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@keyframes fadein { 0% { opacity: 0 }}
body {background: #18283d url('https://c1.staticflickr.com/1/689/21586270024_fcc676b4ff_h.jpg') center center no-repeat; background-size: cover; margin: 0; padding: 0; overflow: hidden; min-height: 100vh;}
canvas { position: absolute; display: block; filter: blur(6px) drop-shadow(0 0 30px rgba(51,180,172,1)); transform-origin: 0 100%; transform: skewX(-20deg); animation: fadein 6s 1; }
/**
* Makes a Canvas element that simulates Northern Lights
*/
// settings
var DEBUG = false; // draw the debug line so we can see what it's doing, helps if you turn off the blur filter, too
var CURVE_POINTS = 10; // curve control points, not counting vanishingPoint
var CURVE_POINT_X_JITTER = 1.5; // how far off the base location a point can go, in percentage of difference from previous point
var CURVE_POINT_Y_JITTER = 3.5;
var CURVE_POINT_MAX_FLOAT_X_DIST = 270; // farthest a curve point can float per keyframe
var CURVE_POINT_MAX_FLOAT_Y_DIST = 80;
var CURVE_POINT_MIN_FLOAT_DIST = 15;
var CURVE_POINT_MAX_FLOAT_TIME = 9000; // longest a curve point can take to get to next keyframe
var CURVE_POINT_MIN_FLOAT_TIME = 3000; // shortest a curve point can take to get to next keyframe
var BRUSH_COUNT = 1000;
var BRUSH_WIDTH = 30;
var BRUSH_HEIGHT = 450;
var BRUSH_MIN_SCALE_Y = .02;
var BRUSH_MAX_SCALE_Y_VARIANCE = .5;
var BRUSH_MAX_ALPHA_VARIANCE = .7;
var BRUSH_MAX_ANIM_TIME = 7000;
var BRUSH_MIN_ANIM_TIME = 1500;
var BRUSH_MAX_Z_ANIM_TIME = 80000;
var BRUSH_MIN_Z_ANIM_TIME = 58000;
var BRUSH_ALPHA_DROPOFF = .07;
var MOUSE_X_OFFSET = 50;
var MOUSE_Y_OFFSET = 25;
var mouseXPercentage = .5;
var mouseYPercentage = .5;
/**
* get point in bezier curve
* @param point0 X
* @param point0 Y
* @param control point 0 X
* @param control point 0 Y
* @param control point 1 X
* @param control point 1 Y
* @param point 1 X
* @param point 1 Y
* @param percentage on path to get point of
*
* see http://stackoverflow.com/questions/14174252/how-to-find-out-y-coordinate-of-specific-point-in-bezier-curve-in-canvas
*/
function deCasteljau (p0x, p0y, cp0x, cp0y, cp1x, cp1y, p1x, p1y, t) {
// In the first step of the algorithm we draw a line connecting p0 and cp0,
// another line connecting cp0 and cp1, and another still connecting cp1 and p1.
// Then for all 3 of these lines we're going to find the point on them that is
// t % from the start of them.
var Ax = p0x + (t * (cp0x - p0x)),
Ay = p0y + (t * (cp0y - p0y)),
Bx = cp0x + (t * (cp1x - cp0x)),
By = cp0y + (t * (cp1y - cp0y)),
Cx = cp1x + (t * (p1x - cp1x)),
Cy = cp1y + (t * (p1y - cp1y));
// The second step is very much like the first. In the first we connected the
// four points with lines and then found 3 new points on them. In this step
// we'll connect those 3 points with lines find 2 new points on them. I'll
// call these two new points D and E.
var Dx = Ax + (t * (Bx - Ax)),
Dy = Ay + (t * (By - Ay)),
Ex = Bx + (t * (Cx - Bx)),
Ey = By + (t * (Cy - By));
// Finally, we can connect these last two points with another line, and find
// the last point on it which will give us the point on the bezier curve for
// that t. I'll call this point P.
var Px = Dx + (t * (Ex - Dx)),
Py = Dy + (t * (Ey - Dy));
return {
x: Px,
y: Py
};
}
/**
* curve controller
* @param vanishingPoint X (where the first point locks)
* @param vanishingPoint Y
* @param endPoint X (where the last point starts, but it floats)
* @param endPoint Y
* [@param brushCount] how many brushes to put on the curve
* [@param maxBrushAlpha] maximum alpha for brushes, defaults to 1
* [@param fill] color or canvasGradient to fill the brushes with
*/
var Curve = function (vpX, vpY, vpZ, epX, epY, epZ, brushCount, maxBrushAlpha, fill) {
// define where the point locks
this.vanishingPoint = {
x: vpX,
y: vpY,
z: vpZ
};
this.endPoint = {
x: epX,
y: epY,
z: epZ
}
this.brushCount = brushCount || BRUSH_COUNT;
this.maxBrushAlpha = maxBrushAlpha || 1;
this.points = [
new CurvePoint (this.vanishingPoint.x, this.vanishingPoint.y, this.vanishingPoint.z, 0)
];
// add in-between points
for (var i = 0; i < CURVE_POINTS - 1; i++) {
// modifier to fake distance
var mod = (i + 1) / CURVE_POINTS;
mod *= mod;
// randomly generate some points
var xJitter = Math.random() * CURVE_POINT_X_JITTER - CURVE_POINT_X_JITTER / 2;
var x = this.vanishingPoint.x + mod * (this.endPoint.x - this.vanishingPoint.x);
x += xJitter * (x - this.points[i].x);
var yJitter = (1.2 - mod) * (Math.random() * CURVE_POINT_Y_JITTER - CURVE_POINT_Y_JITTER / 2);
var y = this.vanishingPoint.y + mod * (this.endPoint.y - this.vanishingPoint.y);
y += yJitter * (y - this.points[i].y);
var z = mod * (this.endPoint.z - this.vanishingPoint.z) + this.vanishingPoint.z;
this.points.push(new CurvePoint (x, y, z, ((Math.random() * .33 + .33) * (x - this.points[i].x))));
}
// add last point
this.points.push(new CurvePoint (this.endPoint.x, this.endPoint.y, this.endPoint.z, 0));
// create brushes
this.brushes = [];
for (var i = 0; i < this.brushCount; i++) {
var noScale = Math.random() < .01;
this.brushes.push(
new Brush(
this,
(i / this.brushCount) * (this.endPoint.z - this.vanishingPoint.z) + this.vanishingPoint.z,
noScale ? "rgb(200, 200, 220)" : fill || null,
noScale
)
);
}
}
Curve.prototype = {
drawDebug: function (ctx) {
// mostly just for debug
ctx.lineWidth = 2;
// cp lines
ctx.setLineDash([2,2]);
ctx.strokeStyle = "#f99";
for (var i = 1, len = this.points.length; i < len; i++) {
ctx.beginPath();
var cps = this.points[i].getCps();
ctx.moveTo(cps[0].x, cps[0].y);
//ctx.lineTo(this.points[i].x, this.points[i].y);
ctx.lineTo(cps[1].x, cps[1].y);
ctx.stroke();
}
// build the bezier paths
var bezierPoints = [];
for (var i = 0, len = this.points.length; i < len; i++) {
var cps = this.points[i].getCps();
if (i !== 0) {
bezierPoints.push(cps[0]);
}
bezierPoints.push(this.points[i]);
if (i !== len - 1) {
bezierPoints.push(cps[1]);
}
}
ctx.beginPath();
ctx.setLineDash([]);
ctx.strokeStyle = "#c00";
ctx.moveTo(bezierPoints[0].x, bezierPoints[0].y);
for (var i = 1, len = bezierPoints.length; i < len; i += 3) {
ctx.bezierCurveTo(bezierPoints[i].x, bezierPoints[i].y, bezierPoints[i+1].x, bezierPoints[i+1].y, bezierPoints[i+2].x, bezierPoints[i+2].y);
}
ctx.stroke();
},
draw: function (ctx) {
for (var i = 0, len = this.brushes.length; i < len; i++) {
this.brushes[i].draw(ctx);
}
},
getPointAtZ: function (p) {
if (p <= this.points[0].z) {
return this.points[0];
}
else if (p >= this.points[this.points.length - 1].z) {
console.log('over');
return this.points[this.points.length - 1];
}
else {
var i = 0;
for (var len = this.points.length; i < len; i++) {
if (p <= this.points[i].z) {
break;
}
}
var lastPoint = this.points[i - 1];
var lastPointCps = lastPoint.getCps();
var nextPoint = this.points[i];
var nextPointCps = nextPoint.getCps();
var t = (p - lastPoint.z) / (nextPoint.z - lastPoint.z);
return deCasteljau (lastPoint.x, lastPoint.y, lastPointCps[1].x, lastPointCps[1].y, nextPointCps[0].x, nextPointCps[0].y, nextPoint.x, nextPoint.y, t);
}
},
update: function () {
// update point positions for floating effect
for (var i = 0, len = this.points.length; i < len; i++) {
this.points[i].updatePosition();
}
// update brush properties for floating effect
for (var i = 0, len = this.brushes.length; i < len; i++) {
this.brushes[i].updatePosition();
}
},
setMaxBrushAlpha: function (alpha) {
this.maxBrushAlpha = alpha;
}
}
/**
* curve points
* @param startX
* @param startY
* @param z (affects how much it moves, 0-1)
*/
var CurvePoint = function (x, y, z, cpLength) {
this.x = x;
this.y = y;
this.z = z;
this.cpLength = cpLength;
this.cpYOffset = Math.random() * cpLength - cpLength;
// set up floating
this.xAnimTime = Math.random() * (CURVE_POINT_MAX_FLOAT_TIME - CURVE_POINT_MIN_FLOAT_TIME) + CURVE_POINT_MIN_FLOAT_TIME;
this.xVariance = Math.max(Math.random() * this.z * (CURVE_POINT_MAX_FLOAT_X_DIST), CURVE_POINT_MIN_FLOAT_DIST);
this.xMin = this.x - this.xVariance / 2;
this.xAnimOffset = Math.random() * Math.PI;
this.yAnimTime = Math.random() * (CURVE_POINT_MAX_FLOAT_TIME - CURVE_POINT_MIN_FLOAT_TIME) + CURVE_POINT_MIN_FLOAT_TIME;
this.yVariance = Math.max(Math.random() * this.z * (CURVE_POINT_MAX_FLOAT_Y_DIST), CURVE_POINT_MIN_FLOAT_DIST);
this.yMin = this.y - this.yVariance / 2;
this.yAnimOffset = Math.random() * Math.PI;
}
CurvePoint.prototype = {
getCps: function () {
return [
{
x: this.x - this.cpLength,
y: this.y - this.cpYOffset
},
{
x: this.x + this.cpLength,
y: this.y + this.cpYOffset
}
]
},
updatePosition: function () {
if (!this.startTime)
this.startTime = new Date().getTime();
var now = new Date().getTime();
var deltaTime = now - this.startTime;
this.x = this.xMin + (Math.sin((deltaTime / this.xAnimTime) * Math.PI + this.xAnimOffset) * .5 + .5) * this.xVariance;
this.x += this.z * (1 - mouseXPercentage * 2) * MOUSE_X_OFFSET;
this.y = this.yMin + (Math.sin((deltaTime / this.yAnimTime) * Math.PI + this.yAnimOffset) * .5 + .5) * this.yVariance;
this.y += this.z * (1 - mouseYPercentage * 2) * MOUSE_Y_OFFSET;
}
}
/**
* Brushes
* Jitters are created on init
* @param curve - what curve the brush sits on
* @param z - where on the line the brush sits
*/
var Brush = function (curve, z, color, noScale) {
this.curve = curve;
this.z = z;
this.alpha = z * Math.random() * .55 + .15;
this.scaleYMod = (1 - BRUSH_MIN_SCALE_Y) * Math.random();
this.scaleXMod = .5 * Math.random() * (2 - this.scaleYMod * 2);
this.noScale = !!noScale;
this.color1 = color || "rgb(50, 170, 82)";
// timings
this.alphaAnimTime = Math.random() * (BRUSH_MAX_ANIM_TIME - BRUSH_MIN_ANIM_TIME) + BRUSH_MIN_ANIM_TIME;
this.alphaVariance = Math.max(Math.random() * BRUSH_MAX_ALPHA_VARIANCE, this.alpha);
this.alphaMin = Math.max(this.alpha - this.alphaVariance / 2, 0);
this.alphaAnimOffset = Math.random() * Math.PI;
this.scaleYAnimTime = Math.random() * (BRUSH_MAX_ANIM_TIME - BRUSH_MIN_ANIM_TIME) + BRUSH_MIN_ANIM_TIME;
this.scaleYVariance = Math.random() * BRUSH_MAX_SCALE_Y_VARIANCE;
this.scaleYMin = this.scaleY - this.scaleYVariance / 2;
this.scaleYAnimOffset = Math.random() * Math.PI;
this.zAnimOffset = this.curve.vanishingPoint.z - (z - this.curve.vanishingPoint.z);
this.zAnimTime = Math.random() * (BRUSH_MAX_Z_ANIM_TIME - BRUSH_MIN_Z_ANIM_TIME) + BRUSH_MIN_Z_ANIM_TIME;
if (this.noScale) {
this.alphaMin = 0;
this.alphaVariance = 1;
}
}
Brush.prototype = {
draw: function (ctx) {
if (this.z < this.curve.vanishingPoint.z || this.z > this.curve.endPoint.z)
return false;
var point = this.curve.getPointAtZ(this.z);
var alpha = ((.5 + .5 * Math.min(this.z, 1)) * this.alpha * this.curve.maxBrushAlpha);
if (this.z - this.curve.vanishingPoint.z < BRUSH_ALPHA_DROPOFF) {
alpha *= (this.z - this.curve.vanishingPoint.z) / BRUSH_ALPHA_DROPOFF;
}
else if (this.curve.endPoint.z - this.z < BRUSH_ALPHA_DROPOFF) {
alpha *= (this.curve.endPoint.z - this.z) / BRUSH_ALPHA_DROPOFF;
}
if (!this.noScale) {
var scaleY = this.z * this.scaleYMod + BRUSH_MIN_SCALE_Y;
var scaleX = this.z * this.scaleXMod + .5;
}
else {
var scaleY = this.scaleYMod + BRUSH_MIN_SCALE_Y;
var scaleX = this.scaleXMod + .5;
}
ctx.fillStyle = this.color1;
ctx.globalAlpha = alpha;
ctx.beginPath();
ctx.moveTo(point.x, point.y - scaleY * BRUSH_HEIGHT);
ctx.quadraticCurveTo(point.x + scaleX * BRUSH_WIDTH / 2, point.y - scaleY * BRUSH_HEIGHT, point.x + scaleX * BRUSH_WIDTH / 2, point.y);
ctx.quadraticCurveTo(point.x + scaleX * BRUSH_WIDTH / 2, point.y + scaleY * BRUSH_WIDTH, point.x, point.y + scaleX * BRUSH_WIDTH / 2);
ctx.quadraticCurveTo(point.x - scaleX * BRUSH_WIDTH / 2, point.y + scaleY * BRUSH_WIDTH, point.x - scaleX * BRUSH_WIDTH / 2, point.y);
ctx.quadraticCurveTo(point.x - scaleX * BRUSH_WIDTH / 2, point.y - scaleY * BRUSH_HEIGHT, point.x, point.y - scaleY * BRUSH_HEIGHT);
ctx.fill();
// ctx.globalAlpha = alpha;
// ctx.drawImage(this.image, point.x - scaleX * BRUSH_WIDTH / 2, point.y - scaleY * BRUSH_HEIGHT, scaleX * BRUSH_WIDTH, scaleY * BRUSH_HEIGHT);
},
updatePosition: function () {
if (!this.startTime)
this.startTime = new Date().getTime() - 20000;
var now = new Date().getTime();
var deltaTime = now - this.startTime;
this.alpha = Math.min(this.alphaMin + (Math.sin((deltaTime / this.alphaAnimTime) * Math.PI + this.alphaAnimOffset) * .5 + .5) * this.alphaVariance, 1);
this.scaleY = this.scaleYMin + (Math.sin((deltaTime / this.scaleYAnimTime) * Math.PI + this.scaleYAnimOffset) * .5 + .5) * this.scaleYVariance;
//this.z = this.zMin + (Math.sin((deltaTime / this.zAnimTime) * Math.PI + this.zAnimOffset) * .5 + .5) * this.zVariance;
this.z = ((deltaTime / this.zAnimTime) + this.zAnimOffset) * this.curve.endPoint.z;
if (this.z > this.curve.vanishingPoint.z)
this.z *= this.z;
if (this.z > this.curve.endPoint.z) {
this.z = (this.z - this.curve.endPoint.z) + this.curve.vanishingPoint.z;
// reset start time so it doesn't infinitely speed up
this.startTime = now;
}
}
}
// make a canvas and do stuff
/**
* NorthernLights class
* Creates a canvas that immitates the northern lights
* @param parentElement - DOMElement to append the canvas to
* [@param width] - width of canvas, defaults to window size on creation
* [@param height] - height of canvas, defaults to window size on creation
* [@param curves] - an array of Curve objects to use, creates one if omitted
*/
var NorthernLights = function (parentElement, width, height, curves) {
this.parentElement = parentElement;
this.width = width || window.innerWidth;
this.height = height || window.innerHeight;
this.canvas = document.createElement('canvas');
this.canvas.width = this.width;
this.canvas.height = this.height;
this.ctx = this.canvas.getContext('2d');
this.ctx.globalCompositeOperation = "color-dodge";
// make a new random curve if one wasn't passed
this.curves = curves || [new Curve (this.width * .1, this.height * .9, this.width * .9, this.height * .4)];
if (DEBUG) {
this.fpsDisplay = document.createElement('span');
this.fpsDisplay.style.position = "fixed";
this.fpsDisplay.style.top = "0";
this.fpsDisplay.style.left = "0";
this.fpsDisplay.style.background = "#333";
this.fpsDisplay.style.color = "#0f0";
document.body.appendChild(this.fpsDisplay);
}
// auto start
this.start();
this.parentElement.appendChild(this.canvas);
}
NorthernLights.prototype = {
start: function () {
this.running = true;
var _this = this;
var lastTime = new Date().getTime();
(function anim () {
// clear current
_this.ctx.clearRect(0,0,_this.width,_this.height);
for (var i = 0, len = _this.curves.length; i < len; i++) {
// update positions
_this.curves[i].update();
// put that bitch on the canvas
_this.curves[i].draw(_this.ctx);
// debug line?
if (DEBUG) {
_this.ctx.globalCompositeOperation = "source-over";
_this.ctx.globalAlpha = 1;
_this.curves[i].drawDebug(_this.ctx);
_this.ctx.globalCompositeOperation = "color-dodge";
var now = new Date().getTime();
_this.fpsDisplay.innerText = Math.round(1000 / (now - lastTime));
lastTime = now;
}
}
if (_this.running)
requestAnimationFrame(anim);
})()
},
pause: function () {
this.running = false;
},
getCanvas: function () {
return this.canvas;
},
getCurves: function () {
return this.curves;
}
}
var gradCanvas = document.createElement('canvas');
var gradCtx = gradCanvas.getContext('2d');
var grad = gradCtx.createLinearGradient(window.innerWidth * .5, window.innerHeight, window.innerWidth * .35, 0);
grad.addColorStop(.4, "rgb(50, 130, 80)");
grad.addColorStop(.6, "rgba(100, 100, 120, .5)");
var grad2 = gradCtx.createLinearGradient(window.innerWidth * .5, window.innerHeight * .5, window.innerWidth * .3, 0);
grad2.addColorStop(.35, "rgb(50, 130, 140)");
grad2.addColorStop(.7, "rgba(50, 70, 100,.7)");
var curves = [
new Curve (window.innerWidth * .17, window.innerHeight * .94, .01, window.innerWidth * .8, window.innerHeight * .8, .8, BRUSH_COUNT * .3, .4, "rgb(60, 150, 120)"),
new Curve (window.innerWidth * .1, window.innerHeight * .9, .05, window.innerWidth * .8, window.innerHeight * .4, 1, null, .8, grad),
new Curve (window.innerWidth * .25, window.innerHeight * .65, .33, window.innerWidth * .55, 0, 1.1, BRUSH_COUNT * .6, 1, grad2)
]
var nl1 = new NorthernLights (document.body, null, null, curves);
document.body.addEventListener('mousemove', function (e) {
mouseXPercentage = e.clientX / window.innerWidth;
mouseYPercentage = e.clientY / window.innerHeight;
})
Also see: Tab Triggers