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<canvas width="600" height="450"></canvas>
<p>Speed <input class="speed-range" type="range" min="0" max="0.2" step="0.01" value="0.07"></p>
body { text-align: center; }
canvas { display: block; margin: 0 auto; }
/*jshint unused: false, undef: true */
/*global blockSize: false */
// ----- 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 );
}
// -------------------------- -------------------------- //
function line( ctx, a, b ) {
ctx.beginPath();
ctx.moveTo( a.x, a.y );
ctx.lineTo( b.x, b.y );
ctx.stroke();
ctx.closePath();
}
/*jshint browser: true, undef: true, unused: true */
// -------------------------- 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 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 PinConstraint( particle, position ) {
this.particle = particle;
this.position = position;
}
PinConstraint.prototype.update = function() {
this.particle.position.set( this.position );
};
PinConstraint.prototype.render = function() {};
// -------------------------- -------------------------- //
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 );
};
// -------------------------- -------------------------- //
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 = '#d916d9';
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.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 = '#333';
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;
};
// -------------------------- -------------------------- //
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
var w = canvas.width;
var h = canvas.height;
// -------------------------- -------------------------- //
// -------------------------- -------------------------- //
var friction = 0.75;
var gravity = new Vector( 0, 0.4 );
var movementStrength = 0.2;
var springStrength = 0.5;
var follicles = [];
var pins = [];
var v = new Vector( 112, 110 );
var follicle1 = new Follicle({
x: v.x,
y: v.y,
segmentLength: 54,
angle: -1.75,
curl: 1.17,
friction: friction,
gravity: gravity,
springStrength: springStrength,
movementStrength: movementStrength
});
follicles.push( follicle1 );
v = new Vector( 140, 100 );
var follicle2 = new Follicle({
x: v.x,
y: v.y,
segmentLength: 63,
angle: -1.33,
curl: 1.15,
friction: friction,
gravity: gravity,
springStrength: springStrength,
movementStrength: movementStrength
});
follicles.push( follicle2 );
v = new Vector( 165, 105 );
var follicle3 = new Follicle({
x: v.x,
y: v.y,
segmentLength: 54,
angle: -1.05,
curl: 1.15,
friction: friction,
gravity: gravity,
springStrength: springStrength,
movementStrength: movementStrength
});
follicles.push( follicle3 );
v = new Vector( 178, 113 );
var follicle4 = new Follicle({
x: v.x,
y: v.y,
segmentLength: 52,
angle: -0.63,
curl: 1.15,
friction: friction,
gravity: gravity,
springStrength: springStrength,
movementStrength: movementStrength
});
follicles.push( follicle4 );
v = new Vector( 185, 130 );
var follicle5 = new Follicle({
x: v.x,
y: v.y,
segmentLength: 46,
angle: -0.29,
curl: 1.15,
friction: friction,
gravity: gravity,
springStrength: springStrength,
movementStrength: movementStrength
});
follicles.push( follicle5 );
v = new Vector( 180, 152 );
var follicle6 = new Follicle({
x: v.x,
y: v.y,
segmentLength: 40,
angle: 0.05,
curl: 1.15,
friction: friction,
gravity: gravity,
springStrength: springStrength,
movementStrength: movementStrength
});
follicles.push( follicle6 );
v = new Vector( 160, 166 );
var follicle7 = new Follicle({
x: v.x,
y: v.y,
segmentLength: 30,
angle: 0.45,
curl: 0.8,
friction: friction,
gravity: gravity,
springStrength: springStrength,
movementStrength: movementStrength
});
follicles.push( follicle7 );
// middle bottom
v = new Vector( 145, 166 );
var follicle8 = new Follicle({
x: v.x,
y: v.y,
segmentLength: 26,
angle: Math.PI / 2,
curl: 0,
friction: friction,
gravity: gravity,
springStrength: springStrength,
movementStrength: movementStrength
});
follicles.push( follicle8 );
// compare to 7
v = new Vector( 130, 166 );
var follicle9 = new Follicle({
x: v.x,
y: v.y,
segmentLength: 30,
angle: 2.7,
curl: -0.8,
friction: friction,
gravity: gravity,
springStrength: springStrength,
movementStrength: movementStrength
});
follicles.push( follicle9 );
// compare to 6
v = new Vector( 118, 152 );
var follicle10 = new Follicle({
x: v.x,
y: v.y,
segmentLength: 46,
angle: 3.20,
curl: -1.15,
friction: friction,
gravity: gravity,
springStrength: springStrength,
movementStrength: movementStrength
});
follicles.push( follicle10 );
// compare to 5
v = new Vector( 105, 130 );
var follicle11 = new Follicle({
x: v.x,
y: v.y,
segmentLength: 46,
angle: -2.8,
curl: -1.15,
friction: friction,
gravity: gravity,
springStrength: springStrength,
movementStrength: movementStrength
});
follicles.push( follicle11 );
// compare to 4
v = new Vector( 120, 105 );
var follicle12 = new Follicle({
x: v.x,
y: v.y,
segmentLength: 52,
angle: -2.5,
curl: -1.15,
friction: friction,
gravity: gravity,
springStrength: springStrength,
movementStrength: movementStrength
});
follicles.push( follicle12 );
// -------------------------- -------------------------- //
var ribbon0 = new Ribbon({
controlPoint: new Vector( 130, 180 ),
sections: 30,
width: 40,
sectionLength: 8,
friction: 0.95,
gravity: new Vector( 0, 0.2 ),
chainLinkShiftEase: 0.9
});
var ribbon1 = new Ribbon({
controlPoint: new Vector( 130, 180 ),
sections: 30,
width: 40,
sectionLength: 8,
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-run-cycle-head.png';
// -------------------------- -------------------------- //
var origin = new Vector( 300, 300 );
var torso = new Vector();
var previousTorso = new Vector();
var coccyx = new Vector();
var head = new Vector();
var leftShoulder, leftElbow, leftWrist, leftHip, leftKnee, leftAnkle, leftToe;
var rightShoulder, rightElbow, rightWrist, rightHip, rightKnee, rightAnkle, rightToe;
var leftThigh, rightThigh;
var leftShoulderOffset = new Vector( -40, 0 );
var rightShoulderOffset = new Vector( 30, 0 );
var shoulderAmplitude = 10;
var armLength = 35;
var leftHipOffset = new Vector( -40, 48 );
var rightHipOffset = new Vector( 10, 48 );
var hipAmplitude = 10;
var legLength = 30;
var footLength = 30;
// -------------------------- -------------------------- //
var cycleTheta = 0;
var cycleSpeed = 0.07;
var PI = Math.PI;
var TAU = PI * 2;
var breeze = new Vector( -0.5, 0 );
function update() {
previousTorso.set( torso );
updateCycle();
var movement = previousTorso.x === 0 ? new Vector() : Vector.subtract( torso, previousTorso );
ribbon0.controlPoint.add( movement );
ribbon1.controlPoint.add( movement );
ribbon0.addBreeze( breeze );
ribbon1.addBreeze( breeze );
ribbon0.update();
ribbon1.update();
var i, len;
for ( i=0, len = follicles.length; i < len; i++ ) {
follicles[i].move( movement );
follicles[i].update();
}
for ( i=0, len = pins.length; i < len; i++ ) {
pins[i].update();
}
for ( i=0, len = follicles.length; i < len; i++ ) {
follicles[i].stick0.update();
follicles[i].stick1.update();
}
}
function updateCycle() {
cycleTheta += cycleSpeed;
var sin = Math.sin( cycleTheta );
torso.set( origin );
var lift = Math.cos( cycleTheta - 1 );
torso.y -= Math.abs( lift ) * 40;
// torso.y -= Math.max( 0, Math.cos( cycleTheta * 2 - 2 ) ) * 20;
coccyx.set( torso );
coccyx.y += leftHipOffset.y;
head.set( torso );
head.y -= 30;
// shoulder
var quadFactor = 1.5;
leftShoulder = Vector.add( torso, leftShoulderOffset );
var quadSine = sin > 0 ? quadWave( sin, quadFactor ) : sin;
// var normTheta = normalizeAngle( cycleTheta );
// var quadSine = Math.floor( cycleTheta / ( TAU/4) ) % 2 ? quadWave( sin, squareFactor ) : sin;
leftShoulder.x += quadSine * shoulderAmplitude;
// elbow
var leftElbowAngle = -quadSine * 1.0 + 1.7;
leftElbow = Vector.addDistance( leftShoulder, armLength, leftElbowAngle );
// wrist
var leftWristAngle = leftElbowAngle - quadSine * 0.4 - PI / 2;
leftWrist = Vector.addDistance( leftElbow, armLength, leftWristAngle );
// hip
leftHip = Vector.add( torso, leftHipOffset );
leftHip.x += -quadSine * hipAmplitude;
// knee
var leftKneeAngle = quadSine * 0.9 + 1.5;
leftKnee = Vector.addDistance( leftHip, legLength, leftKneeAngle );
leftThigh = Vector.addDistance( leftHip, legLength/2, leftKneeAngle );
// ankle
var ankleTheta = cycleTheta - TAU/8;
var normAnkleTheta = normalizeAngle( ankleTheta );
var ankleAngle = Math.max( 0, Math.sin( normAnkleTheta * 2/3 ) ) * 2 - 1;
var leftAnkleAngle = ( ankleAngle + 1 ) * 0.75;
leftAnkleAngle += leftKneeAngle;
leftAnkle = Vector.addDistance( leftKnee, legLength, leftAnkleAngle );
leftToe = Vector.addDistance( leftAnkle, footLength, leftAnkleAngle - TAU/4 );
// right
// shoulder
quadSine = sin < 0 ? quadWave( sin, quadFactor ) : sin;
rightShoulder = Vector.add( torso, rightShoulderOffset );
rightShoulder.x += quadSine * shoulderAmplitude * -1;
// elbow
var rightElbowAngle = quadSine * 1.0 + 1.7;
rightElbow = Vector.addDistance( rightShoulder, armLength, rightElbowAngle );
// wrist
var rightWristAngle = rightElbowAngle + quadSine * 0.4 - PI / 2;
rightWrist = Vector.addDistance( rightElbow, armLength, rightWristAngle );
// hip
rightHip = Vector.add( torso, rightHipOffset );
rightHip.x += quadSine * hipAmplitude;
// knee
var rightKneeAngle = -quadSine * 0.9 + 1.5;
rightKnee = Vector.addDistance( rightHip, legLength, rightKneeAngle );
rightThigh = Vector.addDistance( rightHip, legLength/2, rightKneeAngle );
// ankle
ankleTheta = cycleTheta - TAU/8 + TAU/2;
normAnkleTheta = normalizeAngle( ankleTheta );
ankleAngle = Math.max( 0, Math.sin( normAnkleTheta * 2/3 ) ) * 2 - 1;
var rightAnkleAngle = ( ankleAngle + 1 ) * 0.75;
rightAnkleAngle += rightKneeAngle;
rightAnkle = Vector.addDistance( rightKnee, legLength, rightAnkleAngle );
rightToe = Vector.addDistance( rightAnkle, footLength, rightAnkleAngle - TAU/4 );
}
var scale = 1;
function render() {
ctx.clearRect( 0, 0, w, h );
ctx.save();
ctx.scale( scale, scale );
ctx.save();
ctx.translate( 150, 50 );
ribbon0.render( ctx );
ribbon1.render( ctx );
for ( var i=0, len = follicles.length; i < len; i++ ) {
follicles[i].render( ctx );
}
ctx.restore();
renderIllo();
ctx.restore();
// renderSkeleton();
}
var brownSkin = '#A74';
var black = '#333';
var magenta = '#B1B';
function renderIllo() {
// right arm
renderIlloArm( rightShoulder, rightElbow, rightWrist, true );
// right leg
renderIlloLeg( rightHip, rightKnee, rightAnkle, rightThigh, rightToe, black );
// torso bottom
ctx.fillStyle = black;
ctx.beginPath();
ctx.arc( leftHip.x + 15, leftHip.y - 15, 42, TAU/4, -TAU/4 );
ctx.fill();
ctx.closePath();
ctx.beginPath();
ctx.arc( rightHip.x - 15, rightHip.y - 15, 42, -TAU/4, TAU/4 );
ctx.fill();
ctx.closePath();
ctx.fillRect( leftHip.x + 14.5, torso.y - 9, ( rightHip.x - 14.5) - (leftHip.x + 14.5), 84 );
// torso top
ctx.fillStyle = black;
fillCircle( Vector.add( torso, { x: -33, y: 0 } ), 25 );
fillCircle( Vector.add( torso, { x: 18, y: 0 } ), 25 );
// fillCircle( Vector.add( rightShoulder, { x: -15, y: 0 } ), 25 );
ctx.fillRect( torso.x - 33, torso.y - 25, 56, 50 );
// head
if ( isHeadImgLoaded ) {
ctx.drawImage( headImg, torso.x - 70, torso.y - 145 );
}
// left leg
renderIlloLeg( leftHip, leftKnee, leftAnkle, leftThigh, leftToe, magenta );
// left arm
renderIlloArm( leftShoulder, leftElbow, leftWrist );
}
function renderIlloArm( shoulder, elbow, wrist, hasBand ) {
ctx.strokeStyle = brownSkin;
ctx.lineWidth = 45;
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
ctx.beginPath();
ctx.moveTo( shoulder.x, shoulder.y );
ctx.lineTo( elbow.x, elbow.y );
ctx.lineTo( wrist.x, wrist.y );
ctx.stroke();
ctx.closePath();
if ( hasBand ) {
ctx.strokeStyle = magenta;
ctx.beginPath();
ctx.moveTo( elbow.x, elbow.y );
ctx.lineTo( wrist.x, wrist.y );
ctx.stroke();
ctx.closePath();
}
// ctx.fillStyle = !hasBand ? magenta : brownSkin;
ctx.fillStyle = brownSkin;
fillCircle( wrist, 28 );
}
function fillCircle( v, radius ) {
ctx.beginPath();
ctx.arc( v.x, v.y, radius, 0, TAU );
ctx.fill();
ctx.closePath();
}
function renderIlloLeg( hip, knee, ankle, thigh, toe, footColor ) {
ctx.lineWidth = 45;
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
ctx.strokeStyle = black;
ctx.beginPath();
ctx.moveTo( hip.x, hip.y );
ctx.lineTo( knee.x, knee.y );
ctx.lineTo( ankle.x, ankle.y );
ctx.stroke();
ctx.closePath();
// foot
ctx.lineCap = 'round';
ctx.lineWidth = 50;
ctx.strokeStyle = magenta;
ctx.beginPath();
ctx.moveTo( ankle.x, ankle.y );
ctx.lineTo( toe.x, toe.y );
ctx.stroke();
ctx.closePath();
}
function dot( ctx, v ) {
ctx.beginPath();
ctx.arc( v.x, v.y, 6, 0, Math.PI * 2 );
ctx.fill();
ctx.closePath();
}
// i: sin or cos
// b: square factor
function quadWave( i, b ) {
return Math.sqrt( ( 1 + b * b ) / ( 1 + b * b * i * i ) ) * i;
}
var isAnimating = false;
function animate() {
update();
render();
requestAnimationFrame( animate );
}
function start() {
isAnimating = true;
}
// -------------------------- -------------------------- //
animate();
var speedRange = document.querySelector('.speed-range')
speedRange.onchange = function() {
cycleSpeed = parseFloat( speedRange.value );
};
Also see: Tab Triggers