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HTML

              
                <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>
              
            
!

CSS

              
                * {
  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;
}
              
            
!

JS

              
                /*!
 * 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();
    }
}
              
            
!
999px

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