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HTML

              
                <html>
	<body>
		<canvas id="mycanvas" width="1000" height="600" style="width:100%"></canvas>
		<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
		<script src="https://d28qoto45d39ov.cloudfront.net/arrastre/js/lodash.min.js"></script>
		<script src="https://d28qoto45d39ov.cloudfront.net/arrastre/js/d3.v3.min.js"></script>
		<script src="https://d28qoto45d39ov.cloudfront.net/arrastre/js/arrastre-util.js"></script>
		<script src="https://d28qoto45d39ov.cloudfront.net/arrastre/js/getdata.js"></script>
   </body>
</html>
              
            
!

CSS

              
                body {
  background: #000;
  margin: 0 auto;
  text-align: center;
  width: 96%;
}
              
            
!

JS

              
                /*
DEBUGGING

This animation consists of 5 stages, starting with a 'buggy' animation and finishing with a 'debugged' dancer.

At each step, the function getTrianglesOfSkeleton is called which returns an array of triangles. Each triangle is an array of vertices. We then draw these vertices in differing ways, depending on which stage of the dance we're at.
*/

/*------------
INITIALISATION
------------*/
var canvas = document.getElementById('mycanvas');
var ctx = canvas.getContext('2d');

var width = 1000, height = 600;

// Set up D3 scale functions for colour and position
var color = d3.scale.category20();
var xScale = d3.scale.linear().domain([-1.5, 1.5]).range([0, width]);
var yScale = d3.scale.linear().domain([-1.5, 1.5]).range([height, 0]);

// Draw black background
ctx.fillStyle = "rgb(0,0,0)";
ctx.fillRect(0, 0, width, height);


/*-----
DRAWING FUNCTIONS
We have five different drawing functions which will automatically play in sequence, starting with draw1
-----*/
function draw1(json, err) {
  // 1. Draw the triangles as one big path (this is not meant to look good!)

  var triangles = getTrianglesOfSkeleton(json, 0);

  ctx.beginPath();
  ctx.fillStyle = '#aec7e8';

  _.each(triangles, function(triangle, index) {
    _.each(triangle, function(vertex) {
      var x = xScale(vertex.X);
      var y = yScale(vertex.Y);
      ctx.lineTo(x, y);
    });
  });
 
  // Draw head
  _.each(json.Skeletons[0].Joints, function(j) {
    if(j.JointType !== 'Head')
      return;
    var x = xScale(j.Position.X);
    var y = yScale(j.Position.Y);
    ctx.lineTo(x,y);
  });

  ctx.fill();
}

function draw2(json, err) {
  // 2. Same as before, but this time clear the canvas between each frame.

  var triangles = getTrianglesOfSkeleton(json, 0);

  // Clear the canvas slightly
  ctx.fillStyle = "rgba(0, 0, 0, 0.01)";
  ctx.fillRect(0, 0, width, height);

  ctx.beginPath();
  ctx.fillStyle = '#aec7e8';
  _.each(triangles, function(triangle, index) {
    _.each(triangle, function(vertex) {
      var x = xScale(vertex.X);
      var y = yScale(vertex.Y);
      ctx.lineTo(x, y);
    });
  });

  // Draw head
  _.each(json.Skeletons[0].Joints, function(j) {
    if(j.JointType !== 'Head')
      return;
    var x = xScale(j.Position.X);
    var y = yScale(j.Position.Y);
    ctx.lineTo(x,y);
  });

  ctx.fill();
}


function draw3(json, err) {
  // 3. Now draw each triangle as an individual path

  var triangles = getTrianglesOfSkeleton(json, 0);

  ctx.fillStyle = "rgba(0, 0, 0, 0.03)";
  ctx.fillRect(0, 0, width, height);

  ctx.fillStyle = '#aec7e8';

  _.each(triangles, function(triangle) {
    ctx.beginPath();
    _.each(triangle, function(vertex) {
      var x = xScale(vertex.X);
      var y = yScale(vertex.Y);
      ctx.lineTo(x, y);
    });
    ctx.fill();
  });

  // Draw head
  _.each(json.Skeletons[0].Joints, function(j) {
    if(j.JointType !== 'Head')
      return;

    var x = xScale(j.Position.X);
    var y = yScale(j.Position.Y);
    drawCircle(ctx, x, y, 18);
  });
}

function draw4(json, err) {
  // 4. Same as before but colour each triangle
  
  var triangles = getTrianglesOfSkeleton(json, 0);

  ctx.fillStyle = "rgba(0, 0, 0, 0.05)";
  ctx.fillRect(0, 0, width, height);

  _.each(triangles, function(triangle, index) {
    ctx.fillStyle = color(index);
    ctx.beginPath();
    _.each(triangle, function(vertex) {
      var x = xScale(vertex.X);
      var y = yScale(vertex.Y);
      ctx.lineTo(x, y);
    });
    ctx.fill();
  });

  // Draw head
  _.each(json.Skeletons[0].Joints, function(j) {
    if(j.JointType !== 'Head')
      return;

    ctx.fillStyle = color(15);
    var x = xScale(j.Position.X);
    var y = yScale(j.Position.Y);
    drawCircle(ctx, x, y, 18);
  });
}


function draw5(json, err) {
  // 5. Now let's fade between each frame more than before so that the animation is cleaner.

  var triangles = getTrianglesOfSkeleton(json, 0);

  ctx.fillStyle = "rgba(0, 0, 0, 0.2)";
  ctx.fillRect(0, 0, width, height);

  _.each(triangles, function(triangle, index) {
    ctx.fillStyle = color(index);
    ctx.beginPath();
    _.each(triangle, function(vertex) {
      var x = xScale(vertex.X);
      var y = yScale(vertex.Y);
      ctx.lineTo(x, y);
    });
    ctx.fill();
  });

  // Draw head
  _.each(json.Skeletons[0].Joints, function(j) {
    if(j.JointType !== 'Head')
      return;

    ctx.fillStyle = color(15);
    var x = xScale(j.Position.X);
    var y = yScale(j.Position.Y);
    drawCircle(ctx, x, y, 18);
  });
}



// Start with drawing function draw1
var drawFunction = draw1;

// Set timers to switch between the different draw functions
setTimeout(function() {drawFunction = draw2;}, 8000);
setTimeout(function() {drawFunction = draw3;}, 16000);
setTimeout(function() {drawFunction = draw4;}, 24000);
setTimeout(function() {drawFunction = draw5;}, 32000);
  
  
// You can choose one of these to visualise a different dance
var DATASET_ALGORITHM = 'https://d10u56tzn9e9rq.cloudfront.net/algorithm_';

var DATASET_BINARY = 'https://d10u56tzn9e9rq.cloudfront.net/binary_';

var DATASET_WHOLEPIECE = 'https://d10u56tzn9e9rq.cloudfront.net/wholepiece_';

var dataFetcher = new ChunkedDataFetcher(DATASET_ALGORITHM);
dataFetcher.drawFunction = function(json) {
      drawFunction(json, null);
}
              
            
!
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