Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

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.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

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.

+ add another resource

Packages

Add Packages

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.

Behavior

Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                #app
  #canvas_container
  #info
    h1
      |408 Request Timeout <br>
      small| - The Game
    p|Use the handle to rotate the hourglass. 
    p|Watch out! It is broken. 
    p|Don't let the pixe... sand get out.
    p|Remember - You have limited time.
    button(@click='restartGame()' v-if="gameOver")|Restart
  #gui
    | Time limit:<br>
    span| {{ timeLimit }}s
  div.range-slider
    p|Controler:
    input(v-model='currAngle' type='range' min="-25" max="25" class='range-slider__range')
  #timeout(:class="gameOver ? 'shown' : ''")| {{message}}
              
            
!

CSS

              
                $mainColor: #4a08a0;
$range-width: 100% !default;
$range-handle-size: 20px !default;
$range-track-height: 10px !default;
$range-label-width: 60px !default;

body {
  background: #f6f6f6;
  background: -moz-linear-gradient(-45deg, #f6f6f6 0%, #d1d1d1 100%);
  background: -webkit-linear-gradient(-45deg, #f6f6f6 0%, #d1d1d1 100%);
  background: linear-gradient(135deg, #f6f6f6 0%, #d1d1d1 100%);
  filter: progid:DXImageTransform.Microsoft.gradient(startColorstr="#f6f6f6",
    endColorstr="#d1d1d1",
    GradientType=1);
  color: rgb(0, 0, 0);
  // color: #fff;
  // background-color: #0000fe;
  width: 100vw;
  height: 100vh;
  margin: 0;
  padding: 0;
  overflow: hidden;
  position: relative;
  font-family: 'VT323', monospace;
  font-size: 22px;


  p {
    margin: 0;
    line-height: 1;

    &:first-of-type {
      margin-top: 20px;
    }
  }

  input {
    font-family: 'VT323', monospace;
    font-size: 50px;
    border: none;
    background: none;
    width: 100px;
  }

  canvas {
    width: 100vw;
    height: 100vh;
    top: 0;
    left: 0;
    position: absolute;
    cursor: pointer;
  }

  #info {
    position: absolute;
    top: 7vh;
    left: 5vw;
  }

  .range-slider {
    margin: 60px 0 0 0%;
    position: absolute;
    top: 50%;
    width: 30%;
    transform: translateY(-50%);
    right: 5%;
    text-align: right;
  }

  .range-slider__range {
    -webkit-appearance: none;
    width: calc(100% - (#{$range-label-width + 13px}));
    height: $range-track-height;
    border-radius: 5px;
    background: #ccc;
    outline: none;
    padding: 0;
    margin: 0;

    &::-webkit-slider-thumb {
      appearance: none;
      width: $range-handle-size;
      height: $range-handle-size;
      border-radius: 50%;
      background: #000;
      cursor: pointer;
      transition: background .15s ease-in-out;

      &:hover {
        background: $mainColor;
      }
    }

    &:active::-webkit-slider-thumb {
      background: $mainColor;
    }

    &::-moz-range-thumb {
      width: $range-handle-size;
      height: $range-handle-size;
      border: 0;
      border-radius: 50%;
      background: #000;
      cursor: pointer;
      transition: background .15s ease-in-out;

      &:hover {
        background: $mainColor;
      }
    }

  }

  h1 {
    font-weight: 400;
    margin: 0;
    line-height: 1;

    small {
      padding-bottom: 30px;
    }
  }

  #gui {
    position: absolute;
    top: 15%;
    right: 5%;
    z-index: 999;
    text-align: right;
    font-size: 24px;

    span {
      font-size: 60px;
      margin-left: 5px;
    }
  }

  #timeout {
    position: absolute;
    left: 50%;
    top: 50%;
    opacity: 0;
    pointer-events: none;
    transform: translate(-50%, -55%) scale3d(1, 1, 1) rotate(-10deg);
    transition: all 1s cubic-bezier(0.455, 0.03, 0.515, 0.955);
    z-index: 999;
    font-size: 10vw;
    color: #fff;
    background-color: rgba(0, 0, 0, .9);
    padding: 0px 35px;
    line-height: 1;

    &.shown {
      opacity: 1;
      transform: translate(-50%, -55%) scale3d(1.3, 1.3, 1) rotate(-1deg);

    }
  }

  button {
    border: none;
    padding: 10px 20px;
    margin-top: 20px;
    box-shadow: 10px 10px 0 rgba(0, 0, 0, 1);
    font-family: 'VT323', monospace;
    text-transform: uppercase;
    cursor: pointer;
    font-size: 30px;
    background-color: $mainColor;
    transition: all cubic-bezier(0.19, 1, 0.22, 1) .3s;
    color: #fff;

    &:hover,
    &:focus {
      background-color: darken($mainColor, 10%);
    }
  }
}

@media screen and (max-width: 990px) {
  body {
    font-size: 12px;

    #info {
      bottom: 25px;
      left: 25px;
      top: 20px;
    }

    #gui {
      top: 20px;
    }

    h1 small {
      display: none;
    }

    p:first-of-type {
      margin-top: 0;
    }

    .range-slider {
      bottom: 45px;
      top: initial;
      width: 100%;
      right: 35px;
      transform: translateY(0);
    }

    #timeout {
      padding: 0px 12px;
    }
  }

}

              
            
!

JS

              
                /*A physics mini game made as a part of Codepen.io Challenge. Made with p5, Matter and Vue.*/
new Vue({
	el: '#app',
	data: {
		currAngle: 0,
		myp5: null,
		allowRotate: true,
		gameOver: false,
		inGame: false,
		timeLimit: 11,
		timer: null,
		sandColor: '#4a08a0',
		boundsColor: '#BBBBBB',
		message: 'TIME OUT!',
		points: 0,
		hScale: window.innerHeight / 800
	},
	watch: {
		points(val, newVal) {
			if (val >= 110 && !this.gameOver) {
				this.gameOver = true
				this.message = 'YOU WIN!'
				clearInterval(this.timer)
			}
		},
		currAngle(val) {
			if (val !== 0) {
				if (!this.inGame) {
					this.inGame = true
					this.timer = setInterval(() => {
						this.timeLimit -= 1
					}, 1000)
				}
			}
		},
		timeLimit(val) {
			if (val <= 0) {
				clearInterval(this.timer)
				this.gameOver = true
				this.message = 'TIME OUT!'
			}
		}
	},
	methods: {
		restartGame() {
      window.location.reload(true)
		},
		initGame() {
			let bod = document.getElementsByTagName('body')[0]
			bod.addEventListener('click', function () {
				_this.allowRotate = true
			})
			let _this = this

			function sketchInit(sketch) {
				let engine
				let world
				let stack
				let sand = []
				let pixels = []
				let pixels2 = []
				const SAND_COUNT = 110
				const SAND_SIZE = 12
				const PIXEL_SIZE = 20
				const Engine = Matter.Engine
				const Render = Matter.Render
				const World = Matter.World
				const Bodies = Matter.Bodies
				const Composite = Matter.Composite
				const Events = Matter.Events
				const LEFT_SIDE = [{
						x: -40,
						y: -20
					},
					{
						x: -40,
						y: 0
					},
					{
						x: -60,
						y: 0
					},
					// {
					// 	x: -60,
					// 	y: -20
					// },
					{
						x: -60,
						y: -40
					},
					{
						x: -60,
						y: 20
					},
					{
						x: -80,
						y: 20
					},
					{
						x: -80,
						y: 40
					},
					{
						x: -80,
						y: -40
					},
					{
						x: -80,
						y: -60
					},
					{
						x: -100,
						y: -80
					},
					{
						x: -100,
						y: -60
					},
					{
						x: -100,
						y: 60
					},
					{
						x: -100,
						y: 40
					},
					{
						x: -120,
						y: -100
					},
					// {
					// 	x: -120,
					// 	y: -80
					// },
					{
						x: -120,
						y: 60
					},
					{
						x: -120,
						y: 80
					},
					{
						x: -120,
						y: 100
					},
					{
						x: -120,
						y: 120
					},
					{
						x: -120,
						y: 140
					},
					{
						x: -120,
						y: 160
					},

					{
						x: -120,
						y: -120
					},
					{
						x: -120,
						y: -140
					},
					{
						x: -120,
						y: -160
					},
					{
						x: -120,
						y: -180
					},
					{
						x: -140,
						y: 200
					},
					{
						x: -140,
						y: -220
					}
				]
				const RIGHT_SIDE = [{
						x: 20,
						y: 0
					},
					{
						x: 40,
						y: 0
					},
					{
						x: 20,
						y: -20
					},
					{
						x: 40,
						y: -20
					},
					{
						x: 60,
						y: 40
					},
					{
						x: 40,
						y: 20
					},
					{
						x: 60,
						y: 20
					},
					// {
					// 	x: 80,
					// 	y: 60
					// },
					{
						x: 80,
						y: 40
					},
					// {
					// 	x: 100,
					// 	y: 60
					// },
					{
						x: 100,
						y: 80
					},
					{
						x: 100,
						y: 100
					},
					{
						x: 100,
						y: 120
					},
					{
						x: 100,
						y: 140
					},
					{
						x: 100,
						y: 160
					},
					{
						x: 100,
						y: -80
					},
					{
						x: 100,
						y: -100
					},
					{
						x: 80,
						y: -60
					},
					{
						x: 60,
						y: -60
					},
					{
						x: 60,
						y: -40
					},
					{
						x: 40,
						y: -40
					},
					{
						x: 100,
						y: -120
					},
					{
						x: 100,
						y: -140
					},
					{
						x: 100,
						y: -160
					},
					{
						x: 100,
						y: -180
					},
					{
						x: 80,
						y: -80
					},
					{
						x: 120,
						y: 200
					},
					{
						x: 120,
						y: -220
					}
				]

				sketch.setup = function () {
					sketch.createCanvas(window.innerWidth, window.innerHeight)
          sketch.frameRate(30)
					engine = Engine.create()
					world = engine.world
					var render = Render.create({
						element: document.getElementById('canvas_container'),
						engine: engine,
						options: {
							width: window.innerWidth,
							height: window.innerHeight,
							wireframes: false,
							background: 'transparent'
						}
					})

					Render.run(render)

					World.add(world, [
						Bodies.rectangle(window.innerWidth / 2, 0, window.innerWidth, 50, {
							isStatic: true,
							render: {
								fillStyle: _this.boundsColor,
							}
						}),
						Bodies.rectangle(window.innerWidth / 2, window.innerHeight, window.innerWidth, 50, {
							isStatic: true,
							id: 999,
							render: {
								fillStyle: _this.boundsColor,
							}
						}),
						Bodies.rectangle(window.innerWidth, window.innerHeight / 2, 50, window.innerHeight, {
							isStatic: true,
							render: {
								fillStyle: _this.boundsColor,
							}
						}),
						Bodies.rectangle(0, window.innerHeight / 2, 50, window.innerHeight, {
							isStatic: true,
							render: {
								fillStyle: _this.boundsColor,
							}
						})
					])

					stack = Composite.create()

					new Edge(-110, -200, 280, PIXEL_SIZE)
					new Edge(-110, -240, 280, PIXEL_SIZE)
					new Edge(-110, 180, 280, PIXEL_SIZE)
					new Edge(-110, 220, 280, PIXEL_SIZE)
					let strongFloor = Bodies.rectangle(-10, 195, 270, 50, {
						isStatic: true,
						density: 100,
						render: {
							fillStyle: 'transparent',
						}
					})
					let strongWall = Bodies.rectangle(-120, 135, 20, 170, {
						isStatic: true,
						density: 100,
						render: {
							fillStyle: 'transparent',
						}
					})
					let strongWall2 = Bodies.rectangle(100, 150, 20, 160, {
						isStatic: true,
						density: 100,
						render: {
							fillStyle: 'transparent',
						}
					})
					let sensor = Bodies.rectangle(-10, -150, 200, 100, {
						label: 'sensor',
						isStatic: true,
						isSensor: true,
						render: {
							fillStyle: 'transparent',
						}
					})
					let sensor2 = Bodies.rectangle(-10, 110, 200, 200, {
						label: 'sensor',
						isStatic: true,
						isSensor: true,
						render: {
							fillStyle: 'transparent',
						}
					})
					World.add(world, [sensor, sensor2, strongWall, strongWall2, strongFloor])
					Composite.add(stack, [sensor, sensor2, strongWall, strongWall2, strongFloor])
					for (let x = 0; x < SAND_COUNT; x++) {
						// sand.push(new Sand(sketch.random(-80, 80), sketch.random(-120, -180)))
						sand.push(new Sand(sketch.random(-10, 8) * 10, sketch.random(6, 17) * 10))
					}
					for (let x = 0; x < LEFT_SIDE.length; x++) {
						pixels.push(new HourglassPixel(LEFT_SIDE[x].x, LEFT_SIDE[x].y))
						pixels2.push(new HourglassPixel(RIGHT_SIDE[x].x, RIGHT_SIDE[x].y))
					}
					Composite.translate(stack, {
						x: window.innerWidth / 2,
						y: window.innerHeight / 2
					}, true);
					Composite.scale(stack, _this.hScale, _this.hScale, {
						x: window.innerWidth / 2,
						y: window.innerHeight / 2
					}, true)

					Events.on(engine, 'collisionStart', function (event) {
						const pairs = event.pairs;

						for (var i = 0; i < pairs.length; i++) {
							var pair = pairs[i];
							if (pair.bodyA.label === "sand" && pair.bodyB.id == 999) {
								pair.bodyA.render.fillStyle = '#FF0000'
								pair.bodyB.render.fillStyle = '#FF0000'
								if (!_this.gameOver) {
									_this.gameOver = true
									_this.message = 'Game Over'
									clearInterval(_this.timer)
								}
							}
						}
					})

					Events.on(engine, 'collisionEnd', function (event) {
						var pairs = event.pairs;

						for (var i = 0, j = pairs.length; i != j; ++i) {
							var pair = pairs[i];

							if (pair.bodyA.label == "sensor") {
								// _this.sandColor = '#00FF00'
								_this.points++
								pair.bodyB.render.fillStyle = _this.sandColor;
							}
						}
					});

					Engine.run(engine)
				}

				sketch.draw = function () {
					sketch.clear()
					if (!_this.gameOver) {
						Composite.rotate(stack, _this.currAngle * 0.001, {
							x: window.innerWidth / 2,
							y: window.innerHeight / 2
						}, true);
					}
				}
				class Sand {
					constructor(x, y) {
						this.body = Bodies.rectangle(x, y, SAND_SIZE, SAND_SIZE, {
							restitution: 0,
							friction: .1,
							// frictionAir: .1,
							density: .000001,
							label: 'sand',
							render: {
								fillStyle: _this.sandColor
							}
						})
						World.add(world, this.body)
						Composite.add(stack, this.body)
					}
				}
				class Edge {
					constructor(x, y, w, h) {
						this.body = Bodies.rectangle(x + 100, y, w, h, {
							isStatic: true,
							restitution: 0,
							friction: 1,
							density: 10,
							render: {
								fillStyle: '#000000'
							}
						})
						this.w = w
						this.h = h
						World.add(world, this.body)
						Composite.add(stack, this.body)
					}
				}
				class HourglassPixel {
					constructor(x, y) {
						this.pixel = Bodies.rectangle(x, y, PIXEL_SIZE, PIXEL_SIZE, {
							friction: .2,
							restitution: 0,
							isStatic: true,
							density: 10,
							render: {
								fillStyle: '#000000'
							}
						})
						World.add(world, this.pixel)
						Composite.add(stack, this.pixel)
					}
				}
			}
			let canv = (sketch) => {
				sketchInit(sketch)
			}
			this.myp5 = new p5(canv, 'canvas_container')
		}
	},
	mounted() {
		this.initGame()
	}
})

              
            
!
999px

Console