404
How do I make an 404?
The 404 page from my site, full version: http://hakim.se/404Inspired by http://bit.ly/P6733r. What is a 404? How do you make a 404? This script and codes were developed by Hakim El Hattab on 24 September 2022, Saturday.
404 - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>404</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <div class="fof"> <canvas></canvas>
</div> <script src="js/index.js"></script>
</body>
</html>
404 - Script Codes CSS Codes
body { background: #000; overflow: hidden;
}
.fof { margin: 10px 0;
}
.fof canvas,
.fof img { position: relative; width: 100%; height: 100%; margin-bottom: 20px; z-index: 1; background: #000;
}
404 - Script Codes JS Codes
// The 404 page from my site http://hakim.se/404
(function(){ var DISPLAY_WIDTH = window.innerWidth, DISPLAY_HEIGHT = window.innerHeight, DISPLAY_DURATION = 10; var mouse = { x: 0, y: 0 }, container, canvas, context, startTime, eyes; function initialize() { container = document.querySelector( '.fof' ); canvas = document.querySelector( '.fof>canvas' ); if( canvas ) { canvas.width = DISPLAY_WIDTH; canvas.height = DISPLAY_HEIGHT; context = canvas.getContext( '2d' ); window.addEventListener( 'mousemove', function( event ) { mouse.x = event.clientX; mouse.y = event.clientY; }, false ); eyes = [ new Eye( canvas, 0.19, 0.80, 0.88, 0.31 ), new Eye( canvas, 0.10, 0.54, 0.84, 0.32 ), new Eye( canvas, 0.81, 0.13, 0.63, 0.33 ), new Eye( canvas, 0.89, 0.19, 0.58, 0.34 ), new Eye( canvas, 0.40, 0.08, 0.97, 0.35 ), new Eye( canvas, 0.64, 0.74, 0.57, 0.36 ), new Eye( canvas, 0.41, 0.89, 0.56, 0.37 ), new Eye( canvas, 0.92, 0.89, 0.75, 0.38 ), new Eye( canvas, 0.27, 0.20, 0.87, 0.39 ), new Eye( canvas, 0.17, 0.46, 0.68, 0.41 ), new Eye( canvas, 0.71, 0.29, 0.93, 0.42 ), new Eye( canvas, 0.84, 0.46, 0.54, 0.43 ), new Eye( canvas, 0.93, 0.35, 0.63, 0.44 ), new Eye( canvas, 0.77, 0.82, 0.85, 0.45 ), new Eye( canvas, 0.36, 0.74, 0.90, 0.46 ), new Eye( canvas, 0.13, 0.24, 0.85, 0.47 ), new Eye( canvas, 0.58, 0.20, 0.77, 0.48 ), new Eye( canvas, 0.55, 0.84, 0.87, 0.50 ), new Eye( canvas, 0.50, 0.50, 5.00, 0.10 ), ]; startTime = Date.now(); animate(); } } function animate() { // The number of seconds that have passed since initialization var seconds = ( Date.now() - startTime ) / 1000; // Out with the old ... context.clearRect( 0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT ); // ... in with the new for( var i = 0, len = eyes.length; i < len; i++ ) { var eye = eyes[i]; if( seconds > eye.activationTime * DISPLAY_DURATION ) { eye.activate(); }; eye.update( mouse ); } requestAnimFrame( animate ); } setTimeout( initialize, 1 );
})();
function Eye( canvas, x, y, scale, time ) { this.canvas = canvas; this.context = this.canvas.getContext( '2d' ) // The time at which this eye will come alive this.activationTime = time; // The speed at which the iris follows the mouse this.irisSpeed = 0.01 + ( Math.random() * 0.2 ) / scale; // The speed at which the eye opens and closes this.blinkSpeed = 0.2 + ( Math.random() * 0.2 ); this.blinkInterval = 5000 + 5000 * ( Math.random() ); // Timestamp of the last blink this.blinkTime = Date.now(); this.scale = scale; this.size = 70 * scale; this.x = x * canvas.width; this.y = y * canvas.height + ( this.size * 0.15 ); this.iris = { x: this.x, y: this.y - ( this.size * 0.1 ), size: this.size * 0.2 }; this.pupil = { width: 2 * scale, height: this.iris.size * 0.75 }; this.exposure = { top: 0.1 + ( Math.random() * 0.3 ), bottom: 0.5 + ( Math.random() * 0.3 ), current: 0, target: 1 }; // Affects the amount of inner shadow this.tiredness = ( 0.5 - this.exposure.top ) + 0.1; this.isActive = false; this.activate = function() { this.isActive = true; } this.update = function( mouse ) { if( this.isActive === true ) { this.render( mouse ); } } this.render = function( mouse ) { var time = Date.now(); if( this.exposure.current < 0.012 ) { this.exposure.target = 1; } else if( time - this.blinkTime > this.blinkInterval ) { this.exposure.target = 0; this.blinkTime = time; } this.exposure.current += ( this.exposure.target - this.exposure.current ) * this.blinkSpeed; // Eye left/right var el = { x: this.x - ( this.size * 0.8 ), y: this.y - ( this.size * 0.1 ) }; var er = { x: this.x + ( this.size * 0.8 ), y: this.y - ( this.size * 0.1 ) }; // Eye top/bottom var et = { x: this.x, y: this.y - ( this.size * ( 0.5 + ( this.exposure.top * this.exposure.current ) ) ) }; var eb = { x: this.x, y: this.y - ( this.size * ( 0.5 - ( this.exposure.bottom * this.exposure.current ) ) ) }; // Eye inner shadow top var eit = { x: this.x, y: this.y - ( this.size * ( 0.5 + ( ( 0.5 - this.tiredness ) * this.exposure.current ) ) ) }; // Eye iris var ei = { x: this.x, y: this.y - ( this.iris.size ) }; // Offset the iris depending on mouse position var eio = { x: ( mouse.x - ei.x ) / ( window.innerWidth - ei.x ), y: ( mouse.y ) / ( window.innerHeight ) }; // Apply the iris offset ei.x += eio.x * 16 * Math.max( 1, this.scale * 0.4 ); ei.y += eio.y * 10 * Math.max( 1, this.scale * 0.4 ); this.iris.x += ( ei.x - this.iris.x ) * this.irisSpeed; this.iris.y += ( ei.y - this.iris.y ) * this.irisSpeed; // Eye fill drawing this.context.fillStyle = 'rgba(255,255,255,1.0)'; this.context.strokeStyle = 'rgba(100,100,100,1.0)'; this.context.beginPath(); this.context.lineWidth = 3; this.context.lineJoin = 'round'; this.context.moveTo( el.x, el.y ); this.context.quadraticCurveTo( et.x, et.y, er.x, er.y ); this.context.quadraticCurveTo( eb.x, eb.y, el.x, el.y ); this.context.closePath(); this.context.stroke(); this.context.fill(); // Iris this.context.save(); this.context.globalCompositeOperation = 'source-atop'; this.context.translate(this.iris.x*0.1,0); this.context.scale(0.9,1); this.context.strokeStyle = 'rgba(0,0,0,0.5)'; this.context.fillStyle = 'rgba(130,50,90,0.9)'; this.context.lineWidth = 2; this.context.beginPath(); this.context.arc(this.iris.x, this.iris.y, this.iris.size, 0, Math.PI*2, true); this.context.fill(); this.context.stroke(); this.context.restore(); // Iris inner this.context.save(); this.context.shadowColor = 'rgba(255,255,255,0.5)'; this.context.shadowOffsetX = 0; this.context.shadowOffsetY = 0; this.context.shadowBlur = 2 * this.scale; this.context.globalCompositeOperation = 'source-atop'; this.context.translate(this.iris.x*0.1,0); this.context.scale(0.9,1); this.context.fillStyle = 'rgba(255,255,255,0.2)'; this.context.beginPath(); this.context.arc(this.iris.x, this.iris.y, this.iris.size * 0.7, 0, Math.PI*2, true); this.context.fill(); this.context.restore(); // Pupil this.context.save(); this.context.globalCompositeOperation = 'source-atop'; this.context.fillStyle = 'rgba(0,0,0,0.9)'; this.context.beginPath(); this.context.moveTo( this.iris.x, this.iris.y - ( this.pupil.height * 0.5 ) ); this.context.quadraticCurveTo( this.iris.x + ( this.pupil.width * 0.5 ), this.iris.y, this.iris.x, this.iris.y + ( this.pupil.height * 0.5 ) ); this.context.quadraticCurveTo( this.iris.x - ( this.pupil.width * 0.5 ), this.iris.y, this.iris.x, this.iris.y - ( this.pupil.height * 0.5 ) ); this.context.fill(); this.context.restore(); this.context.save(); this.context.shadowColor = 'rgba(0,0,0,0.9)'; this.context.shadowOffsetX = 0; this.context.shadowOffsetY = 0; this.context.shadowBlur = 10; // Eye top inner shadow this.context.fillStyle = 'rgba(120,120,120,0.2)'; this.context.beginPath(); this.context.moveTo( el.x, el.y ); this.context.quadraticCurveTo( et.x, et.y, er.x, er.y ); this.context.quadraticCurveTo( eit.x, eit.y, el.x, el.y ); this.context.closePath(); this.context.fill(); this.context.restore(); }
}
// shim with setTimeout fallback from http://paulirish.com/2011/requestanimationframe-for-smart-animating/
window.requestAnimFrame = (function(){ return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(/* function */ callback, /* DOMElement */ element){ window.setTimeout(callback, 1000 / 60); };
})();
Developer | Hakim El Hattab |
Username | hakimel |
Uploaded | September 24, 2022 |
Rating | 4.5 |
Size | 3,893 Kb |
Views | 24,288 |
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