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HTML

              
                <canvas id="c"></canvas>
              
            
!

CSS

              
                @import "compass/css3";

body {
  background: #efefef; 
  overflow: hidden;
}

#c {
  width: 100%;
  height: 1080px;
} 
              
            
!

JS

              
                #-------------------------------------------------------
# CONFIGURATION - Feel free to mess with these values
#-------------------------------------------------------

config =
  #RENDERING SETTINGS
  triangles:   30 # number of triangles to render
  speed:        2 # speed of animation ... approximately pixels per update
  
  #TRIANGLE COLORS
  redMin:     100 # minimum red value (0 - 255)
  redMax:     140 # maximum red value
  greenMin:   160 # minimum green value
  greenMax:   200 # maximum green value
  blueMin:    130 # minimum blue value
  blueMax:    170 # maximum blue value
  opacityMin: .05 # minimum opacity (0 - 1)
  opacityMax:  .2 # maximum opacity
 
# Clamps a numeric value between a minimum and maximum (inclusively)
clamp = (value, min, max) -> Math.min(Math.max(value, min), max)

# Gets a random number between min (inclusive) and max (exclusive)
rand = (min = 0, max = 1) -> Math.random() * (max - min) + min

# requestAnimationFrame compatibility/fallback wrapper
# a la Paul Irish: http://www.paulirish.com/2011/requestanimationframe-for-smart-animating/
window.requestAnimFrame = 
  window.requestAnimationFrame       || 
  window.webkitRequestAnimationFrame || 
  window.mozRequestAnimationFrame    || 
  window.oRequestAnimationFrame      || 
  window.msRequestAnimationFrame     || 
  (callback, element) -> window.setTimeout callback, 1000 / 60

  
#-------------------------------------------------------
# VECTOR - A point on the canvas or a bearing
#-------------------------------------------------------

class Vector
  x: 0
  y: 0
  
  constructor: (@x = 0, @y = 0) ->
  
  # Generates a random vector within the bounds
  @random: (bounds) =>
    x = rand bounds.minX(), bounds.maxX()
    y = rand bounds.minY(), bounds.maxY()
    new @ x, y
  
  # Detects whether or not this vertex is out of the bounds
  outOfBounds: (bounds) ->
    bounds.minX() >= @x ||
    bounds.maxX() <= @x ||
    bounds.minY() >= @y ||
    bounds.maxY() <= @y
  
  # Clamps the vector to a bounds
  clamp: (bounds) ->
    @x = clamp @x, bounds.minX(), bounds.maxX()
    @y = clamp @y, bounds.minY(), bounds.maxY()
    @
  
  # Adds another vector to this one
  addVector: (vector) ->
    @x += vector.x
    @y += vector.y
    @
    
  # performs a scalar product against the vector
  scalarProduct: (scalar) ->
    @x *= scalar
    @y *= scalar
    @
  
  # clamps and reflects a vector if it's out of bounds
  reflectAndClamp: (bounds, bearing) ->
    if not @outOfBounds bounds then return @
    if @x <= bounds.minX() or @x >= bounds.maxX() then bearing.x *= -1
    if @y <= bounds.minY() or @y >= bounds.maxY() then bearing.y *= -1
    @clamp(bounds)
    @
    

#-------------------------------------------------------
# BOUND - A rectangular boundary for drawing
#-------------------------------------------------------

class Bounds
  topLeft:     undefined
  bottomRight: undefined
  
  constructor: (@topLeft = new Vector, @bottomRight = new Vector) ->
    window.bounds = @
 
  minX: -> @topLeft.x
  maxX: -> @bottomRight.x
  
  minY: -> @topLeft.y
  maxY: -> @bottomRight.y

  
#-------------------------------------------------------
# TRIANGLE - Polygon to be drawn onto the canvas
#-------------------------------------------------------

class Triangle
  red:        undefined
  green:      undefined
  blue:       undefined
  opacity:    undefined
  
  bounds:   undefined
  vertices: undefined
  bearings: undefined
  
  bearingBounds: new Bounds(new Vector(-1, -1), new Vector(1, 1))
  
  # creates a random triangle within the bounds
  constructor: (@bounds = new Bounds) ->
    @red     = Math.floor rand config.redMin, config.redMax
    @green   =  Math.floor rand config.greenMin, config.greenMax
    @blue    = Math.floor rand config.blueMin, config.blueMax
    @opacity = rand config.opacityMin, config.opacityMax
    
    @vertices = []
    @bearings = []
    
    for [0...3]
      @vertices.push Vector.random(@bounds)
      @bearings.push Vector.random(@bearingBounds).scalarProduct config.speed
  
  # updates the position of each of the triangle vertices by its bearing
  update: ->
    for i in [0...3]
      vertex = @vertices[i]
      bearing = @bearings[i]
      vertex.addVector bearing
      vertex.reflectAndClamp @bounds, bearing
  
  # renders the triangle in the canvas context
  # includes an optional partialStep for extrapolating lag position
  render: (context, partialStep = 0) ->
    points = []
    for i in [0...3]
      bearing = @bearings[i]
      vertex = @vertices[i]
      points.push
        x: parseInt(vertex.x + partialStep * bearing.x)
        y: parseInt(vertex.y + partialStep * bearing.y)
  
    context.fillStyle = "rgba(#{@red},#{@green},#{@blue},#{@opacity})"
    context.beginPath()
    context.moveTo points[0].x, points[0].y
    context.lineTo(points[i].x, points[i].y) for i in [2..0]
    context.closePath()
    context.fill()
    @

  
#-------------------------------------------------------
# CANVAS - The animation logic and wrapper for the canvas
#-------------------------------------------------------
 
class Canvas
  updateStep: 1000/60
  el: undefined
  context: undefined
  triangles: undefined
  previous: undefined
  lag: undefined
  
  constructor: (@el) -> 
    @context   = @el.getContext('2d')
    @triangles = []
    @previous  = new Date().getTime()
    @lag       = 0.0
  
  # add a Triangle to the stack to be animated
  addTriangle: (triangle) -> @triangles.push triangle
  
  # updates all the triangles on the stack
  update: ->
    triangle.update() for triangle in @triangles
    return
  
  # renders all the triangles on the stack
  render: (partial) ->
    @context.clearRect 0, 0, @el.width, @el.height
    triangle.render(@context, partial) for triangle in @triangles
    return
  
  # run at each animation frame
  # inspired by Bob Nystrom: http://gameprogrammingpatterns.com/ 
  loop: ->
    current   = new Date().getTime()
    @lag     += current - @previous
    @previous = current    
    
    while @lag >= @updateStep
      @update()
      @lag -= @updateStep
    
    @render @lag / @updateStep
    
  # start the animation loop using requestAnimationFrame wrapper
  start: ->
    window.requestAnimFrame => @start()
    @loop()
     
    
#-------------------------------------------------------
# THE MAGIC
#-------------------------------------------------------

# grab the canvas element
el = document.getElementById 'c'
$el = $(el) 

# gimme that full screen
el.width = $el.innerWidth()
el.height = $el.innerHeight()

# get the vectors to define the bounds
# giving a bit of wiggle room for overflow (makes for a prettier pattern)
topLeft = new Vector()
topLeft.x -= el.width * .25
topLeft.y -= el.height * .25

bottomRight = new Vector el.width, el.height
bottomRight.x += el.width * .25
bottomRight.y += el.height * .25 

# make the bounds for rendering the triangles
bounds = new Bounds topLeft, bottomRight

# create the canvas object with the canvas element
canvas = new Canvas el

# add in the triangles
canvas.addTriangle new Triangle bounds for [0...config.triangles]

# profit!
canvas.start()
              
            
!
999px

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