Skip to docs navigation

00.05 Student Questions

Click on questions to expand solution.

Week 2 Questions

Link to p5.js Web Editor Example of Drops that Disappearexternal link

In the first random() example, we just filled the p5.js Canvas with more randomly spaced circles or shapes as the draw() function looped. Each shape was drawn and then the next ones drawn on top with no way to keep track of the shapes.

In order to keep track of the shapes we need to make a list of the circles. To make a list in JavaScript we can use an Array. We will talk about arrays more, but you can think of it as a list.

Then instead of just drawing a circle, we need to make a circle object. We will cover objects in the course. But for now think of it as there are students in the classroom, and each student has a unique name. We could then write down the students names in order on a list, or in an Array.

An object is a list of name value pairs. In the case of the “drops” each drop has an x, y, size, and color.

// example of name value pairs in object literal
drops.push({
  x: random(0 - dropMaxSize, width + dropMaxSize), // drops can fill the full horizontal canvas
  y: random(0 - dropMaxSize, height + dropMaxSize), // drops can fill the full vertical canvas
  size: random(dropMinSize, dropMaxSize), // drops in the size range
  r: random(255), // red
  g: random(255), // green
  b: random(255), // blue
  a: random(255), // alpha
});

Then we can use a loop to cycle through the list and add a new object at the end of the list and remove the first object from the list. We will cover loops later in the course.

To add an object we can use push.

To remove an object, we can use pop or shift.

  • pop removes the last object in the list
  • shift removes the first object in the list
// random drops on screen that get removed in order ass drops increase above limit
// https://editor.p5js.org/whatmakeart/sketches/7zil20gY6

let drops = []; // create an array to hold the list of drops
let numDrops = 250; // max number of drops before removing
let dropMaxSize = 50; // max drop size
let dropMinSize = 5; // min drop size
let backRed; // variable for background red
let backGreen; // variable for background green
let backBlue; // variable for background blue

function setup() {
  createCanvas(windowWidth, windowHeight); // canvas the size of the window
  backRed = random(255); // set a random  Red value once in setup()
  backGreen = random(255); // set a random Green value once in setup()
  backBlue = random(255); // set a random Blue value once in setup()
}

function draw() {
  // set the background color in draw() so the first dots can disappear
  background(backRed, backGreen, backBlue);

  // Add a new drop object to the array if there are less than numDrops in the drops array
  // remember to use , commas at end not semi colons;
  if (drops.length < numDrops) {
    // adds or pushes an object literal {} representing an individual drop into the drops array if there are less than numDrops
    // each object literal has its own index in the array starting with [0]
    drops.push({
      x: random(0 - dropMaxSize, width + dropMaxSize), // drops can fill the full horizontal canvas
      y: random(0 - dropMaxSize, height + dropMaxSize), // drops can fill the full vertical canvas
      size: random(dropMinSize, dropMaxSize), // drops in the size range
      r: random(255), // red
      g: random(255), // green
      b: random(255), // blue
      a: random(255), // alpha
    });
  }

  // Draw all of the drops
  // as the for loop iterates i increases and it uses that number object from the drops array
  for (let i = 0; i < drops.length; i++) {
    noStroke();
    fill(drops[i].r, drops[i].g, drops[i].b, drops[i].a);
    ellipse(drops[i].x, drops[i].y, drops[i].size);
  }

  // Remove the first drop if array length is greater than or equal to numDrops
  // needs to have equal so it doesn't freeze at the same as numDrops
  if (drops.length >= numDrops) {
    drops.shift(); // Remove the first drop from the array
  }
}

// built in p5.js function that updates the canvas size when the user resizes the browser window
function windowResized() {
  resizeCanvas(windowWidth, windowHeight);
}

Link to p5.js Web Editor Example using a Ball classexternal link

To make multiple instances of a bouncing ball we can use a class. We will cover classes and objects later in the course but for now remember that each ball has its own characteristics such as its x and y and speedX and speedY and color. These characteristics are defined in the class and then kept track of individually in a list or an array.

// modification of ball bounce example from with multiple balls
// https://editor.p5js.org/whatmakeart/sketches/36YIBlx3Z

// create a Ball class to have multiple independent ball objects
class Ball {
  // constructor is like a setup() function for the class
  constructor(x, y, size, speedX, speedY) {
    this.x = x;
    this.y = y;
    this.size = size;
    this.speedX = speedX;
    this.speedY = speedY;
    this.r = random(255); // initial random red value
    this.g = random(255); // initial random green value
    this.b = random(255); // initial random blue value
    this.a = random(255); // initial random alpha value
  }

  // create a move method / function
  // in the previous sketch this was x = x + speedX; and y = y + SpeedY;
  // and both incrementors were in the draw() function in the draw() function
  // since it is a class the "this" keyword is needed for the variables
  move() {
    this.x = this.x + this.speedX; // could be shortened but left explicit for clarity
    this.y = this.y + this.speedY; // could be shortened but left explicit for clarity

    if (this.x >= width - this.size / 2 || this.x <= this.size / 2) {
      // reverses the X speed by multiplying by -1
      this.speedX = this.speedX * -1; // could be shortened but left explicit for clarity
      this.changeColor(); // same as previous example but now a method of the class
    }
    if (this.y > height - this.size / 2 || this.y < this.size / 2) {
      // reverses the Y speed by multiplying by -1
      this.speedY = this.speedY * -1; // could be shortened but left explicit for clarity
      this.changeColor(); // same as previous example but now a method of the class
    }
  }

  // create a display method / function for drawing the ellipse / ball
  display() {
    fill(this.r, this.g, this.b, this.a); // was previously in the draw function
    ellipse(this.x, this.y, this.size, this.size); // was previously in the draw function
  }

  changeColor() {
    this.r = random(255);
    this.g = random(255);
    this.b = random(255);
    this.a = random(255);
  }
}

// create the balls array to hold the Ball objects
let balls = [];

let numBalls;
let ballMinSize = 25;
let ballMaxSize = 50;

function setup() {
  createCanvas(windowWidth, windowHeight);
  numBalls = random(10, 80); // random number of initial balls created
  // create the list / array of balls
  for (let i = 0; i < numBalls; i++) {
    balls.push(
      new Ball(
        random(ballMaxSize, width - ballMaxSize),
        random(ballMaxSize, height - ballMaxSize),
        random(ballMinSize, ballMaxSize),
        random(1, 3),
        random(1, 3)
      )
    );
  }
  noStroke(); // remove the stroke
  background(random(255), random(255), random(255)); // start with random color background
}

function draw() {
  //background(0, 150, 100); // You can comment this out for a trail effect
  for (let i = 0; i < balls.length; i++) {
    // move is still in the draw function but now is a method from the Ball class working on the [i] object
    balls[i].move();
    // display is still in the draw function but now is a method from the Ball class working on the [i] object
    balls[i].display();
  }
}

// built in p5.js window resize function
function windowResized() {
  resizeCanvas(windowWidth, windowHeight);
}

Week 3 Questions

To use an image in a p5.js sketch you first need to upload the image to the p5.js Web Editor or have the image in your GitHub Repository, or hosted on your web hosting.

Then you set a variable to hold the image. After the variable is set, you “pre-load” the image into the variable. Then you use the image() function and the variable holding the image to display it. You only need the starting x and y coordinates, but the image() function has options for scaling the image and for cropping the top left corner and the bottom right corner of the image. There are additional parameters for determining which part of a cropped image to show. See the p5.js image() Reference Pageexternal link for more details.

p5.js use an image demoexternal link

// p5.js use an image demo
// https://editor.p5js.org/whatmakeart/sketches/WlIN-W1S5

// set a variable to hold the image
let myImage;

// preload the image file
function preload() {
  myImage = loadImage("snowflake.png");
}
function setup() {
  createCanvas(windowWidth, windowHeight);
}

function draw() {
  background(220);
  image(myImage, 25, 25, 150, 150);
}

The above example just puts the image on the screen. The next example shows how to use an image in the first bouncing ball example.

p5.js use an image in ball bouncing demoexternal link

// p5.js use an image in ball bouncing demo
// https://editor.p5js.org/whatmakeart/sketches/WlIN-W1S5

// preload the image file
function preload() {
  myImage = loadImage("snowflake.png");
}

let r = 0;
let g = 150;
let b = 100;
let x;
let y;
let size = 75;
let ballSpeedX = 1;
let ballSpeedY = 1;

// set a variable to hold the image
let myImage;

function setup() {
  createCanvas(500, 400);
  x = size;
  y = size;
  noStroke();
  fill(random(255), random(255), random(255), random(255));
}
// AND &&         OR ||
function draw() {
  background(r, g, b);

  image(myImage, x, y, size, size);

  x = x + ballSpeedX;
  y = y + ballSpeedY;

  // random( min, max);
  // change size / 2 to just size since the image is not drawn from
  // the center like the ball
  if (x >= width - size || x <= size) {
    ballSpeedX = ballSpeedX * -1;
    fill(random(255), random(255), random(255), random(255));
  }
  if (y > height - size || y < size) {
    ballSpeedY = ballSpeedY * -1;
    fill(random(255), random(255), random(255), random(255));
  }
}

Example showing cycling of colors when any key is pressedexternal link

p5.js has a built in function called keyPressed() that executes when any key is pressed. This can be set up with a conditional to detect a specific key or left as any key.

The colors to cycle through contain 3 values for red, green, and blue. These can be stored as elements in an array that each have an index number. Then a loop can cycle through and increment the index value of the array when a key is pressed. fill(keyColor[colorIndex]); // Set the fill color before drawing shapes

// Example showing cycling of colors when any key is pressed
// https://editor.p5js.org/whatmakeart/sketches/h2YKjNmTp

let keyColor = []; // Holds the array of colors
let colorIndex; // Holds the current index of the color array

function setup() {
  createCanvas(windowWidth, windowHeight);
  background(220);
  colorMode(HSB); // Use HSB color mode
  // Initialize the array of colors
  keyColor = [
    [155, 167, 55],
    [23, 44, 189],
    [123, 144, 49],
    [12, 244, 229],
  ];
  colorIndex = 0; // Start with the first color
}

function draw() {
  fill(keyColor[colorIndex]); // Set the fill color before drawing shapes
  rectMode(CENTER); // draw rectangle from center
  rect(width / 2, height / 2, 100, 100);
  fill(0);

  textSize(50);
  textAlign(CENTER);
  text("Press any key to cycle the colors", width / 2, height / 4);
}

// This function is called whenever any key is pressed
function keyPressed() {
  colorIndex++; // Move to the next color
  if (colorIndex >= keyColor.length) {
    // If beyond the last color, cycle back to the first
    colorIndex = 0;
  }

  return false; // Prevent any default behavior triggered by key presses
}

How to make the pebbles stop at the groundexternal link

To make the pebbles stop at the ground, you need to define the y height of the “ground” and determine if the y height of the bottom of the pebble is touching the ground. In this example a circle is used for the pebble. In p5.js a circle has a center (x,y) so the bottom of the circle is half the size of the diameter added to its y position.

Then you can compare “circle center y + circle y” to see if it is greater than “ground”. If it isn’t, then let the circle keep falling. If it is then set the “circle y” to “ground + the radius of the circle” to make the circle sit on the ground.

// How to make the pebbles stop at the ground
// https://editor.p5js.org/whatmakeart/sketches/mHoGNjdbF

let pebbles = []; // create an array to hold the pebble objects
let gravity = 1.04; // set a value for gravity

// create a Pebble class
class Pebble {
  constructor(x, y, size) {
    this.x = x;
    this.y = y;
    this.size = size;
  }
  // add method to show pebble
  showPebble() {
    // pass the parameters for "this" specific pebble
    circle(this.x, this.y, this.size);
  }

  // add drop method to pebble class
  dropPebble(ground) {
    // pebble falls by multiplying "this" specific "y" by "gravity"
    this.y = this.y * gravity;

    // check if pebble hit the ground
    // add half the size (radius) to height and see if greater than the "ground" value passed in
    // could pass a different value for ground to make pebbles stop sooner
    // if it is at the ground then set the "this.y" to the ground minus the radius since the pixels count from the top of the screen
    if (this.y + this.size / 2 >= ground) {
      this.y = ground - this.size / 2;
      //this.x++
    }
  }
}

function setup() {
  createCanvas(400, 400);
  for (i = 0; i < 50; i++) {
    pebbles.push(new Pebble(random(width), random(height), random(10, 50)));
  }
}

function draw() {
  background(220);
  for (let i = 0; i < pebbles.length; i++) {
    pebbles[i].showPebble();
    // pass the height in for ground or any other y position then call dropPebble
    pebbles[i].dropPebble(height);
  }
}

// can be mouseClicked or mouseDragged
function mouseDragged() {
  pebbles.push(new Pebble(mouseX, mouseY, random(10, 50)));
}

rotate rocket cursor demoexternal link

To draw a line in p5.js you need (x1,y1) and (x2,y2) that represent the ends of the line. Two coordinates can be called a vector. p5.js has a built in calculateAngle() function that take two vectors as input and returns an angle value. p5.js also has a built in atan2() function that, according to the p5.js reference, “… is most often used for orienting geometry to the mouse’s position.”

This first code example modifies the example from the p5.js reference pageexternal link for atan2() to work with a rocket emoji 🚀 instead of the example rectangle. The rocket stays in the middle of the canvas but rotates to point toward the mouse cursor.

// rotate rocket cursor demo from p5.js atan2 reference example page
// https://p5js.org/reference/#/p5/atan2
// https://editor.p5js.org/whatmakeart/sketches/lmkUPLqge

let fontSize = 32;

function setup() {
  createCanvas(400, 400);
}

function draw() {
  textSize(fontSize);
  background(200);
  translate(width / 2, height / 2);
  let x = mouseX - width / 2;
  let y = mouseY - height / 2;
  let angle = atan2(y, x);
  rotate(angle + PI / 4);
  text("🚀", 0, 0);

  describe(
    "A rocket emoji at the center of the canvas rotates with mouse movements."
  );
}

This second example has the rocket follow the mouseX and uses the built in lerp() function to add a bit of interpolated delay to the rocket’s side to side motion. If the lerp() function is not used then mouseX and rocketX are always the same so the rocket stays pointing straight up. p5.js lerp() reference pageexternal link

Combined with the atan2() function above the rocket seems to follow the cursor as it moves back and forth.

// rotate rocket cursor demo
// https://editor.p5js.org/whatmakeart/sketches/tFBgKYYlc

let rocketX = 200; // initial X position of the rocket
let rocketOffset = 100;
let fontSize = 32;

function setup() {
  createCanvas(400, 400);
}

function draw() {
  background(220);
  textSize(fontSize);

  // rocketY offset above the bottom of the canvas
  let rocketY = height - rocketOffset;

  // lerp function smoothly interpolates the rocketX position towards the mouseX position
  // third argument determines the amount of movement per frame (0.05 for a slower, delayed following effect, and 0.15 for a more snappy effect)
  // https://p5js.org/reference/#/p5.Vector/lerp
  rocketX = lerp(rocketX, mouseX, 0.05);

  // calculate the vectors pointing from the rocket to the cursor
  // a vector has a "magnitude or length" and a direction
  // if the origin is assumed to be the first point then only one (x,y) coordinate is needed to represent a vector in 2D space
  let pointX = mouseX - rocketX;
  let pointY = mouseY - rocketY;

  // set angle mode to RADIANS
  angleMode(RADIANS);
  // "Calculates the angle formed by a specified point, the origin, and the positive x-axis."
  // "The atan2() function is most often used for orienting geometry to the mouse's position."
  // https://p5js.org/reference/#/p5/atan2
  let angle = atan2(pointY, pointX);

  // push() and pop() needed to perform translations in p5.js
  push();
  // move the origin to the rocket's interpolated (lerp) X position and fixed Y position
  // would be fun to add a small range for interpolated up down Y movement
  translate(rocketX, rocketY);
  // add the initial angle of rocket emoji (45 degrees or PI/4 radians) to the calculated angle
  rotate(angle + PI / 4);

  // draw the rocket emoji at 0, 0 for rotation
  text("🚀", 0, 0);
  pop();
}

p5.js background image demoexternal link

Setting a background image in p5.js follows the same procedure as using an image with the image() function. You first need to upload the image to the p5.js Web Editor or have the image in your GitHub Repository, or hosted on your web hosting.

Then you set a variable to hold the image. After the variable is set, you “pre-load” the image into the variable. Then you use the background() function and the variable holding the image to display it. If the image is not the same aspect ratio as the canvas then it will be distorted to fit.

// p5.js background image demo
// https://editor.p5js.org/whatmakeart/sketches/ebvPrrFH8

// make variable to store the image
let backgroundImage;

// preload the image and store it in a variable
function preload() {
  backgroundImage = loadImage("abstract-colors.jpg");
}

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

function draw() {
  // pass the preloaded image variable to the background() function
  // it should be the same dimensions as the canvas according to the reference but seems to work with different size images, it just distorts the aspect ratio of the image
  // to prevent distortions use the same proportions
  // https://p5js.org/examples/image-background-image.html
  background(backgroundImage);
}
// multiple objects independent motion demo
// https://editor.p5js.org/whatmakeart/sketches/FL3ovdqGD

// fun ideas to add
// use lerp() to make the fill() of each pebble change as it moves
// have the size change during the motion
// give each pebble a different rate of change

let pebbles = []; // create an array to hold the pebble objects
let motionRangeX; // ammount of motion allowed in x direction
let motionRangeY; // ammount of motion alloued in y direction

// create the Pebble class
class Pebble {
  constructor(x, y, size) {
    this.x = x;
    this.y = y;
    this.size = size;
    // set firt targetY to y plus a random value
    this.targetY = y + random(-motionRangeY, motionRangeY);
    // set firt targetX to x plus a random value
    this.targetX = x + random(-motionRangeX, motionRangeX);
  }

  // new method to show pebble
  showPebble() {
    circle(this.x, this.y, this.size);
  }

  // method tomove the pebble to new position
  movePebble() {
    // move toward the targetY using linear interpolation for smoother movement
    // third parameter is the percentage movement per step
    // higher numbers make faster movement so 0.5 is much faster than 0.05
    this.y = lerp(this.y, this.targetY, 0.02);
    // move toward the targetX using linear interpolation
    this.x = lerp(this.x, this.targetX, 0.02);

    // update the targetY and targetX to keep the pebble moving rather than just moving once to the target coordinates
    // use conditional to check if absolute value of this.y - this.targetY is less than 1
    // this determines if it made it to the target yet
    // if it is at the target, then make a new target, otherwise, keep going to current target.
    // https://p5js.org/reference/#/p5/abs
    if (abs(this.y - this.targetY) < 1) {
      this.targetY = this.y + random(-motionRangeY, motionRangeY); // new targetY
      // put target in canvas if object is outside of canvas
      if (this.y < 0 || this.y > height) {
        this.targetY = random(height / 5, height / 1.2);
      }
    }
    if (abs(this.x - this.targetX) < 1) {
      this.targetX = this.x + random(-motionRangeX, motionRangeX); // new targetX
      // put target in canvas if object is outside of canvas
      if (this.x < 0 || this.x > width) {
        this.targetX = random(width / 5, width / 1.2);
      }
    }
  }
}

function setup() {
  createCanvas(windowWidth, windowHeight);
  motionRangeX = width / 4;
  motionRangeY = width / 4;
  // make 50 new pebble objects at random locations with sizes between 10 and 50
  for (i = 0; i < 50; i++) {
    pebbles.push(new Pebble(random(width), random(height), random(10, 50)));
  }
}

function draw() {
  background(220);
  for (let i = 0; i < pebbles.length; i++) {
    pebbles[i].showPebble();
    pebbles[i].movePebble();
  }
}

// built in p5.js resize function
function windowResized() {
  resizeCanvas(windowWidth, windowHeight);
}

modification of ball bounce class example with a smaller container for bouncingexternal link

This example modifies the earlier example of multiple bouncing balls. It introduces new variables that determine a bounding box for the balls instead of using the canvas width and height.

// modification of ball bounce class example with a smaller container for bouncing
// https://editor.p5js.org/whatmakeart/sketches/QbMyCdZr-

// create a Ball class to have multiple independent ball objects
class Ball {
  // constructor is like a setup() function for the class
  constructor(x, y, size, speedX, speedY) {
    this.x = x;
    this.y = y;
    this.size = size;
    this.speedX = speedX;
    this.speedY = speedY;
    this.r = random(255); // initial random red value
    this.g = random(255); // initial random green value
    this.b = random(255); // initial random blue value
    this.a = random(255); // initial random alpha value
  }

  // create a move method / function
  // in the previous sketch this was x = x + speedX; and y = y + SpeedY;
  // and both incrementors were in the draw() function in the draw() function
  // since it is a class the "this" keyword is needed for the variables
  move() {
    this.x = this.x + this.speedX; // could be shortened but left explicit for clarity
    this.y = this.y + this.speedY; // could be shortened but left explicit for clarity

    // use the new bounding box variables to contain the bouncing
    if (
      this.x >= boxRight - this.size / 2 ||
      this.x <= boxLeft + this.size / 2
    ) {
      // reverses the X speed by multiplying by -1
      this.speedX = this.speedX * -1; // could be shortened but left explicit for clarity
    }
    if (this.y > boxBottom - this.size / 2 || this.y < boxTop + this.size / 2) {
      // reverses the Y speed by multiplying by -1
      this.speedY = this.speedY * -1; // could be shortened but left explicit for clarity
    }
  }

  // create a display method / function for drawing the ellipse / ball
  display() {
    fill(this.r, this.g, this.b, this.a); // was previously in the draw function
    ellipse(this.x, this.y, this.size, this.size); // was previously in the draw function
  }
}

// create the balls array to hold the Ball objects
let balls = [];

let numBalls;
let ballMinSize = 32;
let ballMaxSize = 66;

// set up variables for containing the bouncing
// fun to try: make the size of the containing box change over time
let boxTop;
let boxBottom;
let boxLeft;
let boxRight;

function setup() {
  createCanvas(windowWidth, windowHeight);
  // need to set values in setup() since using width and height
  boxTop = height / 5;
  boxBottom = height / 1.2;
  boxLeft = width / 5;
  boxRight = width / 1.2;
  numBalls = random(15, 80); // random number of initial balls created
  // create the list / array of balls
  for (let i = 0; i < numBalls; i++) {
    balls.push(
      new Ball(
        // make sure to use the bounding box dimensions when randomly placing the balls
        random(boxLeft + ballMaxSize, boxRight - ballMaxSize),
        random(boxTop + ballMaxSize, boxBottom - ballMaxSize),
        random(ballMinSize, ballMaxSize),
        random(-5, 5),
        random(-5, 5)
      )
    );
  }
  noStroke(); // remove the stroke
  background(random(255), random(255), random(255)); // start with random color background
}

function draw() {
  background(0, 150, 100); // You can comment this out for a trail effect
  // draw the bounding rectangle for demonstration
  stroke(255);
  rect(boxLeft, boxTop, boxRight - boxLeft, boxBottom - boxTop);
  noStroke();
  // run through the array of balls and update
  for (let i = 0; i < balls.length; i++) {
    // move is still in the draw function but now is a method from the Ball class working on the [i] object
    balls[i].move();
    // display is still in the draw function but now is a method from the Ball class working on the [i] object
    balls[i].display();
  }
}

// built in p5.js window resize function
function windowResized() {
  resizeCanvas(windowWidth, windowHeight);
}

Using the lerp() function from the rocket cursor example and the multiple moving objects example works for moving objects at different speeds, but for color p5.js has a built in lerpColor() function that gives better color ranges and allows various colors to change gradually over time rather than flashing.

lerpColor() p5.js Referenceexternal link

Week 4 Questions

Answer in progress, but look at the rocket cursor example above using the lerp() function.

Answer in progress.

Flip webcam video p5.js demoexternal link

// Flip webcam video p5.js demo
// https://editor.p5js.org/whatmakeart/sketches/_OILw6Ryr

// initialize video capture variable
let video;
// initialize video aspect ratio variable
let captureAspectRatio;

function setup() {
  createCanvas(windowWidth, windowHeight);
  // store capture in variable
  // https://p5js.org/reference/#/p5/createCapture
  video = createCapture(VIDEO);
  // hide the initial video capture
  video.hide();
}

function draw() {
  background(220);
  // calculate video aspect ratio
  captureAspectRatio = video.height / video.width;
  // uncomment below to show unflipped video
  // image(video, 0, 0, width, width * captureAspectRatio);

  // contain the video flip operation in push(); & pop();
  // https://p5js.org/reference/#/p5/push
  push();
  // move video to the right 1 full width
  // https://p5js.org/reference/#/p5/translate
  translate(width, 0);
  // flip the video -100% horizontal scale 100% vertical scale
  // https://p5js.org/reference/#/p5/scale
  scale(-1, 1);
  // show video as image
  image(video, 0, 0, width, width * captureAspectRatio); // show video as image
  pop();
}

function windowResized() {
  resizeCanvas(windowWidth, windowHeight);
}