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HTML

              
                <div id="canvas"></div>
<h1 id="info">Click anywhere to add some more orange juice!</h1>
              
            
!

CSS

              
                @import url('https://fonts.googleapis.com/css?family=Overpass');

$background-color: #D3CFE5;

html, body
{
	width: 100%;
	height: 100%;
	overflow: hidden;
	margin: 0;
	padding: 0;
	user-select: none;
	
}

body
{
	background-color: black;
}

#canvas
{
	//position: absolute;
	width: 100%;
	height: 100%;
	padding: 0;
	margin: 0;
}

h1
{
	position: absolute;
	left: 0;
	right: 0;
	top: 0;
	//height: 50px;
	text-align: center;
	font-size: 20px;
	font-family: 'Overpass', sans-serif;
	color: #8D8AB5;
	padding: 20px;
	margin: 0;
	text-transform: uppercase;
	
	
}


@media (max-height: 580px) 
{
	h1
	{
		font-size: 18px;
	}
}

@media (max-width: 600px) 
{
	h1
	{
		font-size: 12px;
	}
}
              
            
!

JS

              
                console.clear();

// These are the colors used for the orange juice particles. 
// I did have a few variations of yellow-orange but it looked 
// strange, so one color for now

const colors = [0xF9B52C];

// The liquid simulation and particle rendering are actually seperate 
// things independant of each other. Pixi.js knows nothing of LiquidFun
// and vise versa.

// This Stage class is where I do all my Pixi.js (canvas) stuff.

class Stage 
{
	// define all our variables
	
	element:HTMLElement;
	app:any;
	stage:any;
	juiceContainer:any;
	containers:any[] = []
	particles:any[] = [];
	textures:any[] = [];
	glass:any;
	shine:any;
	
	// constructor is a function that gets called when you create a new
	// instance of this class. E.G...
	//
	// let stage = new Stage(element); 
	//
	// We pass in the HTMLElement, that way would could have 2 or more 
	// of these on the page if we wanted.
	
	constructor(canvas:HTMLElement)
	{
		// Create a new Pixi.js application, and add the canvas to our HTMLElement container
		
		this.element = canvas;
		this.app = new PIXI.Application(this.element.offsetWidth, this.element.offsetHeight, { antialias: false, backgroundColor : 0xD3CFE5 });
		this.element.appendChild(this.app.view);
		
		// The stage container is where we put everything you see.
		// It's usefull to have a root container, that way we can 
		// move, rotate, etc everything in one go.
		
		this.stage = new PIXI.Container();		
		this.app.stage.addChild(this.stage);
		
		// We're also going to have another container to hold all 
		// the particles and glass assets. Then juiceContainer gets
		// added to the stage container.
		
		this.juiceContainer = new PIXI.Container();
		this.stage.addChild(this.juiceContainer);
		
		// The glass is made up of 2 images. The 'glass' image sits
		// behind the particles and 'shine' image sits above. That 
		// helps make the juice look as if its inside the glass.
		
		let glassTexture = PIXI.Texture.fromImage('https://s3-us-west-2.amazonaws.com/s.cdpn.io/557388/glass.png');		
		let glass = new PIXI.Sprite(glassTexture);
		glass.scale.set(0.5, 0.49);
		glass.position.x = -106;
		glass.position.y = -100;
		
		let shineTexture = PIXI.Texture.fromImage('https://s3-us-west-2.amazonaws.com/s.cdpn.io/557388/shine.png');
		let shine = new PIXI.Sprite(shineTexture);
		shine.scale.set(0.5, 0.49);
		shine.position.x = -78;
		shine.position.y = -100;
		
		// We need to add the glass image first, then the 
		// particleContainers and finally the shine added 
		// last (so its on top)
		
		this.juiceContainer.addChild(glass);
		
		for(let i = 0; i < colors.length; i++)
		{
			// To keep things fast we're going to use 
			// ParticleContainers. These are similar to normal
			// containers but with some restrictions to help
			// keep performance up. One of the restrictions is
			// you can only have one particle type in each container.
			// This is why we're creating a new container for each
			// color. At the moment we only have one color so there
			// will only be one ParticleContainer.
			
			let container = new PIXI.particles.ParticleContainer(10000);
			this.containers.push(container);
			this.juiceContainer.addChild(container);
			
			// We also need to draw the particle texture as well. 
			// This will be used later when we create the new 
			// particle sprites.
			
			let graphic = new PIXI.Graphics();

			graphic.lineStyle(0);
			graphic.beginFill(colors[i], 0.8);
			graphic.drawCircle(0, 0, 3);
			graphic.endFill();

			let texture = this.app.renderer.generateTexture(graphic);
			this.textures.push(texture);
		}
		
		this.juiceContainer.addChild(shine);
		
		this.onResize();		
	}
	
	onResize = function()
	{
		// We center everything when the window resizes
		
		this.app.renderer.resize(this.element.offsetWidth, this.element.offsetHeight);
		this.stage.position.x = window.innerWidth / 2;
		this.stage.position.y = window.innerHeight / 2;
	}
	
	newParticle = function(color)
	{
		// this function makes 1 particle, adds it to the
		// ParticleContainer and returns it.
		// This function is called from outside the class.
		
		// First off lets grab a random color, we only have
		// one so i will always equal 0 for now.
		
		let i = Math.floor(Math.random() * this.textures.length);
		let texture = this.textures[i];
		let container = this.containers[i];
		
		// make a new particle sprite from the texture and 
		// add it to the correct ParticleContainer
		
		let sprite = new PIXI.Sprite(texture);
		sprite.index = i;
		this.particles.push(sprite);
		this.add(sprite, i);
		
		// return the particle so the main app can update
		// it's position later.
		
		return sprite;
	}
	
	add = function(element:any, i:number)
	{
		this.containers[i].addChild(element);
	}
	
	remove = function(element:any, i:number)
	{
		this.containers[i].removeChild(element);
	}
}

// This Sim class is where most of the LiquidFun (Box2D) stuff is done.

class Sim
{
	// define all our variables
	
    private world:any;
	private width:number = 0;
	private height:number = 0;
	private particleSystem:any;
	private particle:any;
	
	// these are setting for the simulation
	
	private timeStep:number = 1.0 / 60.0;
	private velocityIterations:number = 8;
	private positionIterations:number = 3;
	
	private cooldown:number = 200;
	private cooling:boolean = false;
	
	// these consts define how things are positioned
	// outside the sim. METER is used to scale up
	// the simulations positions to standard pixels.
	// So for example when the Sim says a particle is
	// at 0.33 the output for Pixi.js will be 33px
	
	const METER:number = 100;
	const OFFSET_X:number = 0;
	const OFFSET_Y:number = 0;
	const PADDING:number = 50;

	constructor(world)
	{
		// I originally had the Sim class create it's own 
		// world but a bug (i think) meant that LiquidFun
		// got confused with world vs this.world.
		// having the world created outside the class and
		// passed in the constructor seemed to fix the issue
		
		this.world = world;
		
		let liquidContainerDef = new b2BodyDef();
		let liquidContainer = this.world.CreateBody(liquidContainerDef);
		
		this.onResize();
		
		let floor = this.createWallShape(
			this.width / this.METER / 2,
			0.05,
			new b2Vec2(this.width / this.METER / 2, this.height / this.METER + 0.05)
		)
		
		let leftWall = this.createWallShape(
			0.05,
			this.height / this.METER / 2,
			new b2Vec2(-0.05, this.height / this.METER / 2)
		)
		
		let rightWall = this.createWallShape(
			0.05,
			this.height / this.METER / 2,
			new b2Vec2(this.width / this.METER + 0.05, this.height / this.METER / 2)
		)
		
		liquidContainer.CreateFixtureFromDef(floor);
		liquidContainer.CreateFixtureFromDef(leftWall);
		liquidContainer.CreateFixtureFromDef(rightWall);
		
		let particleSystemDef = new b2ParticleSystemDef();
			particleSystemDef.radius = 0.03;
			particleSystemDef.dampingStrength = 0.2;
		
		this.particleSystem = this.world.CreateParticleSystem(particleSystemDef);
		
		this.particle = new b2CircleShape();
		
		if (window.DeviceOrientationEvent) 
		{
			window.addEventListener("deviceorientation", e => 
			{
				this.onMotion(e.beta, e.gamma);
			}, true);
		} 
		else if (window.DeviceMotionEvent) 
		{
			window.addEventListener('devicemotion', e => 
			{
				this.onMotion(e.acceleration.x * 2, e.acceleration.y * 2);
			}, true);
		}
	}

	onResize = function()
	{
		let h = window.innerHeight;
		this.width = 200;
		this.height = 300;
		this.height -= this.PADDING;	
	}
	
	onMotion = function(x:number, y:number)
	{
		if(x && y)
		{
			let gravity = new b2Vec2((-y)/5, (x)/4);
			this.world.SetGravity(gravity);
		}
	}
	
	private createWallShape(width, height, angle)
	{
		let wallShape = new b2PolygonShape();
		wallShape.SetAsBoxXYCenterAngle(width, height, angle, 0);
		
		let fixtureDef = new b2FixtureDef();
		fixtureDef.shape = wallShape;
		fixtureDef.density = 5;
		
		return fixtureDef;
	}
	
	getParticles():number[]
	{
		return this.world.particleSystems[0].GetPositionBuffer();
	}
	
	step = function()
	{
		this.world.Step(this.timeStep, this.velocityIterations, this.positionIterations);
    	this.time += 1 / 60;
	}
	
	addParticles = function()
	{		
		if(!this.cooling)
		{
			this.cooling = true;
			this.particle.position.Set((25 + (Math.random() * (this.width - 50))) / this.METER, (-this.height + (Math.random() * 100)) / this.METER);
			this.particle.radius = 0.25;

			let particleGroupDef = new b2ParticleGroupDef();
				particleGroupDef.shape = this.particle;

			this.particleSystem.CreateParticleGroup(particleGroupDef);
			
			setTimeout(() => { this.cooling = false }, this.cooldown)
		}
	}
}

let stage = new Stage(document.getElementById('canvas'));

let gravity = new b2Vec2(0, 10);
let world = new b2World(gravity);
let sim = new Sim(world);

window.addEventListener('resize', e => 
{ 
	sim.onResize();
	stage.onResize();
});

function tick() 
{
    sim.step();

    var particles = sim.getParticles();
    for (var i = 0; i < particles.length / 2; i++)
    {
		let p = !stage.particles[i] ? stage.newParticle() : stage.particles[i];
		
		if(p.position.y > window.innerHeight/2 && !p.removed)
		{
			stage.remove(p, p.index);
			p.removed = true;
		}
		else
		{
			var x = (sim.width/2) - particles[i * 2] * sim.METER + sim.OFFSET_X;
       		var y = (sim.height - 100) - (sim.height - particles[(i * 2) + 1] * sim.METER + sim.OFFSET_Y);
			p.position.set(x, y);
		}
    }

    requestAnimationFrame(tick);
}

window.addEventListener('click', () => { sim.addParticles(); })
window.addEventListener('touchstart', () => { sim.addParticles(); })

sim.addParticles();

if(location.pathname.match(/fullcpgrid/i))
{
	document.getElementById('info').style.visibility = "hidden";
	setInterval(() => {sim.addParticles()}, 500);
}

tick();
              
            
!
999px

Console