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 includes JSX processing.

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

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

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="space"></div>

<!-- 

this is a fucking WORK IN PROGRESS
please check back in the next few days 









Credits for the Millennium Falcon design goes to: Anthony Dugois


-->
<p id="crawl-title">Episode IV</p>
<p id="crawl-subtitle">A NEW HOPE</p>
<p id="crawl-text">It is a period of civil war. Rebel spaceships, striking from a hidden base, have won their first victory against the evil Galactic Empire. During the battle, Rebel spies managed to steal secret plans to the Empire's ultimate weapon, the DEATH STAR, an armored space station with enough power to destroy an entire planet. Pursued by the Empire's sinister agents, Princess Leia races home aboard her starship, custodian of the stolen plans that can save her people and restore freedom to the galaxy....</p>
              
            
!

CSS

              
                #space {
    position: absolute;
    top: 0;
    bottom: 0;
    left: 0;
    right: 0;
    overflow: hidden;
    background: #111;
}

p { display: none; }
              
            
!

JS

              
                var PI = Math.PI

var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight;
var RATIO = WIDTH / HEIGHT;

// camera, scene and renderer
var FIELDVIEW = 60;
var NEAR = 1;
var FAR = 5000;
var CAMERA = new THREE.PerspectiveCamera(FIELDVIEW, RATIO, NEAR, FAR);

var SCENE = new THREE.Scene();
var RENDERER = new THREE.WebGLRenderer({
        alpha: true,
        antialias: true,
    });

// update the scene ration on window resize
window.onresize = function() {
    WIDTH = window.innerWidth;
    HEIGHT = window.innerHeight;
    RATIO = WIDTH / HEIGHT;

    RENDERER.setSize(WIDTH, HEIGHT);
    
    CAMERA.aspect = RATIO;
    CAMERA.updateProjectionMatrix();
}


function loop() {
    render();
	setAcceleration();
    requestAnimationFrame(loop);
}

function render() {
    RENDERER.render(SCENE, CAMERA);
}

// lights
function createLights() {
    var hemisphereLight = new THREE.HemisphereLight(0xffffff);
	SCENE.add(hemisphereLight);
}

function init() {
	
	RENDERER.setSize(WIDTH, HEIGHT);
	document.getElementById('space').appendChild(RENDERER.domElement);
	
	// camera
	CAMERA.position.set(-500, 500, 0); //scene1
	CAMERA.lookAt(new THREE.Vector3(500, 0, 0));

	// CAMERA.position.set(-300, 200, 0); //scene2
	// CAMERA.lookAt(new THREE.Vector3(100, 0, 0));

	//CAMERA.position.set(600, 1500, 0); //scene3
	//CAMERA.lookAt(new THREE.Vector3(601, 0, 0));
	
	//CAMERA.position.set(-700, 700, 500);
	//CAMERA.lookAt(new THREE.Vector3(-300, 0, 500));
	
	createLights();

	window.millenniumFalcon = new THREE.Object3D();

	millenniumFalcon.add(createBody());
	millenniumFalcon.add(createRescueCapsules());
	millenniumFalcon.add(createCenterCylinder());
	millenniumFalcon.add(createBackCylinders());
	millenniumFalcon.add(createFronts());
	millenniumFalcon.add(createCockpit());
	millenniumFalcon.add(createUndercarriages());
	millenniumFalcon.add(createParable());
	
	SCENE.add(millenniumFalcon);

	//SCENE.add(createText());
	
	// move the Falcon to mouse coords
	window.onmousemove = handleMouseMove;
	// looping
	window.onclick = handleClick;
	// shoot
	window.onkeyup = handleKeyup;

	loop();
}

init();


//__________________________________
//  text

function createText() {

	var crawlText = new THREE.Object3D();
	var textMaterial = new THREE.MeshLambertMaterial({
		color: 0xfbd62a,
		//shading: THREE.FlatShading,
	});
	var maxLineWidth = 1100;
	var lineSpacing = 80; //spacing between the line height center and the next
	var currentLineCenter = 20;
	var minWordSpacing = finalWordSpacing = 40;
	var line = {
		content: [],
		currentWordWidth: [],
		wordsWidth: 0,
		wordsNumber: 0
	};
	
	// POSITION TITLE
	var title = document.getElementById('crawl-title').innerText.split(' ');	
	title.forEach(function(word) {
		var textGeo = new THREE.TextGeometry(word, {
			size: 90,
			height: 20,
			//curveSegments: 4,

			font: 'franklin gothic book',

			//bevelThickness: 2,
			//bevelSize: 1.5,
			//bevelEnabled: true,

			//material: 0,
			//extrudeMaterial: 1
		});

		var textMesh = new THREE.Mesh( textGeo, textMaterial );
		
		textGeo.computeBoundingBox();
		var wordWidth = textGeo.boundingBox.max.x - textGeo.boundingBox.min.x;
		
		
		line.wordsWidth += wordWidth;
		line.currentWordWidth.push(wordWidth);
		line.wordsNumber += 1;
		line.content.push(textMesh);
		
		crawlText.add(textMesh);
	});
	
	positionWords(line.content, line.currentWordWidth, minWordSpacing, line.wordsWidth);
	newLine(2);
	
	//POSITION SUBTITLE
	var subtitle = document.getElementById('crawl-subtitle').innerText.split(' ');	
	subtitle.forEach(function(word) {
		var textGeo = new THREE.TextGeometry(word, {
			size: 90,
			height: 20,
			//curveSegments: 4,

			font: 'franklin gothic book',

			//bevelThickness: 2,
			//bevelSize: 1.5,
			//bevelEnabled: true,

			//material: 0,
			//extrudeMaterial: 1
		});

		var textMesh = new THREE.Mesh( textGeo, textMaterial );
		
		textGeo.computeBoundingBox();
		var wordWidth = textGeo.boundingBox.max.x - textGeo.boundingBox.min.x;
		
		
		line.wordsWidth += wordWidth;
		line.currentWordWidth.push(wordWidth);
		line.wordsNumber += 1;
		line.content.push(textMesh);
		
		crawlText.add(textMesh);
	});
	

	positionWords(line.content, line.currentWordWidth, minWordSpacing, line.wordsWidth);
	newLine(2);
	
	// POSITION TEXT
	var text = document.getElementById('crawl-text').innerText.split(' ');	
	text.forEach(function(word) {
		
		var textGeo = new THREE.TextGeometry(word, {
			size: 70,
			height: 20,
			//curveSegments: 4,

			font: 'franklin gothic book',

			//bevelThickness: 2,
			//bevelSize: 1.5,
			//bevelEnabled: true,

			//material: 0,
			//extrudeMaterial: 1
		});

		var textMesh = new THREE.Mesh( textGeo, textMaterial );
		
		textGeo.computeBoundingBox();
		var wordWidth = textGeo.boundingBox.max.x - textGeo.boundingBox.min.x;
		
		var isEndOfParagraph = word.slice(-1) === '.' && word.slice(-2, -1) !== 'r';
		var isEndOfLine = line.wordsWidth + wordWidth + (line.wordsNumber - 1) * minWordSpacing >= maxLineWidth;
		
		
		if(isEndOfLine && isEndOfParagraph) {	
			
			line.wordsWidth += wordWidth;
			line.currentWordWidth.push(wordWidth);
			line.wordsNumber += 1;
			line.content.push(textMesh);
			
			finalWordSpacing = (maxLineWidth - line.wordsWidth) / (line.wordsNumber - 1);
			
			positionWords(line.content, line.currentWordWidth, finalWordSpacing);
			newLine(2);
		} else if(isEndOfLine) {
			finalWordSpacing = (maxLineWidth - line.wordsWidth) / (line.wordsNumber - 1);
			
			positionWords(line.content, line.currentWordWidth, finalWordSpacing);
			newLine(1);
		} else if(isEndOfParagraph) {
			line.wordsWidth += wordWidth;
			line.currentWordWidth.push(wordWidth);
			line.wordsNumber += 1;
			line.content.push(textMesh);
			
			positionWords(line.content, line.currentWordWidth, minWordSpacing);
			newLine(2);
		}
		
		if(!isEndOfParagraph) {
			line.wordsWidth += wordWidth;
			line.currentWordWidth.push(wordWidth);
			line.wordsNumber += 1;
			line.content.push(textMesh);
		}
		
		crawlText.add(textMesh); //TODO try adding this out of the loop
	});
	

	function positionWords(textMeshes, currentWordWidth, spacing, wordsWidth) {
		if(wordsWidth) {
			var positionCounter = maxLineWidth / 2 - (wordsWidth + spacing * (textMeshes.length - 1)) / 2; //simulate text-align: center
		} else {
			var positionCounter = 0;
		}
		textMeshes.forEach(function(el, i) {
			el.position.x = positionCounter;
			el.position.y = - currentLineCenter;
			positionCounter += currentWordWidth[i] + spacing;
		});
	}
	function newLine(howMany) {
		line.wordsWidth = 0;
		line.currentWordWidth = [];
		line.wordsNumber = 0;
		line.content = [];
		
		currentLineCenter += lineSpacing * howMany;
	}
	
	// POSITION ADJUSTMENTS
	//smoother text
	//crawlText.computeVertexNormals(); 
	
	//center text
	var boundingBox = new THREE.Box3().setFromObject(crawlText);
	var centerOffset = - ( boundingBox.max.x - boundingBox.min.x ) / 2;
	crawlText.position.z = centerOffset;
	
	crawlText.position.y = 400;
	crawlText.position.x = 200;
	
	crawlText.rotation.z = - PI / 2;
	crawlText.rotation.x = - PI / 2;
	
	//handle text shadows
	// three js gradient as texture
	// https://stemkoski.github.io/Three.js/Text3D-Textures.html
	// https://gist.github.com/ekeneijeoma/1186920
	
	return crawlText;
}

function refreshText() {

	SCENE.remove( textMesh );
	createText();

}


//__________________________________
//  behaviour

var isLooping = false;
var horizontalCenter = WIDTH / 2;
var verticalCenter = HEIGHT / 2;
var mouseX, mouseY;

function handleKeyup(e) {
    if (e.keyCode == 32) {
		shoot();
    }
}

function handleClick(e) {
	shoot();
	//loopityLoop(e);
}

function handleMouseMove(e) {
    mouseX = e.pageX;
    mouseY = e.pageY;
	
	/*
	switch(scene) {
		case 1: 
			mouseFar();
			break;
		case 2:
			mouseClose();
			break;
		case 3:
			mouseMiddle();
			break;
	}
	*/
	
	mouseFar();
	//mouseClose();
}


function mouseFar() {
	var speed = 1;
	
	var posZ = (mouseX - horizontalCenter) / 1.5;
    TweenLite.to(millenniumFalcon.position, speed, {
        z: posZ
    });
    
	var posX = - (mouseY - verticalCenter) / verticalCenter * 50;
    TweenLite.to(millenniumFalcon.position, speed, {
        x: posX
    });
}


function mouseClose() {
    var speed = 1;
    
    /*
     * x = cos(phi) * h
     * <=> x / h = cos(phi)
     * <=> phi = arccos(x / h)
     * y = h - sin(phi) * h
     * <=> y = h * (1 - sin(arccos(x / h)))
     */
    var posZ = (mouseX - horizontalCenter) / 3.5;
    var posY = horizontalCenter * (1 - Math.sin(Math.acos(Math.abs(posZ) / horizontalCenter)));
    
    TweenLite.to(millenniumFalcon.position, speed, {
        z: posZ,
        y: posY
    });

    var mAngle = PI / 8;
    var mXrotation = -posZ / horizontalCenter * 3.5 * PI / 3;
    
    if ( ! isLooping) {
        TweenLite.to(millenniumFalcon.rotation, speed, {
            x: mXrotation
        }); 
    }
    
	var posX = - (mouseY - verticalCenter) / verticalCenter * 50;
    TweenLite.to(millenniumFalcon.position, speed, {
        x: posX
    });
}

function setAcceleration() {
	var speed = 0.5;
	var posZ = (mouseX - horizontalCenter) / 1.5;
	
	var maxAngle = PI / 3;
	var mXrotation = (posZ - millenniumFalcon.position.z) / horizontalCenter * maxAngle * 2;
    if ( ! isLooping) {
        TweenLite.to(millenniumFalcon.rotation, speed, {
            x: mXrotation
        }); 
    }
}

function shoot() {
    var speed = 0.5;
    
    var blasts = new THREE.Object3D();
    var blastTop = new THREE.Object3D();
    var blastTopPos = new THREE.Vector3()
        .setFromMatrixPosition(shooterTop.matrixWorld);

    var blastWidth = 25;
    var blastCenter = new THREE.Mesh(
        new THREE.CylinderGeometry(.5, .5, blastWidth, 16),
        new THREE.MeshLambertMaterial({
            color: 0xffffff
        })
    );

    var blastHalo = new THREE.Mesh(
        new THREE.CylinderGeometry(1.6, 1.6, blastWidth + 4, 16),
        haloMaterial(0xff0000)
    );

    blastTop.add(blastCenter);
    blastTop.add(blastHalo);

    blastTop.rotation.z = -PI / 2;
    blastTop.position.x = blastTopPos.x + blastWidth / 2 + 20;
    blastTop.position.y = blastTopPos.y + 3;
    blastTop.position.z = blastTopPos.z;
    
    blasts.add(blastTop);
    
    var blastBottomPos = new THREE.Vector3()
        .setFromMatrixPosition(shooterBottom.matrixWorld);
    var blastBottom = blastTop.clone();
    blastBottom.rotation.z = -PI / 2;
    blastBottom.position.x = blastBottomPos.x + blastWidth / 2 + 20;
    blastBottom.position.y = blastBottomPos.y - 3;
    blastBottom.position.z = blastBottomPos.z;
    blasts.add(blastBottom);
    
    SCENE.add(blasts);
    
    TweenLite.to(blasts.position, speed, {
        x: 1000,
        ease: Linear.ease,
        onComplete: function() {
            SCENE.remove(blasts)
        }
    });
}

function loopityLoop(e) {

    if ( ! isLooping) {
        isLooping = true;

        var originalXrotation = millenniumFalcon.rotation.x;
        var speed = 2;

        var mXrotation = originalXrotation;

        if (e.pageX <= horizontalCenter) {
            mXrotation -= 2 * PI;
        } else {
            mXrotation += 2 * PI;
        }

        TweenLite.to(millenniumFalcon.rotation, speed, {
            x: mXrotation,
            ease: Back.easeOut,
            onComplete: function() {
                millenniumFalcon.rotation.x = originalXrotation
                isLooping = false
            }
        });
    }
}
              
            
!
999px

Console