I saw many times really cool examples of kinetic typography. In these examples every letter is a particle. The text is a particle system and it may be subject to various forces such gravity or even centrifugal force. These systems are made in Processing and in p5.js.
I am building an interactive screen for the web filled with text using p5.js, inspired by these example of kinetic typography. When the user moves the cursor on the text this start bounce all around the screen.
I translated the sketch from Processing to p5.js and I have noticed this problem related to the spacing of the text in the setup() function. In Processing the code looks like this and it function correctly.
I want to focus on this section of the Processing code:
void setup() {
size(640, 360);
//load the font
f = createFont("Arial", fontS, true);
textFont(f);
// Create the array the same size as the String
springs = new Spring[message.length()];
// Initialize Letters (Springs) at the correct x location
int locx = 40;
//initialize Letters (Springs) at the correct y location
int locy = 100;
for (int i = 0; i < message.length(); i++) {
springs[i] = new Spring(locx, locy, 40, springs, i, message.charAt(i));
locx += textWidth(message.charAt(i));
//boudaries of text just to make it a nice "go to head"
if (locx >= 360) {
locy+=60;
locx = 40;
}
}
}
You can see the result
As you can see the parameter
springs[i] = new Spring(locx, locy, 40, springs, i, message.charAt(i));
locx += textWidth(message.charAt(i));
does its job, spacing the letters.
However when I translate this sketch in P5.js, I don't get the same nice spacing. This is the same section but is the p5.js code:
function setup() {
createCanvas(640, 360);
noStroke();
textAlign(LEFT);
// Create the array the same size as the String
springs = new Array(message.length);
// Initialize Letters (Springs) at the correct x location
var locx = 10;
//initialize Letters (Springs) at the correct y location
var locy = 120;
for (var i = 0; i < message.length; i++) {
springs[i] = new Spring(locx, locy, 40, springs, i, message.charAt(i));
locx += textWidth(message.charAt(i));
//boudaries of text just to make it a nice "go to head"
if(locx>= 390){
locy+= 60;
locx= 40;
}
}
}
The result is show
I am sure, in the p5js code, that there is a problem regarding this part:
springs[i] = new Spring(locx, locy, 40, springs, i, message.charAt(i));
locx += textWidth(message.charAt(i));
Because I tried to fix it multiplying the value of the locx as shown here:
springs[i] = new Spring(locx*5, locy, 40, springs, i, message.charAt(i));
I then got
which can seems correct, but I'm sure it is not.
At this point I have no idea how to fix it, it must be something of p5.js I'm unaware of. Any help is greatly appreciate.
//Edit As suggested in the comment here you can find the Spring class written in p5.js:
// Spring class
class Spring {
constructor (_x, _y, _s, _others, _id, letter_) {
// Screen values
this.x_pos = this.tempxpos = _x;
this.y_pos = this.tempypos = _y;
this.size = _s;
this.over = false;
this.move = false;
// Spring simulation constants
this.mass = 8.0; // Mass
this.k = 0.2; // Spring constant
this.damp =0.98; // Damping
this.rest_posx = _x; // Rest position X
this.rest_posy = _y; // Rest position Y
// Spring simulation variables
//float pos = 20.0; // Position
this.velx = 0.0; // X Velocity
this.vely = 0.0; // Y Velocity
this.accel = 0; // Acceleration
this.force = 0; // Force
this.friends = _others;
this.id = _id;
this.letter = letter_;
}
update() {
if (this.move) {
this.rest_posy = mouseY;
this.rest_posx = mouseX;
}
this.force = -this.k * (this.tempypos - this.rest_posy); // f=-ky
this.accel = this.force / this.mass; // Set the acceleration, f=ma == a=f/m
this.vely = this.damp * (this.vely + this.accel); // Set the velocity
this.tempypos = this.tempypos + this.vely; // Updated position
this.force = -this.k * (this.tempxpos - this.rest_posx); // f=-ky
this.accel = this.force / this.mass; // Set the acceleration, f=ma == a=f/m
this.velx = this.damp * (this.velx + this.accel); // Set the velocity
this.tempxpos = this.tempxpos + this.velx; // Updated position
if ((this.overEvent() || this.move) && !(this.otherOver()) ) {
this.over = true;
} else {
this.over = false;
}
}
// Test to see if mouse is over this spring
overEvent() {
let disX = this.x_pos - mouseX;
let disY = this.y_pos - mouseY;
let dis = createVector(disX, disY);
if (dis.mag() < this.size / 2 ) {
return true;
} else {
return false;
}
}
// Make sure no other springs are active
otherOver() {
for (let i = 0; i < message.length; i++) {
if (i != this.id) {
if (this.friends[i].over == true) {
this.velx = -this.velx;
return true;
}
}
}
return false;
}
//the springs collides with the edges of the screen
box_collision() {
if(this.tempxpos+this.size/2>width){
this.tempxpos = width-this.size/2;
this.velx = -this.velx;
} else if (this.tempxpos - this.size/2 < 0){
this.tempxpos = this.size/2;
this.velx = -this.velx;
}
if (this.tempypos+this.size/2>height) {
this.tempypos = height-this.size/2;
this.vely = -this.vely;
} else if (this.tempypos- this.size/2 < 0) {
this.tempypos = this.size/2;
this.vely = -this.vely;
}
}
//the springs collides with each other
collide() {
for (var i = this.id + 1; i < message.length; i++) {
var dx = this.friends[i].tempxpos - this.tempxpos;
var dy = this.friends[i].tempypos - this.tempypos;
var distance = sqrt(dx*dx + dy*dy);
var minDist = this.friends[i].size/2 + this.size/2;
if (distance < minDist) {
var angle = atan2(dy, dx);
var targetX = this.tempxpos + cos(angle) * minDist;
var targetY = this.tempypos + sin(angle) * minDist;
var ax = (targetX - this.friends[i].tempxpos) * 0.01;
var ay = (targetY - this.friends[i].tempypos) * 0.01;
this.velx -= ax;
this.vely -= ay;
this.friends[i].velx += ax;
this.friends[i].vely += ay;
}
}
}
//display the letter Particle
display() {
if (this.over) {
fill(255, 0, 0);
} else {
fill(255);
}
noStroke();
textSize(fontS);
//for debugging
// ellipse(this.tempxpos, this.tempypos, this.size, this.size);
text(this.letter, this.tempxpos, this.tempypos);
}
pressed() {
if (this.over) {
this.move = true;
} else {
this.move = false;
}
}
released() {
this.move = false;
this.rest_posx = this.x_pos;
this.rest_posy = this.y_pos;
}
}
And here you can find the link to the P5.js editor with the code: Spring text p5js code
note: I had to fix the Spring class because I didn't realize that all of my functions where initialized in the constructor. Now the functions that compose the Class are outside the constructor. I still haven't figured out how to fix the spacing problem.
Converts a string to its floating point representation. The contents of a string must resemble a number, or NaN (not a number) will be returned. For example, float("1234.56") evaluates to 1234.56, but float("giraffe") will return NaN.
What's New ? The textAlign () function in p5.js is used to set the alignment for the drawing the text. This function accepts two parameter horizAlign and vertAlign. The horizAlign parameter sets the alignment on x-axis and the vertAlign parameter sets the alignment on y-axis.
The tutorial was ported to p5 by Arihant Parsoya. If you see any errors or have comments, open an issue on either the p5 or Processing repositories. If you are looking to display text onscreen with Processing, you’ve got to first become familiar with the String class.
The space character (” “) is specified in this parameter to separate the string whenever a space occurs. The join () method is used to join an array of strings using a separator.
The first parameter is given a regular expression with a space character (” “) along with the global property. This will select every occurrence of space in the string and it can then be removed by using an empty string in the second parameter.
I managed to resolve the issue.
As far as I understood the code was correct from the beginning.
What I missed through the journey was that I have to set the font size in the function setup() if I want to display the text on the screen correctly.
You can still see the result by checking the link to the p5.js editor I posted previously.
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