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DKWDP-InteractiveLib

A js library on top of p5js to build interactive tutorials.

Getting started

Clone the example project or create a new repository with dkwdp/dkwdpil-template as template:

git clone git@github.com:dkwdp/dkwdpil-template.git
cd dkwdpil-template

For development purposes, you can also install dkwdpil via file.

npm uninstall dkwdpil
npm install ../path/to/dkwdp-interactivelib

Install dependencies:

npm install

Run the test server:

npx vite

Usage

Implementing scenes

Everything is implemented inside a scene. A scene is a class extending the Scene base class:

import {Context, Scene} from 'dkwdp-interactivelib';

export class MyScene extends Scene {
    update(context: Context) {
        // do stuff
    }
}

The update() method is called every frame. It is passed a Context object, which provides access to the canvas, audio, events and other utilities.

Initializing scenes

To use scenes, add them to the initScenes() call in index.html:

initScenes(
    sketchHolder,
    [
      ["startScene", new StartScene()],
      ["myScene", new MyScene()],
    ],
    ["sound.mp3"],
    ["image.png"]
);

Switching Scenes

To switch to another scene, set context.nextScene to the name of the scene you want to switch to:

export class MyScene extends Scene {
    update(context: Context) {
        // switch back after 5 seconds
        if (context.time > 5) {
            context.nextScene = "startScene";
        }
    }
}

Sprites

If you want to add an image to your scene you can do so by creating a Sprite object:

import {Context, Scene, Sprite} from 'dkwdp-interactivelib';

export class MyScene extends Scene {
    mySprite: Sprite = new Sprite("image.png", 0, 0, {size: 12.0, imageMode: "center"});

    update(context: Context) {
        context.background(235);
    }
}

Place the image.png file in the public folder.

Also you need to place the filename image.png in the initScenes() call in index.html:

Sprites are drawn automatically by the Scene class, because the Sprite class implements the InteractiveElement interface. Each member of the scene class, that implements the InteractiveElement interface, will be drawn and updated automatically.

Interactive Elements

You can implement your own interactive elements:

import {Context, INTERACTIVE_ELEMENT_MARKER, InteractiveElement} from "dkwdpil";

export class MyElement implements InteractiveElement {
    _interactiveElementMarker: "interactiveElement" = INTERACTIVE_ELEMENT_MARKER;

    update(context: Context) {
        for (const evt of context.events) {
            if (evt.kind === "mousedown") {
                // do stuff
            }
        }
    }

    draw(context: Context) {
        context.fill(255, 0, 0);
        context.rect(-5, -5, 10, 50);
    }
}

Draw methods are very similar to the p5js draw methods, but with a different coordinate system.

Coordinates

The coordinate system is as follows:

  • The zero point is in the center of the screen.
  • The x-axis is horizontal and points to the right.
  • The y-axis is vertical and points up.
  • The top y-coordinate is 18 and the bottom y-coordinate is -18.
  • The left x-coordinate is -32 and the right x-coordinate is 32.
  • The width is always 64 and the height is always 36, resulting in a 16:9 aspect ratio.

Events

See the source code.

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A js library ontop of p5js to build interactive tutorials.

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