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              <canvas id="canvasId" width="700" height="500" style="border:1px solid black"></canvas>

            
          
!
            
              $blue: #a3d5d3;

body {
  background-color: $blue;
}
            
          
!
            
              var cW = 700;
var cH = 500;
window.onload = windowReady(64);

function windowReady(ascii_start) {

var context = document.getElementById('canvasId').getContext("2d");
var charArray = [];
for (var i = 0; i < 75; i++) {
    var temp = [];
    var yspeed = Math.random() * 10;
    var xspacing = Math.random() * 15 + 15;
    var fontSize = Math.random() * 20 + 5;
    var charlengh = 10+Math.floor(Math.random()*20);
    for (var j = 0; j < charlengh; j++) {
        //creating array of random length 'temp' with randomly created char objects.
        //each char object in temp array have same x coordinate. Only y-coordinate increases.
        temp.push(new create_chars(i * 15 + xspacing, j * 20+20, yspeed, j, fontSize));
    }
    charArray.push(temp);
}
//To create the random characters.
function create_chars(xloc, yloc, yspeed, j, fontSize) {
    this.text = String.fromCharCode(64 + Math.floor(Math.random()*65));
    this.x = xloc;
    this.y = -yloc;
    this.dy = yspeed;
    this.fontSize = fontSize;
    if (j == 0)
        this.color = "white";
    else
        this.color = "green";

}


function Draw() {
    context.globalCompositeOperation = "source-over";
    context.fillStyle = "rgba(0,0,0,0.9)";
    context.fillRect(0, 0, cW, cH);
    context.globalCompositeOperation = "lighter";

    for (var k = 0; k <= charArray.length; k++) {
        for (var m = 0; m < charArray[k].length; m++) {
            var charObject = charArray[k][m];
            context.fillStyle = charObject.color;
            context.font = "bold "+charObject.fontSize+"px Arial";
            context.fillText(charObject.text, charObject.x, charObject.y);
            context.fill();

            //incrementing the y-ccordinate for next frame. Which gives the moving effect.
            charObject.y += charObject.dy;

            //redrawing the array once it goes out of the canvas.
            if (charObject.y > cH) { charObject.y = 0; }
        }
    }
}
//call the Draw function after every 20 miliseconds.
setInterval(Draw, 20);
  
}
            
          
!
999px
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