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<div class="container">
<canvas></canvas>
</div>
html,body {
height:100%;
}
body {
display:flex;
align-items:center;
justify-content:center;
}
svg {
width:100%;
}
.container {
width:100%;
height:100%;
& canvas {
display:block;
width:100%;
height:100%;
}
}
console.clear();
let scene,camera,renderer,controls;
let canvas = document.querySelector("canvas");
let width = window.innerWidth;
let height = window.innerHeight;
let fov = 75;
let aspectRatio = width / height;
let near = 0.001;
let far = 100;
let mainGroup = new THREE.Group();
let colors = {
blue: 0x71b6f7,
brown: 0x744436,
brown2:0xC88247,
red : 0xfd4d50,
green: 0xa4d740,
green2: 0x66b888,
green3 : 0x2C9D3E,
house : 0xfce3ad,
purple : 0x6e5370,
gold:0xFFF09C,
grey:0xB7B398,
greyBrown : 0xB7B398
};
const setup = () => {
// scene
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2(0x9ac2fe, 0.14);
// camera
camera = new THREE.PerspectiveCamera(fov, aspectRatio, near, far);
scene.add( camera );
// renderer
renderer = new THREE.WebGLRenderer({
antialias: true,
canvas: canvas
});
renderer.setSize(width, height);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setClearColor(0x9ac2fe);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap
renderer.shadowMapSoft = true;
// controls
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.autoRotate = true;
controls.autoRotateSpeed = 1.6;
camera.position.set(3.56, 2, 3.4);
// lights
let light = new THREE.HemisphereLight(0xffffff, 0x5c9cfe, 1.1);
scene.add(light);
//
let spot = new THREE.SpotLight(0xF6FAFD,0.06)
spot.castShadow = true;
spot.shadow.camera.left = -1;
spot.shadow.camera.right = -1;
spot.shadow.camera.top = -1;
spot.shadow.camera.bottom = -1;
spot.shadow.camera.near = 1;
spot.shadow.camera.far = 100;
spot.shadow.mapSize.width = 2048;
spot.shadow.mapSize.height = 2048;
spot.shadow.camera.fov = 100;
spot.position.set(-3,3,0);
camera.add(spot);
// group for all other groups
mainGroup = new THREE.Group();
scene.add(mainGroup)
camera.lookAt(0,0,0)
}
// objects
let islandGroup = new THREE.Group();
const createIsland = () => {
// earth
let coneGeo = new THREE.ConeBufferGeometry(2, 3, 8);
let mat = new THREE.MeshLambertMaterial({
color: colors.brown
});
let cone = new THREE.Mesh(coneGeo, mat);
cone.rotation.x = THREE.Math.degToRad(180)
cone.position.set(0, -1.75, 0);
islandGroup.add(cone);
// grass
let boxGeo = new THREE.BoxBufferGeometry();
let mat2 = new THREE.MeshLambertMaterial({
color: colors.green
});
let grass = new THREE.Mesh(boxGeo, mat2);
grass.scale.set(4, 0.5, 4);
grass.receiveShadow = true;
islandGroup.add(grass);
// water
let mat3 = new THREE.MeshLambertMaterial({
color: colors.blue
});
let water = new THREE.Mesh(boxGeo, mat3);
water.receiveShadow = true;
islandGroup.add(water);
water.scale.set(0.5, 0.5, 4);
water.position.set(0.75, 0.005, 0.005);
mainGroup.add(islandGroup);
}
// waterfall particles
let dropCount = 100;
let drops = [];
// water details
let detailCount = 24;
let dets = [];
let detailCount2 = 8;
let dets2 = [];
// creating particles function
let particleGeo,particleMat,particle;
const createParticles = (color,particleAmount,particleArray,scaleX,scaleY,scaleZ,posX,posX2,posY,posY2,posZ,posZ2,opacity,rotX,rotY,rotZ) => {
particleGeo = new THREE.BoxBufferGeometry();
particleMat = new THREE.MeshLambertMaterial({
color:color,
transparent:true
});
for (let i = 0; i< particleAmount;i++) {
particle = new THREE.Mesh(particleGeo,particleMat);
islandGroup.add(particle);
particleArray.push(particle);
particle.scale.set(scaleX,scaleY,scaleZ);
particle.position.set(THREE.Math.randFloat(posX,posX2), THREE.Math.randFloat(posY,posY2),THREE.Math.randFloat(posZ,posZ2))
particle.material.opacity = opacity;
particle.rotation.set(rotX,THREE.Math.degToRad(rotY),rotZ);
}
}
// function to create various box like shapes of the house and the mailbox
const createBoxShape = (x,y,z,xPos,yPos,zPos,color,rShadow,cShadow,group) => {
let geo = new THREE.BoxBufferGeometry(x,y,z);
let mat = new THREE.MeshLambertMaterial({color:color});
let mesh = new THREE.Mesh(geo,mat);
mesh.position.set(xPos,yPos,zPos);
mesh.receiveShadow = rShadow
mesh.castShadow = cShadow
group.add(mesh);
}
let treeGroup = new THREE.Group();
const createTree = (trunkX, trunkY, trunkZ, leavesX, leavesY, leavesZ) => {
// trunk
let geo = new THREE.CylinderBufferGeometry(0.1, 0.1, 1, 10);
let mat = new THREE.MeshLambertMaterial({
color: colors.brown
});
let trunk = new THREE.Mesh(geo, mat);
treeGroup.add(trunk);
trunk.position.set(trunkX, trunkY, trunkZ);
trunk.castShadow = true;
trunk.receiveShadow = true;
// leaves
let geo2 = new THREE.SphereBufferGeometry(0.25, 12, 12);
let mat2 = new THREE.MeshLambertMaterial({
color: colors.green2
});
let treeLeaves = new THREE.Mesh(geo2, mat2);
treeLeaves.position.set(leavesX, leavesY, leavesZ);
treeLeaves.castShadow = true;
treeLeaves.receiveShadow = true;
treeGroup.add(treeLeaves);
mainGroup.add(treeGroup);
};
const createBush = (x,y,z) => {
let geo = new THREE.SphereBufferGeometry(0.15,8,8);
let mat = new THREE.MeshLambertMaterial({color:colors.green3});
let bush = new THREE.Mesh(geo,mat);
bush.position.set(x,y,z);
bush.receiveShadow = true;
treeGroup.add(bush)
}
// house
let houseGroup = new THREE.Group();
// roof window function
const createRoofWindow = (x,y,z,color,radB,radT,height,segments) => {
let geo = new THREE.CylinderBufferGeometry(radB,radT,height,segments);
let mat = new THREE.MeshLambertMaterial({ color: color });
let window = new THREE.Mesh(geo, mat);
window.rotation.z = THREE.Math.degToRad(90);
window.position.set(x,y,z);
houseGroup.add(window);
}
const createHouse = () => {
let boxGeo = new THREE.BoxBufferGeometry();
// house
let houseMat = new THREE.MeshLambertMaterial({ color: colors.house });
let house = new THREE.Mesh(boxGeo, houseMat);
house.position.set(-1, 0.75, 1);
house.scale.set(1.2,1,1.5);
house.receiveShadow = true;
house.castShadow = true;
houseGroup.add(house);
// roof
let roofGeo = new THREE.ConeBufferGeometry(1.1, 0.7, 4);
let roofMat = new THREE.MeshLambertMaterial({ color: colors.red });
let roof = new THREE.Mesh(roofGeo, roofMat);
roof.position.set(-1, 1.6, 1);
roof.rotation.y = THREE.Math.degToRad(45);
roof.castShadow = true;
roof.receiveShadow = true
houseGroup.add(roof);
// roof chimney
let chimneyMat = new THREE.MeshLambertMaterial({ color:colors.house });
let chimney = new THREE.Mesh(boxGeo,chimneyMat);
chimney.position.set(-1,1.6,0.6);
chimney.scale.set(0.2,0.3,0.2)
chimney.receiveShadow = true;
houseGroup.add(chimney);
// door
let doorMat = new THREE.MeshLambertMaterial({ color: colors.purple });
let door = new THREE.Mesh(boxGeo, doorMat);
door.scale.set(0.2,0.5,0.35);
door.position.set(-0.49, 0.545, 1);
houseGroup.add(door);
// doorknob
let knobG = new THREE.SphereBufferGeometry(0.025,8,8)
let knobMat = new THREE.MeshLambertMaterial({color:colors.gold})
let knob = new THREE.Mesh(knobG,knobMat);
houseGroup.add(knob)
knob.position.set(-0.39,0.5,1.14)
// doorstep
createBoxShape(0.05,0.05,0.35,-0.38,0.27,1,colors.grey,false,false,houseGroup);
createBoxShape(0.05,0.05,0.35,-0.34,0.25,1,colors.grey,false,false,houseGroup);
// windows
createRoofWindow(-0.65,1.6,1,colors.blue,0.1,0.1,0.2,12);
createRoofWindow(-0.67,1.60,1,colors.red,0.12,0.12,0.22,12);
// roof window bars
createBoxShape(0.02,0.24,0.025,-0.55,1.6,1,colors.red,false,false,houseGroup);
createBoxShape(0.02,0.02,0.2,-0.55,1.62,1,colors.red,false,false,houseGroup);
// left window
createBoxShape(0.05,0.3,0.3,-0.41,0.65,1.45,colors.blue,false,false,houseGroup);
// vertical bars
createBoxShape(0.05,0.3,0.025,-0.40,0.65,1.45,colors.brown2,false,false,houseGroup);
createBoxShape(0.05,0.3,0.025,-0.40,0.65,1.60,colors.brown2,false,false,houseGroup);
createBoxShape(0.05,0.3,0.025,-0.40,0.65,1.30,colors.brown2,false,false,houseGroup);
// horizontal bars
createBoxShape(0.05,0.025,0.325,-0.40,0.8,1.45,colors.brown2,false,false,houseGroup);
createBoxShape(0.05,0.025,0.325,-0.40,0.65,1.45,colors.brown2,false,false,houseGroup);
createBoxShape(0.05,0.025,0.325,-0.40,0.5,1.45,colors.brown2,false,false,houseGroup);
// right window
createBoxShape(0.05,0.3,0.3,-0.41,0.65,0.55,colors.blue,false,false,houseGroup);
// vertical bars
createBoxShape(0.05,0.3,0.025,-0.40,0.65,0.55,colors.brown2,false,false,houseGroup);
createBoxShape(0.05,0.3,0.025,-0.40,0.65,0.70,colors.brown2,false,false,houseGroup);
createBoxShape(0.05,0.3,0.025,-0.40,0.65,0.40,colors.brown2,false,false,houseGroup);
// horizontal bars
createBoxShape(0.05,0.025,0.325,-0.40,0.8,0.55,colors.brown2,false,false,houseGroup);
createBoxShape(0.05,0.025,0.325,-0.40,0.65,0.55,colors.brown2,false,false,houseGroup);
createBoxShape(0.05,0.025,0.325,-0.40,0.5,0.55,colors.brown2,false,false,houseGroup);
mainGroup.add(houseGroup);
}
// chimney smoke
const puffCount = 2;
let puffs = [];
let puff;
const createPuffs = () => {
for (let i = 0; i < puffCount; i++) {
const geo = new THREE.SphereBufferGeometry(0.1,6, 6);
const mat = new THREE.MeshLambertMaterial({color:0xffffff,transparent:true});
puff = new THREE.Mesh(geo,mat);
puffs.push(puff);
houseGroup.add(puff);
puff.position.set(-1,1.74,0.6);
puff.scale.set(0,0,0);
}
}
// mailbox
let mailBoxGroup = new THREE.Group();
const createMailBoxRoof = () => {
let mailRoofG = new THREE.ConeBufferGeometry(0.16, 0.1, 4);
let mailRoofMat = new THREE.MeshLambertMaterial({color:colors.brown2});
let mailRoofMesh = new THREE.Mesh(mailRoofG,mailRoofMat);
mailRoofMesh.position.set(0,0.34,0)
mailRoofMesh.rotation.y = THREE.Math.degToRad(45);
mailRoofMesh.receiveShadow = true;
mailRoofMesh.castShadow = true;
mailBoxGroup.add(mailRoofMesh);
}
const createMailbox = () => {
createMailBoxRoof();
// pole
createBoxShape(0.05,0.3,0.05,0,0,0,colors.brown2,true,true,mailBoxGroup);
// box
createBoxShape(0.2,0.2,0.2,0,0.2,0,colors.brown2,true,true,mailBoxGroup);
// hole
createBoxShape(0.05,0.05,0.16,0.085,0.22,0,0x634326,false,false,mailBoxGroup);
mainGroup.add(mailBoxGroup);
mailBoxGroup.position.set(1.5,0.4,1.5);
}
// Bunny
let pivot1 = new THREE.Group();
let pivot2 = new THREE.Group();
let pivot3 = new THREE.Group();
let bunnyGroup1 = new THREE.Group();
let bunnyGroup2 = new THREE.Group();
let bunnyGroup3 = new THREE.Group();
const createBunnyShape = (group,x,y,z,color,xPos,yPos,zPos) => {
let geo = new THREE.BoxBufferGeometry(x,y,z);
let mat = new THREE.MeshLambertMaterial({color:color,transparent:true});
let mesh = new THREE.Mesh(geo,mat);
mesh.position.set(xPos,yPos,zPos);
mesh.receiveShadow = true;
mesh.castShadow = true;
group.add(mesh);
}
const bunnyColors = [0xFFFFFF,0xEAEAEA,0xCFAF8E];
const createBunny = (group,pivotPositionX,pivotPositionY,pivotPositionZ,pivot) => {
bunnyColor = bunnyColors[Math.round(Math.random() * 2)]
// head
createBunnyShape(group,0.1,0.1,0.1,bunnyColor,0,0,0.2);
// ears
createBunnyShape(group,0.025,0.14,0.025,bunnyColor,0.025,0.05,0.23);
createBunnyShape(group,0.025,0.14,0.025,bunnyColor,-0.025,0.05,0.23);
// eyes
createBunnyShape(group,0.02,0.02,0.02,"black",0.025,0.02,0.25);
createBunnyShape(group,0.02,0.02,0.02,"black",-0.025,0.02,0.25);
mainGroup.add(group);
// https://stackoverflow.com/questions/28848863/threejs-how-to-rotate-around-objects-own-center-instead-of-world-center
let box = new THREE.Box3().setFromObject( group );
box.getCenter( group.position ); // this re-sets the mesh position
group.position.multiplyScalar( - 1 );
pivot.add( group );
pivot.position.set(pivotPositionX,pivotPositionY,pivotPositionZ);
mainGroup.add( pivot );
}
// GSAP ANIMATIONS
// make island floaty
const animateIsland = () => {
gsap.to(mainGroup.position,{y:'+=0.065',repeat:-1,yoyo:true,ease:"sine.in",duration:2,yoyoEase:"sine.inOut"})
}
// animate single waterfall particle
const animateDrop = (drop) => {
const tl = gsap.timeline({
onStart: () => {
gsap.set(drop.position,{ y: gsap.utils.random(-0.17,0,0.01) })
gsap.set(drop.scale,{x:0.1,y:0.1,z:0.1})
},
onComplete: animateDrop,
onCompleteParams: [drop]
});
tl.to(drop.position, {
y: "-=1",
ease: "linear",
delay: gsap.utils.random(0, 2, 0.2),
duration:1,
onStart:() => {
gsap.to(drop.scale,{x:0,y:0,z:0,delay:0.14,duration:0.86})
}
});
return tl;
};
// animate single water detail
const animateDet = (det) => {
const tl = gsap.timeline(
{defaults:{duration:1,ease:"sine.in"},
onStart:() => {
gsap.set(det.position,{x:gsap.utils.random(0.60,0.92),z:gsap.utils.random(-1.8,1.8)});
gsap.set(det.rotation,{y:0,z:0});
gsap.set(det.material,{opacity:0});
},
onComplete:animateDet,
onCompleteParams:[det]}
)
tl.to(det.material,{keyframes:[{opacity:0.7},{opacity:0}]},'in')
.to(det.position,{keyframes:[{z:"+=0.025"},{z:"-=0.025"}]},'in')
.to(det.rotation,{keyframes:[{y:"-=0.2"},{z:"+=0.2"}]},'in')
return tl;
}
const animateDet2 = (det) => {
const tl = gsap.timeline(
{defaults:{duration:1,ease:"sine.in"},
onStart:() => {
gsap.set(det.position,{x:gsap.utils.random(0.60,0.92),y:gsap.utils.random(-0.18,0.20)});
gsap.set(det.rotation,{y:0,z:0});
gsap.set(det.material,{opacity:0});
},
onComplete:animateDet2,
onCompleteParams:[det]}
)
tl.to(det.material,{keyframes:[{opacity:0.7},{opacity:0}]},'in')
.to(det.position,{keyframes:[{y:"-=0.025"},{y:"+=0.025"}]},'in')
.to(det.rotation,{keyframes:[{y:"-=0.2"},{z:"+=0.2"}]},'in')
return tl;
}
// animate single puff
const animatePuff = (puff) => {
const tl = gsap.timeline({onComplete:animatePuff,onCompleteParams:[puff],onStart:() => {
gsap.set(puff.material,{opacity:1})
gsap.set(puff.scale,{x:0,y:0,z:0})
gsap.set(puff.position,{y:1.74})
}})
tl.to(puff.position,{y:'+=0.6',duration:2,delay:0.6,ease:"sine.inOut",onStart:() => {
gsap.to(puff.scale,{keyframes:[{x:1,y:1.4,z:1},{z:1.4,duration:0.24},{y:0.8,delay:-0.44,duration:0.24},{x:1,y:1}]})
gsap.to(puff.material,{opacity:0,duration:1.32,delay:0.68})
}})
}
// function to loop over particles
const animateParticles = (fn,array) => {
for (let i =0; i < array.length; i++) {
fn(array[i])
}
}
// animate the bunny
// eye blink
const animateBunnyEyes = (group,delay) => {
const tl = gsap.timeline({repeat:-1,repeatDelay:1,defaults:{duration:0.2},delay:delay})
const eyes = [group.children[3].material,group.children[4].material]
tl.to(eyes,{keyframes:[{opacity:0},{opacity:1}]},'blink')
return tl;
}
// hop and move
const animateBunny = (pivot,delay) => {
const tl = gsap.timeline({repeat:-1,defaults:{duration:0.32},delay:delay})
tl.to(pivot.position,{keyframes:[{y:'+=0.1',z:'+=0.1'},{y:'-=0.1'},{y:'+=0.1',z:'+=0.1'},{y:'-=0.1'}]})
.to(pivot.rotation,{y:3,duration:0.6,delay:0.16})
.to(pivot.position,{keyframes:[{y:'+=0.1',z:'-=0.1'},{y:'-=0.1'},{y:'+=0.1',z:'-=0.1'},{y:'-=0.1'}]})
.to(pivot.rotation,{y:0,duration:0.6,delay:0.16})
return tl;
}
// render
const render = () => {
controls.update()
requestAnimationFrame(render);
renderer.render(scene, camera);
};
// resize
const resizeHandler = () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
};
window.addEventListener("resize", () => {
resizeHandler();
});
window.addEventListener('load',() => {
setup();
createIsland();
animateIsland();
// waterfall particles creation
createParticles(
colors.blue,
dropCount,
drops,
0.1,0.1,0.1,
0.56,0.95,0,-0.19,1.95,1.95,
1,
0,0,0
);
// animate waterfall particles
animateParticles(animateDrop,drops);
// water details creation
createParticles(
"white",
detailCount,
dets,
0.025,0.025,0.025,
0.60,0.92,0.25,0.26,1.8,-1.8,
0,
0,0,0
);
createParticles(
"white",
detailCount2,
dets2,
0.025,0.025,0.025,
0.60,0.92,-0.2,0.23,2,2,
0,
0,0,0
);
// animate water details
animateParticles(animateDet,dets);
animateParticles(animateDet2,dets2);
// trees
// trees next to house
createTree(0, 0.75, -0.1, 0, 1.2, -0.1);
createTree(-1.50, 0.75, -0.1, -1.50, 1.2, -0.1);
createTree(-0.75, 0.75, -0.5, -0.75, 1.2, -0.5);
createTree(0, 0.75, -1, 0, 1.2, -1);
createTree(-1.50, 0.75, -1, -1.50, 1.2, -1);
createTree(-0.75, 0.75, -1.5, -0.75, 1.2, -1.5);
// other trees
createTree(1.5, 0.75, -1.5, 1.5, 1.2, -1.5);
createTree(1.5, 0.75, -0.5, 1.5, 1.2, -0.5);
createTree(1.5, 0.75, 0.5, 1.5, 1.2, 0.5);
// bushes next to house
createBush(-0.7,0.28,-0.1);
createBush(-0.7,0.28,-1);
createBush(-1.55,0.28,-0.6);
createBush(-1.35,0.28,-1.5);
//
createBush(1.5,0.28,1);
createBush(1.5,0.28,0);
createBush(1.5,0.28,-1);
// house
createHouse();
// chimney smoke
createPuffs();
// animate the smoke
animateParticles(animatePuff,puffs);
// mailbox
createMailbox();
// bunnies
createBunny(bunnyGroup1,0,0.33,0.2,pivot1);
createBunny(bunnyGroup2,-1,0.33,-1,pivot2);
createBunny(bunnyGroup3,-0.2,0.33,-1.4,pivot3);
animateBunny(pivot1,0);
animateBunny(pivot2,gsap.utils.random(0,3,0.4));
animateBunny(pivot3,gsap.utils.random(0,3,0.4));
animateBunnyEyes(bunnyGroup1,0);
animateBunnyEyes(bunnyGroup2,gsap.utils.random(0,3,0.4));
animateBunnyEyes(bunnyGroup3,gsap.utils.random(0,3,0.4));
render();
})
Also see: Tab Triggers