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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              @import "compass/css3";

body {
  margin: 0;
  padding: 0;
  overflow:hidden;
}
            
          
!
            
              var c = new Sketch.create(),
    points = [], // All the points we're keeping track of.
    maxPoints = 2000, // The number of points we start with.
    maxIntersections = 10, // Each point can intersect X times.
    crystal = c.createImageData(c.width, c.height), // The image we draw to the screen.
    pointArray = crystal.data, // The pixel data of that image.
    Point = function() { // Our base point.
      this.r = 55;
      this.g = 155;
      this.b = 225;
      this.a = 255;
      this.intersections = 0;
      this.x = 0;
      this.y = 0;
      this.vX = 0;
      this.vY = 0;
    };

// Choose a new random movement (that isn't standstill).
Point.prototype.setDir = function() {
  this.vX = random([-1, 0, 1]);
  this.vY = random([-1, 0, 1]);
  if (this.vX == 0 && this.vY == 0) this.setDir();
} 

// Move our point and determine whether we can keep going or need a new direction.
Point.prototype.update = function() {
  var newX = this.x + this.vX,
      newY = this.y + this.vY;
  
  // If we're going out of the frame, pick a new direction and increment our intersections.
  if (newX < 0 || newX > c.width) {
    this.intersections++;
    this.setDir();
  } else {
    this.x = newX;
  }
  if (newY < 0 || newY > c.height) {
    this.intersections++;
    this.setDir();
  } else {
    this.y = newY;
  }
  
  // If we've entered a pixel that has already been set, increment intersections and pick a new direction.
  if (this.intersections < maxIntersections && pointArray[getPixel(this.x, this.y)+3] > 0) {
    this.intersections++;
    this.setDir();
  }
}

// Draw our point to the pointArray.
Point.prototype.draw = function() {
  var pixel = getPixel(this.x, this.y);
  pointArray[pixel] = this.r;
  pointArray[pixel + 1] = this.g;
  pointArray[pixel + 2] = this.b;  
  pointArray[pixel + 3] = this.a;
}

// Create our points.
c.setup = function() {
  crystal = c.createImageData(c.width, c.height);
  pointArray = crystal.data;
  points = [];
  for (var i=0;i<maxPoints;i++) {
    var point = new Point();
    point.x = floor(random(0, c.width));
    point.y = floor(random(0, c.height));
    point.setDir();
    points.push(point);
  }
}

// Update our points. Remove any that have had their max intesections.
c.update = function() {
  var i = points.length;
  while(i--) {
    if (points[i].intersections >= maxIntersections) {
      points.splice(i,1);
    }
    else {
      points[i].update();
    }
  } 
}

// Draw our points to the screen.
c.draw = function() {
  var i = points.length;
  while (i--) {
    points[i].draw();
  }
  c.putImageData(crystal, 0, 0);
}

// Click/reize rebuilds the crystal.
c.click = c.resize = c.setup;

// Get the pixel position in the array.
function getPixel(x, y) {
  return (x * 4) + (y * (crystal.width * 4));
}
            
          
!
999px
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