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HTML

              
                <div id='fuzz'></div>
              
            
!

CSS

              
                html,
body
  height: 100%
  width: 100%
  background:
    color: #222024
  overflow: hidden
  
#fuzz
  position: absolute
  top: 0
  right: 0
  bottom: 0
  left: 0
  margin: auto
  width: 572px
  height: 759px
  background:
    image: url('http://orig01.deviantart.net/bd50/f/2011/353/f/e/tv_noise__static__snow_by_n4pgamer-d4jknzk.png')
  z-index: 10
  opacity: .035
  
canvas
  position: absolute
  top: 0
  right: 0
  bottom: 0
  left: 0
  margin: auto
  background: #eaeaea
  box-shadow: 0px 0px 13px 1px rgba(0,0,0,.3)
  border: 10px solid #eee7de
              
            
!

JS

              
                /*

Beams.
Author: Drew Dahlman 2016

*/

// Main elements
const canvas = document.createElement('canvas'),
      ctx = canvas.getContext('2d');

// Vars
let beams_count = 0,
    beams = [];

// Size and set the stage
canvas.height = 759;
canvas.width = 572;

// Build the stage
document.body.appendChild(canvas);

// Platform
class Platform {
  
  /*
	------------------------------------------
	| constructor:void (-)
	|
	| Construct.
	------------------------------------------ */
  constructor(){
    this.color = '#ffffdc';
    this.width = 162;
    this.height = 162;
    this.segments = (this.width / 10);
    
    this.position = {
      x: (canvas.width / 2) - (325 / 2),
      y: (canvas.height / 2) - (325 / 2),
      rot: 0
    };
    
    // Points for the grid
    this.points = [];
    for( let i = 0; i < 10; i++ ){
      let p = this.segments * i;
      this.points.push(p);
    }
    
  }
  
  /*
	------------------------------------------
	| update:void (-)
	|
	| update.
	------------------------------------------ */
  update() {
    this.position.rot += .01;
  }
  
  /*
	------------------------------------------
	| draw:void (-)
	|
	| Draw.
	------------------------------------------ */
  draw(){
    let offset_x = this.position.x + (this.width /2),
        offset_y = this.position.y + (this.height /2)
    ctx.save();
    
    // Translate & rotate platform
    ctx.translate(offset_x,offset_y);    
    ctx.strokeStyle = this.color;
    ctx.lineWidth = 2;

    // Transform the canvas to give perspective
    ctx.setTransform(1, -.13, 1.7, .1, this.position.x + this.width, this.position.y + 75);
    
    // Rotate
    ctx.rotate(this.position.rot);
    
    // Draw X
    for( let i = 0; i < this.points.length; i++ ){
      let x = this.points[i] - (this.width / 2),
          half = this.height - (this.height / 2);
      
      ctx.beginPath();
      ctx.moveTo(x, -(this.width / 2));
      ctx.lineTo(x, half);
      ctx.closePath();
      
      ctx.shadowColor = this.color;
      ctx.shadowBlur = 10;
      ctx.shadowOffsetX = 0;
      ctx.shadowOffsetY = 0;
      
      ctx.stroke();
    }
    
    // drawy Y
    for( let i = 0; i < this.points.length; i++ ){
      let y = this.points[i] - (this.width / 2),
          half = this.width - (this.width / 2);
      
      ctx.beginPath();
      ctx.moveTo(-half, y);
      ctx.lineTo(half, y);
      ctx.closePath();
      
      ctx.shadowColor = this.color;
      ctx.shadowBlur = 10;
      ctx.shadowOffsetX = 0;
      ctx.shadowOffsetY = 0;
      
      ctx.stroke();
    }
    
    // Draw the rect
    ctx.rect(-(this.width / 2), -(this.height / 2), this.width, this.height);
    
    ctx.shadowColor = this.color;
    ctx.shadowBlur = 10;
    ctx.shadowOffsetX = 0;
    ctx.shadowOffsetY = 0;
    
    // Stroke & reset
    ctx.stroke();    
    ctx.restore();
  }
}

// Beams
class Beam {

  /*
	------------------------------------------
	| constructor:void (-)
	|
	| Construct.
	------------------------------------------ */
  constructor( init_obj ){
    
    // Config
    this.color = '#ffffdc';
    this.range_x = [ (canvas.width / 2) - 15, (canvas.width / 2) + 15];
    this.range_y = [ (canvas.height / 2), -50];
    
    // Generate random width
    this.width = () => {
      return (Math.random() * (2 - 1)) + 1;
    }
    
    // Generate a random target height
    this.height = (Math.random() * (25 - 55)) + 25;
    
    // Start X & Y
    this.start_x = (Math.random() * (this.range_x[0] - this.range_x[1])) + this.range_x[1];
    this.start_y = (Math.random() * ((canvas.height / 2) - 5) - (canvas.height/2)) + (canvas.height / 2);
    
    // Growth & Speed
    this.growth = (Math.random() * (1 - 3)) + 1;
    this.speed = (Math.random() * (1 - 2)) + 2;
    
    // Opacity
    this.opacity = 1;

    // Current settings
    this.current_x = this.start_x;
    this.current_y = this.start_y;
    this.current_h = Math.random() * 50;
    this.current_o = this.opacity;
  }
  
  /*
	------------------------------------------
	| update:void (-)
	|
	| Update.
	------------------------------------------ */
  update(){
    
    this.current_h > this.height ? this.current_h = this.height : this.current_h += this.growth;
    this.current_y -= this.speed;
    
  }
  
  /*
	------------------------------------------
	| draw:void (-)
	|
	| Draw.
	------------------------------------------ */
  draw(){
    ctx.save();
    ctx.beginPath();
    ctx.lineWidth = this.width();
    ctx.moveTo(this.current_x, this.current_y);
    ctx.lineTo(this.current_x, this.current_y + this.current_h);
    ctx.strokeStyle = this.color;
    
    ctx.shadowColor = this.color;
    ctx.shadowBlur = 10;
    ctx.shadowOffsetX = 0;
    ctx.shadowOffsetY = 0;
    
    ctx.stroke();
    ctx.fill();
    ctx.restore();
  }
}

// Sphere
class Sphere {
  
  /*
	------------------------------------------
	| constructor:void (-)
	|
	| Construct.
	------------------------------------------ */
  constructor( init_obj ){
    
    this.colors = init_obj.colors;
    this.radius = init_obj.radius;
    this.position = {
      x: init_obj.x,
      y: init_obj.y
    }
    
  }
  
  /*
	------------------------------------------
	| update:void (-)
	|
	| Update.
	------------------------------------------ */
  update(){
    
  }
  
  /*
	------------------------------------------
	| draw:void (-)
	|
	| Draw.
	------------------------------------------ */
  draw(){
    ctx.save();
    ctx.beginPath();
    ctx.arc( this.position.x, this.position.y, this.radius, 0, 2 * Math.PI, false);
    
    let grd = ctx.createRadialGradient(
      this.position.x,
      this.position.y - (this.radius + (this.radius * 2)),
      2,
      this.position.x,
      this.position.y - (this.radius + (this.radius / 2)),
      this.radius * 2
    );
    
    grd.addColorStop(0, this.colors[1]);
    grd.addColorStop(1, this.colors[0]);

    // Fill with gradient
    ctx.fillStyle = grd;
    ctx.fill();
    ctx.restore();
  }
}

// Background
class Background {
	
  /*
	------------------------------------------
	| constructor:void (-)
	|
	| Construct.
	------------------------------------------ */
  constructor(){
    
    // Colors
    this.colors = {
      start: '#ffaa8a',
      stop: '#864a51'
    }
    
  }
  
	/*
	------------------------------------------
	| draw:void (-)
	|
	| Draw.
	------------------------------------------ */
  draw(){
    let grd = ctx.createRadialGradient(
      canvas.width / 2,
      300,
      0,
      canvas.width / 2,
      -400,
      canvas.width * 2
    );
    grd.addColorStop(0, this.colors.start);
    grd.addColorStop(1, this.colors.stop);

    // Fill with gradient
    ctx.fillStyle = grd;
    ctx.fillRect(0, 0, canvas.width, canvas.height);
  }
}

// Scene
class Scene {
  
  /*
	------------------------------------------
	| constructor:void (-)
	|
	| Construct.
	------------------------------------------ */
  constructor(){
    
    // Background
    this.bg = new Background();
    
    // Sphere
    this.sphere = new Sphere({
      colors: ['#3c3949', '#b4645d'],
      radius: 88,
      x: canvas.width / 2,
      y: canvas.height / 2 + 60
    });
    
    // Small Sphere
    this.small_sphere = new Sphere({
      colors: ['#3c3949', '#b4645d'],
      radius: 10,
      x: canvas.width / 2 + 110,
      y: canvas.height / 2 - 40
    });
    
    // Beams - put in a delay so randomness happens
    let beam_maker = setInterval( () => {
      if( beams.length < 25 ){
        beams.push(new Beam());
        beams_count++;
      } else {
        clearInterval(beam_maker);
      }
    },250);
    
    // Platform
    this.g_platform = new Platform();
    
    // kick things off
    this.init();
  }

  /*
	------------------------------------------
	| init:void (-)
	|
	| Init.
	------------------------------------------ */
  init(){  
    this.update();
  }
  
  /*
	------------------------------------------
	| update:void (-)
	|
  | If we need to update anything...
  |
	| Update.
	------------------------------------------ */
  update(){
    
    // Update Spheres
    this.sphere.update();
    this.small_sphere.update();
    
    // Create new beams
    for(let i = beams.length; i < 200; i++ ){
      beams.push(new Beam());
    }
    
    // Update Beams
    for( let i = 0; i < beams.length; i++ ){
      if( beams[i].current_y < beams[i].range_y[1] ){
        beams.splice(i,1);
      } else {
        beams[i].update();
      } 
    }
    
    // Update Platform
    this.g_platform.update();
    
    // Draw
    this.draw();
  }
  
  /*
	------------------------------------------
	| draw:void (-)
	|
	| Draw.
	------------------------------------------ */
  draw(){
    // Clear the stage
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    
    // Draw the bg
    this.bg.draw();
    
    // Spheres
    this.sphere.draw();
    this.small_sphere.draw();
   
    // Platform
    this.g_platform.draw();
    
    // Beams
    for( let i = 0; i < beams.length; i++ ){
      beams[i].draw();
    }
    
    // Animate!
    requestAnimationFrame( () => this.update() );
  }
}

// Setup
new Scene();
              
            
!
999px

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