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Animated 3D Globe (WebGL/three.js)
<div class="globe js-globe">
<ul class="globe-list js-list"></ul>
<canvas class="globe-canvas js-canvas"></canvas>
</div>
/* VARIABLES */
let canvas;
let scene;
let renderer;
let data;
let globeElement;
// Cache DOM selectors
const container = document.querySelector('.js-globe');
// Object for country HTML elements and variables
const elements = {};
// Three group objects
const groups = {
main: null, // A group containing everything
globe: null, // A group containing the globe sphere (and globe dots)
globeDots: null, // A group containing the globe dots
lines: null, // A group containing the lines between each country
lineDots: null, // A group containing the line dots
};
// Map properties for creation and rendering
const props = {
mapSize: {
// Size of the map from the intial source image (on which the dots are positioned on)
width: 2048 / 2,
height: 1024 / 2,
},
globeRadius: 200, // Radius of the globe (used for many calculations)
dotsAmount: 20, // Amount of dots to generate and animate randomly across the lines
startingCountry: 'hongkong', // The key of the country to rotate the camera to during the introduction animation (and which country to start the cycle at)
colours: {
// Cache the colours
globeDots: 'rgb(61, 137, 164)', // No need to use the Three constructor as this value is used for the HTML canvas drawing 'fillStyle' property
lines: new THREE.Color('#18FFFF'),
lineDots: new THREE.Color('#18FFFF'),
},
alphas: {
// Transparent values of materials
globe: 0.4,
lines: 0.5,
},
};
// Angles used for animating the camera
const camera = {
object: null, // Three object of the camera
controls: null, // Three object of the orbital controls
angles: {
// Object of the camera angles for animating
current: {
azimuthal: null,
polar: null,
},
target: {
azimuthal: null,
polar: null,
},
},
};
// Booleans and values for animations
const animations = {
finishedIntro: false, // Boolean of when the intro animations have finished
dots: {
current: 0, // Animation frames of the globe dots introduction animation
total: 170, // Total frames (duration) of the globe dots introduction animation,
points: [], // Array to clone the globe dots coordinates to
},
globe: {
current: 0, // Animation frames of the globe introduction animation
total: 80, // Total frames (duration) of the globe introduction animation,
},
countries: {
active: false, // Boolean if the country elements have been added and made active
animating: false, // Boolean if the countries are currently being animated
current: 0, // Animation frames of country elements introduction animation
total: 120, // Total frames (duration) of the country elements introduction animation
selected: null, // Three group object of the currently selected country
index: null, // Index of the country in the data array
timeout: null, // Timeout object for cycling to the next country
initialDuration: 5000, // Initial timeout duration before starting the country cycle
duration: 2000, // Timeout duration between cycling to the next country
},
};
// Boolean to enable or disable rendering when window is in or out of focus
let isHidden = false;
/* SETUP */
const getData = async () => {
try {
const results = await fetch('https://s3-us-west-2.amazonaws.com/s.cdpn.io/617753/globe-points.json');
data = await results.json();
return setupScene();
} catch (error) {
return alert('Unable to get data');
}
};
const setupScene = () => {
canvas = container.querySelector('.js-canvas');
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer({
canvas,
antialias: true,
alpha: true,
shadowMapEnabled: false,
});
renderer.setSize(canvas.clientWidth, canvas.clientHeight);
renderer.setPixelRatio(1);
renderer.setClearColor(0x000000, 0);
// Main group that contains everything
groups.main = new THREE.Group();
groups.main.name = 'Main';
// Group that contains lines for each country
groups.lines = new THREE.Group();
groups.lines.name = 'Lines';
groups.main.add(groups.lines);
// Group that contains dynamically created dots
groups.lineDots = new THREE.Group();
groups.lineDots.name = 'Dots';
groups.main.add(groups.lineDots);
// Add the main group to the scene
scene.add(groups.main);
// Render camera and add orbital controls
addCamera();
addControls();
// Render objects
addGlobe();
if (Object.keys(data.countries).length > 0) {
addLines();
createListElements();
}
// Start the requestAnimationFrame loop
render();
animate();
const canvasResizeBehaviour = () => {
const { innerWidth, innerHeight } = window;
container.width = innerWidth;
container.height = innerHeight;
container.style.width = `${innerWidth}px`;
container.style.height = `${innerHeight}px`;
camera.object.aspect = container.offsetWidth / container.offsetHeight;
camera.object.updateProjectionMatrix();
renderer.setSize(container.offsetWidth, container.offsetHeight);
};
window.addEventListener('resize', canvasResizeBehaviour);
window.addEventListener('orientationchange', canvasResizeBehaviour);
canvasResizeBehaviour();
};
/* CAMERA AND CONTROLS */
const addCamera = () => {
const { clientWidth, clientHeight } = canvas;
camera.object = new THREE.PerspectiveCamera(60, clientWidth / clientHeight, 1, 10000);
camera.object.position.z = props.globeRadius * 2.2;
};
const addControls = () => {
camera.controls = new OrbitControls(camera.object, canvas);
camera.controls.enableKeys = false;
camera.controls.enablePan = false;
camera.controls.enableZoom = false;
camera.controls.enableDamping = false;
camera.controls.enableRotate = false;
// Set the initial camera angles to something crazy for the introduction animation
camera.angles.current.azimuthal = -Math.PI;
camera.angles.current.polar = 0;
};
/* RENDERING */
const render = () => renderer.render(scene, camera.object);
const onFocusChange = (event) => {
const visible = 'visible';
const hidden = 'hidden';
const eventMap = {
focus: visible,
focusin: visible,
pageshow: visible,
blur: hidden,
focusout: hidden,
pagehide: hidden,
};
event = event || window.event;
isHidden = event.type in eventMap;
};
if ('hidden' in document) {
document.addEventListener('visibilitychange', onFocusChange);
} else if ('mozHidden' in document) {
document.addEventListener('mozvisibilitychange', onFocusChange);
} else if ('webkitHidden' in document) {
document.addEventListener('webkitvisibilitychange', onFocusChange);
} else if ('msHidden' in document) {
document.addEventListener('msvisibilitychange', onFocusChange);
} else if ('onfocusin' in document) {
document.onfocusin = document.onfocusout = onFocusChange;
} else {
window.onpageshow = window.onpagehide = window.onfocus = window.onblur = onFocusChange;
}
const animate = () => {
if (!isHidden) {
requestAnimationFrame(animate);
}
if (groups.globeDots) {
introAnimate();
}
if (animations.finishedIntro) {
animateDots();
}
if (animations.countries.animating) {
animateCountryCycle();
}
positionElements();
camera.controls.update();
render();
};
/* GLOBE */
const addGlobe = () => {
const textureLoader = new THREE.TextureLoader();
textureLoader.setCrossOrigin(true);
const radius = props.globeRadius - (props.globeRadius * .02);
const segments = 64;
const rings = 64;
// Make gradient
const canvasSize = 128;
const textureCanvas = document.createElement('canvas');
textureCanvas.width = canvasSize;
textureCanvas.height = canvasSize;
const canvasContext = textureCanvas.getContext('2d');
canvasContext.rect(0, 0, canvasSize, canvasSize);
const canvasGradient = canvasContext.createLinearGradient(0, 0, 0, canvasSize);
canvasGradient.addColorStop(0, '#5B0BA0');
canvasGradient.addColorStop(.5, '#260F76');
canvasGradient.addColorStop(1, '#130D56');
canvasContext.fillStyle = canvasGradient;
canvasContext.fill();
// Make texture
const texture = new THREE.Texture(textureCanvas);
texture.needsUpdate = true;
const geometry = new THREE.SphereGeometry(radius, segments, rings);
const material = new THREE.MeshBasicMaterial({
map: texture,
transparent: true,
opacity: 0,
});
globeElement = new THREE.Mesh(geometry, material);
groups.globe = new THREE.Group();
groups.globe.name = 'Globe';
groups.globe.add(globeElement);
groups.main.add(groups.globe);
addGlobeDots();
};
const addGlobeDots = () => {
const geometry = new THREE.Geometry();
// Make circle
const canvasSize = 16;
const halfSize = canvasSize / 2;
const textureCanvas = document.createElement('canvas');
textureCanvas.width = canvasSize;
textureCanvas.height = canvasSize;
const canvasContext = textureCanvas.getContext('2d');
canvasContext.beginPath();
canvasContext.arc(halfSize, halfSize, halfSize, 0, 2 * Math.PI);
canvasContext.fillStyle = props.colours.globeDots;
canvasContext.fill();
// Make texture
const texture = new THREE.Texture(textureCanvas);
texture.needsUpdate = true;
const material = new THREE.PointsMaterial({
map: texture,
size: props.globeRadius / 120,
});
const addDot = function({ x, y }) {
// Add a point with zero coordinates
const point = new THREE.Vector3(0, 0, 0);
geometry.vertices.push(point);
// Add the coordinates to a new array for the intro animation
const result = returnSphericalCoordinates(x, y);
animations.dots.points.push(new THREE.Vector3(result.x, result.y, result.z));
};
for (let i = 0; i < data.points.length; i++) {
addDot(data.points[i]);
}
for (let country in data.countries) {
addDot(data.countries[country]);
}
// Add the points to the scene
groups.globeDots = new THREE.Points(geometry, material);
groups.globe.add(groups.globeDots);
};
/* COUNTRY LINES AND DOTS */
const addLines = () => {
// Create the geometry
const geometry = new THREE.Geometry();
for (const countryStart in data.countries) {
const group = new THREE.Group();
group.name = countryStart;
for (const countryEnd in data.countries) {
// Skip if the country is the same
if (countryStart === countryEnd) {
continue;
}
// Get the spatial coordinates
const { start, mid, end } = returnCurveCoordinates(
data.countries[countryStart].x,
data.countries[countryStart].y,
data.countries[countryEnd].x,
data.countries[countryEnd].y,
);
// Calcualte the curve in order to get points from
const curve = new THREE.QuadraticBezierCurve3(
new THREE.Vector3(start.x, start.y, start.z),
new THREE.Vector3(mid.x, mid.y, mid.z),
new THREE.Vector3(end.x, end.y, end.z),
);
// Get verticies from curve
geometry.vertices = curve.getPoints(200);
// Create mesh line using plugin and set its geometry
const line = new MeshLine();
line.setGeometry(geometry);
// Create the mesh line material using the plugin
const material = new MeshLineMaterial({
color: props.colours.lines,
transparent: true,
opacity: props.alphas.lines,
});
// Create the final object to add to the scene
const curveObject = new THREE.Mesh(line.geometry, material);
curveObject._path = geometry.vertices;
group.add(curveObject);
}
group.visible = false;
groups.lines.add(group);
}
};
const addLineDots = () => {
/*
This function will create a number of dots (props.dotsAmount) which will then later be
animated along the lines. The dots are set to not be visible as they are later
assigned a position after the introduction animation.
*/
const radius = props.globeRadius / 120;
const segments = 32;
const rings = 32;
// Returns a sphere geometry positioned at coordinates
const returnLineDot = () => new THREE.Mesh(
new THREE.SphereGeometry(radius, segments, rings),
new THREE.MeshBasicMaterial({ color: props.colours.lineDots }),
);
for (let i = 0; i < props.dotsAmount; i++) {
// Get the country path geometry vertices and create the dot at the first vertex
const targetDot = returnLineDot();
targetDot.visible = false;
// Add custom variables for custom path coordinates and index
targetDot._pathIndex = null;
targetDot._path = null;
// Add the dot to the dots group
groups.lineDots.add(targetDot);
}
};
const assignDotsToRandomLine = (target) => {
// Get a random line from the current country
let randomLine = Math.random() * (animations.countries.selected.children.length - 1);
randomLine = animations.countries.selected.children[randomLine.toFixed(0)];
// Assign the random country path to the dot and set the index at 0
target._path = randomLine._path;
};
const reassignDotsToNewLines = () => {
for (let i = 0; i < groups.lineDots.children.length; i++) {
const target = groups.lineDots.children[i];
if (target._path && target._pathIndex) {
assignDotsToRandomLine(target);
}
}
};
const animateDots = () => {
// Loop through the dots children group
for (let i = 0; i < groups.lineDots.children.length; i++) {
const dot = groups.lineDots.children[i];
if (!dot._path) {
// Create a random seed as a pseudo-delay
if (Math.random() > 0.99) {
assignDotsToRandomLine(dot);
dot._pathIndex = 0;
}
} else if (dot._path && dot._pathIndex < dot._path.length - 1) {
// Show the dot
if (!dot.visible) {
dot.visible = true;
}
// Move the dot along the path vertice coordinates
dot.position.x = dot._path[dot._pathIndex].x;
dot.position.y = dot._path[dot._pathIndex].y;
dot.position.z = dot._path[dot._pathIndex].z;
// Advance the path index by 1
dot._pathIndex++;
} else {
// Hide the dot and remove the path assingment
dot.visible = false;
dot._path = null;
}
}
};
/* ELEMENTS */
let list;
const createListElements = () => {
list = document.querySelector('.js-list');
const pushObject = (coordinates, target) => {
// Create the element
const element = document.createElement('li');
const { country } = data.countries[target];
element.innerHTML = `<span class="text">${country}</span>`;
const object = { position: coordinates, element };
// Add the element to the DOM and add the object to the array
list.appendChild(element);
elements[target] = object;
};
// Loop through each country line
let i = 0;
for (const country in data.countries) {
const group = groups.lines.getObjectByName(country);
const coordinates = group.children[0]._path[0];
pushObject(coordinates, country);
if (country === props.startingCountry) {
// Set the country cycle index and selected line object for the starting country
animations.countries.index = i;
animations.countries.selected = groups.lines.getObjectByName(country);
// Set the line opacity to 0 so they can be faded-in during the introduction animation
let { visible, children } = animations.countries.selected;
visible = true;
for (let ii = 0; ii < children.length; ii++) {
children[ii].material.uniforms.opacity.value = 0;
}
// Set the target camera angles for the starting country for the introduction animation
const { x, y } = data.countries[country];
const { azimuthal, polar } = returnCameraAngles(x, y);
camera.angles.target.azimuthal = azimuthal;
camera.angles.target.polar = polar;
} else {
i++;
}
}
};
const positionElements = () => {
const widthHalf = canvas.clientWidth / 2;
const heightHalf = canvas.clientHeight / 2;
// Loop through the elements array and reposition the elements
for (const key in elements) {
const { position, element } = elements[key];
const { x, y } = getProjectedPosition(widthHalf, heightHalf, position);
// Construct the 3D translate string
const elementStyle = element.style;
const styleString = `translate3D(${x}px, ${y}px, 0)`;
elementStyle.webkitTransform = styleString;
elementStyle.WebkitTransform = styleString; // For Safari
elementStyle.mozTransform = styleString;
elementStyle.msTransform = styleString;
elementStyle.oTransform = styleString;
elementStyle.transform = styleString;
}
};
/* INTRO ANIMATIONS */
// Easing reference: https://gist.github.com/gre/1650294
const easeInOutCubic = t => t < 0.5 ? 4 * t * t * t : (t - 1) * (2 * t - 2) * (2 * t - 2) + 1;
const easeOutCubic = t => (--t) * t * t + 1;
const easeInOutQuad = t => t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t;
const introAnimate = () => {
const { dots, globe, countries } = animations;
if (dots.current <= dots.total) {
const points = groups.globeDots.geometry.vertices;
const totalLength = points.length;
for (let i = 0; i < totalLength; i++) {
// Get ease value and add delay based on loop iteration
let dotProgress = easeInOutCubic(dots.current / dots.total);
dotProgress = dotProgress + (dotProgress * (i / totalLength));
if (dotProgress > 1) {
dotProgress = 1;
}
// Move the point
points[i].x = dots.points[i].x * dotProgress;
points[i].y = dots.points[i].y * dotProgress;
points[i].z = dots.points[i].z * dotProgress;
// Animate the camera at the same rate as the first dot
if (i === 0) {
const { current, target } = camera.angles;
const azimuthalDifference = (current.azimuthal - target.azimuthal) * dotProgress;
camera.controls.setAzimuthalAngle(current.azimuthal - azimuthalDifference);
const polarDifference = (current.polar - target.polar) * dotProgress;
camera.controls.setPolarAngle(current.polar - polarDifference);
}
}
dots.current++;
// Update verticies
groups.globeDots.geometry.verticesNeedUpdate = true;
}
if (dots.current >= (dots.total * 0.65) && globe.current <= globe.total) {
const globeProgress = easeOutCubic(globe.current / globe.total);
globeElement.material.opacity = props.alphas.globe * globeProgress;
// Fade-in the country lines
const lines = countries.selected.children;
for (let ii = 0; ii < lines.length; ii++) {
lines[ii].material.uniforms.opacity.value = props.alphas.lines * globeProgress;
}
globe.current++;
}
if (dots.current >= (dots.total * 0.7) && !countries.active) {
list.classList.add('active');
const key = Object.keys(data.countries)[countries.index];
changeCountry(key, true);
countries.active = true;
}
// Start country cycle
if (countries.active && !animations.finishedIntro) {
animations.finishedIntro = true;
countries.timeout = setTimeout(showNextCountry, countries.initialDuration);
addLineDots();
}
};
/* COUNTRY CYCLE */
const changeCountry = (key, init) => {
if (animations.countries.selected) {
animations.countries.selected.visible = false;
}
for (const name in elements) {
if (name === key) {
elements[name].element.classList.add('active');
} else {
elements[name].element.classList.remove('active');
}
}
// Show the select country lines
animations.countries.selected = groups.lines.getObjectByName(key);
animations.countries.selected.visible = true;
if (!init) {
camera.angles.current.azimuthal = camera.controls.getAzimuthalAngle();
camera.angles.current.polar = camera.controls.getPolarAngle();
const { x, y } = data.countries[key];
const { azimuthal, polar } = returnCameraAngles(x, y);
camera.angles.target.azimuthal = azimuthal;
camera.angles.target.polar = polar;
animations.countries.animating = true;
reassignDotsToNewLines();
}
};
const animateCountryCycle = () => {
const { countries } = animations;
if (countries.current < countries.total) {
const { current, target } = camera.angles;
const progress = easeInOutQuad(countries.current / countries.total);
const azimuthalDifference = (current.azimuthal - target.azimuthal) * progress;
camera.controls.setAzimuthalAngle(current.azimuthal - azimuthalDifference);
const polarDifference = (current.polar - target.polar) * progress;
camera.controls.setPolarAngle(current.polar - polarDifference);
countries.current++;
} else {
countries.animating = false;
countries.current = 0;
countries.timeout = setTimeout(showNextCountry, countries.duration);
}
};
const showNextCountry = () => {
let { countries } = animations;
countries.index++;
if (countries.index >= Object.keys(data.countries).length) {
countries.index = 0;
}
changeCountry(Object.keys(data.countries)[countries.index], false);
};
/* COORDINATE CALCULATIONS */
// Returns an object of 3D spherical coordinates
const returnSphericalCoordinates = (latitude, longitude) => {
/*
This function will take a latitude and longitude and calcualte the
projected 3D coordiantes using Mercator projection relative to the
radius of the globe.
Reference: https://stackoverflow.com/a/12734509
*/
// Convert latitude and longitude on the 90/180 degree axis
latitude = ((latitude - props.mapSize.width) / props.mapSize.width) * -180;
longitude = ((longitude - props.mapSize.height) / props.mapSize.height) * -90;
// Calculate the projected starting point
const radius = Math.cos(longitude / 180 * Math.PI) * props.globeRadius;
const x = Math.cos(latitude / 180 * Math.PI) * radius;
const y = Math.sin(longitude / 180 * Math.PI) * props.globeRadius;
const z = Math.sin(latitude / 180 * Math.PI) * radius;
return { x, y, z };
};
// Reference: https://codepen.io/ya7gisa0/pen/pisrm?editors=0010
const returnCurveCoordinates = (latitudeA, longitudeA, latitudeB, longitudeB) => {
// Calculate the starting and end point
const start = returnSphericalCoordinates(latitudeA, longitudeA);
const end = returnSphericalCoordinates(latitudeB, longitudeB);
// Calculate the mid-point
const midPointX = (start.x + end.x) / 2;
const midPointY = (start.y + end.y) / 2;
const midPointZ = (start.z + end.z) / 2;
// Calculate the distance between the two coordinates
let distance = Math.pow(end.x - start.x, 2);
distance += Math.pow(end.y - start.y, 2);
distance += Math.pow(end.z - start.z, 2);
distance = Math.sqrt(distance);
// Calculate the multiplication value
let multipleVal = Math.pow(midPointX, 2);
multipleVal += Math.pow(midPointY, 2);
multipleVal += Math.pow(midPointZ, 2);
multipleVal = Math.pow(distance, 2) / multipleVal;
multipleVal = multipleVal * 0.7;
// Apply the vector length to get new mid-points
const midX = midPointX + multipleVal * midPointX;
const midY = midPointY + multipleVal * midPointY;
const midZ = midPointZ + multipleVal * midPointZ;
// Return set of coordinates
return {
start: {
x: start.x,
y: start.y,
z: start.z,
},
mid: {
x: midX,
y: midY,
z: midZ,
},
end: {
x: end.x,
y: end.y,
z: end.z,
},
};
};
// Returns an object of 2D coordinates for projected 3D position
const getProjectedPosition = (width, height, position) => {
/*
Using the coordinates of a country in the 3D space, this function will
return the 2D coordinates using the camera projection method.
*/
position = position.clone();
const { x, y } = position.project(camera.object);
return {
x: (x * width) + width,
y: -(y * height) + height,
};
};
// Returns an object of the azimuthal and polar angles of a given map latitude and longitude
const returnCameraAngles = (latitude, longitude) => {
/*
This function will convert given latitude and longitude coordinates that are
proportional to the map dimensions into values relative to PI (which the
camera uses as angles).
Note that the azimuthal angle ranges from 0 to PI, whereas the polar angle
ranges from -PI (negative PI) to PI (positive PI).
A small offset is added to the azimuthal angle as angling the camera directly on top of a point makes the lines appear flat.
*/
let azimuthal = ((latitude - props.mapSize.width) / props.mapSize.width) * Math.PI;
azimuthal = azimuthal + (Math.PI / 2);
azimuthal = azimuthal + 0.1; // Add a small offset
let polar = (longitude / (props.mapSize.height * 2)) * Math.PI;
return { azimuthal, polar };
};
/* INITIALISATION */
if (!window.WebGLRenderingContext) {
alert('WebGL not supported, please use a browser that supports WebGL')
} else {
getData();
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/87/three.js"></script>
<script src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/617753/ThreeOrbitControls.js"></script>
<script src="https://rawgit.com/spite/THREE.MeshLine/master/src/THREE.MeshLine.js"></script>
// Colours
$colour-cyan: #00FFD3;
$colour-white: #FFFFFF;
$colour-black: #000000;
// Resets
html,
body,
*,
*:before,
*:after {
margin: 0;
padding: 0;
box-sizing: border-box;
-webkit-text-size-adjust: 100%;
-webkit-font-smoothing: antialiased;
}
$colourStart: #8D07C8;
$colourMid: #260F77;
$colourEnd: #030B3A;
body {
position: relative;
width: 100vw;
height: 100vh;
font-family: "Cairo", sans-serif;
font-size: 14px;
line-height: 14px;
font-weight: 400;
text-rendering: optimizeLegibility;
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
-moz-font-feature-settings: "liga" on;
color: #FFFFFF;
overflow-x: hidden;
background: $colourStart;
background: -moz-linear-gradient(-45deg, $colourStart 0%, $colourMid 50%, $colourEnd 100%);
background: -webkit-linear-gradient(-45deg, $colourStart 0%, $colourMid 50%, $colourEnd 100%);
background: linear-gradient(135deg, $colourStart 0%, $colourMid 50%, $colourEnd 100%);
filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#{$colourStart}', endColorstr='${colourEnd}', GradientType=1);
}
// Globe
@keyframes pulse {
0% { transform: scale(1); }
50% { opacity: .5; }
100% { opacity: 0; transform: scale(2); }
}
.globe {
position: relative;
width: 100vw;
height: 100vh;
.globe-canvas {
z-index: 0;
position: absolute;
left: 0;
top: 0;
}
}
.globe-list {
z-index: 10;
opacity: 0;
position: absolute;
left: 0;
top: 0;
list-style: none;
transition: opacity 3s cubic-bezier(.175, .885, .320, 1.275);
&.active {
opacity: 1;
}
$dotSize: 16px;
$dotSizeLarge: $dotSize + ($dotSize / 2);
> li {
opacity: .4;
position: absolute;
margin-left: -($dotSize / 2);
margin-top: -($dotSize / 2);
width: $dotSize;
height: $dotSize;
border-radius: 50%;
background: $colour-cyan;
transition: opacity 1s cubic-bezier(.175, .885, .320, 1.275);
&:before {
content: "";
opacity: .5;
pointer-events: none;
position: absolute;
left: 50%;
top: 50%;
margin-left: -($dotSize / 2);
margin-top: -($dotSize / 2);
width: $dotSize;
height: $dotSize;
border-radius: 50%;
background: $colour-cyan;
animation: 2s pulse infinite linear;
}
&.active {
opacity: 1;
margin-left: -($dotSizeLarge / 2);
margin-top: -($dotSizeLarge / 2);
width: $dotSizeLarge;
height: $dotSizeLarge;
background: $colour-white;
&:before {
margin-left: -($dotSizeLarge / 2);
margin-top: -($dotSizeLarge / 2);
width: $dotSizeLarge;
height: $dotSizeLarge;
background: $colour-white;
}
.text {
opacity: 1;
right: $dotSizeLarge + 5px;
font-size: 20px;
line-height: 20px;
font-weight: 700;
}
}
}
.text {
position: absolute;
opacity: .8;
right: $dotSize + 5px;
top: 50%;
display: block;
font-size: 14px;
line-height: 14px;
font-weight: 600;
text-align: right;
text-shadow: -1px -1px 0 $colour-black, 1px -1px 0 $colour-black, -1px 1px 0 $colour-black, 1px 1px 0 $colour-black;
color: $colour-white;
white-space: nowrap;
transform: translateY(-50%);
}
}
@jd1378
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jd1378 commented Nov 23, 2023

broken it seems

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