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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.

            
              <div></div>
<!--

Canvas Parallax Skyline
-----------------------
Move your mouse to change speed and move up and down.

-->
            
          
!
            
              canvas {
  background: 
    linear-gradient(
      hsl(200, 50%, 80%) 0%, 
      hsl(200, 30%, 95%) 75%)
  ;
  display: block;
}

div {
  height: 100%;
  left: 0;
  position: fixed;
  top: 0;
  width: 100%;
  background: url(https://jackrugile.com/images/misc/skyline-texture.png);
}
            
          
!
            
              sketch = Sketch.create()
sketch.mouse.x = sketch.width / 10
sketch.mouse.y = sketch.height
skylines = []
dt = 1

#
# BUILDINGS
#
  
Building = ( config ) ->
  this.reset( config )

Building.prototype.reset = (config) ->
  this.layer = config.layer
  this.x = config.x
  this.y = config.y
  this.width = config.width
  this.height = config.height
  this.color = config.color  
  this.slantedTop = floor( random( 0, 10 ) ) == 0
  this.slantedTopHeight = this.width / random( 2, 4 )
  this.slantedTopDirection = round( random( 0, 1 ) ) == 0
  this.spireTop = floor( random( 0, 15 ) ) == 0
  this.spireTopWidth = random( this.width * .01, this.width * .07 )
  this.spireTopHeight = random( 10, 20 )
  this.antennaTop = !this.spireTop && floor( random( 0, 10 ) ) == 0
  this.antennaTopWidth = this.layer / 2
  this.antennaTopHeight = random(5, 20) 
    
Building.prototype.render = ->
  sketch.fillStyle = sketch.strokeStyle = this.color
  sketch.lineWidth = 2
  
  sketch.beginPath()
  sketch.rect( this.x, this.y, this.width, this.height )
  sketch.fill()
  sketch.stroke()
    
  if this.slantedTop
    sketch.beginPath()
    sketch.moveTo( this.x, this.y )
    sketch.lineTo( this.x + this.width, this.y )
    if this.slantedTopDirection
      sketch.lineTo( this.x + this.width, this.y - this.slantedTopHeight )
    else
      sketch.lineTo( this.x, this.y - this.slantedTopHeight )
    sketch.closePath()
    sketch.fill()
    sketch.stroke()
     
  if this.spireTop
    sketch.beginPath()
    sketch.moveTo( this.x + ( this.width / 2 ), this.y - this.spireTopHeight )
    sketch.lineTo( this.x + ( this.width / 2 ) + this.spireTopWidth, this.y )
    sketch.lineTo( this.x + ( this.width / 2 ) - this.spireTopWidth, this.y )
    sketch.closePath()
    sketch.fill()
    sketch.stroke()
   
  if this.antennaTop
    sketch.beginPath()
    sketch.moveTo( this.x + ( this.width / 2 ), this.y - this.antennaTopHeight )
    sketch.lineTo( this.x + ( this.width / 2 ), this.y )
    sketch.lineWidth = this.antennaTopWidth
    sketch.stroke()

#
# SKYLINES
#

Skyline = (config) -> 
  this.x = 0
  this.buildings = []
  this.layer = config.layer
  this.width =
    min: config.width.min
    max: config.width.max
  this.height =
    min: config.height.min
    max: config.height.max
  this.speed = config.speed
  this.color = config.color
  this.populate()
  return this
  
Skyline.prototype.populate = ->
  totalWidth = 0
  while totalWidth <= sketch.width + ( this.width.max * 2 )
    newWidth = round ( random( this.width.min, this.width.max ) )
    newHeight = round ( random( this.height.min, this.height.max ) )
    this.buildings.push( new Building(
      layer: this.layer
      x: if this.buildings.length == 0 then 0 else ( this.buildings[ this.buildings.length - 1 ].x + this.buildings[ this.buildings.length - 1 ].width )
      y: sketch.height - newHeight
      width: newWidth
      height: newHeight
      color: this.color
    ) )
    totalWidth += newWidth

Skyline.prototype.update = ->
  this.x -= ( sketch.mouse.x * this.speed ) * dt
      
  firstBuilding = this.buildings[ 0 ]
  if firstBuilding.width + firstBuilding.x + this.x < 0
    newWidth = round ( random( this.width.min, this.width.max ) )
    newHeight = round ( random( this.height.min, this.height.max ) )
    lastBuilding = this.buildings[ this.buildings.length - 1 ]    
    firstBuilding.reset(
      layer: this.layer
      x: lastBuilding.x + lastBuilding.width
      y: sketch.height - newHeight
      width: newWidth
      height: newHeight
      color: this.color
    )    
    this.buildings.push( this.buildings.shift() )

Skyline.prototype.render = ->
  i = this.buildings.length
  sketch.save()
  sketch.translate( this.x, ( sketch.height - sketch.mouse.y ) / 20 * this.layer )  
  this.buildings[ i ].render ( i ) while i--
  sketch.restore()

#
# SETUP
#
  
sketch.setup = ->    
  i = 5
  while i--
    skylines.push( new Skyline(
      layer: i + 1
      width:
        min: ( i + 1 ) * 30
        max: ( i + 1 ) * 40
      height:
        min: 150 - ( ( i ) * 35 )
        max: 300 - ( ( i ) * 35 )
      speed: ( i + 1 ) * .003
      color: 'hsl( 200, ' + ( ( ( i + 1 ) * 1 ) + 10 ) + '%, ' + ( 75 - ( i * 13 ) ) + '% )'
    ) )

#
# CLEAR
#
  
sketch.clear = ->
  sketch.clearRect( 0, 0, sketch.width, sketch.height )

#
# UPDATE
#
  
sketch.update = ->
  dt = if sketch.dt < .1 then .1 else sketch.dt / 16
  dt = if dt > 5 then 5 else dt
  i = skylines.length
  skylines[ i ].update( i ) while i--
  
#
# DRAW
#
  
sketch.draw = ->
  i = skylines.length
  skylines[ i ].render( i ) while i--

#
# Mousemove Fix
#  
    
$( window ).on 'mousemove', (e) ->
  sketch.mouse.x = e.pageX
  sketch.mouse.y = e.pageY
            
          
!
999px

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