HTML preprocessors can make writing HTML more powerful or convenient. For instance, Markdown is designed to be easier to write and read for text documents and you could write a loop in Pug.
In CodePen, whatever you write in the HTML editor is what goes within the <body>
tags in a basic HTML5 template. So you don't have access to higher-up elements like the <html>
tag. If you want to add classes there that can affect the whole document, this is the place to do it.
In CodePen, whatever you write in the HTML editor is what goes within the <body>
tags in a basic HTML5 template. If you need things in the <head>
of the document, put that code here.
The resource you are linking to is using the 'http' protocol, which may not work when the browser is using https.
CSS preprocessors help make authoring CSS easier. All of them offer things like variables and mixins to provide convenient abstractions.
It's a common practice to apply CSS to a page that styles elements such that they are consistent across all browsers. We offer two of the most popular choices: normalize.css and a reset. Or, choose Neither and nothing will be applied.
To get the best cross-browser support, it is a common practice to apply vendor prefixes to CSS properties and values that require them to work. For instance -webkit-
or -moz-
.
We offer two popular choices: Autoprefixer (which processes your CSS server-side) and -prefix-free (which applies prefixes via a script, client-side).
Any URLs added here will be added as <link>
s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.
You can apply CSS to your Pen from any stylesheet on the web. Just put a URL to it here and we'll apply it, in the order you have them, before the CSS in the Pen itself.
You can also link to another Pen here (use the .css
URL Extension) and we'll pull the CSS from that Pen and include it. If it's using a matching preprocessor, use the appropriate URL Extension and we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
JavaScript preprocessors can help make authoring JavaScript easier and more convenient.
Babel includes JSX processing.
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.
You can apply a script from anywhere on the web to your Pen. Just put a URL to it here and we'll add it, in the order you have them, before the JavaScript in the Pen itself.
If the script you link to has the file extension of a preprocessor, we'll attempt to process it before applying.
You can also link to another Pen here, and we'll pull the JavaScript from that Pen and include it. If it's using a matching preprocessor, we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
Search for and use JavaScript packages from npm here. By selecting a package, an import
statement will be added to the top of the JavaScript editor for this package.
Using packages here is powered by esm.sh, which makes packages from npm not only available on a CDN, but prepares them for native JavaScript ESM usage.
All packages are different, so refer to their docs for how they work.
If you're using React / ReactDOM, make sure to turn on Babel for the JSX processing.
If active, Pens will autosave every 30 seconds after being saved once.
If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.
If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.
Visit your global Editor Settings.
<input type="text" placeholder="Type for pixie dust..."/>
span,
input {
border:2px solid rgba(255,255,255,.5);
font-size:1.75em;
padding:.25em .5em .3125em;
color:rgba(255,255,255,.5);
border-radius:.25em;
background:transparent;
transition:all .100s;
&:focus{
outline:none;
color:rgba(255,255,255,.75);
border-color:rgba(255,255,255,.75);
}
&.keyup {
color:white;
border-color:white;
text-shadow:0 0 .125em white;
box-shadow:0 0 .25em white,inset 0 0 .25em white;
}
}
canvas {
position:absolute;
left:0;
right:0;
top:0;
bottom:0;
pointer-events:none;
}
input {
font-family: "Arial Rounded MT Bold","Helvetica Rounded",Arial,sans-serif;
}
$placeholder-color:rgba(255,255,255,.5);
::-webkit-input-placeholder {
color:$placeholder-color;
text-shadow:0 0 .125em transparent;
transition:all .25s;
}
input:focus::-webkit-input-placeholder {
opacity:.5;
}
::-moz-placeholder {
color:$placeholder-color;
text-shadow:0 0 .125em transparent;
transition:all .25s;
}
input:focus::-moz-placeholder {
opacity:.5;
}
:-ms-input-placeholder {
color:$placeholder-color;
text-shadow:0 0 .125em transparent;
transition:all .25s;
}
input:focus:-ms-input-placeholder {
opacity:.5;
}
html,body {
height:100%;
overflow:hidden;
}
html {
background:#333 url(https://s3-us-west-2.amazonaws.com/s.cdpn.io/68397/forest-fly-agaric-fog-moss-fliegenpilz.jpg) no-repeat center bottom;
background-size:cover;
}
body {
box-shadow:inset 0 0 5em #000;
}
input {
position:absolute;
box-sizing:border-box;
bottom: 4em;
left:50%;
width:11em;
margin-left:-5.5em;
}
console.clear();
var MAX_LIFE = 50;
var canvas = document.querySelector('canvas');
var input = document.querySelector('input');
var field = {}
var hasFocus = false;
var caret = document.createElement('span');
caret.style.position = 'absolute';
caret.style.left = 0;
caret.style.top = 0;
caret.style.margin = 0;
caret.style.width = 'auto';
caret.style.visibility = 'hidden';
document.body.appendChild(caret);
function reposition() {
field = input.getBoundingClientRect();
}
window.onload = reposition;
window.onresize = reposition;
reposition();
input.onfocus = function() {hasFocus = true}
input.onblur = function() {hasFocus = false}
var keys = [8,9,13,16,17,18,27,32,33,34,35,36,37,38,39,40,46,91,93,112,113,114,115,116,117,118,119,120,121,122,123];
function spawnsCharacter(keyCode) {
return keys.indexOf(keyCode) === -1;
}
function burst(intensity) {
var behavior = [
this.behavior.force(-.015,-.015),
this.behavior.cohesion(50),
this.behavior.move()
];
var size = 1.25;
var force = .7;
var lifeMin = 0;
var progress = Math.min(field.width, caret.offsetWidth) / field.width;
var offset = field.left + (field.width * progress);
var rangeMin = Math.max(field.left, offset - 30);
var rangeMax = Math.min(field.right, offset + 10);
this.spray(intensity,function(){ return [
null,null,
Vector.create(
Random.between(rangeMin + 10, rangeMax - 20),
Random.between(field.top + 15, field.bottom - 15)
),
Vector.random(force),
size + Math.random(),
Random.between(lifeMin,0),behavior
]});
// top edge
this.spray(intensity * .5,function(){ return [
null,null,
Vector.create(
Random.between(rangeMin, rangeMax),
field.top
),
Vector.random(force),
size + Math.random(),
Random.between(lifeMin,0),behavior
]});
// bottom edge
this.spray(intensity * .5,function(){ return [
null,null,
Vector.create(
Random.between(rangeMin, rangeMax),
field.top + field.height
),
Vector.random(force),
size + Math.random(),
Random.between(lifeMin,0)
,behavior
]});
// left edge
if (input.value.length === 1) {
this.spray(intensity * 2,function(){ return [
null,null,
Vector.create(
field.left + (Math.random() * 20),
Random.between(field.top,field.bottom)
),
Vector.random(force),
size + Math.random(),
Random.between(lifeMin,0),behavior
]});
}
// right edge
if (rangeMax == field.right) {
this.spray(intensity * 2,function(){ return [
null,null,
Vector.create(
field.right,
Random.between(field.top,field.bottom)
),
Vector.random(force),
size + Math.random(),
Random.between(lifeMin,0),behavior
]});
}
}
// start particle simulation
simulate(
'2d', {
init: function() {
},
tick: function(particles) {
if (!particles){ return; }
particles.forEach(function(p){
if (p.life > MAX_LIFE) {
this.destroy(p);
}
});
},
beforePaint: function() {
this.clear();
},
paint: function(particle) {
var p = particle.position;
var s = particle.size;
var o = 1 - (particle.life / MAX_LIFE);
this.paint.circle(p.x, p.y, s, 'rgba(255,255,255,' + o +')');
this.paint.circle(p.x, p.y, s + 1.5, 'rgba(231,244,255,' + (o * .25) + ')');
// extra
var w = 2;
var wh = w * .5;
var h = 35;
var hh = h * .5;
this.context.rect(p.x -wh, p.y - hh, w, h);
this.context.fillStyle = 'rgba(231,244,255,' + (o * .025) + ')';
this.context.fill();
this.context.closePath();
},
afterPaint: function() {
// nothing
},
action: function(e) {
if (!spawnsCharacter(e.keyCode)) {
return;
}
caret.textContent = input.value;
burst.call(this,12);
input.classList.add('keyup');
setTimeout(function(){input.classList.remove('keyup')},100);
}
}
);
// "simulate" particle simulation logic
/**
* Constants
*/
PI_2 = Math.PI / 2;
PI_180 = Math.PI / 180;
/**
* Random
*/
var Random = {
between: function(min, max) {
return min + (Math.random() * (max - min));
}
}
/**
* 2D Vector Class
*/
function Vector(x, y) {
this._x = x || 0;
this._y = y || 0;
}
Vector.create = function(x, y) {
return new Vector(x, y);
};
Vector.add = function(a, b) {
return new Vector(a.x + b.x, a.y + b.y);
};
Vector.subtract = function(a, b) {
return new Vector(a.x - b.x, a.y - b.y);
};
Vector.random = function(range) {
var v = new Vector();
v.randomize(range);
return v;
};
Vector.distanceSquared = function(a, b) {
var dx = a.x - b.x;
var dy = a.y - b.y;
return dx * dx + dy * dy;
};
Vector.distance = function(a, b) {
var dx = a.x - b.x;
var dy = a.y - b.y;
return Math.sqrt(dx * dx + dy * dy);
};
Vector.prototype = {
get x() {
return this._x;
},
get y() {
return this._y;
},
set x(value) {
this._x = value;
},
set y(value) {
this._y = value;
},
get magnitudeSquared() {
return this._x * this._x + this._y * this._y;
},
get magnitude() {
return Math.sqrt(this.magnitudeSquared);
},
get angle() {
return Math.atan2(this._y, this._x) * 180 / Math.PI;
},
clone: function() {
return new Vector(this._x, this._y);
},
add: function(v) {
this._x += v.x;
this._y += v.y;
},
subtract: function(v) {
this._x -= v.x;
this._y -= v.y;
},
multiply: function(value) {
this._x *= value;
this._y *= value;
},
divide: function(value) {
this._x /= value;
this._y /= value;
},
normalize: function() {
var magnitude = this.magnitude;
if (magnitude > 0) {
this.divide(magnitude);
}
},
limit: function(treshold) {
if (this.magnitude > treshold) {
this.normalize();
this.multiply(treshold);
}
},
randomize: function(amount) {
amount = amount || 1;
this._x = amount * 2 * (-.5 + Math.random());
this._y = amount * 2 * (-.5 + Math.random());
},
rotate: function(degrees) {
var magnitude = this.magnitude;
var angle = ((Math.atan2(this._x, this._y) * PI_HALF) + degrees) * PI_180;
this._x = magnitude * Math.cos(angle);
this._y = magnitude * Math.sin(angle);
},
flip: function() {
var temp = this._y;
this._y = this._x;
this._x = temp;
},
invert: function() {
this._x = -this._x;
this._y = -this._y;
},
toString: function() {
return this._x + ', ' + this._y;
}
}
/**
* Particle Class
*/
function Particle(id, group, position, velocity, size, life, behavior) {
this._id = id || 'default';
this._group = group || 'default';
this._position = position || new Vector();
this._velocity = velocity || new Vector();
this._size = size || 1;
this._life = Math.round(life || 0);
this._behavior = behavior || [];
}
Particle.prototype = {
get id() {
return this._id;
},
get group() {
return this._group;
},
get life() {
return this._life;
},
get size() {
return this._size;
},
set size(size) {
this._size = size;
},
get position() {
return this._position;
},
get velocity() {
return this._velocity;
},
update: function(stage) {
this._life++;
var i = 0;
var l = this._behavior.length;
for (; i < l; i++) {
this._behavior[i].call(stage, this);
}
},
toString: function() {
return 'Particle(' + this._id + ') ' + this._life + ' pos: ' + this._position + ' vec: ' + this._velocity;
}
}
// setup DOM
function simulate(dimensions, options) {
// private vars
var particles = [];
var destroyed = [];
var update = update || function() {};
var stage = stage || function() {};
var canvas;
var context;
if (!options) {
console.error('"options" object must be defined');
return;
}
if (!options.init) {
console.error('"init" function must be defined');
return;
}
if (!options.paint) {
console.error('"paint" function must be defined');
return;
}
if (!options.tick) {
options.tick = function() {};
}
if (!options.beforePaint) {
options.beforePaint = function() {};
}
if (!options.afterPaint) {
options.afterPaint = function() {};
}
if (!options.action) {
options.action = function() {};
}
if (document.readyState === 'interactive') {
setup();
} else {
document.addEventListener('DOMContentLoaded', setup);
}
// resizes canvas to fit window dimensions
function fitCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
// create canvas for drawing
function setup() {
// create
canvas = document.createElement('canvas');
document.body.appendChild(canvas);
// correct canvas size on window resize
window.addEventListener('resize', fitCanvas);
// go
go();
}
// canvas has been attached, let's go!
function go() {
// set initial canvas size
fitCanvas();
// get context for drawing
context = canvas.getContext(dimensions);
// simulation update loop
function act() {
// update particle states
var i = 0;
var l = particles.length;
var p;
for (; i < l; i++) {
particles[i].update(this);
}
// clean destroyed particles
while (p = destroyed.pop()) {
do {
// has not been found in destroyed array?
if (p !== particles[i]) {
continue;
}
// remove particle
particles.splice(i, 1);
} while (i-- >= 0)
}
// repaint context
options.beforePaint.call(this);
// repaint particles
i = 0;
l = particles.length;
for (; i < l; i++) {
options.paint.call(this, particles[i]);
}
// after particles have been painted
options.afterPaint.call(this);
}
function tick() {
// call update method, this allows for inserting particles later on
options.tick.call(this, particles);
// update particles here
act();
// on to the next frame
window.requestAnimationFrame(tick);
}
/**
* API
**/
function clear() {
context.clearRect(0, 0, canvas.width, canvas.height);
}
function destroy(particle) {
destroyed.push(particle);
}
function add(id, group, position, velocity, size, life, behavior) {
particles.push(new Particle(id, group, position, velocity, size, life, behavior));
}
function spray(amount, config) {
var i = 0;
for (; i < amount; i++) {
add.apply(this, config());
}
}
function debug(particle) {
this.paint.circle(
particle.position.x,
particle.position.y,
particle.size,
'rgba(255,0,0,.75)'
);
context.beginPath();
context.moveTo(particle.position.x, particle.position.y);
context.lineTo(particle.position.x + (particle.velocity.x * 10), particle.position.y + (particle.velocity.y * 10));
context.strokeStyle = 'rgba(255,0,0,.1)';
context.stroke();
context.closePath();
};
this.clear = clear;
this.destroy = destroy;
this.add = add;
this.spray = spray;
this.debug = debug;
this.paint = {
circle: function(x, y, size, color) {
context.beginPath();
context.arc(x, y, size, 0, 2 * Math.PI, false);
context.fillStyle = color;
context.fill();
},
square: function(x, y, size, color) {
context.beginPath();
context.rect(x - (size * .5), y - (size * .5), size, size);
context.fillStyle = color;
context.fill();
}
}
this.behavior = {
cohesion: function(range, speed) {
range = Math.pow(range || 100, 2);
speed = speed || .001;
return function(particle) {
var center = new Vector();
var i = 0;
var l = particles.length;
var count = 0;
if (l <= 1) {
return;
}
for (; i < l; i++) {
// don't use self in group
if (particles[i] === particle || Vector.distanceSquared(particles[i].position, particle.position) > range) {
continue;
}
center.add(Vector.subtract(particles[i].position, particle.position));
count++;
}
if (count > 0) {
center.divide(count);
center.normalize();
center.multiply(particle.velocity.magnitude);
center.multiply(.05);
}
particle.velocity.add(center);
}
},
separation: function(distance) {
var distance = Math.pow(distance || 25, 2);
return function(particle) {
var heading = new Vector();
var i = 0;
var l = particles.length;
var count = 0;
var diff;
if (l <= 1) {
return;
}
for (; i < l; i++) {
// don't use self in group
if (particles[i] === particle || Vector.distanceSquared(particles[i].position, particle.position) > distance) {
continue;
}
// stay away from neighbours
diff = Vector.subtract(particle.position, particles[i].position);
diff.normalize();
heading.add(diff);
count++;
}
if (count > 0) {
// get average
heading.divide(count);
// make same length as current velocity (so particle won't speed up)
heading.normalize();
heading.multiply(particle.velocity.magnitude);
// limit force to make particle movement smoother
heading.limit(.1);
}
particle.velocity.add(heading);
}
},
alignment: function(range) {
range = Math.pow(range || 100, 2);
return function(particle) {
var i = 0;
var l = particles.length;
var count = 0;
var heading = new Vector();
if (l <= 1) {
return;
}
for (; i < l; i++) {
// don't use self in group also don't align when out of range
if (particles[i] === particle || Vector.distanceSquared(particles[i].position, particle.position) > range) {
continue;
}
heading.add(particles[i].velocity);
count++;
}
if (count > 0) {
heading.divide(count);
heading.normalize();
heading.multiply(particle.velocity.magnitude);
// limit
heading.multiply(.1);
}
particle.velocity.add(heading);
}
},
move: function() {
return function(particle) {
particle.position.add(particle.velocity);
// handle collisions?
}
},
eat: function(food) {
food = food || [];
return function(particle) {
var i = 0;
var l = particles.length;
var prey;
for (; i < l; i++) {
prey = particles[i];
// can't eat itself, also, needs to be tasty
if (prey === particle || food.indexOf(prey.group) === -1) {
continue;
}
// calculate force vector
if (Vector.distanceSquared(particle.position, neighbour.position) < 2 && particle.size >= neighbour.size) {
particle.size += neighbour.size;
destroy(neighbour);
}
}
}
},
force: function(x, y) {
return function(particle) {
particle.velocity.x += x;
particle.velocity.y += y;
}
},
limit: function(treshold) {
return function(particle) {
particle.velocity.limit(treshold);
}
},
attract: function(forceMultiplier, groups) {
forceMultiplier = forceMultiplier || 1;
groups = groups || [];
return function(particle) {
// attract other particles
var totalForce = new Vector(0, 0);
var force = new Vector(0, 0);
var i = 0;
var l = particles.length;
var distance;
var pull;
var attractor;
var grouping = groups.length;
for (; i < l; i++) {
attractor = particles[i];
// can't be attracted by itself or mismatched groups
if (attractor === particle || (grouping && groups.indexOf(attractor.group) === -1)) {
continue;
}
// calculate force vector
force.x = attractor.position.x - particle.position.x;
force.y = attractor.position.y - particle.position.y;
distance = force.magnitude;
force.normalize();
// the bigger the attractor the more force
force.multiply(attractor.size / distance);
totalForce.add(force);
}
totalForce.multiply(forceMultiplier);
particle.velocity.add(totalForce);
}
},
wrap: function(margin) {
return function(particle) {
// move around when particle reaches edge of screen
var position = particle.position;
var radius = particle.size * .5;
if (position.x + radius > canvas.width + margin) {
position.x = radius;
}
if (position.y + radius > canvas.height + margin) {
position.y = radius;
}
if (position.x - radius < -margin) {
position.x = canvas.width - radius;
}
if (position.y - radius < -margin) {
position.y = canvas.height - radius;
}
}
},
reflect: function() {
return function(particle) {
// bounce from edges
var position = particle.position;
var velocity = particle.velocity;
var radius = particle.size * .5;
if (position.x + radius > canvas.width) {
velocity.x = -velocity.x;
}
if (position.y + radius > canvas.height) {
velocity.y = -velocity.y;
}
if (position.x - radius < 0) {
velocity.x = -velocity.x;
}
if (position.y - radius < 0) {
velocity.y = -velocity.y;
}
}
},
edge: function(action) {
return function(particle) {
var position = particle.position;
var velocity = particle.velocity;
var radius = particle.size * .5;
if (position.x + radius > canvas.width) {
action(particle);
}
if (position.y + radius > canvas.height) {
action(particle);
}
if (position.x - radius < 0) {
action(particle);
}
if (position.y - radius < 0) {
action(particle);
}
}
}
}
// public
Object.defineProperties(this, {
'particles': {
get: function() {
return particles;
}
},
'width': {
get: function() {
return canvas.width;
}
},
'height': {
get: function() {
return canvas.height;
}
},
'context': {
get: function() {
return context;
}
}
});
// call init method so the scene can be setup
options.init.call(this)
// start ticking
tick();
// start listening to events
var self = this;
document.addEventListener('keyup', function(e) {
options.action.call(self, e);
});
}
};
Also see: Tab Triggers