p2.js is a library to add Box2D support (https://box2d.org/) to P5. I have completely redone the library to use the planck.js implementation (https://github.com/shakiba/planck.js), which actively tracks updates to Erin Catto's Box2D C++ library. I am working on a tutorial and have many examples, which are all P5 editor implementations. The website is at (https://sites.google.com/site/professorcookga).
b2.js is my old library that is based on box2d-html5.js, which is also included as it implements Box2D. There is a tutorial with many links to JSFiddle examples here (https://github.com/bobcgausa/cook-js/blob/master/P5physics.pdf). The main feature is a pixel interface to Box2D, which supports easy access to all of P5's graphics features.
p5.particle.js is a library to add particle support to p5.js. Click https://editor.p5js.org/Bobcook47/sketches/-89EdNdlO to see examples. This repository contains two projects: a Box2D physics library and a Particle library. The Particle library does not use the physics library; they are separate. Use https://rawgit.com/bobcgausa/cook-js/master/p5.particle.js to include particles in your project.
A Particle object is simply a data definition. There are no methods. The data fields consist only of properties that are likely to vary on a per-particle basis. Properties that are common to all particles, such as gravity, are defined in the parent Fountain. Since particles are so numerous, every effort was made to minimize the size of their structure definition. For example, per-particle properties, such as color, that can be derived from a particle's id or life are factored out into its Fountain definition.
The Fountain's particle creation function returns a Particle object so that it is easy for users to add additional, per-particle properties.
A Particle terminates and is deallocated when 1) its "life" is greater than or equal one, 2) its "partSize" is less than 0.1, or 3) its "location" is greater than the canvas height.
function Particle() {
this.velocity = createVector(); // applied to location every Step
this.partSize = 0; // typically width and height, scale factor for images ( 1 means no scaling)
this.location = createVector(); // center of all shapes and images
this.life = 0; // 0 to 1
this.rotation = 0; // in degrees
this.id = 0; // unique id counter per Fountain
}
A Fountain object encapsulates all the properties needed for Particle creation. A Fountain definition is data driven. The input can come from a user-created object, or a JSON file or string.
// xy, if present, overrides the data input location
// (JSON object, name of a particle definition) OR
// (null, user-created particle definition)
Fountain(defs, nameOrF [ , x, y]);
var x = new Fountain(null, objectDef);
x.length // number of active particles
x.left // number of particles left to create
x.done // Fountain has generated all particles and they have all terminated
x.Draw(); // Draw all particles NOTE: may need to surround with push/pop to prevent side effects
x.Step(); // Step all particles, e.g. location.add(velocity)
x.Stop(); // Set left=0 and clear all active particles
x.Create( [ x, y [, angle]]); // Create one particle, returns a Particle object or null if left==0
x.CreateN( [ x, y [, angle]]); // Uses a Fountain's "rate" property to create bursts of particles
Particle drawing can be extended by the user. The following function can be called to extend the set of default drawing routines.
function Fountain_display(newShapeName, proc) {
fdisplay[newShapeName] = proc;
}
Here is an example of one of the default drawing routines (shape name "point"). Note that the choice of color changes as the "life" property progresses from 0 to 1.
function fpoint(fountain, particle) {
stroke(fountain.colors[Math.floor(particle.life*fountain.colors.length)]);
noFill();
point(particle.location.x, particle.location.y);
}
The default shape options, which have pre-defined drawing functions, are listed next:
ellipse
: filled ellipse partSize x partSize, color based on life, no rotationellipse2
: filled ellipse partSize x partSize, color based on id, no rotationimage
: tinted image, color based on life, rotated by angle, and scaled by partSize- `point: point, color based on life
rect
: filled rectangle partSize x partSize, color based on life, no rotation
Examples can be found at jsfiddle.net:
- Particle #1 JSON Example
- Particle #2 User Structure
- Particle #3 User Drawing Function
- Particle #4 Vary speed with speedx
- Particle #5 Generation patterns with rate
- Particle #6 Animated Sprite Particles
- Particle #7 Particles tied to Rocket Exhaust
- Particle #8 Particles following a Spline Curve
TESTING: Tested on Internet Explorer, Firefox, Chrome, ChromeBook, Edge, Safari
The object definition passed to the Fountain constructor can be user-defined (u) or JSON (t) as follows:
var t = '{' +
' "parts": [' +
' {' +
' "name": "foo",' +
' "color": ["yellow"]' +
' }' +
' ]
'}';
var u = {
name: "test",
size: [2,8],
angle: [250, 290],
color: ["blue"],
rate: [200,10,200,0]
};
defs = JSON.parse(t);
of = new Fountain(defs, 'foo');
of2 = new Fountain(null, u);
acceleration
: added to velocity on every step, default 0, omitted if gravity is specifiedangle[a,b]
: random directional angle in degrees, default [0,0], initial velocity = angle*speedcolor[a...]
: array of color names or [r,g,b,a], sets this.colors, indexed by "life" fraction when drawingdxy[a,b]
: fraction of screen width/height, centered at xy, [-a:a,-b:b] defines generation box, default [0,0]file
: path string for an image file, sets this.image and this.f.image equal to loadImage note: file must be preloadedgravity
: applied to velocity.y at every Step, default 0.01, omitted if acceleration is specifiedlifetime
: number of steps for each particle to live, default 99999999limit
: number of particles to generate, default 99999999rate[a,b...]
: array of pairs [a= number of CreateN calls to use this rate, b= 1 to particles-to-generate-per-CreateN], default [0,1], cycles if b is less than 1, "a" particles are created with probability brotation
: angular velocity in degrees, default 0shape
: string name of a "Draw" routine set by Fountain_display, default "ellipse"size[a,b]
: randomly sets partSize between a and b if a != b, default [2,2]sizePercent
: grow or shrink partSize on every Step, default 1speed
: determines initial velocity, default 1speedx
: random add-on to speed at particle creation [-speedx,speedx], default 0x
: fraction of screen widthy
: fraction of screen height
Report issues in this repo to kindlecbook at gmail.com
There is no license. Use as you wish.