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HTML

              
                		<center>
		    <canvas id="404" height="400" width="800"></canvas>
		</center>
              
            
!

CSS

              
                body {
  background: #262626;
}

              
            
!

JS

              
                // Get our canvas & context
var c 	= document.getElementById("404");
var ctx = c.getContext("2d");

/* START CONFIG VARS */

// What text should display?
var displayText = '404';
// What color should the text be?
var textColor = '#262626';
// What font should the text use?
var textStyle = "normal normal bold 200px Arial";
// How small should the circles get when away from the center?
var minCircleRadius = 40;
// How small should the circles get when close to the center?
var maxCircleRadius = 140;
// What should the coefficient be for size scaling?
var circleRadiusProximity = 5;
// How opaque should the circles get when away from the center?
var minCircleOpacity = .2;
// How opaque should the circles get when close to the center?
var maxCircleOpacity = .9;
// What should the coefficient be for opacity scaling?
var circleOpacityProximity = 1000;
// What colors should be used?  (Adding array pairs here adds beams)
var colors = {
	'beam1': '255,255,255',
	'beam2': '255,255,255',
	'beam3': '255,255,255',
}

/* END CONFIG VARS */

// An array to hold our beam objects.
beams = [];
// Initialize counter
i = 0;
// Loop through our colors
for (color in colors) {
	// For each color, create a beam object.
	beams[color] = {};
	// Set fill color to specified color
	beams[color].fillColor 	= colors[color];
	// Initialize shiftX & moveX to the same random value (in relation to the center point)
	beams[color].shiftX = beams[color].moveX = Math.random() * 2 > 1 ? parseInt(Math.random() * c.width / 2) - minCircleRadius : parseInt(Math.random() * c.width / -2) + minCircleRadius;
	// Initialize shiftY & moveY to the same random value (in relation to the center point)
	beams[color].shiftY = beams[color].moveY = Math.random() * 2 > 1 ? parseInt(Math.random() * c.height / 2) - minCircleRadius : parseInt(Math.random() * c.height / -2) + minCircleRadius;
	// Increment counter
	i++;
}

// Start our animation interval
setInterval(function() {
	// Clear our canvas
	c.width = c.width;

	// Loop through our beam array
	for (beam in beams) {
		// To make things more understandable, let's use "currentBeam"
		currentBeam = beams[beam];
		// If the beams shiftX coord is greater than the moveX coord, decrement shiftX (move it closer)
		if (currentBeam.shiftX > currentBeam.moveX) { currentBeam.shiftX--; }
		// If the beams shiftX coord is less than the moveX coord, increment shiftX (move it closer)
		if (currentBeam.shiftX < currentBeam.moveX) { currentBeam.shiftX++; }
		// If the beams shiftY coord is greater than the moveY coord, decrement shiftY (move it closer)
		if (currentBeam.shiftY > currentBeam.moveY) { currentBeam.shiftY--; }
		// If the beams shiftY coord is less than the moveY coord, increment shiftY (move it closer)
		if (currentBeam.shiftY < currentBeam.moveY) { currentBeam.shiftY++; }
		// If both the shiftX & shiftY are at the moveX & moveY, generate new moveX & moveY to move to.
		if (currentBeam.shiftX == currentBeam.moveX && currentBeam.shiftY == currentBeam.moveY) {
			// Regenerate moveX .. 50% chance of being positive, 50% chance of being negative.
			// Take into account minCircleradius so it doesn't go off the side of the canvas
			currentBeam.moveX 		= Math.random() * 2 > 1 ? parseInt(Math.random() * c.width / 2) - minCircleRadius : parseInt(Math.random() * c.width / -2) + minCircleRadius;
			// Regenerate moveX .. 50% chance of being positive, 50% chance of being negative.
			// Take into account minCircleradius so it doesn't go off the side of the canvas
			currentBeam.moveY 		= Math.random() * 2 > 1 ? parseInt(Math.random() * c.height / 2) - minCircleRadius : parseInt(Math.random() * c.height / -2) + minCircleRadius;
		}
		// Calculate circleRadius by finding how far the shiftX & shiftY are from the center, and dividing by the proximity coefficient.
		circleRadius = maxCircleRadius - ((Math.abs(currentBeam.shiftX) + Math.abs(currentBeam.shiftY)) / circleRadiusProximity);
		// Make sure the circleRadius isn't under the minimum.
		if (circleRadius < minCircleRadius) { circleRadius = minCircleRadius; }

		// Calculate circleOpacity by finding how far the shiftX & shiftY are from the center, and dividing by the proximity coefficient.
		circleOpacity = maxCircleOpacity - ((Math.abs(currentBeam.shiftX) + Math.abs(currentBeam.shiftY)) / circleOpacityProximity);
		// Make sure the circleOpacity isn't under the minimum.
		if (circleOpacity < minCircleOpacity) { circleOpacity = minCircleOpacity; }

		// Set the fill style w/ opacity
		ctx.fillStyle = 'rgba('+currentBeam.fillColor+', '+circleOpacity+')';
		// Begin our drawing path
		ctx.beginPath();
		// Draw our circle
		ctx.arc(c.width/2 + currentBeam.shiftX, c.height/2 + currentBeam.shiftY, circleRadius, 0, 2*Math.PI);
		// Fill our circle
		ctx.fill();
	}

	// Set our text fill style
  	ctx.fillStyle = textColor;
  	// Set our font
  	ctx.font = textStyle;
  	// Set our text align as center
  	ctx.textAlign = 'center';
	// All our circles are drawn, draw our text over it.
	ctx.fillText(displayText, c.width/2, c.height/2 + 40);
// Animate at 60 fps
}, 1000/60);
              
            
!
999px

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