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HTML

              
                <canvas id='world'></canvas>
              
            
!

CSS

              
                body { 
  background-color: #DDDDDD; 
  font: 30px sans-serif; 
}
              
            
!

JS

              
                /**
 * More info: http://hakim.se/experiments/html5/bakemono/01/
 */
var MonsterWorld = new function() {
  
  var worldRect = { x: 0, y: 0, width: window.innerWidth, height: window.innerHeight };
  var dirtyRegion = new DirtyRegion();
  
  var canvas;
  var context;
  
  var monsters = [];
  
  var mouseX = (window.innerWidth - worldRect.width);
  var mouseY = (window.innerHeight - worldRect.height);
  var mouseIsDown = false;
  
  this.init = function() {
    
    canvas = document.getElementById( 'world' );
    
    if (canvas && canvas.getContext) {
      
      context = canvas.getContext('2d');
      
      // Mouse events
      window.addEventListener('mousemove', documentMouseMoveHandler, false);
      window.addEventListener('mousedown', documentMouseDownHandler, false);
      window.addEventListener('mouseup', documentMouseUpHandler, false);
      canvas.addEventListener('dblclick', documentDoubleClickHandler, false);
      
      // Touch events
      document.addEventListener('touchstart', documentTouchStartHandler, false);
      document.addEventListener('touchmove', documentTouchMoveHandler, false);
      document.addEventListener('touchend', documentTouchEndHandler, false);
      
      // Other events
      window.addEventListener('resize', windowResizeHandler, false);
      
      createMonster( window.innerWidth * 0.5, window.innerHeight * 0.5 );
      
      // Force a window resize to position all elements
      windowResizeHandler();
      
      setInterval( loop, 1000 / 60 );
    }
  };

  function documentMouseMoveHandler(event) {
    updateMousePosition( event );
  }
  
  function documentMouseDownHandler(event) {
    event.preventDefault();
    
    mouseIsDown = true;
    updateMousePosition( event );
    
    startDragging();
  }
  
  function documentDoubleClickHandler(event) {
    event.preventDefault();
    
    mouseIsDown = true;
    updateMousePosition( event );
  }
  
  function documentMouseUpHandler(event) {
    mouseIsDown = false;
    
    stopDragging();
  }
  
  function documentTouchStartHandler(event) {
    if(event.touches.length == 1) {
      event.preventDefault();
      
      mouseIsDown = true;
      
      updateMousePosition( event );
    }
  }
  
  function documentTouchMoveHandler(event) {
    if(event.touches.length == 1) {
      event.preventDefault();

      updateMousePosition( event );
    }
  }
  
  function documentTouchEndHandler(event) {
    mouseIsDown = false;
  }
  
  function windowResizeHandler() {
    worldRect.width = window.innerWidth;
    worldRect.height = window.innerHeight;
    
    canvas.width = worldRect.width;
    canvas.height = worldRect.height;
    
    canvas.style.position = 'absolute';
    canvas.style.left = (window.innerWidth - canvas.width) * .5 + 'px';
    canvas.style.top = (window.innerHeight - canvas.height) * .5 + 'px';
  }
  
  // Convenience method called from many mouse event handles to update the current mouse position
  function updateMousePosition(event) {
    mouseX = event.clientX - (window.innerWidth - worldRect.width) * .5;
    mouseY = event.clientY - (window.innerHeight - worldRect.height) * .5;
  }
  
  function startDragging() {
    var closestDistance = 9999;
    var currentDistance = 9999;
    var closestIndex = -1;
    
    for( var i = 0, len = monsters.length; i < len; i++ ) {
      var monster = monsters[i];
      
      currentDistance = monster.distanceTo( { x: mouseX, y: mouseY } );
      
      if( currentDistance < closestDistance ) {
        closestDistance = currentDistance;
        closestIndex = i;
      }
    }
    
    if( monsters[closestIndex] ) {
      monsters[closestIndex].dragging = true;
    }
  }
  
  function stopDragging() {
    for (var i = 0, len = monsters.length; i < len; i++) {
      if( monsters[i].dragging == true ) {
        monsters[i].dragging = false;
        monsters[i].dropPosition = { x: mouseX, y: mouseY };
      }
    }
  }
  
  function createMonster( x, y ) {
    var monster = new Monster();
    
    monster.position.x = x;
    monster.position.y = y;
    
    monster.dropPosition.x = x;
    monster.dropPosition.y = y;
    
    monster.alh.x = x;
    monster.alh.y = y;
    
    monster.arh.x = x;
    monster.arh.y = y;
    
    monsters.push( monster );
  }

  function loop() {
    
    var dirtySpread = 60;
    context.clearRect(dirtyRegion.left-dirtySpread,dirtyRegion.top-dirtySpread,dirtyRegion.right-dirtyRegion.left+(dirtySpread*2),dirtyRegion.bottom-dirtyRegion.top+(dirtySpread*2));
    
    // Reset the dirty region so that it can be expanded anew
    dirtyRegion.reset();
    
    var m, p, p2, i, len, j, jlen;
    var leftovers = [];
    
    for (i = 0, len = monsters.length; i < len; i++) {
      m = monsters[i];
      
      if( m.dragging ) {
        m.position.x += ( mouseX - m.position.x ) * 0.1;
        m.position.y += ( (mouseY+(m.radius*1.6)) - m.position.y ) * 0.1;
      }
      else if( m.dropPosition.x !== 0 || m.dropPosition.y !== 0 ) {
        m.position.x += ( m.dropPosition.x - m.position.x ) * 0.1;
        m.position.y += ( m.dropPosition.y - m.position.y ) * 0.1;
      }
      
      m.position.x = Math.max( Math.min( m.position.x, worldRect.width - (m.radius*0.7) ), (m.radius*0.7) );
      m.position.y = Math.max( Math.min( m.position.y, worldRect.height - (m.radius*0.7) ), (m.radius*0.7) );
      
      var time = new Date().getTime();
      
      if( m.eyeExposure.current < 0.012 ) {
        m.eyeExposure.target = 1;
      }
      else if( Math.random() > 0.98 && time - m.lastBlink > 1000 ) {
        m.eyeExposure.target = 0;
        m.lastBlink = time;
      }
      
      if( m.mouthExposure.current < 0.012 ) {
        m.mouthExposure.target = 1;
      }
      else if( Math.random() > 0.992 && time - m.lastChew > 1000 ) {
        m.mouthExposure.target = 0;
        m.lastChew = time;
      }
      
      m.eyeExposure.current += ( m.eyeExposure.target - m.eyeExposure.current ) * 0.3;
      m.mouthExposure.current += ( m.mouthExposure.target - m.mouthExposure.current ) * 0.3;
      
      // Eye left/right
      var el = { x: m.position.x - ( m.radius * 0.8 ), y: m.position.y - ( m.radius * 0.1 ) };
      var er = { x: m.position.x + ( m.radius * 0.8 ), y: m.position.y - ( m.radius * 0.1 ) };
      
      // Eye top/bottom
      var et = { x: m.position.x, y: m.position.y - ( m.radius * ( 0.5 + ( 0.5 * m.eyeExposure.current ) ) ) };
      var eb = { x: m.position.x, y: m.position.y - ( m.radius * ( 0.5 - ( 0.1 * m.eyeExposure.current ) ) ) };
      
      // Eye inner shadow top
      var eit = { x: m.position.x, y: m.position.y - ( m.radius * ( 0.5 + ( 0.4 * m.eyeExposure.current ) ) ) };
      
      // Eye iris
      var ei = { x: m.position.x, y: ( el.y + er.y ) / 2 - 16 };
      
      // Offset the iris depending on mouse position
      var eio = { 
        x: ( mouseX - ei.x ) / worldRect.width, 
        y: ( mouseY - ei.y ) / worldRect.height 
      };
      
      // Apply the iris offset
      ei.x += eio.x * 16;
      ei.y += eio.y * 8;
      
      // Mouth left/right
      var ml = { x: m.position.x - ( m.radius * 0.8 ), y: m.position.y + ( m.radius * 0.05 ) + ( 3 * m.mouthExposure.current ) };
      var mr = { x: m.position.x + ( m.radius * 0.8 ), y: m.position.y + ( m.radius * 0.05 ) + ( 3 * m.mouthExposure.current )  };
      
      // Mouth top/bottom
      var mt = { x: m.position.x, y: m.position.y + ( m.radius * ( 0.55 - ( 0.2 * m.mouthExposure.current ) ) ) };
      var mb = { x: m.position.x, y: m.position.y + ( m.radius * ( 0.8 + ( 0.4 * m.mouthExposure.current ) ) ) };
      
      var mby = m.position.y + ( ( mb.y - m.position.y ) * 0.65 );
      
      // Radius scaled by the mouth exposure
      var mouthRadius = m.radius * m.mouthExposure.current;
      
      // Arm left (body, elbow and hand points)
      var alb = { x: m.position.x - (m.radius*0.5), y: m.position.y + (m.radius*0.3) };
      var ale = { x: m.position.x - (m.radius*2.0), y: m.position.y + (m.radius*0.1) };
      var alh = { x: m.dropPosition.x-10, y: m.dropPosition.y-15 };
      
      // Arm right (body, elbow and hand points)
      var arb = { x: m.position.x + (m.radius*0.5), y: m.position.y + (m.radius*0.3) };
      var are = { x: m.position.x + (m.radius*2.0), y: m.position.y + (m.radius*0.1) };
      var arh = { x: m.dropPosition.x+10, y: m.dropPosition.y-15 };
      
      if( m.dragging ) {
        alh.x = mouseX-10;
        alh.y = mouseY;
        
        arh.x = mouseX+10;
        arh.y = mouseY;
      }
      
      m.alh.x += ( alh.x - m.alh.x ) * 0.3;
      m.alh.y += ( alh.y - m.alh.y ) * 0.3;
      m.arh.x += ( arh.x - m.arh.x ) * 0.3;
      m.arh.y += ( arh.y - m.arh.y ) * 0.3;
      
      // Arm/hand thickness
      var at = 5;
      var ht = 3;
      
      if( m.dragging ) {
        // Get angle between monster & mouse
        m.rotation.target = Math.atan2( mouseY - m.position.y, mouseX - m.position.x ); 
        m.rotation.target *= 180 / Math.PI; // Convert to degrees
        m.rotation.target += 90; // Add 90 to normalize
        
        // Limits the rotation at -90 ranging to +90
        if( m.rotation.target > 180 || m.rotation.target > 90 ) {
          m.rotation.target = 180 - m.rotation.target;
        }
      }
      else {
        // If dragging has ended, normalize slowly
        m.rotation.target *= 0.95;
      }
      
      m.rotation.current = ( m.rotation.target - m.rotation.current ) * 0.2;
      
      // Apply rotation
      context.save();
      context.translate( m.position.x, m.position.y );
      context.rotate( m.rotation.current * Math.PI / 180 );
      context.translate( -m.position.x, -m.position.y );
      
      dirtyRegion.inflate( m.arh.x, m.arh.y );
      dirtyRegion.inflate( m.alh.x, m.alh.y );
      
      // Eye fill drawing
      context.fillStyle = 'rgba(255,255,255,1.0)';
      context.strokeStyle = 'rgba(100,100,100,1.0)';
      context.beginPath();
      context.lineWidth = 3;
      context.lineJoin = 'round';
      context.moveTo( el.x, el.y );
      context.quadraticCurveTo( et.x, et.y, er.x, er.y );
      context.quadraticCurveTo( eb.x, eb.y, el.x, el.y );
      context.closePath();
      context.stroke();
      context.fill();
      
      // Iris
      context.save();
      context.globalCompositeOperation = 'source-atop';
      context.translate(ei.x*0.1,0);
      context.scale(0.9,1);
      context.strokeStyle = 'rgba(0,0,0,0.5)';
      context.fillStyle = 'rgba(130,50,90,0.9)';
      context.lineWidth = 2;
      context.beginPath();
      context.arc(ei.x, ei.y, m.irisRadius, 0, Math.PI*2, true);
      context.fill();
      context.stroke();
      context.restore();
      
      // Iris inner
      context.save();
      context.globalCompositeOperation = 'source-atop';
      context.translate(ei.x*0.1,0);
      context.scale(0.9,1);
      context.fillStyle = 'rgba(255,255,255,0.2)';
      context.beginPath();
      context.arc(ei.x, ei.y, m.irisRadius * 0.7, 0, Math.PI*2, true);
      context.fill();
      context.restore();
      
      // Pupil
      context.save();
      context.globalCompositeOperation = 'source-atop';
      context.fillStyle = 'rgba(0,0,0,0.9)';
      context.beginPath();
      context.moveTo( ei.x, ei.y - ( m.pupilHeight * 0.5 ) );
      context.quadraticCurveTo( ei.x + ( m.pupilWidth * 0.5 ), ei.y, ei.x, ei.y + ( m.pupilHeight * 0.5 ) );
      context.quadraticCurveTo( ei.x - ( m.pupilWidth * 0.5 ), ei.y, ei.x, ei.y - ( m.pupilHeight * 0.5 ) );
      context.fill();
      context.restore();
      
      // Eye top inner shadow
      context.fillStyle = 'rgba(0,0,0,0.3)';
      context.beginPath();
      context.moveTo( el.x, el.y );
      context.quadraticCurveTo( et.x, et.y, er.x, er.y );
      context.quadraticCurveTo( eit.x, eit.y, el.x, el.y );
      context.closePath();
      context.fill();
      
      // Mouth cutout
      context.fillStyle = 'rgba(0,0,0,1.0)';
      context.beginPath();
      context.moveTo( ml.x, ml.y );
      context.quadraticCurveTo( mt.x, mt.y, mr.x, mr.y );
      context.bezierCurveTo( mb.x + mouthRadius, mby, mb.x - mouthRadius, mby, ml.x, ml.y );
      context.fill();
      
      // Bottom gum
      context.save();
      context.globalCompositeOperation = 'source-atop';
      context.fillStyle = 'rgba(80,80,80,1.0)';
      context.beginPath();
      context.moveTo( ml.x, ml.y );
      context.bezierCurveTo( mb.x - m.radius, ml.y + m.radius * 0.75, mb.x + m.radius, mr.y + m.radius * 0.75, mr.x, mr.y );
      context.bezierCurveTo( mb.x + m.radius, mr.y + m.radius * 0.48, mb.x - m.radius, ml.y + m.radius * 0.48, ml.x, ml.y );
      context.fill();
      context.restore();
      
      // Mouth fill drawing
      context.save();
      context.globalCompositeOperation = 'source-atop';
      context.fillStyle = 'rgba(255,255,255,1.0)';
      context.strokeStyle = 'rgba(0,0,0,0.5)';
      context.lineWidth = 0.7;
      context.lineJoin = 'round';
      context.beginPath();
      
      var teeth = 8;
      var teethDepth = 4;
      var teethHeight = 16;
      var teethWidth = ( m.radius * 2.2 ) / ( teeth + 3 );
      var teethOutdent = 4;
      var teethLowerJawY = 37 + ( 5 * m.mouthExposure.current );
      
      context.moveTo( ml.x, ml.y - teethDepth );
      
      for (j = 0, jlen = teeth; j < jlen; j++) {
        var yshift = ( (jlen-1) / 2 ) - (j > ((jlen-1) / 2) ? (jlen-1) - j : j);
        yshift *= 0.6;
        
        p = { x: ml.x, y: ml.y - teethDepth * yshift };
        p.x += j * teethWidth;
        p.y += teethHeight;
        
        p2 = { x: p.x, y: p.y };
        p2.x += teethWidth;
        
        context.lineTo( p.x, p.y-1 );
        context.quadraticCurveTo( p2.x + ( p.x - p2.x ) / 2, p2.y + teethOutdent + ( p.y - p2.y ) / 2, p2.x, p2.y-1 );
        context.lineTo( p2.x, ml.y - teethDepth );
      }
      
      context.fill();
      context.stroke();
      context.restore();
      
      context.save();
      context.globalCompositeOperation = 'source-atop';
      context.fillStyle = 'rgba(255,255,255,1.0)';
      context.strokeStyle = 'rgba(0,0,0,1.0)';
      context.lineWidth = 0.7;
      context.lineJoin = 'round';
      context.beginPath();
      
      context.moveTo( ml.x, ml.y + teethDepth + teethLowerJawY );
      
      for (j = 0, jlen = teeth; j < jlen; j++) {
        var yshift = ( (jlen-1) / 2 ) - (j > ((jlen-1) / 2) ? (jlen-1) - j : j);
        yshift *= -0.9;
        
        p = { x: ml.x, y: ml.y + teethLowerJawY + teethDepth * yshift };
        p.x += j * teethWidth;
        p.y -= teethHeight;
        
        p2 = { x: p.x, y: p.y };
        p2.x += teethWidth;
        
        context.lineTo( p.x, p.y+1 );
        context.quadraticCurveTo( p2.x + ( p.x - p2.x ) / 2, p2.y - teethOutdent + ( p.y - p2.y ) / 2, p2.x, p2.y+1 );
        context.lineTo( p2.x, ml.y + teethDepth + teethLowerJawY );
      }
      
      context.fill();
      context.stroke();
      context.restore();
      
      // Body color
      context.fillStyle = "#ffffff";
      color = context.createRadialGradient(m.position.x, m.position.y, 0, m.position.x, m.position.y, m.radius );
      color.addColorStop(0.9,'rgba(0,0,0,1.0)');
      color.addColorStop(1.0,'rgba(0,0,0,0.0)');
      
      // Move to the first anchor
      context.save();
      context.globalCompositeOperation = 'destination-over';
      context.beginPath();
      context.fillStyle = color;
      
      // Draw the body points
      for (j = -1, jlen = m.bodyPoints.length; j < jlen; j++) {
        p = getArrayElementByOffset( m.bodyPoints, j, 0 );
        p2 = getArrayElementByOffset( m.bodyPoints, j, 1 );
        
        p.position.x = m.position.x + p.normal.x;
        p.position.y = m.position.y + p.normal.y;
        
        p2.position.x = m.position.x + p2.normal.x;
        p2.position.y = m.position.y + p2.normal.y;
        
        if( j == -1 ) {
          context.moveTo( p.position.x + ( p2.position.x - p.position.x ) / 2, p.position.y + ( p2.position.y - p.position.y ) / 2 );
        }
        else {
          context.quadraticCurveTo( p.position.x, p.position.y, p.position.x + ( p2.position.x - p.position.x ) / 2, p.position.y + ( p2.position.y - p.position.y ) / 2 );
        }
      }
      
      // End the body fill
      context.fill();
      context.restore();
      
      // Draw particles if there are any
      if( m.bodyParticles.length > 0 ) {
        context.save();
        
        for (j = 0, jlen = m.bodyParticles.length; j < jlen; j++) {
          p = m.bodyParticles[j];
          
          p.rotation += p.rotationSpeed;
          
          p.position.x = m.position.x + p.normal.x + Math.cos( p.rotation ) * p.rotationRadius;
          p.position.y = m.position.y + p.normal.y + Math.sin( p.rotation ) * p.rotationRadius;
          
          context.fillStyle = 'rgba(0,0,0,0.8)';
          context.fillRect(p.position.x, p.position.y, p.size, p.size);
          
          dirtyRegion.inflate( p.position.x, p.position.y );
        }
        
        context.restore();
        context.fillStyle = "#ffffff";
      }
      
      // Left arm
      context.save();
      context.globalCompositeOperation = 'destination-over';
      context.fillStyle = 'rgba(0,0,0,1.0)';
      context.beginPath();
      context.moveTo( alb.x, alb.y );
      context.quadraticCurveTo( ale.x, ale.y, m.alh.x, m.alh.y );
      context.lineTo( m.alh.x + at, m.alh.y );
      context.quadraticCurveTo( ale.x + at, ale.y, alb.x, alb.y - at - at );
      context.fill();
      context.beginPath();
      
      // Hand
      context.moveTo( m.alh.x, m.alh.y );
      context.arc( m.alh.x + ( ht*0.5 ), m.alh.y, ht, 0, Math.PI*2, true);
      context.arc( m.alh.x + ( ht*0.5 ) - 2, m.alh.y - 2, 2, 0, Math.PI*2, true);
      context.arc( m.alh.x + ( ht*0.5 ) + 1, m.alh.y - 3.5, 2, 0, Math.PI*2, true);
      context.arc( m.alh.x + ( ht*0.5 ) + 3.5, m.alh.y - 1.5, 2, 0, Math.PI*2, true);
      context.fill();
      
      context.restore();
      
      // Right arm
      context.save();
      context.globalCompositeOperation = 'destination-over';
      context.fillStyle = 'rgba(0,0,0,1.0)';
      context.beginPath();
      context.moveTo( arb.x, arb.y );
      context.quadraticCurveTo( are.x, are.y, m.arh.x, m.arh.y );
      context.lineTo( m.arh.x - at, m.arh.y );
      context.quadraticCurveTo( are.x - at, are.y, arb.x, arb.y - at - at );
      context.fill();
      context.beginPath();
      
      // Hand
      context.moveTo( m.arh.x, m.arh.y );
      context.arc( m.arh.x - ( ht*0.5 ), m.arh.y, ht, 0, Math.PI*2, true);
      context.arc( m.arh.x - ( ht*0.5 ) + 2, m.arh.y - 2, 2, 0, Math.PI*2, true);
      context.arc( m.arh.x - ( ht*0.5 ) - 1, m.arh.y - 3.5, 2, 0, Math.PI*2, true);
      context.arc( m.arh.x - ( ht*0.5 ) - 3.5, m.arh.y - 1.5, 2, 0, Math.PI*2, true);
      context.fill();
      
      context.restore();
      
      // Resets rotation
      context.restore();
      
      dirtyRegion.inflate( m.position.x - m.radius, m.position.y - m.radius );
      dirtyRegion.inflate( m.position.x + m.radius, m.position.y + m.radius );
    }
    
  }
    
  
};

/**
 * 
 */
function Point() {
  this.position = { x: 0, y: 0 };
}
Point.prototype.distanceTo = function(p) {
  var dx = p.x-this.position.x;
  var dy = p.y-this.position.y;
  return Math.sqrt(dx*dx + dy*dy);
};
Point.prototype.clonePosition = function() {
  return { x: this.position.x, y: this.position.y };
};

/**
 * 
 */
function DirtyRegion() {
  this.left = 999999; 
  this.top = 999999; 
  this.right = 0; 
  this.bottom = 0;
}
DirtyRegion.prototype.reset = function() {
  this.left = 999999; 
  this.top = 999999; 
  this.right = 0; 
  this.bottom = 0; 
};
DirtyRegion.prototype.inflate = function( x, y ) {
  this.left = Math.min(this.left, x);
  this.top = Math.min(this.top, y);
  this.right = Math.max(this.right, x);
  this.bottom = Math.max(this.bottom, y);
};

/**
 * 
 */
function Monster() {
  this.position = { x: 0, y: 0 };
  this.dropPosition = { x: 0, y: 0 };
  
  this.radius = 60;
  
  this.rotation = { current: 0, target: 0 };
  
  this.bodyPoints = [];
  this.bodyParticles = [];
  
  this.dragging = false;
  this.blinking = false;
  
  this.lastBlink = 0;
  this.lastChew = 0;
  
  this.eyeExposure = { current: 0, target: 1 };
  this.mouthExposure = { current: 0, target: 1 };
  
  this.irisRadius = 15;
  this.pupilHeight = this.irisRadius * 1.2;
  this.pupilWidth = 4;
  
  // Arm left/right hand positions
  this.alh = { x: 0, y: 0 };
  this.arh = { x: 0, y: 0 };
  
  this.createBodyPoints();
  this.createBodyParticles();
}
Monster.prototype = new Point();
Monster.prototype.createBodyPoints = function() {
  
  var q = 12;
  
  for( var i = 0; i < q; i++ ) {
    var p = new BodyPoint();
    
    var angle = (i / q ) * Math.PI * 2;
    var radius = this.radius + ( -2 + Math.random() * 4 );
    
    p.normal.x = Math.cos( angle ) * radius;
    p.normal.y = Math.sin( angle ) * radius;
    
    this.bodyPoints.push( p );
  }
  
};
Monster.prototype.createBodyParticles = function() {
  
  var q = 500;
  
  for( var i = 0; i < q; i++ ) {
    var p = new BodyParticle();
    
    var angle = (i / q ) * Math.PI * 2;
    
    p.normal.x = Math.cos( angle ) * this.radius;
    p.normal.y = Math.sin( angle ) * this.radius;
    
    this.bodyParticles.push( p );
  }
  
};

/**
 * 
 */
function BodyPoint() {
  this.position = { x: 0, y: 0 };
  this.normal = { x: 0, y: 0 };
}
BodyPoint.prototype = new Point();

/**
 * 
 */
function BodyParticle() {
  this.normal = { x: 0, y: 0 };
  this.size = 1;
  this.rotation = 0;
  this.rotationSpeed = -0.07+Math.random()*0.14;
  this.rotationRadius = Math.random()*6;
}
BodyParticle.prototype = new BodyPoint();


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 )];
  }
}


MonsterWorld.init();
  
  
              
            
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