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<canvas id="canvas"></canvas>
html,
body {
width: 100%;
height: 100%;
overflow: hidden;
touch-action: none;
cursor: none;
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Point
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Point {
constructor(x, y) {
this.x = x;
this.y = y;
}
get position() {
return [this.x, this.y];
}
clone() {
return new Point(this.x, this.y);
}
delta(point) {
return [this.x - point.x, this.y - point.y];
}
distance(point) {
const dx = point.x - this.x;
const dy = point.y - this.y;
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;
}
moveAtAngle(angle, distance) {
this.x += Math.cos(angle) * distance;
this.y += Math.sin(angle) * distance;
return this;
}
applyVelocity(velocity) {
this.x += velocity.vx;
this.y += velocity.vy;
return this;
}
angleRadians(point) {
// radians = atan2(deltaY, deltaX)
const y = point.y - this.y;
const x = point.x - this.x;
return Math.atan2(y, x);
}
angleDeg(point) {
// degrees = atan2(deltaY, deltaX) * (180 / PI)
const y = point.y - this.y;
const x = point.x - this.x;
return Math.atan2(y, x) * (180 / Math.PI);
}
rotate(origin, radians) {
// rotate the point around a given origin point
const cos = Math.cos(radians);
const sin = Math.sin(radians);
this.x =
cos * (this.x - origin.x) + sin * (this.y - origin.y) + origin.x;
this.y =
cos * (this.y - origin.y) - sin * (this.x - origin.x) + origin.y;
return this;
}
}
class Entity {
dpr = window.devicePixelRatio || 1;
toValue = value => value * this.dpr;
draw = () => {};
update = () => {};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Spring
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
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; // indeicates whether this point can be moved
// spring constants
this.mass = mass;
this.elasticity = elasticity;
this.damping = damping;
}
applyForce(x, y) {
this.fx += x;
this.fy += y;
}
attractors = []; // just testing
addAttractor(point) {
this.attractors = [...this.attractors, point];
}
setAdjacentForces() {
// currently unused, was testing out an
this.attractors.forEach((point, i) => {
const { x, y } = point;
const force = { x: 0, y: 0 }; // prev point force
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 = ({ pointer }) => {
if (this.isFixed) return;
this.setSpringForce();
this.setAdjacentForces();
this.solveVelocity();
};
draw = ({ ctx }) => {
// temporary, just to see what's happening
const { x, y } = this;
ctx.fillStyle = 'white';
ctx.lineWidth = 5;
ctx.fillRect(x - 2, y - 2, 4, 4);
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Link
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
// defaults and constants
const DPR = window.devicePixelRatio || 1;
const MOUSE_STRENGTH = 0.7; // 0 - 1
const MOUSE_RADIUS = 100 * DPR;
class Link extends Point {
constructor({ x, y, isFixed, mass = 2.8 }) {
super(x, y);
this.vx = 0; // velocity x
this.vy = 0; // velocity y
this.fx = 0; // force x
this.fy = 0; // force y
this.mass = mass;
this.links = [];
this.restingDist = null;
this.isFixed = isFixed; // indicates whether this point can be moved
this.iterations = Array(10).fill(null); // more solutions, more accurate
}
applyForce(x, y) {
this.fx += x;
this.fy += y;
}
addLink(point) {
this.links = [...this.links, point];
this.links = this.links.map(link => {
if (link.restingDist) return link;
link.restingDist = link.distance(this);
return link;
});
}
solveLinks() {
// verlet relax constraints solution
// solve multiple time for accuracy
this.iterations.forEach(() => {
this.links.forEach((link, i) => {
const { restingDist } = link;
const currentDist = link.distance(this);
const [diffX, diffY] = link.delta(this);
// difference scalar
const diff = (restingDist - currentDist) / currentDist;
// translation for each axis
// pushed 1/2 the required distance to match their resting distances.
const translateX = diffX * 0.5 * diff;
const translateY = diffY * 0.5 * diff;
!this.isFixed && this.move(-translateX, -translateY);
!link.isFixed && link.move(translateX, translateY);
!this.isFixed && this.applyForce(-translateX, -translateY);
!link.isFixed && link.applyForce(translateX, translateY);
});
});
}
applyForceFromMouse(pointer) {
const { x, y } = pointer.position;
const distance = this.distance(pointer.position);
if (distance < MOUSE_RADIUS) {
const [dx, dy] = pointer.delta();
const power = (1 - distance / MOUSE_RADIUS) * MOUSE_STRENGTH;
this.applyForce(dx * power, dy * power);
}
}
solveVelocity(tick) {
if ((this.fx === 0 && this.fy === 0) || this.isFixed) return;
// acceleration = force / mass;
const ax = this.fx / this.mass;
const ay = this.fy / this.mass;
// velocity + acceleration
this.vx = this.vx + ax;
this.vy = 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;
// baseline
const maxY = DPR * window.innerHeight;
if (this.y > maxY) {
this.y = maxY;
this.vy = 0;
this.vx = this.vx / 2; // fake horizontal friction
}
}
update = ({ pointer, tick }) => {
if (this.isFixed) return;
this.applyForceFromMouse(pointer);
this.solveLinks();
this.solveVelocity(tick);
};
draw = ({ ctx }) => {
// temporary, just to see what's happening
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Body
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Body extends Entity {
constructor({ width, height, position, resolution, color }) {
super();
this.width = width;
this.color = color;
this.height = height;
this.position = position;
this.resolution = resolution;
this.spine = [];
this.constructSpine();
this.setLinks(this.spine);
}
constructSpine() {
const amount = this.height / this.resolution;
const pointAmt = Math.round(amount);
const offY = this.height / pointAmt;
const x = this.position.x;
for (let i = 0; i <= pointAmt; i++) {
const y = this.position.y - offY * i;
const point = new Link({
x,
y,
isFixed: i === 0,
});
this.spine.push(point);
}
}
setLinks(points) {
points.forEach((point, i) => {
const isLast = i === points.length - 1;
const isFirst = i === 0;
if (isLast) {
const prevPoint = points[i - 1];
point.addLink(prevPoint);
} else if (isFirst) {
const nextPoint = points[i + 1];
point.addLink(nextPoint);
} else {
const prevPoint = points[i - 1];
const nextPoint = points[i + 1];
point.addLink(prevPoint);
point.addLink(nextPoint);
}
});
}
draw = ({ ctx }) => {
// base
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(
this.position.x,
this.position.y,
this.width / 2,
0,
Math.PI,
true
);
ctx.closePath();
ctx.fill();
// spine
ctx.beginPath();
this.spine.forEach(point => {
ctx.lineTo(point.x, point.y);
});
ctx.strokeStyle = this.color;
ctx.lineWidth = this.width;
ctx.lineCap = 'butt';
ctx.lineJoin = 'round';
ctx.stroke();
};
update = context => {
const fy = Math.abs(Math.sin(context.tick / 40)) * -1 - 1;
this.spine.forEach(point => {
point.applyForce(Math.sin(context.tick / 100) * 0.1, fy);
point.update(context);
});
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Arm
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Arm extends Entity {
constructor({ joint, length, resolution, color, mass, width }) {
super();
this.joint = joint;
this.length = length;
this.width = width;
this.resolution = resolution;
this.color = color;
this.points = [this.joint];
this.mass = mass;
this.constructArm();
this.setLinks(this.points);
}
constructArm() {
const pointAmt = Math.round(this.length / this.resolution);
const offY = this.length / pointAmt;
const x = this.joint.x;
const armPoints = Math.round(this.length / this.resolution);
for (let i = 0; i <= armPoints; i++) {
const y = this.joint.y - offY * i;
const isFirst = i === 0;
const point = new Link({
x,
y,
mass: this.mass,
});
if (isFirst) {
point.addLink(this.joint);
}
this.points.push(point);
}
}
setLinks(points) {
points.forEach((point, i) => {
const isLast = i === points.length - 1;
const isFirst = i === 0;
if (isLast) {
const prevPoint = points[i - 1];
point.addLink(prevPoint);
} else if (isFirst) {
const nextPoint = points[i + 1];
point.addLink(nextPoint);
} else {
const prevPoint = points[i - 1];
const nextPoint = points[i + 1];
point.addLink(prevPoint);
point.addLink(nextPoint);
}
});
}
draw = ({ ctx }) => {
// base
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(
this.joint.x,
this.joint.y,
this.width / 2,
0,
Math.PI * 2,
true
);
ctx.closePath();
ctx.fill();
ctx.strokeStyle = this.color;
ctx.beginPath();
this.points.forEach(point => {
ctx.lineTo(point.x, point.y);
});
ctx.lineWidth = this.width;
ctx.stroke();
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Arms
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Arms {
constructor({ p1, p2, shoulderWidth, length, width, resolution, color }) {
this.tan = new Tangent({ p1, p2, width: shoulderWidth });
const config = {
length,
width,
resolution,
color,
};
this.la = new Arm({
...config,
joint: this.tan.t1,
});
this.ra = new Arm({
...config,
joint: this.tan.t2,
});
}
draw = ({ ctx }) => {
this.la.draw({ ctx });
this.ra.draw({ ctx });
};
update = context => {
const fy = Math.abs(Math.sin(context.tick / 40)) * -1 - 1;
const sin = Math.sin(context.tick / 100);
this.tan.update();
this.la.points.forEach(point => {
point.applyForce(sin * 0.1 - 1, fy);
point.update(context);
// context.ctx.fillStyle = 'white';
// context.ctx.fillRect(point.x, point.y, 10, 10);
});
this.ra.points.forEach(point => {
point.applyForce(sin * 0.1 + 1, fy);
point.update(context);
});
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Tangent
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Tangent {
constructor({ p1, p2, width }) {
this.p1 = p1;
this.p2 = p2;
this.width = width;
this.hw = width / 2;
this.theta = 0;
this.deltaTheta = 0;
this.pi2 = Math.PI / 2;
this.setCenter();
this.createTangentPoints();
this.setAngle();
this.moveTangentPoints();
}
setCenter() {
const [x, y] = this.p1.position;
const [dx, dy] = this.p1.delta(this.p2);
const cx = x - dx / 2;
const cy = y - dy / 2;
if (this.center) {
this.center.moveTo(cx, cy);
} else {
this.center = new Point(cx, cy);
}
}
createTangentPoints() {
this.t1 = new Link({
x: this.center.x,
y: this.center.y,
isFixed: true,
});
this.t2 = new Link({
x: this.center.x,
y: this.center.y,
isFixed: true,
});
this.t1.moveAtAngle(this.theta, -this.hw);
this.t2.moveAtAngle(this.theta, this.hw);
}
moveTangentPoints() {
this.t1
.moveTo(this.center.x, this.center.y)
.moveAtAngle(this.theta + this.pi2, -this.hw);
this.t2
.moveTo(this.center.x, this.center.y)
.moveAtAngle(this.theta + this.pi2, this.hw);
}
setAngle() {
const theta = this.p1.angleRadians(this.p2);
this.deltaTheta = theta - this.theta;
this.theta = theta;
}
draw = () => {};
update = () => {
this.setCenter();
this.setAngle();
this.moveTangentPoints();
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Cursor
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Cursor extends Entity {
constructor({ color, radius }) {
super();
this.radius = this.toValue(radius);
this.pi2 = Math.PI * 2;
this.lineWidth = this.toValue(2);
this.strokeStyle = color;
}
draw = ({ ctx, pointer }) => {
ctx.strokeStyle = this.strokeStyle;
ctx.lineWidth = this.lineWidth;
ctx.beginPath();
ctx.arc(
pointer.position.x,
pointer.position.y,
this.radius,
0,
this.pi2,
true
);
ctx.closePath();
ctx.stroke();
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Eye
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Eye {
constructor({ size, position, theta, color, pupilColor }) {
this.color = color;
this.pupilColor = pupilColor;
this.size = size;
this.setTheta(theta);
this.position = position;
this.pupil = new Spring({
x: 0,
y: 0,
elasticity: 0.5,
damping: 0.3,
mass: 30,
});
this.canvas = document.createElement('canvas');
this.canvas.width = this.canvas.height = this.size;
this.ctx = this.canvas.getContext('2d');
this.drawLocal();
}
setTheta(theta) {
this.theta = theta + Math.PI / 2;
}
drawLocal() {
this.ctx.clearRect(0, 0, this.size, this.size);
this.ctx.save();
this.ctx.translate(this.size / 2, this.size / 2);
this.ctx.rotate(this.theta);
// Create a circular clipping path
this.ctx.beginPath();
this.ctx.arc(0, 0, this.size / 2, 0, Math.PI * 2, true);
this.ctx.clip();
// whites
this.ctx.fillStyle = 'white';
this.ctx.beginPath();
this.ctx.arc(0, 0, this.size / 2, 0, Math.PI * 2, true);
this.ctx.closePath();
this.ctx.fill();
// pupil
this.ctx.fillStyle = this.pupilColor;
this.ctx.beginPath();
this.ctx.arc(
this.pupil.x,
this.pupil.y,
this.size / 4,
0,
Math.PI * 2,
true
);
this.ctx.closePath();
this.ctx.fill();
// lid
this.ctx.translate(-this.size / 2, -this.size / 2);
this.ctx.fillStyle = this.color;
this.ctx.fillRect(0, 0, this.size, this.size / 3);
this.ctx.fillStyle = `rgba(0, 0, 0, 0.1)`;
this.ctx.fillRect(0, 0, this.size, this.size / 3);
this.ctx.restore();
}
draw = ({ ctx }) => {
this.drawLocal();
ctx.drawImage(
this.canvas,
this.position.x - this.size / 2,
this.position.y - this.size / 2,
this.size,
this.size
);
};
update = ({ theta }) => {
this.setTheta(theta);
this.pupil.update({});
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Eyes
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Eyes {
constructor({ p1, p2, width, size, color, pupilColor }) {
this.tan = new Tangent({
p1,
p2,
width,
});
this.li = new Eye({
size,
color,
pupilColor,
position: this.tan.t1,
theta: this.tan.theta,
});
this.ri = new Eye({
size,
color,
pupilColor,
position: this.tan.t2,
theta: this.tan.theta,
});
}
setVelocity() {
const [ldx, ldy] = this.tan.t1.delta(this.ct1);
const [rdx, rdy] = this.tan.t2.delta(this.ct2);
this.li.pupil.applyForce(-ldx, -ldy);
this.ri.pupil.applyForce(-rdx, -rdy);
}
draw = ({ ctx }) => {
this.li.draw({ ctx });
this.ri.draw({ ctx });
};
update = context => {
const { theta } = this.tan;
this.ct1 = this.tan.t1.clone();
this.ct2 = this.tan.t2.clone();
this.tan.update();
this.setVelocity();
this.li.update({
theta,
...context,
});
this.ri.update({
theta,
...context,
});
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Mouth
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Mouth {
constructor({ p1, p2, size, position, lipColor, lipWidth, mouthColor }) {
this.tan = new Tangent({ p1, p2, size });
this.lipColor = lipColor;
this.lipWidth = lipWidth;
this.mouthColor = mouthColor;
this.pad = size * 2;
this.pad2 = size * 4;
this.size = size + this.pad2;
this.width = size * 1.5;
this.center = new Point(this.size / 2, this.size / 2);
this.position = position;
this.hs = this.width / 2;
// offset to account for center translation
const off = -this.hs;
this.lip = new Spring({
x: this.hs + off,
y: this.width + off,
elasticity: 0.6,
damping: 0.1,
mass: 15,
});
this.mouthLeft = new Point(off, this.hs + off);
this.mouthRight = new Point(this.width + off, this.hs + off);
// local canvas
this.canvas = document.createElement('canvas');
this.canvas.width = this.canvas.height = this.size;
this.ctx = this.canvas.getContext('2d');
this.drawLocal();
}
drawLocal() {
this.ctx.clearRect(0, 0, this.size, this.size);
// save and rotate
this.ctx.save();
this.ctx.translate(this.size / 2, this.size / 2);
this.ctx.rotate(this.tan.theta - Math.PI / 2);
this.ctx.beginPath();
this.ctx.moveTo(...this.mouthLeft.position);
// control points
const cpx1 = (this.mouthRight.x + this.lip.x) / 2;
const cpy1 = (this.mouthRight.y + this.lip.y) / 2;
const cpx2 = (this.lip.x + this.mouthRight.x) / 2;
const cpy2 = (this.lip.y + this.mouthRight.y) / 2;
// curves
this.ctx.quadraticCurveTo(
this.mouthLeft.x,
this.mouthLeft.y + this.lip.y,
this.lip.x,
this.lip.y
);
this.ctx.quadraticCurveTo(
this.mouthRight.x,
this.mouthRight.y + this.lip.y,
this.mouthRight.x,
this.mouthRight.y
);
this.ctx.closePath();
// drawing
this.ctx.strokeStyle = this.lipColor;
this.ctx.lineWidth = this.lipWidth;
this.ctx.lineCap = 'round';
this.ctx.lineJoin = 'round';
// mouth
this.ctx.fillStyle = this.mouthColor;
this.ctx.fill();
// teeth
this.ctx.clip();
this.ctx.fillStyle = 'white';
this.ctx.fillRect(
this.mouthLeft.x,
this.mouthLeft.y,
this.width * 2,
this.width / 7
);
// lips
// this.ctx.stroke();
this.ctx.restore();
}
setVelocity() {
const [dx, dy] = this.tan.center.delta(this.ct);
this.lip.applyForce(0, -dy * 2);
}
draw = ({ ctx }) => {
this.drawLocal();
ctx.drawImage(
this.canvas,
this.tan.center.x - this.size / 2,
this.tan.center.y - this.size / 2,
this.size,
this.size
);
};
update = ({ theta }) => {
this.ct = this.tan.center.clone();
this.tan.update();
this.setVelocity();
this.lip.update({});
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// TubeDude
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class TubeDude extends Entity {
constructor({ position, width, height, color, mouthColor, pupilColor }) {
super();
this.position = position;
this.height = height;
this.width = width;
this.color = color;
this.pupilColor = pupilColor;
this.mouthColor = mouthColor;
this.resolution = this.toValue(window.innerHeight / 30);
this.buildBody();
}
buildBody() {
const {
color,
width,
height,
position,
resolution,
mouthColor,
pupilColor,
} = this;
const pointAmt = Math.round(this.height / this.resolution);
this.body = new Body({
color,
width,
height,
position,
resolution,
});
this.arms = new Arms({
p1: this.body.spine[Math.round(pointAmt * 0.6)],
p2: this.body.spine[Math.round(pointAmt * 0.6) + 1],
shoulderWidth: width / 1.4,
length: height * 0.5,
width: width / 4,
resolution,
color,
});
this.eyes = new Eyes({
p1: this.body.spine[Math.round(pointAmt * 0.8)],
p2: this.body.spine[Math.round(pointAmt * 0.8) + 1],
color,
pupilColor,
size: width / 3.5,
width: width / 2,
});
this.mouth = new Mouth({
p1: this.body.spine[Math.round(pointAmt * 0.8)],
p2: this.body.spine[Math.round(pointAmt * 0.8) - 1],
size: width / 3.5,
lipColor: '#d16060',
lipWidth: width / 15,
mouthColor,
});
}
draw = ({ ctx, bounds }) => {
this.body.draw({ ctx });
this.eyes.draw({ ctx });
this.mouth.draw({ ctx });
this.arms.draw({ ctx });
};
update = context => {
this.body.update(context);
this.arms.update(context);
this.mouth.update(context);
this.eyes.update();
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Pointer
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Pointer {
constructor() {
this.dpr = window.devicePixelRatio || 1;
this.delta;
this.lastPosition = null;
this.position = new Point(null, null);
this.addListeners();
}
delta() {
return this.position.delta(this.lastPosition);
}
addListeners() {
['mousemove', 'touchmove'].forEach((event, touch) => {
window.addEventListener(
event,
e => {
// move previous point
const { x: px, y: py } = this.position;
// disable the demo modifier if it's been added
if (this.modifier) {
this.modifier = null;
}
if (touch) {
e.preventDefault();
const x = e.targetTouches[0].clientX * this.dpr;
const y = e.targetTouches[0].clientY * this.dpr;
if (!this.lastPosition) {
this.lastPosition = new Point(x, y);
} else {
this.lastPosition.moveTo(px, py);
}
this.position.moveTo(x, y);
} else {
const x = e.clientX * this.dpr;
const y = e.clientY * this.dpr;
if (!this.lastPosition) {
this.lastPosition = new Point(x, y);
} else {
this.lastPosition.moveTo(px, py);
}
this.position.moveTo(x, y);
}
},
false
);
});
}
addPointerModifier(modifier) {
this.modifier = modifier;
}
update = ({ tick }) => {
this.modifier && this.modifier(this, tick);
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Bounds
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Bounds {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
const hw = w / 2;
const hh = h / 2;
this.center = new Point(hw, hh);
this.position = new Point(x, y);
}
get params() {
return [this.x, this.y, this.w, this.h];
}
offsetOuter(offset) {
const [x, y, w, h] = this.params;
return new Bounds(
x - offset,
y - offset,
w + offset * 2,
h + offset * 2
);
}
offsetInner(offset) {
const [x, y, w, h] = this.params;
return new Bounds(
x + offset,
y + offset,
w - offset * 2,
h - offset * 2
);
}
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Background
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Background extends Entity {
constructor({ color }) {
super();
this.color = color;
}
drawBg({ ctx, canvas, bounds }) {
ctx.fillStyle = this.color;
ctx.fillRect(...bounds.params);
}
draw = context => {
this.drawBg(context);
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Canvas
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Canvas {
constructor({ canvas, entities = [], pointer }) {
// setup a canvas
this.canvas = canvas;
this.dpr = window.devicePixelRatio || 1;
this.ctx = canvas.getContext('2d');
this.ctx.scale(this.dpr, this.dpr);
// tick counter
this.tick = 0;
// entities to be drawn on the canvas
this.entities = entities;
// track mouse/touch movement
this.pointer = pointer || null;
// setup and run
this.setCanvasSize();
this.setupListeners();
this.render();
}
setupListeners() {
window.addEventListener('resize', this.setCanvasSize);
}
setCanvasSize = () => {
const { innerWidth: w, innerHeight: h } = window;
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.bounds = new Bounds(0, 0, w2, h2);
};
addEntity = newEntity => {
this.entities = [...this.entities, newEntity];
return this.entities.length - 1;
};
removeEntity(deleteIndex) {
this.entities = this.entities.filter((el, i) => i !== deleteIndex);
return this.entities;
}
render = () => {
// Main loop
// Draw and Update items here.
this.entities.forEach(({ draw, update }) => {
draw(this);
update(this);
});
++this.tick;
window.requestAnimationFrame(this.render);
};
}
const bottomCenter = new Point(
window.innerWidth / 2 * DPR,
window.innerHeight * DPR
);
const width = Math.max(window.innerWidth, window.innerHeight) / 15 * DPR;
const color = {
bg: '#F4F3EE',
dude1: '#E59090',
dude2: '#E0D67A',
dude3: '#8385D7',
pupilColor: '#31343B',
mouthColor: '#60464E',
cursor: '#31343B',
};
// Kick off
new Canvas({
canvas: document.getElementById('canvas'),
pointer: new Pointer(),
entities: [
new Background({ color: color.bg }),
new TubeDude({
position: bottomCenter.clone().move(window.innerWidth / 6 * DPR, 0),
color: color.dude1,
width,
height: window.innerHeight * 0.5 * DPR,
mouthColor: color.mouthColor,
pupilColor: color.pupilColor,
}),
new TubeDude({
position: bottomCenter
.clone()
.move(-window.innerWidth / 6 * DPR, 0),
color: color.dude2,
width,
height: window.innerHeight * 0.55 * DPR,
mouthColor: color.mouthColor,
pupilColor: color.pupilColor,
}),
new TubeDude({
position: bottomCenter,
color: color.dude3,
width,
height: window.innerHeight * 0.6 * DPR,
mouthColor: color.mouthColor,
pupilColor: color.pupilColor,
}),
new Cursor({ color: color.cursor, radius: 10 }),
],
});
function getRandomFloat(min, max) {
return Math.random() * (max - min) + min;
}
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
Also see: Tab Triggers