Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <canvas id="canvas"></canvas>

              
            
!

CSS

              
                * {
  margin: 0px;
  padding: 0px;
  border: 0px;
}

body {
  background: rgb(0, 10, 40);
  overflow: hidden;
}
              
            
!

JS

              
                # The main canvas and context.
canvas  = document.getElementById "canvas"
context = canvas.getContext "2d"

# The size and scale of the canvas. The size will get set via setCanvasSize to match the size of
# the window. Change the scale to get a more or less pixel-y effect.
width  = 0.0
height = 0.0
scale  = 1.0

# The frames per second of the simulation. We also keep track of the time the previous frame
# occurred so that we know the duration between each frame.
fps       = 45.0
lastFrame = (new Date).getTime()

# The screen will flash briefly when the flash opacity is set. The opacity will dissipate quickly
# over time.
flashOpacity = 0.0

# When a bolt appears, it will be drawn at full opacity for the flash duration, and then will fade
# out gradually over the fade duration.
boltFlashDuration = 0.25
boltFadeDuration  = 0.5
totalBoltDuration = boltFlashDuration + boltFadeDuration

# The list of bolts. A bolt will get added to this list on creation, and then will be automatically
# removed after it's done fading out.
bolts = []

# Sets the size of the canvas and each bolt canvas.
setCanvasSize = ->
	canvas.setAttribute "width",  window.innerWidth
	canvas.setAttribute "height", window.innerHeight
	
	for bolt in bolts
		bolt.canvas.width  = window.innerWidth
		bolt.canvas.height = window.innerHeight
	
	width  = Math.ceil window.innerWidth  / scale
	height = Math.ceil window.innerHeight / scale

# Launch a bolt!!!
launchBolt = (x, y, length, direction) ->
	# Set the flash opacity.
	flashOpacity = 0.15 + Math.random() * 0.2
	
	# Create the bolt canvas.
	boltCanvas        = document.createElement "canvas"
	boltCanvas.width  = window.innerWidth
	boltCanvas.height = window.innerHeight
	boltContext       = boltCanvas.getContext "2d"
	boltContext.scale scale, scale
	
	# Add the bolt to the list.
	bolts.push { canvas: boltCanvas, duration: 0.0 }
	
	# Launch it!!
	recursiveLaunchBolt x, y, length, direction, boltContext

# Recursive bolt action.
recursiveLaunchBolt = (x, y, length, direction, boltContext) ->
	originalDirection = direction
	
	# We draw the bolt incrementally to get a nice animated effect.
	boltInterval = setInterval (->
		if length <= 0
			clearInterval boltInterval
			return
		
		i = 0
		while i++ < Math.floor(45 / scale) and length > 0
			x1 = Math.floor x
			y1 = Math.floor y
			x += Math.cos direction
			y -= Math.sin direction
			length--
			
			if x1 != Math.floor(x) or y1 != Math.floor(y)
				alpha                 = Math.min 1.0, length / 350.0
				boltContext.fillStyle = "rgba(255, 255, 255, #{alpha})"
				boltContext.fillRect x1, y1, 1.0, 1.0
				
				direction = originalDirection + (-Math.PI / 8.0 + Math.random() * (Math.PI / 4.0))
				
				if Math.random() > 0.98
					recursiveLaunchBolt x1, y1, length * (0.3 + Math.random() * 0.4), originalDirection + (-Math.PI / 6.0 + Math.random() * (Math.PI / 3.0)), boltContext
				else if Math.random() > 0.95
					recursiveLaunchBolt x1, y1, length, originalDirection + (-Math.PI / 6.0 + Math.random() * (Math.PI / 3.0)), boltContext
					length = 0
		
		undefined
	), 10

# This will get fired at a constant framerate.
tick = ->
	# Keep track of the frame time.
	frame     = (new Date).getTime()
	elapsed   = (frame - lastFrame) / 1000.0
	lastFrame = frame
	
	# Clear the canvas.
	context.clearRect 0.0, 0.0, window.innerWidth, window.innerHeight
	
	# Fire a bolt every once in a while.
	if Math.random() > 0.98
		x      = Math.floor -10.0 + Math.random() * (width + 20.0)
		y      = Math.floor 5.0 + Math.random() * (height / 3.0)
		length = Math.floor height / 2.0 + Math.random() * (height / 3.0)
		
		launchBolt x, y, length, Math.PI * 3.0 / 2.0
	
	# Draw the flash.
	if flashOpacity > 0.0
		context.fillStyle = "rgba(255, 255, 255, #{flashOpacity})"
		context.fillRect 0.0, 0.0, window.innerWidth, window.innerHeight
		flashOpacity = Math.max 0.0, flashOpacity - 2.0 * elapsed
	
	# Draw each bolt.
	for bolt, i in bolts
		bolt.duration += elapsed
		
		if bolt.duration >= totalBoltDuration
			bolts.splice i, 1
			i--
			return
		
		context.globalAlpha = Math.max 0.0, Math.min(1.0, (totalBoltDuration - bolt.duration) / boltFadeDuration)
		context.drawImage bolt.canvas, 0.0, 0.0
	
	undefined

# Start it up!!!
window.addEventListener "resize", setCanvasSize
setCanvasSize()
setInterval tick, 1000.0 / fps

              
            
!
999px

Console