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              <canvas id="canvas"></canvas>
            
          
!
            
              html, body {
    overflow: hidden;
    cursor: pointer;
}
            
          
!
            
              const GRAVITY = 0.5;
const BOUNCYNESS = 0.9;
const EYE_COLORS = ['#d26f78', '#7c6daa', '#d55f98', '#a52361', '#b956b7', '#9176b7'];

/*------------------------------*\
|* Main Canvas
\*------------------------------*/

class Canvas {
    constructor() {
        // setup a canvas
        this.canvas = document.getElementById('canvas');
        this.dpr = window.devicePixelRatio || 1;
        // this.dpr = 1;
        
        
        this.ctx = this.canvas.getContext('2d');
        this.ctx.scale(this.dpr, this.dpr);
    
        this.floor = window.innerHeight * this.dpr - window.innerHeight / 15 * this.dpr;
        this.mouse = {
            x: 0,
            y: 0,
        };
        
        
        this.setCanvasSize = this.setCanvasSize.bind(this);
        this.handleClick = this.handleClick.bind(this);
        this.handleMouse = this.handleMouse.bind(this);
        this.render = this.render.bind(this);
        
        this.setCanvasSize();
        this.setupListeners();
        
        this.eyes = [];
        
        const amount = 15;
        for (let i = 0; i < amount; i++) {
            const size = getRandomInt(this.canvas.width / 12 / this.dpr, this.canvas.width / 8 / this.dpr);
            const x = getRandomInt(this.canvas.width, 0);
            const y = getRandomInt(this.canvas.height, 0);
            const eye = new Eye(this, size, x, y);
            this.eyes.push(eye);
        }
        
        this.render();   
    }
    
    setupListeners() {
        window.addEventListener('resize', this.setCanvasSize);
        window.addEventListener('click', this.handleClick);
        window.addEventListener('mousemove', this.handleMouse);
    }
    
    handleClick(event) {
        const x = event.clientX;
        const y = event.clientY;
        this.eyes.forEach(eye => {
            eye.bounceY(getDistance(x, y, eye.x, eye.y) / 50 + 20 * this.dpr); 
        });
    }
    
    handleMouse(event) {
        const x = event.clientX * this.dpr;
        const y = event.clientY * this.dpr;
        this.mouse = { x, y };
    }
    
    setCanvasSize() {
        this.canvas.width = window.innerWidth * this.dpr;
        this.canvas.height = window.innerHeight * this.dpr;
        this.canvas.style.width = window.innerWidth + 'px';
        this.canvas.style.height = window.innerHeight + 'px';
    }
    
    drawBackground() {
        const gradient = this.ctx.createLinearGradient(0, this.canvas.height, 0, 0);
        gradient.addColorStop(0, '#d8aff9');
        gradient.addColorStop(1, '#d8afb9');
        this.ctx.fillStyle = gradient;
        this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height); 
        // const size = this.canvas.width / 14;
        // this.ctx.font = `bold ${size}px Futura`;
        // this.ctx.textAlign = 'center';
        // this.ctx.fillStyle = 'white';
        // this.ctx.fillText('BOUNCY BALLS', this.canvas.width / 2, this.canvas.height / 2);
    }
    
    
    render() {
        this.drawBackground();
        
        // show ground
        // this.ctx.fillStyle = '#f6f893';
        // this.ctx.fillRect(0, this.floor, this.canvas.width, this.canvas.height + this.canvas.height - this.floor);
        this.eyes.forEach(eye => {
            
            const angle = getAngleRadians(this.mouse.x, this.mouse.y, eye.x, eye.y);
            const distance = scaleBetween(getDistance(this.mouse.x, this.mouse.y, eye.x, eye.y), 0, eye.maxEyeOffset, 0, 400);
            const maxDistance = clamp(distance, 0, eye.maxEyeOffset);
            const point = movePointAtAngle({ x: eye.cx, y: eye.cy }, angle, maxDistance);
            eye.updatePupil(point);
            
            eye.draw();
            eye.updatePosition();
        });
        
        window.requestAnimationFrame(this.render);
    }
}

/*------------------------------*
 * Eye Canvas
 *------------------------------*/

class Eye {
    constructor(canvas, size, x, y) {
        this.canvas = canvas;
        
        this.draw = this.draw.bind(this);
        
        this.color = EYE_COLORS[getRandomInt(0, 5)];
        
        
        // radius axis
        this.ry = size * canvas.dpr;
        this.rx = size * canvas.dpr;
        
        // position
        this.x = x;
        this.y = y;
        
        // velocity
        this.vx = getRandomInt(-10, 10) * this.canvas.dpr;
        this.vy = getRandomInt(-10, -20) * this.canvas.dpr;
        
        // deltas
        this.dx = 0;
        this.dy = 0;
        
        this.distFromGround = this.canvas.floor - this.x;
        
        // eye
        this.cx = this.rx / 2;
        this.cy = this.ry / 2
        
        // pupil
        this.px = this.rx / 2;
        this.py = this.ry / 2;
        
        this.maxEyeOffset = this.rx / 5;
        
        this.setupEye();
        this.setupShadow();
        this.draw();
    }
    
    updatePupil(point) {
        this.px = point.x;
        this.py = point.y;
    }    
        
    updatePosition() {
        
        const floorOffset = this.canvas.floor - this.ry / 2; // adjusted for ball radius
        const nextY = this.y + GRAVITY * this.canvas.dpr + this.vy;
        const nextX = this.x + this.vx;
        
        // floor check
        if (nextY >= floorOffset) {
            this.y = floorOffset;
            this.dy = 0;
            this.bounceY();
        } else {
            this.vy = GRAVITY * this.canvas.dpr + this.vy;
            this.dy = Math.abs(nextY - this.y);
            this.y = nextY;
        }
        
        // wall check
        if (nextX >= this.canvas.canvas.width - this.rx ||
            nextX <= this.rx) {
            this.dx = 0;
            this.bounceX();
        } else {
            this.dx = Math.abs(nextX - this.x);
            this.x = nextX;
        }
    
        
        // total distance
        const distFromGround = this.canvas.floor - this.y - this.ry;
        const distMax = this.canvas.canvas.height - this.canvas.canvas.height + this.canvas.floor;
        const distCapped = clamp(distFromGround, 0, distMax);
        
        // set shadow properties
        this.shadowOpacity = scaleBetween(distCapped, 1, 0, 0, distMax);
        this.shadowWidth = scaleBetween(distCapped, 0.9, 6, 0, distMax);
        
        this.stretchY = scaleBetween(this.dy, 0.99, 1.03, 0, 10);
    }
    
    bounceY(vy) {
        this.vy = vy ? vy : -this.vy * BOUNCYNESS;
        this.y += this.vy;
    }
    
    bounceX() {
        this.vx = -this.vx * BOUNCYNESS;
        this.x += this.vx;
    }
    
    setupShadow() {
        this.shadowCanvas = document.createElement('canvas');
        this.shadowCtx = this.shadowCanvas.getContext('2d');
        this.shadowCtx.scale(this.canvas.dpr, this.canvas.dpr);
        
        this.shadowCanvas.width = this.rx;
        this.shadowCanvas.height = this.ry;
        
        const gradient = this.shadowCtx.createRadialGradient(this.rx / 2, this.ry / 2, this.rx / 2, this.rx / 2, this.ry / 2, 0);
        gradient.addColorStop(1, 'rgba(69, 19, 144, 0.15)');
        gradient.addColorStop(0, 'rgba(69, 19, 144, 0)');
        this.shadowCtx.fillStyle = gradient;
        this.shadowCtx.fillRect(0, 0, this.rx, this.ry);
    }
    
    drawShadow() {
        const width = this.rx * this.shadowWidth;
        const x = this.x - width / 2;
        const height = this.ry / 1.5;
        const y = this.canvas.floor - height / 2;
        
        this.canvas.ctx.globalAlpha = this.shadowOpacity;
        this.canvas.ctx.drawImage(this.shadowCanvas, x, y, width, height);
        // this.canvas.ctx.fillRect(x, y, width, height);
        this.canvas.ctx.globalAlpha = 1;
    }

    setupEye() {
        this.eyeCanvas = document.createElement('canvas');
        this.eyeCtx = this.eyeCanvas.getContext('2d');
        this.eyeCtx.scale(this.canvas.dpr, this.canvas.dpr);
        
        this.eyeCanvas.width = this.rx;
        this.eyeCanvas.height = this.ry;
    }
    
    draw() {
        this.eyeCtx.clearRect(0, 0, this.eyeCanvas.width, this.eyeCanvas.height);
        
        // whites
        this.eyeCtx.fillStyle = 'white';
        this.eyeCtx.beginPath();
        this.eyeCtx.arc(this.rx / 2, this.ry / 2, this.rx / 2, 0, 2 * Math.PI);
        this.eyeCtx.fill();
        
        // stroke
        const lineWidth = 2 * this.canvas.dpr;
        this.eyeCtx.lineWidth = lineWidth;
        this.eyeCtx.strokeStyle = '#444';
        this.eyeCtx.beginPath();
        this.eyeCtx.arc(this.rx / 2, this.ry / 2, this.rx / 2 - lineWidth / 2, 0, 2 * Math.PI);
        this.eyeCtx.stroke();
        
        // pupil center
        const px = this.px;
        const py = this.py;
        
        // color
        this.eyeCtx.fillStyle = this.color;
        this.eyeCtx.beginPath();
        this.eyeCtx.arc(this.px, this.py, this.rx / 4, 0, 2 * Math.PI);
        this.eyeCtx.fill();
        this.eyeCtx.stroke();
        
        // radial lines
        // center
        const cx = this.eyeCanvas.width / 2;
        const cy = this.eyeCanvas.height / 2;
        
        // inner/outer radius
        const or = this.eyeCanvas.width / 4 - lineWidth;
        const ir = this.eyeCanvas.width / 8 + lineWidth;
        
        let i = 0;
        const increment = 15;
        while (i <= 360 - increment ) {
            
            // end points
            const x2 = this.px + or * Math.cos(i * Math.PI / 180);
            const y2 = this.py + or * Math.sin(i * Math.PI / 180);
            // begin points
            const x1 = this.px + ir * Math.cos(i * Math.PI / 180);
            const y1 = this.py + ir * Math.sin(i * Math.PI / 180);

            this.eyeCtx.strokeStyle = 'white';
            this.eyeCtx.lineWidth = lineWidth;
            this.eyeCtx.beginPath();
            this.eyeCtx.moveTo(x1, y1);
            this.eyeCtx.lineTo(x2, y2);
            this.eyeCtx.stroke();
            i += increment;
        }
        
        // color
        this.eyeCtx.fillStyle = '#333';
        this.eyeCtx.beginPath();
        this.eyeCtx.arc(this.px, this.py, this.rx / 8, 0, 2 * Math.PI);
        this.eyeCtx.fill();
        
        
        this.drawShadow();
        
        
        // this.eyeCtx.fillRect(0, 0, this.eyeCanvas.width, this.eyeCanvas.height);
        
        const width = this.eyeCanvas.width;
        const x = this.x - width / 2;
        const height = this.eyeCanvas.height;
        const y = this.y - height / 2;
        
        this.canvas.ctx.drawImage(this.eyeCanvas, x, y, width, height * this.stretchY);        
    }
}


function movePointAtAngle(point, angle, distance) {
    return {
        x: point.x - (Math.cos(angle) * distance),
        y: point.y - (Math.sin(angle) * distance),
    };
}

function getAngleRadians(x0, y0, x1, y1) {
    // radians = atan2(deltaY, deltaX)
    const y = y1 - y0;
    const x = x1 - x0;
    return Math.atan2(y, x);
}

function scaleBetween(unscaledNum, minAllowed, maxAllowed, min, max){
    return (maxAllowed - minAllowed) * (unscaledNum - min) / (max - min) + minAllowed;
}

function getDistance(x0, y0, x1, y1) {
    const x = x1 - x0;
    const y = y1 - y0;
    return Math.sqrt(x * x + y * y);
}

function clamp(number, min, max) {
    return Math.max(min, Math.min(number, max));
}

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


const canvas = new Canvas();
            
          
!
999px
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