Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

+ add another resource

JavaScript

Babel is required to process package imports. If you need a different preprocessor remove all packages first.

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

Behavior

Save Automatically?

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

              
                <div id="app"></div>
              
            
!

CSS

              
                html,
body {
    width: 100%;
    height: 100%;
    overflow: hidden;
    touch-action: none;
    background-color: #19141b;
}

              
            
!

JS

              
                
function getRandomFloat(min, max) {
    return Math.random() * (max - min) + min;
}

function getRandomInt(min, max) {
    return Math.floor(Math.random() * (max - min + 1)) + min;
}

function lerp(start, end, amount) {
    return (1 - amount) * start + amount * end;
}


class Point {
    constructor(x, y) {
        this.x = x;
        this.y = y;
    }

    get position() {
        return [this.x, this.y];
    }

    delta(point) {
        return [point.x - this.x, point.y - this.y];
    }

    distance(point) {
        const [dx, dy] = this.delta(point);
        return Math.sqrt(dx * dx + dy * dy);
    }

    moveTo(x, y) {
        this.x = x;
        this.y = y;
        return this;
    }

    move(x, y) {
        this.x += x;
        this.y += y;
        return this;
    }

    lerp(destination, amount) {
        this.x = lerp(this.x, destination.x, amount);
        this.y = lerp(this.y, destination.y, amount);
        return this;
    }
}


class Spring extends Point {
    constructor({
        x,
        y,
        isFixed,
        mass = 10,
        elasticity = 0.4,
        damping = 0.05,
    }) {
        super(x, y);
        this.ox = x; // original origin x, never changes
        this.oy = y; // original origin y, never changes
        this.vx = 0; // velocity x
        this.vy = 0; // velocity y
        this.fx = 0; // force x
        this.fy = 0; // force y

        this.isFixed = isFixed; // indicates whether this point can be moved
        this.attractors = [];

        // spring constants
        this.mass = mass;
        this.elasticity = elasticity;
        this.damping = damping;
    }

    applyForce(x, y) {
        this.fx += x;
        this.fy += y;
    }

    addAttractor(point) {
        this.attractors.push(point);
    }

    setAdjacentForces() {
        this.attractors.forEach(point => {
            const force = { x: 0, y: 0 };
            const { x: x1, y: y1 } = point;
            const { x: x2, y: y2 } = this;

            force.x = x1 - x2;
            force.y = y1 - y2;

            // apply adjacent forces to current spring
            this.applyForce(force.x, force.y);
        });
    }

    setSpringForce() {
        // force to origin, difference multiplied by elasticity constant
        const fx = (this.ox - this.x) * this.elasticity;
        const fy = (this.oy - this.y) * this.elasticity;

        // sum forces
        this.fx += fx;
        this.fy += fy;
    }

    solveVelocity() {
        if (this.fx === 0 && this.fy === 0) return;

        // acceleration = force / mass;
        const ax = this.fx / this.mass;
        const ay = this.fy / this.mass;

        // velocity, apply damping then ad acceleration
        this.vx = this.damping * this.vx + ax;
        this.vy = this.damping * this.vy + ay;

        // add velocity to center and top/left
        this.x += this.vx;
        this.y += this.vy;

        // reset any applied forces
        this.fx = 0;
        this.fy = 0;
    }

    update = () => {
        if (this.isFixed) return;
        this.setSpringForce();
        this.setAdjacentForces();
        this.solveVelocity();
    };
}

class ControlPoint extends Point {
    constructor(x, y, opts) {
        super(x, y);
        this.originX = x;
        this.originY = y;
        this.start = getRandomFloat(1, 10000);
        this.speedX = getRandomFloat(0, 2);
        this.speedY = getRandomFloat(0, 1);
        this.maxMoveYAxis = opts.maxMoveYAxis;
        this.maxMoveXAxis = opts.maxMoveXAxis;
    }

    updatePosition(tick) {
        const sin = (tick + this.start) * 0.01;
        const offY = Math.sin(sin * this.speedY) * this.maxMoveYAxis;
        const offX = Math.sin(sin * this.speedX) * this.maxMoveXAxis;
        const x = this.originX + offX;
        const y = this.originY + offY;
        this.moveTo(x, y);
    }
}


class Line {
    constructor(opts) {
        Object.keys(opts).map(key => {
            this[key] = opts[key];
        });
        this.points = [];
        this.createPoints();
    }

    createPoints() {
        const p1 = this.p1;
        const p2 = this.p2;

        const [dx, dy] = p1.delta(p2);
        const distance = p1.distance(p2);
        const amount = distance / this.resolution;
        const pointAmt = Math.round(amount);

        const offX = dx / pointAmt;
        const offY = dy / pointAmt;

        for (let k = 0; k <= pointAmt; k++) {
            const x = p1.x + offX * k;
            const y = p1.y + offY * k;

            const point = new ControlPoint(x, y, {
                maxMoveYAxis: this.maxMoveYAxis,
                maxMoveXAxis: this.maxMoveXAxis,
            });

            this.points.push(point);
        }
    }

    draw(ctx, destinationLine, lerpVal, tick, i) {
        ctx.save();
        ctx.beginPath();
        ctx.strokeStyle = `rgba(105, ${255 * lerpVal + 70}, 200, 1)`;

        for (let k = 0; k < this.points.length - 1; k++) {
            const a1 = this.points[k];
            const a2 = this.points[k + 1];
            const b1 = destinationLine.points[k];
            const b2 = destinationLine.points[k + 1];

            const l1 = {
                x: lerp(a1.x, b1.x, lerpVal),
                y: lerp(a1.y, b1.y, lerpVal),
            };
            const l2 = {
                x: lerp(a2.x, b2.x, lerpVal),
                y: lerp(a2.y, b2.y, lerpVal),
            };

            const cpx = (l1.x + l2.x) * 0.5;
            const cpy = (l1.y + l2.y) * 0.5;

            // debug control points
            // ctx.fillStyle = 'red';
            // ctx.fillRect(l1.x - 3, l1.y - 3, 6, 6);
            // ctx.fillStyle = 'blue';
            // ctx.fillRect(l2.x - 3, l2.y - 3, 6, 6);
            // ctx.fillStyle = 'black';
            // ctx.fillRect(cpx - 3, cpy - 3, 6, 6);

            if (k === 0) {
                ctx.moveTo(l1.x, l1.y);
            } else if (k === this.points.length - 2) {
                ctx.quadraticCurveTo(l1.x, l1.y, l2.x, l2.y);
            } else {
                ctx.quadraticCurveTo(l1.x, l1.y, cpx, cpy);
            }
        }

        ctx.stroke();
        ctx.restore();
    }
}

class OrbCanvas {
    constructor({ diameter }) {
        this.diameter = diameter;
        this.resolution = diameter / 4; // control points per line
        this.maxMoveYAxis = diameter / 3; // maximum distance a point on a line will move up/down from it's origin
        this.maxMoveXAxis = diameter / 10; // maximum distance a point on a line will move up/down from it's origin

        this.numberOfLines = diameter / 8;
        this.lineWidth = 2;
        this.color = '#ff5a00';
        // function of diameter
        // this.numberOfLines = (diameter + this.maxMoveYAxis * 2) / 15; // number of lines the orb will contain
        // this.lineWidth = diameter / (this.numberOfLines * 5);
        const lineConfig = {
            resolution: this.resolution,
            maxMoveYAxis: this.maxMoveYAxis,
            maxMoveXAxis: this.maxMoveXAxis,
        };

        this.l1 = new Line({
            p1: new Point(-this.maxMoveXAxis, -this.maxMoveYAxis),
            p2: new Point(
                this.diameter + this.maxMoveXAxis,
                -this.maxMoveYAxis
            ),
            ...lineConfig,
        });

        this.l2 = new Line({
            p1: new Point(
                -this.maxMoveXAxis,
                this.diameter + this.maxMoveYAxis
            ),
            p2: new Point(
                this.diameter + this.maxMoveXAxis,
                this.diameter + this.maxMoveYAxis
            ),
            ...lineConfig,
        });
    }

    draw = ({ ctx, tick, dpr, bounds }) => {
        // clearCanvas({ ctx });
        ctx.globalAlpha = 0.1;
        ctx.fillStyle = '#19141b';
        ctx.fillRect(0, 0, bounds.w, bounds.h);
        ctx.globalAlpha = 1;
        // ctx.strokeStyle = this.color;
        ctx.lineWidth = this.lineWidth * dpr;

        for (let l = 0; l <= this.numberOfLines; l++) {
            const lerpVal = l / this.numberOfLines;
            this.l1.draw(ctx, this.l2, lerpVal, tick, l);
        }

        for (let i = 0; i < this.l1.points.length; i++) {
            const p1 = this.l1.points[i];
            const p2 = this.l2.points[i];
            p1.updatePosition(tick);
            p2.updatePosition(tick);
        }
    };
}

class Canvas {
    constructor({ canvas, container, entities = [], pauseInBackground, dpr }) {
        this.canvas = canvas;
        this.container = container;
        this.pauseInBackground = pauseInBackground;

        this.dpr = dpr || window.devicePixelRatio || 1;
        this.ctx = canvas.getContext('2d');
        this.ctx.scale(this.dpr, this.dpr);

        // tick counter
        this.tick = 0;

        // request animation frame id
        this.rafId = null;

        // entities to be drawn on the canvas
        this.entities = entities;

        // setup and run
        this.setCanvasSize();
        this.setContainerRect();
        this.setupListeners();

        this.setupEntities();
        this.render();
    }

    setupListeners() {
        window.addEventListener('resize', this.handleResize);

        if (this.pauseInBackground) {
            window.addEventListener('blur', this.stop);
            window.addEventListener('focus', this.start);
        }
    }

    destroy() {
        window.removeEventListener('blur', this.stop);
        window.removeEventListener('focus', this.start);
        window.removeEventListener('resize', this.handleResize);

        this.cancelRaf();
        this.entities.forEach(({ destroy }) => {
            destroy && destroy(this);
        });
    }

    setContainerRect() {
        if (!this.container) return;
        this.containerRect = this.container.getBoundingClientRect();
    }

    handleResize = event => {
        this.setCanvasSize();
        this.setContainerRect();
        this.resizeEntities(event);
    };

    setCanvasSize() {
        let { innerWidth: w, innerHeight: h } = window;

        // sized to the container if available
        if (this.container) {
            w = this.container.clientWidth;
            h = this.container.clientHeight;
        }

        // otherwise, fullscreen
        const w2 = w * this.dpr;
        const h2 = h * this.dpr;
        this.canvas.width = w2;
        this.canvas.height = h2;
        this.canvas.style.width = w + 'px';
        this.canvas.style.height = h + 'px';
        this.canvas.style.position = 'absolute';
        this.canvas.style.top = 0;
        this.canvas.style.left = 0;
        this.bounds = {
            x: 0,
            y: 0,
            w: w2,
            h: h2,
            hw: w,
            hh: h,
        };
    }

    setupEntities() {
        this.entities.forEach(({ setup }) => {
            setup && setup(this);
        });
    }

    resizeEntities(event) {
        this.entities.forEach(({ resize }) => {
            resize && resize(this, event);
        });
    }

    addEntity = newEntity => {
        this.entities = [...this.entities, newEntity];
        // call setup since this is new
        newEntity.setup && newEntity.setup(this);
        return this.entities.length - 1;
    };

    removeEntity(deleteIndex) {
        this.entities = this.entities.filter((el, i) => i !== deleteIndex);
        return this.entities;
    }

    removeDead() {
        this.entities = this.entities.filter(({ dead = false }) => !dead);
    }

    cancelRaf() {
        this.rafId && cancelAnimationFrame(this.rafId);
        this.rafId = null;
    }

    stop = () => {
        this.cancelRaf();
        this.paused = true;
    };

    start = () => {
        this.cancelRaf();
        this.paused = false;
        this.render();
    };

    clearCanvas = ({ ctx }) => {
        const { x, y, w, h } = this.bounds;
        ctx.clearRect(x, y, w, h);
    };

    // Main loop
    render = () => {
        // Draw and Update items here.
        this.entities.forEach(({ draw, update }) => {
            draw && draw(this);
            update && update(this);
        });

        ++this.tick;

        if (!this.paused) {
            this.rafId = window.requestAnimationFrame(this.render);
        }
    };
}


const { Component, Fragment } = React;

const MOUSE_STRENGTH = 20;

class Orb extends Component {

    constructor(props) {
        super(props);
        
        this.pointer = null;

        this._orbPosition = new Spring({
            x: 0,
            y: 0,
            mass: 100,
            elasticity: 0.8,
            damping: 0.85,
            ...props.options,
        });

        window.addEventListener('mousemove', this._handleMouse);

        this._rafId = null;
    }

    componentWillUnmount() {
        cancelAnimationFrame(this._rafId);
    }

    componentDidMount() {
        const DPR = 1 || window.devicePixelRatio;

        this._canvasInstance = new Canvas({
            canvas: this._canvas,
            container: this._container,
            dpr: DPR,
            pauseInBackground: true,
            entities: [
                new OrbCanvas({ diameter: this.props.radius * 2 * DPR }),
            ],
        });

        if (!this.props.shouldAnimate) {
            this._canvasInstance.stop();
        }

        if (this.props.shouldSpring) {
            this._animationLoop();
        }
        
        this._demo()
        
    }

    componentDidUpdate(prevProps) {
        if (!prevProps.shouldSpring && this.props.shouldSpring) {
            this._animationLoop();
        }
        if (prevProps.shouldSpring && !this.props.shouldSpring) {
            this._stopAnimationLoop();
        }
        if (!prevProps.shouldAnimate && this.props.shouldAnimate) {
            this._canvasInstance.start();
        }
        if (prevProps.shouldAnimate && !this.props.shouldAnimate) {
            this._canvasInstance.stop();
        }
    }

    componentWillUnmount() {
        this._canvasInstance.destroy();
    }
    
    _demo = () => {
        this._demoTick = 0;
        this._demoInterval = setInterval(() => window.requestAnimationFrame(this._demoForce), 1)
    }
    
    _demoForce = () => {
        this._demoTick += 1;
        if (this._demoTick > 200) {
            clearInterval(this._demoInterval)
        }

        const fx = 200 - this._demoTick;
        this._orbPosition.applyForce(fx, 0);
    }

    _handleMouseEnter = () => {
        // reset pointers
        this.pointerPrevious = null;
        this.pointer = null;
    };

    _handleMouse = event => {
        if (!this.props.shouldSpring) return;

        this.pointerPrevious = this.pointer;
        this.pointer = new Point(
            event.clientX - this.props.x - this.props.radius,
            event.clientY - this.props.y - this.props.radius
        );

        // mouse just entered, no good delta will come from this.
        if (this.pointerPrevious === null) return;

        const [dx, dy] = this.pointerPrevious.delta(this.pointer);
        const fx = dx * MOUSE_STRENGTH;
        const fy = dy * MOUSE_STRENGTH;
        this._orbPosition.applyForce(fx, fy);

    };

    _stopAnimationLoop = () => {
        this._rafId = window.cancelAnimationFrame(this._rafId);
    };

    _animationLoop = () => {
        const { x: ox, y: oy } = this._orbPosition;

        this._container.style.transform = `translate(${ox}px, ${oy}px)`;
        this._orbPosition.update();
        this._rafId = window.requestAnimationFrame(this._animationLoop);
    };

    render() {
        const { radius, x, y } = this.props;

        return (
            <div style={{ position: 'relative' }}>
                <div
                    className="orb"
                    ref={ref => (this._container = ref)}
                    style={{
                        position: 'absolute',
                        top: y - radius,
                        left: x - radius,
                        width: radius * 2,
                        height: radius * 2,
                        borderRadius: radius,
                        overflow: 'hidden',
                        willChange: 'transform',
                    }}
                >
                    <canvas ref={ref => (this._canvas = ref)} />
                </div>
            </div>
        );
    }
}

const el = document.getElementById('app');
const orbz = Array(4).fill(null);

ReactDOM.render(
    <Fragment>
        {orbz.map((_, i) => (
            <Orb
                radius={(orbz.length - i) * Math.min(window.innerWidth, window.innerHeight) * 0.1}
                x={window.innerWidth / 2}
                y={window.innerHeight / 2}
                shouldSpring={true}
                shouldAnimate={true}
                options={{
                    mass: 100 + 50 * (orbz.length - i),
                    elasticity: 0.95,
                    damping: 0.95,
                }}
            />
        ))}
    </Fragment>,
    el
);
              
            
!
999px

Console