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HTML

              
                
<html>
  <head>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.min.js"></script>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/addons/p5.dom.min.js"></script>
    
<script src="https://cdn.jsdelivr.net/gh/molleindustria/p5.play/lib/p5.play.js"></script>
    <link rel="stylesheet" type="text/css" href="style.css">
    <meta charset="utf-8" />

  </head>
  <body>
    <script src="sketch.js"></script>
  </body>
</html>

              
            
!

CSS

              
                html, body {
  margin: 0;
  padding: 0;
}
              
            
!

JS

              
                /* PDM Course: Sound Unit

Adding Sound File Playback on Collision
Advanced Sprite Game using the p5.play.js and Tone.js libraries
(Animations, Groups, Collisions, and Interaction)

USE THE ARROW KEYS TO COLLECT ALL OF THE BONES!!

Soundfiles from Freesound.org


Dog, bone, and hydrant sprite pictures used through open license, sourced from opengameart.com

Dog and bone created by user kirard, hydrant by patvanmackelberg

Code by Anthony T. Marasco [2019]
Updated for Tone V14 by Matthew A. Bardin [2021]
*/

let photoDirectory = "https://s3-us-west-2.amazonaws.com/s.cdpn.io/2034654/";
let dog_sprites = [];
let hydrants = [];
let bones = [];
let hydrantPic, bonePic, rover, titleSpace, sfPlayer;
let boneCount = 0;


function preload() {
  // for loop to load all of our individual dog pictures and add them into
  // an array
  for (let i = 0; i <= 9; i++) {
    dog_sprites[i] = loadImage(photoDirectory + "dog_" + i + ".png");
  }

  // individual pictures
  hydrantPic = loadImage(photoDirectory + "hydrant_new.png");

  bonePic = loadImage(photoDirectory + "Bone.png");
  
  //create our soundfile player
  sfPlayer = new Tone.Players({
      cash: "https://s3-us-west-2.amazonaws.com/s.cdpn.io/2034654/cha-ching.wav",
      beep: "https://s3-us-west-2.amazonaws.com/s.cdpn.io/2034654/beep-short.mp3"
  }).toDestination();;
  
}

function setup() {
  createCanvas(windowWidth, windowHeight);

  /*make a new Sprite that hides behind our title text, in order to keep our main character from walking infront/behind it
  */
  titleSpace = createSprite(0, 0, 360, 100);
  titleSpace.shapeColor = color(255, 255, 255, 1);

  //our main character, Rover!
  rover = createSprite(width, height / 2);

  /*Create an animation, made up of 10 individual still frames. By creating a local variable to store our .addAnimation() method in, we can then adjust aspects of how
 the animation behaves by simply addressing the variable name of our animation afterwards.*/
  let dog_animation = rover.addAnimation(
    "walking",
    dog_sprites[0],
    dog_sprites[1],
    dog_sprites[2],
    dog_sprites[3],
    dog_sprites[4],
    dog_sprites[5],
    dog_sprites[6],
    dog_sprites[7],
    dog_sprites[8],
    dog_sprites[9]
  );

  /*Look at the animation assigned to dog_animation and delay its frame rate to be the a quarter of the speed of the draw() loop's frame rate. */
  dog_animation.frameDelay = 4;

  //scale down Rover sprite/images to 9/10's original size
  rover.scale = 0.9;

  /*starts the game with our main character constantly moving to the left at 1.5 pixels each frame*/
  rover.velocity.x = -1.5;
  /*Adding an event-based function to our man character. The use of the generic word "this" is good practice, especially when we do this for Groups. It allows any sprite in a group with a shared label to behave the same way */
  rover.onMousePressed = function() {
    this.rotation = 25;
  };

  rover.onMouseReleased = function() {
    this.rotation = 0;
  };

  hydrants = new Group();

  for (let i = 0; i <= 4; i++) {
    let h = createSprite(random(width), random(height));
    h.addImage(hydrantPic);
    h.scale = 2;
    hydrants.add(h);
  }

  bones = new Group();

  for (let i = 0; i <= 10; i++) {
    let b = createSprite(random(width), random(height));
    b.addImage(bonePic);
    b.scale = 1;
    b.rotation = random(0, 360);
    bones.add(b);
  }

  bones.displace(bones);
  bones.displace(hydrants);
  hydrants.displace(hydrants);

  titleSpace.displace(hydrants);
  titleSpace.displace(bones);
  
}

function draw() {
  background("lightBlue");
  rover.collide(titleSpace);
  //stops our main character from moving through hydrants
  rover.collide(hydrants, stay);

  if (keyIsPressed) {
    if (keyDown(UP_ARROW)) {
      rover.rotation = 90;
      rover.velocity.y = -1.5;
      rover.velocity.x = 0;
    } else if (keyDown(DOWN_ARROW)) {
      rover.rotation = 270;
      rover.velocity.y = 1.5;
      rover.velocity.x = 0;
    } else if (keyDown(LEFT_ARROW)) {
      rover.mirrorX(1);
      rover.rotation = 0;
      rover.velocity.y = 0;
      rover.velocity.x = -1.5;
    } else if (keyDown(RIGHT_ARROW)) {
      rover.mirrorX(-1);
      rover.rotation = 0;
      rover.velocity.y = 0;
      rover.velocity.x = 1.5;
    }
    rover.animation.play();
  }

  if (rover.mouseIsOver) {
    textSize(32);
    strokeWeight(2);
    text("woof!!!", rover.position.x - 20, rover.position.y - 55);
  }

  rover.collide(bones, collectBones);
  

  
  drawSprites();
  
  if (bones.length > 0) {
   fill(0);
   textSize(20);
  text("Bones Collected: " + boneCount, 10, 20);
  }
  else {
    noStroke();
    fill(255, 0, 0);
    textAlign(CENTER);
   textSize(50);
    text("You win!", width/2, height/2);
    
    rover.animation.stop();
    rover.velocity.y = 0;
  rover.velocity.x = 0;
    
  }
}

function collectBones(character, bone) {
  bone.remove();
  boneCount++;
  sfPlayer.player("beep").start();
  if (bones.length === 0) {
   sfPlayer.player("cash").start();
  }
}

function stay(character) {
  character.animation.goToFrame(4);
  character.velocity.y = 0;
  character.velocity.x = 0;
}

              
            
!
999px

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