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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.
<p>Double click to split. <a id="keyboardUp" href="#">Increase</a> / <a id="keyboardDown" href="#">decrease</a> size or <a id="keyboardLeft" href="#">Previous</a> / <a id="keyboardRight" href="#">Next</a> skin.</p>
<canvas id='world'></canvas>
body {
background-color: #333333;
padding: 0;
margin: 0;
overflow: hidden;
}
p {
position: absolute;
z-index: 99;
color: #cccccc;
margin: 2px;
padding: 0;
font-family: Arial;
font-size: 10px;
}
a {
color: #f4f4f4;
font-weight: bold;
}
/**
* Best seen in fullscreen: http://hakim.se/experiments/html5/blob/03/
*/
BlobWorld = new function() {
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var canvas;
var context;
var blobs = [];
var dragBlob;
var screenX = window.screenX;
var screenY = window.screenY;
var mouseX = (window.innerWidth - SCREEN_WIDTH);
var mouseY = (window.innerHeight - SCREEN_HEIGHT);
var mouseIsDown = false;
var mouseDownOffset = { x: 0, y: 0 };
// The bounds of the world
var worldRect = { x: 0, y: 0, width: 0, height: 0 };
// The world gravity, applied to all blobs
var gravity = { x: 0, y: 1.2 };
// A pair of blobs that should be merged
var mergeQueue = { blobA: -1, blobB: -1 };
var skinIndex = 0;
var skins = [
{ fillStyle: 'rgba(0,200,250,1.0)', strokeStyle: '#ffffff', lineWidth: 5, debug: false },
{ fillStyle: '', strokeStyle: '', lineWidth: 0, debug: true },
{ fillStyle: 'rgba(0,0,0,0.1)', strokeStyle: 'rgba(255,255,255,1.0)', lineWidth: 6, debug: false },
{ fillStyle: 'rgba(0,230,110,1.0)', strokeStyle: 'rgba(0,0,0,1.0)', lineWidth: 2, debug: false },
{ fillStyle: 'rgba(255,255,0,1.0)', strokeStyle: 'rgba(0,0,0,1.0)', lineWidth: 4, debug: false },
{ fillStyle: 'rgba(255,255,255,1.0)', strokeStyle: 'rgba(0,0,0,1.0)', lineWidth: 4, debug: false }
];
this.init = function() {
canvas = document.getElementById( 'world' );
if (canvas && canvas.getContext) {
context = canvas.getContext('2d');
// Register event listeners
window.addEventListener('mousemove', documentMouseMoveHandler, false);
canvas.addEventListener('mousedown', documentMouseDownHandler, false);
canvas.addEventListener('dblclick', documentDoubleClickHandler, false);
window.addEventListener('mouseup', documentMouseUpHandler, false);
document.addEventListener('touchstart', documentTouchStartHandler, false);
document.addEventListener('touchmove', documentTouchMoveHandler, false);
document.addEventListener('touchend', documentTouchEndHandler, false);
document.addEventListener('keydown', documentKeyDownHandler, false);
window.addEventListener('resize', windowResizeHandler, false);
document.getElementById( 'keyboardUp' ).addEventListener('click', keyboardUpHandler, false);
document.getElementById( 'keyboardDown' ).addEventListener('click', keyboardDownHandler, false);
document.getElementById( 'keyboardLeft' ).addEventListener('click', keyboardLeftHandler, false);
document.getElementById( 'keyboardRight' ).addEventListener('click', keyboardRightHandler, false);
createBlob( { x: SCREEN_WIDTH*0.5, y: SCREEN_HEIGHT*0.1 } );
windowResizeHandler();
setInterval( loop, 1000 / 60 );
}
};
function createBlob( position ) {
var blob = new Blob();
blob.position.x = position.x;
blob.position.y = position.y;
blob.generateNodes();
blobs.push( blob );
}
function splitBlob( blob ) {
if( blob.quality > 8 ) {
blobs.push( blob.split() );
}
}
function mergeBlobs( blobA, blobB ) {
var t = getTime();
if( !blobs[blobA] || !blobs[blobB] ) {
return;
}
if( t - blobs[blobA].lastSplitTime > 500 && t - blobs[blobB].lastSplitTime > 500 ) {
// Merge blobB with blobA
blobs[blobA].merge( blobs[blobB] );
// Remove blobB since blobA will take over its body
blobs.splice( blobB, 1 );
}
}
function documentMouseMoveHandler(event) {
mouseX = event.clientX - (window.innerWidth - SCREEN_WIDTH) * .5;
mouseY = event.clientY - (window.innerHeight - SCREEN_HEIGHT) * .5;
}
function documentMouseDownHandler(event) {
event.preventDefault();
mouseIsDown = true;
dragBlob = blobs[ findClosestBody( blobs, { x: mouseX, y: mouseY } ) ];
var closestNodeIndex = findClosestBody( dragBlob.nodes, { x: mouseX, y: mouseY } );
dragBlob.dragNodeIndex = closestNodeIndex;
mouseDownOffset.y = 100;
}
function documentMouseUpHandler(event) {
mouseIsDown = false;
if( dragBlob ) {
dragBlob.dragNodeIndex = -1;
dragBlob = null;
}
}
function documentTouchStartHandler(event) {
if(event.touches.length == 1) {
event.preventDefault();
mouseIsDown = true;
mouseX = event.touches[0].pageX - (window.innerWidth - SCREEN_WIDTH) * .5;
mouseY = event.touches[0].pageY - (window.innerHeight - SCREEN_HEIGHT) * .5;
dragBlob = blobs[ findClosestBody( blobs, { x: mouseX, y: mouseY } ) ];
var closestNodeIndex = findClosestBody( dragBlob.nodes, { x: mouseX, y: mouseY } );
dragBlob.dragNodeIndex = closestNodeIndex;
mouseDownOffset.y = 100;
}
}
function documentTouchMoveHandler(event) {
if(event.touches.length == 1) {
event.preventDefault();
mouseX = event.touches[0].pageX - (window.innerWidth - SCREEN_WIDTH) * .5;
mouseY = event.touches[0].pageY - (window.innerHeight - SCREEN_HEIGHT) * .5;
}
}
function documentTouchEndHandler(event) {
mouseIsDown = false;
if( dragBlob ) {
dragBlob.dragNodeIndex = -1;
dragBlob = null;
}
}
function documentDoubleClickHandler(event) {
var mouse = { x: mouseX, y: mouseY };
var blob = blobs[findClosestBody( blobs, mouse )];
if( distanceBetween( blob.position, mouse ) < blob.radius + 30 ) {
splitBlob( blob );
}
}
function documentKeyDownHandler(event) {
switch( event.keyCode ) {
case 40:
changeBlobRadius( -10 );
event.preventDefault();
break;
case 38:
changeBlobRadius( 10 );
event.preventDefault();
break;
case 37:
changeSkin( -1 );
event.preventDefault();
break;
case 39:
changeSkin( 1 );
event.preventDefault();
break;
}
}
function keyboardUpHandler(event) {
event.preventDefault();
changeBlobRadius( 20 );
}
function keyboardDownHandler(event) {
event.preventDefault();
changeBlobRadius( -20 );
}
function keyboardLeftHandler(event) {
event.preventDefault();
changeSkin( -1 );
}
function keyboardRightHandler(event) {
event.preventDefault();
changeSkin( 1 );
}
function changeSkin( offset ) {
skinIndex += offset;
skinIndex = skinIndex < 0 ? skins.length-1 : skinIndex;
skinIndex = skinIndex > skins.length-1 ? 0 : skinIndex;
}
function changeBlobRadius( offset ) {
for( var i = 0, len = blobs.length; i < len; i++ ) {
blob = blobs[i];
var oldRadius = blob.radius;
blob.radius += offset;
blob.radius = Math.max( 40, Math.min( blob.radius, 280 ) );
if( blob.radius != oldRadius ) {
blob.updateNormals();
}
}
}
function findClosestBody( bodies, position ) {
var closestDistance = 9999;
var currentDistance = 9999;
var closestIndex = -1;
for( var i = 0, len = bodies.length; i < len; i++ ) {
var body = bodies[i];
currentDistance = distanceBetween( body.position, { x: position.x, y: position.y } );
if( currentDistance < closestDistance ) {
closestDistance = currentDistance;
closestIndex = i;
}
}
return closestIndex;
}
function windowResizeHandler() {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
canvas.width = SCREEN_WIDTH;
canvas.height = SCREEN_HEIGHT;
worldRect.x = 3;
worldRect.y = 3;
worldRect.width = SCREEN_WIDTH-6;
worldRect.height = SCREEN_HEIGHT-6;
}
function loop() {
var skin = skins[skinIndex];
// The area around the dirty region to include in the clear
var dirtySpread = 80;
var u1, u2, ulen, blob;
// Clear the dirty rects of all blobs
for( u1 = 0, ulen = blobs.length; u1 < ulen; u1++ ) {
blob = blobs[u1];
// Clear all pixels in the dirty region
context.clearRect(blob.dirtyRegion.left-dirtySpread,blob.dirtyRegion.top-dirtySpread,blob.dirtyRegion.right-blob.dirtyRegion.left+(dirtySpread*2),blob.dirtyRegion.bottom-blob.dirtyRegion.top+(dirtySpread*2));
// Reset the dirty region so that it can be expanded anew
blob.dirtyRegion = { left: worldRect.x + worldRect.width, top: worldRect.y + worldRect.height, right: 0, bottom: 0 };
}
// If there is a merge queued, solve it now
if( mergeQueue.blobA != -1 && mergeQueue.blobB != -1 ) {
mergeBlobs( mergeQueue.blobA, mergeQueue.blobB );
mergeQueue.blobA = -1;
mergeQueue.blobB = -1;
}
// If the mouse is down, start adding the velocity needed to move towards the mouse position
if( dragBlob ) {
dragBlob.velocity.x += ( ( mouseX + mouseDownOffset.x ) - dragBlob.position.x ) * 0.01;
dragBlob.velocity.y += ( ( mouseY + mouseDownOffset.y ) - dragBlob.position.y ) * 0.01;
}
for( u1 = 0, ulen = blobs.length; u1 < ulen; u1++ ) {
blob = blobs[u1];
for( u2 = 0; u2 < ulen; u2++ ) {
var otherBlob = blobs[u2];
if( otherBlob != blob ) {
var distance = distanceBetween( { x: blob.position.x, y: blob.position.y }, { x: otherBlob.position.x, y: otherBlob.position.y } );
if( distance < blob.radius + otherBlob.radius ) {
mergeQueue.blobA = u1;
mergeQueue.blobB = u2;
}
}
}
// Track window movement
blob.velocity.x += ( window.screenX - screenX ) * (0.04 + (Math.random()*0.1));
blob.velocity.y += ( window.screenY - screenY ) * (0.04 + (Math.random()*0.1));
var friction = { x: 1.035, y: 1.035 };
// Enforce horizontal world bounds
if( blob.position.x > worldRect.x + worldRect.width ) {
blob.velocity.x -= ( blob.position.x - worldRect.width ) * 0.05;
friction.y = 1.07;
}
else if( blob.position.x < worldRect.x ) {
blob.velocity.x += Math.abs( worldRect.x - blob.position.x ) * 0.05;
friction.y = 1.07;
}
// Enforce vertical world bounds
if( blob.position.y > worldRect.y + worldRect.height ) {
blob.velocity.y -= ( blob.position.y - worldRect.height ) * 0.05;
friction.x = 1.07;
}
else if( blob.position.y < worldRect.y ) {
blob.velocity.y += Math.abs( worldRect.y - blob.position.y ) * 0.05;
friction.x = 1.07;
}
// Gravity
blob.velocity.x += gravity.x;
blob.velocity.y += gravity.y;
// Friction
blob.velocity.x /= friction.x;
blob.velocity.y /= friction.y;
// Apply the velocity to the entire blob
blob.position.x += blob.velocity.x;
blob.position.y += blob.velocity.y;
var i, j, len, node, joint, position;
// Update all node ghosts (previous positions). All nodes need to be synced before the below
// calculation loop to avoid tearing between the first nodes
for (i = 0, len = blob.nodes.length; i < len; i++) {
node = blob.nodes[i];
node.ghost.x = node.position.x;
node.ghost.y = node.position.y;
}
var dragNode = blob.nodes[blob.dragNodeIndex];
if( dragNode ) {
var angle = Math.atan2( mouseY - (blob.position.y-80), mouseX - blob.position.x );
blob.rotation += ( angle - blob.rotation ) * 0.03;
blob.updateNormals();
}
// Calculation loop
for (i = 0, len = blob.nodes.length; i < len; i++) {
node = blob.nodes[i];
// Move towards the normal target
node.normal.x += ( node.normalTarget.x - node.normal.x ) * 0.05;
node.normal.y += ( node.normalTarget.y - node.normal.y ) * 0.05;
// This point will be used as the new position for this node, after all factors have been applied
position = { x: blob.position.x, y: blob.position.y };
// Apply the joints
for( j = 0; j < node.joints.length; j++ ) {
joint = node.joints[j];
// Determine the strain on the joints
var strainX = ( (joint.node.ghost.x - node.ghost.x) - (joint.node.normal.x - node.normal.x) );
var strainY = ( (joint.node.ghost.y - node.ghost.y) - (joint.node.normal.y - node.normal.y) );
position.x += strainX * joint.strength;
position.y += strainY * joint.strength;
}
// Offset by the normal
position.x += node.normal.x;
position.y += node.normal.y;
// Apply the drag offset (if applicable)
if( i == blob.dragNodeIndex ) {
position.x += ( mouseX - position.x ) * 0.98;
position.y += ( mouseY - position.y ) * 0.98;
}
// Apply the calculated position to the node (with easing)
node.position.x += ( position.x - node.position.x ) * 0.1;
node.position.y += ( position.y - node.position.y ) * 0.1;
// Limit the node position to screen bounds
node.position.x = Math.max( Math.min( node.position.x, worldRect.x + worldRect.width ), worldRect.x );
node.position.y = Math.max( Math.min( node.position.y, worldRect.y + worldRect.height ), worldRect.y );
// Expand the dirty rect if needed
blob.dirtyRegion.left = Math.min(blob.dirtyRegion.left, node.position.x);
blob.dirtyRegion.top = Math.min(blob.dirtyRegion.top, node.position.y);
blob.dirtyRegion.right = Math.max(blob.dirtyRegion.right, node.position.x);
blob.dirtyRegion.bottom = Math.max(blob.dirtyRegion.bottom, node.position.y);
}
if( !skin.debug ) {
context.beginPath();
context.fillStyle = skin.fillStyle;
context.strokeStyle = skin.strokeStyle;
context.lineWidth = skin.lineWidth;
}
var cn = getArrayElementByOffset( blob.nodes, 0, -1 ); // current node
var nn = getArrayElementByOffset( blob.nodes, 0, 0 ); // next node
// Move to the first anchor
context.moveTo( cn.position.x + ( nn.position.x - cn.position.x ) / 2, cn.position.y + ( nn.position.y - cn.position.y ) / 2 );
// Rendering loop
for (i = 0, len = blob.nodes.length; i < len; i++) {
cn = getArrayElementByOffset( blob.nodes, i, 0 );
nn = getArrayElementByOffset( blob.nodes, i, 1 );
if( skin.debug ) {
context.beginPath();
context.lineWidth = 1;
context.strokeStyle = "#ababab";
for( j = 0; j < cn.joints.length; j++ ) {
joint = cn.joints[j];
context.moveTo( cn.position.x, cn.position.y );
context.lineTo( joint.node.position.x, joint.node.position.y );
}
context.stroke();
context.beginPath();
context.fillStyle = i == 0? "#00ff00" : "#dddddd";
context.arc(cn.position.x, cn.position.y, 5, 0, Math.PI*2, true);
context.fill();
}
else {
context.quadraticCurveTo( cn.position.x, cn.position.y, cn.position.x + ( nn.position.x - cn.position.x ) / 2, cn.position.y + ( nn.position.y - cn.position.y ) / 2 );
}
}
if( skin.debug ) {
// context.beginPath();
// context.fillStyle = "rgba(100,255,100,0.3)";
// context.fillRect(blob.dirtyRegion.left-dirtySpread,blob.dirtyRegion.top-dirtySpread,blob.dirtyRegion.right-blob.dirtyRegion.left+(dirtySpread*2),blob.dirtyRegion.bottom-blob.dirtyRegion.top+(dirtySpread*2));
// context.fill();
}
context.stroke();
context.fill();
}
screenX = window.screenX;
screenY = window.screenY;
}
};
function Blob() {
this.position = { x: 0, y: 0 };
this.velocity = { x: 0, y: 0 };
this.radius = 120;
this.quality = 32;
this.nodes = [];
this.rotation = -Math.PI * 0.5;
this.dragNodeIndex = -1;
this.dirtyRegion = { left: 0, top: 0, right: 0, bottom: 0 };
this.lastSplitTime = 0;
this.generateNodes = function() {
this.nodes = [];
var i, n;
for (i = 0; i < this.quality; i++) {
n = {
normal: { x: 0, y: 0 },
normalTarget: { x: 0, y: 0 },
position: { x: this.position.x, y: this.position.y },
ghost: { x: this.position.x, y: this.position.y },
angle: 0
};
this.nodes.push( n );
}
this.updateJoints();
this.updateNormals();
};
this.updateJoints = function() {
for (var i = 0; i < this.quality; i++) {
var n = this.nodes[i];
n.joints = [
{
node: getArrayElementByOffset( this.nodes, i, -1 ),
strength: 2.2
},
{
node: getArrayElementByOffset( this.nodes, i, 1 ),
strength: 2.2
}
];
n.joints.push( {
node: getArrayElementByOffset( this.nodes, i, -2 ),
strength: 2.2
} );
n.joints.push( {
node: getArrayElementByOffset( this.nodes, i, 2 ),
strength: 2.2
} );
}
};
this.updateNormals = function() {
var i, j, n;
for (i = 0; i < this.quality; i++) {
var n = this.nodes[i];
if( this.dragNodeIndex != -1 ) {
j = i - this.dragNodeIndex;
j = j < 0 ? this.quality + j : j;
}
else {
j = i;
}
n.angle = ( (j / this.quality ) * Math.PI * 2 ) + this.rotation;
n.normalTarget.x = Math.cos( n.angle ) * this.radius;
n.normalTarget.y = Math.sin( n.angle ) * this.radius;
if( n.normal.x == 0 && n.normal.y == 0 ) {
n.normal.x = n.normalTarget.x;
n.normal.y = n.normalTarget.y;
}
}
};
this.split = function() {
var velocitySpread = this.radius / 10;
var nodeSpread = Math.round( this.nodes.length * 0.5 );
var radiusSpread = this.radius * 0.5;
var sibling = new Blob();
sibling.position.x = this.position.x;
sibling.position.y = this.position.y;
sibling.velocity.x = velocitySpread;
sibling.velocity.y = this.velocity.y;
sibling.nodes = [];
var i = 0;
while( i++ < nodeSpread ) {
sibling.nodes.push( this.nodes.shift() );
}
sibling.radius = radiusSpread;
sibling.quality = sibling.nodes.length;
this.velocity.x = -velocitySpread;
this.radius = radiusSpread;
this.quality = this.nodes.length;
this.dragNodeIndex = -1;
this.updateJoints();
this.updateNormals();
sibling.dragNodeIndex = -1;
sibling.updateJoints();
sibling.updateNormals();
sibling.lastSplitTime = getTime();
this.lastSplitTime = getTime();
return sibling;
};
this.merge = function( sibling ) {
this.velocity.x *= 0.5;
this.velocity.y *= 0.5;
this.velocity.x += sibling.velocity.x * 0.5;
this.velocity.y += sibling.velocity.y * 0.5;
while( sibling.nodes.length ) {
this.nodes.push( sibling.nodes.shift() );
}
this.quality = this.nodes.length;
this.radius += sibling.radius;
this.dragNodeIndex = -1;
this.updateNormals();
this.organizeNodesByProximity();
this.updateJoints();
};
this.organizeNodesByProximity = function() {
var i, j, outer, inner;
var closestDistance, currentDistance, closestIndex;
var newNodes = this.nodes.concat();
var blackListed = [];
for (i = 0; i < this.quality; i++) {
outer = newNodes[i];
currentDistance = 9999;
closestDistance = 9999;
closestIndex = -1;
for(j = 0; j < this.quality; j++) {
inner = newNodes[j];
currentDistance = distanceBetween( inner.position, outer.position );
if( currentDistance < closestDistance && blackListed.indexOf(inner) === -1 ) {
closestDistance = currentDistance;
closestIndex = j;
}
}
this.nodes[i] = newNodes[closestIndex];
}
};
}
function getArrayElementByOffset( array, index, offset ) {
if( array[index+offset] ) {
return array[index+offset];
}
if( index+offset > array.length-1 ) {
return array[index - array.length + offset];
}
if( index+offset < 0 ) {
return array[array.length + ( index + offset )];
}
}
function sortByField( list, field ) {
var sortOnField = function( a, b ) {
return a[field] - b[field];
};
list.sort( sortOnField );
}
function getTime() {
return new Date().getTime();
}
function distanceBetween(p1,p2) {
var dx = p2.x-p1.x;
var dy = p2.y-p1.y;
return Math.sqrt(dx*dx + dy*dy);
}
BlobWorld.init();
Also see: Tab Triggers