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 is required to process package imports. If you need a different preprocessor remove all packages first.

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

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

              
                
              
            
!

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() {
		// randomise layout if hex is becoming active
		if (!this.active && this.nextActive) {
			this.denseLayout = Math.ceil(random(3));
		}
    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);
        }
      }
			
      // two or three neighbours
      else if (activeNeighboursCount == 2 || activeNeighboursCount == 3) {
        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);
                }
              }
            }
          }
        }
      }
      
      // four neighbours
      else if (activeNeighboursCount == 4) {
        if (drawCurves) {
          let skipped1 = activeNeighbours.indexOf(false);
					let skipped2 = activeNeighbours.slice(skipped1+1).indexOf(false) + skipped1 + 1;
					
					// make list of active edge positions
					var positions = [];
					for (let i = 0; i < 6; i++) {
						if (i != skipped1 && i != skipped2) {
							positions.push(getEdgePos(i));
						}
					}
					
					// skips are adjacent
					if (skipped2 - skipped1 == 1) {
						if (this.denseLayout == 3) {
							// connect edges to adjacent edges
              drawCurveThroughOrigin(positions[0], positions[1]);
              drawCurveThroughOrigin(positions[1], positions[2]);
              drawCurveThroughOrigin(positions[2], positions[3]);
            }
            else if (this.denseLayout == 2) {
              // cross over curves
              drawCurveThroughOrigin(positions[0], positions[2]);
              drawCurveThroughOrigin(positions[1], positions[3]);
            }
            else {
              // pair edges with adjacent edges
              drawCurveThroughOrigin(positions[0], positions[1]);
              drawCurveThroughOrigin(positions[2], positions[3]);
						}
					}
					
					// 1 and 3 situation
					// or 2 and 2
					else {
						if (this.denseLayout == 3) {
							// connect edges to adjacent edges
              drawCurveThroughOrigin(positions[0], positions[1]);
              drawCurveThroughOrigin(positions[1], positions[2]);
              drawCurveThroughOrigin(positions[2], positions[3]);
              drawCurveThroughOrigin(positions[3], positions[0]);
						}
            else if (this.denseLayout == 2) {
              // pair edges with adjacent edges
              drawCurveThroughOrigin(positions[3], positions[0]);
              drawCurveThroughOrigin(positions[1], positions[2]);
            }
            else {
              // pair edges with adjacent edges alt
              drawCurveThroughOrigin(positions[0], positions[1]);
              drawCurveThroughOrigin(positions[2], positions[3]);
						}
					}
				}
			}
      
      // 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 (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);
            }
          }
        }
      }
      
    }
    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

Console