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              body{
  margin:0;
  padding: 0;
  position: absolute;
  width: 100%;
  height: 100%;
  overflow: hidden;
}

            
          
!
            
              var background
var sprite
var figures
var curFraming; // updates every time the framing is changed
var spriteArray = [];
var objectArray = [];
var maskActive = false;
var curCast;
var fallingSprite;
var allGraphics;
// Background color
SPF.set({

  at: 'back', // You can use 'back', 'mid' and 'fore'


  init: function(PIXI, input) {
    
    //  Draw you graphics in PIXI adding them to input.container
    
    
    
    background = new PIXI.Graphics();
    console.log(Object.keys(background))
    
    background.beginFill(input.colors[8]);
    background.drawRect(0,0,input.width, input.height)
    background.endFill();
    
    input.container.addChild(background);
    
    /*var text 
    
    text = new PIXI.Text('SCARLET PLEASURE', {fontFamily : 'Arial Black', fontSize: 100, fill :input.colors[18], align : 'center'});
    text.anchor.set(0.5);

    

    input.container.addChild(text);*/
 
  },
   

  render: function(PIXI, input) {
    //  This is called on every frame, put your animation here
    // Set random color when framing changes
    var thisFraming = input.editing ;
    if(!(thisFraming===curFraming)){
      curFraming = thisFraming
      randNum    = Math.floor( Math.random()*input.colors.length ) // Calculate random color between 0-numberOfAvailableColors
      randomCol  = input.colors[ randNum ] // Get random color from presets
      // Change the background's color
      background.clear();
      background.beginFill(randomCol,1);
      background.drawRect(0,0,input.width, input.height)
      background.endFill();
    }
  }
  

});

// Foreground, Beginning reveal + rows in forground
SPF.set({
  
  at: "fore",
  
  init: function(PIXI,input){
   
    
    //rows on top and bottom
    allGraphics = [input.graphics.crazyflower1, input.graphics.crazyflower2, input.graphics.crazyflower3, input.graphics.flower1, input.graphics.flower2, input.graphics.wingwave];
   
    var object;
    
    //distance between each object
    var distX = 40
    var distY = 40
    //for loop of objects
    var i = 0;
    while (distX * i < input.width){
    
      //object = new PIXI.Sprite(input.graphics.botanicorganic);
      var rand = Math.floor(Math.random()*allGraphics.length);
      object = new PIXI.Sprite(allGraphics[rand]);
    
      object.anchor.x = 0.5;
      object.anchor.y = 0.5;
    
      //where the object is placed
      if(i%2 == 0){
        object.position.x = distX*i;
        object.position.y = distY;
      }else{
        object.position.x = (distX*(i-1));
        //distance between rows 
        object.position.y = input.height - distY;
      }
      
      //how big it is
      object.scale.x = 0.2;
      object.scale.y = 0.2;
      
      // add interaction
      object.interactive = true;
      object.on('mouseover', function() {
        this.texture = allGraphics[Math.floor(Math.random()*allGraphics.length)];
      });
    
      input.container.addChild(object);
      
      objectArray.push(object);
      i++;
    };
    
    //falling flowers in different sizes
    var rand = Math.floor(Math.random()*allGraphics.length);
    fallingSprite = new PIXI.Sprite(allGraphics[rand]);
    input.container.addChild(fallingSprite);
    fallingSprite.anchor.x = 0.5;
    fallingSprite.anchor.y = 0.5;
    fallingSprite.scale.x = fallingSprite.scale.y = 0.25;
    fallingSprite. y = input.height* 2;
    //for REVEAL in beginning
    var graphic;
    
    // Generate some sprites
    for (var i = 0; i < 100; i++) {
      // Create a new sprite
      graphic = new PIXI.Sprite(input.graphics.stone);
      
      // Set position randomly on the screen
      graphic.x = Math.random() * input.width;
      graphic.y = Math.random() * input.height;
      
      // Set rotation randomly
      graphic.rotation = Math.random() * 360;
      
      // Set center point of each object
      graphic.anchor.x = 0.5;
      graphic.anchor.y = 0.5;
      
      // Random scale from 0 to 50%
      graphic.scale.x = graphic.scale.y = 0.5 //Math.random() * 0.5    
  
      
      // Add sprite to the container (so we can see it)
      input.container.addChild(graphic);
      
      // Add sprite reference to the array variable
      spriteArray.push(graphic);
    }
    

  },
  
  render: function(PIXI, input) {
    
    //get rows to changes graphic when mouse moves over
    var changeGraphics;
    
    //input.mouseTouchPosition: function(PIXI, input);
    
    
    //REVEAL in beginning
    // We make a variable to save each element of the array
    if (input.currentTime < 3){
      return
    }
    var mySprite;
    var pos;
    var speed = 0.5
    // Loop half the sprites in the array to the right
    for (var i = 1; i <= spriteArray.length; i++) {
      // Get a reference of each sprite
      mySprite = spriteArray[i-1];
      // X position gets 20% of i added
      pos = i * speed + 5
      if (i>spriteArray.length/2){
        pos = -i * speed + 5
      }
      mySprite.x += pos;
      // X position gets 1% of i added
      mySprite.rotation += i * 0.001;
    }
    //falling according to the cast
    var thisCast = input.cast ;
    if(!(thisCast===curCast)){
      curCast = thisCast
      //if(thisCast.id == "all"){
      if(fallingSprite.y > input.height + fallingSprite.height){
        //console.log("falling flower")
        var rand = Math.floor(Math.random()*allGraphics.length);
        fallingSprite.texture = allGraphics[rand];
        fallingSprite.y = -fallingSprite.height;
        fallingSprite.x = Math.random() * input.width;
        fallingSprite.scale.x = fallingSprite.scale.y = 0.1 + Math.random() * 0.25;
      }
    }
    
    //how the flower is falling with a sinus curv
    fallingSprite.y += 3;
    fallingSprite.x += Math.sin(input.currentTime) * 2;
    fallingSprite.rotation += 0.01;
  }
});

// Midground graphics (on top of band)
SPF.set({
  
  at: "mid",
  
  init: function(PIXI,input){
    var sizeX = input.width
    var sizeY = input.height
    
    //opretter et billede, og bestemmer stoelse
    sprite = new PIXI.extras.TilingSprite(input.maskers.handdrawnanimal1, sizeX, sizeY)
    sprite.visible = false;
    //SPF.midgroundMask(true);
    //sprite.visible = false
    input.container.addChild(sprite);
      

  },
  
  render: function(PIXI, input) {
    
    //SPF.midgroundMask(false);
  },
  
  mouseDownTouchStart: function(PIXI, input){
  
    //if the mask is off, its not visable and we remove the mask as well
    if (maskActive) {
      maskActive = false;
      sprite.visible = false;
      SPF.midgroundMask(false);
   //if the mask is on, it needs to be visable and we add the mask again
    } else {
      maskActive = true;
      sprite.visible = true;
      SPF.midgroundMask(true);
    }
  
  },
  


  
  
});


SPF.start();
            
          
!
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