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CSS

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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

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