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mobile-p5-permissions

v1.4.4

Published

Easy-to-use permission handling and gesture blocking for mobile p5.js projects

Readme

P5.js on Mobile

CI npm version License: MIT GitHub Pages

Overview

P5.js on mobile provides unique opportunities and challenges. This page outlines the methods for using the P5 Mobile permissions library that

  • Simplifies accessing phone hardware from the browser (accelerometers, gyroscopes, microphone)
  • Simplifies disabling default phone gestures (Zoom, refresh, back, etc)
  • Simplifies using an on-screen console to display errors and debug info

Link for Interactive Examples

This page provides a link to live examples as well as the code on github

Browser Compatibility

  • iOS 13+ (Safari)
  • Android 7+ (Chrome)
  • Chrome 80+
  • Safari 13+
  • Firefox 75+

Table of Contents

CDN (Recommended)

<!-- Minified version (recommended) -->
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/p5.mobile-permissions.min.js"></script>

<!-- Development version (larger, with comments) -->
<!-- <script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/p5.mobile-permissions.js"></script> -->

Basic Setup

Index HTML

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <title>Mobile p5.js App</title>
  
  <!-- Basic CSS to remove browser defaults and align canvas -->
  <style>
    body {
      margin: 0;
      padding: 0;
      overflow: hidden;
    }
  </style>
  
  <!-- Load p5.js library -->
  <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.11.10/p5.min.js"></script>
  
  <!-- Load the mobile p5.js permissions library -->
  <script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/p5.mobile-permissions.min.js"></script>
  
</head>
<body>
  <!-- Load the p5.js sketch -->
  <script src="sketch.js"></script>
</body>
</html>

p5.js

function setup() {
  // Show debug panel FIRST to catch setup errors
  showDebug();
  
  createCanvas(windowWidth, windowHeight);
  
  // Lock mobile gestures to prevent browser interference
  lockGestures();
  
  // Enable motion sensors with tap-to-start
  enableGyroTap('Tap to enable motion sensors');
  
  // Enable microphone with tap-to-start  
  enableMicTap('Tap to enable microphone');
}

function draw() {
  background(220);
  
  if (window.sensorsEnabled) {
    // Use device rotation and acceleration
    fill(255, 0, 0);
    circle(width/2 + rotationY * 5, height/2 + rotationX * 5, 50);
  }
}

// Prevent default touch behavior (optional but recommended)
function touchStarted() {
  return false;
}

function touchEnded() {
  return false;
}

API Reference

Core Functions

// Essential mobile setup
lockGestures()  // Prevent browser gestures (call in setup())

// Motion sensor activation  
enableGyroTap(message)    // Tap anywhere to enable sensors
enableGyroButton(text)    // Button-based sensor activation

// Microphone activation
enableMicTap(message)     // Tap anywhere to enable microphone  
enableMicButton(text)     // Button-based microphone activation

// Sound output activation (no microphone input)
enableSoundTap(message)   // Tap anywhere to enable sound playback
enableSoundButton(text)   // Button-based sound activation

// Status variables (check these in your code)
window.sensorsEnabled     // Boolean: true when motion sensors are active
window.micEnabled         // Boolean: true when microphone is active
window.soundEnabled       // Boolean: true when sound output is active

// Debug system (enhanced in v1.4.0)
showDebug()       // Show on-screen debug panel with automatic error catching
hideDebug()       // Hide debug panel
toggleDebug()     // Toggle panel visibility
debug(...args)    // Console.log with on-screen display and timestamps
debugError(...args) // Display errors with red styling
debugWarn(...args)  // Display warnings with yellow styling
debug.clear()     // Clear debug messages

p5.js Namespace Support: All functions are also available as p5.prototype methods:

// You can use either syntax:
lockGestures();          // Global function (recommended)
this.lockGestures();     // p5.js instance method

// Both approaches work identically
enableGyroTap('Tap to start');
this.enableGyroTap('Tap to start');

Status Variables

Purpose: Check whether permissions have been granted and sensors are active.

Variables:

  • window.sensorsEnabled - Boolean indicating if motion sensors are active
  • window.micEnabled - Boolean indicating if microphone is active
  • window.soundEnabled - Boolean indicating if sound output is active

Usage:

function draw() {
  // Always check before using sensor data
  if (window.sensorsEnabled) {
    // Safe to use rotationX, rotationY, accelerationX, etc.
    let tilt = rotationX;
  }
  
  if (window.micEnabled) {
    // Safe to use microphone
    let audioLevel = mic.getLevel();
  }
  
  if (window.soundEnabled) {
    // Safe to play sounds
    mySound.play();
  }
}

// You can also use them for conditional UI
function setup() {
  enableGyroTap('Tap to enable motion');
  
  // Show different instructions based on status
  if (!window.sensorsEnabled) {
    debug("Motion sensors not yet enabled");
  }
}

lockGestures()

Purpose: Prevents unwanted mobile browser gestures that can interfere with your p5.js app.

When to use: Call once in your setup() function after creating the canvas.

What it blocks:

  • Pinch-to-zoom - Prevents users from accidentally zooming the page
  • Pull-to-refresh - Stops the browser refresh gesture when pulling down
  • Swipe navigation - Disables back/forward swipe gestures
  • Long-press context menus - Prevents copy/paste menus from appearing
  • Text selection - Stops accidental text highlighting on touch and hold
  • Double-tap zoom - Eliminates double-tap to zoom behavior
function setup() {
  createCanvas(windowWidth, windowHeight);
  lockGestures(); // Essential for smooth mobile interaction
}

Motion Sensor Activation

Purpose: Enable device motion and orientation sensors with user permission handling.

Commands:

  • enableGyroTap(message) - Tap anywhere on screen to enable sensors
  • enableGyroButton(text) - Creates a button with custom text to enable sensors

Usage:

// Tap-to-enable (recommended)
enableGyroTap('Tap to enable motion sensors');

// Button-based activation
enableGyroButton('Enable Motion');

Available p5.js Variables (when window.sensorsEnabled is true):

| Variable | Description | Range/Units | |----------|-------------|-------------| | rotationX | Device tilt forward/backward | -180° to 180° | | rotationY | Device tilt left/right | -180° to 180° | | rotationZ | Device rotation around screen | -180° to 180° | | accelerationX | Acceleration left/right | m/s² | | accelerationY | Acceleration up/down | m/s² | | accelerationZ | Acceleration forward/back | m/s² | | deviceShaken | Shake detection event | true when shaken | | deviceMoved | Movement detection event | true when moved |

Important: All motion sensor variables, including deviceShaken and deviceMoved, are only available when window.sensorsEnabled is true. Always check this status before using any motion data.

Example:

function draw() {
  // CRITICAL: Always check window.sensorsEnabled first
  if (window.sensorsEnabled) {
    // Tilt-controlled circle
    let x = width/2 + rotationY * 3;
    let y = height/2 + rotationX * 3;
    circle(x, y, 50);
    
    // Shake detection - only works when sensors are enabled
    if (deviceShaken) {
      background(random(255), random(255), random(255));
    }
    
    // Movement detection - also requires sensors to be enabled
    if (deviceMoved) {
      fill(255, 0, 0);
    }
  } else {
    // Show fallback when sensors not enabled
    text('Tap to enable motion sensors', 20, 20);
  }
}

Microphone Activation

Purpose: Enable device microphone with user permission handling for audio-reactive applications.

Important: Microphone examples require the p5.sound library. Add this script tag to your HTML:

<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.11.0/addons/p5.sound.min.js"></script>

Commands:

  • enableMicTap(message) - Tap anywhere on screen to enable microphone
  • enableMicButton(text) - Creates a button with custom text to enable microphone

Usage:

// Tap-to-enable (recommended)
enableMicTap('Tap to enable microphone');

// Button-based activation
enableMicButton('Enable Audio');

Available p5.js Variables (when window.micEnabled is true):

| Variable | Description | Range | |----------|-------------|-------| | p5.AudioIn() | Audio input object (stored in mic) | Object | | mic.getLevel() | Current audio input level | 0.0 to 1.0 |

Example:

let mic;

function setup() {
  createCanvas(windowWidth, windowHeight);
  
  // Create a new p5.AudioIn() instance
  mic = new p5.AudioIn();
  
  // Enable microphone with tap
  enableMicTap();
}

function draw() {
  if (window.micEnabled) {
    // The mic object is a p5.AudioIn() instance
    // Audio-reactive visualization
    let level = mic.getLevel();
    let size = map(level, 0, 1, 10, 200);
    
    background(level * 255);
    circle(width/2, height/2, size);
  }
}

Sound Output Activation

Purpose: Enable audio playback without requiring microphone input. Perfect for playing sounds, music, synthesizers, and audio effects in mobile browsers.

Important: Sound examples require the p5.sound library. Add this script tag to your HTML:

<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.11.0/addons/p5.sound.min.js"></script>

Commands:

  • enableSoundTap(message) - Tap anywhere on screen to enable sound playback
  • enableSoundButton(text) - Creates a button with custom text to enable sound

Usage:

// Tap-to-enable (recommended)
enableSoundTap('Tap to enable sound');

// Button-based activation
enableSoundButton('Enable Sound');

When to use Sound vs. Microphone:

  • Use enableSound for: Playing audio files, synthesizers, oscillators, sound effects
  • Use enableMic for: Recording audio, audio-reactive visualizations, voice input
  • Note: enableMic also enables sound output, so you don't need both

Example:

let mySound;

function preload() {
  // Load audio file
  mySound = loadSound('assets/sound.mp3');
}

function setup() {
  createCanvas(windowWidth, windowHeight);
  
  // Enable sound playback with tap
  enableSoundTap('Tap to enable sound');
}

function draw() {
  background(220);
  
  if (window.soundEnabled) {
    text('Tap anywhere to play sound', 20, 20);
  } else {
    text('Waiting for sound activation...', 20, 20);
  }
}

function mousePressed() {
  // Check if sound is enabled before playing
  if (window.soundEnabled && !mySound.isPlaying()) {
    mySound.play();
  }
}

Debug System

Purpose: Essential on-screen debugging system for mobile development where traditional browser dev tools aren't accessible. Provides automatic error catching, timestamped logging, and color-coded messages.

Why use it: Mobile browsers often hide JavaScript errors, making debugging difficult. This system displays all errors, warnings, and custom messages directly on your mobile screen with timestamps and color coding.

Commands:

| Function | Purpose | Example | |----------|---------|---------| | showDebug() | Show debug panel and enable error catching | showDebug() | | hideDebug() | Hide debug panel | hideDebug() | | toggleDebug() | Toggle panel visibility | toggleDebug() | | debug(...args) | Log messages (white text) | debug("App started", frameRate()) | | debugError(...args) | Display errors (red text) | debugError("Connection failed") | | debugWarn(...args) | Display warnings (yellow text) | debugWarn("Low battery") | | debug.clear() | Clear all messages | debug.clear() |

Key Features:

  • Automatic Error Catching - JavaScript errors automatically displayed with red styling
  • Error Location - Shows filename and line number for easy debugging
  • Timestamps - All messages include precise timestamps
  • Color Coding - Errors (red), warnings (yellow), normal messages (white)
  • Mobile Optimized - Touch-friendly interface that works on small screens
  • Keyboard Shortcuts - Press 'D' to toggle, 'C' to clear (when debug is enabled)

Critical Setup:

function setup() {
  // IMPORTANT: Call showDebug() FIRST to catch setup errors
  showDebug();
  
  createCanvas(windowWidth, windowHeight);
  // Any errors after this point will be automatically caught and displayed
}

Usage Examples:

// Basic logging
debug("Touch at:", mouseX, mouseY);
debug("Sensors enabled:", window.sensorsEnabled);

// Error handling
debugError("Failed to load image");
debugWarn("Frame rate dropping:", frameRate());

// Objects and arrays
debug("Touch points:", touches);
debug({rotation: rotationX, acceleration: accelerationX});