, bodyB: spriteB.body, length: props.length != undefined ? scaleXTo(props.length) : null, maxLength: props.maxLength != undefined ? scaleXTo(props.maxLength) : null, lengthA: props.lengthA != undefined ? scaleXTo(props.lengthA) : null, lengthB: props.lengthB != undefined ? scaleXTo(props.lengthB) : null, groundAnchorA: props.groundAnchorA ? scaleXTo(props.groundAnchorA) : new pl.Vec2(0, 0), groundAnchorB: props.groundAnchorB ? scaleXTo(props.groundAnchorB) : new pl.Vec2(0, 0), upperTranslation: props.upperTranslation ? scaleXTo(props.upperTranslation) : 1, lowerTranslation: props.lowerTranslation ? scaleXTo(props.lowerTranslation) : 1, linearOffset: props.linearOffset ? scaleTo(props.linearOffset) : new pl.Vec2(0, 0) }); if (props.anchorA) { props.localAnchorA = scaleTo(props.anchorA); } else if (props.localAnchorA) { props.localAnchorA = scaleTo(props.localAnchorA); } else { props.localAnchorA = new pl.Vec2(0, 0); } if (props.anchorB) { props.localAnchorB = scaleTo(props.anchorB); } else if (props.localAnchorB) { props.localAnchorB = scaleTo(props.localAnchorB); } else { props.localAnchorB = new pl.Vec2(0, 0); } // return props; // } type ??= 'distance'; let j; if (type == 'distance') { j = pl.DistanceJoint(props); } else if (type == 'orbit') { // let s = new Sprite([ // [spriteA.x, spriteA.y], // [spriteB.x, spriteB.y] // ]); // s.overlaps(allSprites); // j = pl.DistanceJoint(genProps(spriteA, s)); // this.p.world.createJoint(j); // genProps(s, spriteB); // j = pl.RevoluteJoint(props, s.body, spriteB.body, spriteB.body.getWorldCenter()); } else if (type == 'pulley') { j = pl.PulleyJoint(props); } else if (type == 'wheel') { j = pl.WheelJoint(props); } else if (type == 'rope') { j = pl.RopeJoint(props); } else if (type == 'weld') { j = pl.WeldJoint(props); } else if (type == 'revolute') { j = pl.RevoluteJoint(props, spriteA.body, spriteB.body, spriteA.body.getWorldCenter()); } else if (type == 'gear') { j = pl.GearJoint(props); } else if (type == 'friction') { j = pl.FrictionJoint(props); } else if (type == 'motor') { j = pl.MotorJoint(props); } else if (type == 'prismatic') { j = pl.PrismaticJoint(props); } else if (type == 'mouse') { /*j = new box2d.b2MouseJointDef(); j.bodyA = bodyA!=null?bodyA.body:b2world.CreateBody(new box2d.b2BodyDef()); j.bodyB = bodyB.body; j.target = b2scaleTo(props.xy); j.collideConnected = true; j.maxForce = props.maxForce||(1000.0 * bodyB.body.GetMass()); j.frequencyHz = props.frequency||5; // Try a value less than 5 (0 for no elasticity) j.dampingRatio = props.damping||0.9; // Ranges between 0 and 1 (1 for no springiness) bodyB.body.SetAwake(true); bodyA=bodyB;*/ } return this.p.world.createJoint(j); } /** * Removes overlap sensors from the sprite. * * @private _removeSensors */ _removeSensors() { this._overlap = {}; this._overlaps = {}; this._overlapping = {}; this._overlapped = {}; this._removeFixtures(true); } // removes sensors or colliders _removeFixtures(isSensor) { let prevFxt; for (let fxt = this.fixtureList; fxt; fxt = fxt.getNext()) { if (fxt.m_isSensor == isSensor) { let _fxt = fxt.m_next; fxt.destroyProxies(this.p.world.m_broadPhase); if (!prevFxt) { this.body.m_fixtureList = _fxt; } else { prevFxt.m_next = _fxt; } } else { prevFxt = fxt; } } } /** * Clones the collider's props to be transferred to a new collider. * @private */ _cloneBodyProps() { let body = {}; let props = [...spriteProps]; let deletes = [ 'w', 'h', 'width', 'height', 'shape', 'd', 'diameter', 'dynamic', 'static', 'kinematic', 'collider', 'heading', 'direction' ]; for (let del of deletes) { let i = props.indexOf(del); if (i >= 0) props.splice(i, 1); } for (let prop of props) { body[prop] = this[prop]; } return body; } // get aabb() { // return getAABB(this); // } // set advance(val) { // this.body.advance(val); // } // set angularImpulse(val) { // this.body.applyAngularImpulse(val, true); // } /** * This property disables the ability for a sprite to "sleep". * * "Sleeping" sprites are not included in the physics simulation, a * sprite starts "sleeping" when it stops moving and doesn't collide * with anything that it wasn't already _touching. * * @property allowSleeping * @type {Boolean} * @default true */ get allowSleeping() { return this.body.getSleepingAllowed(); } set allowSleeping(val) { this.body.setSleepingAllowed(val); } /** * Reference to the sprite's current animation. * * @property animation * @type {SpriteAnimation} */ get animation() { return this._animation; } set animation(val) { this.changeAni(val); } get ani() { return this._animation; } set ani(val) { this.changeAni(val); } get anis() { return this.animations; } /** * The bounciness of the sprite's physics body. * * @property bounciness * @type {Number} * @default 0.2 */ get bounciness() { if (!this.fixture) return; return this.fixture.getRestitution(); } set bounciness(val) { for (let fxt = this.fixtureList; fxt; fxt = fxt.getNext()) { fxt.setRestitution(val); } } /** * The center of mass of the sprite's physics body. * * @property centerOfMass * @type {Number} */ get centerOfMass() { return scaleFrom(this.body.getWorldCenter(), this.tileSize); } /** * The sprite's collider type. Default is 'dynamic'. * * The collider type can be one of the following strings: * 'dynamic', 'static', 'kinematic', 'none'. * * @property collider * @type {String} * @default 'dynamic' */ get collider() { return this._collider; } set collider(val) { val = val.toLowerCase(); let c = val[0]; if (c == 'd') val = 'dynamic'; if (c == 's') val = 'static'; if (c == 'k') val = 'kinematic'; if (c == 'n') val = 'none'; if (this._collider === undefined) { this._collider = val; return; } if (val == this._collider) return; let oldCollider = this._collider; this._collider = val; if (oldCollider !== undefined) this._reset(); } _reset() { let bodyProps; if (this._collider != 'none') { bodyProps = this._cloneBodyProps(); } let v; if (this._shape == 'chain' || this._shape == 'polygon') { v = this._getVertices(true); this._vertexMode = true; } // remove body if (this.body) { this.p.world.destroyBody(this.body); this.body = undefined; } // replace colliders and overlap sensors if (this._collider != 'none') { if (v) { this.addCollider(0, 0, v); } else { this.addCollider(); } if (this._hasOverlaps) { this._createSensors(); } for (let prop in bodyProps) { if (bodyProps[prop] !== undefined) { this[prop] = bodyProps[prop]; } } } } _parseColor(val) { if (val instanceof p5.Color) { return val; } else if (typeof val != 'object') { if (typeof val == 'string' && val.length == 1) { return this.p.colorPal(val); } else { return this.p.color(val); } } return this.p.color(...val.levels); } /** * The sprite's current color. By default sprites get a random color. * * @property color * @type {p5.Color} * @default random color */ get color() { return this._color; } set color(val) { this._color = this._parseColor(val); } /** * @deprecated shapeColor */ get shapeColor() { return this._color; } set shapeColor(val) { this.color = val; } /** * Alias for sprite.fillColor * * @property fill * @type {p5.Color} * @default random color */ get fill() { return this._color; } set fill(val) { this._color = this._parseColor(val); } /** * Alias for sprite.color * * @property fillColor * @type {p5.Color} * @default random color */ get fillColor() { return this._color; } set fillColor(val) { this._color = this._parseColor(val); } /** * Alias for sprite.strokeColor * * @property stroke * @type {p5.Color} */ get stroke() { return this._stroke; } set stroke(val) { this._stroke = this._parseColor(val); } /** * The sprite's stroke current color. By default the stroke of a sprite * indicates its collider type. * * @property strokeColor * @type {p5.Color} */ get strokeColor() { return this._stroke; } set strokeColor(val) { this._stroke = this._parseColor(val); } /** * The sprite's current text color. Black by default. * * @property textColor * @type {p5.Color} * @default black (#000000) */ get textColor() { return this._textColor; } set textColor(val) { this._textColor = this._parseColor(val); } /** * The density of the sprite's physics body. * * @property density * @type {Number} */ get density() { if (!this.fixture) return; return this.fixture.getDensity(); } set density(val) { for (let fxt = this.fixtureList; fxt; fxt = fxt.getNext()) { fxt.setDensity(val); } } /** * Use .layer instead. * * @deprecated depth */ get depth() { console.warn('sprite.depth is deprecated, use sprite.layer instead'); return this.layer; } set depth(val) { console.warn('sprite.depth is deprecated, use sprite.layer instead'); this.layer = val; } /** * The angle of the sprite's movement or it's rotation angle if the * sprite is not moving. * * @property direction * @type {Number} * @default 0 ("right") */ get direction() { if (this.body && (this.vel.x !== 0 || this.vel.y !== 0)) { return this.p.atan2(this.vel.y, this.vel.x); } if (!this._direction) return this.rotation; return this._direction; } set direction(val) { if (typeof val == 'string') { this._heading = val; let dir = val.toLowerCase().replaceAll(/[ _-]/g, ''); let dirs = { up: -90, down: 90, left: 180, right: 0, upright: -45, rightup: -45, upleft: -135, leftup: -135, downright: 45, rightdown: 45, downleft: 135, leftdown: 135, forward: this.rotation, backward: this.rotation + 180 }; val = dirs[dir]; } this._direction = val; let speed = this.speed; this.vel.x = this.p.cos(val) * speed; this.vel.y = this.p.sin(val) * speed; } /** * The amount of resistance a sprite has to being moved. * * @property drag * @type {Number} * @default 0 */ get drag() { if (this.body) return this.body.getLinearDamping(); else return Infinity; } set drag(val) { if (this.body) this.body.setLinearDamping(val); } /** * Displays the sprite. * * This function is called automatically at * the end of each p5.js draw function call but it can also be run * separately to customize the order sprites are drawn in relation * to other stuff drawn to the p5.js canvas. Also see the sprite.layer * property. * * A sprite's draw function can be overridden with a * custom draw function, in which the center of the sprite is * at (0, 0). * * @example * sprite.draw = function() { * // an oval * ellipse(0,0,20,10); * } * * @method draw */ get draw() { return this._display; } set draw(val) { this._draw = val; } /** * True if the sprite's physics body is dynamic. * * @property dynamic * @type {Boolean} * @default true */ get dynamic() { if (!this.body) return undefined; return this.body.isDynamic(); } set dynamic(val) { if (val) this.collider = 'dynamic'; } /** * If true the sprite can not rotate. * * @property rotationLock * @type {Boolean} * @default false */ get rotationLock() { if (!this.body) return undefined; return this.body.isFixedRotation(); } set rotationLock(val) { if (this.body) this.body.setFixedRotation(val); } /** * Returns the first node in a linked list of the planck physics * body's fixtures. */ get fixture() { return this.fixtureList; } /** * Returns the first node in a linked list of the planck physics * body's fixtures. */ get fixtureList() { if (!this.body) return null; return this.body.getFixtureList(); } /** * The amount the sprite's physics body resists moving * when rubbing against another physics body. * * @property friction * @type {Number} * @default 0.5 */ get friction() { if (!this.fixture) return; return this.fixture.getFriction(); } set friction(val) { for (let fxt = this.fixtureList; fxt; fxt = fxt.getNext()) { fxt.setFriction(val); } } /** * The sprite's heading. This is a string that can be set to * "up", "down", "left", "right", "upRight", "upLeft", "downRight" * * It ignores cardinal direction word order, capitalization, spaces, * underscores, and dashes. * * @property heading * @type {String} * @default undefined */ get heading() { return this._heading; } set heading(val) { this.direction = val; } /** * Use .static instead. * * @deprecated immovable */ get immovable() { console.warn('sprite.immovable is deprecated, use sprite.static instead'); return this.body.isStatic(); } set immovable(val) { console.warn('sprite.immovable is deprecated, use sprite.static instead'); if (val) this.body.setStatic(); } // set impulse(val) { // this.body.applyLinearImpulse(val, this.body.getWorldCenter(), true); // } // get inertia() { // return this.body.getInertia(); // } /** * A reference to the sprite's current image. * * @property img * @type {SpriteAnimation} */ get img() { return this._animation.frameImage; } set img(val) { this.changeAni(val); } /** * A reference to the sprite's current image. * * @property image * @type {SpriteAnimation} */ get image() { return this._animation.frameImage; } set image(val) { this.changeAni(val); } /** * True if the sprite is moving. * * @property isMoving * @type {Boolean} * @readonly */ get isMoving() { return this.vel.x != 0 || this.vel.y != 0; } /** * Set this to true if the sprite goes really fast to prevent * inaccurate physics simulation. * * @property isSuperFast * @type {Boolean} * @default false */ get isSuperFast() { if (!this.body) return undefined; return this.body.isBullet(); } set isSuperFast(val) { if (this.body) this.body.setBullet(val); } // get joint() { // return this.body.getJointList().joint; // } // get jointList() { // return this.body.getJointList(); // } /** * True if the sprite's physics body is kinematic. * * @property kinematic * @type {Boolean} * @default false */ get kinematic() { if (!this.body) return undefined; return this.body.isKinematic(); } set kinematic(val) { if (val) this.collider = 'kinematic'; } /** * The mass of the sprite's physics body. * * @property mass * @type {Number} */ get mass() { if (!this.body) return undefined; return this.body.getMass(); } set mass(val) { if (!this.body) return; let t = this.massData; t.mass = val; this.body.setMassData(t); } get massData() { const t = { I: 0, center: new pl.Vec2(0, 0), mass: 0 }; this.body.getMassData(t); t.center = scaleFrom(t.center, this.tileSize); return t; } // set massData(val) { // val.center = scaleTo(val.center); // this.body.setMassData(val); // } // get next() { // return this.body.getNext(); // } /** * Verbose alias for sprite.prevPos * * @property previousPosition * @type {object} */ get previousPosition() { return this.prevPos; } set previousPosition(val) { this.prevPos = val; } /** * The angle of the sprite's rotation, not the direction it is moving. * * @property rotation * @type {Number} * @default 0 */ get rotation() { if (!this.body) return this._angle || 0; if (this.p._angleMode === p5.prototype.DEGREES) { return p5.prototype.degrees(this.body.getAngle()); } return this.body.getAngle(); } set rotation(val) { if (this.body) { if (this.p._angleMode === p5.prototype.DEGREES) { this.body.setAngle(p5.prototype.radians(val)); } else { this.body.setAngle(val); } } else { this._angle = val; } } /** * The amount the sprite resists rotating. * * @property rotationDrag * @type {Number} * @default 0 */ get rotationDrag() { if (!this.body) return undefined; return this.body.getAngularDamping(); } set rotationDrag(val) { if (this.body) this.body.setAngularDamping(val); } /** * The speed of the sprite's rotation. * * @property rotationSpeed * @type {Number} * @default 0 */ get rotationSpeed() { if (this.body) return this.body.getAngularVelocity(); return this._rotationSpeed || 0; } set rotationSpeed(val) { if (this.body) this.body.setAngularVelocity(val); else this._rotationSpeed = val; } /** * Scale of the sprite's physics body. Default is {x: 1, y: 1} * * The getter for sprite.scale returns the scale as an object with * x and y properties. * * The valueOf function for sprite.scale returns the scale as a * number. This enables users to do things like `sprite.scale *= 2` * to double the sprite's scale. * * @property scale * @type {Number|Object} * @default 1 */ get scale() { return this._scale; } set scale(val) { if (val <= 0) val = 0.01; if (typeof val === 'number') { val = { x: val, y: val }; } if (val.x == this._scale._x && val.y == this._scale._y) return; let scalars = { x: val.x / this._scale._x, y: val.y / this._scale._y }; this._w *= scalars.x; this._hw *= scalars.x; if (this._h) { this._h *= scalars.y; this._hh *= scalars.y; } this._resizeCollider(scalars); this._scale._x = val.x; this._scale._y = val.y; this._scale._avg = val.x; } /** * Wake a sprite up or put it to sleep. * * "Sleeping" sprites are not included in the physics simulation, a * sprite starts "sleeping" when it stops moving and doesn't collide * with anything that it wasn't already _touching. * * @property sleeping * @type {Boolean} * @default true */ get sleeping() { if (this.body) return !this.body.isAwake(); return undefined; } set sleeping(val) { if (this.body) this.body.setAwake(!val); } /** * @deprecated */ getSpeed() { console.warn('getSpeed() is deprecated, use sprite.speed instead'); return this.speed; } /** * The sprite's speed. * * @property speed * @type {Number} * @default 0 */ get speed() { return this.p.createVector(this.vel.x, this.vel.y).mag(); } set speed(val) { let angle = this.direction; this.vel.x = this.p.cos(angle) * val; this.vel.y = this.p.sin(angle) * val; } /** * Is the sprite's physics collider static? * * @property static * @type {Boolean} * @default false */ get static() { if (!this.body) return undefined; return this.body.isStatic(); } set static(val) { if (val) this.collider = 'static'; } /** * The sprite's vertices. * * @property vertices * @type {Array} An array of p5.Vector objects. * @readonly */ get vertices() { return this._getVertices(); } _getVertices(output2DArrays) { let f = this.fixture; while (f.m_next) f = f.m_next; let s = f.getShape(); let v = [...s.m_vertices]; if (s.m_type == 'polygon') v.unshift(v.at(-1)); let x = this.x; let y = this.y; for (let i = 0; i < v.length; i++) { let arr = [fixRound((v[i].x / this.tileSize) * plScale + x), fixRound((v[i].y / this.tileSize) * plScale + y)]; log(arr); if (output2DArrays) v[i] = arr; else v[i] = pInst.createVector(arr[0], arr[1]); } return v; } // TODO set vertices /** * The horizontal position of the sprite. * @property x * @type {Number} */ get x() { if (!this.body) return this._pos.x; let x = (this.body.getPosition().x / this.tileSize) * plScale; return fixRound(x); } set x(val) { if (this.body) { let pos = new pl.Vec2((val * this.tileSize) / plScale, this.body.getPosition().y); this.body.setPosition(pos); } this._pos.x = val; } /** * The vertical position of the sprite. * @property y * @type {Number} */ get y() { if (!this.body) return this._pos.y; let y = (this.body.getPosition().y / this.tileSize) * plScale; return fixRound(y); } set y(val) { if (this.body) { let pos = new pl.Vec2(this.body.getPosition().x, (val * this.tileSize) / plScale); this.body.setPosition(pos); } this._pos.y = val; } /** * Set the position vector {x, y} * * @property pos * @type {Object} */ set pos(val) { let pos = new pl.Vec2((val.x * this.tileSize) / plScale, (val.y * this.tileSize) / plScale); _this.body.setPosition(pos); } /** * The width of the sprite. * @property w * @type {Number} */ get w() { return this._w; } set w(val) { if (val < 0) val = 0.01; if (val == this._w) return; this._dimensionsUndefined = false; let scalarX = val / this._w; this._w = val; this._hw = val * 0.5; this._resizeCollider({ x: scalarX, y: 1 }); } /** * Half the width of the sprite. * @property hw * @type {Number} */ get hw() { return this._hw; } set hw(val) { throw new FriendlyError('Sprite.hw'); } /** * The width of the sprite. * @property width * @type {Number} */ get width() { return this.w; } set width(val) { this.w = val; } /** * Half the width of the sprite. * @property halfWidth * @type {Number} */ get halfWidth() { return this.hw; } set halfWidth(val) { throw new FriendlyError('Sprite.hw'); } /** * The height of the sprite. * @property h * @type {Number} */ get h() { if (this.shape == 'circle') return this._w; return this._h; } set h(val) { if (val < 0) val = 0.01; if (this.shape == 'circle') { this.w = val; return; } if (val == this._h) return; this._dimensionsUndefined = false; let scalarY = val / this._h; this._h = val; this._hh = val * 0.5; this._resizeCollider({ x: 1, y: scalarY }); } /** * Half the height of the sprite. * @property hh * @type {Number} */ get hh() { return this._hh || this._hw; } set hh(val) { throw new FriendlyError('Sprite.hh'); } /** * The height of the sprite. * @property height * @type {Number} */ get height() { return this.h; } set height(val) { this.h = val; } /** * Half the height of the sprite. * @property halfHeight * @type {Number} */ get halfHeight() { return this.hh; } set halfHeight(val) { throw new FriendlyError('Sprite.hh'); } /** * The diameter of a circular sprite. * @property d * @type {Number} */ get d() { this._diameter ??= this.w; return this._diameter; } set d(val) { if (val < 0) { this.remove(); return; } let shapeChange = this.shape != 'circle'; if (!shapeChange) { if (this._diameter == val) return; this._diameter = val; } else { let bodyProps; if (this._collider == 'none') { bodyProps = this._cloneBodyProps(); } this._removeSensors(); this._removeColliders(); this._h = undefined; this._shape = undefined; if (this._collider != 'none') { this.addCollider(0, 0, val); for (let prop in bodyProps) { if (bodyProps[prop] !== undefined) { this[prop] = bodyProps[prop]; } } } this._shape = 'circle'; } let scalar = val / this._w; this._w = val; this._hw = val * 0.5; this._h = val; this._hh = this._hw; if (shapeChange) return; this._resizeCollider({ x: scalar, y: scalar }); } /** * The diameter of a circular sprite. * @property diameter * @type {Number} */ get diameter() { return this.d; } set diameter(val) { this.d = val; } /** * The radius of a circular sprite. * @property r * @type {Number} */ get r() { return this._hw; } set r(val) { this.d = val * 2; } /** * The radius of a circular sprite. * @property radius * @type {Number} */ get radius() { return this._hw; } set radius(val) { this.d = val * 2; } /** * Resizes the collider of the sprite. * * @private _resizeCollider * @param {*} scalars The x and y scalars to resize the collider by. */ _resizeCollider(scalars) { if (!this.body) return; if (this.shape == 'circle') { let fxt = this.fixture; let sh = fxt.m_shape; sh.m_radius *= scalars.x; } else { for (let fxt = this.fixtureList; fxt; fxt = fxt.getNext()) { if (fxt.m_isSensor) continue; let sh = fxt.m_shape; for (let vert of sh.m_vertices) { vert.x *= scalars.x; vert.y *= scalars.y; } } } if (this.collider == 'static') this.body.synchronizeFixtures(); } /** * Validate convexity. * * @private _isConvexPoly * @param vecs {Array} an array of planck.Vec2 vertices * @returns true if the polygon is convex */ _isConvexPoly(vecs) { loopk: for (let k = 0; k < 2; k++) { if (k == 1) vecs = vecs.reverse(); for (let i = 0; i < vecs.length; ++i) { const i1 = i; const i2 = i < vecs.length - 1 ? i1 + 1 : 0; const p = vecs[i1]; const e = pl.Vec2.sub(vecs[i2], p); for (let j = 0; j < vecs.length; ++j) { if (j == i1 || j == i2) { continue; } const v = pl.Vec2.sub(vecs[j], p); const c = pl.Vec2.cross(e, v); if (c < 0.0) { if (k == 0) continue loopk; else return false; } } } break; } return true; } /** * The kind of shape: 'box', 'circle', 'chain', or 'polygon'. * * @property shape * @type {String} * @default box */ get shape() { return this._shape; } set shape(val) { if (val == this._shape) return; let validShapes = ['box', 'circle', 'chain', 'polygon']; if (validShapes.indexOf(val) == -1) { throw new Error( 'Invalid shape type: "' + val + '"\nThe valid shape types are: "' + validShapes.join('", "') + '"' ); } if (val == 'circle') { this.d = this.w; } else { this._shape = val; this._reset(); } } /** * You can set the sprite's update function to your own custom * update function that will be run after every draw call or when * the updateSprites function is called. * * @method update */ get update() { return this._update; } set update(val) { this._customUpdate = val; } get pos() { return this._position; } set pos(val) { this.x = val.x; this.y = val.y; } get position() { return this._position; } set position(val) { this.pos = val; } get vel() { return this._velocity; } set vel(val) { this.vel.x = val.x; this.vel.y = val.y; } set velocity(val) { this.vel = val; } get velocity() { return this._velocity; } /** * Updates the sprite. Called automatically at the end of the draw * cycle. * * @private _update */ _update() { if (this.animation) this.animation.update(); if (!this.body) { this.rotation += this._rotationSpeed; this.x += this.vel.x; this.y += this.vel.y; } for (let prop in this.mouse) { if (this.mouse[prop] == -1) this.mouse[prop] = 0; } let a = this; for (let event in eventTypes) { for (let entry of this[event]) { let contactType; let b = entry[0]; let f = entry[1] + 1; this[event].set(b, f); if (f == 0) { this[event].delete(b); continue; } else if (f == -1) { contactType = eventTypes[event][2]; } else if (f == 1) { contactType = eventTypes[event][0]; } else { contactType = eventTypes[event][1]; } if (b instanceof Group) continue; let cb = _findContactCB(contactType, a, b); if (typeof cb == 'function') cb(a, b, f); } } if (this._customUpdate) this._customUpdate(); } /** * Default draw * * @private _draw */ _draw() { if (this.strokeWeight) this.p.strokeWeight(this.strokeWeight); if (this.animation && !this.debug) { this.animation.draw(0, 0, 0, this._scale.x, this._scale.y); } else if (this.fixture != null) { if (this._shape == 'chain') this.p.stroke(this.stroke || this.color); else if (this._stroke) this.p.stroke(this._stroke); for (let fxt = this.fixtureList; fxt; fxt = fxt.getNext()) { this._drawFixture(fxt); } } else { this.p.stroke(this._stroke || 120); if (this._shape == 'box') { this.p.rect(0, 0, this.w * this.tileSize, this.h * this.tileSize); } else if (this._shape == 'circle') { this.p.circle(0, 0, this.d * this.tileSize); } } if (this.text !== undefined) { this.p.textAlign(this.p.CENTER, this.p.CENTER); this.p.fill(this.textColor); this.p.textSize(this.textSize * this.tileSize); this.p.text(this.text, 0, 0); } } /** * Displays the Sprite with rotation and scaling applied before * the sprite's draw function is called. * * @private _display */ _display() { let x = this.p.width * 0.5 - this.p.world.origin.x + this.x * this.tileSize; let y = this.p.height * 0.5 - this.p.world.origin.y + this.y * this.tileSize; // skip drawing for out-of-view bodies, but // edges can be very long, so they still should be drawn if ( this.shape != 'chain' && this.p.camera.active && (x + this.w < this.p.camera.bound.min.x || x - this.w > this.p.camera.bound.max.x || y + this.h < this.p.camera.bound.min.y || y - this.h > this.p.camera.bound.max.y) ) { return; } x = fixRound(x); x -= (this.w * this.tileSize) % 2 ? 0.5 : 0; y = fixRound(y); y -= (this.h * this.tileSize) % 2 ? 0.5 : 0; // x += this.tileSize * 0.015; // y += this.tileSize * 0.015; this.p.push(); this.p.imageMode(p5.prototype.CENTER); this.p.rectMode(p5.prototype.CENTER); this.p.ellipseMode(p5.prototype.CENTER); this.p.translate(x, y); if (this.rotation) this.p.rotate(this.rotation); this.p.scale(this._mirror.x, this._mirror.y); this.p.fill(this.color); this._draw(); this.p.pop(); this.p.p5play.autoDrawSprites = false; this._cameraActiveWhenDrawn = this.p.camera.active; } /** * Draws a fixture. Used to draw the sprite's physics body. * * @private _drawFixture */ _drawFixture(fxt) { const sh = fxt.m_shape; if (sh.m_type == 'polygon' || sh.m_type == 'chain') { if (sh.m_type == 'chain') { this.p.push(); this.p.noFill(); } let v = sh.m_vertices; this.p.beginShape(); for (let i = 0; i < v.length; i++) { this.p.vertex(v[i].x * plScale, v[i].y * plScale); } if (sh.m_type != 'chain') this.p.endShape(p5.prototype.CLOSE); else { this.p.endShape(); this.p.pop(); } } else if (sh.m_type == 'circle') { const d = sh.m_radius * 2 * plScale; this.p.ellipse(sh.m_p.x * plScale, sh.m_p.y * plScale, d, d); } else if (sh.m_type == 'edge') { this.p.line( sh.m_vertex1.x * plScale, sh.m_vertex1.y * plScale, sh.m_vertex2.x * plScale, sh.m_vertex2.y * plScale ); } } /** * Apply a force that is scaled to the sprite's mass. * * @method applyForce * @param {p5.Vector|Array} forceVector force vector * @param {p5.Vector|Array} [forceOrigin] force origin */ applyForce(forceVector, forceOrigin) { if (!this.body) return; if (Array.isArray(forceVector)) { forceVector = new pl.Vec2(forceVector[0], forceVector[1]); } else { forceVector = new pl.Vec2(forceVector.x || 0, forceVector.y || 0); } if (forceOrigin) { if (Array.isArray(forceOrigin)) { forceOrigin = new pl.Vec2(forceOrigin[0], forceOrigin[1]); } else { forceOrigin = new pl.Vec2(forceOrigin.x || 0, forceOrigin.y || 0); } this.body.applyForce(forceVector.mul(this.body.m_mass), forceOrigin, false); } else { this.body.applyForceToCenter(forceVector.mul(this.body.m_mass), false); } } /** * Apply a torque on the sprite's physics body. * Torque is the force that causes rotation. * A positive torque will rotate the sprite clockwise. * A negative torque will rotate the sprite counter-clockwise. * * @method applyTorque * @param {Number} torque The amount of torque to apply. */ applyTorque(val) { this.body.applyTorque(val, true); } /** * Deprecated: set sprite.vel instead. * * Sets the velocity vector. * * @deprecated setVelocity * @param {Number} vector|x vector or horizontal velocity * @param {Number} y vertical velocity * @example * sprite.vel = createVector(1, 2); * // OR * sprite.vel.x = 1; * sprite.vel.y = 2; */ setVelocity(x, y) { console.warn('setVelocity() is deprecated. Set sprite.vel instead.'); if (typeof x == 'object') { y = x.y; x = x.x; } this.vel.x = x; this.vel.y = y; } /** * Deprecated: set direction and set speed separately * * Sets the speed of the sprite. * The action overwrites the current velocity. * If direction is not supplied, the current direction is maintained. * If direction is not supplied and there is no current velocity, the * current rotation angle used for the direction. * * @deprecated setSpeed * @param {Number} speed Scalar speed * @param {Number} [direction] angle */ setSpeed(speed, direction) { console.warn('setSpeed is deprecated. Set sprite.direction and sprite.speed separately instead.'); if (direction) this.direction = direction; this.speed = speed; } /** * Add to the speed of the sprite. * If direction is not supplied, the current direction is maintained. * If direction is not supplied and there is no current velocity, the * current rotation angle used for the direction. * * @method addSpeed * @param {Number} speed Scalar speed * @param {Number} [angle] Direction in degrees */ addSpeed(speed, angle) { angle ??= this.direction; this.vel.x += this.p.cos(angle) * speed; this.vel.y += this.p.sin(angle) * speed; } /** * Move a sprite towards a position. * * @method moveTowards * @param {Number|Object} x|position destination x or any object with x and y properties * @param {Number} y destination y * @param {Number} tracking [optional] 1 represents 1:1 tracking, the mouse moves to the destination immediately, 0 represents no tracking. Default is 0.1 (10% tracking). */ moveTowards(x, y, tracking) { if (typeof x != 'number') { let obj = x; if (obj == this.p.mouse && !this.p.mouse.active) return; if (obj.x === undefined || obj.y === undefined) { console.error( 'sprite.moveTowards/moveAway ERROR: movement destination not defined, object given with no x or y properties' ); return; } tracking = y; y = obj.y; x = obj.x; } if (x === undefined && y === undefined) return; tracking ??= 0.1; // let vec = new pl.Vec2(0, 0); if (x !== undefined && x !== null) { // vec.x = (destX - this.x) * tracking * this.tileSize * this.mass; this.vel.x = (x - this.x) * tracking * this.tileSize; } if (y !== undefined && y !== null) { // vec.y = (destY - this.y) * tracking * this.tileSize * this.mass; this.vel.y = (y - this.y) * tracking * this.tileSize; } // this.body.applyForce(vec, new pl.Vec2(0, 0)); } /** * Move a sprite away from a position. * * @method moveAway * @param {Number|Object} x|position x or any object with x and y properties * @param {Number} y * @param {Number} repel [optional] the higher the value, the faster the sprite moves away. Default is 0.1 (10% repel). */ moveAway(x, y, repel) { this.moveTowards(...arguments); this.vel.x *= -1; this.vel.y *= -1; } /** * Move the sprite a certain distance from its current position. * * @method move * @param {Number} distance [optional] * @param {Number|String} direction [optional] * @param {Number} speed [optional] * @returns {Promise} resolves when the movement is complete or cancelled * * @example * sprite.move(distance); * sprite.move(distance, direction); * sprite.move(distance, direction, speed); * * sprite.move(directionName); * sprite.move(directionName, speed); * sprite.move(directionName, speed, distance); // deprecated usage */ move(distance, direction, speed) { let dirNameMode = isNaN(arguments[0]); if (dirNameMode) { direction = arguments[0]; speed = arguments[1]; distance = arguments[2]; if (distance !== undefined) { console.warn( `In p5.play v3.3.0 the parameter ordering for the move() function was changed to: move(distance, direction, speed).` ); } } else { dirNameMode = isNaN(direction); } if (direction !== undefined) this.direction = direction; distance ??= 1; let x = this.x + this.p.cos(this.direction) * distance; let y = this.y + this.p.sin(this.direction) * distance; if (dirNameMode) { x = Math.round(x); y = Math.round(y); } return this.moveTo(x, y, speed); } /** * Move the sprite to a position. * * @method moveTo * @param {Number|Object} x|position destination x or any object with x and y properties * @param {Number} y destination y * @param {Number} speed [optional] * @returns {Promise} resolves when the movement is complete or cancelled */ moveTo(x, y, speed) { if (typeof x == 'undefined') { console.error('sprite.move ERROR: movement direction or destination not defined'); return; } if (typeof x != 'number') { let obj = x; if (obj == this.p.mouse && !this.p.mouse.active) return; if (obj.x === undefined || obj.y === undefined) { console.error( 'sprite.moveTo ERROR: movement destination not defined, object given with no x or y properties' ); return; } speed = y; y = obj.y; x = obj.x; } this._dest.x = this.x; this._dest.y = this.y; let direction = true; if (x == this.x) x = false; else { this._dest.x = x; x = true; } if (y == this.y) y = false; else { this._dest.y = y; y = true; } this._destIdx++; if (!x && !y) return true; if (this.speed) speed ??= this.speed; if (this.tileSize > 1) speed ??= 0.1; speed ??= 1; if (speed <= 0) { console.warn('sprite.move: speed should be a positive number'); return; } let a = this._dest.y - this.y; let b = this._dest.x - this.x; let c = Math.sqrt(a * a + b * b); let percent = speed / c; this.vel.x = b * percent; this.vel.y = a * percent; // estimate how many frames it will take for the sprite // to reach its destination let frames = Math.floor(c / speed) - 5; // margin of error let margin = speed + 0.01; let destIdx = this._destIdx; return (async () => { let distX = margin + margin; let distY = margin + margin; do { if (destIdx != this._destIdx) return false; await p5.prototype.delay(); // skip calculations if not close enough to destination yet if (frames > 0) { frames--; continue; } // check if the sprite has reached its destination distX = Math.abs(this.x - this._dest.x); distY = Math.abs(this.y - this._dest.y); } while ((x && distX > margin) || (y && distY > margin)); // stop moving the sprite, snap to destination if (distX < margin) this.x = this._dest.x; if (distY < margin) this.y = this._dest.y; this.vel.x = 0; this.vel.y = 0; return true; })(); } /** * Pushes the sprite toward a point. * The force is added to the current velocity. * * Legacy method, use moveTo or moveTowards instead. * * @deprecated * @param {Number} magnitude Scalar speed to add * @param {Number} x Direction x coordinate * @param {Number} y Direction y coordinate */ attractionPoint(magnitude, x, y) { console.warn('sprite.attractionPoint is deprecated, use sprite.moveTowards instead'); let angle = this.p.atan2(y - this.y, x - this.x); this.vel.x += this.p.cos(angle) * magnitude; this.vel.y += this.p.sin(angle) * magnitude; } snap(o, dist) { if (o.isMoving || o.x != o._dest.x || o.y != o._dest.y || !this.isMoving) return; dist ??= 1 || this.tileSize * 0.1; if (Math.abs(this.x) % 1 >= dist || Math.abs(this.y) % 1 >= dist) { return; } this.vel.x = 0; this.vel.y = 0; this.x = Math.round(this.x); this.y = Math.round(this.y); } /** * @method rotateTowards * @param {*} x position to rotate towards * @param {*} y position to rotate towards * @param {*} tracking percent of the distance to rotate on each frame towards the target angle, default is 0.1 (10%) * @param {*} facing rotation angle the sprite should be at when "facing" the position, default is 0 */ rotateTowards(x, y, tracking, facing) { if (typeof x != 'number') { facing = tracking; tracking = y; y = facing; } let angle = this.angleTo(x, y, facing); tracking ??= 0.1; this.rotationSpeed = angle * tracking; } /** * Finds the minimium amount the sprite would have to rotate to * "face" a position at a rotation. * * @method angleTo * @param {Number|Object} x|position * @param {Number} y * @param {Number} facing rotation angle the sprite should be at when "facing" the position, default is 0 * @returns {Number} minimum angle of rotation to face the position */ angleTo(x, y, facing) { if (typeof x != 'number') { let obj = x; if (obj == this.p.mouse && !this.p.mouse.active) return 0; if (obj.x === undefined || obj.y === undefined) { console.error( 'sprite.angleTo ERROR: rotation destination not defined, object given with no x or y properties' ); return 0; } facing = y; y = obj.y; x = obj.x; } if (Math.abs(x - this.x) < 0.01 && Math.abs(y - this.y) < 0.01) { return 0; } facing ??= 0; let ang = this.p.atan2(y - this.y, x - this.x) + facing; let dist1 = ang - (this.rotation % 360); let dist2 = 360 - Math.abs(dist1); dist2 *= dist1 < 0 ? 1 : -1; return Math.abs(dist1) < Math.abs(dist2) ? dist1 : dist2; } /** * Rotates the sprite to a position at a rotation. * * @method rotateTo * @param {Number|Object} x|position * @param {Number} y * @param {Number} speed the amount of rotation per frame, default is 1 * @param {Number} facing rotation angle the sprite should be at when "facing" the position, default is 0 * @returns {Promise} a promise that resolves when the rotation is complete */ rotateTo(x, y, speed, facing) { if (typeof x != 'number') { facing = speed; speed = y; y = facing; } let angle = this.angleTo(x, y, facing); return this.rotate(angle, speed); } /** * Rotates the sprite by an amount at a specified angles per frame speed. * * @method rotate * @param {Number} angle the amount to rotate the sprite * @param {Number} speed the amount of rotation per frame, default is 1 * @returns {Promise} a promise that resolves when the rotation is complete */ rotate(angle, speed) { if (isNaN(angle)) throw new FriendlyError(); if (angle == 0) return; let absA = Math.abs(angle); speed ??= 1; if (speed > absA) speed = absA; let ang = this.rotation + angle; let cw = angle > 0; this.rotationSpeed = speed * (cw ? 1 : -1); let frames = Math.ceil(absA / speed); this._rotateIdx ??= 0; this._rotateIdx++; let _rotateIdx = this._rotateIdx; return (async () => { if (frames > 1) { while (frames > 0) { if (this._rotateIdx != _rotateIdx) return; await p5.prototype.delay(); frames--; } while (Math.abs(this.rotationSpeed) < Math.abs(ang - this.rotation)) { await p5.prototype.delay(); } if (Math.abs(ang - this.rotation) > 0.01) { this.rotationSpeed = ang - this.rotation; await p5.prototype.delay(); } } else { await p5.prototype.delay(); } this.rotationSpeed = 0; this.rotation = ang; })(); } /** * Changes the sprite's animation. Use `addAni` to define the * animation(s) first. * * @method changeAni * @param {...String} anis the names of one or many animations to be played in * sequence * @returns A promise that fulfills when the animation or sequence of animations * completes */ async changeAni(...anis) { if (anis.length == 1 && Array.isArray(anis[0])) { anis = anis[0]; } let _ani = (name, start, end) => { return new Promise((resolve) => { this._changeAni(name); if (start < 0) start = this._animation.length + start; if (start) this._animation.frame = start; if (end !== undefined) this._animation.goToFrame(end); else if (this.frame == this.lastFrame) resolve(); this._animation.onComplete = () => { resolve(); }; }); }; for (let i = 0; i < anis.length; i++) { let ani = anis[i]; if ( ani instanceof SpriteAnimation || ani instanceof p5.Image || (typeof ani == 'string' && ani.length != 1 && ani.includes('.')) ) { anis[i] = this.addAni(ani); ani = anis[i]; } if (typeof ani == 'string') { anis[i] = { name: ani }; ani = anis[i]; } if (ani.name[0] == '!') { ani.name = ani.name.slice(1); ani.start = -1; ani.end = 0; } } // let count = ++this._aniChanged; for (let i = 0; i < anis.length; i++) { let ani = anis[i]; // if () { // TODO repeat // if (count == this._aniChanged) i = 0; // continue; // } let { name, start, end } = ani; await _ani(name, start, end); } } /** * Changes the sprite's animation. Use `addAni` to define the * animation(s) first. Alt for `changeAni`. * * @method changeAnimation * @param {...String} anis the names of one or many animations to be played in * sequence * @returns A promise that fulfills when the animation or sequence of animations * completes */ changeAnimation() { return this.changeAni(...arguments); } /** * Changes the displayed animation. The animation must be added first * using the sprite.addAnimation method. The animation could also be * added using the group.addAnimation method to a group the sprite * has been added to. * * See SpriteAnimation for more control over the sequence. * * @method changeAnimation * @param {String} label SpriteAnimation identifier */ _changeAni(label) { let ani = this.animations[label]; if (!ani) { for (let i = this.groups.length - 1; i >= 0; i--) { let g = this.groups[i]; ani = g.animations[label]; if (ani) { ani = ani.clone(); break; } } } if (!ani) { this.p.noLoop(); throw new FriendlyError('Sprite.changeAnimation', [label]); } this._animation = ani; this.animation.name = label; // reset to frame 0 of that animation if (this.autoResetAnimations || (this.autoResetAnimations !== false && this.p.world.autoResetAnimations)) { this.animation.frame = 0; } } /** * Removes the Sprite from the sketch. * The removed Sprite will not be drawn or updated anymore. * * @method remove */ remove() { if (this.body) this.p.world.destroyBody(this.body); this.body = null; this.removed = true; //when removed from the "scene" also remove all the references in all the groups while (this.groups.length > 0) { this.groups[0].remove(this); } } /** * Returns the sprite's unique identifier * * @method toString * @returns the sprite's id */ toString() { return 's' + this.idNum; } _ensureCollide(target, callback) { if (!target) { throw new FriendlyError('Sprite.collide', 2); } if (!(target instanceof Sprite) && !(target instanceof Group)) { throw new FriendlyError('Sprite.collide', 0, [target]); } if (callback && typeof callback != 'function') { throw new FriendlyError('Sprite.collide', 1, [callback]); } } collide(target, callback) { return this.collides(target, callback); } /** * Returns true on the first frame that the sprite collides with the * target sprite or group. * * Custom collision event handling can be done by using this function * in an if statement or adding a callback as the second parameter. * * @method collides * @param {Sprite|Group} target * @param {Function} [callback] */ collides(target, callback) { this._ensureCollide(target, callback); this._collides[target] = callback || true; return this._collisions.get(target) == 1; } /** * Returns a truthy value while the sprite is colliding with the * target sprite or group. The value is the number of frames that * the sprite has been colliding with the target. * * @method colliding * @param {Sprite|Group} target * @param {Function} [callback] * @return {Number} frames */ colliding(target, callback) { this._ensureCollide(target, callback); this._colliding[target] = callback || true; let val = this._collisions.get(target); return val > 0 ? val : 0; } /** * Returns true on the first frame that the sprite no longer overlaps * with the target sprite or group. * * @method collided * @param {Sprite|Group} target * @param {Function} [callback] * @return {Boolean} */ collided(target, callback) { this._ensureCollide(target, callback); this._collided[target] = callback || true; return this._collisions.get(target) == -1; } _ensureOverlap(target, callback) { if (!target) { throw new FriendlyError('Sprite.overlap', 2); } if (!(target instanceof Sprite) && !(target instanceof Group)) { throw new FriendlyError('Sprite.overlap', 0, [target]); } if (callback && typeof callback != 'function') { throw new FriendlyError('Sprite.overlap', 1, [callback]); } if (!this._hasOverlaps) this._createSensors(); if (target instanceof Sprite) { if (!target._hasOverlaps) target._createSensors(); } else if (target instanceof Group) { if (!target._hasOverlaps) { for (let s of target) { if (!s._hasOverlaps) s._createSensors(); } target._hasOverlaps = true; } } this._overlap[target] = true; } overlap(target, callback) { return this.overlaps(target, callback); } /** * Returns true on the first frame that the sprite overlaps with the * target sprite or group. * * Custom overlap event handling can be done by using this function * in an if statement or adding a callback as the second parameter. * * @method overlaps * @param {Sprite|Group} target * @param {Function} [callback] */ overlaps(target, callback) { this._ensureOverlap(target, callback); this._overlaps[target] = callback || true; return this._overlappers.get(target) == 1; } /** * Returns a truthy value while the sprite is overlapping with the * target sprite or group. The value returned is the number of * frames the sprite has been overlapping with the target. * * @method overlapping * @param {Sprite|Group} target * @param {Function} [callback] * @return {Number} frames */ overlapping(target, callback) { this._ensureOverlap(target, callback); this._overlapping[target] = callback || true; let val = this._overlappers.get(target); return val > 0 ? val : 0; } /** * Returns true on the first frame that the sprite no longer overlaps * with the target sprite or group. * * @method overlapped * @param {Sprite|Group} target * @param {Function} [callback] * @return {Boolean} */ overlapped(target, callback) { this._ensureOverlap(target, callback); this._overlapped[target] = callback || true; return this._overlappers.get(target) == -1; } _createSensors() { let shape; for (let fxt = this.fixtureList; fxt; fxt = fxt.getNext()) { shape = fxt.m_shape; this.body.createFixture({ shape: shape, isSensor: true }); } this._hasOverlaps = true; } /** * Use sprite.animation.name instead. * * @deprecated getAnimationLabel * @returns the name of the sprite's current animation */ getAnimationLabel() { console.warn('sprite.getAnimationLabel is deprecated. Use sprite.animation.name instead.'); return this.animation.name; } } this.Turtle = function (size) { if (pInst.allSprites.tileSize > 1) { throw new Error(`Turtle can't be used when allSprites.tileSize is greater than 1.`); } size ??= 25; let t = new Sprite(size, size, [ [size, size * 0.4], [-size, size * 0.4], [0, -size * 0.8] ]); t.color = 'green'; t._isTurtleSprite = true; t._prevPos = { x: t.x, y: t.y }; let _move = t.move; t.move = async function () { this._prevPos.x = this.x; this._prevPos.y = this.y; await _move.call(this, ...arguments); }; return t; }; /** * Look at the Animation reference pages before reading these docs. * * https://p5play.org/learn/sprite_animation.html * * A SpriteAnimation object contains a series of images (p5.Image objects) * that can be displayed sequentially. * * A sprite can have multiple labeled animations, see Sprite.addAnimation * and Sprite.changeAnimation, but you can also create animations that * can be used without being added to a sprite first. * * An animation can be created either from a list of images or sequentially * numbered images. p5.play will try to detect the sequence pattern. * * For example if the image file path is "image1.png" and the last frame * index is 3 then "image2.png" and "image3.png" will be loaded as well. * * @example * * let shapeShifter = new SpriteAnimation("dog.png", "cat.png", "snake.png"); * let walking = new SpriteAnimation("walking0001.png", 5); * * @class SpriteAnimation * @constructor */ class SpriteAnimation extends Array { constructor() { super(); this.p = pInst; let args = [...arguments]; /** * The name of the animation * * @property name * @type {String} */ this.name = 'default'; let parent; if (args[0] instanceof Sprite || args[0] instanceof Group) { parent = args[0]; args = args.slice(1); } parent ??= this.p.allSprites; if (typeof args[0] == 'string' && (args[0].length == 1 || !args[0].includes('.'))) { this.name = args[0]; args = args.slice(1); } /** * The index of the current frame that the animation is on. * * @property frame * @type {Number} */ this.frame = 0; this.cycles = 0; this.targetFrame = -1; /** * The offset is how far the animation should be placed from * the location it is played at. * * @property offset * @type {Object} x and y keys * * @example * offset.x = 16; */ this.offset = { x: 0, y: 0 }; this._frameDelay = 4; /** * True if the animation is currently playing. * * @property playing * @type {Boolean} * @default true */ this.playing = true; /** * Animation visibility. * * @property visible * @type {Boolean} * @default true */ this.visible = true; /** * If set to false the animation will stop after reaching the last frame * * @property looping * @type {Boolean} * @default true */ this.looping = true; /** * Ends the loop on frame 0 instead of the last frame. * This is useful for animations that are symmetric. * For example a walking cycle where the first frame is the * same as the last frame. * * @property endOnFirstFrame * @type {Boolean} * @default false */ this.endOnFirstFrame = false; /** * True if frame changed during the last draw cycle * * @property frameChanged * @type {Boolean} */ this.frameChanged = false; this.rotation = 0; this._scale = new Scale(); if (args.length == 0 || typeof args[0] == 'number') return; parent.addAni(this); // sequence mode if ( args.length == 2 && typeof args[0] == 'string' && (typeof args[1] == 'string' || typeof args[1] == 'number') ) { let from = args[0]; let to, num2; if (!isNaN(args[1])) num2 = Number(args[1]); else to = args[1]; // print("sequence mode "+from+" -> "+to); // make sure the extensions are fine if (from.slice(-4) != '.png' || (to && to.slice(-4) != '.png')) { throw new FriendlyError('SpriteAnimation', 0, [from]); } let digits1 = 0; let digits2 = 0; // skip extension work backwards to find the numbers for (let i = from.length - 5; i >= 0; i--) { if (!isNaN(from.charAt(i))) digits1++; else break; } if (to) { for (let i = to.length - 5; i >= 0; i--) { if (!isNaN(to.charAt(i))) digits2++; else break; } } let prefix1 = from.slice(0, -4 - digits1); let prefix2; if (to) prefix2 = to.slice(0, -4 - digits2); // images don't belong to the same sequence // they are just two separate images with numbers if (to && prefix1 != prefix2) { this.push(this.p.loadImage(from)); this.push(this.p.loadImage(to)); } else { // Our numbers likely have leading zeroes, which means that some // browsers (e.g., PhantomJS) will interpret them as base 8 (octal) // instead of decimal. To fix this, we'll explicity tell parseInt to // use a base of 10 (decimal). For more details on this issue, see // http://stackoverflow.com/a/8763427/2422398. let num1 = parseInt(from.slice(-4 - digits1, -4), 10); num2 ??= parseInt(to.slice(-4 - digits2, -4), 10); // swap if inverted if (num2 < num1) { let t = num2; num2 = num1; num1 = t; } let fileName; if (!to || digits1 == digits2) { // load all images for (let i = num1; i <= num2; i++) { // Use nf() to number format 'i' into the amount of digits // ex: 14 with 4 digits is 0014 fileName = prefix1 + this.p.nf(i, digits1) + '.png'; this.push(this.p.loadImage(fileName)); } } // case: case img1, img2 else { for (let i = num1; i <= num2; i++) { // Use nf() to number format 'i' into four digits fileName = prefix1 + i + '.png'; this.push(this.p.loadImage(fileName)); } } } } // end sequence mode // SpriteSheet mode else if (typeof args[args.length - 1] != 'string' && !(args[args.length - 1] instanceof p5.Image)) { let sheet = parent.spriteSheet; let atlas; if (args[0] instanceof p5.Image || typeof args[0] == 'string') { if (args.length >= 3) { throw new FriendlyError('SpriteAnimation', 1); } sheet = args[0]; atlas = args[1]; } else { atlas = args[0]; } let _this = this; if (sheet instanceof p5.Image && sheet.width != 1 && sheet.height != 1) { this.spriteSheet = sheet; _generateSheetFrames(); } else { let url; if (typeof sheet == 'string') url = sheet; else url = sheet.url; this.spriteSheet = this.p.loadImage(url, () => { _generateSheetFrames(); }); // parent.spriteSheet = this.spriteSheet; } function _generateSheetFrames() { if (Array.isArray(atlas) || Array.isArray(atlas.frames)) { if (typeof atlas[0] == 'number') { if (atlas.length == 4) { atlas = { pos: atlas.slice(0, 2), size: atlas.slice(2) }; } else { atlas = { pos: atlas }; } } else { let frames = atlas; if (Array.isArray(atlas.frames)) { frames = atlas.frames; delete atlas.frames; for (let i = 0; i < frames.length; i++) { frames[i] = { pos: frames[i] }; Object.assign(frames[i], atlas); } } for (let frame of frames) { atlas = frame; _generateSheetFrames(); } return; } } let { w, h, width, height, frameSize, size, pos, line, x, y, frames, delay, rotation } = atlas; size ??= frameSize; if (delay) _this.frameDelay = delay; if (rotation) _this.rotation = rotation; w ??= width; h ??= height; let tileSize; if (parent) { w ??= parent.w; h ??= parent.h; tileSize = parent.tileSize; } x ??= 0; y ??= 0; pos ??= line; // if pos is a number or only y is defined but not x // the animation's first frame is at x = 0 // the line number is the location of the animation line // given as a distance from the top of the image if (typeof pos == 'number') { y = pos; } else if (pos) { // pos is the location of the animation line // given as a [row,column] coordinate pair of distances in tiles // from the top left corner of the image x = pos[0]; // column y = pos[1]; // row } if (typeof size == 'number') { w = h = size; } else if (size) { w = size[0]; h = size[1]; } // get the real dimensions and position of the frame // in the sheet x *= tileSize; y *= tileSize; if (!w || !h) { if (tileSize) { w = h = 1 * tileSize; } else if (_this.spriteSheet.width < _this.spriteSheet.height) { w = h = _this.spriteSheet.width; } else { w = h = _this.spriteSheet.height; } } else { w *= tileSize; h *= tileSize; } let frameCount = frames || 1; // add all the frames in the animation to the frames array for (let i = 0; i < frameCount; i++) { _this.push({ x, y, w, h }); x += w; if (x >= _this.spriteSheet.width) { x = 0; y += h; if (y >= _this.spriteSheet.height) y = 0; } } } } // end SpriteSheet mode else { // list of images for (let i = 0; i < args.length; i++) { if (args[i] instanceof p5.Image) this.push(args[i]); else this.push(this.p.loadImage(args[i])); } } } /** * Delay between frames in number of draw cycles. * If set to 4 the framerate of the animation would be the * sketch framerate divided by 4 (60fps = 15fps) * * @property frameDelay * @type {Number} * @default 4 */ get frameDelay() { return this._frameDelay; } set frameDelay(val) { if (val <= 0) val = 1; this._frameDelay = val; } /** * TODO frameRate * Another way to set the animation's frame delay. */ // get frameRate() { // } // set frameRate(val) { // } /** * The animation's scale. * * Can be set to a number to scale both x and y * or an object with x and/or y properties. * * @property scale * @type {Number|Object} * @default 1 */ get scale() { return this._scale; } set scale(val) { if (typeof val == 'number') { val = { x: val, y: val }; } this._scale._x = val.x; this._scale._y = val.y; this._scale._avg = val.x; } /** * Make a copy of the animation. * * @method clone * @return {SpriteAnimation} A copy of the animation. */ clone() { let ani = new SpriteAnimation(); ani.spriteSheet = this.spriteSheet; for (let i = 0; i < this.length; i++) { ani.push(this[i]); } ani.offset.x = this.offset.x; ani.offset.y = this.offset.y; ani.frameDelay = this.frameDelay; ani.playing = this.playing; ani.looping = this.looping; ani.rotation = this.rotation; return ani; } /** * Draws the animation at coordinate x and y. * Updates the frames automatically. * * Optional parameters effect the current draw cycle only and * are not saved between draw cycles. * * @method draw * @param {Number} x horizontal position * @param {Number} y vertical position * @param {Number} [r] rotation * @param {Number} [sx] scale x * @param {Number} [sy] scale y */ draw(x, y, r, sx, sy) { this.x = x || 0; this.y = y || 0; if (!this.visible) return; sx ??= 1; sy ??= 1; this.p.push(); this.p.imageMode(p5.prototype.CENTER); this.p.translate(this.x, this.y); this.p.rotate(r || this.rotation); this.p.scale(sx * this._scale.x, sy * this._scale.y); let img = this[this.frame]; if (img !== undefined) { if (this.spriteSheet) { let { x, y, w, h } = img; // image info this.p.image(this.spriteSheet, this.offset.x, this.offset.y, w, h, x, y, w, h); } else { this.p.image(img, this.offset.x, this.offset.y); } } else { log( 'Warning: ' + this.name + ' animation not loaded yet or frame ' + this.frame + ' does not exist. Load this animation in the p5.js preload function if you need to use it at the start of your program.' ); } this.p.pop(); } update() { this.cycles++; var previousFrame = this.frame; this.frameChanged = false; //go to frame if (this.length === 1) { this.playing = false; this.frame = 0; } if (this.playing && this.cycles % this.frameDelay === 0) { this.frameChanged = true; if ((this.targetFrame == -1 && this.frame == this.lastFrame) || this.frame == this.targetFrame) { if (this.endOnFirstFrame) this.frame = 0; if (this.looping) this.targetFrame = -1; else this.playing = false; this.onComplete(); //fire when on last frame if (!this.looping) return; } //going to target frame up if (this.targetFrame > this.frame && this.targetFrame !== -1) { this.frame++; } //going to target frame down else if (this.targetFrame < this.frame && this.targetFrame !== -1) { this.frame--; } else if (this.targetFrame === this.frame && this.targetFrame !== -1) { this.playing = false; } else if (this.looping) { //advance frame //if next frame is too high if (this.frame >= this.lastFrame) { this.frame = 0; } else this.frame++; } else { //if next frame is too high if (this.frame < this.lastFrame) this.frame++; } } } /** * Plays the animation, starting from the specified frame. * * @method play * @returns [Promise] a promise that resolves when the animation completes */ play(frame) { this.playing = true; if (frame !== undefined) this.frame = frame; this.targetFrame = -1; return new Promise((resolve) => { this.onComplete = () => { resolve(); }; }); } /** * Pauses the animation. * * @method pause */ pause(frame) { this.playing = false; if (frame) this.frame = frame; } /** * Stops the animation. Alt for pause. * * @method stop */ stop(frame) { this.playing = false; if (frame) this.frame = frame; } /** * Plays the animation backwards. * Equivalent to ani.goToFrame(0) * * @method rewind * @returns [Promise] a promise that resolves when the animation completes * rewinding */ rewind() { this.looping = false; return this.goToFrame(0); } /** * Plays the animation forwards and loops it. * * @method loop */ loop() { this.looping = true; this.playing = true; } /** * Prevents the animation from looping * * @method noLoop */ noLoop() { this.looping = false; } /** * fire when animation ends * * @method onComplete * @return {SpriteAnimation} */ onComplete() { return undefined; } /** * Deprecated, change the frame property directly. * * Changes the current frame. * * @deprecated * @param {Number} frame Frame number (starts from 0). */ changeFrame(f) { console.warn('Deprecated, change the ani.frame property directly.'); if (f < this.length) this.frame = f; else this.frame = this.length - 1; this.targetFrame = -1; //this.playing = false; } /** * Goes to the next frame and stops. * * @method nextFrame */ nextFrame() { if (this.frame < this.length - 1) this.frame = this.frame + 1; else if (this.looping) this.frame = 0; this.targetFrame = -1; this.playing = false; } /** * Goes to the previous frame and stops. * * @method previousFrame */ previousFrame() { if (this.frame > 0) this.frame = this.frame - 1; else if (this.looping) this.frame = this.length - 1; this.targetFrame = -1; this.playing = false; } /** * Plays the animation forward or backward toward a target frame. * * @method goToFrame * @param {Number} toFrame Frame number destination (starts from 0) * @returns [Promise] a promise that resolves when the animation completes */ goToFrame(toFrame) { if (toFrame < 0 || toFrame >= this.length) { return; } // targetFrame gets used by the update() method to decide what frame to // select next. When it's not being used it gets set to -1. this.targetFrame = toFrame; if (this.targetFrame !== this.frame) { this.playing = true; } return new Promise((resolve) => { this.onComplete = () => { resolve(); }; }); } /** * Use .frame instead. * * Returns the current frame number. * * @deprecated * @return {Number} Current frame (starts from 0) */ getFrame() { console.warn('Deprecated, use ani.frame instead.'); return this.frame; } /** * Use .lastFrame instead. * * Returns the last frame number. * * @deprecated * @return {Number} Last frame number (starts from 0) */ getLastFrame() { console.warn('Deprecated, use ani.lastFrame instead.'); return this.lastFrame; } /** * Returns the index of the last frame. * * @property lastFrame * @type {Number} * @readonly */ get lastFrame() { return this.length - 1; } /** * Returns the current frame as p5.Image. * * @method frameImage * @return {p5.Image} Current frame image * @readonly */ get frameImage() { let f = this.frame; let img = this[f]; if (img instanceof p5.Image) return img; let { x, y, w, h } = img; // image info let g = createGraphics(w, h); g.image(this.spriteSheet, this.offset.x, this.offset.y, w, h, x, y, w, h); return g; } /** * Width of the animation. * * @property w * @type {Number} */ get w() { return this.width; } /** * Width of the animation. * * @property width * @type {Number} */ get width() { if (this[this.frame] instanceof p5.Image) { return this[this.frame].width; } else if (this[this.frame]) { return this[this.frame].w; } return 1; } /** * Height of the animation. * * @property h * @type {Number} */ get h() { return this.height; } /** * Height of the animation. * * @property height * @type {Number} */ get height() { if (this[this.frame] instanceof p5.Image) { return this[this.frame].height; } else if (this[this.frame]) { return this[this.frame].h; } return 1; } /** * The frames of the animation. * * @property frames * @type {Array} */ get frames() { let frames = []; for (let i = 0; i < this.length; i++) { frames.push(this[i]); } return frames; } /** * The frames of the animation. Alt for ani.frames * * @property images * @type {Array} */ get images() { return this.frames; } } /** * Look at the Group reference pages before reading these docs. * * https://p5play.org/learn/group.html * * In p5.play groups are collections of sprites with similar behavior. * For example a group may contain all the coin sprites that the * player can collect. * * Group extends Array. You can use them in for loops just like arrays * since they inherit all the functions and properties of standard * arrays such as group.length * * Since groups just contain references to sprites, a sprite can be in * multiple groups. * * sprite.remove() removes the sprite from all the groups * it belongs to. group.removeAll() removes all the sprites from * a group. * * The top level group is a p5 instance level variable named * 'allSprites' that contains all the sprites added to the sketch. * * @class Group * @constructor */ class Group extends Array { constructor(...args) { let parent; if (args[0] instanceof Group) { parent = args[0]; args = args.slice(1); } super(...args); this.idNum = 0; this.p = pInst; // if all sprites doesn't exist yet, // this group is the allSprites group if (!this.p.allSprites) this._isAllSpritesGroup = true; if (!this._isAllSpritesGroup) this.parent = 0; if (parent) this.parent = parent.idNum; /** * Keys are the animation label, values are SpriteAnimation objects. * * @property animations * @type {Object} */ this.animations = {}; /** * Contains all the collision callback functions for this group * when it comes in contact with other sprites or groups. */ this._collides = {}; this._colliding = {}; this._collided = {}; this._overlap = {}; /** * Contains all the overlap callback functions for this group * when it comes in contact with other sprites or groups. */ this._overlaps = {}; this._overlapping = {}; this._overlapped = {}; this._collisions = new Map(); this._overlappers = new Map(); // mainly for internal use // autoCull as a property of allSprites only refers to the default allSprites cull // in the post draw function, if the user calls cull on allSprites it should work // for any other group made by users autoCull affects whether cull removes sprites or not // by default for allSprites it is set to true, for all other groups it is undefined this.autoCull; if (this.p.world) { this.idNum = this.p.world.groupsCreated; this.p.world.groups[this.idNum] = this; this.p.world.groupsCreated++; } let _this = this; class GroupSprite extends Sprite { constructor() { super(_this, ...arguments); } } this.GroupSprite = GroupSprite; this.Sprite = GroupSprite; class SubGroup extends Group { constructor() { super(_this, ...arguments); } } this.SubGroup = SubGroup; this.Group = SubGroup; this.mouse = { presses: null, pressing: null, pressed: null, holds: null, holding: null, held: null, released: null, hovers: null, hovering: null, hovered: null }; for (let state in this.mouse) { this.mouse[state] = function (inp) { for (let s of _this) { if (s.mouse[state](inp)) return true; } return false; }; } let props = [...spriteProps, 'spriteSheet']; for (let prop of props) { Object.defineProperty(this, prop, { get() { let val = _this['_' + prop]; let i = _this.length - 1; if (val === undefined && this.p.world && !_this._isAllSpritesGroup) { let parent = this.p.world.groups[_this.parent]; if (parent) { val = parent[prop]; i = parent.length - 1; } } return val; }, set(val) { _this['_' + prop] = val; // change the prop in all the sprite of this group for (let i = 0; i < _this.length; i++) { let s = _this[i]; let v = val; if (typeof val == 'function') v = val(i); s[prop] = v; } } }); } this.vel = pInst.createVector.call(pInst); this.mirror = {}; let objProps = { vel: ['x', 'y'], mirror: ['x', 'y'] }; for (let objProp in objProps) { for (let prop of objProps[objProp]) { Object.defineProperty(this[objProp], prop, { get() { let val = _this[objProp]['_' + prop]; let i = _this.length - 1; if (val === undefined && _this.p.world && !_this._isAllSpritesGroup) { let parent = _this.p.world.groups[_this.parent]; if (parent) { val = parent[objProp][prop]; i = parent.length - 1; } } return val; }, set(val) { _this[objProp]['_' + prop] = val; // change the prop in all the sprite of this group for (let i = 0; i < _this.length; i++) { let s = _this[i]; let v = val; if (typeof val == 'function') v = val(i); s[objProp][prop] = v; } } }); } } this.orbitAngle = 0; } /** * Reference to the group's current animation. * * @property ani * @type {SpriteAnimation} */ get ani() { return this._animation; } set ani(val) { this.addAni(val); for (let s of this) s.changeAni(val); } /** * Reference to the group's current animation. * * @property animation * @type {SpriteAnimation} */ get animation() { return this._animation; } set animation(val) { this.ani = val; } /** * The group's animations. * * @property anis * @type {SpriteAnimation} */ get anis() { return this.animations; } /** * Reference to the group's current image. * * @property img * @type {SpriteAnimation} */ get img() { return this._animation.frameImage; } set img(val) { this.ani = val; } /** * Reference to the group's current image. * * @property image * @type {SpriteAnimation} */ get image() { return this._animation.frameImage; } set image(val) { this.ani = val; } /** * Depending on the value that the amount property is set to, the group will * either add or remove sprites. * * @property amount * @type {Number} */ set amount(val) { let diff = val - this.length; let shouldAdd = diff > 0; diff = Math.abs(diff); for (let i = 0; i < diff; i++) { if (shouldAdd) this.add(new this.Sprite()); else this[this.length - 1].remove(); } } resetCentroid() { let x = 0; let y = 0; for (let s of this) { x += s.x; y += s.y; } this.centroid = { x: x / this.length, y: y / this.length }; return this.centroid; } resetDistancesFromCentroid() { for (let s of this) { s.distCentroid = { x: s.x - this.centroid.x, y: s.y - this.centroid.y }; } } snap(o, dist) { dist ??= 1 || this.tileSize * 0.1; for (let s of this) { s.snap(o, dist); } } _ensureCollide(target, callback) { if (!target) { throw new FriendlyError('Group.collide', 2); } if (!(target instanceof Sprite) && !(target instanceof Group)) { throw new FriendlyError('Group.collide', 0, [target]); } if (callback && typeof callback != 'function') { throw new FriendlyError('Group.collide', 1, [callback]); } } collide(target, callback) { return this.collides(target, callback); } /** * Returns true on the first frame that the group collides with the * target sprite or group. * * Custom collision event handling can be done by using this function * in an if statement or adding a callback as the second parameter. * * @method collides * @param {Sprite|Group} target * @param {Function} [callback] */ collides(target, callback) { this._ensureCollide(target, callback); this._collides[target] = callback || true; return this._collisions.get(target) == 1; } /** * Returns a truthy value while the group is colliding with the * target sprite or group. The value is the number of frames that * the group has been colliding with the target. * * @method colliding * @param {Sprite|Group} target * @param {Function} [callback] * @return {Number} frames */ colliding(target, callback) { this._ensureCollide(target, callback); this._colliding[target] = callback || true; let val = this._collisions.get(target); return val > 0 ? val : 0; } /** * Returns true on the first frame that the group no longer overlaps * with the target sprite or group. * * @method collided * @param {Sprite|Group} target * @param {Function} [callback] * @return {Boolean} */ collided(target, callback) { this._ensureCollide(target, callback); this._collided[target] = callback || true; return this._collisions.get(target) == -1; } _ensureOverlap(target, callback) { if (!target) { throw new FriendlyError('Group.overlap', 2); } if (!(target instanceof Sprite) && !(target instanceof Group)) { throw new FriendlyError('Group.overlap', 0, [target]); } if (callback && typeof callback != 'function') { throw new FriendlyError('Group.overlap', 1, [callback]); } if (!this._hasOverlaps) { for (let s of this) { if (!s._hasOverlaps) s._createSensors(); } this._hasOverlaps = true; } if (target instanceof Sprite) { if (!target._hasOverlaps) target._createSensors(); } else if (target instanceof Group) { if (!target._hasOverlaps) { for (let s of target) { if (!s._hasOverlaps) s._createSensors(); } target._hasOverlaps = true; } } this._overlap[target] = true; } overlap(target, callback) { return this.overlaps(target, callback); } /** * Returns true on the first frame that the group overlaps with the * target sprite or group. * * Custom overlap event handling can be done by using this function * in an if statement or adding a callback as the second parameter. * * @method overlaps * @param {Sprite|Group} target * @param {Function} [callback] */ overlaps(target, callback) { this._ensureOverlap(target, callback); this._overlaps[target] = callback || true; return this._overlappers.get(target) == 1; } /** * Returns a truthy value while the group is overlapping with the * target sprite or group. The value returned is the number of * frames the group has been overlapping with the target. * * @method overlapping * @param {Sprite|Group} target * @param {Function} [callback] * @return {Number} frames */ overlapping(target, callback) { this._ensureOverlap(target, callback); this._overlapping[target] = callback || true; let val = this._overlappers.get(target); return val > 0 ? val : 0; } /** * Returns true on the first frame that the group no longer overlaps * with the target sprite or group. * * @method overlapped * @param {Sprite|Group} target * @param {Function} [callback] * @return {Boolean} */ overlapped(target, callback) { this._ensureOverlap(target, callback); this._overlapped[target] = callback || true; return this._overlappers.get(target) == -1; } /** * EXPERIMENTAL implementation for beta testing! * * Apply a force that is scaled to the sprite's mass. * * @method applyForce * @param {p5.Vector|Array} forceVector force vector * @param {p5.Vector|Array} [forceOrigin] force origin */ applyForce(forceVector, forceOrigin) { for (let s of this) { s.applyForce(forceVector, forceOrigin); } } /** * @method move */ move(distance, direction, speed) { let movements = []; for (let s of this) { movements.push(s.move(distance, direction, speed)); } return Promise.all(movements); } /** * @method moveTo */ moveTo(x, y, speed) { if (typeof x != 'number') { let obj = x; if (obj == this.p.mouse && !this.p.mouse.active) return; speed = y; y = obj.y; x = obj.x; } let centroid = this.resetCentroid(); let movements = []; for (let s of this) { let dest = { x: s.x - centroid.x + x, y: s.y - centroid.y + y }; movements.push(s.moveTo(dest.x, dest.y, speed)); } return Promise.all(movements); } /** * @method moveTowards */ moveTowards(x, y, tracking) { if (typeof x != 'number') { let obj = x; if (obj == this.p.mouse && !this.p.mouse.active) return; tracking = y; y = obj.y; x = obj.x; } if (x === undefined && y === undefined) return; this.resetCentroid(); for (let s of this) { if (s.distCentroid === undefined) this.resetDistancesFromCentroid(); let dest = { x: s.distCentroid.x + x, y: s.distCentroid.y + y }; s.moveTowards(dest.x, dest.y, tracking); } } /** * @method moveAway */ moveAway(x, y, tracking) { if (typeof x != 'number') { let obj = x; if (obj == this.p.mouse && !this.p.mouse.active) return; tracking = y; y = obj.y; x = obj.x; } if (x === undefined && y === undefined) return; this.resetCentroid(); for (let s of this) { if (s.distCentroid === undefined) this.resetDistancesFromCentroid(); let dest = { x: s.distCentroid.x + x, y: s.distCentroid.y + y }; s.moveAway(dest.x, dest.y, tracking); } } /** * EXPERIMENTAL! Subject to change in the future! * * Rotates the group around its centroid. * * @method orbit * @param {Number} amount Amount of rotation */ orbit(amount) { if (this.frame == 0) console.warn('group.orbit is experimental and is subject to change in the future!'); if (!this.centroid) this.resetCentroid(); this.orbitAngle += amount; let angle = this.orbitAngle; for (let s of this) { if (s.distCentroid === undefined) this.resetDistancesFromCentroid(); let x = s.distCentroid.x; let y = s.distCentroid.y; let x2 = x * this.p.cos(angle) - y * this.p.sin(angle); let y2 = x * this.p.sin(angle) + y * this.p.cos(angle); x2 += this.centroid.x; y2 += this.centroid.y; s.vel.x = (x2 - s.x) * 0.1 * s.tileSize; s.vel.y = (y2 - s.y) * 0.1 * s.tileSize; } } /** * Gets the member at index i. * * @deprecated get * @param {Number} i The index of the object to retrieve */ get(i) { console.warn('Deprecated: use group[i] instead of group.get(i)'); return this[i]; } /** * Check if a sprite is in the group. * * @method includes * @param {Sprite} sprite * @return {Number} index of the sprite or -1 if not found */ /** * Use group.includes(sprite) instead. * * @deprecated contains * @param {Sprite} sprite The sprite to search * @return {Number} Index or -1 if not found */ contains(sprite) { console.warn('Deprecated: use group.includes(sprite) instead of group.contains(sprite)'); return this.indexOf(sprite) > -1; } /** * Adds a sprite to the group. Returns true if the sprite was added * because it was not already in the group. * * @method push * @param {Sprite} s The sprite to be added */ push(s) { if (!(s instanceof Sprite)) { throw new Error('you can only add sprites to a group'); } if (this.indexOf(s) == -1) { super.push(s); if (this.parent) this.p.world.groups[this.parent].push(s); s.groups.push(this); return true; } } /** * Alias for push. * * @method add * @param {Sprite} s The sprite to be added */ add(s) { this.push(s); } /** * @property length * @return {Number} The amount of sprites in the group */ /** * Alias for group.length * @deprecated size */ size() { return this.length; } /** * Returns the group's unique identifier. * * @returns {String} groupID */ toString() { return 'g' + this.idNum; } /** * Remove sprites that go outside the given culling boundary * relative to the camera. * * @method cull * @param {Number} top|size The distance that sprites can move below the p5.js canvas before they are removed. *OR* The distance sprites can travel outside the screen on all sides before they get removed. * @param {Number} bottom|cb The distance that sprites can move below the p5.js canvas before they are removed. * @param {Number} [left] The distance that sprites can move beyond the left side of the p5.js canvas before they are removed. * @param {Number} [right] The distance that sprites can move beyond the right side of the p5.js canvas before they are removed. * @param {Function} [cb(sprite)] The callback is given the sprite that * passed the cull boundary, if no callback is given the sprite is * removed by default */ cull(top, bottom, left, right, cb) { if (left === undefined) { let size = top; cb = bottom; top = bottom = left = right = size; } if (isNaN(top) || isNaN(bottom) || isNaN(left) || isNaN(right)) { throw new TypeError('The culling boundary must be defined with numbers'); } if (cb && typeof cb != 'function') { throw new TypeError('The callback to group.cull must be a function'); } let cx = this.p.camera.x - this.p.world.hw / this.p.camera.zoom; let cy = this.p.camera.y - this.p.world.hh / this.p.camera.zoom; let minX = -left + cx; let minY = -top + cy; let maxX = this.p.width + right + cx; let maxY = this.p.height + bottom + cy; for (let s of this) { if (s.x < minX || s.y < minY || s.x > maxX || s.y > maxY) { if (cb) cb(s); else s.remove(); } } } /** * If no input is given all sprites in the group are removed. * * If a sprite or index is given, that sprite is removed from this * group and any group this group inherits from except for the * allSprites group. * * @method remove * @param {Sprite} item The sprite to be removed * @return {Boolean} true if sprite was found and removed */ remove(item) { if (item === undefined) { while (this.length > 0) { this[0].remove(); } return; } let idx; if (typeof item == 'number') { idx = item; } else { for (let i = this.length - 1; i >= 0; i--) { if (this[i] === item) { idx = i; break; } } } if (idx !== undefined) { let removed = this[idx]; let gIdx = this[idx].groups.findIndex((g) => g.idNum == this.idNum); this[idx].groups.splice(gIdx, 1); this.splice(idx, 1); return removed; } throw new Error('Sprite not found in group'); } /** * Removes all sprites from the group and destroys the group. * * @method removeAll */ removeAll() { this.remove(); } /** * Returns the highest depth in a group * * @deprecated maxDepth * @return {Number} The depth of the sprite drawn on the top */ maxDepth() { if (this.length == 0) return 0; if (this.length == 1 && this[0].layer === undefined) return 0; let max = this[0].layer; for (let s of this) { if (s.layer > max) max = s.layer; } return max; } /** * Returns the lowest depth in a group * * @deprecated minDepth * @return {Number} The depth of the sprite drawn on the bottom */ minDepth() { if (this.length === 0) { return 99999; } return this.reduce(function (minDepth, sprite) { return Math.min(minDepth, sprite.depth); }, Infinity); } /** * Draws all the sprites in the group. * * @method draw */ draw() { let g = [...this]; g.sort((a, b) => a.layer - b.layer); for (let i = 0; i < g.length; i++) { let sprite = g[i]; if (sprite.life-- < 0) { sprite.remove(); g.splice(i, 1); i--; continue; } if (sprite.visible) sprite.draw(); } } update() { throw new Error('Use the updateSprites function instead to control whether sprites are updated or not.'); } } /** * Adds an animation to the sprite. Use this function in the preload p5.js * function. You don't need to name the animation if the sprite will only * use one animation. See SpriteAnimation for more information. * * @example * sprite.addAni(name, animation); * sprite.addAni(name, frame1, frame2, frame3...); * sprite.addAni(name, atlas); * * @method addAni * @param {String} name SpriteAnimation identifier * @param {SpriteAnimation} animation The preloaded animation */ Sprite.prototype.addAnimation = Group.prototype.addAnimation = Sprite.prototype.addAni = Group.prototype.addAni = Sprite.prototype.addImage = Group.prototype.addImage = Sprite.prototype.addImg = Group.prototype.addImg = function () { let args = [...arguments]; let name, ani; if (args[0] instanceof SpriteAnimation) { ani = args[0]; name = ani.name || 'default'; ani.name = name; } else if (args[1] instanceof SpriteAnimation) { name = args[0]; ani = args[1]; ani.name = name; } else { ani = new SpriteAnimation(this, ...args); name = ani.name; } this.animations[name] = ani; this._animation = ani; // only works if the animation was loaded in preload if (this._dimensionsUndefined && (ani.w != 1 || ani.h != 1)) { this.w = ani.w; this.h = ani.h; } return ani; }; /** * Add multiple animations * * @method addAnis */ Sprite.prototype.addAnis = Group.prototype.addAnis = Sprite.prototype.addAnimations = Group.prototype.addAnimations = Sprite.prototype.addImages = Group.prototype.addImages = Sprite.prototype.addImgs = Group.prototype.addImgs = function () { let args = arguments; let atlases; if (args.length == 1) { atlases = args[0]; } else { this.spriteSheet = args[0]; atlases = args[1]; } for (let name in atlases) { let atlas = atlases[name]; this.addAni(name, atlas); } }; /** * Look at the World reference pages before reading these docs. * * https://p5play.org/learn/world.html * * @class World * @constructor */ class World extends pl.World { constructor() { super(new pl.Vec2(0, 0), true); this.p = pInst; this.width = this.p.width; this.height = this.p.height; this._offset = { x: 0, y: 0 }; let _this = this; this.offset = { get x() { return -_this._offset.x; }, /** * @property offset.x */ set x(val) { _this._offset.x = val; _this.resize(); }, get y() { return -_this._offset.y; }, /** * @property offset.y */ set y(val) { _this._offset.y = val; _this.resize(); } }; this.resize(); /** * If false, animations that are stopped before they are completed, * typically by a call to sprite.changeAni, will restart at the * frame they were stopped at. If true, animations will always * start playing from frame 0 unless specified by the user in a * separate `anim.changeFrame` call. * * @property autoResetAnimations * @type {SpriteAnimation} * @default false */ this.autoResetAnimations = false; this.palettes = this.p.world?.palettes || [ { // a b: 'black', c: 'crimson', d: 'dark blue', // e f: 'fuchsia', g: 'green', h: 'hot pink', i: 'blue', // indigo // j k: 'black', l: 'lavender', m: 'magenta', n: 'brown', o: 'orange', p: 'pink', // q r: 'red', s: 'sky blue', t: 'turquoise', u: 'blue', v: 'violet', w: 'white', // x y: 'yellow' // z } ]; this.groups = [this.p.allSprites]; this.groupsCreated = 1; this.spritesCreated = 0; this.contacts = []; this.on('begin-contact', this._beginContact); this.on('end-contact', this._endContact); /** * Gravity vector (x, y) * * All sprites getting * * @property gravity */ this.gravity = { get x() { return _this.m_gravity.x; }, set x(val) { for (let s of _this.p.allSprites) { s.sleeping = false; } _this.m_gravity.x = _this.p.round(val || 0); }, get y() { return _this.m_gravity.y; }, set y(val) { for (let s of _this.p.allSprites) { s.sleeping = false; } _this.m_gravity.y = _this.p.round(val || 0); } }; } resize(w, h) { w ??= this.p.width; h ??= this.p.height; this.origin = { x: w * 0.5 + this.offset.x, y: h * 0.5 + this.offset.y }; if (this.p.allSprites.tileSize != 1) { this.origin.x -= this.p.allSprites.tileSize * 0.5; this.origin.y -= this.p.allSprites.tileSize * 0.5; } this.hw = w * 0.5; this.hh = h * 0.5; } _beginContact(contact) { // Get both fixtures let a = contact.m_fixtureA; let b = contact.m_fixtureB; let t = '_collisions'; if (a.isSensor()) t = '_overlappers'; a = a.m_body.sprite; b = b.m_body.sprite; a[t].set(b, 0); b[t].set(a, 0); for (let g of b.groups) { g[t].set(a, g[t].get(a) || 0); a[t].set(g, a[t].get(g) || 0); } for (let g of a.groups) { g[t].set(b, g[t].get(b) || 0); b[t].set(g, b[t].get(g) || 0); for (let g2 of b.groups) { g[t].set(g2, g[t].get(g2) || 0); g2[t].set(g, g2[t].get(g) || 0); } } } _endContact(contact) { let a = contact.m_fixtureA; let b = contact.m_fixtureB; let contactType = '_collisions'; if (a.isSensor()) contactType = '_overlappers'; a = a.m_body.sprite; b = b.m_body.sprite; a[contactType].set(b, -2); b[contactType].set(a, -2); for (let g of b.groups) { let inContact = false; for (let s of g) { if (s[contactType].get(a) >= 0) { inContact = true; break; } } if (!inContact) { g[contactType].set(a, -2); a[contactType].set(g, -2); } } for (let g of a.groups) { let inContact = false; for (let s of g) { if (s[contactType].get(b) >= 0) { inContact = true; break; } } if (!inContact) { g[contactType].set(b, -2); b[contactType].set(g, -2); for (let g2 of b.groups) { g[contactType].set(g2, -2); g2[contactType].set(g, -2); } } } } get autoCull() { return this.p.allSprites.autoCull; } set autoCull(val) { this.p.allSprites.autoCull = val; } get allowSleeping() { return this.getAllowSleeping(); } set allowSleeping(val) { this.setAllowSleeping(val); } } /** * Look at the Camera reference pages before reading these docs. * * https://p5play.org/learn/camera.html * * A camera facilitates scrolling and zooming for scenes extending beyond * the canvas. A camera has a position, a zoom factor, and the mouse * coordinates relative to the view. * The camera is automatically created on the first draw cycle. * * In p5.js terms the camera wraps the whole drawing cycle in a * transformation matrix but it can be disable anytime during the draw * cycle for example to draw interface elements in an absolute position. * * @class Camera * @constructor * @param {Number} x Initial x coordinate * @param {Number} y Initial y coordinate * @param {Number} zoom magnification **/ class Camera { constructor(x, y, zoom) { this.p = pInst; let _this = this; this._pos = { x: 0, y: 0 }; /** * Camera zoom. * * A scale of 1 will be the normal size. Setting it to 2 will * make everything twice the size. .5 will make everything half * size. * * @property zoom * @type {Number} * @default 1 */ this.zoom = zoom || 1; /** * Get the translated mouse position relative to the camera view. * Offsetting and scaling the canvas will not change the sprites' position * nor the mouseX and mouseY variables. Use this property to read the mouse * position if the camera moved or zoomed. * * @property mouse * @type {Object} */ this.mouse = { x: this.p.mouseX, y: this.p.mouseY }; /** * @property mouse.x * @type {Number} */ /** * @property mouse.y * @type {Number} */ /** * True if the camera is active. * Read only property. Use the methods Camera.on() and Camera.off() * to enable or disable the camera. * * @property active * @type {Boolean} * @default false */ this.active = false; this.bound = { min: { x: 0, y: 0 }, max: { x: 0, y: 0 } }; if (x) this.x = x; if (y) this.y = y; } /** * The camera's position. {x, y} * * @property pos * @type {Object} */ get pos() { return this._pos; } /** * The camera's position. Alias for pos. * * @property position * @type {Object} */ get position() { return this._pos; } /** * The camera x position. * * @property x * @type {Number} */ get x() { return this._pos.x; } set x(val) { this._pos.x = val; this.bound.min.x = this.x - this.p.world.hw / this.zoom - 100; this.bound.max.x = this.x + this.p.world.hw / this.zoom + 100; } /** * The camera y position. * * @property y * @type {Number} */ get y() { return this._pos.y; } set y(val) { this._pos.y = val; this.bound.min.y = this.y - this.p.world.hh / this.zoom - 100; this.bound.max.y = this.y + this.p.world.hh / this.zoom + 100; } /** * Activates the camera. * The canvas will be drawn according to the camera position and scale until * camera.off() is called * * @method on */ on() { if (!this.active) { this.p.push(); this.p.scale(this.zoom); this.p.translate(-this.x + this.p.world.hw / this.zoom, -this.y + this.p.world.hh / this.zoom); this.active = true; } } /** * Deactivates the camera. * The canvas will be drawn normally, ignoring the camera's position * and scale until camera.on() is called * * @method off */ off() { if (this.active) { this.p.pop(); this.active = false; } } } //end camera class /** * Used internally to find a contact callback between two sprites. * * @private _findContactCB * @param {String} type "collide" or "overlap" * @param {Sprite} s0 * @param {Sprite} s1 * @returns contact cb if one can be found between the two sprites */ function _findContactCB(type, s0, s1) { let cb = s0[type][s1]; if (cb) return cb; let s1IsSprite = s1 instanceof Sprite; if (s1IsSprite) { for (let g1 of s1.groups) { cb = s0[type][g1]; if (cb) return cb; } } if (s0 instanceof Sprite) { for (let g0 of s0.groups) { cb = g0[type][s1]; if (cb) return cb; if (s1IsSprite) { for (let g1 of s1.groups) { cb = g0[type][g1]; if (cb) return cb; } } } } return false; } /** * This planck function should've be named "shouldContact", because that's what * it actually decides. * * Here we override it to allow for overlap events between sprites. */ pl.Fixture.prototype.shouldCollide = function (that) { // should this and that produce a contact event? let a = this; let b = that; // sensors overlap (returning true doesn't mean they will collide it means // they're included in begin contact and end contact events) if (a.isSensor() && b.isSensor()) return true; // ignore contact events between a sensor and a non-sensor if (a.isSensor() || b.isSensor()) return false; // else test if the two non-sensor colliders should overlap a = a.m_body.sprite; b = b.m_body.sprite; // if `a` has an overlap enabled with `b` their colliders should not produce a // contact event, the overlap contact event is between their sensors let shouldOverlap = _findContactCB('_overlap', a, b); if (!shouldOverlap) shouldOverlap = _findContactCB('_overlap', b, a); if (shouldOverlap) return false; return true; }; /** * Look at the Tiles reference pages before reading these docs. * * https://p5play.org/learn/tiles.html * * @class Tiles * @constructor * @param {String} tiles * @param {Number} x * @param {Number} y * @param {Number} w * @param {Number} h */ class Tiles { constructor(tiles, x, y, w, h) { if (typeof tiles == 'string') tiles = tiles.split('\n'); x ??= 0; y ??= 0; w ??= 1; h ??= 1; for (let row = 0; row < tiles.length; row++) { for (let col = 0; col < tiles[row].length; col++) { let t = tiles[row][col]; if (t == ' ' || t == '.') continue; let ani, g; for (g of pInst.world.groups) { ani = g.animations[t]; if (ani) break; } if (ani) { new g.Sprite(ani, x + col * w, y + row * h); continue; } let wasFound = false; for (g of pInst.world.groups) { if (g.tile == t) { wasFound = true; break; } } if (wasFound) { new g.Sprite(x + col * w, y + row * h); continue; } let s; for (s of pInst.allSprites) { if (s.tile == t) { wasFound = true; break; } } if (wasFound) { s.x = x + col * w; s.y = y + row * h; continue; } console.error('Tile not found: ' + t); } } } } this.Tiles = Tiles; /** * Look at the p5.play reference pages before reading these docs. * * https://p5play.org/learn * * @class p5.play */ /** * Equivalent to `new Tiles` * * @method createTiles * @param {String|Array} tiles String or array of strings */ this.createTiles = function (tiles, x, y, w, h) { return new Tiles(tiles, x, y, w, h); }; class Scale { constructor() { this._x = 1; this._y = 1; this._avg = 1; } valueOf() { return this._avg; } get x() { return this._x; } set x(val) { if (val == this._x) return; this._x = val; this._avg = (this._x + this._y) * 0.5; } get y() { return this._y; } set y(val) { if (val == this._y) return; this._y = val; this._avg = (this._x + this._y) * 0.5; } } /** * This function is automatically called at the end of the p5.js draw * loop, unless it was already called in the draw loop. * * @method updateSprites * @param {Number} timeStep * @param {Number} velocityIterations * @param {Number} positionIterations */ this.updateSprites = function (timeStep, velocityIterations, positionIterations) { for (let s of this.allSprites) { s.prevPos.x = s.x; s.prevPos.y = s.y; } // 2nd and 3rd arguments are velocity and position iterations this.world.step(timeStep || 1 / 60, velocityIterations || 8, positionIterations || 3); for (let s of this.allSprites) { s.update(); } this.p5play.autoUpdateSprites = false; }; /** * Returns the sprites at a position. * * @method getSpriteAt * @param {Number} x * @param {Number} y * @returns */ this.getSpritesAt = function (x, y, group, cameraActiveWhenDrawn) { cameraActiveWhenDrawn ??= true; const convertedPoint = new pl.Vec2(x / plScale, y / plScale); const aabb = new pl.AABB(); aabb.lowerBound = new pl.Vec2(convertedPoint.x - 0.001, convertedPoint.y - 0.001); aabb.upperBound = new pl.Vec2(convertedPoint.x + 0.001, convertedPoint.y + 0.001); // Query the world for overlapping shapes. let fxts = []; pInst.world.queryAABB(aabb, (fxt) => { if (fxt.getShape().testPoint(fxt.getBody().getTransform(), convertedPoint)) { fxts.push(fxt); } return true; }); group ??= pInst.allSprites; let sprites = []; if (fxts.length > 0) { for (let s of group) { if (!s.body) continue; if (fxts.includes(s.body.m_fixtureList)) { if (s._cameraActiveWhenDrawn == cameraActiveWhenDrawn) sprites.push(s); } } } return sprites; }; /** * Returns the sprite at the top most layer position where * the mouse click occurs * * @method getSpriteAt * @param {Number} x * @param {Number} y * @returns */ this.getSpriteAt = function (x, y, group) { let sprites = this.getSpritesAt(x, y, group); sprites.sort((a, b) => (a.layer - b.layer) * -1); return sprites[0]; }; // TODO implement planck joints // the following code is from https://github.com/bobcgausa/cook-js // const debugDraw = (canvas, scale, world) => { // const context = canvas.getContext('2d'); // //context.fillStyle = '#DDD'; // //context.fillRect(0, 0, canvas.width, canvas.height); // // Draw joints // for (let j = world.m_jointList; j; j = j.m_next) { // context.lineWidth = 0.25; // context.strokeStyle = '#00F'; // drawJoint(context, scale, world, j); // } // }; // const drawJoint = (context, scale, world, joint) => { // context.save(); // context.scale(scale, scale); // context.lineWidth /= scale; // const b1 = joint.m_bodyA; // const b2 = joint.m_bodyB; // const x1 = b1.getPosition(); // const x2 = b2.getPosition(); // let p1; // let p2; // context.beginPath(); // switch (joint.m_type) { // case 'distance-joint': // case 'rope-joint': // context.moveTo(x1.x, x1.y); // context.lineTo(x2.x, x2.y); // break; // case 'wheel-joint': // case 'revolute-joint': // p1 = joint.m_localAnchorA; // p2 = joint.m_localAnchorB; // const a = b2.getAngle(); // const v = new pl.Vec2(cos(a), sin(a)); // context.moveTo(x2.x, x2.y); // context.lineTo(x2.x + v.x, x2.y + v.y); // break; // case 'mouse-joint': // case 'weld-joint': // p1 = joint.getAnchorA(); // p2 = joint.getAnchorB(); // context.moveTo(p1.x, p1.y); // context.lineTo(p2.x, p2.y); // break; // case 'pulley-joint': // p1 = joint.m_groundAnchorA; // p2 = joint.m_groundAnchorB; // context.moveTo(p1.x, p1.y); // context.lineTo(x1.x, x1.y); // context.moveTo(p2.x, p2.y); // context.lineTo(x2.x, x2.y); // context.moveTo(p1.x, p1.y); // context.lineTo(p2.x, p2.y); // break; // default: // break; // } // context.closePath(); // context.stroke(); // context.restore(); // }; // function getAABB(body) { // const aabb = new pl.AABB(); // const t = new pl.Transform(); // t.setIdentity(); // const shapeAABB = new pl.AABB(); // aabb.lowerBound = new pl.Vec2(1000000, 1000000); // aabb.upperBound = new pl.Vec2(-1000000, -1000000); // let fixture = body.body.getFixtureList(); // while (fixture) { // const shape = fixture.getShape(); // const childCount = shape.getChildCount(); //only for chains // for (let child = 0; child < childCount; ++child) { // shape.computeAABB(shapeAABB, body.body.m_xf, child); // unionTo(aabb, shapeAABB); // } // fixture = fixture.getNext(); // } // aabb.lowerBound.mul(plScale); //upper left, offset from center // aabb.upperBound.mul(plScale); //lower right // return aabb; // } // function unionTo(a, b) { // a.lowerBound.x = min(a.lowerBound.x, b.lowerBound.x); // a.lowerBound.y = min(a.lowerBound.y, b.lowerBound.y); // a.upperBound.x = max(a.upperBound.x, b.upperBound.x); // a.upperBound.y = max(a.upperBound.y, b.upperBound.y); // } // The ray cast collects multiple hits along the ray in ALL mode. // The fixtures are not necessary reported in order. // We might not capture the closest fixture in ANY. // const rayCast = (() => { // let def = { // ANY: 0, // NEAREST: 2, // ALL: 1 // }; // const reset = (mode, ignore) => { // def.points = []; // def.normals = []; // def.fixtures = []; // def.fractions = []; // def.ignore = ignore || []; // def.mode = mode == undefined ? def.NEAREST : mode; // }; // def.rayCast = (point1, point2, mode, ignore) => { // reset(mode, ignore); // world.rayCast(scaleTo(point1), scaleTo(point2), def.callback); // }; // def.callback = (fixture, point, normal, fraction) => { // if (def.ignore.length > 0) for (let i = 0; i < def.ignore.length; i++) if (def.ignore[i] === fixture) return -1; // if (def.mode == def.NEAREST && def.points.length == 1) { // def.fixtures[0] = fixture; // def.points[0] = scaleFrom(point); // def.normals[0] = normal; // def.fractions[0] = fraction; // } else { // def.fixtures.push(fixture); // def.points.push(scaleFrom(point)); // def.normals.push(normal); // def.fractions.push(fraction); // } // // -1 to ignore a fixture and continue // // 0 to terminate on first hit, or for searching // // fraction seems to return nearest fixture as last entry in array // // +1 returns multiple but mix of low high or high low // return def.mode == def.NEAREST ? fraction : def.mode; // }; // return def; // })(); // const queryAABB = (() => { // let def = {}; // function reset(search) { // def.fixtures = []; // def.search = search || []; // } // def.query = ({ lowerBound, upperBound }, search) => { // reset(search); // aabbc = new pl.AABB(lowerBound.mul(1 / plScale), upperBound.mul(1 / plScale)); // world.queryAABB(aabbc, def.callback); // }; // def.callback = (fixture) => { // def.fixtures.push(fixture); // return true; // }; // return def; // })(); /** * Gets a color from a color palette * * @method colorPal * @param {String} c A single character, a key found in the color palette object. * @param {Number|Object} palette Can be a palette object or number index * in the system's palettes array. * @returns a hex color string for use by p5.js functions */ this.colorPal = (c, palette) => { if (c instanceof p5.Color) return c; if (typeof palette == 'number') { palette = pInst.world.palettes[palette]; } palette ??= pInst.world.palettes[0]; let clr; if (palette) clr = palette[c]; // if transparent if (clr === '' || c === '.' || c === ' ') { return pInst.color(0, 0, 0, 0); } return pInst.color(clr || c); }; /** * Create pixel art images from a string. Each character in the * input string represents a color value defined in the palette * object. * * @method spriteArt * @param {String} txt Each character represents a pixel color value * @param {Number} scale The scale of the image * @param {Number|Object} palette Color palette * @returns A p5.js Image * * @example * let str = ` * ...yyyy * .yybyybyy * yyyyyyyyyy * yybyyyybyy * .yybbbbyy * ...yyyy`; * * let img = spriteArt(str); */ this.spriteArt = (txt, scale, palette) => { scale ??= 1; if (typeof palette == 'number') { palette = pInst.world.palettes[palette]; } palette ??= pInst.world.palettes[0]; let lines = txt; // accepts 2D arrays of characters if (typeof txt == 'string') { txt = txt.trim(); txt = txt.replace(/\r*\n\t+/g, '\n'); // trim leading tabs txt = txt.replace(/\s+$/g, ''); // trim trailing whitespace lines = txt.split('\n'); } let w = 0; for (let line of lines) { if (line.length > w) w = line.length; } let h = lines.length; let img = pInst.createImage(w * scale, h * scale); img.loadPixels(); for (let i = 0; i < lines.length; i++) { for (let j = 0; j < lines[i].length; j++) { for (let sX = 0; sX < scale; sX++) { for (let sY = 0; sY < scale; sY++) { let c = this.colorPal(lines[i][j], palette); img.set(j * scale + sX, i * scale + sY, c); } } } } img.updatePixels(); img.w = img.width; img.h = img.height; pInst.p5play.images.onLoad(img); return img; // return the p5 graphics object }; /** * Deprecated, use sprite.draw() instead. * * allSprites.draw() is run automatically at the end of the p5.js * draw loop, unless a sprite or group is drawn separately within the * draw loop. * * @deprecated * @method drawSprites */ this.drawSprite = function (sprite) { if (pInst.frameCount == 1) console.warn('drawSprite() is deprecated, use sprite.draw() instead.'); sprite.draw(); }; /** * Deprecated, use group.draw() instead. * * allSprites.draw() is run automatically at the end of the p5.js * draw loop, unless a sprite or group is drawn separately within the * draw loop. * * @deprecated * @method drawSprites */ this.drawSprites = function (group) { if (pInst.frameCount == 1) console.warn('drawSprites() is deprecated, use group.draw() instead.'); group ??= pInst.allSprites; group.draw(); }; /** * Creates a new sprite. Equivalent to `new Sprite()` * * @returns {Sprite} */ this.createSprite = function () { return new Sprite(...arguments); }; /** * Creates a new group of sprites. Equivalent to `new Group()` * * @returns {Group} */ this.createGroup = function () { return new Group(...arguments); }; /** * Loads an animation. Equivalent to `new SpriteAnimation()` * * Load animations in the preload p5.js function if you need to use * them when your program starts. * * @method loadAni * @returns {SpriteAnimation} */ /** * Alias for loadAni * * @method loadAnimation * @returns {SpriteAnimation} */ this.loadAni = this.loadAnimation = function () { return new SpriteAnimation(...arguments); }; /** * Displays an animation. Similar to the p5.js image function. * * @method animation * @param {SpriteAnimation} ani Animation to be displayed * @param {Number} x X coordinate * @param {Number} y Y coordinate * */ this.animation = function (ani, x, y, r, sX, sY) { if (ani.visible) ani.update(); ani.draw(x, y, r, sX, sY); }; /** * Delay code execution in an async function for the specified time. * * @method delay * @param {Number} millisecond * @returns {Promise} A Promise that fulfills after the specified time. * * @example * async function startGame() { * await delay(3000); * } */ p5.prototype.delay = (millisecond) => { // if no input arg given, delay waits for the next possible animation frame if (!millisecond) { return new Promise(requestAnimationFrame); } else { // else it wraps setTimeout in a Promise return new Promise((resolve) => { setTimeout(resolve, millisecond); }); } }; /** * Sleep for the specified time. Equivalent to the delay function. * * @method sleep * @param {Number} millisecond * @returns {Promise} A Promise that fulfills after the specified time. * * @example * async function startGame() { * await sleep(3000); * } */ p5.prototype.sleep = (millisecond) => { return p5.prototype.delay(millisecond); }; /** * Awaitable function for playing sounds. * * @method play * @param {p5.Sound} sound * @returns {Promise} */ this.play = (sound) => { if (!sound.play) throw new Error('Tried to play a sound but the sound is not a sound object: ' + sound); // TODO reject if sound not found return new Promise((resolve, reject) => { sound.play(); sound.onended(() => resolve()); }); }; let userDisabledP5Errors = p5.disableFriendlyErrors; p5.disableFriendlyErrors = true; const _createCanvas = this.createCanvas; /** * Equivalent to p5.js createCanvas function and `new Canvas()` * * In p5.play a canvas can be created with an aspect ratio in the * format `width:height`. For example `new Canvas('16:9')` will create * the largest possible canvas with a 16:9 aspect ratio. * * This function also disables the default keydown responses for * the arrow keys, slash, and spacebar. This is to prevent the * browser from scrolling the page when the user is playing a game using * common keyboard commands. * * @method createCanvas * @param {Number} width|ratio * @param {Number} height */ this.createCanvas = function () { let args = [...arguments]; let isFullScreen = false; let pixelated = false; let w, h, ratio; if (typeof args[0] == 'string') { ratio = args[0].split(':'); if (args[1] == 'fullscreen') { isFullScreen = true; } } if (!args.length) { args[0] = window.innerWidth; args[1] = window.innerHeight; isFullScreen = true; } else if (typeof args[0] == 'number' && typeof args[1] != 'number') { args[2] = args[1]; args[1] = args[0]; } if (args[2] == 'pixelated') { pixelated = true; isFullScreen = true; ratio = [args[0], args[1]]; } if (ratio) { let rW = Number(ratio[0]); let rH = Number(ratio[1]); w = window.innerWidth; h = window.innerWidth * (rH / rW); if (h > window.innerHeight) { w = window.innerHeight * (rW / rH); h = window.innerHeight; } w = Math.round(w); h = Math.round(h); if (!pixelated) { args[0] = w; args[1] = h; } } if (args.length < 3) args[2] = 'p2d'; let can = _createCanvas.call(pInst, ...args); this.canvas.tabIndex = 0; this.canvas.addEventListener('keydown', function (e) { if ( e.key == ' ' || e.key == '/' || e.key == 'ArrowUp' || e.key == 'ArrowDown' || e.key == 'ArrowLeft' || e.key == 'ArrowRight' ) { e.preventDefault(); } }); this.canvas.addEventListener('mouseover', () => { this.mouse.isOnCanvas = true; this.mouse.active = true; }); this.canvas.addEventListener('mouseleave', () => { this.mouse.isOnCanvas = false; }); this.canvas.addEventListener('touchstart', (e) => { e.preventDefault(); }); this.world.resize(); if (!userDisabledP5Errors) p5.disableFriendlyErrors = false; /* prevent callout to copy image, etc when tap to hold */ /* prevent webkit from resizing text to fit */ /* prevent copy paste, to allow, change 'none' to 'text' */ let style = ` canvas { outline: none; -webkit-touch-callout: none; -webkit-text-size-adjust: none; -webkit-user-select: none; overscroll-behavior: none; } main{ overscroll-behavior: none; }`; if (isFullScreen) { style = 'html,\nbody,\n' + style; style += ` html, body { margin: 0; padding: 0; overflow: hidden; } main { margin: auto; display: flex; align-content: center; justify-content: center; }`; } if (pixelated) { style += ` canvas { image-rendering: pixelated; width: ${w}px!important; height: ${h}px!important; }`; } let styleElem = document.createElement('style'); styleElem.innerHTML = style; document.head.appendChild(styleElem); let idx = navigator.userAgent.indexOf('iPhone OS'); if (idx > -1) { let version = navigator.userAgent.substring(idx + 10, idx + 12); this.p5play.version = version; if (version < 16) { pInst.pixelDensity(1); } this.p5play.os.platform = 'iOS'; this.p5play.os.version = version; } else if (navigator.userAgentData !== undefined) { this.p5play.os.platform = navigator.userAgentData.platform; } if (pixelated) { pInst.pixelDensity(1); pInst.noSmooth(); } return can; }; function Canvas() { return pInst.createCanvas(...arguments); } const _background = this.background; /** * Just like the p5.js background function except it also accepts * a color pallette code. * * @method background */ this.background = function () { let args = arguments; let c; if (args.length == 1 && (typeof args[0] == 'string' || args[0] instanceof p5.Color)) { c = this.colorPal(args[0]); } if (c !== undefined) _background.call(this, c); else _background.call(this, ...args); }; const _fill = this.fill; /** * Just like the p5.js fill function except it also accepts * a color pallette code. * * @method fill */ this.fill = function () { let args = arguments; let c; if (args.length == 1) { c = this.colorPal(args[0]); } if (c !== undefined) _fill.call(this, c); else _fill.call(this, ...args); }; const _stroke = this.stroke; /** * Just like the p5.js stroke function except it also accepts * a color pallette code. * * @method stroke */ this.stroke = function () { let args = arguments; let c; if (args.length == 1) { c = this.colorPal(args[0]); } if (c !== undefined) _stroke.call(this, c); else _stroke.call(this, ...args); }; // images is a cache of loaded/loading images, to prevent making // the same loadImage fetch requests multiple times (inefficient) this.p5play.images = { onLoad: (img) => {} // called anytime an image is fully loaded }; const _loadImage = this.loadImage; /** * Just like the p5.js loadImage function except it also caches images * so that they are only loaded once. Multiple calls to loadImage with * the same path will return the same image object. It also adds the * image's url as a property of the image object. * * @method loadImage * @param {string} url * @param {number} [width] * @param {number} [height] * @param {function} [callback] */ this.loadImg = this.loadImage = function () { let args = arguments; let url = args[0]; let img = pInst.p5play.images[url]; let cb; if (typeof args[args.length - 1] == 'function') { cb = args[args.length - 1]; } if (img) { // if not finished loading, add callback to the list if ((img.width == 1 && img.height == 1) || !img.pixels.length) { if (cb) { img.cbs.push(cb); img.calls++; } else pInst._decrementPreload(); } else { if (cb) cb(); // if already loaded, run the callback immediately pInst._decrementPreload(); } return img; } const _cb = (_img) => { // if (!_img.pixels.length) { // log('hi'); // _loadImage.call(pInst, url, _cb); // return; // } _img.w = _img.width; _img.h = _img.height; for (let cb of _img.cbs) { cb(); } for (let i = 1; i < _img.calls; i++) { pInst._decrementPreload(); } // delete _img.calls; // delete _img.cbs; _img.cbs = []; pInst.p5play.images.onLoad(img); }; img = _loadImage.call(pInst, url, _cb); img.cbs = []; img.calls = 1; if (cb) img.cbs.push(cb); img.url = url; pInst.p5play.images[url] = img; return img; }; let errorMessages = { generic: [ 'Ah! I found an error', 'Oh no! Something went wrong', 'Oof! Something went wrong', 'Houston, we have a problem', 'Whoops, having trouble here' ], Sprite: { constructor: { base: "Sorry I'm unable to make a new Sprite", 0: "What is $0 for? If you're trying to specify the x position of the sprite, please specify the y position as well.", 1: "If you're trying to specify points for a chain Sprite, please use an array of position arrays:\n$0" }, hw: "I can't change the halfWidth of a Sprite directly, change the sprite's width instead.", hh: "I can't change the halfHeight of a Sprite directly, change the sprite's height instead.", rotate: 'The angle of rotation must be a number.', changeAnimation: `I can't find any animation named "$0".`, collide: { 0: "I can't make that sprite collide with $0. Sprites can only collide with another sprite or a group.", 1: 'The collision callback has to be a function.', 2: "You're trying to check for an collision with a sprite or group that doesn't exist!" }, overlap: { 0: "I can't make that sprite overlap with $0. Sprites can only overlap with another sprite or a group.", 1: 'The overlap callback has to be a function.', 2: "You're trying to check for an overlap with a sprite or group that doesn't exist!" } }, SpriteAnimation: { constructor: { base: "Hey so, I tried to make a new SpriteAnimation but couldn't", 0: `I don't know how to display this type of image: "$0". I can only use ".png" image files.`, 1: 'The name of the animation must be the first input parameter.' } }, Group: { constructor: { base: "Hmm awkward! Well it seems I can't make that new Group you wanted" } } }; errorMessages.Group.collide = errorMessages.Sprite.collide; errorMessages.Group.overlap = errorMessages.Sprite.overlap; /** * A FriendlyError is a custom error class that extends the native JS Error class. * * @private FriendlyError * @param {String} func is the name of the function the error was thrown in * @param {Number} errorNum is the error's code number * @param {Array} e is an array with references to the cause of the error */ class FriendlyError extends Error { constructor(func, errorNum, e) { super(); if (typeof func != 'string') { e = errorNum; errorNum = func; func = this.stack.match(/\n\s*at ([^\(]*)/)[1]; func = func.slice(0, -1); } if (typeof errorNum != 'number') { e = errorNum; errorNum = undefined; } if (func.slice(0, 3) == 'new') func = func.slice(4); func = func.split('.'); let className = func[0]; func = func[1] || 'constructor'; let ln = this.stack.match(/\/([^p\/][^5][^\/:]*:[^\/:]+):/); if (ln) { ln = ln[1].split(':'); ln = ' in ' + ln[0] + ' at line ' + ln[1] + '. '; } else ln = '.'; e = e || []; let m = errorMessages[className][func]; let msg; if (m.base) msg = m.base + ln; else msg = errorMessages.generic[Math.floor(Math.random() * errorMessages.generic.length)] + ln; if (errorNum !== undefined) m = m[errorNum]; m = m.replace(/\$([0-9]+)/g, (m, n) => { return e[n]; }); msg += m; p5._friendlyError(msg, func); } } this.Sprite = Sprite; this.SpriteAnimation = SpriteAnimation; this.Group = Group; this.World = World; this.Canvas = Canvas; /** * A group of all the sprites. * * @property allSprites */ this.allSprites = new Group(); this.allSprites.autoCull = true; this.allSprites.tileSize = 1; /** * The planck physics world. Use this to change gravity and offset the * sprite's coordinate system. * * @property world */ this.world = new World(); /** * Equal to the p5.js frameCount, the amount of times the draw() function has * been called. * * @property frame */ this.frame = 0; /** * The default camera. Use this to pan and zoom the camera. * * @property camera */ this.camera = new Camera(); /** * Get user input from the mouse. * Stores the state of the left, center, or right mouse buttons. * * @property mouse */ /** * Get user input from the keyboard. * * @property kb */ /** * Alias for kb. * * @property keyboard */ /** * Get user input from game controllers. * * @property contro */ /** * Look at the Input reference pages before reading these docs. * * https://p5play.org/learn/input_devices.html * * Root class for storing the state of inputs (mouse, keyboard, * gamepads). * * -3 means input was released after being held, pressed for 12 frames * -2 means input was pressed and released on the same frame * -1 means input was released * 0 means input is not pressed * 1 means input was pressed * >1 means input is still being pressed * 12 means input was held * >12 means input is being held * * @class InputDevice */ class InputDevice { constructor() { /** * The amount of frames an input must be pressed to be considered held. * Default is 12. * * @property holdThreshold * @type {number} */ this.holdThreshold = 12; } /** * Initializes the input's values to zero. * * @private init */ init(inputs) { for (let inp of inputs) { this[inp] = 0; } } /** * Attempt to auto-correct the user's input. Inheriting classes * override this method. * * @private ac */ ac(inp) { return inp; } /** * @method presses * @param {string} inp * @returns {boolean} true on the first frame that the user presses the input */ presses(inp) { inp ??= this.default; if (this[inp] === undefined) inp = this.ac(inp); return this[inp] == 1 || this[inp] == -2; } /** * @method pressing * @param {string} inp * @returns {number} the amount of frames the user has been pressing the input */ pressing(inp) { inp ??= this.default; if (this[inp] === undefined) inp = this.ac(inp); if (this[inp] == -2) return 1; return this[inp] > 0 ? this[inp] : 0; } /** * @method pressed * @param {string} inp * @returns {boolean} true on the first frame that the user released the input */ pressed(inp) { return this.released(inp); } /** * @method holds * @param {string} inp * @returns {boolean} true on the first frame that the user holds the input */ holds(inp) { inp ??= this.default; if (this[inp] === undefined) inp = this.ac(inp); return this[inp] == this.holdThreshold; } /** * @method holding * @param {string} inp * @returns {number} the amount of frames the user has been holding the input */ holding(inp) { inp ??= this.default; if (this[inp] === undefined) inp = this.ac(inp); return this[inp] >= this.holdThreshold ? this[inp] : 0; } /** * @method held * @param {string} inp * @returns {boolean} true on the first frame that the user released a held input */ held(inp) { inp ??= this.default; if (this[inp] === undefined) inp = this.ac(inp); return this[inp] == -3; } /** * @method released * @param {string} inp * @returns {boolean} true on the first frame that the user released the input */ released(inp) { inp ??= this.default; if (this[inp] === undefined) inp = this.ac(inp); return this[inp] <= -1; } releases(inp) { return this.released(inp); } } class Mouse extends InputDevice { constructor() { super(); let _this = this; // this.x and this.y store the actual position values of the mouse this._position = { get x() { return _this.x; }, set x(val) { _this.x = val; }, get y() { return _this.y; }, set y(val) { _this.y = val; } }; let inputs = ['x', 'y', 'left', 'center', 'right']; this.init(inputs); this.default = 'left'; this.draggable = false; this.isOnCanvas = false; this.active = false; /** * The mouse's x position. * @property x * @type {number} */ this.x; /** * The mouse's y position. * @property y * @type {number} */ this.y; } /** * The mouse's position. * @property pos */ get pos() { return this._position; } /** * The mouse's position. Alias for pos. * @property position */ get position() { return this._position; } ac(inp) { if (inp.slice(0, 4)) inp = 'left'; else if (inp.slice(0, 5) == 'right') inp = 'right'; else if (inp.slice(0, 6) == 'middle') inp = 'center'; else inp = inp.toLowerCase(); return inp; } /** * @method dragging * @param {string} inp * @returns {number} the amount of frames the user has been dragging the input */ dragging(inp) { inp ??= this.default; this.draggable = true; return this[inp] >= this.holdThreshold ? this[inp] : 0; } } this.mouse = new Mouse(); class SpriteMouse extends Mouse { constructor() { super(); this.hover = 0; } /** * @method hovers * @returns {boolean} true on the first frame that the mouse is over the sprite */ hovers() { return this.hover == 1; } /** * @method hovering * @returns {number} the amount of frames the mouse has been over the sprite */ hovering() { return this.hover > 0 ? this.hover : 0; } /** * @method hovered * @returns {boolean} true on the first frame that the mouse is no longer over the sprite */ hovered() { return this.hover == -1; } } const _onmousedown = this._onmousedown; const __onmousedown = function (btn) { this.mouse[btn]++; this.mouse.active = true; let ms; if (this.p5play.mouseSprites.length) { ms = this.p5play.mouseSprites[0]; ms.mouse[btn] = 1; // old mouse sprite didn't have the mouse released on it // so it just gets set to 0 (not pressed) if (this.p5play.mouseSprite) { this.p5play.mouseSprite.mouse[btn] = 0; if (btn == 'left') { this.p5play.mouseSprite.mouse.draggable = false; } } this.p5play.mouseSprite = ms; } }; this._onmousedown = function (e) { let btn = 'left'; if (e.button === 1) btn = 'center'; else if (e.button === 2) btn = 'right'; __onmousedown.call(this, btn); _onmousedown.call(this, e); }; const _ontouchstart = this._ontouchstart; this._ontouchstart = function (e) { __onmousedown.call(this, 'left'); _ontouchstart.call(this, e); }; const _onmouseup = this._onmouseup; const __onmouseup = function (btn) { if (this.mouse[btn] >= this.mouse.holdThreshold) { this.mouse[btn] = -3; } else if (this.mouse[btn] > 1) this.mouse[btn] = -1; else this.mouse[btn] = -2; if (this.p5play.mouseSprite) { if (this.p5play.mouseSprite.mouse.hover > 1) { if (this.p5play.mouseSprite.mouse[btn] >= this.mouse.holdThreshold) { this.p5play.mouseSprite.mouse[btn] = -3; } else if (this.p5play.mouseSprite.mouse[btn] > 1) { this.p5play.mouseSprite.mouse[btn] = -1; } else { this.p5play.mouseSprite.mouse[btn] = -2; } } else { this.p5play.mouseSprite.mouse[btn] = 0; this.p5play.mouseSprite.mouse.draggable = false; } } }; this._onmouseup = function (e) { let btn = 'left'; if (e.button === 1) btn = 'center'; else if (e.button === 2) btn = 'right'; __onmouseup.call(this, btn); _onmouseup.call(this, e); }; const _ontouchend = this._ontouchend; this._ontouchend = function (e) { __onmouseup.call(this, 'left'); _ontouchend.call(this, e); }; class KeyBoard extends InputDevice { constructor() { super(); this.default = ' '; } ac(inp) { if (inp.length == 1) return inp.toLowerCase(); if (!isNaN(inp)) { if (inp == 38) return 'ArrowUp'; if (inp == 40) return 'ArrowDown'; if (inp == 37) return 'ArrowLeft'; if (inp == 39) return 'ArrowRight'; throw new Error( 'Use key names with the keyboard input functions, not key codes! If you are trying to detect if the user pressed a number key make it a string. For example: "5"' ); } if (inp == 'space' || inp == 'spacebar') return ' '; return inp[0].toUpperCase() + inp.slice(1).toLowerCase(); } get space() { return this[' ']; } get spacebar() { return this[' ']; } } this.kb = new KeyBoard(); this.keyboard = this.kb; if (navigator.keyboard) { const keyboard = navigator.keyboard; if (window == window.top) { keyboard.getLayoutMap().then((keyboardLayoutMap) => { const key = keyboardLayoutMap.get('KeyW'); if (key != 'w') this.p5play.standardizeKeyboard = true; }); } else { this.p5play.standardizeKeyboard = true; } } else { // Firefox doesn't have navigator.keyboard // so just make it use key codes this.p5play.standardizeKeyboard = true; } /** * Obsolete: Use kb.pressing(key) instead. * * @obsolete keyIsDown * @param {String} key */ this.keyIsDown = function (keyCode) { throw new Error( `The p5.js keyIsDown function is outdated and can't be used in p5.play. Trust me, you'll see that the p5.play kb.pressing function is much better. It uses key name strings that are easier to write and easier to read! https://p5play.org/learn/input_devices.html The p5.js keyIsDown function relies on key codes and custom constants for key codes, which are not only hard to remember but were also deprecated in the JavaScript language standards over six years ago and shouldn't be used in new projects. More info: https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/keyCode` ); }; /** * @private _getKeyFromCode * @param {*} e keyboard event * @returns key name */ function _getKeyFromCode(e) { let code = e.code; if (code.length == 4 && code.slice(0, 3) == 'Key') { return code[3].toLowerCase(); } return e.key; } let simpleKeyControls = { w: 'up', s: 'down', a: 'left', d: 'right', ArrowUp: 'up', ArrowDown: 'down', ArrowLeft: 'left', ArrowRight: 'right', i: 'up2', k: 'down2', j: 'left2', l: 'right2' }; const _onkeydown = this._onkeydown; this._onkeydown = function (e) { let key = e.key; if (this.p5play.standardizeKeyboard) { key = _getKeyFromCode(e); } let keys = [key]; let k = simpleKeyControls[key]; if (k) keys.push(k); for (let k of keys) { if (!this.kb[k] || this.kb[k] < 0) { this.kb[k] = 1; } } _onkeydown.call(this, e); }; const _onkeyup = this._onkeyup; this._onkeyup = function (e) { let key = e.key; if (this.p5play.standardizeKeyboard) { key = _getKeyFromCode(e); } let keys = [key]; let k = simpleKeyControls[key]; if (k) keys.push(k); for (let k of keys) { if (this.kb[k] >= this.kb.holdThreshold) { this.kb[k] = -3; } else if (this.kb[k] > 1) this.kb[k] = -1; else this.kb[k] = -2; } _onkeyup.call(this, e); }; class Contro extends InputDevice { constructor(gp) { super(); let inputs = [ 'a', 'b', 'x', 'y', 'l', 'r', 'lt', 'rt', 'select', 'start', 'up', 'down', 'left', 'right', 'leftTrigger', 'rightTrigger' ]; this.init(inputs); this.leftStick = { x: 0, y: 0, btn: 0 }; this.rightStick = { x: 0, y: 0, btn: 0 }; this._btns = { a: 0, b: 1, x: 2, y: 3, l: 4, r: 5, lt: 6, rt: 7, select: 8, start: 9, leftStickButton: 10, rightStickButton: 11, up: 12, down: 13, left: 14, right: 15 }; this._axes = { leftStick: { x: 0, y: 1 }, rightStick: { x: 2, y: 3 }, leftTrigger: 4, rightTrigger: 5 }; // corrects button mapping for GuliKit gamepads // which have a Nintendo Switch style button layout // https://www.aliexpress.com/item/1005003624801819.html if (gp.id.includes('GuliKit')) { this._btns.a = 1; this._btns.b = 0; this._btns.x = 3; this._btns.y = 2; } log(gp); this.gamepad = gp; this.id = gp.id; } ac(inp) { return inp.toLowerCase(); } _update() { this.gamepad = navigator.getGamepads()[this.gamepad.index]; if (!this.gamepad) return; let pad = this.gamepad; // buttons for (let name in this._btns) { let idx = this._btns[name]; if (pad.buttons[idx].pressed) this[name]++; else this[name] = 0; } // sticks this.leftStick.x = pad.axes[this._axes.leftStick.x]; this.leftStick.y = pad.axes[this._axes.leftStick.y]; this.rightStick.x = pad.axes[this._axes.rightStick.x]; this.rightStick.y = pad.axes[this._axes.rightStick.y]; // triggers if (pad.axes[this._axes.leftTrigger] !== undefined) { this.leftTrigger = pad.axes[this._axes.leftTrigger]; this.rightTrigger = pad.axes[this._axes.rightTrigger]; } else { this.leftTrigger = pad.buttons[this._btns.lt].value; this.rightTrigger = pad.buttons[this._btns.rt].value; } return true; // update completed } } class Contros extends Array { constructor() { super(); let _this = this; window.addEventListener('gamepadconnected', (e) => { _this._addContro(e.gamepad); }); // TODO // window.addEventListener('gamepaddisconnected', (e) => { // _this._removeContro(e.gamepad); // }); this.default = 'a'; let methods = ['presses', 'pressing', 'pressed', 'holds', 'holding', 'held', 'released']; for (let m of methods) { this[m] = (inp) => { if (this[0]) return this[0][m](inp); }; } let inputs = [ 'a', 'b', 'x', 'y', 'l', 'r', 'lt', 'rt', 'select', 'start', 'leftStickButton', 'rightStickButton', 'up', 'down', 'left', 'right' ]; for (let inp of inputs) { Object.defineProperty(this, inp, { get() { if (_this[0]) return _this[0][inp]; return 0; } }); } let props = ['leftStick', 'rightStick']; for (let prop of props) { this[prop] = {}; for (let axis of ['x', 'y']) { Object.defineProperty(this[prop], axis, { get() { if (_this[0]) return _this[0][prop][axis]; return 0; } }); } } // test if the broswer supports the HTML5 Gamepad API // all modern browsers do, this is really just to prevent // p5.play's Jest tests from failing if (!navigator?.getGamepads) return; // if the page was not reloaded, but p5.play sketch was, // then gamepads could be already connected // so they need to be added as Contro objects let gps = navigator.getGamepads(); for (let gp of gps) { if (gp) this._addContro(gp); } } _addContro(gp) { if (!gp) return; log('controller ' + this.length + ' connected: ' + gp.id); this.push(new Contro(gp)); } /** * Updates the state of all controllers. */ _update() { for (let c of this) { c._update(); } } } this.contro = new Contros(); this.controllers = this.contro; }); // called before each p5.js draw function call p5.prototype.registerMethod('pre', function () { if (this.frameCount == 1) { this.camera.x = this.world.hw; this.camera.y = this.world.hh; this.camera.init = true; // this stops the right click menu from appearing this.canvas.addEventListener('contextmenu', (event) => event.preventDefault()); } this.mouse.x = (this.mouseX - this.world.hw) / this.camera.zoom + this.camera.x; this.mouse.y = (this.mouseY - this.world.hh) / this.camera.zoom + this.camera.y; this.camera.mouse.x = this.mouseX; this.camera.mouse.y = this.mouseY; this.contro._update(); }); // called after each p5.js draw function call p5.prototype.registerMethod('post', function p5playPostDraw() { this.frame = this.frameCount; if (this.p5play.autoDrawSprites) { this.camera.on(); this.allSprites.draw(); this.camera.off(); this.p5play.autoDrawSprites = true; } if (this.p5play.autoUpdateSprites) { this.updateSprites(); this.p5play.autoUpdateSprites = true; } if (this.allSprites.autoCull) { this.allSprites.cull(10000); } for (let btn of ['left', 'center', 'right']) { if (this.mouse[btn] < 0) this.mouse[btn] = 0; else if (this.mouse[btn] > 0) this.mouse[btn]++; if (this.p5play.mouseSprite) { if (this.p5play.mouseSprite.mouse[btn] < 0) { this.p5play.mouseSprite.mouse[btn] = 0; } } } for (let k in this.kb) { if (k == 'holdThreshold') continue; if (this.kb[k] < 0) this.kb[k] = 0; else if (this.kb[k] > 0) this.kb[k]++; } if (this.p5play.mouseTracking) { if (this.p5play.mouseSprite) { let val = 0; for (let btn of ['left', 'center', 'right']) { val += this.p5play.mouseSprite.mouse[btn]; } if (val == 0) this.p5play.mouseSprite = null; } let sprites = this.getSpritesAt(this.mouse.x, this.mouse.y); sprites.sort((a, b) => (a.layer - b.layer) * -1); let uiSprites = this.getSpritesAt(this.camera.mouse.x, this.camera.mouse.y, this.allSprites, false); uiSprites.sort((a, b) => (a.layer - b.layer) * -1); sprites = sprites.concat(uiSprites); let ms; if (this.mouse.pressing('left') || this.mouse.pressing('center') || this.mouse.pressing('right')) { // mouse sprite is not draggable if (!this.p5play.mouseSprite?.mouse.draggable) { // if sprite is being dragged, // it should be dragged behind sprites on higher layers for (let s of sprites) { if (s == this.p5play.mouseSprite) { ms = s; break; } } } else { ms = this.p5play.mouseSprite; } // if mouse is pressing the sprite if (ms) { ms.mouse.left = this.mouse.left; ms.mouse.center = this.mouse.center; ms.mouse.right = this.mouse.right; ms.mouse.x = ms.x - this.mouse.x; ms.mouse.y = ms.y - this.mouse.y; } else if (this.p5play.mouseSprite) { this.p5play.mouseSprite.mouse.left = 0; this.p5play.mouseSprite.mouse.center = 0; this.p5play.mouseSprite.mouse.right = 0; this.p5play.mouseSprite.mouse.draggable = false; } } for (let s of sprites) { s.mouse.hover++; } for (let s of this.p5play.mouseSprites) { if ((!this.p5play.mouseSprite?.mouse.draggable || s != ms) && !sprites.includes(s)) { s.mouse.hover = -1; s.mouse.left = 0; s.mouse.center = 0; s.mouse.right = 0; s.mouse.draggable = false; } } this.p5play.mouseSprites = sprites; } this.camera.off(); }); ================================================ FILE: package.json ================================================ { "name": "p5.play", "author": "quinton-ashley (https://quintos.org)", "bugs": { "url": "https://github.com/quinton-ashley/p5.play/issues" }, "contributors": [ "Paolo Pedercini " ], "description": "A p5.js library for making games and interactive art!", "keywords": [ "p5play", "p5.js", "p5js", "p5", "game", "games", "animation", "art", "interactive", "creative", "generative" ], "license": "GPL-3.0-only", "homepage": "https://github.com/quinton-ashley/p5.play#readme", "repository": { "type": "git", "url": "git+https://github.com/quinton-ashley/p5.play.git" }, "scripts": { "v": "npm version patch --force", "V": "npm version minor --force", "version": "git add -A", "postversion": "git push" }, "version": "3.5.13" }