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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.

            
              <canvas class="canvas"></canvas>

<div class="twitter"><a target="_blank" href="https://twitter.com/hendrysadrak">@Twitter</a></div>
<div class="src"><a target="_blank" href="https://bitbucket.org/Carmination/blue-text">@BitBucket</a></div>
            
          
!
            
              * {
  box-sizing: border-box;
}

html, body {
  height: 100%;
}

body {
  background-color: #1a1a1a;
  font-family: 'Lato', sans-serif;
  font-weight: 300;
  width: 100%;
  color: #eeeeee;
}

a {
  color: inherit;
  text-decoration: inherit;
}

canvas {
  position: absolute;
  top: 0;
  left: 0;
}

.twitter {
  position: absolute;
  left: 10px;
  bottom: 10px;
  text-align: left;
  text-transform: uppercase;
}

.src {
  position: absolute;
  right: 10px;
  bottom: 10px;
  text-align: right;
  text-transform: uppercase;
}
            
          
!
            
              /*!
 * Faster random function
 * Made for your faster random needs
 * Author: Hendry Sadrak <hendry.sadrak@outlook.com> (http://hendrysadrak.com) 
 */
!function(){"use strict";var o=[],n=0,e=0,t={window:"object"==typeof window,module:"object"==typeof module&&"object"==typeof module.exports,amd:"function"==typeof define&&define.amd,global:"object"==typeof global},r={defineProp:"undefined"!=typeof Object.defineProperty},a={valuesCount:1e4,randomInterval:30,removeOptions:!0},d={};t.window&&window.fastrandomOptions?d=window.fastrandomOptions:t.global&&global.fastrandomOptions?d=global.fastrandomOptions:"object"==typeof fastrandomOptions&&(d=fastrandomOptions);for(var i in a)a.hasOwnProperty(i)&&!d.hasOwnProperty(i)&&(d[i]=a[i]);d.removeOptions&&(t.window&&window.fastrandomOptions?delete window.fastrandomOptions:t.global&&global.fastrandomOptions&&delete global.fastrandomOptions);var f=function(e){return e?o[e]:(n==d.valuesCount&&(n=0),o[n++])};f.randomChanger=function(){e==d.valuesCount&&(e=0),o[e++]=Math.random()};for(var s=0;s<d.valuesCount;s++)f.randomChanger();d.randomInterval&&setInterval(f.randomChanger,d.randomInterval),f.valueOf=f,f.options=d,r.defineProp&&(Object.defineProperty(f,"random",{get:function(){return f()}}),Object.defineProperty(f,"randomArray",{get:function(){return o}}),Object.defineProperty(f,"currentRandomIndex",{get:function(){return n}})),t.module?module.exports=f:t.amd&&define("fastrandom",[],function(){return f}),t.window&&(window.random=f)}();

/**
 * Init
 */
var canvas = document.getElementsByClassName('canvas')[0];

window.onresize = function () {
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;
};

window.onresize();

var ctx = canvas.getContext('2d');

ctx.font = 'bold 200px "Arial"';
ctx.textBaseline = 'center';
ctx.fillStyle = '#000';

var _particles = [];
var particlesLength = 0;

var currentText = "Blue";

if (!window.requestAnimationFrame) {
    window.requestAnimationFrame = window.mozRequestAnimationFrame
        || window.webkitRequestAnimationFrame
        || window.msRequestAnimationFrame;
}

/**
 * Create one particle
 * @param x
 * @param y
 */
var createParticle = function createParticle(x, y) {
    _particles.push(new Particle(x, y));
};

/**
 * Check if pixel has alpha
 * @param pixels
 * @param i
 * @returns {boolean}
 */
var checkAlpha = function checkAlpha(pixels, i) {
    return pixels[i * 4 + 3] > 0;
};

/**
 * Create _particles
 */
var createParticles = function createParticles() {
    var textSize = ctx.measureText(currentText);
    ctx.fillText(
        currentText,
        Math.round((canvas.width / 2) - (textSize.width / 2)),
        Math.round(canvas.height / 2)
    );

    var imageData = ctx.getImageData(1, 1, canvas.width, canvas.height);
    var pixels = imageData.data;
    var dataLength = imageData.width * imageData.height;

    //Loop through all pixels
    for (var i = 0; i < dataLength; i++) {
        var currentRow = Math.floor(i / imageData.width);
        var currentColumn = i - Math.floor(i / imageData.height);

        if (currentRow % 2 || currentColumn % 2) {
            continue;
        }

        //If alpha channel is greater than 0
        if (checkAlpha(pixels, i)) {
            var cy = ~~(i / imageData.width);
            var cx = ~~(i - (cy * imageData.width));

            createParticle(cx, cy);
        }
    }

    particlesLength = _particles.length;
};

/**
 * new Point(x, y)
 * @param x pointer
 * @param y pointer
 * @constructor
 */
var Point = function Point(x, y) {
    this.set(x, y);
};

Point.prototype = {
    set: function (x, y) {
        x = x || 0;
        y = y || x || 0;

        /**
         * x start pointer
         * @type {*|number}
         * @private
         */
        this._sX = x;

        /**
         * y start pointer
         * @type {*|number}
         * @private
         */
        this._sY = y;

        /**
         * Call reset
         */
        this.reset();
    },

    /**
     * add one point to another
     * @param point
     */
    add: function (point) {
        this.x += point.x;
        this.y += point.y;
    },

    /**
     * multiply two points
     * @param point
     */
    multiply: function (point) {
        this.x *= point.x;
        this.y *= point.y;
    },

    /**
     * Reset point
     */
    reset: function () {
        /**
         * x pointer
         * @type {*|number}
         */
        this.x = this._sX;

        /**
         * y pointer
         * @type {*|number}
         */
        this.y = this._sY;

        return this;
    },
};

var FRICT = new Point(0.98);
/**
 * Particle constructor
 * @param x
 * @param y
 * @constructor
 */
var Particle = function Particle(x, y) {
    this.startPos = new Point(x, y);

    /**
     * Movement variables
     */
    this.v = new Point();
    this.a = new Point();

    /**
     * First init reset
     */
    this.reset();
};

Particle.prototype = {
    /**
     * Reset particle
     */
    reset: function () {
        this.x = this.startPos.x;
        this.y = this.startPos.y;

        this.life = Math.round(random() * 300);
        this.isActive = true;

        /**
         * Movement variables
         */
        this.v.reset();
        this.a.reset();
    },
    /**
     * Particle tick
     */
    tick: function () {
        if (!this.isActive) return;

        this.physics();
        this.checkLife();

        this.draw();

        return this.isActive;
    },
    /**
     * Calculate life
     */
    checkLife: function () {
        this.life -= 1;

        this.isActive = !(this.life < 1);
    },

    /**
     * Draw particle
     */
    draw: function () {
        ctx.fillRect(this.x, this.y, 1, 1);
    },

    /**
     * Calculate particle movement
     */
    physics: function () {
        this.a.x = (random() - 0.5) * 0.8;
        this.a.y = (random() - 0.5) * 0.8;

        this.v.add(this.a);
        this.v.multiply(FRICT);

        this.x += this.v.x;
        this.y += this.v.y;

        this.x = Math.round(this.x * 10) / 10;
        this.y = Math.round(this.y * 10) / 10;
    }
};

/**
 * Start the party
 */
createParticles();

/**
 * Clear canvas
 */
function clearCanvas() {
    ctx.fillStyle = 'rgba(0,0,0,0.2)';

    ctx.fillRect(0, 0, canvas.width, canvas.height);
}

(function clearLoop() {
    /**
     * Do clearing
     */
    clearCanvas();

    /**
     * next loop
     */
    requestAnimationFrame(clearLoop);
})();

/**
 * Main animation loop
 */
(function animLoop() {
    ctx.fillStyle = '#2c87c4';
    var isAlive = false;

    /**
     * Loop _particles
     */
    for (var i = 0; i < particlesLength; i++) {
        /**
         * If particle is active
         */
        if (_particles[i].tick()) isAlive = true;
    }

    if (!isAlive) {
        resetParticles();

        setTimeout(function () {
            requestAnimationFrame(animLoop);
        }, 500);

        return;
    }

    /**
     * next loop
     */
    requestAnimationFrame(animLoop);
})();

function resetParticles() {
    for (var i = 0; i < particlesLength; i++) {
        _particles[i].reset();
    }
}
            
          
!
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