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                // Dan Zen - made in one day along with hosting a wild party at the PagodaScope in VR
// Cheers to Ami Hanya who made a similar puzzle way back in ZIM 
// https://www.emanueleferonato.com/2018/03/13/build-a-html5-jigsaw-puzzle-game-with-zim-framework/

// This version adds the following and comments:
// ES6, sequenced start, Emitter, rotating pieces, drop shadow raise, border, 
// hint and picture interface option, madeWith, restart
// and is the same amount of code - yay ZIM progress!
// The pieces class still looks complicated - actually, Generator() might work to use relative path drawing 
// but am unsure about using Generator graphics as masks, for dragging, etc.
// as generator graphics have been moved outside normal x and y due to matrix manipulation - so did not bother.
// This does mean we have to do some calculations to handle 4 sides of the puzzle slightly differently 
// But it was do it once and then switch up x, y, and a few things

// There are a fair number of advanced concepts in here to make it all work 
// Unfortunately, a Jigsaw puzzle is often the first thing people want to make - sigh. 
// I had vowed to never make one...  but whatever... at least I held out for 30 years.
// There is also the ZIM Scrambler() for a quick puzzle along the same lines 
// https://zimjs.com/cat/scrambler.html - less jig and more saw.

const frame = new Frame("fit", 1024, 768, light, darker, "brave.jpg", "https://assets.codepen.io/1604712/");
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
	
    const mob = mobile();
    
    // ~~~~~~~~~~~~~~~~~~~~~
    // CLASS to make JigSaw piece with bumps out or in or no bump on any four edges
    class Piece extends Shape {
        // format is 1 for bump out, -1 for bump in and 0 for no bump
        constructor(w=100,h=100,format=[1,1,1,1],s=black,ss=4,f=white) {
            super(w,h);
            const p = Piece.part; // static property - defined below class
            const g = Piece.gap;
            this.s(s).ss(ss).f(f).mt(0,0);
            if (format[0]==0) this.lt(w,0); // top left-right
            else {
                this.lt(w*p,0);
                let s = format[0]==1?-1:1; // sign                
                this.ct(w*(p-g/2), s*w*g, w/2, s*w*g); // curve left to middle
                this.ct(w*(p+g+g/2), s*w*g, w*(1-p), 0); // curve middle to right           
                this.lt(w,0)
            }            
            if (format[1]==0) this.lt(w,h); // right top-bottom
            else {
                this.lt(w,h*p);
                let s = format[1]==1?1:-1; 
                this.ct(w+s*w*g, h*(p-g/2), w+s*w*g, h/2);
                this.ct(w+s*w*g, h*(p+g+g/2), w, h*(1-p));                
                this.lt(w,h)
            }            
            if (format[2]==0) this.lt(0,h); // bottom right-left
            else {
                this.lt(w*(1-p),h);
                let s = format[2]==1?1:-1;           
                this.ct(w*(p+g+g/2), h+s*w*g, w/2, h+s*w*g);
                this.ct(w*(p-g/2), h+s*w*g, w*p, h+0);                
                this.lt(0,h)
            }            
            if (format[3]==0) this.lt(0,0); // left bottom-top
            else {
                this.lt(0,h*(1-p));
                let s = format[3]==1?-1:1;             
                this.ct(s*w*g, h*(p+g+g/2), s*w*g, h/2);
                this.ct(s*w*g, h*(p-g/2), 0, h*p);             
                this.lt(0,0)
            }
            this.cp(); // close path
        }        
    }
    Piece.part = .37; // part of the edge with no gap ratio
    Piece.gap = 1-Piece.part*2; // gap ratio of edge
    
    
    // ~~~~~~~~~~~~~~~~~~~~~
    // PUZZLE SIZE
    
    let numX = 6;
    let numY = 4;
    const obj = getQueryString(); // note, getQueryString returns {} now if no query string    
    if (obj.col) numX = Math.min(14, Number(obj.col)); // or we would have to start chaching things...
    if (obj.row) numY = Math.min(10, Number(obj.row));
    
    // ~~~~~~~~~~~~~~~~~~~~~
    // PICTURE
    
    const pic = asset("brave.jpg").clone().center().alp(.3).vis(false); // checkbox later to turn on
    const w = pic.width/numX;
    const h = pic.height/numY;   
    
    // chop the picture into bitmaps
    // false is for an array rather than the default Tile output 
    // extra is because bumps go outside the width and height
    const extra = Math.max(w,h)*Piece.gap; 
    const pics = chop(asset("brave.jpg"), numX, numY, false, extra); 
        
        
    // ~~~~~~~~~~~~~~~~~~~~~
    // PIECES
    
    // makePieces gets called from Tile - for each piece
    let count=0;
    let lastX = rand()>.5?1:-1; // 1 or -1 for out or in horizontally
    let lastYs = []; // 1 or -1 vertically - remember with array and modulus
    loop(numX, i=>{lastYs.push(rand()>.5?1:-1);});
    function makePiece() {   
        
        // prepare format for jigsaw piece [1,0,-1,0] 
        // 1 bump out, 0 no bump, -1 bump in, etc.
        let currentX = lastX*-1; // opposite of last x
        let currentY = lastYs[count%numX]*-1; // opposite of last y
        let nextX = rand()>.5?1:-1; // randomize the next 1 or -1 for out or in horizontally
        let nextY = rand()>.5?1:-1; // and vertically
        // top, right, bottom, left
        let format = [currentY, nextX, nextY, currentX]; 
        lastX = nextX;
        lastYs[count%numX] = nextY;       
        
        // override edges to 0
        if (count < numX) format[0] = 0;
        else if (count >= numX*numY-numX) format[2] = 0;
        if (count%numX==0) format[3] = 0;
        else if ((count-numX+1)%numX==0) format[1] = 0;
        
        // make a container to hold jigsaw shape and later picture part
        let piece = new Container(w,h).centerReg({add:false});
        piece.puzzle = new Piece(w, h, format).addTo(piece);      
        piece.mouseChildren = false;  
        count++;
        return piece;
    }
        
    const pieces = new Tile({
        obj:makePiece, 
        cols:numX, 
        rows:numY,
        clone:false // otherwise makes clone of piece
    })
        .center()
        .drag(stage).animate({
            props:{alpha:1},
            time:.1,
            sequence:.05
        });
    
    
    // ~~~~~~~~~~~~~~~~~~~~~
    // HINT AND SNAP HIT BOX
    
    // tidy up alpha setting on hint around border
    const outline = new Rectangle(pic.width,pic.height,clear,mist,4).center().ord(-1) // under pieces    
    const hint = pieces.clone(true) // exact
        .center()
        .ord(-1) // under pieces     
        .cache(-5,-5,pic.width+10,pic.height+10) // cache by default does not include outside border 
        .alp(.2)
        .vis(0); // checkbox below to show
    
    // make a little box to do hit test to see if in right place
    const snap = 50; // pixel distance considered correct
    loop(hint, h=>{
        h.box = new Rectangle(snap,snap).centerReg(h).vis(0); // do not use alpha=0 as that will make it not hittable        
    });
    
    
    // ~~~~~~~~~~~~~~~~~~~~~
    // ADD PICTURE TO PIECES, ADD EVENTS, ROTATE AND SCRAMBLE
    
    const padding = 50;
    const rotate = true;
    loop(pieces, (piece,i)=>{
        piece.alp(0); // sequence animation above will animate in alpha
        pics[i].addTo(piece).setMask(piece.puzzle);  
        // test on mobile and see if you need to cache...
        // usually this is just cache() but the bumps are outside the piece 
        // and the cache size really does not make a difference if rest is background transparent 
        if (mob) piece.cache(-100,-100,piece.width+200,piece.width+200);
        if (rotate) {
            piece.rotation = shuffle([0,90,180,270])[0];
            piece.tap({
                time:.5, // within .5 seconds
                call:() => {   
                    pieces.noMouse(); // do not let anything happen while animating until done
                    piece.animate({
                        props:{rotation:String(frame.shiftKey?-90:90)}, // string makes relative
                        time:.2,
                        call:() => {
                            pieces.mouse();
                            test(piece);
                        }
                    });                
                    stage.update();
                }, 
                call2:() => { // if no tap
                    test(piece);   
                }                
            }); 
        } else {
            piece.on("pressup", () => {
                test(piece); 
            });
        }        
        piece.on("pressdown", () => {
            // shadows are expensive on mobile
            // could add it to container so shadow inside container 
            // then cache the container but might not be worth it
            if (!mob) piece.sha("rgba(0,0,0,.4)",5,5,5);
        });
        
        // scramble location     
        piece.loc(padding+w/2+rand(stageW-w-padding*2)-pieces.x, padding+h/2+rand(stageH-h-padding*2)-pieces.y);        
    }); 
    
    
    // ~~~~~~~~~~~~~~~~~~~~~
    // EMITTER
    
    const emitter = new Emitter({
        obj:new Poly({min:40, max:70}, [5,6], .5, [orange, blue, green]),
        num:2,
        force:6,
        startPaused:true
    });    
    
    
    // ~~~~~~~~~~~~~~~~~~~~~
    // MESSAGE LABEL
    
    const num = numX*numY;
    let placed = 0;
    STYLE = {color:blue.darken(.3), size:24}
    const stats = new Label({        
        text:`Placed ${placed} pieces of ${num}`,
        italic:true,
        align:CENTER
    }).centerReg().pos(0,30,CENTER,BOTTOM);
    
    
    // ~~~~~~~~~~~~~~~~~~~~~
    // TEST FOR PIECE IN RIGHT PLACE AND END 
    
    function test(piece) {
        piece.sha(-1);
        let box = hint.items[piece.tileNum].box;
        if (piece.rotation%360==0 && box.hitTestReg(piece)) {
            piece.loc(box).bot().noMouse();
            emitter.loc(box).spurt(30);
            placed++;
            if (placed==num) {
                stats.text = `Congratulations all ${num} pieces placed!`;
                timeout(1, function () {
                    emitter.emitterForce = 8;
                    emitter.center().mov(0,-170).spurt(100)
                })
                timeout(2, function () {
                    hintCheck.removeFrom();
                    picCheck.removeFrom();
                    picCheck.checked = true;                    
                    pieces.animate({alpha:0}, .7);
                    outline.animate({alpha:0}, .7);
                    hint.animate({alpha:0}, .7);
                    pic.alp(0).animate({alpha:1}, .7);   
                    new Button({
                        label:"AGAIN", 
                        color:white, 
                        corner:[60,0,60,0],
                        backgroundColor:blue.darken(.3), 
                        rollBackgroundColor:blue
                    })
                        .sca(.5)
                        .pos(150,30,LEFT,BOTTOM)
                        .alp(0)
                        .animate({alpha:1})
						// normally just zgo("index.html") to reload 
						// but it is different in CodePen and they have disabled document.location.reload()
						// so not sure what to do... here is a the puzzle on ZIM
                        .tap(()=>{zgo("https://zimjs.com/puzzle", "_blank");})
                });                             
            } else stats.text = `Placed ${placed} piece${placed==1?"":"s"} of ${num}`;
        } else stage.update();    
    }         
    
    // ~~~~~~~~~~~~~~~~~~~~~
    // CHECKBOXES AND FINISHING TOUCHES
    
    Style.addType("CheckBox", {borderColor:blue.darken(.3)});    
    const hintCheck = new CheckBox(30, "hint").alp(.8).pos(50,23,LEFT,BOTTOM).wire({target:hint, prop:"visible", input:"checked"});
    const picCheck = new CheckBox(30, "picture").alp(.8).pos(150,23,LEFT,BOTTOM).wire({target:pic, prop:"visible", input:"checked"});
        
    new Label("ZIM JigSaw - tap or shift tap to rotate").pos(0,30,CENTER);
    const pixar = new Label("Image from Brave © Pixar")
        .sca(.5)
        .pos(77,32,RIGHT,BOTTOM)
        .hov(purple)
        .tap(()=>{pixar.color=blue.darken(.3); zgo("https://pixar.com", "_blank");});
    frame.madeWith().sca(.8).pos(20,12,RIGHT);
    
    pieces.top(); // add pieces above everything
    
    stage.update(); // needed to view changes
  
    // DOCS FOR ITEMS USED
	// https://zimjs.com/docs.html?item=Frame
	// https://zimjs.com/docs.html?item=Container
	// https://zimjs.com/docs.html?item=Rectangle
	// https://zimjs.com/docs.html?item=Poly
	// https://zimjs.com/docs.html?item=Label
	// https://zimjs.com/docs.html?item=Button
	// https://zimjs.com/docs.html?item=CheckBox
	// https://zimjs.com/docs.html?item=tap
	// https://zimjs.com/docs.html?item=drag
	// https://zimjs.com/docs.html?item=mouse
	// https://zimjs.com/docs.html?item=noMouse
	// https://zimjs.com/docs.html?item=wire
	// https://zimjs.com/docs.html?item=hitTestReg
	// https://zimjs.com/docs.html?item=animate
	// https://zimjs.com/docs.html?item=loop
	// https://zimjs.com/docs.html?item=sha
	// 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=top
	// https://zimjs.com/docs.html?item=bot
	// https://zimjs.com/docs.html?item=ord
	// https://zimjs.com/docs.html?item=alp
	// https://zimjs.com/docs.html?item=hov
	// 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=setMask
	// https://zimjs.com/docs.html?item=Tile
	// https://zimjs.com/docs.html?item=Emitter
	// https://zimjs.com/docs.html?item=Generator
	// https://zimjs.com/docs.html?item=chop
	// https://zimjs.com/docs.html?item=shuffle
	// https://zimjs.com/docs.html?item=rand
	// https://zimjs.com/docs.html?item=timeout
	// https://zimjs.com/docs.html?item=getQueryString
	// https://zimjs.com/docs.html?item=darken
	// https://zimjs.com/docs.html?item=mobile
	// https://zimjs.com/docs.html?item=zog
	// https://zimjs.com/docs.html?item=zgo
	// https://zimjs.com/docs.html?item=STYLE
  
   

}); // end of ready
              
            
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