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<canvas data-canvas class="world"></canvas>
<div class="input-group">
<label for="bothAngle">Move Character (Wip)</label>
<input type="range" min="-90" max="90" value='0' data-input-both id="bothAngle">
</div>
<div class="copy">
<code></π»> with β€ by <a href="https://github.com/Sp0ne" target="_blank">${Spπ§ββοΈne}</a>. Have Fun π».</code>
</div>
/**
* Author: Vinces
* Website: https://vinces.io
* v.0.1
*/
@import url("https://fonts.googleapis.com/css?family=BenchNine");
html,
body {
margin: 0;
padding: 0;
overflow: hidden;
font-family: BenchNine, sans-serif;
}
.world{
background: #2980b9; /* fallback for old browsers */
background: -webkit-linear-gradient(to bottom, #2980b9, #6dd5fa, #ffffff); /* Chrome 10-25, Safari 5.1-6 */
background: linear-gradient(to bottom, #2980b9, #6dd5fa, #ffffff); /* W3C, IE 10+/ Edge, Firefox 16+, Chrome 26+, Opera 12+, Safari 7+ */
}
.input-group {
position: absolute;
top: 5%;
right: 5%;
padding: 1rem;
color: black;
font-size:18px;
z-index:999;
> * {
display: block;
}
> * + * {
margin-top: 0.5rem;
}
}
// Copy footer
.copy {
margin: 15px;
font-size: 14px;
font-weight:bold;
color: black;
position: absolute;
bottom: 0;
left: 0%;
z-index:999;
a {
color: #2980b9;
text-decoration: none;
font-size: 16px;
}
}
/**
* Author: Vinces
* Website: https://vinces.io
* v.0.1
* Three.js - Low Poly Floating Island in Threejs geometry only
* Work In Progress
* -----
*/
/**
* DEFAULTS
* ------------------------------------------------------------------------
*/
var container = { width: window.innerWidth, height: window.innerHeight };
/**
* HELPERS
* ------------------------------------------------------------------------
*/
// Rotate arms / legs
const degreesToRadians = (degrees) => {
return degrees * (Math.PI / 180);
};
// Add shadow support to object
const shadowSupport = (group) => {
group.traverse((object) => {
if (object instanceof THREE.Mesh) {
object.castShadow = true;
object.receiveShadow = true;
}
});
};
// Get random number
const randomize = (min, max, float = false) => {
const val = Math.random() * (max - min) + min;
if (float) {
return val;
}
return Math.floor(val);
};
// Box Helper
const boxHelperSupport = (group) => {
const box = new THREE.BoxHelper(group, 0xffff00);
scene.add(box);
};
// Random MORE VERTICES
const map = (val, smin, smax, emin, emax) => ((emax - emin) * (val - smin)) / (smax - smin) + emin;
const jitter = (geo, per) => geo.vertices.forEach((v) => {
v.x += map(Math.random(), 0, 1, -per, per);
v.y += map(Math.random(), 0, 1, -per, per);
v.z += map(Math.random(), 0, 1, -per, per);
});
// Cut Object helpers
const chopBottom = (geo, bottom) => geo.vertices.forEach((v) => (v.y = Math.max(v.y, bottom)));
const chopTop = (geo, top) => geo.vertices.forEach((v) => (v.y = Math.min(v.y, top)));
/**
* OBJECTS : SCENE, ISLAND, BBLOCK
* ------------------------------------------------------------------------
*/
class Scene {
constructor(params) {
this.params = {
x: 0,
y: 0,
z: 0,
aspectRatio: container.width / container.height,
fieldOfView: 60,
nearPlane: 0.1,
farPlane: 3000,
...params
}
this.camera;
this.scene;
this.controls;
this.renderer;
}
initStats(){
// STATS
this.stats = new Stats();
this.stats.setMode(0); // 0: fps, 1: ms, 2: mb, 3+: custom
// align top-left
this.stats.domElement.style.position = "absolute";
this.stats.domElement.style.left = "0px";
this.stats.domElement.style.top = "0px";
document.body.appendChild(this.stats.domElement);
}
initScene(){
this.scene = new THREE.Scene();
this.scene.background = null; /*new THREE.Color(0xa3e2ff)*/
this.scene.fog = new THREE.FogExp2( 0x6dd5fa, 0.015 );
}
initCamera(){
this.camera = new THREE.PerspectiveCamera(
this.params.fieldOfView,
this.params.aspectRatio,
this.params.nearPlane,
this.params.farPlane
);
//this.camera.position.set(0, 3.5, 22);
this.camera.updateProjectionMatrix();
this.camera.position.set(6, 8.5, 25);
this.camera.lookAt(this.scene.position);
}
initControls(){
this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement);
// Force control
// controls.minPolarAngle = -Math.PI*.45;
// controls.maxPolarAngle = Math.PI*.45;
this.controls.minDistance = 10;
this.controls.maxDistance = 10000;
this.controls.autoRotate = true;
this.controls.autoRotateSpeed = -3;
}
initRenderer(){
let pixelRatio = window.devicePixelRatio
let AA = true
if (pixelRatio > 1) { AA = false }
const canvas = document.querySelector("[data-canvas]");
this.renderer = new THREE.WebGLRenderer({ canvas, alpha: true, antialias: AA, powerPreference: "high-performance" });
this.renderer.setSize(container.width, container.height);
this.renderer.setPixelRatio(window.devicePixelRatio);
//renderer.setClearColor(0xc5f5f5, 0);
this.renderer.physicallyCorrectLights; /*accurate lighting that uses SI units.*/
this.renderer.shadowMap.enabled = true;
this.renderer.shadowMap.soft = true;
}
initLights(){
this.directionalLight = new THREE.DirectionalLight(0xffffff, 0.4, 100);
this.light = new THREE.HemisphereLight(0xffffff, 0xb3858c, 0.9);
this.scene.add(this.light);
this.scene.add(this.directionalLight);
this.directionalLight.position.set(10, 12, 8);
this.directionalLight.castShadow = true;
this.directionalLight.receiveShadow = true;
this.directionalLight.shadow.mapSize.width = 512; // default
this.directionalLight.shadow.mapSize.height = 512; // default
this.directionalLight.shadow.camera.near = 0.5; // default
this.directionalLight.shadow.camera.far = 500;
}
render(){
this.stats.begin();
requestAnimationFrame(this.render.bind(this));
this.renderer.render(this.scene, this.camera);
this.stats.end();
}
init() {
this.initStats();
this.initScene();
this.initCamera();
this.initRenderer();
this.initControls();
this.initLights();
}
}
class Island {
constructor(scenesss, params) {
this.params = {
x: 0,
y: 0,
z: 0,
herbs: 2,
...params
}
// Create group and add to scene
this.island = new THREE.Group()
scenesss.add(this.island)
// Position according to params
this.island.position.x = this.params.x
this.island.position.y = this.params.y
this.island.position.z = this.params.z
// TEXTURES
this.cloudMaterial = new THREE.MeshPhongMaterial({ color: 0xdef9ff, transparent: true, opacity: 0.8, flatShading: true });
this.greenMaterial = new THREE.MeshPhongMaterial({ color: 0x379351, flatShading: true });
this.earthMaterial = new THREE.MeshPhongMaterial({ color: 0x664e31, flatShading: true });
this.stoneMaterial = new THREE.MeshLambertMaterial({ color: 0x9eaeac });
}
drawGround() {
this.ground = new THREE.Group();
const geoGround = new THREE.CylinderGeometry(7, 2, 9, 12, 5);
jitter(geoGround, 0.6);
geoGround.translate(0, -0.5, 0);
const earth = new THREE.Mesh(geoGround, this.earthMaterial);
const geoGreen = new THREE.CylinderGeometry(7.4, 5.5, 3.7, 30, 2);
jitter(geoGreen, 0.2);
geoGreen.translate(0, 3.1, 0);
const green = new THREE.Mesh(geoGreen, this.greenMaterial);
const geoGroundParticule = new THREE.TetrahedronGeometry(randomize(0.5, 1.5), randomize(2, 3));
jitter(geoGroundParticule, 0.2);
//geoGroundParticule.translate(-5, randomize(-4, -1, true), randomize(-2, 2, true));
const particule = new THREE.Mesh(geoGroundParticule, this.earthMaterial);
particule.scale.set(randomize(1, 1.5, true), randomize(1, 1.8, true), randomize(1, 1.5, true));
particule.position.set(-5, randomize(-4, -1, true), randomize(-2, 2, true));
this.ground.add(particule);
this.ground.add(earth);
this.ground.add(green);
this.ground.position.y = -5.6;
shadowSupport(this.ground);
this.island.add(this.ground);
}
drawCloud() {
this.clouds = new THREE.Group();
const geoCloud = new THREE.SphereGeometry(2, 6, 6);
jitter(geoCloud, 0.2);
const cloud = new THREE.Mesh(geoCloud, this.cloudMaterial);
cloud.scale.set(1, 0.8, 1);
const cloud2 = cloud.clone();
cloud2.scale.set(0.75, 0.5, 1);
cloud2.position.set(1.95, -0.5, 0);
const cloud3 = cloud.clone();
cloud3.scale.set(0.75, 0.5, 1);
cloud3.position.set(-1.85, -1, 0);
this.clouds.add(cloud);
this.clouds.add(cloud2);
this.clouds.add(cloud3);
shadowSupport(this.clouds);
this.clouds.position.x = -5;
this.clouds.position.y = 8;
this.clouds.position.z = -4.6;
this.island.add(this.clouds);
const cloneCloudGroup = this.clouds.clone();
cloneCloudGroup.scale.set(1, 1.2, 1.2);
cloneCloudGroup.position.x = 6;
cloneCloudGroup.position.y = -9;
cloneCloudGroup.position.z = 4;
this.island.add(cloneCloudGroup);
}
drawRocks() {
this.rocks = new THREE.Group();
const geoRocks = new THREE.DodecahedronGeometry(1, 0);
//jitter(geometry,0.6) /*chopTop(geometry,2)*/
//geometry.translate(0,0,0);
const rock = new THREE.Mesh(geoRocks, this.stoneMaterial);
rock.scale.set(randomize(0.8, 1.2, true), randomize(0.5, 3, true), 1);
const rock2 = rock.clone();
rock2.scale.set(randomize(0.8, 1.2, true), randomize(0.5, 3, true), 1);
rock2.position.set(1.2, 0, -1.3);
this.rocks.add(rock);
this.rocks.add(rock2);
this.rocks.position.x = -5;
this.rocks.position.y = 0;
this.rocks.position.z = -2.5;
shadowSupport(this.rocks);
this.island.add(this.rocks);
}
drawHerbs(position = {x: 1.1, y: 0, z: 2}) {
const width = 0.2;
this.herbs = new THREE.Group();
const geoHerbs = new THREE.ConeBufferGeometry(width, 1, 6);
const herb = new THREE.Mesh(geoHerbs, this.greenMaterial);
herb.position.set(0, -0.40, 0);
herb.rotation.set(0, randomize(-0.7, 0.7, true), 0);
this.herbs.add(herb);
let i;
for (i = 0; i < 2; i++) {
const herbX = herb.clone();
herbX.position.set(randomize(-0.5, 0.5, true), -0.40, randomize(-0.5, 0.5, true));
herbX.rotation.set(randomize(-0.2, 0.2, true), randomize(-0.7, 0.7, true), randomize(-0.2, 0.2, true));
this.herbs.add(herbX);
}
this.herbs.position.x = position.x;
this.herbs.position.y = position.y;
this.herbs.position.z = position.z;
shadowSupport(this.herbs);
this.island.add(this.herbs);
}
init() {
this.drawGround();
this.drawCloud();
this.drawRocks();
this.drawHerbs();
let i;
for (i = 0; i < this.params.herbs; i++) {
this.drawHerbs({x: randomize(-5, 5, true), y: 0, z: randomize(-5, 5, true)});
}
}
}
class Bblock {
constructor(scenesss, params) {
this.params = {
x: 0,
y: 0,
z: 0,
...params
}
// Create group and add to scene
this.bblock = new THREE.Group()
scenesss.add(this.bblock)
// Position according to params
this.bblock.position.x = this.params.x
this.bblock.position.y = this.params.y
this.bblock.position.z = this.params.z
this.arms = [];
this.legs = [];
// TEXTURES
this.skinMaterial = new THREE.MeshPhongMaterial({ color: 0xffdbac, flatShading: false });
this.hairMaterial = new THREE.MeshPhongMaterial({ color: 0x543f3a, flatShading: false });
this.pantsMaterial = new THREE.MeshPhongMaterial({ color: 0x333333, flatShading: false });
this.sweatMaterial = new THREE.MeshPhongMaterial({ color: 0xffffff, flatShading: false });
this.shoesMaterial = new THREE.MeshPhongMaterial({ color: 0xffffff, flatShading: false });
}
drawHead(){
// cube = new THREE.Mesh(new THREE.CubeGeometry(2, 2, 2), new THREE.MeshNormalMaterial());
this.head = new THREE.Mesh(new THREE.BoxBufferGeometry(2.5, 2.5, 2.5), this.skinMaterial);
this.head.castShadow = true;
this.head.receiveShadow = true;
this.head.position.set(0, 4.8, 0);
this.hair = new THREE.Mesh(new THREE.BoxBufferGeometry(2.95, 2.5, 2.3), this.hairMaterial);
this.hair.castShadow = true;
this.hair.receiveShadow = true;
this.hair.position.set(0, 5.3, -0.3);
this.hairFront = new THREE.Mesh(new THREE.BoxBufferGeometry(1.5, 0.5, 0.8), this.hairMaterial);
this.hairFront.castShadow = true;
this.hairFront.receiveShadow = true;
this.hairFront.position.set(0, 6.3, 0.85);
const geoHairBun = new THREE.Geometry();
const tuft1 = new THREE.BoxGeometry(1.3, 1.3, 1.3).translate(0, 0, 0);
const tuft2 = new THREE.BoxGeometry(0.8, 0.8, 0.8).translate(0, 0.5, -0.5);
geoHairBun.merge(tuft1);
geoHairBun.merge(tuft2);
this.hairBun = new THREE.Mesh(geoHairBun, this.hairMaterial);
this.hairBun.position.set(0, 6.3, -1.3);
shadowSupport(this.hairBun);
this.bblock.add(this.head);
this.bblock.add(this.hair);
this.bblock.add(this.hairFront);
this.bblock.add(this.hairBun);
}
drawEyes() {
this.retines = new THREE.Group();
this.eyesbrow = new THREE.Group();
const geoRetine = new THREE.BoxBufferGeometry(0.2, 0.5, 0.1);
const geoEyebrow = new THREE.BoxBufferGeometry(0.8, 0.25, 0.1);
let i;
for (i = 0; i < 2; i++) {
const retine = new THREE.Mesh(geoRetine, this.pantsMaterial);
const eyebrow = new THREE.Mesh(geoEyebrow, this.hairMaterial);
this.retines.add(retine);
this.eyesbrow.add(eyebrow);
const m = i % 2 === 0 ? 0.5 : -0.5;
retine.position.x = m;
eyebrow.position.x = m;
}
this.head.add(this.retines);
this.head.add(this.eyesbrow);
shadowSupport(this.eyesbrow);
this.retines.position.y = 0;
this.retines.position.z = 1.30;
this.eyesbrow.position.y = 0.7;
this.eyesbrow.position.z = 1.30;
}
drawBody(){
this.body = new THREE.Mesh(new THREE.BoxBufferGeometry(2.3, 2, 2.2), this.sweatMaterial);
this.body.castShadow = true;
this.body.receiveShadow = true;
this.body.position.set(0, 2.5, 0);
this.bblock.add(this.body);
}
drawArms() {
const height = 1.9;
const geoArms = new THREE.BoxBufferGeometry(0.45, height, 0.85);
const geoHands = new THREE.BoxBufferGeometry(0.45, 0.2, 0.65);
let i;
for (i = 0; i < 2; i++) {
const armGroup = new THREE.Group()
const arm = new THREE.Mesh(geoArms, this.sweatMaterial);
const hand = new THREE.Mesh(geoHands, this.skinMaterial);
armGroup.add(arm);
armGroup.add(hand);
this.arms.push(armGroup);
this.bblock.add(armGroup);
shadowSupport(armGroup);
const m = i % 2 === 0 ? 1 : -1;
armGroup.position.x = m * 1.4;
armGroup.position.y = 3.5;
arm.position.y = height * -0.5;
hand.position.y = -height - 0.1;
}
}
drawLegs() {
const height = 1.8;
const geoPants = new THREE.BoxBufferGeometry(0.9, height, 1.6);
const geoFoot = new THREE.BoxBufferGeometry(0.75, 0.45, 1.9);
let i;
for (i = 0; i < 2; i++) {
const legGroup = new THREE.Group();
const leg = new THREE.Mesh(geoPants, this.pantsMaterial);
const foot = new THREE.Mesh(geoFoot, this.shoesMaterial);
legGroup.add(leg);
legGroup.add(foot);
this.legs.push(legGroup);
this.bblock.add(legGroup)
shadowSupport(legGroup);
const m = i % 2 === 0 ? 0.5 : -0.5;
legGroup.position.x = m;
legGroup.position.y = 1.4;
leg.position.y = height * -0.45;
foot.position.y = -height - 0.1;
foot.position.z = 0.2;
}
}
moveArms(angle) {
this.arms.forEach((arm, i) => {
const m = i % 2 === 0 ? 1 : -1;
arm.rotation.x = degreesToRadians(angle * m);
});
}
moveLegs(angle) {
this.legs.forEach((leg, i) => {
const m = i % 2 === 0 ? 1 : -1;
leg.rotation.x = degreesToRadians(angle * m);
});
}
init() {
this.drawHead();
this.drawEyes();
this.drawBody();
this.drawArms();
this.drawLegs();
}
}
/**
* GENERATOR
* ------------------------------------------------------------------------
*/
// Generate Scene
const scene = new Scene();
scene.init();
scene.render();
// Generate Island
const island = new Island(scene.scene, {x: 0,y: 0,z: 0, herbs: 10});
island.init();
// Generate Bblock
const bblock = new Bblock(scene.scene);
bblock.init();
// Other Island Example
const island2 = new Island(scene.scene, {x: 25,y: -40, z:-70, herbs: 10});
island2.init();
const bblock2 = new Bblock(scene.scene, {x: 25,y: -40, z:-70, herbs: 10});
bblock2.init();
const island3 = new Island(scene.scene, {x: -70,y: 20, z:-100, herbs: 10});
island3.init();
const bblock3 = new Bblock(scene.scene, {x: -70,y: 20, z:-100, herbs: 10});
bblock3.init();
// Trigger
const inputboth = document.querySelector("[data-input-both]");
inputboth.addEventListener("input", (e) => {
bblock.moveArms(-e.target.value);
bblock.moveLegs(e.target.value);
});
// Resize
window.addEventListener('resize', () => {
container.width = window.innerWidth;
container.height = window.innerHeight;
scene.camera.aspect = container.width / container.height;
scene.camera.updateProjectionMatrix();
scene.renderer.setSize(window.innerWidth, window.innerHeight);
})
Also see: Tab Triggers