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L5 for Processing and p5.js programmers

L5 stands on the shoulders of Processing and p5.js. You will be able to use your previous knowledge to get started right away and learn Lua in the process.

L5 was built to be fun, fast, and resource-light. It is in many cases faster than Processing or p5.js programs. It works cross-platform and on older machines. Lua's syntax is simpler and constrained compared to JavaScript and Processing-Java. Some things are easier in L5, but some things are not. L5 currently does not have 3d functionality. It only supports one video format (ogg theora). It is a younger and still developing language dialect compared to its older siblings.

In most cases, L5 functions are similar or equivalent to Processing functions. In some cases, p5.js functionality has been targeted or added. For example, like in p5.js you can use HTML color names or HTML color codes instead of only the default RGB and RGBA values from Processing.

Conversion script

For convenience, there is a simple p5.js to L5 script converter that can be useful for very simple programs. You might find this useful for converting code from p5.js to L5. But bear in mind, it was created as a simple way to convert the p5.js reference pages to starting L5 code and in many cases the converted programs will need to be further modified by hand. For example, loop bounds (0-based vs 1-based Lua indexing), function names that don't have L5 equivalence, and complex expressions and syntax may all fail. This is a brute force simple command line bash script that makes use of the command line program sed.

p5js-to-L5-converter.sh script

You can download and place in a folder with your p5.js script.

Make the script executable:

chmod +x p5js-to-l5-converter.sh

To convert a scrip to L5's format:

./p5js-to-l5-converter.sh input.js [output.lua]

Often you may already have a sketch.js file, and will typically want to convert it to L5's default main.lua.

./p5js-to-l5-converter.sh sketch.js main.lua

Lua tips

Global and local variables

By default all variables have global scope unless specified as local.

function setup()
  name = "Nina" 
end

function draw()
  print(name) --prints out "Nina"
end

To create a variable with block scope, specify local.

function setup()
  local name = "Nina"
end

function draw()
  print(name) --prints out "nil"
end

To concatenate variables together or to combine with other strings, use ..

local name = "Nina"
print("My name is "..name) --prints out "My name is Nina"

Commenting

A comment starts with -- instead of //

Multi-line comments can be created by surrounding them with --[[ and ]]--.

Tables all the way down

The main data structure of Lua is the table. This is used to construct arrays and objects, for example.

wu_tang_clan = {"RZA", "GZA", "Ol' Dirty Bastard", "Inspectah Deck", "Raekwon", "Ghostface Killah", "Method Man", "Masta Killa"}

And following from this...

1-based indexing!

You may have heard that Lua uses 1-based indexing. If you haven't, well now you've heard it.

In other words, the first item in an ordered array is 1 where in many other C-based languages the first ordered element is 0.


wu_tang_clan = {"RZA", "GZA", "Ol' Dirty Bastard", "Inspectah Deck", "Raekwon", "Ghostface Killah", "Method Man", and "Masta Killa"}

print("First rapper up is "..wu_tang_clan[1])
--prints: First rapper up is RZA.

There are some cool advantages in Lua for working with ordered tables.

The # prepending the table name will always give you its length.

print("There are "..#wu_tang_clan.." members of Wu Tang Clan")

This makes it easy to work with tables in a loop.

You can build associative tables, commonly known as a dictionary, map or key-value pairs. You can access their value through specifying a named index, or through dot notation.

local characters = {
  ["Mario"] = "Plumber",
  ["Luigi"] = "Plumber",
  ["Bowser"] = "Monster"
}

print("Mario is a "..characters["Mario"])

--Alternatively, you could write:
print("Mario is a "..characters.Mario)

Loops in Lua

For loops have simple syntax. By default the iterator increments by 1.

for i=1,5 do
  print(i)
end

If you want to iterate through a table of values, the syntax is clear and efficient in Lua since prepending # to a table's name gives you its length, and since tables are ordered beginning at 1, we can count up from 1 to the table's length:

print("The Wu Tang Clan, starring:")
for i=1,#wu_tang_clan do
  print(wu_tang_clan[i])
end

Lua also has special functions for working with tables. ipairs iterates through an ordered table (aka an array). pairs iterates through an associative table (aka key-value pairs).

names = {"John","Paul","George","Ringo","Yoko"}
for i,name in ipairs(names) do
  print(i,name)
end

This will produce

1   John
2   Paul
3   George
4   Ringo
5   Yoko

You will commonly see _ when you don't need to print out or work with the iterator.

names = {"John","Paul","George","Ringo","Yoko"}
print("The Beatles:")
for _,name in ipairs(names) do
  print(name)
end

This will produce

The Beatles:
John
Paul
George
Ringo
Yoko

pairs is used to iterate over all key-value pairs in a table.

local menu = {
  breakfast = "yogurt",
  lunch = "salad",
  dinner = "tacos"
}

for key, value in pairs(menu) do
  print("For "..key.." I ate "..value)
end

This will produce

For breakfast I ate yogurt
For dinner I ate tacos
For lunch I ate salad

Note: In an associative table of key-value pairs (rather than an ordered table array), there is no guarantee that the values will be output in a specific order. If you run the above code, you may find the dinner gets printed before lunch even though lunch was listed first in the table, but there are mechanisms to specify an exact order.

Conditionals

Lua uses if, elseif and else to create conditionals. then is required after your if and elseif conditional.

if porridgeTemp > 75 then
  print("This bowl of porridge is too hot!")
elseif porridgeTemp < 45 then
  print("This bowl of porridge is too cold!")
else
  print("This bowl of porridge is just right.")
end

Unlike Java and JavaScript, there is no switch statement in Lua.

Other Lua Gotchas and Tips

  • Lua is a dynamically typed language. You don't specify types (integer, floats, etc).
  • Functions and loops use end rather than curly brackets { } for specifying scope. Loops also use do.
  • There are no ++ or += shortcuts in Lua. To increment a variable by 1 for example, you write x = x + 1
  • The semicolon ; is not needed at the end of lines

Conversion equivalences

Lua JavaScript Java
function func() ... end function func() {...} void func() {...}
true and false true and false true and false
a and b (logical AND) a && b a && b
a or b (logical OR) a || b a || b
not a !a !a
a ~= b (not-equal) a != b a != b
i = i + 1 (increment) i++ i++
i = i - 1 (decrement) i-- i--
a <= b and b < c a <= b && b < c a <= b && b < c
for i=1, limit do ... end for (let i=0; i<limit; i++) {...} for (int i = 0; i < limit; i++) {...}
for i=start, limit, step do ... end for (let i=start; i<limit; i+=step) {...} for (int i = start; i < limit; i += step) {...}
for _, b in ipairs(table_of_balls) do ... end for (let b of arrayOfBalls) {...} for (Ball b : arrayOfBalls) {...}
local myColor = '#FFCC00' let myColor = '#FFCC00' String myColor = "#FFCC00";

Object orientation in Lua

OOP can be implemented in Lua using tables.

Check out the Lua Users wiki on Object Oriented Programming for more information and examples.