HTML preprocessors can make writing HTML more powerful or convenient. For instance, Markdown is designed to be easier to write and read for text documents and you could write a loop in Pug.
In CodePen, whatever you write in the HTML editor is what goes within the <body>
tags in a basic HTML5 template. So you don't have access to higher-up elements like the <html>
tag. If you want to add classes there that can affect the whole document, this is the place to do it.
In CodePen, whatever you write in the HTML editor is what goes within the <body>
tags in a basic HTML5 template. If you need things in the <head>
of the document, put that code here.
The resource you are linking to is using the 'http' protocol, which may not work when the browser is using https.
CSS preprocessors help make authoring CSS easier. All of them offer things like variables and mixins to provide convenient abstractions.
It's a common practice to apply CSS to a page that styles elements such that they are consistent across all browsers. We offer two of the most popular choices: normalize.css and a reset. Or, choose Neither and nothing will be applied.
To get the best cross-browser support, it is a common practice to apply vendor prefixes to CSS properties and values that require them to work. For instance -webkit-
or -moz-
.
We offer two popular choices: Autoprefixer (which processes your CSS server-side) and -prefix-free (which applies prefixes via a script, client-side).
Any URLs added here will be added as <link>
s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.
You can apply CSS to your Pen from any stylesheet on the web. Just put a URL to it here and we'll apply it, in the order you have them, before the CSS in the Pen itself.
You can also link to another Pen here (use the .css
URL Extension) and we'll pull the CSS from that Pen and include it. If it's using a matching preprocessor, use the appropriate URL Extension and we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
JavaScript preprocessors can help make authoring JavaScript easier and more convenient.
Babel includes JSX processing.
Any URL's added here will be added as <script>
s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.
You can apply a script from anywhere on the web to your Pen. Just put a URL to it here and we'll add it, in the order you have them, before the JavaScript in the Pen itself.
If the script you link to has the file extension of a preprocessor, we'll attempt to process it before applying.
You can also link to another Pen here, and we'll pull the JavaScript from that Pen and include it. If it's using a matching preprocessor, we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
Search for and use JavaScript packages from npm here. By selecting a package, an import
statement will be added to the top of the JavaScript editor for this package.
Using packages here is powered by esm.sh, which makes packages from npm not only available on a CDN, but prepares them for native JavaScript ESM usage.
All packages are different, so refer to their docs for how they work.
If you're using React / ReactDOM, make sure to turn on Babel for the JSX processing.
If active, Pens will autosave every 30 seconds after being saved once.
If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.
If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.
Visit your global Editor Settings.
<p>Click canvas to add points to line. Connect points to end polygon. Click 'Snapshot' to store frame. Move points and snapshot again to build up frames. Click 'Morph' to play the frames. Click 'Reset' to erase frames.</p>
<p>
Line tension <input type="range" min="0" max="1" value="0.4" step="0.1" class="slider" id="lineTension"> <span id='lineTensionDisplay'></span>
</p>
<p>
<button id='snapshot'>Snapshot</button>
<button id='morph'>Morph</button>
<button id='reset'>Reset</button>
<input type="range" min="20" max="2000" value="400" class="slider" id="morphSpeed"> <span id='morphSpeedDisplay'></span>
</p>
<div id="container"></div>
body {
margin: 0;
padding: 0;
overflow: hidden;
background-color: #f0f0f0;
}
#container {
width: 800px;
height: 400px;
margin: 10px;
}
p {
margin: 4px;
}
.slider {
margin-top: 5px;
}
const width = 1200,
height = 800,
hitRadius = 20, // radius of the rect used to show snap-proximity to points
// Make a stage, layer
stage = new Konva.Stage({
container: "container",
width: width,
height: height,
x: 0,
y: 0,
draggable: false
}),
layer = new Konva.Layer({ draggable: false }),
// This circle is used to show when the dragging point can be dropped on another
proximityCircle = new Konva.Circle({
x: 0,
y: 0,
stroke: "magenta",
strokeWidth: 2,
radius: hitRadius,
visible: false
});
stage.add(layer);
layer.add(proximityCircle);
let lines = [],
runTimeMs = 200,
lineTension = 0.5,
lineCounter = 0,
pointCounter = 0,
drawMode = "adding",
currentLine,
currentPoint;
// When we see mouseup on the stage what we do depends on the state:
// - if drawing, fix the clicked position as a new point
// - if adding, which means no points are yet drawn, make a new line at this position and set the first point.
stage.on("mouseup", function (evt) {
if (drawMode === "drawing") {
fixPoint();
}
if (drawMode === "adding") {
startLine();
drawMode === "drawing";
}
if (drawMode === "editing" && currentLine) {
const pos = currentLine.line.getRelativePointerPosition();
currentPoint.moveTo(pos);
currentLine.redraw();
}
});
stage.on("mousedown", function (evt) {
if (drawMode === "editing" && evt.target.hasName("editCircle")) {
currentPoint = evt.target.getAttr("parentPoint");
currentLine = currentPoint.line;
}
});
// If the user is relocating a point then update and redraw the line.
stage.on("mousemove", function (evt) {
if (drawMode === "drawing" && currentPoint) {
const pos = currentLine.line.getRelativePointerPosition();
currentPoint.moveTo(pos);
currentLine.redraw();
}
});
// If the user is relocating a point then update and redraw the line.
stage.on("dragmove", function (evt) {
if (currentPoint) {
const pos = currentLine.line.getRelativePointerPosition();
currentPoint.moveTo(pos);
currentLine.redraw();
}
});
// Called when the user places the first point of a line
function startLine(evt) {
const pos = stage.getPointerPosition();
currentLine = new connectedLine(layer, pos);
// now use position relative to line origin to set the points.
const relPos = currentLine.line.getRelativePointerPosition();
// Point #1 is the first point of the line
currentPoint = currentLine.addPoint(relPos);
currentPoint.moveTo(relPos);
// Point #2 is the second point of the line. This point will follow the mouse
// position until the user clicks the stage.
currentPoint = currentLine.addPoint(relPos);
currentPoint.moveTo(relPos);
drawMode = "drawing";
}
// Called when the user clicks that stage for points #2 onwards.
// If the click is within the proximity of another point then
// we close the line and set the anchors to listening and draggable.
function fixPoint(evt) {
if (currentPoint) {
const pos = currentLine.line.getRelativePointerPosition();
const isHit = currentPoint.moveTo(pos);
if (isHit) {
proximityCircle.visible(false);
// remove the current point !
currentPoint.destroy();
currentLine.eraseLast();
currentLine.line.closed(true);
currentLine.redraw();
currentLine = undefined;
currentPoint = undefined;
const editCircles = layer.find(".editCircle");
for (const c of editCircles) {
c.listening(true);
c.draggable(true);
c.stroke("cyan");
}
drawMode = "editing";
} else {
currentPoint = currentLine.addPoint(pos);
currentLine.redraw();
}
}
}
// ok - this is to do with animation. We draw the shape we want, then use Snapshot to store the points
// for the line we see. Then we move one or more points and click Snapshot again to store a second set of points.
// Now click Morph and the line will morph between the sets of points. You can have as many snapshots as ou like!
$("#snapshot").on("click", function () {
let lineCnt = 0;
for (const line of lines) {
lineCnt++;
const frame = [];
for (const point of line.points) {
frame.push({ x: point.x, y: point.y });
}
line.frames.push(frame);
}
});
// More animation stuff. Hide the anchors circles, start the animation.
let fromFrameIdx = 0,
anim = undefined;
$("#morph").on("click", function () {
const editCircles = layer.find(".editCircle");
for (const c of editCircles) {
c.visible(false);
}
// how many frames to process.
const framesToRun = lines[0].frames.length;
if (framesToRun < 2) {
return false;
}
fromFrameIdx = 0;
runLimit = runTimeMs;
anim = makeAnimation();
anim.start();
});
// Reset button handler - stop the animation, show the anchor points, draw the line
// using the first set of saved points and clear the snaphots.
$("#reset").on("click", function () {
if (anim) {
anim.stop();
}
const editCircles = layer.find(".editCircle");
for (const c of editCircles) {
c.visible(true);
}
for (const line of lines) {
if (line.frames.length > 0) {
for (let i = 0; i < line.frames[0].length; i++) {
const resetPos = line.frames[0][i];
line.points[i].moveTo(resetPos);
}
line.redraw();
line.frames = [];
}
}
});
//
// Finally construction of the animation function
let direction = 1,
runLimit = 0,
lastFlippedTime = 0;
function makeAnimation() {
// frame.time property which is the number of milliseconds that the animation has been running
const safety = 20000;
let cnt = 0;
const anim = new Konva.Animation(function (frame) {
const time = frame.time,
timeDiff = frame.timeDiff,
frameRate = frame.frameRate;
try {
// divide by time we want the animation to run
const distFraction = (frame.time - lastFlippedTime) / runTimeMs;
// let fromFrameIdx = 0,
// direction = 1;
for (const line of lines) {
const fromSnapshot = line.frames[fromFrameIdx];
const toSnapshot = line.frames[fromFrameIdx + direction];
// move each point from its current position toward its final position
linePointsNow = [];
for (let i = 0; i < fromSnapshot.length; i++) {
const fromPt = fromSnapshot[i],
toPt = toSnapshot[i];
const fullDist = { x: toPt.x - fromPt.x, y: toPt.y - fromPt.y };
linePointsNow.push(
fromPt.x + fullDist.x * distFraction,
fromPt.y + fullDist.y * distFraction
);
}
line.line.points(linePointsNow);
}
if (cnt++ > safety || frame.time > runLimit) {
runLimit = runLimit + runTimeMs;
lastFlippedTime = frame.time;
fromFrameIdx = fromFrameIdx + direction;
console.log(
"Anim stop, cnt = " +
cnt +
" time " +
frame.time +
" vs limit " +
runTimeMs +
" fromFrameIdx = " +
fromFrameIdx +
" of " +
lines[0].frames.length
);
if (direction === 1 && fromFrameIdx === lines[0].frames.length - 1) {
console.log("Hit upper limt, flip to dir = -1");
direction = -1;
fromFrameIdx = lines[0].frames.length - 1;
} else if (direction === -1 && fromFrameIdx === 0) {
// reverse direction
console.log("Hit lower limt, flip to dir = 1");
direction = 1;
fromFrameIdx = 0;
// anim.stop();
}
console.log(
"Dir now " +
direction +
" range 0 to " +
(lines[0].frames.length - 1) +
" current idx val " +
fromFrameIdx
);
}
} catch (err) {
console.log("err", err);
}
}, layer);
return anim;
}
// changes the morph speed.
$("#morphSpeed").on("input", function () {
runTimeMs = parseInt($(this).val());
showMorphSpeedDisplay(runTimeMs);
});
function showMorphSpeedDisplay(speed) {
$("#morphSpeedDisplay").html(speed + "ms");
}
showMorphSpeedDisplay(runTimeMs);
// changes the line tension.
$("#lineTension").on("input", function () {
lineTension = parseFloat($(this).val());
showLineTensionDisplay(lineTension);
});
function showLineTensionDisplay(tension) {
$("#lineTensionDisplay").html(tension);
redraw();
}
showLineTensionDisplay(lineTension);
function redraw() {
for (const line of lines) {
line.line.tension(lineTension);
line.redraw();
}
}
/*
* The augmented line class.
*/
class connectedLine {
constructor(layer, pos) {
this.id = "line" + lineCounter++;
// this is the Konva.Line to be used for drawing the outline of the shape
this.line = new Konva.Line({
id: this.id,
position: pos,
stroke: "red",
strokeWidth: 3,
fill: "lime",
hitStrokeWidth: 10,
points: [pos.x, pos.y, pos.x, pos.y],
draggable: true,
tension: lineTension
});
this.line.setAttr("savedTension", lineTension);
// will be used to hold multiple versions of the points to support animation later
this.frames = [];
// Handle dragging of the line as a whole - not individual points.
let dragPos;
this.line.on("dragstart", function (evt) {
dragPos = this.position();
});
// when the line is dragged we have to move the anchors to match this movement.
const that = this;
this.line.on("dragmove", function (evt) {
const pos = this.position();
const diff = { x: pos.x - dragPos.x, y: pos.y - dragPos.y };
dragPos = this.position();
const circles = layer.find("." + this.id());
for (const c of circles) {
c.position({ x: c.position().x + diff.x, y: c.position().y + diff.y });
}
that.redraw();
});
layer.add(this.line);
lines.push(this);
this.redraw();
}
// a store for the list of points in the line. We need this because we will edit the points.
points = [];
// add a point to the line.
addPoint = function (pos) {
// const linePos = this.line.position();
const pt = new Point(pointCounter++, this, pos);
this.points.push(pt);
if (!this.firstPoint) {
this.firstPoint = pt;
}
this.lastPoint = pt;
return pt;
};
eraseLast = function () {
this.points.pop();
};
redraw = function () {
let pts = [];
for (let point of this.points) {
pts.push(point.x, point.y);
}
this.line.points(pts);
};
}
class Point {
constructor(pointCounter, line, pos) {
this.id = "pt" + pointCounter;
this.ptNo = pointCounter;
this.x = pos.x;
this.y = pos.y;
this.line = line;
this.editCircle = new Konva.Circle({
x: this.x,
y: this.y,
fill: "blue",
radius: 10,
strokewWidth: 3,
name: "editCircle " + line.id + " editCircle"
});
this.editCircle.setAttr("point", this);
this.editCircle.setAttr("parentPoint", this);
layer.add(this.editCircle);
}
moveTo = function (pos) {
let isHit = false;
this.x = pos.x;
this.y = pos.y;
proximityCircle.visible(false);
if (drawMode === "drawing") {
for (let point of this.line.points) {
if (point.id !== this.id && point.ptNo !== this.ptNo - 1) {
const dist = this.getDistance(pos.x, pos.y, point.x, point.y);
if (dist < hitRadius) {
// hitRadius is an arbitrary distance, set in constants at top of page.
const linePos = this.line.line.position(),
circlePos = { x: pos.x + linePos.x, y: pos.y + linePos.y };
proximityCircle.position(circlePos);
proximityCircle.visible(true);
isHit = true;
pos.x = point.x;
pos.y = point.y;
break;
}
}
}
}
this.x = pos.x;
this.y = pos.y;
this.editCircle.position({
x: this.line.line.position().x + pos.x,
y: this.line.line.position().y + pos.y
});
return isHit;
};
// Compute the distance between 2 points.
getDistance = function (x1, y1, x2, y2) {
let y = x2 - x1;
let x = y2 - y1;
return Math.sqrt(x * x + y * y);
};
destroy() {
this.editCircle.destroy();
}
}
Also see: Tab Triggers