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HTML

              
                <div class="wrapper">
  <canvas id="geometric" height="300" width="450">
  </canvas>
  <div class="accent"></div>
  <div class="sometext">IMAPO.RU - Лучшие уникальные скрипты и плагины
  </div>
</div>
              
            
!

CSS

              
                body {
  margin: 0px;
}

#geometric,
.accent,
.sometext,
.controls {
  margin: 0px;
  padding: 0px;
}

#geometric {
  position: absolute;
  top: 0;
  left: 0;
}

.accent {
  background-color: #56AA1C;
  z-index: 100;
  position: relative;
  opacity: 0.9;
}

.sometext {
  position: absolute;
  top: 0px;
  z-index: 101;
  opacity: 0.9;
  font-size: 30px;
  text-align: center;
  text-transform: uppercase;
  color: #fff;
  text-shadow: 1px 1px 1px #ddd;
  margin: 20px;
}

.controls {
  position: absolute;
  top: 20px;
  right: 20px;
  z-index: 200;
}
              
            
!

JS

              
                function setOpts(standard, user) {
  if (typeof user === 'object') {
    for (var key in user) {
      standard[key] = user[key];
    }
  }
}

function randomNumber(min, max) {
  return Math.floor(Math.random() * (max - min) + min);
}

function drawRotatedShape(shape, x, y, width, height, degrees, color, direction) {

  // first save the untranslated/unrotated context
  context.save();

  context.beginPath();
  // move the rotation point to the center of the rect
  context.translate(x + width / 2, y + height / 2);
  // rotate the rect
  if (direction == 'clockwise') {
    context.rotate(degrees * Math.PI / 180);
  } else {
    context.rotate(-(degrees * Math.PI / 180));
  }

  context.fillStyle = color;
  context.lineWidth = 5;

  // draw the rect on the transformed context
  // Note: after transforming [0,0] is visually [x,y]
  //       so the rect needs to be offset accordingly when drawn
  switch (shape) {
    case 'rect':
      context.rect(-width / 2, -height / 2, width, height);
      context.fill();
      break;
    case 'circle':
      context.arc(-width / 2, -height / 2, width * 0.5, 0, Math.PI * 2, true);
      context.fill();
      break;
    case 'triangle':
      context.moveTo(0, 0);
      context.lineTo(width, 0);
      context.lineTo(width, height);
      context.fill();
      break;
    case 'minus':
      context.moveTo(0, 0);
      context.lineTo(30, 0);
      context.stroke();
      break;
    case 'plus':
      context.moveTo(0, 15);
      context.lineTo(30, 15);
      context.moveTo(15, 0);
      context.lineTo(15, 30);
      context.stroke();
      break;
    case 'equals':
      context.moveTo(0, 5);
      context.lineTo(30, 5);
      context.moveTo(0, 15);
      context.lineTo(30, 15);
      context.stroke();
      break;
  }

  // restore the context to its untranslated/unrotated state
  context.restore();

}

// Initialise an empty canvas and place it on the page
var canvas = document.getElementById("geometric");
var context = canvas.getContext("2d");

$(canvas).attr('width', $(window).width()).attr('height', $(window).height());
$('.accent').height($(window).height());

$(window).resize(function() {
  $(canvas).attr('width', $(window).width()).attr('height', $(window).height());
  $('.accent').height($(window).height());
});

//$(canvas).width($(window).width());

var particles = {},
  particleIndex = 0,
  settings;

// Set up a function to create multiple particles
function Particle(x, y) {
  // Establish starting positions and velocities
  this.x = x;
  this.y = y;

  // Determine original X-axis speed based on setting limitation
  this.vx = Math.floor(randomNumber(0, 10));
  this.vy = Math.floor(randomNumber(0, 10));

  this.size = Math.floor(randomNumber(settings.minSize, settings.maxSize));

  this.rotation = Math.floor(randomNumber(0, 180));

  if (randomNumber(0, 100) > 50) {
    this.rotationDirection = 'clockwise';
  } else {
    this.rotationDirection = 'counter-clockwise';
  }

  this.shape = settings.shapes[randomNumber(0, settings.shapes.length)];

  // Add new particle to the index
  // Object used as it's simpler to manage that an array
  particleIndex++;
  particles[particleIndex] = this;
  this.id = particleIndex;

  this.life = 0;
  this.maxLife = 10000;
}

// Some prototype methods for the particle's "draw" function
Particle.prototype.draw = function() {
  // this.x +=  1;
  this.y += settings.gravity * Math.floor(randomNumber(1, 2));

  // Adjust for gravity
  this.vy += settings.gravity * Math.floor(randomNumber(0.5, 8));

  // Age the particle
  this.life++;

  if (this.rotation == 'clockwise') {
    this.rotation += settings.rotationVelocity;
  } else {
    this.rotation -= settings.rotationVelocity;
  }

  // If Particle is old, it goes in the chamber for renewal
  if (this.life >= this.maxLife) {
    delete particles[this.id];
  }

  // Create the shapes
  var size = this.size;
  context.clearRect(canvas.width, canvas.height, canvas.width, canvas.height);
  //context.beginPath();
  context.fillStyle = settings.color;
  //context.rect(this.x,this.y, size, size);
  drawRotatedShape(this.shape, this.x, this.y, size, size, this.rotation, settings.color, this.rotationDirection);
  //context.closePath();

  //context.fill();

  /*    if(settings.rotation == true) {
        context.rotate(this.rotation);
      }*/

};

function shapify(preset) {

  switch (preset) {
    case 'math':
      settings = {
        density: 60,
        velocity: 1,
        //startingX: canvas.width / 2,
        //startingY: canvas.height / 4,
        gravity: -0.6,
        color: 'rgba(0,0,0,0.3)',
        maxSize: 100,
        minSize: 15,
        rotation: true,
        rotationVelocity: 0.1,
        shapes: ['rect', 'circle', 'triangle', 'plus', 'minus', 'equals']
      };
      break;
    case 'science':
      settings = {
        density: 5,
        velocity: 1,
        //startingX: canvas.width / 2,
        //startingY: canvas.height / 4,
        gravity: -0.6,
        color: 'rgba(0,0,0,0.3)',
        maxSize: 100,
        minSize: 15,
        rotation: true,
        rotationVelocity: 0.05,
        shapes: ['cell', 'dna']
      };
      break;
  }
  for (var i = 0; i < settings.density; i++) {
    new Particle(Math.floor(randomNumber(0, canvas.width)), Math.floor(randomNumber(0, canvas.height)));
  }
  for (var p in particles) {
    particles[p].draw();
  }
  setInterval(function() {
    context.fillStyle = "#ededed";
    context.fillRect(0, 0, canvas.width, canvas.height);

    // Draw the particles
    for (var i = 0; i < settings.density; i++) {
      if (Math.random() > 0.999) {
        // Introducing a random chance of creating a particle
        // corresponding to an chance of 1 per second,
        // per "density" value
        new Particle(Math.floor(randomNumber(0, canvas.width)), (canvas.height + 70));
      }
    }

    for (var p in particles) {
      particles[p].draw();
    }
  }, 30);
}

shapify('math');
              
            
!
999px

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