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              <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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