Anyone who wants to go into p5 for games or visualizations would be well advised to either read Dan Shiffman's book (as another poster mentioned) or check out his YouTube channel, and code along to his 10 minute challenges: <a href="https://www.youtube.com/watch?v=17WoOqgXsRM&list=PLRqwX-V7Uu6ZiZxtDDRCi6uhfTH4FilpH" rel="nofollow">https://www.youtube.com/watch?v=17WoOqgXsRM&list=PLRqwX-V7Uu...</a>
Great work. The examples are fantastic. Code looks really clean, but there's quite a bit of magic going on that's not immediately understandable. For example, in the flappy bird clone, how are the pipes' placement determined?
I like this framework. It provides the next run of benefits for a graphics library, turning it into a game library. Perhaps the hierarchy, in order of increasing complexity, is:<p>* Drawing basic 2D primitives @ a specific frame rate, handling inputs<p>* Drawing image files and spritesheets<p>* A way to organize scenes/stages<p>* Collision detection<p>* Path finding