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

Save Automatically?

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

              
                //-
  Our cube is going to be comprised of 6 faces.
  In code, we'll need to refer to these by some index or ID, so let's define that!

      3 (top)
     +--------+
    /|       /|
   / |      / |
  +--------+  |
  |  |  1  | 4|
  |0 +-----|--+
  | /   5  | /
  |/       |/
  +--------+
   2 (bot)

  Overflow on any edge of a face will go to the adjacent face.
//

//- Pick how many cells we will fit into each row/column of a face
- const CELL_DENSITY = 20;

//- Some computed constants based on CELL_DENSITY
- const CELL_WIDTH = 400 / CELL_DENSITY;
- const CELL_HEIGHT = CELL_WIDTH;
- const CELL_COUNT = CELL_DENSITY * CELL_DENSITY;

- const lerp = (start, end, t) => start * (1 - t) + end * t;
- const interpolate = (...pts) => pts.map(pt => pt.join(',')).join(' ');

//- This mixin is going to help us draw a face filled with a grid of cells
mixin face(id, tl, tr, br, bl)
  g(id=id)
    //- Let's create a "face" polygon in case we need to style the whole surface
    - const points = interpolate(tl, tr, br, bl);
    polygon.face(
      points=points
    )
    //- Now, to fill our face with cells
    - for (let cell = 0; cell < CELL_COUNT; cell++)
      -
        // First, let's find out what col and row we are on
        const col = cell % CELL_DENSITY;
        const row = Math.floor(cell / CELL_DENSITY);

        // Next, let's compute the X and Y ranges for the 
        // top and bottom "rails" of the row
        const topXRange = [
          lerp(tl[0], bl[0], row / CELL_DENSITY),
          lerp(tr[0], br[0], row / CELL_DENSITY)
        ];
        const topYRange = [
          lerp(tl[1], bl[1], row / CELL_DENSITY),
          lerp(tr[1], br[1], row / CELL_DENSITY)
        ];
        const botXRange = [
          lerp(tl[0], bl[0], (row + 1) / CELL_DENSITY),
          lerp(tr[0], br[0], (row + 1) / CELL_DENSITY),
        ]
        const botYRange = [
          lerp(tl[1], bl[1], (row + 1) / CELL_DENSITY),
          lerp(tr[1], br[1], (row + 1) / CELL_DENSITY),
        ]
        
        // Then, let's compute the four corners of the polygon
        // that will make up the cell
        const cell_tl = [
          lerp(...topXRange, col / CELL_DENSITY),
          lerp(...topYRange, col / CELL_DENSITY),
        ];
        const cell_tr = [
          lerp(...topXRange, (col + 1) / CELL_DENSITY),
          lerp(...topYRange, (col + 1) / CELL_DENSITY),
        ];
        const cell_br = [
          lerp(...botXRange, (col + 1) / CELL_DENSITY),
          lerp(...botYRange, (col + 1) / CELL_DENSITY),
        ];
        const cell_bl = [
          lerp(...botXRange, col / CELL_DENSITY),
          lerp(...botYRange, col / CELL_DENSITY)
        ];
        
        // Finally, interpolate it into a string format for SVG
        const points = interpolate(cell_tl, cell_tr, cell_br, cell_bl);

      polygon.cell(
        points=points
      )
  

svg(xmlns="http://www.w3.org/2000/svg", viewBox="0 0 400 400")
  //- Now the fun part! Let's draw our cube's faces
  
  -
    const shadow = [
      [0, 320],
      [200, 260],
      [400, 320],
      [200, 380],
    ];
  polygon(
    id="shadow"
    points=interpolate(shadow)
  )

  -
    const pts0 = [
      [200, 20],
      [0, 80],
      [0, 320],
      [200, 260],
    ];
  +face('face-0', ...pts0)
  
  -
    const pts1 = [
      [400, 80],
      [200, 20],
      [200, 260],
      [400, 320],
    ]
  +face('face-1', ...pts1)

  -
    const pts2 = [
      [0, 320],
      [200, 260],
      [400, 320],
      [200, 380],
    ];
  +face('face-2', ...pts2)
  
  -
    const pts3 = [
      [0, 80],
      [200, 20],
      [400, 80],
      [200, 140],
    ];
  +face('face-3', ...pts3)
  
  -
    const pts4 = [
      [200, 140],
      [400, 80],
      [400, 320],
      [200, 380],
    ]
  +face('face-4', ...pts4)

  -
    const pts5 = [
      [0, 80],
      [200, 140],
      [200, 380],
      [0, 320],
    ]
  +face('face-5', ...pts5)

button.reset Regenerate
              
            
!

CSS

              
                :root {
  --ease: cubic-bezier(0.17, 0.67, 0.54, 1);
  --color-bg: rgb(14, 39, 60);

  --offset: 8px;
  --min-offset: calc(var(--offset) * -1);
  --close-scale: 0.7;
  --open-scale: 0.9;
}

html,
body {
  height: 100%;
}

body {
  margin: 0;
  padding: 0;
  height: 100vh;
  background-color: var(--color-bg);
  display: flex;
  justify-content: center;
  flex-direction: column;
}

svg {
  width: 90vw;
  max-width: 620px;
  margin: 0 auto;
  overflow: visible;
}

rect,
g {
  transform-box: fill-box;
  transform-origin: center;
}

.face {
  stroke: none;
  fill: var(--color-bg);
  transform-box: fill-box;
  transform-origin: center;
}

#shadow {
  transform: translateY(20px);
  fill: rgba(0, 0, 0, 0.1);
  filter: blur(8px);
}

.cell {
  transform-box: fill-box;
  transform-origin: center;
  transition: all 80ms var(--ease) 180ms;
  transform: scale(var(--close-scale));
  stroke: var(--color-inactive);
  stroke-width: 4px;
  fill: none;
  opacity: 1;
}

#face-0,
#face-1,
#face-2 {
  display: none;
}

#face-3 {
  --color-active: rgba(208, 57, 112, 1);
  --color-inactive: rgba(23, 65, 99, 0.2);
}

#face-4 {
  --color-active: rgba(182, 43, 94, 1);
  --color-inactive: rgba(19, 54, 83, 0.2);
}

#face-5 {
  --color-active: rgba(212, 73, 124, 1);
  --color-inactive: rgba(31, 87, 132, 0.2);
}

.cell[data-alive="1"] {
  stroke: var(--color-active);
}

#face-3 .cell[data-alive="1"] {
  transform: scale(var(--open-scale)) translate(0px, var(--min-offset));
}

#face-4 .cell[data-alive="1"] {
  transform: scale(var(--open-scale)) translate(var(--offset), var(--offset));
}

#face-5 .cell[data-alive="1"] {
  transform: scale(var(--open-scale))
    translate(var(--min-offset), var(--offset));
}

button.reset {
  position: fixed;
  right: 24px;
  bottom: 24px;
  cursor: pointer;
  -webkit-appearance: none;
  transition: all 0.3s ease;
  border: none;
  background: rgba(211, 188, 204, 0.08);
  color: hsl(100, 0%, 78%);
  width: auto;
  margin: 48px auto 0;
  padding: 8px 16px;
  font-size: 1rem;
  font-family: "Helvetica Neue", "Helvetica", "Roboto", "Segoe UI", "Arial", sans-serif;
  text-transform: uppercase;
  letter-spacing: 1px;
  outline: none;
}

button.reset:disabled {
  opacity: 0.5;
}

button.reset:hover:not(:disabled) {
  background: rgba(211, 188, 204, 0.2);
}

button.reset:active:not(:disabled) {
  background: rgba(211, 188, 204, 0.3);
}
              
            
!

JS

              
                const resetBtn = document.querySelector('.reset');
const svg = document.querySelector("svg");
const groups = svg.querySelectorAll("g[id*=face]");
const faceNodes = Array.from(groups).map((f) => f.querySelectorAll(".cell"));
const density = Math.sqrt(faceNodes[0].length);
const lastIndex = density - 1;

function toRowCol(index) {
  const row = Math.floor(index / density);
  const col = index % density;

  return [row, col];
}

function toIndex(row, col) {
  return row * density + col;
}

function generateFaces() {
  return faceNodes.map((f, fi) =>
    Array.from(f).map((c, i) => {
      if ([0, 1, 2].includes(fi)) return 0;

      return Math.random() > 0.85 ? 1 : 0;
    })
  );
}

let faces = generateFaces();

const edgeFuncs = [
  // 0
  (row, col) => {
    if (col >= density) {
      return getCell(5, row, 0);
    } else if (col < 0) {
      return getCell(1, row, lastIndex);
    } else if (row >= density) {
      return getCell(2, 0, lastIndex - col);
    } else if (row < 0) {
      return getCell(3, 0, lastIndex - col);
    }
  },
  // 1
  (row, col) => {
    if (col >= density) {
      return getCell(0, row, 0);
    } else if (col < 0) {
      return getCell(4, row, lastIndex);
    } else if (row >= density) {
      return getCell(2, lastIndex - col, lastIndex);
    } else if (row < 0) {
      return getCell(3, lastIndex - col, lastIndex);
    }
  },
  // 2
  (row, col) => {
    if (col >= density) {
      return getCell(1, lastIndex, lastIndex - row);
    } else if (col < 0) {
      return getCell(5, lastIndex, row);
    } else if (row >= density) {
      return getCell(4, lastIndex, col);
    } else if (row < 0) {
      return getCell(0, lastIndex, lastIndex - col);
    }
  },
  // 3
  (row, col) => {
    if (col >= density) {
      return getCell(1, 0, lastIndex - row);
    } else if (col < 0) {
      return getCell(5, 0, row);
    } else if (row >= density) {
      return getCell(4, 0, col);
    } else if (row < 0) {
      return getCell(0, 0, lastIndex - col);
    }
  },
  // 4
  (row, col) => {
    if (col >= density) {
      return getCell(1, row, 0);
    } else if (col < 0) {
      return getCell(5, row, lastIndex);
    } else if (row >= density) {
      return getCell(2, lastIndex, col);
    } else if (row < 0) {
      return getCell(3, lastIndex, col);
    }
  },
  // 5
  (row, col) => {
    if (col >= density) {
      return getCell(4, row, 0);
    } else if (col < 0) {
      return getCell(0, row, lastIndex);
    } else if (row >= density) {
      return getCell(2, col, 0);
    } else if (row < 0) {
      return getCell(3, col, 0);
    }
  }
];

function getCell(faceIndex, row, col) {
  const getPossibleEdgeCell = edgeFuncs[faceIndex];
  const overflowRow = row >= density || row < 0;
  const overflowCol = col >= density || col < 0;

  if (overflowRow && overflowCol) {
    return 1;
  }

  return getPossibleEdgeCell(row, col) ?? faces[faceIndex][toIndex(row, col)];
}

function getCellNeighbors(faceIndex, cellIndex) {
  const face = faces[faceIndex];
  const [row, col] = toRowCol(cellIndex);

  return [
    getCell(faceIndex, row - 1, col - 1),
    getCell(faceIndex, row - 1, col),
    getCell(faceIndex, row - 1, col + 1),
    getCell(faceIndex, row, col - 1),
    getCell(faceIndex, row, col + 1),
    getCell(faceIndex, row + 1, col - 1),
    getCell(faceIndex, row + 1, col),
    getCell(faceIndex, row + 1, col + 1)
  ];
}

function nextCellState(cell, neighbors) {
  const liveNeighbors = neighbors.reduce((acc, curr) =>
    curr ? acc + curr : acc
  );

  // Game of Life
  if (!cell && liveNeighbors === 3) {
    return 1;
  } else if (cell && (liveNeighbors === 2 || liveNeighbors === 3)) {
    return 1;
  } else {
    return 0;
  }

  // Seeds
  return liveNeighbors === 2 ? 1 : 0;
}

function nextFaceState(cells, faceIndex) {
  const newState = [...cells];

  for (let [i, cell] of Object.entries(cells)) {
    const neighbors = getCellNeighbors(faceIndex, i);
    const newCellState = nextCellState(cell, neighbors);
    newState[i] = newCellState;
  }

  return newState;
}

function nextGameState() {
  faces = faces.map((face, i) => nextFaceState(face, i));
}

function render() {
  faces.forEach((face, faceIndex) => {
    face.forEach((cell, cellIndex) => {
      const node = faceNodes[faceIndex][cellIndex];
      const curr = parseInt(node.dataset.alive ?? 0);
      if (curr !== cell) {
        node.dataset.alive = cell ? "1" : "0";
      }
    });
  });
}

function loop() {
  nextGameState();
  render();
}

loop();

setInterval(() => {
  requestAnimationFrame(loop);
}, 124);

resetBtn.addEventListener('click', e => {
  faces = generateFaces();
})
              
            
!
999px

Console