In this week’s lab you will:
- learn about hit testing using the p5 mouse variables
- use conditionals to build basic buttons both rectangular and circular
- build your own version of the PlaySchool window wall
Before you attend your lab session, make sure:
- you’ve seen the week 3 lecture on conditionals & loops
- you can fork, clone, commit & push to GitLab (like you did for assignment 1)
Part 1: fussy musical instrument
The COMP1720 team bought a mysterious musical instrument off of ebay they don’t really know how to use (it was a late night purchase… okay?!?!), and they’re trying to re-create it in p5.js. They’ve gotten most of the way there, but need some help writing the if-statement that determines if their re-creation should play a note.
The conditions this musical instrument needs to create a note are quite wacky, in order for a note to play they all need to be satisfied:
- the instrument is on the ground
- it is not raining outside
- the musician is wearing a blue or green t-shirt
- there are more musicians in the room than listeners.
Write an imaginary condition statement (the bit inside the
if (xxx)) which is
true when all the above conditions are met, and send it to your lab channel.
Part 2: hit testing
What is a button, really? It’s an area of the canvas where if you click on it, stuff happens. And if you click somewhere else (not on the button) then nothing happens. So you can see in the above descriptions that there’s some conditional logic (and Booleans) involved in making a button in p5.
In the week 3 lecture we discussed the way that p5 uses certain variables to provide information about what’s going on with user input (see the Events section in the reference). Figuring out whether the mouse button is pressed is a helpful starting point when it comes to making a button, but you also need to figure out whether the mouse is “over” the button. This process is called hit testing.
In the widget below, write a condition statement using
y that will
highlight only the rect (hint: you can link more than one condition together
The starting expression in the text box is just the boolean value
you should delete that and write your own conditional expression. If you’re struggling writing conditionals, you should review the week 3 lecture content on them.
In addition to this, each red dot in the sketch has its own
y (its position), which refer to
y in the condition box. If the condition is true for a red dot, then it will light up, however if it is false, then the red dot will disappear.
If you’re feeling stuck, start small: choose one edge on the rectangle below. Can you make dots only appear on the inner side of that edge?
Ok, this one’s a bit trickier—write a condition using
y that will
highlight only the ellipse (i.e. none of the background). You’ll need the
dist() function. Remember you can access the builtin
height variables in the condition box!
How could I use this information to draw circles in p5 without using the
Other Shaped Buttons?
It might sound surprising, but you can use these two methods above to hit test for practically any shaped button. This is because most complex shapes can be built out of simpler ones (like circles and rectangles). Using
|| we can combine conditions to match shapes.
If you want to see this conditional stuff from another angle, Dan Shiffman has a video on conditionals
Part 3: PlaySchool windows
Find a partner in your labs Teams channel. If no-one else is currently looking for a partner, send a message advertising yourself—if someone is, join them! Once you’ve found someone, let one of your tutors know and they will set up a meeting for you to collaborate in.
PlaySchool is a show from the ABC which many Australian kids grow up watching. The show had a segment with three windows, and through each window was a magical surprise. You can see it on youtube—skip to the 21 minute mark of the video.
In this part, you’re going to work together with your partner to recreate the “PlaySchool” sketch. You’ll implement three windows, where each window is a button that changes the background of the sketch:
- the square window sets the background to: a starry night
- the circle window sets the background to: a beautiful sunset
- the arch window sets the background to: a party
Individually fork and then clone the lab 4 template repo, open it in VSCode and start the live server (click “Go Live!” in the bottom right corner) as usual.
Choose one window each and write some code to implement it. If you get stuck along the way, ask your partner for help! Once you’ve both finished, send your code to each other over Teams so you each have the code for both windows.
Once you’ve finished, try and implement the remaining window and then save your code into your local repository, and push it.
Normal buttons are boring. If you have time, try modifying your PlaySchool
sketch so that the windows (i.e. the buttons) move around. You’ll probably need
some variables to keep track of the window positions (since they won’t be
constant numeric values like
200 any more). If you want to really stretch
yourself, try and make the windows “run away” from the mouse—so that they’re
almost clickable, but they stay just out of reach.
Part 4: break it down!
As in every lab, we’ve provided some code for you to mess with and make your own. This code is based on the classic “Whack a Mole” game. Open up a new copy of p5live for you to work on the game as a pair.
Play with the code and see what you can do to it (it’s totally okay to not understand how some of it works!).
Congratulations! In this lab you:
- learned about hit testing using the p5 mouse variables
- used conditionals to build basic buttons both rectangular and circular
- built your own version of the PlaySchool window wall
- experimented with a Whack a Mole game which put hit testing to work!
Copy your version of the “Whack a Mole” game from p5live into VSCode, commit and push it to GitLab. It’s not assessable, but your tutor can give you feedback on it if you like. Make the most of these opportunities to develop your skills!