https://editor.p5js.org/7vector/full/NlnUSedYI (the new game I’m working on) is currently down because I accidentally broke it, I’ll fix it when I get home (doesn’t work on mobile)
https://editor.p5js.org/7vector/sketches/7DXk4U_iW I have updated my button system, IT HAS SLIDERS NOW!!!!! Gonna make dials next
(info on how to use both sliders and buttons in comments)
button info:
constructor(type ("circle" or "box", defaults to box), x,y)
type is the shape of the button's detection
input values:
x,y is the top left corner of the rectangle in box mode
x,y is the center of the circle in circle mode
active: bool
whether the button's logic should run
hidden: bool
whether the button should not be drawn
width: num
height: num
used in box mode, self explanatory
radius: num
the radius of the circle in circle mode
fill: p5js color/array
fill color of the button, used in default rendering
stroke: p5js color/array
stroke color of the button, used in default rendering
strokeWeight: num
the size of the stroke in pixels
output values:
pressed: bool
whether the button is pressed
hover: bool
whether the mouse is over the button
timeSinceHoverChange: num
useful for effects
timeSincePressedChange:
useful for effects
functions:
render()
defines how the button looks, made to be overwritten
check()
the functionality of the button, not recommended to be overwritten
update()
runs the logic of the button if active, use when you want to update the button early
should not be overwritten
draw()
draws the button if not hidden, use when you want to draw the button early
should not be overwritten
onUpdate() onHoverBegin() onHoverEnd() onPress() onPressBegin() onPressEnd()
onPress runs every update when the button is held down
event functions, do nothing by default
intended to be overwritten