JavaScript preprocessors can help make authoring JavaScript easier and more convenient. For instance, CoffeeScript can help prevent easy-to-make mistakes and offer a cleaner syntax and Babel can bring ECMAScript 6 features to browsers that only support ECMAScript 5.

Any URL's added here will be added as `<script>`

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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.

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+ add another resource

HTML Settings

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.

` ````
<canvas id="c"></canvas>
```

` ````
body, html, canvas {
margin: 0px;
padding: 0px;
position: absolute;
cursor: none;
}
canvas {
background-color: #343435;
}
```

` ````
var partNum = 100;
//particle number - change it!
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function(callback){
window.setTimeout(callback, 1000 / 60);
};
})();
function between(min, max) {
return Math.random() * (max - min) + min;
}
var c = document.getElementById('c');
var ctx = c.getContext('2d');
//context and id of canvas
var w = window.innerWidth;
var h = window.innerHeight;
//width and height of canvas
c.width = w;
c.height = h;
//setting the width and height for canvas
var mouse = {
x: w / 2,
y: h / 2,
r: 25,
mass: 3,
vx: 0,
vy: 0
};
//mouse position
document.addEventListener('mousemove', function(e){
mouse.x = e.clientX || e.pageX;
mouse.y = e.clientY || e.pageY
}, false);
//finding the mouse position
var particles = [];
setTimeout(function() {
for(i = 0; i < partNum; i++) {
particles.push(new particle);
}
}, 1111)
//the particle function
function particle() {
this.x = between(c.width/2 - 30, c.width/2 + 30);
this.y = between(c.height/2 - 30, c.height/2 + 30);
this.vx = 0;
this.vy = 0;
this.r = Math.random() * 28;
this.mass = this.r;
var r = '#20a2aa';
var o = '#ffae14';
var y = '#ef4138';
var array = [r, o, y];
this.color = array[Math.floor(Math.random() * 3)];
}
function draw() {
requestAnimFrame(draw);
ctx.fillStyle = 'rgba(52, 52, 53, 1)';
ctx.fillRect(0, 0, c.width, c.height);
ctx.beginPath();
ctx.fillStyle = 'rgba(255, 255, 255, 1)';
ctx.arc(mouse.x, mouse.y, mouse.r, Math.PI * 2, false);
ctx.fill();
for(t = 0; t < particles.length; t++) {
var p = particles[t];
ctx.beginPath();
ctx.fillStyle = p.color;
ctx.arc(p.x, p.y, p.r, Math.PI * 2, false);
ctx.fill();
//the context of the particle(s)
p.x+=p.vx;
p.y+=p.vy;
if(p.y <= p.r) {
p.vy *= -1;
p.y = p.r;
}
if(p.y >= c.height - p.r) {
p.vy *= -0.3;
p.y = c.height - p.r;
}
if(p.x < 0 + p.r) {
p.vx *= -1;
p.x = p.r;
}
if(p.x > c.width - p.r) {
p.vx *= -1;
p.x = c.width - p.r;
}
if(p.r < 3) {
p.color = 'white';
};
for(j = 0; j < particles.length; j++) {
var pp = particles[j];
distance(p, pp);
}
distanceM(mouse, p);
}
}
function distance(p1, p2) {
var dist,
dx = p1.x - p2.x,
dy = p1.y - p2.y;
dist = Math.sqrt(dx*dx + dy*dy);
var minDist = p1.r + p2.r;
if(dist <= minDist) {
newVelX1 = (p1.vx * (p1.mass - p2.mass) + (2 * p2.mass * p2.vx)) / (p1.mass + p2.mass);
newVelY1 = (p1.vy * (p1.mass - p2.mass) + (2 * p2.mass * p2.vy)) / (p1.mass + p2.mass);
newVelX2 = (p2.vx * (p2.mass - p1.mass) + (2 * p1.mass * p1.vx)) / (p1.mass + p2.mass);
newVelY2 = (p2.vy * (p2.mass - p1.mass) + (2 * p1.mass * p1.vy)) / (p1.mass + p2.mass);
var depth_x = dx * (dist / minDist -1);
var depth_y = dy * (dist / minDist -1);
p1.x -= depth_x;
p1.y -= depth_y;
p2.x += depth_x;
p2.y += depth_y;
p1.vx = newVelX1 * 0.9;
p1.vy = newVelY1 * 0.9;
p2.vx = newVelX2 * 0.9;
p2.vy = newVelY2 * 0.9;
}
}
function distanceM(m, p2) {
var dist,
dx = m.x - p2.x,
dy = m.y - p2.y;
dist = Math.sqrt(dx*dx + dy*dy);
var minDist = m.r + p2.r;
if(dist <= minDist) {
newVelX1 = (m.vx * (m.mass - p2.mass) + (2 * p2.mass * p2.vx)) / (m.mass + p2.mass);
newVelY1 = (m.vy * (m.mass - p2.mass) + (2 * p2.mass * p2.vy)) / (m.mass + p2.mass);
newVelX2 = (p2.vx * (p2.mass - m.mass) + (2 * m.mass * m.vx)) / (m.mass + p2.mass);
newVelY2 = (p2.vy * (p2.mass - m.mass) + (2 * m.mass * m.vy)) / (m.mass + p2.mass);
var depth_x = dx * (dist / minDist -1);
var depth_y = dy * (dist / minDist -1);
p2.x += depth_x;
p2.y += depth_y;
p2.vx = newVelX2 * 0.9;
p2.vy = newVelY2 * 0.9;
}
}
draw();
```

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