This is a quick example showing how to give an input field “memory”. After you type something once and hit return it will be stored in `localStorage`. String values are ranked based on how often they are selected/entered. I know people don’t like jQuery these days, seems this pen is from a time when I still used it.
There’s definitely room for improvement here - but the key features are covered.
Usually if you want to draw lines in HTML you use canvas or SVG. Awhile back I wondered how I might do it without those. This is really just a proof of concept speed coded answer to that question:
This works by using a div with a border, rotating it and scaling it as needed so it fits between two arbitrary points.
This could be abstracted a bit more, but it works pretty well. I usually choose `setInterval` over `requestAnimationFrame` when prototyping - because I like to easily be able to change the speed of
framebased things like this. If I were to try and make this code more dynamic, I would probably switch out to `requestAnimationFrame`.
If you try and connect two lines together - you’ll notice some inaccuracy - a good argument for using SVG or canvas over something like this. That said, if you are connecting two elements using a single line, this inaccuracy would become irrelevant.
Choose two colors to breed them and create 5 new colors:
This is a speed coded pen from awhile back - the features object is interesting - it allows two objects to be bred together. In this case two colors. I could see this is as part of some advanced/abstract colorpicker that allows the user to home in on a color.
let rotX =0, rotY =0,
perspective =500,
depth,
currX, currY;// learned something like this at Andries Odendaal's www.wireframe.co.za function point3d(x, y, z){
let cosX = Math.cos(rotX),
cosY = Math.cos(rotY),
sinX = Math.sin(rotX),
sinY = Math.sin(rotY),
posX, posY, posZ;
posZ = z * cosX - x * sinX,
posX = z * sinX + x * cosX,
posY = y * cosY - posZ * sinY,
posZ = y * sinY + posZ * cosY;
depth =1/ (posZ / perspective +1);
currX = posX * depth;
currY = posY * depth;return[ currX, currY, depth ];}
Here’s is an example of it in action:
I’ve used this code many many times, it’s just easy to throw into any language and instantly get 3d points rendered in 2d. Here is a short video of a Java applet from 2003 called “Catch Env” that made use of it:
You’ll notice in that source, that I nested the equation to allow for local and global transformations. It was around that time that I learned the ins and outs of real 2D and 3D matrix transformation math… Ken Perlin’s classfiles from NYU were a real help when I was learning that stuff. I don’t think this was the exact file I was working with, but it was definitely on his site somewhere.
Before all that, during my junior year in college I created a 3d engine based off Odendaal’s code in Director (Lingo). Here is a video of some of the demos for it:
…and here is a strange screenshot from my personal website at the time:
Just an example of a powerful snippet and a gateway to learning matrix transformation math. When I first really dug in to html5 canvas - before WebGL was supported so widely - having this trick up my sleeve was great. As you can see in the below link, I used it more than a few times back then: