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HTML

              
                <div class="ip_first_block"></div>
              
            
!

CSS

              
                * {
  background-image: radial-gradient(
    circle,
    #4ed9c9,
    #4dd4c4,
    #4bcfc0,
    #4acbbb,
    #48c6b7,
    #45c0b3,
    #42b9ae,
    #40b3aa,
    #3ca9a5,
    #3a9f9f,
    #399698,
    #388c91
  );
  min-height: 100%;
  overflow: hidden;
  padding: 0;
  margin: 0;
  overflow: hidden;
}
              
            
!

JS

              
                window.requestAnimFrame =
  window.requestAnimationFrame ||
  window.webkitRequestAnimationFrame ||
  window.mozRequestAnimationFrame ||
  window.oRequestAnimationFrame ||
  window.msRequestAnimationFrame ||
  function(callback) {
    window.setTimeout(callback, 1000 / 60);
  };

var canvas = document.createElement("canvas");

var container = document.querySelector(".ip_first_block");

container.appendChild(canvas);

var ctx = canvas.getContext("2d");

canvas.width = window.innerWidth;
canvas.height = window.innerHeight;

var settings = {
  abstract: {
    emission_rate: 10,
    min_life: 25,
    life_range: 1,
    min_angle: 0,
    angle_range: 360,
    min_speed: 5,
    speed_range: 15,
    min_size: 0.25,
    size_range: 15,
    start_colours: [
      [255, 255, 255, 0.25],
      [70, 192, 177, 0.25],
      [255, 255, 255, 0.125]
    ],
    end_colours: [
      [255, 255, 255, 0],
      [70, 192, 177, 0],
      [255, 255, 255, 0]
    ],
    gravity: {
      x: 0,
      y: 0
    },
    min_position: {
      x: -50,
      y: -50
    },
    position_range: {
      x: 100,
      y: 100
    }
  }
};

var Particle = function(
  x,
  y,
  angle,
  speed,
  life,
  size,
  start_colour,
  colour_step
) {
  /* the particle's position */

  this.pos = {
    x: x || 0,
    y: y || 0
  };

  /* set specified or default values */

  this.speed = speed || 5;

  this.life = life || 1;

  this.size = size || 2;

  this.lived = 0;

  /* the particle's velocity */

  var radians = (angle * Math.PI) / 180;

  this.vel = {
    x: Math.cos(radians) * speed,
    y: -Math.sin(radians) * speed
  };

  /* the particle's colour values */

  this.colour = start_colour;
  this.colour_step = colour_step;
};

var Emitter = function(x, y, settings) {
  /* the emitter's position */

  this.pos = {
    x: x,
    y: y
  };

  /* set specified values */

  this.settings = settings;

  /* How often the emitter needs to create a particle in milliseconds */

  this.emission_delay = 1000 / settings.emission_rate;

  /* we'll get to these later */

  this.last_update = 0;

  this.last_emission = 0;

  /* the emitter's particle objects */

  this.particles = [];

  /* particle position settings */

  this.position_vary = this.settings.position_range || false;

  this.min_position = this.settings.min_position || { x: 0, y: 0 };
};

Emitter.prototype.update = function() {
  /* set the last_update variable to now if it's the first update */

  if (!this.last_update) {
    this.last_update = Date.now();

    return;
  }

  /* get the current time */

  var time = Date.now();

  /* work out the milliseconds since the last update */

  var dt = time - this.last_update;

  /* add them to the milliseconds since the last particle emission */

  this.last_emission += dt;

  /* set last_update to now */

  this.last_update = time;

  /* check if we need to emit a new particle */

  if (this.last_emission > this.emission_delay) {
    /* find out how many particles we need to emit */

    var i = Math.floor(this.last_emission / this.emission_delay);

    /* subtract the appropriate amount of milliseconds from last_emission */

    this.last_emission -= i * this.emission_delay;

    while (i--) {
      /* calculate the particle's properties based on the emitter's settings */

      var start_colour = this.settings.start_colours[
        Math.floor(this.settings.start_colours.length * Math.random())
      ];

      var end_colour = this.settings.end_colours[
        Math.floor(this.settings.end_colours.length * Math.random())
      ];

      var life =
        this.settings.min_life + Math.random() * this.settings.life_range;

      var colour_step = [
        (end_colour[0] - start_colour[0]) / life /* red */,
        (end_colour[1] - start_colour[1]) / life /* green */,
        (end_colour[2] - start_colour[2]) / life /* blue */,
        (end_colour[3] - start_colour[3]) / life /* alpha */
      ];

      this.particles.push(
        new Particle(
          this.min_position.x +
            (this.position_vary ? Math.random() * this.position_vary.x : 0),
          this.min_position.y +
            (this.position_vary ? Math.random() * this.position_vary.y : 0),
          this.settings.min_angle + Math.random() * this.settings.angle_range,
          this.settings.min_speed + Math.random() * this.settings.speed_range,
          life,
          this.settings.min_size + Math.random() * this.settings.size_range,
          start_colour.slice(),
          colour_step
        )
      );
    }
  }

  /* convert dt to seconds */

  dt /= 1000;

  /* loop through the existing particles */

  var i = this.particles.length;

  while (i--) {
    var particle = this.particles[i];

    /* skip if the particle is dead */

    if (particle.dead) {
      /* remove the particle from the array */

      this.particles.splice(i, 1);

      continue;
    }

    /* add the seconds passed to the particle's life */

    particle.lived += dt;

    /* check if the particle should be dead */

    if (particle.lived >= particle.life) {
      particle.dead = true;

      continue;
    }

    /* calculate the particle's new position based on the forces multiplied by seconds passed */

    particle.vel.x += this.settings.gravity.x * dt;
    particle.vel.y += this.settings.gravity.y * dt;

    particle.pos.x += particle.vel.x * dt;
    particle.pos.y += particle.vel.y * dt;

    /* calculate new colour and draw the particle */

    particle.colour[0] += particle.colour_step[0] * dt;
    particle.colour[1] += particle.colour_step[1] * dt;
    particle.colour[2] += particle.colour_step[2] * dt;
    particle.colour[3] += particle.colour_step[3] * dt;

    ctx.fillStyle =
      "rgba(" +
      Math.round(particle.colour[0]) +
      "," +
      Math.round(particle.colour[1]) +
      "," +
      Math.round(particle.colour[2]) +
      "," +
      particle.colour[3] +
      ")";

    var x = this.pos.x + particle.pos.x;
    var y = this.pos.y + particle.pos.y;

    ctx.beginPath();
    ctx.arc(x, y, particle.size, 0, Math.PI * 2);
    ctx.shadowColor = "rgba(255, 255, 255, .375)";
    ctx.shadowBlur = 30;
    ctx.fill();
  }
};

var emitter = new Emitter(
  canvas.width / 2,
  canvas.height / 2,
  settings.abstract
);

function loop() {
  ctx.clearRect(0, 0, canvas.width, canvas.height);

  emitter.update();

  requestAnimFrame(loop);
}

function abstract() {
  emitter = new Emitter(canvas.width / 2, canvas.height / 2, settings.abstract);
}

loop();

              
            
!
999px

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