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// Playing around with this pen https://codepen.io/borntofrappe/pen/BaBeNoV
// was going to compare P5js with ZIM but then got carried away...
// thanks Gabriele for the initial layout

	
const frame = new Frame({scaling:"fit", width:1024, height:600, color:yellow, outerColor:darker, allowDefault:true});
frame.on("ready", ()=>{ // ES6 Arrow Function - similar to function(){}
    zog("ready from ZIM Frame"); // logs in console (F12 - choose console)

    // often need below - so consider it part of the template
    let stage = frame.stage;
    let stageW = frame.width;
    let stageH = frame.height;

    // REFERENCES for ZIM at http://zimjs.com
    // see http://zimjs.com/learn.html for video and code tutorials
    // see http://zimjs.com/docs.html for documentation
    // see https://www.youtube.com/watch?v=pUjHFptXspM for INTRO to ZIM
    // see https://www.youtube.com/watch?v=v7OT0YrDWiY for INTRO to CODE

    // CODE HERE
			
		// normally would load assets in Frame call 
		// but on CodePen previews... we want to see something 
		// so get the stage and show intro drone - then call loadAssets()
		const introDrone = new Rectangle(60, 40, darker, null, null, [60, 60, 30, 30])
			.reg(30, -150)
			.sca(5)
			.center();		
		introDrone
			.wiggle("rotation", 0, 2, 4, 1500, 2000)
			.wiggle("y", introDrone.y, 10, 30, 2000, 4000);	
		stage.update();
	
		const assets = [
			"drone1.mp3",
			"drone2.mp3",
			"drone3.mp3",
			"explosion.mp3",
			"projectile.mp3",
			{src:"https://fonts.googleapis.com/css?family=Saira+Stencil+One"}
		]
		const path = "https://s3-us-west-2.amazonaws.com/s.cdpn.io/1604712/";
		const waiter = new Waiter({backgroundColor:yellow, corner:0}).show().mov(0,-170);
	
		frame.loadAssets(assets, path); // show loading at least 2 seconds
		frame.on("complete", ()=>{	
			waiter.removeFrom();
			introDrone.stopAnimate()
			introDrone.removeFrom();	

			// GAME CONFIG CONSTANTS	
			const minTime = 1000;
			const maxTime = 4000;
			const maxTargets = 5;
			const bulletTime = 1000;
			const totalTime = 60;
			const goodScore = 500;
			const scorePlus = 1; // added in Ticker when there is silence (no drones)
			const scoreMinus = 1; // removed in Ticker when there are maxTarget drones
			const shootCost = 5;
			const tankColor = darker;

			// CLASSES FOR TANK, PROJECTILE AND TARGET	
			class Tank extends Container {
				constructor(color=darker) {
					// CreateJS needs super constructor called
					// could also put dimensions here - see ZIM Container
					super(); 
					this._color = color;
					new Rectangle(120,25, color).addTo(this);
					new Rectangle(100,25, color).center(this).mov(0,-8);
					new Rectangle(20, 25, color).center(this).mov(0,-20);
					new Rectangle(10, 25, color).center(this).mov(0,-20);
				}			
				shoot(projectile) {	// METHOD
						frame.asset("projectile.mp3").play({pan:getPan(tank)});
						projectile
								.loc(this.x, this.y-50, projectiles) // add to projectiles
								.animate({
									props:{y:-20},
									ease:"linear",
									time:bulletTime,
									call:target=>{target.removeFrom();}
								});			
				}
				set color(c) { // GETTER SETTER FOR COLOR
					this._color = c;
					this.loop(part=>{part.color = c;});
				}
				get color() {return this._color;}
			}

			class Projectile extends Rectangle {
				constructor(w=8, h=16, color=darker) {
					// no border and corner round on top
					super(w, h, color, null, null, [w/2,w/2,0, 0]); 
				}
			}

			class Target extends Rectangle {
				constructor(w=60, h=40, color=darker) {
					// make it look like a copter
					super(w,h,color,null,null,[w,w,w/2,w/2]); 
					this.centerReg({add:false});				
				}
			}

			// CREATE GAME ASSETS

			const floor = new Rectangle(stageW, 8, darker).pos(0, 20, null, true);

			const tank = new Tank(tankColor)
				.sca(.8)
				.centerReg() // easier to fire from and to set boundary below
				.pos(50, 35, null, true); // null for default left and true for from bottom

			var boundary = new Boundary(0, tank.y, stageW, 0);
			if (mobile()) {
				const backing = new Rectangle(stageW, stageH, frame.color).addTo(stage, 0);
				backing.on("mousedown", e=>{				
					smoke.spurt(10);
					tank.shoot(new Projectile());				
				});
				const mobileSpeed = 10;
				const mc = new MotionController({
					target:tank, 
					type:"custom", 
					axis:"horizontal",
					boundary:boundary,
					damp:.5
				});
				const tabs = new Tabs({
					width:200,
					height:90,
					tabs:["<",">"],
					spacing:10,
					currentEnabled:true,
					currentSelected:false
				}).pos(10,120,null,true).alp(.5);
				let right = 0;
				let left = 0;
				tabs.on("mousedown", e=>{
					if (e.target.text == ">") right = 1;
					else left = 1;
				});
				tabs.on("pressup", e=>{
					if (e.target.text == ">") right = 0;
					else left = 0;
				});
				Ticker.add(()=>{
					mc.x+=(right-left)*mobileSpeed;
				});
			} else { // not mobile
				new MotionController({
					target:tank, 
					type:"keydown", 
					axis:"horizontal",
					boundary:boundary,
					damp:.1
				});
			}		

			const smoke = new Emitter({
				obj:new Circle(8),
				angle:{min:-130, max:-50},
				num:3, // 3 particles sent each interval
				life:600,			
				decayTime:600,
				startPaused:true,
				gravity:1,
				force:1.5
			}).center(tank).mov(0,-25);

			// SHOOTING 
			shootCheck = true; // to avoid spacebar being held down
			frame.on("keydown", e=>{
				zog("here")
				if (!shootCheck || !playCheck) return;
				if (e.keyCode == 32 || e.keyCode == 38) { // spacebar or up				
					shootCheck = false;
					smoke.spurt(10);
					tank.shoot(new Projectile());
					scorer.score -= shootCost;
					if (scorer.score < 0) scorer.score = 0;
				}
			});		
			frame.on("keyup", e=>{
				shootCheck = true;
			});

			// containers to hold targets and projectiles 
			// this lets us loop through and test for hits
			const targets = new Container(stageW, stageH).addTo(); 
			const projectiles = new Container(stageW, stageH).addTo(); 

			// MAKE TARGETS
			const inter = interval({min:minTime, max:maxTime}, ()=>{
				if (targets.numChildren < maxTargets) {
					let target = new Target()
						.centerReg(targets)
						.loc(rand(stageW), rand(150, 250))
						.sca(0)
						.animate({
								// animate in targets and then start them swaying
								// by setting their registration points high and wiggling rotation
								props:{scale:rand(1,1.5)}, 
								time:rand(1000,2000),
								call:target=>{
									target.reg(null,-rand(100,400),true);
									target.wiggle("rotation", 0, 2, 4, 1500, 2000);
									target.wiggle("y", target.y, 10, 30, 2000, 4000);
								}
						});
					target.sound = frame.asset("drone"+rand(1,3)+".mp3").play({loop:true, pan:getPan(target)});
					stage.update();
				}
			});

			// panning sounds really helps a game like this 
			// we can almost play this game with our eyes closed
			function getPan(obj) {
				return (obj.x-stageW/2)/(stageW/2);
			}

			const explosion = new Emitter({
				obj:new Circle({min:20, max:40}, darker).alp(1),
				num:5, // 5 particles sent each interval
				interval:30,
				life:500,
				decayTime:500,
				gravity:6,
				force:3,
				startPaused:true
			});

			// TIMER AND SCORE
			const timer = new Timer({time:totalTime, backgroundColor:orange}).sca(.8).alp(.8).pos(20, 20);
			timer.on("complete", endGame);
			const scorer = new Scorer({backgroundColor:pink}).sca(.8).alp(.8).pos(20, 20, true); // at right

			// CONSTANT TEST FOR HITS
			Ticker.add(()=>{
					if (!playCheck) return;
					targets.loop(target=>{
							projectiles.loop(projectile=>{
								if (target.hitTestRect(projectile)) {
									frame.asset("explosion.mp3").play({pan:getPan(target)});
									target.sound.stop();
									explosion.loc(projectile).spurt(30);
									projectile.removeFrom();
									target.stopAnimate();
									target.removeFrom();								
									stage.update();
								}									
							}, true);
					}, true);			
					if (targets.numChildren == 0) {
						if (tank.color != purple) tank.color = purple;
						scorer.score += scorePlus;
						if (scorer.score < 0) scorer.score = 0;
					} else if (targets.numChildren == maxTargets) {
						if (tank.color != red) tank.color = red;		
						scorer.score -= scoreMinus;
						if (scorer.score < 0) scorer.score = 0;
					} else {
						if (tank.color != tankColor) tank.color = tankColor;
					}					
			});

			// STARTING AND STOPPING
			// handle starting and stopping game
			// built the working game first 
			// then paused all the parts to start or when done 
			// show a message and then unpause when message closes

			let playCheck = false;
			pauseGame();

			const intro = new Pane({
				width:750,
				height:80,
				corner:0,
				backgroundColor:yellow,
				label:"Must silence that droning!"
			}).show();
			intro.on("close", startGame);

			const end = new Pane({
				width:750,
				height:80,
				corner:0,
				backgroundColor:yellow,
				label:""
			});
			end.on("close", startGame);

			function startGame() { // works for both start and restart
				pauseAnimate(false);
				targets.removeAllChildren();
				inter.pause(false, null, true); // true is start the interval at its start when unpaused
				playCheck = true;
				timer.start(totalTime);
				scorer.score = 0;
			};	

			function pauseGame() {
				pauseAnimate();
				inter.pause();
				timer.pause();
				createjs.Sound.stop();
				projectiles.removeAllChildren();
				playCheck = false;
			}

			function endGame() {	
				pauseGame();
				end.text = "Your score is " + scorer.score + (scorer.score > goodScore ? ".  Whew!" : ". Sigh.");			
				end.show();
			}

			// TITLE
			new Label({
				text:"P E A C E",
				font:"Saira Stencil One",
				color:purple,
				size:40,
				backgroundColor:blue,
				paddingVertical:3,
				paddingHorizontal:50,
			})	
				.center()
				.pos(null, 20)
				.alp(0)
				.animate({alpha:.8}, 1000)

			stage.update(); // this is needed to show any changes
			
  	}, null, true); // end of asset load (strange on codepen is being called twice so run it only once - true)
	
    // DOCS FOR ITEMS USED
		// https://zimjs.com/docs.html?item=Frame
		// https://zimjs.com/docs.html?item=Container
		// https://zimjs.com/docs.html?item=Circle
		// https://zimjs.com/docs.html?item=Rectangle
		// https://zimjs.com/docs.html?item=Label
		// https://zimjs.com/docs.html?item=Pane
		// https://zimjs.com/docs.html?item=Tabs
		// https://zimjs.com/docs.html?item=hitTestRect
		// https://zimjs.com/docs.html?item=animate
		// https://zimjs.com/docs.html?item=stopAnimate
		// https://zimjs.com/docs.html?item=pauseAnimate
		// https://zimjs.com/docs.html?item=wiggle
		// https://zimjs.com/docs.html?item=loop
		// https://zimjs.com/docs.html?item=pos
		// https://zimjs.com/docs.html?item=loc
		// https://zimjs.com/docs.html?item=mov
		// https://zimjs.com/docs.html?item=alp
		// https://zimjs.com/docs.html?item=reg
		// https://zimjs.com/docs.html?item=sca
		// https://zimjs.com/docs.html?item=addTo
		// https://zimjs.com/docs.html?item=removeFrom
		// https://zimjs.com/docs.html?item=centerReg
		// https://zimjs.com/docs.html?item=center
		// https://zimjs.com/docs.html?item=MotionController
		// https://zimjs.com/docs.html?item=Emitter
		// https://zimjs.com/docs.html?item=rand
		// https://zimjs.com/docs.html?item=interval
		// https://zimjs.com/docs.html?item=Boundary
		// https://zimjs.com/docs.html?item=zog
		// https://zimjs.com/docs.html?item=Ticker
  
    // FOOTER
    // call remote script to make ZIM Foundation for Creative Coding icon
    createIcon(null, 50); 

}); // end of ready
              
            
!
999px

Console