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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

HTML

            
              canvas#canvas
            
          
!

CSS

            
              html, body {
  height: 100%;
  margin: 0;
  overflow: hidden;
  padding: 0;
}
            
          
!

JS

            
              const canvas = document.getElementById('canvas'),
      ctx = canvas.getContext('2d');

let h = {},
    /** 
      The colors had to be put into global variables because Babel doesn't transpile Object.assign() and some browsers still don't have it!
    */
    colBG = '0, 0, 0',
    colFill = '123, 0, 123',
    colStroke = '123, 0, 123';

function rgba (rgb, a) {
  console.log(rgb);
  console.log(a);
  return 'rgba(' + rgb + ',' + a + ')'
}

/**
  A factory function to create the main object to hold the hexagon canvas and whatnot.
  Terribly convoluted for something so simple :D
*/
function createHexagonCanvas () {
  let c = {},
      sides = 6,
      angle = (Math.PI * 2) / sides;
  
  c.canvas = document.createElement('canvas');
  c.ctx = c.canvas.getContext('2d');
  c.size = canvas.width / 8;

  c.canvas.width = c.size * 2;
  c.canvas.height = ((Math.sqrt(3) / 2) * c.size) * 6;
  
  c.points = createPoints();
  
  drawTop();

  /**
    Draw the 'sides' at the front of the hexagon.
  */
  //right
  drawSide(0, 1, colFill);
  //front
  drawSide(1, 2);
  //left
  drawSide(2, 3);
  
  return c;
  
  /**
    Creates the 6 points for the top of the hexagon (and for the top of the sides).
  */
  function createPoints () {
    var points = [];
    for (let p = 0; p < sides; p += 1) {
      points.push({
        x: (c.canvas.width / 2) + c.size * Math.cos(p * angle),
        y: (c.canvas.height / 2) + c.size * Math.sin(p * angle) * .333,
      });
    }
    return points;
  }
  
  function drawTop () {
    c.ctx.lineWidth = 2;
    c.ctx.linecap = 'butt';
    //top
    c.ctx.beginPath();
    c.points.forEach((p, i) => {
      if (i === 0) {
        c.ctx.moveTo(p.x, p.y);
      }
      c.ctx.lineTo(p.x, p.y);
    });
    c.ctx.closePath();
    c.ctx.fillStyle = rgba(colBG, 1);
    c.ctx.fill();
    c.ctx.fillStyle = rgba(colFill, .555);
    c.ctx.fill();
    c.ctx.strokeStyle = rgba(colStroke, 1);
    c.ctx.stroke();    
  }

  function drawSide (from, to, col) {
    c.ctx.save();
    c.ctx.beginPath();
    c.ctx.moveTo(c.points[from].x, c.points[from].y);
    c.ctx.lineTo(c.points[from].x, c.points[from].y + c.size * 3);
    c.ctx.lineTo(c.points[to].x, c.points[to].y + c.size * 3);
    c.ctx.lineTo(c.points[to].x, c.points[to].y);
    c.ctx.closePath();
    c.ctx.fillStyle = rgba(colBG, 1);
    c.ctx.fill();
    c.ctx.fillStyle = rgba(colFill, .777 - (1 / to));
    c.ctx.fill();
    c.ctx.strokeStyle = rgba(colStroke, 1);
    c.ctx.stroke();
    c.ctx.restore();
  }
}

/**
  Creates the points for where each hexagon will be drawn.
*/
function populateHexagons () {
  let hexagons = [],
      tempArr = [];
  
  for (let j = -6; j < (canvas.height / h.canvas.height) * 6; j += 1) {
    tempArr = [];
    for (let i = -1; i < (canvas.width / h.canvas.width); i += 1) {
      tempArr.push({
        x: (j % 2 === 0) ? (i * (h.canvas.width * 1.5)) + 3 * (h.canvas.width / 4) : i * (h.canvas.width * 1.5), 
        y: j * (h.canvas.height / 6),
      });
    }
    hexagons.push(tempArr);
  }

  return hexagons;
}

let counter = 0;

/**
  The 'draw loop' which draws the hexagon block canvas in rows across, and columns down, the main canvas.
*/
function loop () {
  ctx.save();
  /**
    No need to draw a background as the hexagon block canvas' cover the entire main canvas
  */
  //ctx.fillStyle = rgba(colBG, 1);
  //ctx.fillRect(0, 0, canvas.width, canvas.height);
  
  //draw
  h.hexList.forEach((arr, i) => {
    arr.forEach((hex, j) => {
      /**
        Draws the hexagon block canvas to the points held by the main object.
        The 'y' (vertical point) fluctuates via a cosine wave which is generated by a combination of which horizontal row the block is on, and by a non-local 'counter' variable.
        Including the row index 'i', ensures that each row is at a different point on the cosine wave. It is subtracted from the counter so that the wave of blocks appears to move down the screen.
      */
      ctx.drawImage(h.canvas, hex.x, hex.y + (h.size / 2 * Math.cos(counter - i)));
    });
  });
  
  counter += 0.01;
  
  requestAnimationFrame(loop);
}

/**
  IIFE which sizes the canvas to the body, creates and assigns the main object and begins the loop.
*/
void (function init () {
  let bodyRect = document.body.getBoundingClientRect();
  
  canvas.width = bodyRect.width;
  canvas.height = bodyRect.height;
  
  ctx.fillRect(0, 0, canvas.width, canvas.height);

  //Object.assign doesnt work on current android chrome / webkit mobile browsers
  //h = Object.assign(h, createHexagonCanvas());
  h = createHexagonCanvas();

  h.hexList = populateHexagons();
  
  loop();
})();
            
          
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999px

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