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#container
canvas(height=900, width=1600)
body {
background-color: #444;
margin: 0;
display: flex;
align-items: center;
justify-content: center;
min-height: 100vh;
overflow: hidden;
}
#container {
transform-origin: 50% 0;
}
class Point {
constructor(x, y) {
this.x = x;
this.y = y;
}
}
class OffScreenCanvas {
constructor(width, height) {
let c = document.createElement('canvas');
c.width = width;
c.height = height;
this.ctx = c.getContext('2d');
this.canvas = c;
}
}
class Opening {
constructor(x, y) {
this.x = x;
this.y = y;
}
draw($) {
let center = this.x - $.state.pos.x,
l = getCirclePoint(600, 800, center - ($.platform.width / 2)),
r = getCirclePoint(600, 800, center + ($.platform.width / 2));
if(l > r) {
let sl = getCirclePoint(560, 800, center - ($.platform.width / 2)),
sr = getCirclePoint(560, 800, center + ($.platform.width / 2)),
c = new OffScreenCanvas(1600, 250),
sc = new OffScreenCanvas(1600, 250),
smallDoor = drawDoor(sc, '#b9e2d7', sr, sl - sr, 250, '#262525'),
bigDoor = drawDoor(c, $.ctx.createPattern(smallDoor, 'no-repeat'), r, l - r, 250);
$.ctx.drawImage(bigDoor, 0, this.y + $.state.pos.y);
}
}
}
function prepareGraphics() {
const b = 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/21151/';
prepareImage($, b + 'c-standing.png', 'standing', 0, false);
prepareImage($, b + 'c-standing.png', 'standing', 1, true);
prepareImage($, b + 'c-jumping3.png', 'jumpingUp', 0, false);
prepareImage($, b + 'c-jumping3.png', 'jumpingUp', 1, true);
prepareImage($, b + 'c-jumpingdown.png', 'jumpingDown', 0, false);
prepareImage($, b + 'c-jumpingdown.png', 'jumpingDown', 1, true);
prepareImage($, b + 'Slice 1_copy.png', 'runningLeft', 0, false);
prepareImage($, b + 'Slice 1_copy.png', 'runningLeft', 1, false);
prepareImage($, b + 'c-walking3.png', 'runningLeft', 2, false);
prepareImage($, b + 'c-walking3.png', 'runningLeft', 3, false);
prepareImage($, b + 'Slice 1_copy.png', 'runningRight', 0, true);
prepareImage($, b + 'Slice 1_copy.png', 'runningRight', 1, true);
prepareImage($, b + 'c-walking3.png', 'runningRight', 2, true);
prepareImage($, b + 'c-walking3.png', 'runningRight', 3, true);
}
function prepareImage($, src, type, index, flipped) {
let temp = new OffScreenCanvas(317, 300),
image = new Image();
image.onload = function() {
if(flipped) {
temp.ctx.save();
temp.ctx.scale(-1,1);
}
temp.ctx.drawImage(image, 0, 0, 317 * (flipped ? -1 : 1), 300);
if(flipped) {
temp.ctx.restore();
}
$.animationFrames[type][index] = temp.canvas;
}
image.src = src;
return temp.canvas;
}
function drawDoor(c, color, x, width, height, bg) {
let y = 90;
if(bg) {
c.ctx.fillStyle = bg;
c.ctx.fillRect(0, 0, c.canvas.width, c.canvas.height);
}
c.ctx.fillStyle = color;
c.ctx.beginPath();
c.ctx.moveTo(x, y);
c.ctx.lineTo(x, y + height);
c.ctx.lineTo(x + width, y + height);
c.ctx.lineTo(x + width, y);
c.ctx.ellipse(x + (width / 2), y, width / 2, 90, 0, 0, Math.PI, true);
c.ctx.fill();
return c.canvas;
}
class Platform {
constructor(x, y) {
this.x = x;
this.y = y;
this.infront = false;
this.outerBox = null;
}
getY($) {
return this.y + $.state.pos.y;
}
isInFront($) {
let center = this.x - $.state.pos.x,
innerBox = getBox($, 600, center),
outerBox = getBox($, 680, center);
this.infront = outerBox.left > outerBox.right;
return this.infront;
}
drawFront($) {
$.ctx.fillStyle = $.colors.wood2;
$.ctx.fillRect(this.outerBox.left, this.getY($), this.outerBox.width, $.platform.height);
}
draw($) {
let center = this.x - $.state.pos.x,
innerBox = getBox($, 600, center),
outerBox = getBox($, 680, center),
isLeftSide = innerBox.left > outerBox.left;
this.infront = outerBox.left > outerBox.right;
for (let dir of ['left', 'right']) {
let adjust = dir === 'left' ? outerBox.unit : (outerBox.unit * 6),
outer = {
top: {
left: new Point(outerBox.left + adjust, this.getY($) + $.platform.height),
right: new Point(outerBox.left + outerBox.unit + adjust, this.getY($) + $.platform.height)
},
bottom: {
left: new Point(innerBox.left + adjust, this.getY($) + 70),
right: new Point(innerBox.left + innerBox.unit + adjust, this.getY($) + 70)
}
},
inner = {
top: {
left: new Point(outerBox.left + adjust, this.getY($) + ($.platform.height - 10)),
right: new Point(outerBox.left + outerBox.unit + adjust, this.getY($) + ($.platform.height - 10))
},
bottom: {
left: new Point(innerBox.left + adjust, this.getY($) + 60),
right: new Point(innerBox.left + innerBox.unit + adjust, this.getY($) + 60)
}
};
drawPolygon($, $.colors.wood3, inner.top.left, inner.bottom.left, inner.bottom.right, inner.top.right);
drawPolygon($, $.colors.wood4, outer.top.left, outer.bottom.left, outer.bottom.right, outer.top.right);
if(!isLeftSide) {
drawPolygon($, $.colors.wood5, inner.top.right, outer.top.right, outer.bottom.right, inner.bottom.right);
} else {
drawPolygon($, $.colors.wood5, inner.top.left, outer.top.left, outer.bottom.left, inner.bottom.left);
}
}
$.ctx.fillStyle = $.colors.wood1;
if(isLeftSide) {
$.ctx.fillRect(innerBox.left, this.getY($), outerBox.left - innerBox.left, $.platform.height);
} else {
$.ctx.fillRect(outerBox.right, this.getY($), innerBox.left - outerBox.left, $.platform.height);
}
this.outerBox = outerBox;
}
}
function drawPolygon($, color, ...points) {
$.ctx.fillStyle = color;
$.ctx.beginPath();
$.ctx.moveTo(points[0].x, points[0].y);
for (let i = 1; i < points.length; i++) {
$.ctx.lineTo(points[i].x, points[i].y);
}
$.ctx.fill();
}
function getBox($, radius, center) {
let l = getCirclePoint(radius, 800, center - ($.platform.width / 2)),
r = getCirclePoint(radius, 800, center + ($.platform.width / 2));
return {
left: l,
right: r,
width: r - l,
unit: (r - l) / 8
};
}
var fallbackCanvas = new OffScreenCanvas(10, 10).canvas;
var $ = {
container: null,
canvas: null,
ctx: null,
platforms: [new Platform(1600, 600),
new Platform(1585, 600),
new Platform(1570, 600),
new Platform(1540, 500),
new Platform(1525, 500),
new Platform(1480, 500),
new Platform(1465, 500),
new Platform(1435, 400),
new Platform(1415, 270),
new Platform(1435, 135),
new Platform(1465, 40),
new Platform(1480, 40),
new Platform(1500, -80),
new Platform(1520, -200),
new Platform(1520, -335),
new Platform(1490, -460),
new Platform(1460, -535),
new Platform(1430, -610),
new Platform(1415, -610),
new Platform(1370, -610),
new Platform(1355, -610),
new Platform(1355, -610),
new Platform(1330, -710),
new Platform(1305, -810),
new Platform(1280, -910),
new Platform(1265, -910),
new Platform(1220, -910),
new Platform(1205, -910),
new Platform(1150, -910),
new Platform(1100, -910)],
openings: [new Opening(1600, 350),
new Opening(1205, -1160)],
brick: {
shine: "",
shade: "rgba(256, 256, 256, 0.8)",
color: "rgba(186, 186, 173, 0.8)", // #BABAAD
width: 16,
height: 48,
padding: 4
},
platform: {
height: 22,
width: 13, /* Degrees */
color: '#5A4142'
},
tower: {
width: 1200,
shadowWidth: 130,
skyWidth: 200
},
sky: {
bg: '#1F0B22',
starSizes : [2, 3, 4, 5],
starColors: ['#6C586F',
'#857188',
'#D1BDD4',
'#E6D1A8']
},
colors: {
bg: '#FBD0D0',
wood1: '#BC8550', // side
wood2: '#ECC897', // front
wood3: '#4B3937', // back support
wood4: '#FFB287', // front support
wood5: '#D58212' // side support
},
settings: {
maxSpeed: 0.09, // left right
minSpeed: 0.01, // left right
friction: 0.7, // left right
acceleration: 0.02, // left right
jump: {
gravity: {
boost: 0.0014,
normal: 0.003,
down: 0.004
},
maxSpeed: 0.6,
fallStartSpeed: 0.07,
friction: 0.98
}
},
storage: {
bricks: null,
sky: null,
shadows: null
},
input: {
left: false,
right: false,
jump: false
},
animationFrames: {
standing: [fallbackCanvas, fallbackCanvas],
jumpingUp: [fallbackCanvas, fallbackCanvas],
jumpingDown: [fallbackCanvas, fallbackCanvas],
runningLeft: [fallbackCanvas, fallbackCanvas, fallbackCanvas, fallbackCanvas],
runningRight: [fallbackCanvas, fallbackCanvas, fallbackCanvas, fallbackCanvas]
},
savedState: null,
state: {
paused: false,
titles: {
opacity: 0,
ready: false,
text: "Game Over"
},
climbstarted: false,
time: null,
dt: null,
climbspeed: {
normal: 0.05,
fast: 0.12
},
pos: {
x: 1485,
y: 0
},
activePlatforms: [],
jump: {
isGrounded: true,
isJumping: false,
isBoosting: false,
speed: 0,
nextY: 0
},
player: {
dir: 1,
x: 725,
y: 350,
prevY: 350,
speed: 0,
animationFrame: 0,
animationFrameCount: 0
}
}
};
$.container = document.getElementById('container');
$.canvas = document.getElementsByTagName('canvas')[0];
$.ctx = $.canvas.getContext('2d');
resize();
if(!$.savedState) {
$.savedState = JSON.parse(JSON.stringify($.state));
}
prepareGraphics();
draw();
window.addEventListener("keydown", keyDown, false);
window.addEventListener("keyup", keyUp, false);
function keyUp(e) {
move(e, false);
}
function keyDown(e) {
move(e, true);
}
function move(e, keyDown) {
if(e.keyCode === 37)
$.input.left = keyDown;
if(e.keyCode === 39)
$.input.right = keyDown;
if(e.keyCode === 32)
$.input.jump = keyDown;
}
function resize() {
$.rect = $.container.getBoundingClientRect();
if($.canvas.height > window.innerHeight) {
$.container.style.transform = `scale(${ window.innerHeight / $.canvas.height })`;
}
}
window.addEventListener('resize', function(event) {
resize();
});
function draw() {
let now = new Date().getTime();
$.state.dt = now - ($.state.time || now);
$.state.time = now;
if(!$.state.paused) {
doCalculations();
}
if(!$.state.paused && $.state.titles.opacity !== 100) {
drawSky();
drawPlatforms(false);
drawBricks();
drawDoors();
drawShadows();
drawPlatforms(true);
drawPlayer($);
}
if($.state.paused) {
drawTitles();
}
requestAnimationFrame(draw);
}
function drawTitles() {
if($.state.titles.opacity < 100) {
$.state.titles.opacity += Math.floor($.state.dt * 0.2);
}
if($.state.titles.opacity > 100)
$.state.titles.opacity = 100;
$.ctx.fillStyle = "rgba(0, 0, 0, " + $.state.titles.opacity / 100 + ")";
$.ctx.rect(0, 0, $.canvas.width, $.canvas.height);
$.ctx.fill();
$.ctx.fillStyle = "rgba(251, 199, 15, " + $.state.titles.opacity / 100 + ")";
$.ctx.font = "96px 'Germania One', cursive";
$.ctx.fillText($.state.titles.text, 600, 520 - (easing($.state.titles.opacity / 100) * 40));
if($.state.titles.opacity == 100 && !$.input.jump) {
$.state.titles.ready = true;
}
if($.state.titles.ready && $.input.jump) {
$.state = JSON.parse(JSON.stringify($.savedState));
}
}
function easing (n) {
// https://github.com/component/ease
var s = 1.70158;
return --n * n * ((s + 1) * n + s) + 1;
}
function drawPlayer($) {
let drawY = $.state.player.y + $.state.pos.y - 48,
drawX = $.state.player.x - ($.state.player.dir ? 120 : 80);
if($.state.jump.isJumping) {
if($.state.jump.speed > 0) {
$.ctx.drawImage($.animationFrames.jumpingUp[$.state.player.dir], drawX, drawY);
} else {
$.ctx.drawImage($.animationFrames.jumpingDown[$.state.player.dir], drawX, drawY);
}
}
else if($.state.player.speed !== 0) {
if($.state.player.dir) {
$.ctx.drawImage($.animationFrames.runningRight[$.state.player.animationFrame], drawX, drawY);
} else {
$.ctx.drawImage($.animationFrames.runningLeft[$.state.player.animationFrame], drawX, drawY);
}
} else {
$.ctx.drawImage($.animationFrames.standing[$.state.player.dir], drawX, drawY);
}
//$.ctx.fillRect($.state.player.x, $.state.player.y + $.state.pos.y, 150, 250);
$.state.player.animationFrameCount += $.state.dt;
if($.state.player.animationFrameCount > 50) {
$.state.player.animationFrame += 1;
$.state.player.animationFrameCount = 0;
}
if($.state.player.animationFrame > 3) {
$.state.player.animationFrame = 0;
}
}
function drawDoors() {
for (let i = 0; i < $.openings.length; i++) {
let opening = $.openings[i];
if(opening.x < $.state.pos.x - 40)
continue;
if(opening.x > ($.state.pos.x + 220))
continue;
opening.draw($);
}
}
function drawPlatforms(drawInfrontPlatforms) {
if(drawInfrontPlatforms) {
$.state.activePlatforms = [];
}
for (let i = 0; i < $.platforms.length; i++) {
let platform = $.platforms[i];
if(platform.x < $.state.pos.x - 40)
continue;
if(platform.x > ($.state.pos.x + 220))
continue;
if(drawInfrontPlatforms) {
if(platform.isInFront($)) {
platform.draw($);
$.state.activePlatforms.push(platform);
}
}
else if(!platform.isInFront($)) {
platform.draw($);
}
}
for (let i = 0; i < $.state.activePlatforms.length; i++) {
$.state.activePlatforms[i].drawFront($);
}
}
function doCalculations() {
if($.input.left) {
$.state.player.speed += $.settings.acceleration;
}
else if($.input.right) {
$.state.player.speed -= $.settings.acceleration;
} else if($.state.player.speed !== 0) {
$.state.player.speed *= $.state.jump.isJumping ? $.settings.jump.friction : $.settings.friction;
}
if(Math.abs($.state.player.speed) > $.settings.maxSpeed) {
$.state.player.speed = $.state.player.speed > 0 ? $.settings.maxSpeed : -1 * $.settings.maxSpeed;
} else if(Math.abs($.state.player.speed) < $.settings.minSpeed) {
$.state.player.speed = 0;
}
if($.state.player.speed !== 0) {
let currentSpeed = $.state.jump.isJumping ? ($.state.player.speed * 0.7) : $.state.player.speed;
$.state.pos.x += $.state.player.speed < 0 ? Math.ceil(currentSpeed * $.state.dt) : Math.floor(currentSpeed * $.state.dt);
$.state.player.dir = currentSpeed > 0 ? 0 : 1;
}
if(!$.state.climbstarted && $.input.jump) {
$.state.climbstarted = true;
}
if($.input.jump || $.state.jump.isJumping) {
if($.state.jump.isGrounded) {
$.state.jump.isGrounded = false;
$.state.jump.isJumping = true;
$.state.jump.isBoosting = true;
$.state.jump.speed = $.settings.jump.maxSpeed;
}
if($.state.jump.isJumping) {
let upwards = $.state.jump.speed > 0,
adjust = $.state.dt < 30 ? (30 - $.state.dt) : 0; // .·´¯`(>▂<)´¯`·.
if(!upwards && $.state.jump.isBoosting) {
$.state.jump.isBoosting = false;
}
$.state.player.prevY = $.state.player.y;
$.state.player.y -= ($.state.jump.speed * $.state.dt);
$.state.jump.speed -= ($.settings.jump.gravity[upwards ? ($.state.jump.isBoosting ? 'boost' : 'normal') : 'down'] - (adjust * 0.00002)) * $.state.dt;
}
}
if($.state.jump.isBoosting && !$.input.jump) {
$.state.jump.isBoosting = false;
}
if($.state.climbstarted && $.state.pos.y < 1440) {
$.state.pos.y += (($.state.player.y + $.state.pos.y) < 250 ? $.state.climbspeed.fast : $.state.climbspeed.normal) * $.state.dt;
}
collisionDetection();
if(($.state.player.y + $.state.pos.y) > 900) {
$.state.paused = true;
}
}
function collisionDetection() {
if($.state.jump.isJumping && $.state.jump.speed < 0) {
for (let i = 0; i < $.state.activePlatforms.length; i++) {
let platform = $.state.activePlatforms[i];
if(Math.abs(platform.x - ($.state.pos.x + 90)) < 10) {
let playerFloor = $.state.player.y + 250,
playerFloorPrev = $.state.player.prevY + 250;
if(playerFloor > platform.y &&
playerFloorPrev < platform.y) {
$.state.player.y = platform.y - 250;
$.state.jump.isGrounded = true;
$.state.jump.isJumping = false;
$.state.jump.isBoosting = false;
$.state.jump.speed = 0;
}
}
}
} else if($.state.jump.isGrounded) {
let groundToStandOnFound = false;
for (let i = 0; i < $.state.activePlatforms.length; i++) {
let platform = $.state.activePlatforms[i];
if(Math.abs(platform.x - ($.state.pos.x + 90)) < 10) {
if(platform.y - ($.state.player.y + 250) === 0) {
groundToStandOnFound = true;
break;
}
}
}
if(!groundToStandOnFound) {
$.state.jump.isGrounded = false;
$.state.jump.isJumping = true;
$.state.jump.isBoosting = true;
$.state.jump.speed = $.settings.jump.fallStartSpeed;
}
}
}
function drawSky() {
if($.storage.sky == null) {
let height = $.canvas.height,
temp = new OffScreenCanvas($.canvas.width, height);
temp.ctx.fillStyle = $.sky.bg;
temp.ctx.fillRect(0, 0, $.canvas.width, height);
for (let i = 0; i < 150; i++) {
let starSize = Math.floor(Math.random() * $.sky.starSizes.length);
temp.ctx.fillStyle = $.sky.starColors[starSize];
temp.ctx.beginPath();
temp.ctx.arc(Math.floor(Math.random() * $.canvas.width),
Math.floor(Math.random() * height),
$.sky.starSizes[starSize], 0, 2 * Math.PI);
temp.ctx.fill();
}
$.storage.sky = temp.canvas;
} else {
let skypos = ((($.state.pos.x - 2000) % 200) * 8) * -1,
skyYPos = $.state.pos.y % $.canvas.height;
$.ctx.drawImage($.storage.sky, skypos, skyYPos);
$.ctx.drawImage($.storage.sky, skypos - $.canvas.width, skyYPos);
$.ctx.drawImage($.storage.sky, skypos, skyYPos - $.canvas.height);
$.ctx.drawImage($.storage.sky, skypos - $.canvas.width, skyYPos - $.canvas.height);
}
}
function drawShadows() {
if($.storage.shadows) {
$.ctx.drawImage($.storage.shadows, $.tower.skyWidth, 0);
} else {
var temp = new OffScreenCanvas($.tower.width, $.canvas.height);
drawTowerShadow(temp.ctx, 0, $.tower.shadowWidth + 80, $.canvas.height, '#727C80', 'transparent');
drawTowerShadow(temp.ctx, 0, $.tower.shadowWidth, $.canvas.height, '#00011F', 'transparent');
drawTowerShadow(temp.ctx, temp.canvas.width - ($.tower.shadowWidth + 80), $.tower.shadowWidth + 80, $.canvas.height, 'transparent', '#727C80');
drawTowerShadow(temp.ctx, temp.canvas.width - $.tower.shadowWidth, $.tower.shadowWidth, $.canvas.height, 'transparent', '#00011F');
$.storage.shadows = temp.canvas;
}
}
function drawTowerShadow(ctx, start, width, height, from, to) {
let grd = ctx.createLinearGradient(start, 0, start + width, 0);
grd.addColorStop(0, from);
grd.addColorStop(1, to);
ctx.fillStyle = grd;
ctx.fillRect(start, 0, width, height);
}
function drawBricks() {
let brickRowHeight = ($.brick.height * 2) + ($.brick.padding * 2);
if(!$.storage.bricks) {
$.storage.bricks = {};
for (let i = 0; i < 16; i++) {
$.storage.bricks["brick" + i] = brickFactory(brickRowHeight, i);
}
}
for (let row = -1; row < 12; row++) {
$.ctx.drawImage($.storage.bricks["brick" + ($.state.pos.x % $.brick.width)], $.tower.skyWidth, (brickRowHeight * row) + ($.state.pos.y % brickRowHeight));
}
}
function brickFactory(height, pos) {
let temp = new OffScreenCanvas($.tower.width, height),
x = $.brick.padding,
y = $.brick.padding,
pointA = { x: 0, y: 0 },
pointB,
step = $.brick.width,
halfrow = true,
gradient = temp.ctx.createLinearGradient(0, 0, temp.canvas.width, height);
gradient.addColorStop(0,"black");
gradient.addColorStop(0.35, "#353637");
gradient.addColorStop(0.65, "#353637");
gradient.addColorStop(1,"black");
temp.ctx.fillStyle = gradient;
temp.ctx.fillRect(0, 0, temp.canvas.width, temp.canvas.height);
for (let i = 0; i < 2; i++) {
for (let j = 180 + pos; j <= 360; j += step) {
pointA = getCirclePoint(600, 600, j)
if(halfrow) {
j += step / 2;
halfrow = false;
}
pointB = getCirclePoint(600, 600, j + step);
// Main
temp.ctx.fillStyle = $.brick.color;
temp.ctx.fillRect(pointA, y, pointB - pointA - $.brick.padding, $.brick.height);
// Shade
temp.ctx.fillStyle = $.brick.shade;
temp.ctx.fillRect(pointA, y, pointB - pointA - $.brick.padding, 3);
}
y += $.brick.padding;
y += $.brick.height;
}
return temp.canvas;
}
function getCirclePoint(radius, center, angle) {
var radian = (angle / 180) * Math.PI;
return (center + radius * Math.cos(radian));
}
function norm(value, min, max) {
return (value - min) / (max - min);
}
function lerp(norm, min, max) {
return (max - min) * norm + min;
}
function map(value, sourceMin, sourceMax, destMin, destMax) {
return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
}
function clamp(value, min, max) {
return Math.min(Math.max(value, min), max);
}
Also see: Tab Triggers