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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

HTML

            
              <button>Button</button>
            
          
!

CSS

            
              body { 
  display: grid;
  place-items: center;
  height: 100vh;
  margin: 0;
}
button {
  min-width: 135px;
  max-width: 200px;
  min-height: 50px;
  border: 0;
  outline: 0;

  color: white;

  /* pink to orange */
  background: #ee0979; 
  background: linear-gradient(to right, #ee0979, #ff6a00);
  
  vertical-align: top;
}
button {
  cursor: pointer;
}
            
          
!

JS

            
              var btn = document.querySelector("button");
var ctx;

var colorInfoElem = document.querySelector("#colorInfo");
html2canvas(btn).then(canvas => {
  ctx = canvas.getContext("2d");
  
  createParticleCanvas();
  
  let reductionFactor = 17;
  btn.addEventListener("click", e => {
    // Get the color data for our button
    let width = btn.offsetWidth;
    let height = btn.offsetHeight
    let colorData = ctx.getImageData(0, 0, width, height).data;

    // Keep track of how many times we've iterated (in order to reduce
    // the total number of particles create)
    let count = 0;

    // Go through every location of our button and create a particle
    for(let localX = 0; localX < width; localX++) {
      for(let localY = 0; localY < height; localY++) {
        if(count % reductionFactor === 0) {
          let index = (localY * width + localX) * 4;
          let rgbaColorArr = colorData.slice(index, index + 4);

          let bcr = btn.getBoundingClientRect();
          let globalX = bcr.left + localX;
          let globalY = bcr.top + localY;

          createParticleAtPoint(globalX, globalY, rgbaColorArr);
        }
        count++;
      }
    }
  });
});


/* An "exploding" particle effect that uses circles */
var ExplodingParticle = function() {
  // Set how long we want our particle to animate for
  this.animationDuration = 1000; // in ms

  // Set the speed for our particle
  this.speed = {
    x: -5 + Math.random() * 10,
    y: -5 + Math.random() * 10
  };
  
  // Size our particle
  this.radius = 5 + Math.random() * 5;
  
  // Set a max time to live for our particle
  this.life = 30 + Math.random() * 10;
  this.remainingLife = this.life;
  
  // This function will be called by our animation logic later on
  this.draw = ctx => {
    let p = this;

    if(this.remainingLife > 0
    && this.radius > 0) {
      // Draw a circle at the current location
      ctx.beginPath();
      ctx.arc(p.startX, p.startY, p.radius, 0, Math.PI * 2);
      ctx.fillStyle = "rgba(" + this.rgbArray[0] + ',' + this.rgbArray[1] + ',' + this.rgbArray[2] + ", 1)";
      ctx.fill();
      
      // Update the particle's location and life
      p.remainingLife--;
      p.radius -= 0.25;
      p.startX += p.speed.x;
      p.startY += p.speed.y;
    }
  }
}

var particles = [];
function createParticleAtPoint(x, y, colorData) {
  let particle = new ExplodingParticle();
  particle.rgbArray = colorData;
  particle.startX = x;
  particle.startY = y;
  particle.startTime = Date.now();
  
  particles.push(particle);
}


var particleCanvas, particleCtx;
function createParticleCanvas() {
  // Create our canvas
  particleCanvas = document.createElement("canvas");
  particleCtx = particleCanvas.getContext("2d");
  
  // Size our canvas
  particleCanvas.width = window.innerWidth;
  particleCanvas.height = window.innerHeight;
  
  // Position out canvas
  particleCanvas.style.position = "absolute";
  particleCanvas.style.top = "0";
  particleCanvas.style.left = "0";
  
  // Make sure it's on top of other elements
  particleCanvas.style.zIndex = "1001";
  
  // Make sure other elements under it are clickable
  particleCanvas.style.pointerEvents = "none";
  
  // Add our canvas to the page
  document.body.appendChild(particleCanvas);
}



function update() {
  // Clear out the old particles
  if(typeof particleCtx !== "undefined") {
    particleCtx.clearRect(0, 0, window.innerWidth, window.innerHeight);
  }

  // Draw all of our particles in their new location
  for(let i = 0; i < particles.length; i++) {
    particles[i].draw(particleCtx);
    
    // Simple way to clean up if the last particle is done animating
    if(i === particles.length - 1) {
      let percent = (Date.now() - particles[i].startTime) / particles[i].animationDuration;
      
      if(percent > 1) {
        particles = [];
      }
    }
  }
  
  // Animate performantly
  window.requestAnimationFrame(update);
}
window.requestAnimationFrame(update);
            
          
!
999px

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