Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

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.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

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.

+ add another resource

Packages

Add Packages

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.

Behavior

Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <canvas id="c"></canvas>
<div id=options class=closed>
	<p><span>rotVel</span><span><input type=range id=rotVel_input min=0 max=.1 value=.01 step=.002 /></span>
	<p><span>zoom</span><span><input type=range id=zoom_input min=.1 max=5 value=1 step=.1 /></span>
	<p><span>showDots</span><span><input type=checkbox id=showDots_input /></span>
	<p id=toggle_options>close/open options</p>
</div>
<p id=instruction>Use your arrow keys</p>
              
            
!

CSS

              
                canvas {
	position: absolute;
	top: 0;
	left: 0;
}
div#options {
	position: absolute;
	top: 0;
	transition: top .5s;
	color: #aca;
	font-size: 15px;
	font-family: monospace;
	width: 250px;
	background-color: rgba(10,10,10,.8);
}
div#options.closed {
	top: -140px;
}
div#options > p {
	display: flex;
}
div#options > p > span:first-child {
	text-align: right;
	padding-right: 10px;
	width: 90px;
}
div#options > p > span:nth-child(2){
	width: 150px;
}
div#options > p:last-child {
	display: inline-block;
	width: 250px;
	text-align: center;
	color: white;
	cursor: pointer;
}
p#instruction {
	position: absolute;
	bottom: 0;
	width: 300px;
	left: calc( 50% - 150px );
	color: rgb(0,255,0);
	font-family: monospace;
	text-align: center;
}
              
            
!

JS

              
                var c = document.getElementById( 'c' ),
		w = c.width = window.innerWidth,
		h = c.height = window.innerHeight,
		ctx = c.getContext( '2d' ),
		
		opts = {
			rotVel: .01,
			color: 'rgba(0,200,0,.4)',
			gameColor: 'rgba(0,255,0,.8)',
			textColor: 'rgba(0,200,0,.4)',
			depth: 250,
			focalLength: 250,
			vanishPoint: {
				x: w / 2,
				y: h / 2
			},
			zoom: 1,
			showDots: false,
			
			// game
			playerSpeed: .01,
			ballSpeed: .004,
			respawnTime: 60,
			startX: -40,
			startY: -40,
			addedX: 80,
			addedY: 80,
			startZ: 0
			
		},
		
		pointData, lineData,
		points = [],
		lines = [],
		
		pong = {
			paddle: {
				width: .03,
				height: .2
			},
			player: {
				x: .05,
				y: .4
			},
			computer: {
				x: .9,
				y: .4
			},
			ball: {
				x: .475,
				y: .475,
				width: .05,
				height: .05,
				vx: opts.ballSpeed,
				vy: opts.ballSpeed,
				respawnTime: opts.respawnTime
			},
			
			controls: {
				up: false,
				down: false
			},
			
			points: [],
			lines: []
		},
		
		rot = 0,
		cos = 1,
		sin = 0,
		
		tick = 0;

function Point( x, y, z, index ){
	
	this.x = x;
	this.y = y;
	this.z = z;
	
	this.index = index;
}
Point.prototype.setScreen = function(){
	
	var x = this.x,
			y = this.y,
			z = this.z,
			
			x1 = x;
	
	// rotate in y
	x = x * cos - z * sin;
	z = z * cos + x1* sin;
	
	// translate z
	z += opts.depth;
	
	var scale = opts.focalLength / z;
	
	this.scale = scale;
	this.sx = x * scale; // screen X
	this.sy = y * scale;
	
	if( !opts.showDots ) 
		return;
	ctx.fillStyle = opts.textColor;
	ctx.font = scale * 6 + 'px "Courier New"'
	ctx.fillText( this.index, this.sx - scale * 3, this.sy - scale * 3 );
}
function Line( points ){
	this.points = points;
}
Line.prototype.draw = function(){
	
	ctx.moveTo( this.points[ 0 ].sx, this.points[ 0 ].sy );
	this.points.map( point => ctx.lineTo( point.sx, point.sy ) );
}
function anim(){
	
	window.requestAnimationFrame( anim );
	
	++tick;
	
	rot += opts.rotVel;
	cos = Math.cos( rot );
	sin = Math.sin( rot );
	
	ctx.fillStyle = 'rgba(0,0,0,1)';
	ctx.fillRect( 0, 0, w, h );
	
	ctx.translate( opts.vanishPoint.x, opts.vanishPoint.y );
	ctx.scale( opts.zoom, opts.zoom );
	ctx.lineCap = 'square';
	ctx.miterLimit = 2;

	ctx.strokeStyle = opts.color;
	ctx.beginPath();
	points.map( point => point.setScreen() );
	lines.map( line => line.draw() );
	ctx.stroke();
	
	updatePong();
	
	ctx.strokeStyle = opts.gameColor;
	ctx.beginPath();
	pong.points.map( point => point.setScreen() );
	pong.lines.map( line => line.draw() );
	ctx.stroke();
	
	ctx.scale( 1/opts.zoom, 1/opts.zoom )
	ctx.translate( -opts.vanishPoint.x, -opts.vanishPoint.y );
}
function updatePong(){
	
	if( pong.ball.respawnTime === 0 ){
		
		var preva1 = pong.ball.x; // prev a1
		
		pong.ball.x += pong.ball.vx;
		pong.ball.y += pong.ball.vy;
		
		var a1 = pong.ball.x,
				A1 = a1 + pong.ball.width,
				b1 = pong.ball.y,
				B1 = b1 + pong.ball.height;
		
		if( pong.controls.up ){
			
			pong.player.y -= opts.playerSpeed;
			if( pong.player.y < 0 )
				pong.player.y = 0;
			
		} else if( pong.controls.down ){
			
			pong.player.y += opts.playerSpeed;
			if( pong.player.y + pong.paddle.height > 1 )
				pong.player.y = 1 - pong.paddle.height;
		}
		
		var b2 = pong.player.y,
				A2 = pong.player.x + pong.paddle.width,
				B2 = b2 + pong.paddle.height;
		
		if( pong.computer.y > b1 )
			pong.computer.y -= opts.playerSpeed;
		else if( pong.computer.y + pong.paddle.height < B1 )
			pong.computer.y += opts.playerSpeed;
		
		if( pong.computer.y < 0 )
			pong.computer.y = 0;
		else if( pong.computer.y + pong.paddle.height > 1 )
			pong.computer.y = 1 - pong.paddle.height;
		
		var a3 = pong.computer.x,
				b3 = pong.computer.y,
				B3 = b3 + pong.paddle.height;
		
		// 1 = ball, 2 = player, 3 = computer
		
		if( pong.ball.vx < 0 ){
			
			if( preva1 > A2 && a1 < A2 && ( B1 > b2 && b1 < B2 ) )
				collidePaddle( b2 )
			
			else if( a1 < 0 )
				resetPongBall( 1 );
			
		} else {
			
			if( preva1 + pong.ball.width < a3 && A1 > a3 && ( B1 > b3 && b1 < B3 ) )
				collidePaddle( b3 );
			
			else if( A1 > 1 )
				resetPongBall( -1 );
		}
		
		if( b1 < 0 || B1 > 1 )
			pong.ball.vy *= -1;
		
	} else --pong.ball.respawnTime;
	
	// aA is easier to distinguish than xX
	var a = pong.player.x,
			b = pong.player.y,
			A = a + pong.paddle.width,
			B = b + pong.paddle.height;
	
	pongTransform( 0, a, b );
	pongTransform( 1, A, b );
	pongTransform( 2, A, B );
	pongTransform( 3, a, B );
	
	a = pong.computer.x;
	b = pong.computer.y;
	A = a + pong.paddle.width;
	B = b + pong.paddle.height;
	
	pongTransform( 4, a, b );
	pongTransform( 5, A, b );
	pongTransform( 6, A, B );
	pongTransform( 7, a, B );
	
	a = pong.ball.x;
	b = pong.ball.y;
	A = a + pong.ball.width;
	B = b + pong.ball.height;
	
	pongTransform( 8, a, b );
	pongTransform( 9, A, b );
	pongTransform( 10,A, B );
	pongTransform( 11,a, B );
}
function collidePaddle( b ){
		
	var proportion = ( pong.ball.y - b ) / ( pong.paddle.height + pong.ball.height );
	pong.ball.vx *= -1.05;
	pong.ball.vy += ( proportion - .5 ) * opts.ballSpeed;
	
}
function resetPongBall( direction ){
	
	pong.ball.respawnTime = opts.respawnTime;
	
	pong.ball.x = .5 - pong.ball.width / 2;
	pong.ball.y = .5 - pong.ball.height / 2;
	
	pong.ball.vx = opts.ballSpeed * direction;
	pong.ball.vy = opts.ballSpeed * ( Math.random() < .5 ? 1 : -1 );
}
function pongTransform( index, x, y ){
	
	var point = pong.points[ index ];
	point.x = opts.startX + x * opts.addedX;
	point.y = opts.startY + y * opts.addedY;
	point.z = opts.startZ;
}
function init(){
	for( var i = 0; i < pointData.length; i += 3 ){

		var x = pointData[ i ],
				y = pointData[ i + 1 ],
				z = pointData[ i + 2 ];

		// space for other initial transformations like scaling here
		x *= 40;
		y *= 40;
		z *= 40;

		points.push( new Point( x, y, z, i / 3 ) );
	}
	
	// hope this is not too confusing
	for( var i = 0; i < lineData.length; ++i )
		lines.push( new Line( lineData[ i ].map( index => points[ index ] ) ) );
	
	for( var i = 0; i < 4*3; ++i )
		pong.points.push( new Point );
	
	for( var i = 0; i < 3; ++i )
		pong.lines.push( new Line( [
			pong.points[ i * 4 ],
			pong.points[ i * 4 + 1 ],
			pong.points[ i * 4 + 2 ],
			pong.points[ i * 4 + 3 ],
			pong.points[ i * 4 ]
		] ) );
	
	anim();
}
window.addEventListener( 'resize', function(){
	
	w = c.width = window.innerWidth;
	h = c.height = window.innerHeight;
	
	opts.vanishPoint.x = w / 2;
	opts.vanishPoint.y = h / 2;
});
window.addEventListener( 'keydown', function( e ){
	
	// [ A, down, S, J, right ]
	if( [ 65, 40, 83, 74, 39 ].indexOf( e.keyCode ) !== -1 ){
		pong.controls.down = true;
		pong.controls.up = false;
	}
	
	// [ W, D, up, K, left ]
	if( [ 87, 68, 38, 75, 37 ].indexOf( e.keyCode ) !== -1 ){
		pong.controls.up = true;
		pong.controls.down = false;
	}
	
	if( e.keyCode === 32 )
		opts.showDots = !opts.showDots;
	
	e.preventDefault();
});
window.addEventListener( 'keyup', function( e ){
	
	// [ A, down, S, J, right ]
	if( [ 65, 40, 83, 74, 39 ].indexOf( e.keyCode ) !== -1 )
		pong.controls.down = false;
	
	// [ W, D, up, K, left ]
	if( [ 87, 68, 38, 75, 37 ].indexOf( e.keyCode ) !== -1 )
		pong.controls.up = false;
	
	e.preventDefault();
});
rotVel_input.addEventListener( 'mousemove', function(){
	opts.rotVel = +rotVel_input.value;
});
zoom_input.addEventListener( 'mousemove', function(){
	opts.zoom = +zoom_input.value;
});
showDots_input.addEventListener( 'change', function(){
	opts.showDots = showDots_input.checked;
});
toggle_options.addEventListener( 'click', function(){
	options.classList.toggle( 'closed' );
});

// found out manually, using showDots: true
pointData = [
	// computer screen 0-3
	-1,-1, 0, 
	-1, 1, 0,
	 1, 1, 0,
	 1,-1, 0,
	// computer frame 4-7
	-1.3,-1.3, 0,
	-1.3, 1.3, 0,
	 1.3, 1.3, 0,
	 1.3,-1.3, 0,
	// computer back 8-11
	-.8,-.8, 1.5,
	-.8, .8, 1.5,
	 .8, .8, 1.5,
	 .8,-.8, 1.5,
	// connector to stand 12-18
		// top 12-15
	 .6,1.15,.5,
	-.6,1.15,.5,
	-.6, .98, 1,
	 .6, .98, 1,
		// bottom 16-19
	 .6,1.7,.5,
	-.6,1.7,.5,
	-.6,1.7, 1,
	 .6,1.7, 1,
 // stand 20-27
		// top 20-23
	 1.8,1.7,-.1,
	-1.8,1.7,-.1,
	-1.8,1.7,1.8,
	 1.8,1.7,1.8,
		// bottom 24-27
	 1.8,1.9,-.1,
	-1.8,1.9,-.1,
	-1.8,1.9,1.8,
	 1.8,1.9,1.8,
 // keyboard 28-43
	// frame 28-35
		// top 28-31
	 2,1.6,-0.8,
	 2,1.7,-2.3,
	-2,1.7,-2.3,
	-2,1.6,-0.8,
		// bottom 32-35
	 2,1.9,-0.8,
	 2,1.9,-2.3,
	-2,1.9,-2.3,
	-2,1.9,-0.8,
	// keys 36-43
		// letters + nums 36-39
	 0.5,1.612,  -1,
	 0.5,1.688,-2.1,
	-1.8,1.688,-2.1,
	-1.8,1.612,  -1,
		// numpad 40-43
	1.8,1.612,  -1,
	1.8,1.688,-2.1,
	0.9,1.688,-2.1,
	0.9,1.612,  -1,
// tower
	// top
	2.2,-1.2,2.7,
	2.2,-1.2,0.3,
	3.5,-1.2,0.3,
	3.5,-1.2,2.7,
	// bottom
	2.2,1.9,2.7,
	2.2,1.9,0.3,
	3.5,1.9,0.3,
	3.5,1.9,2.7,
	// inputs
	2.5,-0.8,.3,
	3.2,-0.8,.3,
	
	2.5,-0.5,.3,
	3.2,-0.5,.3,
	
	2.5,-0.2,.3,
	3.2,-0.2,.3,
	3.2, 0.3,.3,
	2.5, 0.3,.3,
	
	2.5, 0.6,.3,
	3.2, 0.6,.3,
	
	2.8, 0.9,.3,
	3.2, 0.9,.3,
	3.2, 1.2,.3,
	2.8, 1.2,.3
];
lineData = [
	// computer
	[ 0, 1, 2, 3, 0 ],
	[ 4, 5, 6, 7, 11, 8, 4, 7 ],
	[ 11, 10, 9, 8 ],
	[ 6, 10 ],
	[ 9, 5 ],
	// connector
	[ 12, 15, 14, 13, 12, 16, 19, 15 ],
	[ 19, 18, 14 ],
	[ 18, 17, 13 ],
	[ 17, 16 ],
	// stand
	[ 22, 21, 25, 26, 22, 23, 20, 21 ],
	[ 25, 24, 27, 26 ],
	[ 24, 20 ],
	[ 27, 23 ],
	// keyboard
	[ 31, 30, 29, 28, 31, 35, 34, 33, 32, 35 ],
	[ 34, 30 ],
	[ 33, 29 ],
	[ 32, 28 ],
	[ 40, 41, 42, 43, 40 ],
	[ 36, 37, 38, 39, 36 ],
	// tower
	[ 44, 45, 46, 47, 44, 48, 49, 50, 51, 48 ],
	[ 51, 47 ],
	[ 50, 46 ],
	[ 49, 45 ],
	[ 52, 53 ],
	[ 54, 55 ],
	[ 56, 57, 58, 59, 56 ],
	[ 60, 61 ],
	[ 62, 63, 64, 65, 62 ]
];

init();
              
            
!
999px

Console