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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 class="instructions">
  <em>Click and drag</em> to add nodes.&nbsp; <em>Space</em> to reset.&nbsp; <em>Style</em>: 
  <select class="styles">
    <option value="diagonal">Diagonal</option>
    <option value="circle">Circle</option>
    <option value="grid">Grid</option>
    <option value="cross">Cross</option>
    <option value="none">None</option>
  </select>
</p>
            
          
!
            
              
body, html {
  overflow: hidden;
	font-family: Helvetica, Arial, sans-serif;
	font-size: 12px;
	color: #f4f4f4;
	background: #111;
	height: 100%;

	-webkit-user-select: none;
}

canvas {
  position: absolute;
	background: #111;
	cursor: crosshair;
}

.instructions {
	display: block;
	position: absolute;
  z-index: 1;
	top: 0px;
	width: 100%;
	text-align: center;
	color: #666;
}

.instructions em {
	color: #999;
}
            
          
!
            
              var NODES_X = Math.ceil( window.innerWidth * 0.025 ),
  NODES_Y = Math.ceil( window.innerHeight * 0.025 ),

  BEAT_VELOCITY = 0.01,
  BEAT_FREQUENCY = 2,
	BEAT_LIMIT = 3,

	// Distance threshold between active node and beat
	ACTIVATION_DISTANCE = 10,

	// Number of neighboring nodes to push aside on impact
	WAVE_RADIUS = 4;

// The world dimensions
var world = { 
		width: window.innerWidth, 
		height: window.innerHeight,
    	center: { x: window.innerWidth/2, y: window.innerHeight/2 }
	},

	id = 0,

	styles,

	query = {},

	activateNodeDistance = 0,
	currentBeat = null,
	currentStyle = null,

	nodes = [],
	beats = [];

/**
 * 
 */
function initialize() {
	var ctx = Sketch.create();

	styles = document.querySelector( '.styles' );
	styles.addEventListener( 'change', onStyleChanged, false );

	var hash = window.location.hash.slice(1);
	if( hash.length > 1 ) styles.value = hash;

	currentStyle = styles.value;

	// ctx.autoclear = false;

	ctx.setup = function() {
		// Distance between nodes
		var cx = world.width / ( NODES_X + 1 ),
			cy = world.height / ( NODES_Y + 1 );

		activateNodeDistance = Math.min( cx, cy ) * 0.5;

		var i,
			j,
			x = 0,
			y = 0,
			len = NODES_X * NODES_Y;

		// Generate nodes
		for( y = 0; y < NODES_Y; y++ ) {
			for( x = 0; x < NODES_X; x++ ) {
				nodes.push( new Node( cx + x * cx, cy + y * cy, x, y ) );
			}
		}

		// Determine node neighbors
		for( i = 0; i < len; i++ ) {
			var nodeA = nodes[i];

			for( j = 0; j < len; j++ ) {
				var nodeB = nodes[j];

				if( nodeA !== nodeB && nodeB.distanceToNode( nodeA ) < WAVE_RADIUS ) {
					nodeA.neighbors.push( nodeB );
				}
			}
		}

		// Generate beats
		for( i = 0; i < BEAT_LIMIT; i++ ) {
			var beat = new Beat( 
				world.center.x,
				world.center.y,
				i
			);

			beats.push( beat );
		}
	}

	ctx.draw = function() {
		// ctx.fillStyle = 'rgba( 0, 0, 0, 0.3 )';
		// ctx.fillRect( 0, 0, world.width, world.height );

		// Render nodes
		for( var i = 0, len = nodes.length; i < len; i++ ) {
			var node = nodes[i];

			this.updateNode( node );
			this.drawNode( node );
		}

		// Render beats
		ctx.save();

		var activeBeats = 0;

		for( var i = 0, len = beats.length; i < len; i++ ) {
			var beat = beats[i];

			this.updateBeat( beat );
			this.drawBeat( beat );

			if( beat.active ) activeBeats ++;
		}

		ctx.restore();

		var nextBeat = currentBeat ? beats[ ( currentBeat.index + 1 ) % beats.length ] : null;

		if( !currentBeat ) {
			currentBeat = beats[0];
			currentBeat.activate();
		}
		else if( !nextBeat.active && activeBeats < BEAT_FREQUENCY && currentBeat.strength > 1 / BEAT_FREQUENCY ) {
			currentBeat = nextBeat;
			currentBeat.activate();
		}
	}

	ctx.updateNode = function( node ) {
		// Active nodes that the mouse touches when pressed down
		if( ctx.dragging ) {
			if( node.distanceTo( ctx.mouse.x, ctx.mouse.y ) < activateNodeDistance ) {
				if( node.active === false ) {
					node.activate();
				}
			}
		}

		// node.strength = Math.max( node.strength - 0.01, 0 );
		// node.strength += ( node.strengthTarget - node.strength ) * 0.2;
		node.size += ( node.sizeTarget - node.size ) * 0.05;

		if( node.growing ) {
			node.strength = Math.min( node.strength + 0.15, 1 );
		}
		else {
			node.strength = Math.max( node.strength - 0.02, 0 );
		}

		if( node.strength === 1 ) {
			node.growing = false;
		}

		node.offsetTargetX *= 0.6;
		node.offsetTargetY *= 0.6;

		node.offsetX += ( node.offsetTargetX - node.offsetX ) * 0.2;
		node.offsetY += ( node.offsetTargetY - node.offsetY ) * 0.2;

		if( node.strength > 0.1 ) {
			for( j = 0, jlen = node.neighbors.length; j < jlen; j++ ) {
				var neighbor = node.neighbors[j];

				var radians = Math.atan2( node.indexh - neighbor.indexh, node.indexv - neighbor.indexv ),
					distance = node.distanceToNode( neighbor ) * 0.75;

				neighbor.offsetX += Math.sin( radians - Math.PI ) * node.strength * ( WAVE_RADIUS - distance );
				neighbor.offsetY += Math.cos( radians - Math.PI ) * node.strength * ( WAVE_RADIUS - distance );
			}
		}
	}

	ctx.drawNode = function( node ) {
		// Angle and distance between node and center
		var radians = Math.atan2( world.center.y - node.y, world.center.x - node.x ),
			distance = node.distanceTo( world.center.x, world.center.y );

		var distanceFactor = distance / Math.min( world.width, world.height );

		// Offset for the pin head
		var ox = node.offsetX + Math.cos( radians - Math.PI ) * ( 30 * distanceFactor ) * node.strength,
			oy = node.offsetY + Math.sin( radians - Math.PI ) * ( 30 * distanceFactor ) * node.strength;

		var anchorTR = getNodeByIndex( node.indexh + 1, node.indexv ),
			anchorBR = getNodeByIndex( node.indexh + 1, node.indexv + 1 ), 
			anchorBL = getNodeByIndex( node.indexh, node.indexv + 1 );

		if( currentStyle === 'circle' ) {
			if( node.active ) {
				ctx.beginPath();
				ctx.arc( node.paintedX, node.paintedY, node.size * 25 * ( 0.1 + node.strength ), 0, Math.PI * 2, true );
				ctx.fillStyle = node.color;
				ctx.fill();

				node.size = 1;
			}
			else {
				node.size = node.sizeTarget || 1;
			}
		}
		else if( currentStyle === 'diagonal' ) {
			if( anchorTR && anchorBR && anchorBL ) {
				ctx.beginPath();
				ctx.moveTo( node.paintedX, node.paintedY );
				ctx.lineTo( anchorBR.paintedX, anchorBR.paintedY );
				ctx.strokeStyle = node.color;
				ctx.stroke();
			}

			node.size = node.sizeTarget || 0;
		}
		else if( currentStyle === 'grid' ) {
			if( anchorTR && anchorBR && anchorBL ) {
				ctx.beginPath();
				ctx.moveTo( node.paintedX, node.paintedY );
				ctx.lineTo( anchorTR.paintedX-1, anchorTR.paintedY );
				ctx.lineTo( anchorBR.paintedX-1, anchorBR.paintedY-1 );
				ctx.lineTo( anchorBL.paintedX, anchorBL.paintedY-1 );
				ctx.fillStyle = node.color;
				ctx.fill();
			}

			node.size = node.sizeTarget || 1;
		}
		else if( currentStyle === 'cross' ) {
			if( anchorTR && anchorBR && anchorBL ) {
				ctx.beginPath();
				ctx.moveTo( node.paintedX, node.paintedY );
				ctx.lineTo( anchorBR.paintedX, anchorBR.paintedY );
				ctx.moveTo( anchorTR.paintedX, anchorTR.paintedY );
				ctx.lineTo( anchorBL.paintedX, anchorBL.paintedY );
				ctx.strokeStyle = node.color;
				ctx.stroke();
			}

			node.size = node.sizeTarget || 0;
		}
		else {
			node.size = node.sizeTarget || 2;
		}

		node.paintedX = node.x + ox;
		node.paintedY = node.y + oy;

		// Pin head
		ctx.beginPath();
		ctx.arc( node.paintedX, node.paintedY, node.size, 0, Math.PI * 2, true );
		ctx.fillStyle = node.color;
		ctx.fill();

		// if( node.strength ) {
		// 	var radius = 4 + node.size * 20 * node.strength;
			
		// 	ctx.beginPath();
		// 	ctx.arc( node.x, node.y, radius, 0, Math.PI * 2, true );

		// 	var gradient = ctx.createRadialGradient( node.x, node.y, 0, node.x, node.y, radius );
		// 	gradient.addColorStop( 0, node.activeColorA );
		// 	gradient.addColorStop( 1, node.activeColorB );

		// 	ctx.fillStyle = gradient;
		// 	ctx.fill();
		// }
	}

	ctx.updateBeat = function( beat ) {
		if( beat.active ) {
			beat.strength += BEAT_VELOCITY;
		}

		// Remove used up beats
		if( beat.strength > 1 ) {
			beat.deactivate();
		}
		else if( beat.active ) {
			// Check for collision with nodes
			for( var j = 0, len = nodes.length; j < len; j++ ) {
				var node = nodes[j];

				if( node.active && node.collisionLevel < beat.level ) {
					// Distance between the beat wave and node
					var distance = Math.abs( node.distanceTo( beat.x, beat.y ) - ( beat.size * beat.strength ) );

					if( distance < ACTIVATION_DISTANCE ) {
						node.collisionLevel = beat.level;
						node.highlight();
					}
				}
			}
		}
	}

	ctx.drawBeat = function( beat ) {
		if( beat.active && beat.strength > 0 ) {
			ctx.beginPath();
			ctx.arc( beat.x, beat.y, Math.max( (beat.size * beat.strength)-2, 0 ), 0, Math.PI * 2, true );
			ctx.lineWidth = 8;
			ctx.globalAlpha = 0.2 * ( 1 - beat.strength );
			ctx.strokeStyle = beat.color;
			ctx.stroke();

			ctx.beginPath();
			ctx.arc( beat.x, beat.y, beat.size * beat.strength, 0, Math.PI * 2, true );
			ctx.lineWidth = 2;
			ctx.globalAlpha = 0.8 * ( 1 - beat.strength );
			ctx.strokeStyle = beat.color;
			ctx.stroke();
		}
	}

	ctx.keydown = function( event ) {
		if( event.keyCode == 32 ) {
			for( var i = 0, len = nodes.length; i < len; i++ ) {
				nodes[i].deactivate();
			}
		}
	}
}

function onStyleChanged( event ) {
	window.location.hash = styles.value;
	currentStyle = styles.value;
}

function getNodeByIndex( h, v ) {
	if( h >= NODES_X || h < 0 || v >= NODES_Y || v < 0 ) return null;

	return nodes[ ( v * NODES_X ) + h ];
}

/**
 * Represets one node/point in the grid.
 */
function Node( x, y, indexh, indexv ) {
	this.x = x;
	this.y = y;

	this.indexh = indexh;
	this.indexv = indexv;

	this.id = ++id;
	this.neighbors = [];
	this.collisionLevel = 0;
	this.active = false;
	this.growing = false;
	this.strength = 0;
	this.size = 0;
	this.sizeTarget = this.size;

	this.offsetX = 0;
	this.offsetY = 0;

	this.offsetTargetX = 0;
	this.offsetTargetY = 0;

	this.paintedX = this.x;
	this.paintedY = this.y;

	this.color = 'hsla('+ ( x / world.width ) * 360 +', 50%, 60%, 1)'
	this.activeColorA = 'hsla('+ ( x / world.width ) * 360 +', 50%, 60%, 0.8)';
	this.activeColorB = 'hsla('+ ( x / world.width ) * 360 +', 50%, 60%, 0)';
}
Node.prototype.distanceToNode = function( node ) {
	var dx = node.indexh - this.indexh;
	var dy = node.indexv - this.indexv;

	return Math.sqrt(dx*dx + dy*dy);
};
Node.prototype.distanceTo = function( x, y ) {
	var dx = x - this.paintedX;
	var dy = y - this.paintedY;

	return Math.sqrt(dx*dx + dy*dy);
};
Node.prototype.activate = function() {
	this.active = true;
	this.sizeTarget = 5;
};
Node.prototype.deactivate = function() {
	this.active = false;
	this.sizeTarget = 1;
};
Node.prototype.highlight = function( delay ) {
	this.growing = true;
};

/**
 * Represents a beat that triggers nodes.
 */
function Beat( x, y, index ) {
	this.x = x;
	this.y = y;
	this.color = 'hsla(180, 100%, 100%, 0.2)';
	this.index = index;
	this.level = ++id;
	this.size = Math.max( world.width, world.height ) * 0.65;
	this.active = false;
	this.strength = 0;
};
Beat.prototype.activate = function() {
	this.level = ++id;
	this.active = true;
	this.strength = 0;
};
Beat.prototype.deactivate = function() {
	this.active = false;
};


// shim layer with setTimeout fallback from http://paulirish.com/2011/requestanimationframe-for-smart-animating/
window.requestAnimFrame = (function(){
  return  window.requestAnimationFrame       || 
          window.webkitRequestAnimationFrame || 
          window.mozRequestAnimationFrame    || 
          window.oRequestAnimationFrame      || 
          window.msRequestAnimationFrame     || 
          function(/* function */ callback, /* DOMElement */ element){
            window.setTimeout(callback, 1000 / 60);
          };
})();


initialize();

            
          
!
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