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p5.jsApr 28, 20269 min read

Beginner Guide to p5.js Doodles

With just setup() and draw(), p5.js turns a blank canvas into playful motion. The gentlest on-ramp, one shape at a time.

p5jsbeginner

setup and draw, that's the whole engine

p5.js gives you two functions and asks almost nothing else. setup() runs once and makes your canvas. draw() runs forever, about sixty times a second, and paints whatever you put inside it.

That loop is the heartbeat. Anything you want to move, you move by changing a number each time draw() runs.

function setup() {
  createCanvas(200, 200);
}
function draw() {
  background("#E6EFFF");
  circle(100, 100, 40);
}

Shapes are friendlier than they look

circle, rect, ellipse, line — each is one function call with a few numbers. No DOM, no CSS classes, no border-radius arithmetic. You describe a shape, it appears.

Because there's no markup to manage, sketching in p5 feels closer to doodling on paper than to writing a component. You can try ten variations in the time one CSS version takes.

Random is your sketchbook pencil

A tiny bit of randomness — a wiggle in a position, a jitter in a color — turns a stiff shape into a doodle. random() is the function that makes p5 feel hand-drawn instead of mechanical.

It's a gateway, not a dead end

p5 skills transfer. The mental model of a draw loop, of shapes as function calls, of motion as changing numbers — all of it shows up again in canvas, in shaders, anywhere you paint pixels directly.

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Hands on

Want to try the idea?

Pick a spot to sketch it out — nothing you make here is permanent.