cssAudio - Activefile-genericCSS - ActiveGeneric - ActiveHTML - ActiveImage - ActiveJS - ActiveSVG - ActiveText - Activefile-genericVideo - ActiveLovehtmlicon-new-collectionicon-personicon-teamlog-outoctocatpop-outspinnerstartv

Pen Settings

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

Quick-add: + add another resource

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.

Quick-add: + add another resource

Code Indentation

     

Save Automatically?

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.

            
              <div class="container">
  <canvas id="canvas" width=800 height=40 "></canvas>
                       </div>
            
          
!
            
              .container {
  width: 100%;
  margin-top: 5%;
  padding: 0;
}
canvas {
  display: block;
  margin: auto;
  border: 2px solid #1a1a1a;
  border-radius: 5px;
}

body {
  background: black;
  padding-top: 50px;
}

            
          
!
            
              var c = document.getElementById("canvas");
c.style.cursor = 'none';
var ctx = c.getContext("2d");
var frame = 0;
var numFrames = 15;
var scale = c.height / 10;
var hCenter = c.width / 2 - scale / 2;
var lemArray = [];
//Behold!  The entire CGA color palette!
var blk = '#000000'; //black
var wht = '#ffffff'; // white
var lgy = '#aaaaaa'; // light gray
var dgy = '#555555'; // dark gray
var yel = '#ffff55'; // yellow
var brn = '#aa5500'; // brown
var lrd = '#ff5555'; // light red
var drd = '#aa0000'; // dark red
var lgr = '#55ff55'; // light green
var dgr = '#00aa00'; // dark green
var lcy = '#55ffff'; // light cyan
var dcy = '#00aaaa'; // dark cyan
var lbu = '#5555ff'; // light blue
var dbu = '#0000aa'; // dark blue
var lmg = '#ff55ff'; // light magenta
var dmg = '#aa00aa'; // dark magenta

function blocker(x) {
  this.kind = "blocker";
  this.x = x;
  this.frame = 0;
  this.sprite = [
    [0, 0, 0, 3, 3, 3, 0, 0, 0, 0],
    [0, 0, 3, 3, 3, 3, 3, 0, 0, 0],
    [0, 0, 3, 3, 1, 1, 1, 0, 0, 0],
    [1, 0, 0, 0, 1, 1, 0, 0, 0, 1],
    [1, 1, 1, 1, 2, 2, 1, 1, 1, 1],
    [0, 0, 0, 0, 2, 2, 0, 0, 0, 0],
    [0, 0, 0, 0, 2, 2, 0, 0, 0, 0],
    [0, 0, 0, 2, 2, 2, 2, 0, 0, 0],
    [0, 0, 0, 2, 0, 0, 2, 0, 0, 0],
    [0, 0, 1, 1, 0, 0, 1, 1, 0, 0]
  ];
  this.animate = function() {
    switch (this.frame) {
      case 0:
        this.sprite[0] = [0, 0, 0, 3, 3, 3, 0, 0, 0, 0];
        this.sprite[1] = [0, 0, 3, 3, 3, 3, 3, 0, 0, 0];
        this.sprite[2] = [0, 0, 3, 3, 1, 1, 1, 0, 0, 0];
        this.sprite[8] = [0, 0, 0, 2, 0, 0, 2, 0, 0, 0];
        this.sprite[9] = [0, 0, 1, 1, 0, 0, 1, 1, 0, 0];
        break;
      case 1:
        this.sprite[0] = [0, 0, 0, 0, 3, 3, 0, 0, 0, 0];
        this.sprite[1] = [0, 0, 3, 3, 3, 3, 3, 0, 0, 0];
        this.sprite[2] = [0, 0, 3, 3, 3, 1, 1, 0, 0, 0];
        break;
      case 2:
        this.sprite[0] = [0, 0, 0, 0, 3, 3, 0, 0, 0, 0];
        this.sprite[1] = [0, 0, 0, 3, 3, 3, 3, 0, 0, 0];
        this.sprite[2] = [0, 0, 3, 3, 3, 1, 1, 0, 0, 0];
        this.sprite[8] = [0, 0, 0, 2, 0, 0, 2, 1, 0, 0];
        this.sprite[9] = [0, 0, 1, 1, 0, 0, 1, 0, 0, 0];
        break;
      case 3:
        this.sprite[0] = [0, 0, 0, 0, 3, 3, 0, 0, 0, 0];
        this.sprite[1] = [0, 0, 0, 3, 3, 3, 3, 0, 0, 0];
        this.sprite[2] = [0, 0, 0, 3, 3, 1, 1, 0, 0, 0];
        break;
      case 4:
        this.sprite[8] = [0, 0, 0, 2, 0, 0, 2, 0, 0, 0];
        this.sprite[9] = [0, 0, 1, 1, 0, 0, 1, 1, 0, 0];
        break;
      case 5:
        break;
      case 6:
        this.sprite[0] = [0, 0, 0, 0, 3, 3, 0, 0, 0, 0];
        this.sprite[1] = [0, 0, 0, 3, 3, 3, 3, 0, 0, 0];
        this.sprite[2] = [0, 0, 0, 3, 1, 1, 3, 0, 0, 0];
        this.sprite[8] = [0, 0, 0, 2, 0, 0, 2, 1, 0, 0];
        this.sprite[9] = [0, 0, 1, 1, 0, 0, 1, 0, 0, 0];
        break;
      case 7:
        break;
      case 8:
        this.sprite[0] = [0, 0, 0, 0, 3, 3, 3, 0, 0, 0];
        this.sprite[1] = [0, 0, 0, 3, 3, 3, 3, 3, 0, 0];
        this.sprite[2] = [0, 0, 0, 1, 1, 1, 3, 3, 0, 0];
        this.sprite[8] = [0, 0, 0, 2, 0, 0, 2, 0, 0, 0];
        this.sprite[9] = [0, 0, 1, 1, 0, 0, 1, 1, 0, 0];
        break;
      case 9:
        this.sprite[0] = [0, 0, 0, 0, 3, 3, 0, 0, 0, 0];
        this.sprite[1] = [0, 0, 0, 3, 3, 3, 3, 3, 0, 0];
        this.sprite[2] = [0, 0, 0, 1, 1, 3, 3, 3, 0, 0];
        break;
      case 10:
        this.sprite[0] = [0, 0, 0, 0, 3, 3, 0, 0, 0, 0];
        this.sprite[1] = [0, 0, 0, 3, 3, 3, 3, 0, 0, 0];
        this.sprite[2] = [0, 0, 0, 1, 1, 3, 3, 3, 0, 0];
        this.sprite[8] = [0, 0, 0, 2, 0, 0, 2, 1, 0, 0];
        this.sprite[9] = [0, 0, 1, 1, 0, 0, 1, 0, 0, 0];
        break;
      case 11:
        this.sprite[0] = [0, 0, 0, 0, 3, 3, 0, 0, 0, 0];
        this.sprite[1] = [0, 0, 0, 3, 3, 3, 3, 0, 0, 0];
        this.sprite[2] = [0, 0, 0, 1, 1, 3, 3, 0, 0, 0];
        break;
      case 12:
        this.sprite[8] = [0, 0, 0, 2, 0, 0, 2, 0, 0, 0];
        this.sprite[9] = [0, 0, 1, 1, 0, 0, 1, 1, 0, 0];
        break;
      case 13:
        break;
      case 14:
        this.sprite[0] = [0, 0, 0, 0, 3, 3, 0, 0, 0, 0];
        this.sprite[1] = [0, 0, 0, 3, 3, 3, 3, 0, 0, 0];
        this.sprite[2] = [0, 0, 0, 3, 1, 1, 3, 0, 0, 0];
        this.sprite[8] = [0, 0, 0, 2, 0, 0, 2, 1, 0, 0];
        this.sprite[9] = [0, 0, 1, 1, 0, 0, 1, 0, 0, 0];
        break;
      case 15:
        break;
    }

    for (var i = 0; i < 10; i++) {
      for (var j = 0; j < 10; j++) {
        switch (this.sprite[i][j]) {
          case 0:
            ctx.fillStyle = blk;
            break;
          case 1:
            ctx.fillStyle = wht;
            break;
          case 2:
            ctx.fillStyle = lbu;
            break;
          case 3:
            ctx.fillStyle = dgr;
            break;
        }

        ctx.fillRect((scale * j) + this.x, scale * i, scale, scale);
      }
    }

    if (this.frame < numFrames) {
      this.frame++;
    } else if (this.frame == numFrames) {
      this.frame = 0;
    }

  };

  lemArray.push(this);
}

function walker(x, dr) {
  this.kind = "walker";
  this.frame = 0;
  this.x = x;
  this.dr = dr;
  this.sprite = [

    [
      [0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
      [0, 0, 0, 3, 3, 3, 3, 0, 0, 0],
      [0, 0, 0, 3, 3, 1, 0, 0, 0, 0],
      [0, 0, 0, 0, 1, 1, 1, 0, 0, 0],
      [0, 0, 0, 0, 1, 2, 0, 0, 0, 0],
      [0, 0, 0, 0, 1, 2, 0, 0, 0, 0],
      [0, 0, 0, 0, 1, 2, 0, 0, 0, 0],
      [0, 0, 0, 0, 2, 2, 0, 0, 0, 0],
      [0, 0, 0, 1, 2, 2, 0, 0, 0, 0],
      [0, 0, 0, 0, 1, 1, 0, 0, 0, 0]
    ],
    [
      [0, 0, 0, 0, 3, 0, 3, 0, 0, 0], //frame 1
      [0, 0, 0, 3, 3, 3, 0, 0, 0, 0],
      [0, 0, 0, 3, 3, 1, 0, 0, 0, 0],
      [0, 0, 0, 0, 1, 1, 1, 0, 0, 0],
      [0, 0, 0, 0, 1, 2, 0, 0, 0, 0],
      [0, 0, 0, 1, 2, 2, 0, 0, 0, 0],
      [0, 0, 0, 1, 2, 2, 0, 1, 0, 0],
      [0, 0, 0, 0, 2, 2, 0, 1, 0, 0],
      [0, 0, 0, 2, 2, 0, 1, 0, 0, 0],
      [0, 0, 0, 1, 1, 0, 0, 0, 0, 0]
    ],
    [
      [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], //frame 2
      [0, 0, 0, 3, 0, 3, 0, 0, 0, 0],
      [0, 0, 0, 3, 3, 3, 0, 0, 0, 0],
      [0, 0, 0, 0, 3, 1, 0, 0, 0, 0],
      [0, 0, 0, 0, 1, 1, 1, 0, 0, 0],
      [0, 0, 0, 1, 1, 2, 0, 0, 0, 0],
      [0, 0, 0, 1, 2, 2, 0, 0, 0, 0],
      [0, 0, 1, 1, 2, 2, 2, 0, 0, 0],
      [0, 0, 0, 2, 2, 2, 2, 0, 0, 0],
      [0, 0, 1, 1, 0, 0, 1, 1, 0, 0]
    ],
    [
      [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], //frame 3
      [0, 0, 0, 0, 3, 3, 0, 0, 0, 0],
      [0, 0, 0, 3, 3, 1, 3, 0, 0, 0],
      [0, 0, 0, 3, 1, 1, 1, 0, 0, 0],
      [0, 0, 0, 0, 1, 2, 0, 0, 0, 0],
      [0, 0, 0, 0, 1, 2, 0, 0, 0, 0],
      [0, 0, 0, 1, 2, 2, 0, 0, 0, 0],
      [0, 0, 0, 0, 2, 2, 0, 0, 0, 0],
      [0, 0, 1, 2, 2, 2, 2, 0, 0, 0],
      [0, 0, 1, 0, 0, 1, 1, 0, 0, 0]
    ],
    [
      [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], //frame 4
      [0, 0, 0, 3, 3, 3, 3, 0, 0, 0],
      [0, 0, 0, 3, 3, 1, 0, 0, 0, 0],
      [0, 0, 0, 0, 1, 1, 1, 0, 0, 0],
      [0, 0, 0, 0, 1, 2, 0, 0, 0, 0],
      [0, 0, 0, 0, 2, 1, 0, 0, 0, 0],
      [0, 0, 0, 0, 1, 2, 0, 0, 0, 0],
      [0, 0, 0, 0, 2, 2, 0, 0, 0, 0],
      [0, 0, 0, 1, 2, 2, 0, 0, 0, 0],
      [0, 0, 0, 0, 1, 1, 0, 0, 0, 0]
    ],
    [
      [0, 0, 0, 0, 3, 0, 3, 0, 0, 0], // frame 5
      [0, 0, 0, 3, 3, 3, 0, 0, 0, 0],
      [0, 0, 0, 3, 3, 1, 0, 0, 0, 0],
      [0, 0, 0, 0, 1, 1, 1, 0, 0, 0],
      [0, 0, 0, 0, 1, 2, 0, 0, 0, 0],
      [0, 0, 0, 0, 2, 1, 0, 0, 0, 0],
      [0, 0, 0, 0, 2, 1, 0, 1, 0, 0],
      [0, 0, 0, 0, 2, 2, 0, 1, 0, 0],
      [0, 0, 0, 2, 2, 0, 1, 0, 0, 0],
      [0, 0, 0, 1, 1, 0, 0, 0, 0, 0]
    ],
    [
      [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], // frame 6
      [0, 0, 0, 3, 0, 3, 0, 0, 0, 0],
      [0, 0, 0, 3, 3, 3, 0, 0, 0, 0],
      [0, 0, 0, 0, 3, 1, 0, 0, 0, 0],
      [0, 0, 0, 0, 1, 1, 1, 0, 0, 0],
      [0, 0, 0, 0, 2, 1, 0, 0, 0, 0],
      [0, 0, 0, 0, 2, 1, 0, 0, 0, 0],
      [0, 0, 0, 0, 2, 2, 1, 0, 0, 0],
      [0, 0, 0, 2, 2, 2, 2, 0, 0, 0],
      [0, 0, 1, 1, 0, 0, 1, 1, 0, 0]
    ],
    [
      [0, 0, 0, 0, 0, 0, 0, 0, 0, 0], // frame 7
      [0, 0, 0, 0, 3, 3, 0, 0, 0, 0],
      [0, 0, 0, 3, 3, 1, 3, 0, 0, 0],
      [0, 0, 0, 3, 1, 1, 1, 0, 0, 0],
      [0, 0, 0, 0, 1, 2, 0, 0, 0, 0],
      [0, 0, 0, 0, 1, 2, 0, 0, 0, 0],
      [0, 0, 0, 0, 2, 1, 0, 0, 0, 0],
      [0, 0, 0, 0, 2, 2, 0, 0, 0, 0],
      [0, 0, 1, 2, 2, 2, 2, 0, 0, 0],
      [0, 0, 1, 0, 0, 1, 1, 0, 0, 0]
    ]
  ];

  this.animate = function() {
    for (var i = 0; i < 10; i++) {
      for (var j = 0; j < 10; j++) {
        switch (this.sprite[this.frame][i][j]) {
          case 1:
            ctx.fillStyle = wht;
            break;
          case 2:
            ctx.fillStyle = lbu;
            break;
          case 3:
            ctx.fillStyle = dgr;
            break;
        }
        if (this.sprite[this.frame][i][j] !== 0) {
          var nt = Math.min(this.dr * scale * 10, 0);
          ctx.fillRect((scale * j * this.dr) + this.x - nt, scale * i, scale, scale);
        }
      }
    }
    if (this.frame < 7) {
      this.frame++;
    } else if (this.frame == 7) {
      this.frame = 0;
    }

    //var b = this.dr * 10 * scale;
    var sprWidth = scale * 10;
    if (this.x + this.dr * scale > 0 && this.x + this.dr * scale + sprWidth < c.width) {
      this.x += this.dr * scale;
    } else {
      this.dr *= -1
    };

    //check for collisions with blockers
    for (var q = 0; q < lemArray.length; q++) {
      if (lemArray[q].kind == "blocker" && this.x + sprWidth + this.dr > lemArray[q].x && this.x + this.dr < lemArray[q].x + sprWidth) {
        this.dr *= -1;
      }
    }

  };
  lemArray.push(this);
}


function cursor(){
  this.frame = 1;
  this.sprite = [
    [
      [0,0,0,0,0,0,1,2,0,0,0,0,0,0],
      [0,0,0,0,0,0,0,0,0,0,0,0,0,0],
      [0,0,0,0,0,0,1,2,0,0,0,0,0,0],
      [0,0,0,0,0,0,0,0,0,0,0,0,0,0],
      [0,0,0,0,0,0,1,2,0,0,0,0,0,0],
      [0,0,0,0,0,0,0,0,0,0,0,0,0,0],
      [2,0,2,0,2,0,3,3,0,1,0,1,0,1],
      [1,0,1,0,1,0,3,3,0,2,0,2,0,2],
      [0,0,0,0,0,0,0,0,0,0,0,0,0,0],
      [0,0,0,0,0,0,2,1,0,0,0,0,0,0],
      [0,0,0,0,0,0,0,0,0,0,0,0,0,0],
      [0,0,0,0,0,0,2,1,0,0,0,0,0,0],
      [0,0,0,0,0,0,0,0,0,0,0,0,0,0],
      [0,0,0,0,0,0,2,1,0,0,0,0,0,0]
    ],
    [
      [2,1,1,0,0,0,3,3,0,0,0,1,1,2],
      [1,0,0,0,0,0,0,0,0,0,0,0,0,1],
      [1,0,0,0,0,0,0,0,0,0,0,0,0,1],
      [0,0,0,0,0,0,0,0,0,0,0,0,0,0],
      [0,0,0,0,0,0,0,0,0,0,0,0,0,0],
      [0,0,0,0,0,0,0,0,0,0,0,0,0,0],
      [3,0,0,0,0,0,0,0,0,0,0,0,0,3],
      [3,0,0,0,0,0,0,0,0,0,0,0,0,3],
      [0,0,0,0,0,0,0,0,0,0,0,0,0,0],
      [0,0,0,0,0,0,0,0,0,0,0,0,0,0],
      [0,0,0,0,0,0,0,0,0,0,0,0,0,0],
      [1,0,0,0,0,0,0,0,0,0,0,0,0,1],
      [1,0,0,0,0,0,0,0,0,0,0,0,0,1],
      [2,1,1,0,0,0,3,3,0,0,0,1,1,2]
    ]
    
  ];
  
  this.display = function(){
    this.frame = 0;
    for(var p = 0;p < lemArray.length; p++){
      if(Math.abs(lemArray[p].x - mousePos.x) < scale*7){
        this.frame = 1;
      }
    }
    
    
    for(var q = 0;q < 14; q++){
      for(var r = 0;r < 14; r++){
        switch(this.sprite[this.frame][q][r]){
          case 1:
            ctx.fillStyle = wht;
            break;
          case 2:
            ctx.fillStyle = dgr;
            break;
          case 3:
             ctx.fillStyle = lbu;
            break;              
         }
        
        if(this.sprite[this.frame][q][r] !== 0){
          ctx.fillRect(mousePos.x + r*scale - scale*7,mousePos.y + q*scale - scale*7,scale,scale);
        };
      }
    }
  };
  
}






//Demo Lemmings (normally, you would do this part)

//create lemmings
var cr = new cursor();
var bl0 = new blocker(600);
var bl1 = new blocker(300);
var wk0 = new walker(0, 1);
var wk1 = new walker(400, -1);
var wk2 = new walker(480, 1);
var wk3 = new walker(710, 1);

function getMousePos(canvas, evt) {
  var rect = c.getBoundingClientRect();
  return {
    x: evt.clientX - rect.left,
    y: evt.clientY - rect.top
  };
}

c.addEventListener('mousemove', function(evt) {
  mousePos = getMousePos(canvas, evt);
}, false);

setInterval(function() {
  //run lemming animations
  ctx.clearRect(0, 0, c.width, c.height);
  
  bl0.animate();
  bl1.animate();
  wk0.animate();
  wk1.animate();
  wk2.animate();
  wk3.animate();
  cr.display();
 

}, 1000 / 15);
            
          
!
999px
Loading ..................

Console