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HTML

              
                ul.keyboard
	img.keyboard__icon(src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/2361/keyboard.svg")
	li.keyboard__item
		| wipe the board
		span.keyboard__key W
	li.keyboard__item
		| kill all agents
		span.keyboard__key Q
	li.keyboard__item
		| toggle agent visibiity
		span.keyboard__key T
	li.keyboard__item
		| add a creator
		span.keyboard__key C
	li.keyboard__item
		| add a destroyer
		span.keyboard__key D
	li.keyboard__item
		| pause/unpause agents
		span.keyboard__key Space
              
            
!

CSS

              
                @import url('https://fonts.googleapis.com/css?family=Ubuntu+Mono');
body {
	margin: 0;
	background: #000;
	overflow: hidden;
	min-height: 100%;
	font-family: 'Ubuntu Mono', monospace;
}
canvas {
	position: absolute;
	top: 50%;
	left: 50%;
	transform: translateX(-50%) translateY(-50%);
	cursor: pointer;
}
.keyboard {
	position: absolute;
	overflow: hidden;
	list-style: none;
	z-index: 1;
	bottom: 0;
	right: 0;
	padding: 0.2em 1em 1em;
	margin: 0;
	max-height: 2.6em;
	max-width: 3.6em;
	text-align: right;
	font-size: 12px;
	background-color: rgba(#000, 0);
	color: #fff;
	opacity: 0.4;
	border-top-left-radius: 5px;
	transition: opacity 0.3s ease, background-color 0.2s ease, max-height 0.3s ease-in-out, max-width 0s 0.3s ease-in-out;
	&:hover {
		transition: opacity 0.3s ease, background-color 0.2s ease, max-height 0.3s ease-in-out, max-width 0s 0s ease-in-out;
		max-height: 20em;
		max-width: 20em;
		opacity: 1;
		background-color: rgba(#000, 0.7);
	}
	&__icon {
		width: 3.4em;
		height: 3.4em;
		cursor: pointer;
	}
	&__item {
		margin: 0.5em 0 0;
	}
	&__key {
		display: inline-block;
		min-width: 3em;
		text-align: center;
		background: rgba(#fff, 0.2);
		border-radius: 2px;
		padding: 0.2em;
		margin: -0.2em 0 0 1em;
	}
}
              
            
!

JS

              
                // Variables
//======================================

const hexRadius = 18;          // from center to one of the points
const hexLineWeight = 1;       // thickness of drawing line
const hexDoubleLineOffset = 6; // space between double lines
const hexMargin = 2;           // space around hexagons
const drawHex = true;          // draw hexagon background
const drawLines = true;        // draw all the lines
const drawPoints = false;      // also draw lone double active hexagons as circles
const zenoSway = 0.2;          // hexagon background colour transition scalar

// start with 1 creator and 3 destroyers
let creatorCount = 1;
let destroyerCount = 3;
let drawAgents = true;         // colour in agent hexagons red/white
let agentsMoving = true;       // animating the agents, toggled with spacebar

let hexHeight, hexWidth, columns, rows;
let hexagons = [];
let agents = [];


// Helper Functions
//======================================

function drawHexagon(pixelPos) {
  // draws hexagon with the center pixelPos
  push();
    translate(pixelPos.x, pixelPos.y);
    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);
  pop();
}

function getEdgePos(i, offset) {
  // return position of this edge of the hexagon
  // if (offset == 1) clockwise from middle edge
  // if (offset == 0) middle of edge
  // if (offset == -1) anti-clockwise from middle edge
  var pos = createVector(offset*hexDoubleLineOffset*0.5, -hexHeight/2);
  pos.rotate(i*Math.PI/3);
  return pos;
}

function wrap6(num) {
  // -1 => 5
  // 0 => 0
  // 5 => 5
  // 6 => 0
  // 7 => 1
  return (num+6) % 6;
}


// Setup
//======================================

function setup() {
  // calculate width and height of hexagons
  hexWidth = hexRadius * 2;
  hexHeight = Math.sqrt(3)*hexRadius;
  
  // set rows and columns to overlap page edge
  columns = Math.ceil(window.innerWidth / (hexRadius * 3));
  rows = Math.ceil(window.innerHeight / (hexHeight / 2)) + 1;
  
  // set up canvas
  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++) {
      hexagons[x].push(new Hex(x, y));
    }
  }
  // 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 agents
  for (let i = 0; i < creatorCount + destroyerCount; i++) {
    let creator = (i < creatorCount) ? true : false;
    agents.push(new Agent(creator));
  }
}


// Global Draw
//======================================

function draw() {
  background(25);
  
  // important to draw all hexagons before lines to avoid overlap
  if (drawHex) {
    for (let y = 0; y < rows; y++) {
      for (let x = 0; x < columns; x++) {
        hexagons[x][y].drawHex();
      }
    }
  }
  
  if (drawAgents) {
    for (let i = 0; i < creatorCount + destroyerCount; i++) {
      agents[i].draw();
    }
  }
  
  if (drawLines) {
    for (let y = 0; y < rows; y++) {
      for (let x = 0; x < columns; x++) {
        hexagons[x][y].drawLines();
      }
    }
  }
  update();
}


// Global Update
//======================================

function update() {
	if (agentsMoving) {
		for (let i = 0; i < creatorCount + destroyerCount; i++) {
			agents[i].update();
		}
	}
  for (let y = 0; y < rows; y++) {
    for (let x = 0; x < columns; x++) {
      hexagons[x][y].update();
    }
  }
}


// Agent Class
//======================================

class Agent {
  constructor(creator) {
    // randomly place near centre of screen
    this.x = Math.round(columns * (0.3 + random(0.4)));
    this.y = Math.round(rows * (0.3 + random(0.4)));
    
    // set random direction 0-5
    this.dir = Math.floor(random(0, 6));
    
    // set its morality
    this.creator = creator;
  }
  
  draw() {
    noStroke();
    if (this.creator) {
      fill(255, 30);
    } else {
      fill(255, 0, 100, 40);
    }
    // grab pixel position from corresponding hexagon
    drawHexagon(hexagons[this.x][this.y].pixelPos);
  }
  
  update() {
    // get current hexagon by x, y
    var curHex = hexagons[this.x][this.y];
    
    // increment or decrement activity
    // if creator and not double active
    if (this.creator) {
      if (curHex.nextActive < 2) { 
        curHex.nextActive++;
      }
    }
    // if destroyer and active
    else {
      if (curHex.nextActive > 0) { 
        curHex.nextActive--;
      }
    }
    
    // randomly chose direction -1 to 1
    this.dir += -1 + Math.floor(random(3));
    // make direction wrap around 0-5
    this.dir = wrap6(this.dir);
    
    // get next hexagon from current's neighbours
    var nextHex = curHex.neighbours[this.dir];
    
    // if next hexagon doesn't exist turn around
    if (nextHex === false) {
      this.dir = wrap6(this.dir + 3);
      nextHex = curHex.neighbours[this.dir];
      // if that doesn't work it's a corner
      // return and try again next round
      if (nextHex === false) return;
    }
    
    // update x and y from next hexagon
    this.x = nextHex.pos.x;
    this.y = nextHex.pos.y;
  }
}


// Hexagon Class
//======================================

class Hex {
  constructor(x, y) {
    
    // 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
    // active can be 0, 1, 2
    // double active results in double lines
    this.active = 0;
    this.nextActive = 0;
    
    // establish neighbours
    this.neighbours = [];
    
    // chose random layout (1-3) for dense (4/5/6 neighbours) display
    // regenerated when hex goes from inactive to active
    this.denseLayout = Math.ceil(random(3));
    
    // lazily updating count of active neighbours
    // used to colour hexagons
    this.zenosNeighbours = 0;
  }
  
  initialiseNeighbours(x, y) {
    // initialise neighbours called after all hexagons are constructed
    // because otherwise the hexagons array isn't full yet
    // lots of conditionals to allow for edge hexagons
    
    // start with array of falses
    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;
  }
  
  update() {
    // randomise layout if hex is becoming active
    if (!this.active && this.nextActive) {
      this.denseLayout = Math.ceil(random(3));
    }
    
    // update active from next active
    this.active = this.nextActive;
    
    // lazily update zenosNeighbours
    // zenosNeighbours lazily equals the amount of active neighbours (0-6)
    // plus the currect active state (0-2)
    if (this.zenosNeighbours == 0) {
      // make accurate if 0
      this.zenosNeighbours = this.countActiveNeighbours() + this.active;
    } else {
      this.zenosNeighbours = this.zenosNeighbours*(1-zenoSway) + zenoSway*(this.countActiveNeighbours() + this.active);
    }
  }
  
  countActiveNeighbours() {
    // returns number of active neighbours
    let activeNeighbours = 0;
    for (let i = 0; i < 6; i++) {
      if (this.neighbours[i] && this.neighbours[i].active) {
        activeNeighbours++;
      }
    }
    return activeNeighbours;
  }
  
  getActiveNeighbours() {
    // returns array of booleans for active neighbours
    let activeNeighbours = [];
    for (let i = 0; i < 6; i++) {
      // if neighbour exists and is active
      if (this.neighbours[i] && this.neighbours[i].active) {
        activeNeighbours.push(true);
      } else {
        activeNeighbours.push(false);
      }
    }
    return activeNeighbours;
  }
  
  drawHex() {
    // called in global draw
    noStroke();
    let brightness = this.zenosNeighbours;
    fill(5*brightness,
         6*Math.pow(brightness, 1.6),
         16*brightness);
    if (!this.active) fill(0);
    drawHexagon(this.pixelPos);
  }

  drawLines() {
    // called in global draw
    push();
    translate(this.pixelPos.x, this.pixelPos.y);
    if (this.active) { // truthy
      let activeNeighboursCount = this.countActiveNeighbours();
      let activeNeighbours = this.getActiveNeighbours();
      stroke(255);
      strokeWeight(hexLineWeight);
      noFill();
      
      // no neighbours
      if (activeNeighboursCount == 0) {
        if (drawPoints && this.active == 2) {
          ellipse(0, 0, hexDoubleLineOffset);
        }
      }
      
      // one neighbour
      else if (activeNeighboursCount == 1) {
        let activeEdge = activeNeighbours.indexOf(true);
        let activeNeighbour = this.neighbours[activeEdge];
        // if it is double active
        // or the active neighbour is double active
        if (activeNeighbour.active == 2 ||
           this.active == 2) {
          // if drawPoints is inactive the neighbour must have > 1 active neighbour
          // to avoid ellipses on an active edge
          if (drawPoints || activeNeighbour.countActiveNeighbours() > 1) {
            // get two edge points
            var pos1 = getEdgePos(activeEdge, 1);
            var pos2 = getEdgePos(activeEdge, -1);
            // get two control points
            var control1 = createVector(hexDoubleLineOffset*0.5, -hexHeight/2+hexDoubleLineOffset).rotate(activeEdge*Math.PI/3);
            var control2 = createVector(-hexDoubleLineOffset*0.5, -hexHeight/2+hexDoubleLineOffset).rotate(activeEdge*Math.PI/3);
            // draw bezier curve for arc cap
            beginShape();
            vertex(pos1.x, pos1.y);
            bezierVertex(control1.x, control1.y, control2.x, control2.y, pos2.x, pos2.y);
            endShape();
          }
        }
      }
      
      // two or three neighbours
      else if (activeNeighboursCount == 2 || activeNeighboursCount == 3) {
        // link up all the active neighbours
        for (var i = 0; i < 6; i++) {
          if (activeNeighbours[i]) {
            for (var j = i+1; j < 6; j++) {
              if (activeNeighbours[j]) {
                this.drawCurveBetweenEdges(i, j);
              }
            }
          }
        }
      }
      
      // four neighbours
      else if (activeNeighboursCount == 4) {
        // get the index of each inactive edge
        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(i);
          }
        }

        // skips are adjacent
        if (skipped2 - skipped1 == 1) {
          if (this.denseLayout == 3) {
            // connect edges to adjacent edges, ignore straight line
            this.drawCurveBetweenEdges(positions[0], positions[1]);
            this.drawCurveBetweenEdges(positions[1], positions[2]);
            this.drawCurveBetweenEdges(positions[2], positions[3]);
          }
          else if (this.denseLayout == 2) {
            // cross over curves
            this.drawCurveBetweenEdges(positions[0], positions[2]);
            this.drawCurveBetweenEdges(positions[1], positions[3]);
          }
          else {
            // pair edges with adjacent edges
            this.drawCurveBetweenEdges(positions[0], positions[1]);
            this.drawCurveBetweenEdges(positions[2], positions[3]);
          }
        }

        // 1 and 3 situation
        // or 2 and 2
        else {
          if (this.denseLayout == 3) {
            // connect edges to adjacent edges
            this.drawCurveBetweenEdges(positions[0], positions[1]);
            this.drawCurveBetweenEdges(positions[1], positions[2]);
            this.drawCurveBetweenEdges(positions[2], positions[3]);
            this.drawCurveBetweenEdges(positions[3], positions[0]);
          }
          else if (this.denseLayout == 2) {
            // pair edges with adjacent edges
            this.drawCurveBetweenEdges(positions[3], positions[0]);
            this.drawCurveBetweenEdges(positions[1], positions[2]);
          }
          else {
            // pair edges with opposite adjacent edges
            this.drawCurveBetweenEdges(positions[0], positions[1]);
            this.drawCurveBetweenEdges(positions[2], positions[3]);
          }
        }
      }
      
      // five neighbours
      else if (activeNeighboursCount == 5) {
        let skipped = activeNeighbours.indexOf(false);
        if (this.denseLayout == 3) {
          // connect edges to adjacent edges
          for (var i = skipped; i < 5 + skipped; i++) {
            var edge1 = (i == skipped) ? i+5 : i;
            this.drawCurveBetweenEdges(edge1, i+1);
          }
        }
        else if (this.denseLayout == 2) {
          // batman logo
          // curve between the two skipped-adjacent edges
          this.drawCurveBetweenEdges(skipped+1, skipped+5);
          // connect other 3 to eachother
          this.drawCurveBetweenEdges(skipped+2, skipped+3);
          this.drawCurveBetweenEdges(skipped+3, skipped+4);
        }
        else if (this.denseLayout == 1) {
          // evil M
          // curve the two skipped-adjacent edges to the skipped-opposite edge
          this.drawCurveBetweenEdges(skipped+1, skipped+3);
          this.drawCurveBetweenEdges(skipped+5, skipped+3);
          // curve the other two edges to the skipped-adjacent edges
          this.drawCurveBetweenEdges(skipped+1, skipped+2);
          this.drawCurveBetweenEdges(skipped+5, skipped+4);
        }
      }
      
      // 6 neighbours
      else {
        if (this.denseLayout == 3) {
          // connect edges to adjacent edges
          for (var i = 0; i < 6; i++) {
            this.drawCurveBetweenEdges(i, i+1);
          }
        }
        else {
          // pair edges with adjacent edges
          // alternate using denseLayout == 2 or 1
          for (var i = this.denseLayout - 1; i < 6; i+=2) {
            this.drawCurveBetweenEdges(i, i+1);
          }
        }
      }
      
    }
    pop();
  }

  drawCurveBetweenEdges(edge1, edge2) {
    // called by drawLines()
    // used to determine whether they should be single, double, or diverging
    // also used to set curve offsets for inner/outer lines

    // make sure edges are between 0-5
    edge1 = wrap6(edge1);
    edge2 = wrap6(edge2);

    // should we draw it as a double line?
    let double = false;
    // if the tile is double active
    if (this.active == 2) double = true;
    // if both of the edge tiles exist and are double active
    if ((this.neighbours[edge1] && this.neighbours[edge1].active == 2) &&
        (this.neighbours[edge2] && this.neighbours[edge2].active == 2)) {
      double = true;
    }
    if (double) {
      // set outer control point slightly further than offset width
      // to create even margin
      // cos bezier curves, son
      this.drawCurveWithOffset(edge1, edge2, 1, 1, -hexDoubleLineOffset*0.8);
      this.drawCurveWithOffset(edge1, edge2, -1, -1, hexDoubleLineOffset*0.5);
    }
    
    // if tile is single active
    // and not both of the edges are double active
    else {
      // if edge1 hexagon exists and is double active
      if ((this.neighbours[edge1] && this.neighbours[edge1].active == 2)) {
        // use half offset width for midpoint of diverging lines
        // set outer control point slightly further to create even margin
        this.drawCurveWithOffset(edge1, edge2, 1, 0, -hexDoubleLineOffset*0.4);
        this.drawCurveWithOffset(edge1, edge2, -1, 0, hexDoubleLineOffset*0.25);
      }
      // if edge2 hexagon exists and is double active
      else if ((this.neighbours[edge2] && this.neighbours[edge2].active == 2)) {
        // use half offset width for midpoint between single and double
        // set outer control point slightly further to create even margin
        this.drawCurveWithOffset(edge1, edge2, 0, 1, -hexDoubleLineOffset*0.4);
        this.drawCurveWithOffset(edge1, edge2, 0, -1, hexDoubleLineOffset*0.25);
      }
      // if everything is single
      else {
        this.drawCurveWithOffset(edge1, edge2, 0, 0);
      }
    }
  }

  drawCurveWithOffset(edge1, edge2, offset1, offset2, originOffset) {
    // called by drawCurveBetweenEdges()
    // determines which is the inner and outer line
    // sets offset and draws line accordingly
    
    // originOffset is the distance we move the origin point
    // in the opposite direction of the average angle of the two points
    let origin = createVector(0, 0);
    if (originOffset) {
      origin.y = originOffset;
    }
    
    // set up positions as per offsets
    let pos1 = getEdgePos(edge1, offset1);
    let pos2 = getEdgePos(edge2, offset2);
    
    // if edge 2 is one clockwise from edge 1
    if (edge1 == wrap6(edge2-1)) {
      // flips offset 2
      pos2 = getEdgePos(edge2, -offset2);
      // brings offset in smooth curve
      origin.y -= hexRadius * 0.25;
      origin.rotate((edge1+0.5)*Math.PI/3);
    }
    // if edge 2 is one anti-clockwise from edge 1
    else if (edge1 == wrap6(edge2+1)) {
      // flips offset 1
      pos1 = getEdgePos(edge1, -offset1);
      // brings offset in smooth curve
      origin.y -= hexRadius * 0.25;
      origin.rotate((edge1-0.5)*Math.PI/3);
    }
    
    // if edge 2 is two clockwise from edge 1
    else if (edge1 == wrap6(edge2-2)) {
      // flips offset 2
      pos2 = getEdgePos(edge2, -offset2);
      origin.rotate((edge1+1)*Math.PI/3);
    }
    // if edge 2 is two anti-clockwise from edge 1
    else if (edge1 == wrap6(edge2+2)) {
      // flips offset 1
      pos1 = getEdgePos(edge1, -offset1);
      origin.rotate((edge1-1)*Math.PI/3);
    }
    
    // if edges are opposites
    // using the line function everything is 1px off
    // so we just use the quadratic bezier
    if (Math.abs(edge2-edge1) == 3) {
      // flip the offset 2 to create parallel lines
      pos2 = getEdgePos(edge2, -offset2);
      // reset origin offset so line is straight
      origin.y = (hexDoubleLineOffset*0.5) * (offset1+offset2)*0.5 * (edge1-edge2)/3;
      origin.rotate((edge1+1.5)*Math.PI/3);
    }
    
    // draw the line
    beginShape();
    vertex(pos1.x, pos1.y);
    quadraticVertex(origin.x, origin.y, pos2.x, pos2.y);
    endShape();
  }
}


// Keyboard Events
//======================================

function keyPressed() {
	
	// Spacebar
	//------------------------------------
  if (keyCode == 32) {
		agentsMoving = !agentsMoving;
	}
	
	// W - wipe the board
	//------------------------------------
  if (keyCode == 87) {
		for (let x = 0; x < columns; x++) {
			for (let y = 0; y < rows; y++) {
				hexagons[x][y].nextActive = false;
			}
		}
	}
	
	// Q - kill all agents
	//------------------------------------
  if (keyCode == 81) {
		creatorCount = 0;
		destroyerCount = 0;
		agents = [];
	}
	
	// T - toggle agent visibility
	//------------------------------------
  if (keyCode == 84) {
		drawAgents = !drawAgents;
	}
	
	// C - add a creator
	//------------------------------------
  if (keyCode == 67) {
		creatorCount++;
		agents.push(new Agent(true));
	}
	
	// D - add a destroyer
	//------------------------------------
  if (keyCode == 68) {
		destroyerCount++;
		agents.push(new Agent(false));
	}
}

              
            
!
999px

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