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HTML Settings

Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              <div id="info">
  <div>
    <div>Drag with your mouse.</div>
    <div>Press
      <code>1</code> for slow motion.</div>
    <div>Press
      <code>2</code> for zero gravity.</div>
    <div>Press
      <code>3</code> for reverse gravity.</div>
  </div>
</div>
<canvas></canvas>
<div id="github">
<a href="https://github.com/dissimulate/jelly" target="_blank">
  github.com/dissimulate/jelly
</a>
&nbsp;&bull;&nbsp;
<a href="https://twitter.com/abro_oks" target="_blank">@abro_oks</a>
</div>

            
          
!
            
              * {
  margin: 0;
}
 
body {
  font-family: Helvetica, sans-serif;
  background: #f8f8f8;
}

#info {
  font-size: 22px;
  color: #ccc;
  position: absolute;
  z-index: -1;
  display: flex;
  flex-direction: column;
  width: 100vw;
  height: 100vh;
  justify-content: center;
  align-items: center;
  animation: fadeOut 1s forwards 3s;
}

#info > div {
  margin-top: -3em;
}

#info > div > div {
  margin-bottom: 0.4em;
}

code {
  color: #bbb;
  background: rgba(0, 0, 0, 0.07);
  padding: 0em 0.2em;
}

#github {
  position: absolute;
  top: 1em;
  left: 0;
  right: 0;
  margin: auto;
  width: 20em;
  text-align: center;
  font-size: 18px;
  color: #888;
}

#github a {
  text-decoration: none;
  color: #9999EE;
  margin-bottom: 0.2em;
  display: inline-block;
}

@keyframes fadeOut {
  from {
    opacity: 1
  }
  to {
    opacity: 0.4
  }
}
            
          
!
            
              const SPACING = 14;
const ITERATIONS = 14;
const MOUSE = SPACING * 5;
let GRAVITY = 0.05;
let SPEED = 1;

const canvas = document.querySelector('canvas');
const ctx = canvas.getContext('2d');

canvas.width = window.innerWidth;
canvas.height = window.innerHeight;

const mouse = {
  x: 0,
  y: 0,
  px: 0,
  py: 0,
  points: [],
};

const clamp = function (val, min, max) {
  return Math.min(Math.max(val, min), max);
};

class Vector {
  constructor (x = 0, y = 0) {
    this.x = x;
    this.y = y;
  }

  get length () {
    return Math.sqrt(this.x * this.x + this.y * this.y);
  }

  add (v) {
    const p = v instanceof Vector;
    this.x += p ? v.x : v;
    this.y += p ? v.y : v;
    return this;
  }

  sub (v) {
    const p = v instanceof Vector;
    this.x -= p ? v.x : v;
    this.y -= p ? v.y : v;
    return this;
  }

  mul (v) {
    const p = v instanceof Vector;
    this.x *= p ? v.x : v;
    this.y *= p ? v.y : v;
    return this;
  }

  scale (x) {
    this.x *= x;
    this.y *= x;
    return this;
  }

  normalize () {
    const len = this.length;
    if (len > 0) {
      this.x /= len;
      this.y /= len;
    }

    return this;
  }

  distance (v) {
    const x = this.x - v.x;
    const y = this.y - v.y;
    return Math.sqrt(x * x + y * y);
  }

  static add (v1, v2) {
    const v = v2 instanceof Vector;
    return new Vector(
      v1.x + (v ? v2.x : v2),
      v1.y + (v ? v2.y : v2)
    );
  }

  static sub (v1, v2) {
    const v = v2 instanceof Vector;
    return new Vector(
      v1.x - (v ? v2.x : v2),
      v1.y - (v ? v2.y : v2)
    );
  }

  static mul (v1, v2) {
    const v = v2 instanceof Vector;
    return new Vector(
      v1.x * (v ? v2.x : v2),
      v1.y * (v ? v2.y : v2)
    );
  }

  static dot (v1, v2) {
    return v1.x * v2.x + v1.y * v2.y;
  }
}

const reactor = function (a, b, p) {
  const refA = Vector.add(a.toWorld(p), a.pos);
  const refB = Vector.add(b.toWorld(Vector.mul(p, -1)), b.pos);

  const diff = Vector.sub(refB, refA);
  const mid = Vector.add(refA, Vector.mul(diff, 0.5));

  const t = clamp(b.p - a.p, -Math.PI, Math.PI);
  a.torque += t;
  b.torque -= t;

  const mfc = 0.04;
  const tfc = 0.02;
  const mf = Vector.mul(diff, mfc);
  const tf = Vector.mul(diff, tfc);
  const dm = Vector.sub(b.vat(mid), a.vat(mid));
  mf.add(Vector.mul(dm, mfc));
  tf.add(Vector.mul(dm, tfc));

  a.addForce(mf, mid);
  b.addForce(Vector.mul(mf, -1), mid);
  a.addTorque(tf, mid);
  b.addTorque(Vector.mul(tf, -1), mid);
};

const allContraints = [];

class Point {
  constructor (pos, square) {
    this.pos = pos;
    this.velocity = new Vector();
    this.force = new Vector();

    this.p = 0;
    this.w = 0;
    this.torque = 0;
    this.square = square;
  }

  update () {
    this.velocity.add(Vector.mul(this.force, SPEED));

    this.force = new Vector(0, GRAVITY / ITERATIONS);

    this.pos.add(Vector.mul(this.velocity, SPEED));

    const qPI = Math.PI / 4;
    this.w += this.torque / ((SPACING / 2) ** 2 / 2);
    this.w = clamp(this.w * SPEED, -qPI, qPI);

    this.p += this.w;
    this.torque = 0;

    mouse.points.includes(this) &&
      this.moveTo(mouse, this.mouseDiff);
  }

  toWorld (input) {
    return new Vector(
      -input.y * Math.sin(this.p) + input.x * Math.cos(this.p),
      input.y * Math.cos(this.p) + input.x * Math.sin(this.p)
    );
  }

  vat (R) {
    const dr = Vector.sub(R, this.pos);
    const vdr = this.w * dr.length;

    dr.normalize();

    return Vector.add(
      this.velocity,
      new Vector(vdr * -dr.y, vdr * dr.x)
    );
  }

  addForce (F) {
    this.force.add(F);
  }

  addTorque (F, R) {
    const arm = Vector.sub(R, this.pos);
    const torque = F.y * arm.x - F.x * arm.y;
    this.torque += torque;
  }

  moveTo (v, offset) {
    const targetX = v.x + offset.x;
    const targetY = v.y + offset.y;
    const strength = 0.001;
    this.velocity.x += (targetX - this.pos.x) * strength * SPEED;
    this.velocity.y += (targetY - this.pos.y) * strength * SPEED;
    this.velocity.mul(0.99);
  }
}

class Square {
  constructor (width, height, spacing, hue) {
    this.width = width;
    this.height = height;
    this.spacing = spacing;
    this.hue = hue;

    const yOff = 200 + Math.random() * (canvas.height - 300 - height * SPACING);
    const xOff = 10 + Math.random() * (canvas.width - 10 - width * SPACING);

    const w = -0.5 + Math.random();

    this.points = Array(width * height).fill(0).map((_, i) => {
      const x = i % width;
      const y = ~~(i / width);

      const p = new Point(
        new Vector(
          xOff + x * spacing,
          canvas.height - yOff + y * spacing,
        ),
        this,
      );

      p.w = w;

      return p;
    });

    this.points.forEach((point, i) => {
      const x = i % width;
      const y = ~~(i / width);

      if (x > 0) {
        allContraints.push([
          this.points[i - 1],
          point,
          new Vector(SPACING / 2, 0)
        ]);
      }

      if (y > 0) {
        allContraints.push([
          this.points[i - width],
          point,
          new Vector(0, SPACING / 2)
        ]);
      }
    });

    this.drawPoints = [];

    for (let i = 0; i < width; i++) {
      this.drawPoints.push(this.points[i].pos);
    }

    for (let i = 0; i < height; i++) {
      this.drawPoints.push(this.points[(width - 1) + width * i].pos);
    }

    for (let i = width - 1; i > -1; i--) {
      this.drawPoints.push(this.points[(height - 1) * width + i].pos);
    }

    for (let i = height - 1; i > -1; i--) {
      this.drawPoints.push(this.points[(width ) * i].pos);
    }
  }

  draw (ctx) {
    const { drawPoints, hue } = this;

    ctx.lineWidth = 2;
    ctx.fillStyle = `hsla(${hue}, 90%, 80%, 0.8)`;
    ctx.strokeStyle = `hsla(${hue}, 90%, 70%, 0.8)`;

    ctx.beginPath();
    ctx.moveTo(drawPoints[0].x, drawPoints[0].y);

    drawPoints.forEach((point, i) =>{
      i && ctx.lineTo(point.x, point.y);
    });

    ctx.lineTo(drawPoints[0].x, drawPoints[0].y);
    ctx.stroke();
    ctx.fill();
  }
}

const hue = Math.random() * 360;
const squares = Array(4).fill(0).map((_, i) => {
  const size = 8 + i * 2;
  return new Square(
    size,
    size,
    SPACING,
    hue + i * 20,
  );
});

const allPoints = [].concat(...squares.map(({ points }) => points));

const update = function () {
  const { width, height } = canvas;

  ctx.clearRect(0, 0, width, height);

  let i = ITERATIONS;
  while (i--) {
    allContraints.forEach((con, i) => {
      reactor(...con, i);
    });

    allPoints.forEach((point, i) => {
      const { square } = point;

      const damping = 0.6;
      const spacing = (square ? square.spacing : SPACING) / 2;

      if (point.pos.x < spacing) {
        point.force.add(new Vector((spacing - point.pos.x) * 1, 0));
        point.velocity.y *= damping;
      } else if (point.pos.x > canvas.width - spacing) {
        point.force.add(new Vector((point.pos.x - canvas.width + spacing) * -1, 0));
        point.velocity.y *= damping;
      }

      if (point.pos.y < spacing) {
        point.force.add(new Vector(0, (spacing - point.pos.y) * 1));
        point.velocity.x *= damping;
      } else if (point.pos.y > canvas.height - spacing) {
        point.force.add(new Vector(0, (point.pos.y - canvas.height + spacing) * -1));
        point.velocity.x *= damping;
      }

      point.update();
    });
  }

  squares.forEach((s) => {
    s.draw(ctx);
  });

  if (mouse.down) {
    ctx.fillStyle = 'rgba(0, 0, 100, 0.03)';
    ctx.beginPath();
    ctx.arc(mouse.x, mouse.y, MOUSE, 0, Math.PI * 2);
    ctx.fill();
    ctx.beginPath();
    ctx.arc(mouse.x, mouse.y, SPACING, 0, Math.PI * 2);
    ctx.fill();
  }

  mouse.px = mouse.x;
  mouse.py = mouse.y;

  window.requestAnimationFrame(update);
};

update();


const setMouse = (e) => {
  e = e.touches ? e.touches[0] : e;
  const rect = canvas.getBoundingClientRect();
  mouse.px = mouse.x;
  mouse.py = mouse.y;
  mouse.x = e.clientX - rect.left;
  mouse.y = e.clientY - rect.top;
};

canvas.onmousedown = canvas.ontouchstart = (e) => {
  setMouse(e);
  mouse.down = true;

  for (const point of allPoints) {
    if (point.pos.distance(mouse) < MOUSE && !mouse.points.includes(point)) {
      mouse.points.push(point);
      point.mouseDiff = Vector.sub(point.pos, new Vector(mouse.x, mouse.y));
      point.velocity.mul(0);
      point.force.mul(0);
    }
  }
};

canvas.onmouseup = canvas.ontouchend = () => {
  mouse.points = [];
  mouse.down = false;
};

canvas.onmousemove = canvas.ontouchmove = setMouse;

window.onkeydown = ({ keyCode }) => {
  if (keyCode === 49) {
    SPEED = 0.2;
  } else if (keyCode === 50) {
    GRAVITY = 0;
  } else if (keyCode === 51) {
    GRAVITY = -0.05;
  }
};
window.onkeyup = ({ keyCode }) => {
  if (keyCode === 49) {
    SPEED = 1;
  } else if (keyCode === 50) {
    GRAVITY = 0.05;
  } else if (keyCode === 51) {
    GRAVITY = 0.05;
  }
};

            
          
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