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HTML

              
                canvas#canvas

//Just a hint thing
label(for="hint") Hint (click to hide/show)
input#hint(type="checkbox" name="hint" value="Hint")
div
	p Left Click - add one point
	p Right Click - remove last point
              
            
!

CSS

              
                canvas
	position: absolute
	top: 0
	left: 0
	z-index: -1


label
	display: block
	position: relative
	color: rgba(255,255,255,0.8)
	margin: 10px
	font: 12px monospace
	user-select: none

#hint
	display: none
	&:checked + div
		display: block
		color: white
		font: 12px monospace
		padding-left: 10px
		user-select: none
	+ div
		display: none
	
              
            
!

JS

              
                (function(){
	var canvasBody = document.getElementById("canvas"),
			canvas = canvasBody.getContext("2d"),
			
			w = canvasBody.width = window.innerWidth, //Full width
			h = canvasBody.height = window.innerHeight, //Full height
			
			tick = 0, //Tick in time
			
			//YOU CAN CHANGE OPTIONS HERE. DO NOT REALLY MESS WITH STUFF BELOW THAT
			opts = { //Options, you can change those
				backgroundColor: "#222",
				particleColor: "#fcfcfc",
				particleAmount: 40,
				defaultSpeed: 1,
				addedSpeed: 2,
				
				defaultRadius: 2,
				addedRadius: 2,
				
				communicationRadius: 150, //The radius for the line
			},
			particles = [],
			
			Particle = function(Xpos, Ypos){ 
				this.x = Xpos ? Xpos : Math.random()*w; //If there is not position stated, it takes a random position
				this.y = Ypos ? Ypos : Math.random()*h; //Same here
				this.speed = opts.defaultSpeed + Math.random()*opts.addedSpeed; //Speed + a bit of random one
				this.directionAngle = Math.floor(Math.random()*360); //The angle of this particle its moving. !!!! TRUE ONLY ON INIT
				this.color = opts.particleColor;
				this.radius = opts.defaultRadius + Math.random()*opts.addedRadius; //Radius + a bit of random radius
				this.d = { //Object, stores directions. Computes directions according to the random this.directionAngle
					x: Math.cos(this.directionAngle)*this.speed,
					y: Math.sin(this.directionAngle)*this.speed
				};
				this.update = function(){ //The update function. The function that calculates next coordinates
					this.border(); //Checks if this particles touches the border and THEN computes the next coordinates
					this.x += this.d.x; //Just adding the direction to the X
					this.y += this.d.y; //Same but with Y
				};
				this.border = function(){ //The border function. Checks if this thing touches the border
					if(this.x >= w || this.x <= 0){ //X walls
						this.d.x *= -1;
					}
					if(this.y >= h || this.y <= 0){ //Floor and ceiling
						this.d.y *= -1;
					}
					this.x > w ? this.x = w : this.x; //This is really important.
					this.y > h ? this.y = h : this.y; //Same
					this.x < 0 ? this.x = 0 : this.x; //Same
					this.y < 0 ? this.y = 0 : this.y; //Same
					/* line ~49 explanation
						Because sometimes the speed of the particle can be faster, so it doesn't touch the border - it goes through. And when it goes back it doesn't go all the way inside - it stucks there. So, you have to set the X to the point when it touches. Same with Y
					*/
					
				};
				this.draw = function(){ //Just draws the points. Pretty easy. Takes the coords, color, radius - draws.
					canvas.beginPath();
					canvas.arc(this.x, this.y, this.radius, 0, Math.PI*2);
					canvas.closePath();
					canvas.fillStyle = this.color;
					canvas.fill();
				};
			},
			checkDistance = function(x1, y1, x2, y2){ //You got it. The point on the graph distance formula.
				return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2));
			},
			//Here goes the function that makes lines!
			// @param point1 -	The point that check for neighboors
			// @param father - 	The array the point suppose to take thing from
			communicatePoints = function(point1, father){ 
				for(var i = 0; i < father.length; i++){
					var distance = checkDistance(point1.x, point1.y, father[i].x, father[i].y);
					var opacity = 1 - distance/opts.communicationRadius;
					if (opacity > 0){ //Draws the line
						canvas.lineWidth = opacity;
						canvas.strokeStyle = "rgba(255,255,255,0.5)";
						canvas.beginPath();
						canvas.moveTo(point1.x, point1.y);
						canvas.lineTo(father[i].x, father[i].y);
						canvas.closePath();
						canvas.stroke();
					}
				}
			};
	
	function setup(){ //Function called once to set everything up
		for(var i = 0; i < opts.particleAmount; i++){
			particles.push( new Particle() );
		}
		window.requestAnimationFrame(loop);
	}
	
	function loop(){ //Function of loop that will be called for a frame of the animation
		window.requestAnimationFrame(loop);
		tick++;
		
		//Drawing the background. Basically clearing the frame that was before
		canvas.fillStyle = opts.backgroundColor;
		canvas.fillRect(0,0,w,h);
		
		//Executing particle functions
		for(var i = 0; i < particles.length; i++){
			particles[i].update();
			particles[i].draw();
		}
		//Executing lines
		for(var a = 0; a < particles.length; a++){
			communicatePoints(particles[a], particles);
		}
	}
	
	//Executing the animation
	setup();
	
	//Some event listeners for backup to look professional
	window.addEventListener("resize", function(){
		w = canvasBody.width = window.innerWidth;
		h = canvasBody.height = window.innerHeight;
	});
	
	//The thing that adds a point. Basically, we pass the coords of the mouse. And they are applied instead of randomness. Check the line 26, 28 to know
	canvasBody.addEventListener("click", function(e){
		particles.push( new Particle(e.pageX, e.pageY) );
		console.log(particles.length);
	});
	//The thing that removes a point.
	canvasBody.addEventListener("contextmenu", function(e){
		e.preventDefault();
		particles.splice(particles.length - 1, 1); //Takes the last thing from the particles[];
	});
})();
              
            
!
999px

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