v3.19
3.19.17
Fixes #310
3.19.16
sprite.life
is now based on world.timeScale
instead of frameCount
. Fixes #308
Fixed renderStats
not working with p5.js and made the rect bigger to fit the additional line of text that shows the display frame rate.
Also when sprite.debug
is true, sensors will be drawn with bright yellow to differentiate them from colliders which are bright green.
3.19.15
Implemented world.timeScale
which can be used to control the physics simulation.
https://p5play.org/learn/world.html?page=1
3.19.11
Fixed #307 rotateTo
is now straightforward, just rotate the sprite to whatever angle at whatever speed you give it. rotateMinTo
will rotate the sprite the minimum angular distance to the destination angle, using the given rotation speed as an absolute speed, flipping the direction of rotation as needed.
3.19.9
No longer shows the "made with p5play" on replit.dev pages.
Properly implemented rotationSpeed
. In planck angularVelocity is specified in angles per second. Therefore to properly set rotationSpeed
the user's angle value must be multiplied by 60 (fps) then divided by 57.2958 to convert to radians. Previously this function didn't do any calculation and the results were visually similar when used with the default degree mode. I'm not sure how I didn't catch this, but no one else ever reported the issue either. Glad it's fixed now!
3.19.8
p5play now calls mousePressed
on first touches, as it should.
Various tweaks were made to make p5play not throw errors if window
or document
are not defined node.js.
A template for using p5play in a node.js server with q5, canvas, and jsdom packages will be published soon!
v3.19.6
Documented p5play's touches
array!
https://p5play.org/learn/input.html?page=5
Fixed #298
Implemented #258 kb.visible = true
only works if done inside the p5/q5 touchStarted
function.
Fixed this but only with p5.js #296
v3.19.3
Forgot to add the fix to #270 into the new release. Re-added...
v3.19.2
Fixed bug with touches not ending. A variable name was wrong in one place.
v3.19.1
Fixed crash with "pixelated" preset when using p5play with p5.js. I forgot one line of code ah. Thanks to @ coding on Discord for reporting the error.
v3.19.0
The future is here: p5play v3.19 now supports HDR color space when used with q5.js! ✨
https://github.com/quinton-ashley/q5.js
q5js/q5.js#24
Thusly, p5play.org has been upgraded to display vibrant colors and images on HDR devices. 👀
https://p5play.org
Check out my "HDR Web Design Guide" for more info on how to use HDR in your own projects. 🤝
https://quinton-ashley.github.io/hdr-web-design-guide/
New feature: sprite.opacity
which changes the opacity of the sprite, whether it's drawn using shapes or images.
Keep this a secret for now, but I also added p5play style input functions pressing
and dragging
for touch objects in the touches
array. I will announce this feature on Discord after I write documentation for it. 😅
https://p5play.org/learn/input_devices.html?page=5