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HTML

              
                
              
            
!

CSS

              
                body
	margin: 0
	background: #000
	overflow: hidden
	min-height: 100%
canvas
	position: absolute
	top: 50%
	left: 50%
	transform: translateX(-50%) translateY(-50%)

              
            
!

JS

              
                const hexRadius = 20;
const hexLineWeight = 2;
const hexMargin = 2;
const drawHex = false;
const drawPoints = false;
const drawStraightLines = false;
const drawCurves = true;
const drawBoids = false;

const boidInitialVelocity = 4;
const boidMaxVelocity = 5;
const boidAvoidanceDist = hexRadius * 1.5;
const boidAvoidanceScalar = 0.02;
const boidCohesionDist = hexRadius * 2;
const boidCohesionScalar = 0.002;
const boidAlignDist = hexRadius * 3;
const boidAlignScalar = 0.1;

let hexHeight, hexWidth, columns, rows;
let hexagons = [];
let boids = [];
let boidCount = 200;

function setup() {
  hexWidth = hexRadius * 2;
  hexHeight = Math.sqrt(3)*hexRadius;
  columns = Math.ceil(window.innerWidth / (hexRadius * 3));
  rows = Math.ceil(window.innerHeight / (hexHeight / 2)) + 1;
  
  createCanvas((columns + 1/4) * (hexRadius * 3), (rows + 1) * (hexHeight / 2));
  frameRate(60);
  fill(255, 100);
  stroke(255);
  strokeWeight(5);
  noStroke();
  
  // initialise 2D array of hexagons
  for (let x = 0; x < columns; x++) {
    hexagons.push([]);
    for (let y = 0; y < rows; y++) {
      const active = Math.round(random()*0.6);
      hexagons[x].push(new Hex(x, y, active));
    }
  }
  // neighbouring needs to be done after they're all initialised
  for (let x = 0; x < columns; x++) {
    for (let y = 0; y < rows; y++) {
      hexagons[x][y].initialiseNeighbours(x, y);
    }
  }
  
  // initialise boids
  for (let i = 0; i < boidCount; i++) {
    boids.push(new Boid(i));
  }
}

function draw() {
  background(0);
  for (let y = 0; y < rows; y++) {
    for (let x = 0; x < columns; x++) {
      let hex = hexagons[x][y];
      hex.draw();
      hex.checkActive();
    }
  }
  if (drawBoids) {
    for (let i = 0; i < boidCount; i++) {
      boids[i].draw();
    }
  }
  update();
}

function update() {
  for (let y = 0; y < rows; y++) {
    for (let x = 0; x < columns; x++) {
      let hex = hexagons[x][y];
      hex.updateActive();
    }
  }
  for (let i = 0; i < boidCount; i++) {
    boids[i].update();
  }
}


class Boid {
  constructor(i) {
    this.i = i;
    
    // establish pixel position
    this.pos = createVector(random(0, width), random(0, height));
    
    // establish random unit velictiy
    this.vel = p5.Vector.random2D().mult(boidInitialVelocity);
  }
  
  draw() {
    fill(255);
    ellipse(this.pos.x, this.pos.y, 5, 5);
  }
  
  update() {

		this.separate();
		this.cohesion();
		this.align();

		this.vel.limit(boidMaxVelocity);
    this.pos.add(this.vel);
    
    this.borders();
  
  }
  
  
  separate() {
		let result = createVector(0, 0);

		// loop through other boids
		for (let i = 0; i < boidCount; i++) {
			const other = boids[i];
			const dist = this.pos.dist(other.pos);
			// allow for other == this
			if (dist < boidAvoidanceDist && dist > 0) {
			result.sub(p5.Vector.sub(other.pos, this.pos));
			}
		}

		result.mult(boidAvoidanceScalar);
		this.vel.add(result);
  }
  
  
  cohesion() {
		let result = createVector(0, 0);
		let numNeighbours = 0;

		// loop through other boids
		for (let i = 0; i < boidCount; i++) {
			const other = boids[i];
			const dist = this.pos.dist(other.pos);
			// allow for other == this
			if (dist < boidCohesionDist && dist > 0) {
			result.add(other.pos);
			numNeighbours++;
			}
		}

		if (numNeighbours == 0) return;

		result.div(numNeighbours);
		result.sub(this.pos);
		result.mult(boidCohesionScalar);
		this.vel.add(result);
  }
  
  
  align() {
		let result = createVector(0, 0);
		let numNeighbours = 0;

		// loop through other boids
		for (let i = 0; i < boidCount; i++) {
			const other = boids[i];
			const dist = this.pos.dist(other.pos);
			// allow for other == this
			if (dist < boidAlignDist && dist > 0) {
			result.add(other.vel);
			numNeighbours++;
			}
		}

		if (numNeighbours == 0) return;

		result.div(numNeighbours);
		result.mult(boidAlignScalar);
		this.vel.add(result);
  }
  
  // reappear on the other edge
  borders() {
    
			// right
		if (this.pos.x > width) {
			this.pos.x = 0;
		}

			// left
		if (this.pos.x < 0) {
			this.pos.x = width;
		}

			// bottom
		if (this.pos.y > height) {
			this.pos.y = 0; 
		}

			// top
		if (this.pos.y < 0) {
			this.pos.y =height;
		}
  }
}


class Hex {
  constructor(x, y, active) {
    
    // establish grid position
    this.pos = createVector(x, y);
    
    // establish pixel position
    this.pixelPos = createVector(0, 0);
    this.pixelPos.x = hexWidth * (1.5 * x + 0.5 + y % 2 * 0.75);
    this.pixelPos.y = hexHeight * (y * 0.5 + 0.5);
    
    // establish state
    this.active = active;
    this.nextActive = false;
    
    // establish neighbours
    this.neighbours = [];
    
    // chose random layout for dense (5/6 neighbours) display
    // 1, 2, 3
    this.denseLayout = Math.ceil(random(3));
  }
  
  initialiseNeighbours(x, y) {
    let n = [false, false, false, false, false, false];
    const odd = y%2;
    
    // above
    if (y >= 2) {
      n[0] = hexagons[x][y-2];
    }
    
    // top right
    if (y >= 1) {
      if (!odd || x < columns-1) {
        n[1] = hexagons[x+odd][y-1];
      }
    }
    
    // bottom right
    if (y < rows-1) {
      if (!odd || x < columns-1) {
        n[2] = hexagons[x+odd][y+1];
      }
    }
    
    // bottom
    if (y < rows-2) {
      n[3] = hexagons[x][y+2];
    }
    
    // bottom left
    if (y < rows-1) {
      if (odd || x >= 1) {
        n[4] = hexagons[x-1+odd][y+1];
      }
    }
    
    // top left
    if (y >= 1) {
      if (odd || x >= 1) {
        n[5] = hexagons[x-1+odd][y-1];
      }
    }

    this.neighbours = n;
  }
  
  updateActive() {
    this.active = this.nextActive;
  }
  
  countActiveNeighbours() {
    let activeNeighbours = 0;
    for (let i = 0; i < 6; i++) {
      if (this.neighbours[i] && this.neighbours[i].active) {
        activeNeighbours++;
      }
    }
    return activeNeighbours;
  }
  
  getActiveNeighbours() {
    let activeNeighbours = [];
    for (let i = 0; i < 6; i++) {
      if (this.neighbours[i] && this.neighbours[i].active) {
        activeNeighbours.push(true);
      } else {
        activeNeighbours.push(false);
      }
    }
    return activeNeighbours;
  }
  
  checkActive() {
    this.nextActive = false;
    
    // loop through every boid and check target pos
    // appoximate by checking whether it's within the outer radius of the hexes
    for (let i = 0; i < boidCount; i++) {
      var boidPos = boids[i].pos;
      if (boidPos.dist(this.pixelPos) < hexRadius) {
        this.nextActive = true;
      }
    }
  }
  
  checkNeighbours() {
    return true;
  }
  
  draw() {
    
    push();
    translate(this.pixelPos.x, this.pixelPos.y);
    
    // draw hexagon
    noStroke();
    if (this.active) {
      let activeNeighbours = this.countActiveNeighbours();
      fill(80-10*activeNeighbours, 20+40*activeNeighbours, 130+180*activeNeighbours, 100);
    } else {
      fill(0, 40);
    }
    if (drawHex) {
      beginShape();
      for (let i = 0; i < 6; i++) {
        vertex((hexRadius-hexMargin/2)*cos(i*Math.PI/3), (hexRadius-hexMargin/2)*sin(i*Math.PI/3));
      }
      endShape(CLOSE);
    }
    
    // draw shapes
    if (this.active) {
      let activeNeighboursCount = this.countActiveNeighbours();
      let activeNeighbours = this.getActiveNeighbours();
      stroke(255);
      strokeWeight(hexLineWeight);
      noFill();
      
      // no neighbours
      if (activeNeighboursCount == 0) {
        if (drawPoints) {
          point(0, 0);
          // ellipse(0, 0, hexRadius/2);
        }
      }
      
      // one neighbour
      else if (activeNeighboursCount == 1) {
        if (drawStraightLines) {
          var pos = getEdgePos(activeNeighbours.indexOf(true));
          line(0, 0, pos.x, pos.y);
        }
      }
      
      // five neighbours
      else if (activeNeighboursCount == 5) {
        if (drawCurves) {
          let skipped = activeNeighbours.indexOf(false);
          if (this.denseLayout == 3) {
            // connect edges to adjacent edges
            for (var i = skipped; i < 5 + skipped; i++) {
              var pos1 = getEdgePos(i);
							if (i == skipped) {
								pos1 = getEdgePos((i+5) % 6);
							}
              var pos2 = getEdgePos((i+1) % 6);
              drawCurveThroughOrigin(pos1, pos2);
            }
          }
          else if (this.denseLayout == 2) {
						// batman logo
						// curve between two adjacent to skipped one
						let pos1 = getEdgePos((skipped+5) % 6);
						let pos2 = getEdgePos((skipped+1) % 6);
						drawCurveThroughOrigin(pos1, pos2);
						// connect other 3 to eachother
						let pos3 = getEdgePos((skipped+2) % 6);
						let pos4 = getEdgePos((skipped+3) % 6);
						let pos5 = getEdgePos((skipped+4) % 6);
						drawCurveThroughOrigin(pos3, pos4);
						drawCurveThroughOrigin(pos4, pos5);
          }
          else if (this.denseLayout == 1) {
						// evil M
						let pos1 = getEdgePos((skipped+1) % 6);
						let pos2 = getEdgePos((skipped+2) % 6);
						let pos3 = getEdgePos((skipped+3) % 6);
						let pos4 = getEdgePos((skipped+4) % 6);
						let pos5 = getEdgePos((skipped+5) % 6);
						// curve the two skipped-adjacent edges to the opposite edge
						drawCurveThroughOrigin(pos1, pos3);
						drawCurveThroughOrigin(pos5, pos3);
						// curve the other two edges to the skipped-adjacent edges
						drawCurveThroughOrigin(pos1, pos2);
						drawCurveThroughOrigin(pos5, pos4);
          }
        }
      }
      
      // full house
      else if (activeNeighboursCount == 6) {
        if (drawCurves) {
          if (this.denseLayout == 3) {
            // connect edges to adjacent edges
            for (var i = 0; i < 6; i++) {
              var pos1 = getEdgePos(i);
              var pos2 = getEdgePos((i+1) % 6);
              drawCurveThroughOrigin(pos1, pos2);
            }
          }
          else {
            // pair edges with adjacent edges
            for (var i = this.denseLayout - 1; i < 6; i+=2) {
              var pos1 = getEdgePos(i);
              var pos2 = getEdgePos((i+1) % 6);
              drawCurveThroughOrigin(pos1, pos2);
            }
          }
        }
      }
      
      // three or four neighbours
      else {
        if (drawCurves) {
          for (var i = 0; i < 6; i++) {
            if (activeNeighbours[i]) {
              for (var j = i+1; j < 6; j++) {
                if (activeNeighbours[j]) {
                  var pos1 = getEdgePos(i);
                  var pos2 = getEdgePos(j);
                  drawCurveThroughOrigin(pos1, pos2);
                }
              }
            }
          }
        }
      }
    }
    pop();
  }
}

function drawCurveThroughOrigin(pos1, pos2) {
  beginShape();
  vertex(pos1.x, pos1.y);
  quadraticVertex(0, 0, pos2.x, pos2.y);
  endShape();
}

function getEdgePos(i) {
  var pos = createVector(0, -hexHeight/2);
  pos.rotate(i*Math.PI/3);
  return pos;
}

              
            
!
999px

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