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HTML

              
                
              
            
!

CSS

              
                body
  background: #000
  margin: 0
  overflow: hidden
              
            
!

JS

              
                var canvas,
		c;
var dots = [];
var dot_count = 40;
var dot_radius = 2;
var dot_stroke_color = hsla(0,50,100,0.8);
var dot_stroke_weight = 5;
var dot_speed = 3;
var dot_speed_max = 4;
var dot_speed_min = 1;
var dot_turn = 2;
var dot_gravity = 0.000;
var dot_avoidance_distance = 70;
var dot_avoidance_strength = 0.6;

var	screenWidth = window.innerWidth;
var screenHeight = window.innerHeight;
var screenMin = (screenWidth < screenHeight) ? screenWidth : screenHeight;



img = new Image();
img.src = 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/2361/dot.png'; 


function setup() {
  frameRate = 30;
  setupCanvas();
  makeDots(dot_count);
}

function makeDots(count) {
  for(var i = 0; i < count; i++) {
    var r = randomInteger(0,screenMin*0.4);
    var d = randomInteger(0,360);
    dots.push(new Dot(r, d, i));
  }
}

function draw() {
  c.clearRect(-screenWidth/2, -screenHeight/2, screenWidth, screenHeight);
	
	c.strokeStyle = dot_stroke_color;
  c.lineWidth = dot_stroke_weight;
  for(var i = 0; i < dots.length; i++) {
    var dot = dots[i];
    dot.update(canvas);
    dot.draw(c);
  }
}

function setupCanvas() {

  canvas = document.createElement('canvas');
  c = canvas.getContext('2d');
  canvas.width = screenWidth;
  canvas.height = screenHeight;
  document.body.appendChild(canvas);
  c.globalCompositeOperation = "lighter";
	
  c.translate(screenWidth/2, screenHeight/2);
}


Dot = function(r, d, index) {

	var pos = this.pos = new Vector2(r,0).rotate(d);
	var vel = this.vel = new Vector2(dot_speed,0);
	var ang = this.ang = 180-pos.angle();
	var dir = this.dir = randomInteger(0,1);
	var index = this.index;
	
	vel.rotate(ang);
	
  this.update = function(canvas) {
		
		// randomly change clockwiseness
		if (randomInteger(0,100) == 0) {
			dir = (dir == 1) ? 0 : 1;
		}
		
		// rotate
		if (dir) {
			vel.rotate(dot_turn);
		} else {
			vel.rotate(-dot_turn);
		}
		
		// gravity
		var change_gravity = new Vector2(pos.x*dot_gravity,pos.y*dot_gravity);
		vel.minusEq(change_gravity);
		
		// dot avoidance
		for (var i = 0; i < dots.length; i++) {
			var adot = dots[i];
			if (i != this.index) {
				var delta = adot.pos.minusNew(this.pos);
				var delta_mag = Math.sqrt((delta.x*delta.x)+(delta.y*delta.y));
				if (delta_mag < dot_avoidance_distance) {
					delta.multiplyEq((dot_avoidance_distance-delta_mag)/dot_avoidance_distance*dot_avoidance_strength);
					pos.minusEq(delta);
				}
			}
		}
		
		// edge avoidance
		if (pos.x > screenWidth*0.4) {
			vel.x += -0.3;
		} else if (pos.x < -screenWidth*0.4) {
			vel.x += 0.3;
		}
		if (pos.y > screenHeight*0.4) {
			vel.y += -0.3;
		} else if (pos.y < -screenHeight*0.4) {
			vel.y += 0.3;
		}
		
		// min and max speeds
		var mag = Math.sqrt((vel.x*vel.x)+(vel.y*vel.y));
		if (mag < dot_speed_min) {
			vel.multiplyEq(dot_speed_min/mag);
		} else if (mag > dot_speed_max) {
			vel.multiplyEq(dot_speed_max/mag);
		}
		
		
		// add velocity to position
		pos.plusEq(vel);
  };

  this.draw = function(c) {
		
		
		// save the current canvas state
		c.save(); 
		
		// move to where the particle should be
		c.translate(pos.x, pos.y);
		
		// scale it dependent on the size of the particle
		var s = 0.8;
		c.scale(s,s);
						
		//c.rotate(ang);
		// move the draw position to the center of the image
		c.translate(img.width*-0.5, img.width*-0.5);
		
		// set the composition mode
		c.globalCompositeOperation = this.compositeOperation;
				
		// and draw it! 
		c.drawImage(img,0,0);
		
		// and restore the canvas state
		c.restore();
		
		
  };

};

              
            
!
999px

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