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<canvas width="1000" height="400"></canvas>
<p>Press ← and → to move</p>
body {
text-align: center;
font-family: sans-serif;
background: #FFF8EE;
}
canvas {
display: block;
margin: 0 auto;
border: 5px solid #DDD4C8;
}
// ----- utils ----- //
// extends objects
function extend( a, b ) {
for ( var prop in b ) {
a[ prop ] = b[ prop ];
}
return a;
}
function modulo( num, div ) {
return ( ( num % div ) + div ) % div;
}
function normalizeAngle( angle ) {
return modulo( angle, Math.PI * 2 );
}
function getDegrees( angle ) {
return angle * ( 180 / Math.PI );
}
// -------------------------- -------------------------- //
var TAU = Math.PI * 2;
var PI = Math.PI;
// -------------------------- -------------------------- //
function line( ctx, a, b ) {
ctx.beginPath();
ctx.moveTo( a.x, a.y );
ctx.lineTo( b.x, b.y );
ctx.stroke();
ctx.closePath();
}
function dot( ctx, v ) {
ctx.beginPath();
ctx.arc( v.x, v.y, 5, 0, Math.PI * 2 );
ctx.fill();
ctx.closePath();
}
function fillCircle( ctx, v, radius ) {
ctx.beginPath();
ctx.arc( v.x, v.y, radius, 0, TAU );
ctx.fill();
ctx.closePath();
}
// -------------------------- vector -------------------------- //
function Vector( x, y ) {
this.x = x || 0;
this.y = y || 0;
}
Vector.prototype.set = function( v ) {
this.x = v.x;
this.y = v.y;
};
Vector.prototype.setCoords = function( x, y ) {
this.x = x;
this.y = y;
};
Vector.prototype.add = function( v ) {
this.x += v.x;
this.y += v.y;
};
Vector.prototype.subtract = function( v ) {
this.x -= v.x;
this.y -= v.y;
};
Vector.prototype.scale = function( s ) {
this.x *= s;
this.y *= s;
};
Vector.prototype.multiply = function( v ) {
this.x *= v.x;
this.y *= v.y;
};
// custom getter whaaaaaaat
Object.defineProperty( Vector.prototype, 'magnitude', {
get: function() {
return Math.sqrt( this.x * this.x + this.y * this.y );
}
});
Vector.prototype.equals = function ( v ) {
return this.x == v.x && this.y == v.y;
};
Vector.prototype.zero = function() {
this.x = 0;
this.y = 0;
};
Vector.prototype.block = function( size ) {
this.x = Math.floor( this.x / size );
this.y = Math.floor( this.y / size );
};
Object.defineProperty( Vector.prototype, 'angle', {
get: function() {
return normalizeAngle( Math.atan2( this.y, this.x ) );
}
});
// ----- class functions ----- //
// return new vectors
Vector.subtract = function( a, b ) {
return new Vector( a.x - b.x, a.y - b.y );
};
Vector.add = function( a, b ) {
return new Vector( a.x + b.x, a.y + b.y );
};
Vector.copy = function( v ) {
return new Vector( v.x, v.y );
};
Vector.isSame = function( a, b ) {
return a.x == b.x && a.y == b.y;
};
Vector.getDistance = function( a, b ) {
var dx = a.x - b.x;
var dy = a.y - b.y;
return Math.sqrt( dx * dx + dy * dy );
};
Vector.addDistance = function( vector, distance, angle ) {
var x = vector.x + Math.cos( angle ) * distance;
var y = vector.y + Math.sin( angle ) * distance;
return new Vector( x, y );
};
// -------------------------- -------------------------- //
// -------------------------- Particle -------------------------- //
function Particle( x, y ) {
this.position = new Vector( x, y );
this.previousPosition = new Vector( x, y );
}
Particle.prototype.update = function( friction, gravity ) {
var velocity = Vector.subtract( this.position, this.previousPosition );
// friction
velocity.scale( friction );
this.previousPosition.set( this.position );
this.position.add( velocity );
this.position.add( gravity );
};
// -------------------------- -------------------------- //
Particle.prototype.render = function( ctx ) {
// big circle
ctx.fillStyle = 'hsla(0, 0%, 10%, 0.5)';
circle( ctx, this.position.x, this.position.y, 4 );
// dot
// ctx.fillStyle = 'hsla(0, 100%, 50%, 0.5)';
// circle( this.position.x, this.position.y, 5 );
};
function circle( ctx, x, y, radius ) {
ctx.beginPath();
ctx.arc( x, y, radius, 0, Math.PI * 2 );
ctx.fill();
ctx.closePath();
}
// -------------------------- -------------------------- //
function PinConstraint( particle, position ) {
this.particle = particle;
this.position = position;
}
PinConstraint.prototype.update = function() {
this.particle.position.set( this.position );
};
PinConstraint.prototype.render = function() {};
// -------------------------- -------------------------- //
function StickConstraint( particleA, particleB, distance ) {
this.particleA = particleA;
this.particleB = particleB;
if ( distance ) {
this.distance = distance;
} else {
var delta = Vector.subtract( particleA.position, particleB.position );
this.distance = delta.magnitude;
}
this.distanceSqrd = this.distance * this.distance;
}
StickConstraint.prototype.update = function() {
var delta = Vector.subtract( this.particleA.position, this.particleB.position );
var mag = delta.magnitude;
var scale = ( this.distance - mag ) / mag * 0.5;
delta.scale( scale );
this.particleA.position.add( delta );
this.particleB.position.subtract( delta );
};
StickConstraint.prototype.render = function( ctx ) {
ctx.strokeStyle = 'hsla(200, 100%, 50%, 0.5)';
ctx.lineWidth = 2;
line( ctx, this.particleA.position, this.particleB.position );
};
// -------------------------- -------------------------- //
function SpringAngleConstraint( particleA, particleB, strength, angle ) {
this.particleA = particleA;
this.particleB = particleB;
this.strength = strength;
if ( angle === undefined ) {
var delta = Vector.subtract( particleB.position, particleA.position );
this.angle = delta.angle;
} else {
this.angle = angle;
}
}
SpringAngleConstraint.prototype.update = function() {
var positionA = this.particleA.position;
var positionB = this.particleB.position;
var delta = Vector.subtract( positionB, positionA );
var deltaAngle = delta.angle;
var angleDiff = normalizeAngle( this.angle - deltaAngle );
angleDiff = angleDiff > Math.PI ? angleDiff - Math.PI * 2 : angleDiff;
var springAngle = deltaAngle + Math.PI / 2;
var springForce = new Vector( Math.cos( springAngle ), Math.sin( springAngle ) );
springForce.scale( angleDiff * this.strength * Math.PI * 2 );
this.particleB.position.add( springForce );
};
SpringAngleConstraint.prototype.render = function( ctx ) {
var end = Vector.addDistance( this.particleA.position, 50, this.angle );
ctx.strokeStyle = 'hsla(0, 0%, 50%, 0.5)';
line( ctx, this.particleA.position, end );
};
function ChainLinkConstraint( particleA, particleB, distance, shiftEase ) {
this.particleA = particleA;
this.particleB = particleB;
this.distance = distance;
this.distanceSqrd = distance * distance;
this.shiftEase = shiftEase === undefined ? 0.85 : shiftEase;
}
// -------------------------- -------------------------- //
ChainLinkConstraint.prototype.update = function() {
var delta = Vector.subtract( this.particleA.position, this.particleB.position );
var deltaMagSqrd = delta.x * delta.x + delta.y * delta.y;
if ( deltaMagSqrd <= this.distanceSqrd ) {
return;
}
var newPosition = Vector.addDistance( this.particleA.position, this.distance, delta.angle + Math.PI );
var shift = Vector.subtract( newPosition, this.particleB.position );
shift.scale( this.shiftEase );
this.particleB.previousPosition.add( shift );
this.particleB.position.set( newPosition );
};
ChainLinkConstraint.prototype.render = function( ctx ) {
ctx.strokeStyle = 'hsla(200, 100%, 50%, 0.5)';
ctx.lineWidth = 2;
line( ctx, this.particleA.position, this.particleB.position );
};
// -------------------------- -------------------------- //
function Ribbon( props ) {
extend( this, props );
// create particles
this.particles = [];
this.constraints = [];
this.controlParticle = new Particle( this.controlPoint.x, this.controlPoint.y );
var pin = new PinConstraint( this.controlParticle, this.controlPoint );
this.constraints.push( pin );
var x = this.controlPoint.x;
for ( var i=0; i < this.sections; i++ ) {
var y = this.controlPoint.y + this.sectionLength * i;
var particle = new Particle( x, y );
this.particles.push( particle );
// create links
var linkParticle = i === 0 ? this.controlParticle : this.particles[ i-1 ];
var link = new ChainLinkConstraint( linkParticle, particle, this.sectionLength, this.chainLinkShiftEase );
this.constraints.push( link );
}
}
Ribbon.prototype.update = function() {
var i, len;
for ( i=0, len = this.particles.length; i < len; i++ ) {
this.particles[i].update( this.friction, this.gravity );
}
for ( i=0, len = this.constraints.length; i < len; i++ ) {
this.constraints[i].update();
}
for ( i=0, len = this.constraints.length; i < len; i++ ) {
this.constraints[i].update();
}
};
Ribbon.prototype.addBreeze = function( v ) {
for ( var i=0, len = this.particles.length; i < len; i++ ) {
this.particles[i].position.add( v );
}
};
Ribbon.prototype.render = function( ctx ) {
ctx.strokeStyle = '#B19';
ctx.lineWidth = this.width;
ctx.lineCap = 'butt';
ctx.lineJoin = 'round';
ctx.beginPath();
ctx.moveTo( this.controlParticle.x, this.controlParticle.y );
for ( var i=0, len = this.particles.length; i < len; i++ ) {
var particle = this.particles[i];
ctx.lineTo( particle.position.x, particle.position.y );
}
ctx.stroke();
ctx.closePath();
ctx.lineWidth = 1;
};
// -------------------------- -------------------------- //
// x, y
// angle
// springStrength
// curl
// segmentLength
// friction
// gravity
// movementStrength
function Follicle( props ) {
extend( this, props );
delete this.x;
delete this.y;
this.particleA = new Particle( props.x, props.y );
var positionB = Vector.addDistance( this.particleA.position, this.segmentLength, this.angle );
this.particleB = new Particle( positionB.x, positionB.y );
this.stick0 = new StickConstraint( this.particleA, this.particleB );
this.springAngle0 = new SpringAngleConstraint( this.particleA, this.particleB, this.springStrength, this.angle );
var angle1 = this.angle + this.curl;
var positionC = Vector.addDistance( this.particleB.position, this.segmentLength, angle1 );
this.particleC = new Particle( positionC.x, positionC.y );
this.stick1 = new StickConstraint( this.particleB, this.particleC );
this.springAngle1 = new SpringAngleConstraint( this.particleB, this.particleC, this.springStrength, angle1 );
this.controlPoint = new Vector( props.x, props.y );
this.pin = new PinConstraint( this.particleA, this.controlPoint );
}
Follicle.prototype.update = function() {
this.particleA.update( this.friction, this.gravity );
this.particleB.update( this.friction, this.gravity );
this.particleC.update( this.friction, this.gravity );
this.stick0.update();
this.springAngle0.update();
// update springAngle1's angle
var delta = Vector.subtract( this.particleB.position, this.particleA.position );
this.springAngle1.angle = delta.angle + this.curl;
this.pin.update();
this.stick1.update();
this.springAngle1.update();
};
Follicle.prototype.move = function( movement ) {
movement = Vector.copy( movement );
this.controlPoint.add( movement );
movement.x *= this.movementStrength.x;
movement.y *= this.movementStrength.y;
// movement.scale( this.movementStrength );
this.particleB.position.add( movement );
this.particleC.position.add( movement );
this.particleB.previousPosition.add( movement );
this.particleC.previousPosition.add( movement );
};
Follicle.prototype.render = function( ctx ) {
ctx.lineWidth = 46;
// ctx.strokeStyle = 'hsla(0, 100%, 50%, 0.4)';
ctx.strokeStyle = '#433';
ctx.lineCap = 'round';
ctx.beginPath();
ctx.moveTo( this.particleA.position.x, this.particleA.position.y );
ctx.quadraticCurveTo( this.particleB.position.x, this.particleB.position.y,
this.particleC.position.x, this.particleC.position.y );
ctx.stroke();
ctx.closePath();
// reset line props
ctx.lineCap = 'butt';
ctx.lineWidth = 1;
};
// -------------------------- -------------------------- //
// everything connects to coccyx
// coccyx
// shoulderLength
// leftShoulderOffset
// rightShoulderOffset
// leftHipOffset
// rightHipOffset
// armLength
// legLength
// footLength
// position
// hipRunAmplitude
// shoulderRunAmplitude
var PI = Math.PI;
var TAU = PI * 2;
function Skeleton( props ) {
extend( this, props );
this.coccyx = new Vector();
this.neck = new Vector();
this.resetRunCycle();
this.idleCycleTheta = 0;
this.frame = 0;
this.state = {
// runningRight: 1,
// runningLeft: 1,
idleRight: 1,
// neutral: 1
};
this.animationFrames = {};
}
Skeleton.prototype.update = function() {
this.frame++;
for ( var aniName in this.animationFrames ) {
this.animationFrames[ aniName ]++;
}
// this.runCycleTheta += this.state == 'running' ? 0.07 : 0;
// this.runCycleSpeed = Math.min( 0.15, this.runCycleSpeed + 0.0003 );
this.runCycleTheta += this.runCycleSpeed;
this.idleCycleTheta += 0.05;
this.coccyx.set( this.position );
// get and set correct rig
this.updateTransitionState();
var completeRig = {};
var rigs = {};
for ( var rigName in this.state ) {
var rig = extend( {}, neutralRig );
var rigMethod = 'get' + capitalize( rigName ) + 'Rig';
extend( rig, this[ rigMethod ]() );
rigs[ rigName ] = rig;
}
for ( var prop in neutralRig ) {
var value = 0;
for ( rigName in rigs ) {
value += rigs[ rigName ][ prop ] * this.state[ rigName ];
}
completeRig[ prop ] = value;
}
this.setRig( completeRig );
};
Skeleton.prototype.getRig = function( rigName ) {
var rigMethod = 'get' + capitalize( rigName ) + 'Rig';
var rig = extend( {}, neutralRig );
return extend( rig, this[ rigMethod ]() );
};
function capitalize( str ) {
return str.charAt(0).toUpperCase() + str.slice(1);
}
Skeleton.prototype.resetRunCycle = function() {
this.runCycleSpeed = 0.15;
this.runCycleTheta = TAU * 1/16;
};
// -------------------------- -------------------------- //
Skeleton.prototype.startAnimation = function( aniName ) {
this.animationFrames[ aniName ] = 0;
};
// -------------------------- -------------------------- //
var zeroPoint = new Vector();
var neutralRig = {
offsetX: 0,
offsetY: 0,
offset: zeroPoint,
headRotateY: 0,
shouldersRotateY: 0,
shouldersY: 0,
hipsRotateY: 0,
hipsY: 0,
leftElbowAngle: 0,
leftWristAngle: 0,
leftKneeAngle: 0,
leftAnkleAngle: 0,
leftToeAngle: 0,
leftFootRotateY: 0,
rightElbowAngle: 0,
rightWristAngle: 0,
rightKneeAngle: 0,
rightAnkleAngle: 0,
rightToeAngle: 0,
rightFootRotateY: 0
};
Skeleton.prototype.getNeutralRig = function() {
return neutralRig;
};
// get positions and angles for rig, not vectors
Skeleton.prototype.getRunningRightRig = function() {
var rig = {};
var quadFactor = 1.5;
var sin = Math.sin( this.runCycleTheta );
var cos = Math.cos( this.runCycleTheta );
var quadSine = quadWave( sin, quadFactor );
var leftQuadSine = cos < 0 ? quadSine : sin;
var rightQuadSine = cos > 0 ? quadSine : sin;
var lift = Math.abs( Math.cos( this.runCycleTheta - 1 ) ) * -40 + 20;
rig.offsetY = lift;
//
rig.headRotateY = 0.2;
// shoulder
rig.shouldersRotateY = ( sin + 1 ) * 0.6;
// elbow
rig.leftElbowAngle = -rightQuadSine * 1.2 + 0.4;
rig.rightElbowAngle = leftQuadSine * 1.2 + 0.4;
// wrist
rig.leftWristAngle = -leftQuadSine * 0.4 - TAU/4;
rig.rightWristAngle = rightQuadSine * 0.4 - TAU/4;
// hip
rig.hipsRotateY = ( -sin + 1 ) * 0.6;
// knee
rig.leftKneeAngle = leftQuadSine * 1.1 - 0.07;
rig.rightKneeAngle = -rightQuadSine * 1.1 - 0.07;
var ankleTheta = this.runCycleTheta - TAU/8;
var normAnkleTheta = normalizeAngle( ankleTheta );
var ankleAngle = Math.max( 0, Math.sin( normAnkleTheta * 2/3 ) );
rig.leftAnkleAngle = ankleAngle * 1.7;
ankleTheta = this.runCycleTheta - TAU/8 + TAU/2;
normAnkleTheta = normalizeAngle( ankleTheta );
ankleAngle = Math.max( 0, Math.sin( normAnkleTheta * 2/3 ) );
rig.rightAnkleAngle = ankleAngle * 1.7;
rig.leftFootRotateY = TAU/4;
rig.rightFootRotateY = TAU/4;
return rig;
};
// get positions and angles for rig, not vectors
// /*
Skeleton.prototype.getRunningLeftRig = function() {
var rig = {};
var quadFactor = 1.5;
var sin = Math.sin( this.runCycleTheta + TAU/2 );
var cos = Math.cos( this.runCycleTheta + TAU/2 );
var quadSine = quadWave( sin, quadFactor );
var quadSineA = cos < 0 ? quadSine : sin;
var quadSineB = cos > 0 ? quadSine : sin;
var lift = Math.abs( Math.cos( this.runCycleTheta - 1 ) ) * -40 + 20;
rig.offsetY = lift;
//
rig.headRotateY = -0.2;
// shoulder
rig.shouldersRotateY = ( sin + 1 ) * -0.6;
// elbow
rig.leftElbowAngle = -quadSineA * 1.2 - 0.4;
rig.rightElbowAngle = quadSineB * 1.2 - 0.4;
// wrist
rig.leftWristAngle = -quadSineA * 0.4 + TAU/4;
rig.rightWristAngle = quadSineB * 0.4 + TAU/4;
// hip
rig.hipsRotateY = ( -sin + 1 ) * -0.6;
// knee
rig.leftKneeAngle = quadSineB * 1.1 + 0.07;
rig.rightKneeAngle = -quadSineA * 1.1 + 0.07;
var ankleTheta = this.runCycleTheta - TAU/8;
var normAnkleTheta = normalizeAngle( ankleTheta );
var ankleAngle = Math.max( 0, Math.sin( normAnkleTheta * 2/3 ) );
rig.leftAnkleAngle = ankleAngle * -1.7;
ankleTheta = this.runCycleTheta - TAU/8 + TAU/2;
normAnkleTheta = normalizeAngle( ankleTheta );
ankleAngle = Math.max( 0, Math.sin( normAnkleTheta * 2/3 ) );
rig.rightAnkleAngle = ankleAngle * -1.7;
rig.leftFootRotateY = -TAU/4;
rig.rightFootRotateY = -TAU/4;
return rig;
};
/**/
// i: sin or cos
// b: square factor
function quadWave( i, b ) {
return Math.sqrt( ( 1 + b * b ) / ( 1 + b * b * i * i ) ) * i;
}
Skeleton.prototype.getIdleRightRig = function() {
var sin = quadWave( Math.sin( this.idleCycleTheta ), 1 );
var rig = {
headRotateY: 0.2,
shouldersRotateY: sin * -0.2 + 0.4,
hipsRotateY: 0.6,
leftFootRotateY: TAU/4,
rightFootRotateY: TAU/4
};
rig.shouldersY = sin * -5 - 5;
var elbowAngle = sin * 0.1 + 0.1;
rig.leftElbowAngle = elbowAngle;
rig.rightElbowAngle = -elbowAngle;
var wristAngle = sin * -0.1 - 0.1;
rig.leftWristAngle = wristAngle;
rig.rightWristAngle = -wristAngle;
return rig;
};
Skeleton.prototype.getIdleLeftRig = function() {
var sin = quadWave( Math.sin( this.idleCycleTheta ), 1 );
var rig = {
headRotateY: -0.2,
shouldersRotateY: sin * 0.2 - 0.4,
hipsRotateY: -0.6,
leftFootRotateY: -TAU/4,
rightFootRotateY: -TAU/4
};
rig.shouldersY = sin * -5 - 5;
var elbowAngle = sin * 0.1 + 0.1;
rig.leftElbowAngle = elbowAngle;
rig.rightElbowAngle = -elbowAngle;
var wristAngle = sin * -0.1 - 0.1;
rig.leftWristAngle = wristAngle;
rig.rightWristAngle = -wristAngle;
return rig;
};
Skeleton.prototype.setRig = function( rig ) {
// save rig
this.rig = rig;
// coccyx
this.coccyx.add({ x: rig.offsetX, y: rig.offsetY });
this.setRigSide( rig, 'left', -1 );
this.setRigSide( rig, 'right', 1 );
};
Skeleton.prototype.setRigSide = function( rig, side, direction ) {
// shoulder
this[ side + 'Shoulder' ] = Vector.copy( this.coccyx );
var shoulderCosine = Math.cos( rig.shouldersRotateY ) * direction;
this[ side + 'Shoulder' ] = Vector.add( this.coccyx, {
x: shoulderCosine * this.shoulderLength,
y: -this.torsoLength + rig.shouldersY
});
// neck
this.neck.set( this.coccyx );
this.neck.y = this[ side + 'Shoulder' ].y;
// chest
this[ side + 'Chest' ] = Vector.add( this.neck, {
x: this.chestPosition.x * shoulderCosine,
y: this.chestPosition.y
});
this[ side + 'Chest' ].x += Math.sin( rig.shouldersRotateY ) * this.chestPosition.z;
// elbow
var elbowAngle = rig[ side + 'ElbowAngle' ] + TAU/4;
this[ side + 'Elbow' ] = Vector.addDistance( this[ side + 'Shoulder' ], this.armLength,
elbowAngle );
// wrist
var wristAngle = rig[ side + 'WristAngle' ] + elbowAngle;
this[ side + 'Wrist' ] = Vector.addDistance( this[ side + 'Elbow' ], this.armLength,
wristAngle );
// hip
var hipCosine = Math.cos( rig.hipsRotateY ) * direction;
var hipX = this.hipLength * hipCosine;
this[ side + 'Hip' ] = Vector.add( this.coccyx, { x: hipX, y: 0 } );
// butt
this[ side + 'Butt' ] = Vector.add( this.coccyx, {
x: this.buttPosition.x * hipCosine,
y: this.buttPosition.y
} );
this[ side + 'Butt' ].x += Math.sin( rig.hipsRotateY ) * this.buttPosition.z;
// knee
var kneeAngle = rig[ side + 'KneeAngle' ] + TAU/4;
this[ side + 'Knee' ] = Vector.addDistance( this[ side + 'Hip' ], this.legLength,
kneeAngle );
// ankle
var ankleAngle = rig[ side + 'AnkleAngle' ] + kneeAngle;
this[ side + 'Ankle' ] = Vector.addDistance( this[ side + 'Knee' ], this.legLength,
ankleAngle );
// toe
var toeAngle = rig[ side + 'ToeAngle' ] + ankleAngle - TAU/4;
var footLength = this.footLength * Math.sin( rig[ side + 'FootRotateY' ] );
this[ side + 'Toe' ] = Vector.addDistance( this[ side + 'Ankle' ], footLength,
toeAngle );
};
// -------------------------- -------------------------- //
Skeleton.prototype.transition = function( rigName, frameCount ) {
this.transitionFrame = this.frame;
this.transitionFrameCount = frameCount;
this.previousState = extend( {}, this.state );
this.transitionEndRig = rigName;
this.isTransitioning = true;
// console.log('start transition', rigName );
};
Skeleton.prototype.updateTransitionState = function() {
if ( !this.isTransitioning ) {
return;
}
this.state = {};
var i = ( this.frame - this.transitionFrame ) / this.transitionFrameCount;
if ( i >= 1 ) {
// end transition
this.state[ this.transitionEndRig ] = 1;
this.isTransitioning = false;
// console.log('end transition', this.transitionEndRig );
return;
}
for ( var rigName in this.previousState ) {
this.state[ rigName ] = this.previousState[ rigName ] * ( 1 - i );
}
this.state[ this.transitionEndRig ] = ( this.state[ this.transitionEndRig ] || 0 ) + i;
// this.state[ this.transitionEndRig ] = i;
};
// -------------------------- render -------------------------- //
Skeleton.prototype.render = function( ctx ) {
ctx.fillStyle = 'hsla(200, 100%, 35%, 0.8)';
ctx.strokeStyle = 'hsla(200, 100%, 50%, 0.8)';
ctx.lineWidth = 6;
ctx.lineCap = 'round';
// line( ctx, this.torso, this.head );
line( ctx, this.leftShoulder, this.leftElbow );
line( ctx, this.leftElbow, this.leftWrist );
line( ctx, this.leftHip, this.leftKnee );
line( ctx, this.leftKnee, this.leftAnkle );
line( ctx, this.leftAnkle, this.leftToe );
line( ctx, this.rightShoulder, this.rightElbow );
line( ctx, this.rightElbow, this.rightWrist );
line( ctx, this.rightHip, this.rightKnee );
line( ctx, this.rightKnee, this.rightAnkle );
line( ctx, this.rightAnkle, this.rightToe );
line( ctx, this.leftShoulder, this.rightShoulder );
line( ctx, this.leftShoulder, this.coccyx );
line( ctx, this.rightShoulder, this.coccyx );
line( ctx, this.leftHip, this.rightHip );
dot( ctx, this.leftShoulder );
dot( ctx, this.leftChest );
dot( ctx, this.leftElbow );
dot( ctx, this.leftWrist );
dot( ctx, this.leftHip );
dot( ctx, this.leftButt );
dot( ctx, this.leftKnee );
dot( ctx, this.leftAnkle );
dot( ctx, this.leftToe );
dot( ctx, this.rightShoulder );
dot( ctx, this.rightChest );
dot( ctx, this.rightElbow );
dot( ctx, this.rightWrist );
dot( ctx, this.rightHip );
dot( ctx, this.rightButt );
dot( ctx, this.rightKnee );
dot( ctx, this.rightAnkle );
dot( ctx, this.rightToe );
// dot( ctx, this.torso );
dot( ctx, this.coccyx );
dot( ctx, this.neck );
// dot( ctx, this.head );
};
// -------------------------- -------------------------- //
var Cole = {};
Cole.init = function( position ) {
// ----- skeleton ----- //
this.skeleton = new Skeleton({
position: new Vector( position.x, position.y ),
shoulderLength: 50,
torsoLength: 48,
hipLength: 35,
buttPosition: { x: 20, y: -10, z: -10 }, // relative to coccyx, x is reversed for left
chestPosition: { x: 25, y: 5, z: 8 }, // offset from neck, x is reversed for left
armLength: 32,
legLength: 30,
footLength: 25,
runningShoulderAmplitude: 15,
runningHipAmplitude: 10
});
// ----- hair ----- //
this.follicles = [];
var hairProps = {
friction: 0.85,
gravity: new Vector( 0, 0.4 ),
springStrength: 0.3,
movementStrength: new Vector( 0.95, 0.01 )
};
// position are relative to skeleton.position
this.follicles.push( new Follicle( extend( hairProps, {
x: position.x -28,
y: -180,
segmentLength: 49,
angle: -1.75,
curl: 1.17
})));
this.follicles.push( new Follicle( extend( hairProps, {
x: position.x + 0,
y: -190,
segmentLength: 58,
angle: -1.33,
curl: 1.15
})));
this.follicles.push( new Follicle( extend( hairProps, {
x: position.x + 25,
y: -185,
segmentLength: 49,
angle: -1.05,
curl: 1.15
})));
this.follicles.push( new Follicle( extend( hairProps, {
x: position.x + 38,
y: -177,
segmentLength: 47,
angle: -0.63,
curl: 1.15
})));
this.follicles.push( new Follicle( extend( hairProps, {
x: position.x + 45,
y: -160,
segmentLength: 41,
angle: -0.29,
curl: 1.15
})));
this.follicles.push( new Follicle( extend( hairProps, {
x: position.x + 40,
y: -138,
segmentLength: 35,
angle: 0.05,
curl: 1.15
})));
this.follicles.push( new Follicle( extend( hairProps, {
x: position.x + 20,
y: -124,
segmentLength: 25,
angle: 0.45,
curl: 0.8
})));
// middle bottom
this.follicles.push( new Follicle( extend( hairProps, {
x: position.x + 5,
y: -124,
segmentLength: 21,
angle: Math.PI / 2,
curl: 0
})));
// compare to 7
this.follicles.push( new Follicle( extend( hairProps, {
x: position.x + -10,
y: -124,
segmentLength: 25,
angle: 2.7,
curl: -0.8
})));
// compare to 6
this.follicles.push( new Follicle( extend( hairProps, {
x: position.x + -22,
y: -138,
segmentLength: 41,
angle: 3.20,
curl: -1.15
})));
// compare to 5
this.follicles.push( new Follicle( extend( hairProps, {
x: position.x + -35,
y: -160,
segmentLength: 41,
angle: -2.8,
curl: -1.15
})));
// compare to 4
this.follicles.push( new Follicle( extend( hairProps, {
x: position.x + -20,
y: -185,
segmentLength: 47,
angle: -2.5,
curl: -1.15
})));
// ----- ribbons ----- //
this.ribbonA = new Ribbon({
controlPoint: new Vector( position.x, -110 ),
sections: 30,
width: 40,
sectionLength: 9,
friction: 0.95,
gravity: new Vector( 0, 0.2 ),
chainLinkShiftEase: 0.9
});
this.ribbonB = new Ribbon({
controlPoint: new Vector( position.x, -110 ),
sections: 30,
width: 40,
sectionLength: 9,
friction: 0.9,
gravity: new Vector( 0, 0.25 ),
chainLinkShiftEase: 0.9
});
};
var headImg = new Image();
var isHeadImgLoaded;
headImg.onload = function() {
isHeadImgLoaded = true;
};
headImg.src = 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/82/cole-face-repeat.png';
Cole.update = function() {
this.previousNeck = Vector.copy( this.skeleton.neck || new Vector() );
this.skeleton.update();
var neckMovement = this.previousNeck.y === 0 ? new Vector() :
Vector.subtract( this.skeleton.neck, this.previousNeck );
this.ribbonA.controlPoint.add( neckMovement );
this.ribbonB.controlPoint.add( neckMovement );
this.ribbonA.update();
this.ribbonB.update();
var i, len;
for ( i=0, len = this.follicles.length; i < len; i++ ) {
var follicle = this.follicles[i];
follicle.move( neckMovement );
follicle.update();
}
};
// var scale = 1;
var brownSkin = '#963';
var black = '#433';
var magenta = '#B19';
Cole.render = function( ctx ) {
ctx.save();
ctx.translate( 0, this.skeleton.position.y );
this.ribbonA.render( ctx );
this.ribbonB.render( ctx );
for ( var i=0, len = this.follicles.length; i < len; i++ ) {
this.follicles[i].render( ctx );
}
ctx.restore();
Cole.renderBody( ctx );
};
Cole.renderBody = function( ctx ) {
var skeleton = this.skeleton;
// arm in back
if ( Math.sin( this.skeleton.rig.shouldersRotateY ) >= 0 ) {
Cole.renderRightIlloArm( ctx );
} else {
Cole.renderLeftIlloArm( ctx );
}
// legs
ctx.fillStyle = black;
ctx.fillRect( skeleton.leftButt.x, skeleton.leftButt.y,
skeleton.rightButt.x - skeleton.leftButt.x, 42 );
if ( Math.sin( skeleton.rig.hipsRotateY ) >= 0 ) {
Cole.renderIlloLeg( ctx, 'right' );
Cole.renderIlloLeg( ctx, 'left' );
} else {
Cole.renderIlloLeg( ctx, 'left' );
Cole.renderIlloLeg( ctx, 'right' );
}
ctx.fillStyle = black;
// chest
fillCircle( ctx, skeleton.leftChest, 25 );
fillCircle( ctx, skeleton.rightChest, 25 );
// head
ctx.save();
ctx.translate( skeleton.neck.x - 135/2, skeleton.neck.y - 145 );
Cole.renderHead( ctx );
ctx.restore();
// arm in front
if ( Math.sin( skeleton.rig.shouldersRotateY ) >= 0 ) {
Cole.renderLeftIlloArm( ctx );
} else {
Cole.renderRightIlloArm( ctx );
}
// inspect
// ctx.save();
// ctx.translate( 250, 0 );
// skeleton.render( ctx );
// ctx.restore();
};
Cole.renderLeftIlloArm = function( ctx ) {
var skeleton = this.skeleton;
renderIlloArm( ctx, skeleton.leftShoulder, skeleton.leftElbow, skeleton.leftWrist );
};
Cole.renderRightIlloArm = function( ctx ) {
var skeleton = this.skeleton;
renderIlloArm( ctx, skeleton.rightShoulder, skeleton.rightElbow, skeleton.rightWrist, true );
};
function renderIlloArm( ctx, shoulder, elbow, wrist, hasBand ) {
ctx.strokeStyle = brownSkin;
ctx.lineWidth = 45;
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
line( ctx, shoulder, elbow );
ctx.strokeStyle = hasBand ? magenta : brownSkin;
line( ctx, elbow, wrist );
ctx.fillStyle = brownSkin;
fillCircle( ctx, wrist, 28 );
}
Cole.renderIlloLeg = function( ctx, side ) {
var hip = this.skeleton[ side + 'Hip' ];
var butt = this.skeleton[ side + 'Butt' ];
var knee = this.skeleton[ side + 'Knee' ];
var ankle = this.skeleton[ side + 'Ankle' ];
var toe = this.skeleton[ side + 'Toe' ];
var footRotateY = this.skeleton.rig[ side + 'FootRotateY' ];
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
ctx.lineWidth = 55;
// boot
ctx.strokeStyle = magenta;
line( ctx, knee, ankle );
line( ctx, ankle, toe );
// thigh
ctx.strokeStyle = black;
line( ctx, hip, knee );
// butt
ctx.fillStyle = black;
fillCircle( ctx, butt, 42 );
// toe circle
ctx.fillStyle = magenta;
fillCircle( ctx, toe, Math.max( 0, Math.cos( footRotateY ) ) * 55/2 );
};
var faceCanvas = document.createElement('canvas');
var faceCtx = faceCanvas.getContext('2d');
faceCanvas.width = 400;
faceCanvas.height = 200;
faceCtx.fillStyle = magenta;
faceCtx.fillRect( 0, 0, 400, 200 );
faceCtx.fillStyle = brownSkin;
faceCtx.beginPath();
faceCtx.arc( 200, 260, 160, TAU/2, TAU );
faceCtx.fill();
faceCtx.closePath();
var headCanvas = document.createElement('canvas');
var headCtx = headCanvas.getContext('2d');
headCanvas.width = 135;
headCanvas.height = 135;
Cole.renderHead = function( ctx ) {
headCtx.clearRect( 0, 0, 135, 135 );
headCtx.beginPath();
headCtx.arc( 135/2, 135/2, 135/2, 0, TAU );
headCtx.fill();
headCtx.closePath();
headCtx.globalCompositeOperation = 'source-in';
var headX = -135 * 4 + ( this.skeleton.rig.headRotateY / TAU ) * 135 * 3;
headCtx.drawImage( headImg, headX, -40 );
headCtx.globalCompositeOperation = 'source-over';
ctx.drawImage( headCanvas, 0, 0 );
};
// -------------------------- -------------------------- //
function KeyboardController() {
// hashes of keys that are down or up
this.keysDown = {};
this.onceKeysDown = {};
this.keysUp = {};
// hashes of things to do when key goes down/up/repeat down
this.onceKeyDownActions = {};
this.repeatKeyDownActions = {};
this.keyUpActions = {};
// bind events
document.addEventListener( 'keydown', this, false );
document.addEventListener( 'keyup', this, false );
}
// -------------------------- events -------------------------- //
// enable .ontype to trigger from .addEventListener( elem, 'type' )
KeyboardController.prototype.handleEvent = function( event ) {
var method = 'on' + event.type;
if ( this[ method ] ) {
this[ method ]( event );
}
};
KeyboardController.prototype.onkeydown = function( event ) {
var keyCode = event.keyCode;
// dismiss keyboard auto-repeats
if ( !this.keysDown[ keyCode ] ) {
// keep track of keys that are down
this.keysDown[ keyCode ] = true;
this.onceKeysDown[ keyCode ] = true;
}
if ( this.onceKeyDownActions[ keyCode] || this.repeatKeyDownActions[ keyCode ] ) {
event.preventDefault();
}
};
KeyboardController.prototype.onkeyup = function( event ) {
var keyCode = event.keyCode;
this.keysUp[ keyCode ] = true;
delete this.keysDown[ keyCode ];
delete this.onceKeysDown[ keyCode ];
if ( this.keyUpActions[ keyCode] ) {
event.preventDefault();
}
};
// -------------------------- update -------------------------- //
KeyboardController.prototype.update = function() {
var keyCode;
for ( keyCode in this.keysDown ) {
this.triggerAction( keyCode, this.repeatKeyDownActions );
if ( this.onceKeysDown[ keyCode ] ) {
this.triggerAction( keyCode, this.onceKeyDownActions );
// reset flag, only trigger update once, keydown event might repeat
delete this.onceKeysDown[ keyCode ];
}
}
for ( keyCode in this.keysUp ) {
this.triggerAction( keyCode, this.keyUpActions );
}
// reset keyup hash
this.keysUp = {};
};
KeyboardController.prototype.triggerAction = function( keyCode, actions ) {
var action = actions[ keyCode ];
if ( action ) {
action();
}
};
// -------------------------- -------------------------- //
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
var h = canvas.height;
var w = canvas.width = window.innerWidth - 30;
var TAU = Math.PI * 2;
var logger1 = document.querySelector('.logger1 code');
// var logger2 = document.querySelector('.logger2 code');
// -------------------------- -------------------------- //
Cole.init({ x: w, y: 300 });
var coleVelocityX = 0;
// -------------------------- -------------------------- //
var keyboard = new KeyboardController();
// left
keyboard.onceKeyDownActions[37] = function() {
Cole.skeleton.transition( 'runningLeft', 16 );
};
// right
keyboard.onceKeyDownActions[39] = function() {
Cole.skeleton.transition( 'runningRight', 16 );
};
// left
keyboard.repeatKeyDownActions[37] = function() {
coleVelocityX -= 4;
};
// right
keyboard.repeatKeyDownActions[39] = function() {
coleVelocityX += 4;
};
// left
keyboard.keyUpActions[37] = function() {
Cole.skeleton.transition( 'idleLeft', 16 );
};
// right
keyboard.keyUpActions[39] = function() {
Cole.skeleton.transition( 'idleRight', 16 );
};
// -------------------------- -------------------------- //
function update() {
coleVelocityX *= 0.85;
Cole.skeleton.position.x += coleVelocityX;
Cole.skeleton.position.x = Math.max( 100, Math.min( w*2 - 100, Cole.skeleton.position.x ) );
keyboard.update();
Cole.update();
}
function render() {
ctx.clearRect( 0, 0, w, h );
ctx.save();
ctx.translate( 0, 100 );
ctx.scale( 0.5, 0.5 );
Cole.render( ctx );
ctx.restore();
}
var isAnimating = false;
function animate() {
ctx.clearRect( 0, 0, w, h );
update();
render();
if ( isAnimating ) {
requestAnimationFrame( animate );
}
}
function stop() {
isAnimating = false;
}
function start() {
isAnimating = true;
animate();
}
// -------------------------- -------------------------- //
start();
Also see: Tab Triggers