Grid Warp
A grid behind the section sags under the pointer like a trampoline: the lines bend in towards it and light up, then spring back with a wobble when the pointer moves on. Press or tap to push it deeper. With autoplay, a pretend pointer wanders and bounces on it until a real one arrives.
Bend the rules
How to use it
- Paste the snippet just before
</head>. - Add
data-grid-warpto a section with a dark background.
Options
Add any of these attributes to the same element.
data-autoplay | A pretend pointer wanders and bounces on the grid until the real pointer arrives, and again when it leaves. Use it so phones see it move. |
data-color | Line colour. Default rgba(255,255,255,.22). |
data-glow | Colour of the lines where it sags. Default violet #a855f7. |
data-size | Grid square in px. Default 36. |
data-depth | How deep it sags, as a multiplier. Default 1. |
It’s drawn on a transparent canvas behind your content and paused when off screen; clicks still reach your links and buttons. On touch screens it follows your finger while you touch. With reduced motion it shows a still dip in the middle.
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/bundles/anime.umd.min.js"></script>
<script>
(function () {
// Grid Warp: a grid of lines behind the section sags under the pointer
// like a trampoline, the lines bending in towards it and lighting up, and
// springs back with a wobble when the pointer moves on. Press or tap to
// push it deeper. Drawn on a transparent canvas behind your content, and
// paused when off screen.
// Usage: <section data-grid-warp style="background:#0b0a1a">…</section>
// Optional: data-color (line colour, default rgba(255,255,255,.22)),
// data-glow (colour where it sags, default #a855f7), data-size (grid cell
// in px, default 36), data-depth (how deep it sags, default 1),
// data-autoplay (a pretend pointer wanders and bounces on it until the
// real pointer arrives; also how it behaves on touch screens).
var DEFAULTS = { color: 'rgba(255,255,255,.22)', glow: '#a855f7', size: 36, depth: 1 };
var css =
'[data-grid-warp]{position:relative;isolation:isolate;overflow:hidden}' +
'.gwp-canvas{position:absolute;inset:0;width:100%;height:100%;z-index:-1;pointer-events:none}';
var style = document.createElement('style');
style.textContent = css;
document.head.appendChild(style);
function build(el) {
var d = el.dataset;
var color = d.color || DEFAULTS.color, glow = d.glow || DEFAULTS.glow;
var cell = +d.size || DEFAULTS.size;
var depthK = d.depth !== undefined ? +d.depth : DEFAULTS.depth;
var auto = d.autoplay !== undefined && d.autoplay !== 'false';
var canvas = document.createElement('canvas');
canvas.className = 'gwp-canvas';
canvas.setAttribute('aria-hidden', 'true');
el.insertBefore(canvas, el.firstChild);
var ctx = canvas.getContext('2d');
var w = 0, h = 0, dpr = 1, cols = 0, rows = 0, gap = 0, sub = 2;
var ox = null, oy = null, vx = null, vy = null;
// The pointer (or pretend pointer), how hard it presses, and its targets.
var px = 0, py = 0, press = 0, pressGoal = 0, real = false, lastReal = -1e9, down = false, t = 0;
function resize() {
dpr = Math.min(2, window.devicePixelRatio || 1);
w = el.clientWidth;
h = el.clientHeight;
canvas.width = w * dpr;
canvas.height = h * dpr;
// Points every half cell, so bent lines stay smooth.
gap = cell / sub;
cols = Math.ceil(w / gap) + 3;
rows = Math.ceil(h / gap) + 3;
ox = new Float32Array(cols * rows); oy = new Float32Array(cols * rows);
vx = new Float32Array(cols * rows); vy = new Float32Array(cols * rows);
if (!px) { px = w / 2; py = h / 2; }
draw();
}
// Each point springs towards where the sag wants it, so the grid
// overshoots and wobbles like a real trampoline.
function physics(dt) {
// Small steps keep the springs steady even when frames drop.
if (dt > 1 / 50) { physics(dt / 2); physics(dt / 2); return; }
var R = Math.max(60, Math.min(w, h) * 0.32) * (0.75 + press * 0.35);
var pull = Math.min(0.62, press * 0.42 * depthK);
var k = 120 * dt, damp = Math.pow(0.0009, dt);
for (var j = 0; j < rows; j++) {
for (var i = 0; i < cols; i++) {
var n = j * cols + i;
var bx = (i - 1) * gap - (cols * gap - w) / 2 + gap, by = (j - 1) * gap - (rows * gap - h) / 2 + gap;
var dx = px - bx, dy = py - by;
var s = Math.exp(-(dx * dx + dy * dy) / (2 * R * R));
// Pulled in towards the dip, and a touch further down, as if seen from above.
var tx = dx * s * pull, ty = dy * s * pull + s * R * 0.12 * pull;
vx[n] = (vx[n] + (tx - ox[n]) * k) * damp;
vy[n] = (vy[n] + (ty - oy[n]) * k) * damp;
ox[n] += vx[n] * dt * 60 * 0.12;
oy[n] += vy[n] * dt * 60 * 0.12;
}
}
}
function line(get, count) {
// A smooth curve through the points, via the midpoints between them.
var a = get(0), b;
ctx.moveTo(a[0], a[1]);
for (var i = 1; i < count - 1; i++) {
a = get(i); b = get(i + 1);
ctx.quadraticCurveTo(a[0], a[1], (a[0] + b[0]) / 2, (a[1] + b[1]) / 2);
}
b = get(count - 1);
ctx.lineTo(b[0], b[1]);
}
function draw() {
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
ctx.clearRect(0, 0, w, h);
var x0 = -(cols * gap - w) / 2 + gap, y0 = -(rows * gap - h) / 2 + gap;
function pt(i, j) { var n = j * cols + i; return [(i - 1) * gap + x0 + ox[n], (j - 1) * gap + y0 + oy[n]]; }
ctx.beginPath();
for (var j = 0; j < rows; j += sub) line(function (i) { return pt(i, j); }, cols);
for (var i = 0; i < cols; i += sub) line(function (j) { return pt(i, j); }, rows);
ctx.lineWidth = 1;
ctx.strokeStyle = color;
ctx.stroke();
// The same lines again, lit only around the dip.
var R = Math.max(60, Math.min(w, h) * 0.32);
var g = ctx.createRadialGradient(px, py, 0, px, py, R * (1 + press * 0.4));
g.addColorStop(0, glow);
g.addColorStop(1, 'rgba(0,0,0,0)');
ctx.globalAlpha = Math.min(1, press * 1.1);
ctx.lineWidth = 1.5;
ctx.strokeStyle = g;
ctx.stroke();
ctx.globalAlpha = 1;
}
resize();
if (window.ResizeObserver) new ResizeObserver(resize).observe(el);
if (window.matchMedia('(prefers-reduced-motion: reduce)').matches) {
// A still frame with a gentle dip in the middle.
press = 0.9;
for (var s = 0; s < 240; s++) physics(1 / 60);
draw();
return;
}
function pos(e) { var b = el.getBoundingClientRect(); return [e.clientX - b.left, e.clientY - b.top]; }
var goal = [w / 2, h / 2];
el.addEventListener('pointermove', function (e) {
if (e.pointerType !== 'mouse' && !down) return;
goal = pos(e); real = true; lastReal = performance.now();
});
el.addEventListener('pointerdown', function (e) { down = true; goal = pos(e); real = true; lastReal = performance.now(); pressGoal = 1; });
window.addEventListener('pointerup', function () { if (down) { down = false; pressGoal = 0; lastReal = performance.now(); } });
el.addEventListener('pointerleave', function (e) { if (e.pointerType === 'mouse') { real = false; lastReal = performance.now(); } });
var last = 0, nextBounce = 2;
var timer = anime.createTimer({
loop: true,
duration: 1000,
autoplay: false,
onUpdate: function () {
var now = performance.now();
var dt = (last ? Math.min(50, now - last) : 16) / 1000;
last = now;
t += dt;
var idle = !down && now - lastReal > (real ? 4000 : 1500);
if (idle) real = false;
if (auto && !real && !down) {
// A pretend pointer drifts in loops and now and then bounces.
goal = [w * (0.5 + 0.32 * Math.sin(t * 0.47)), h * (0.5 + 0.3 * Math.sin(t * 0.71 + 1))];
nextBounce -= dt;
if (nextBounce <= 0) { pressGoal = 1; nextBounce = 2.6; }
else if (nextBounce < 2.2) pressGoal = 0;
} else if (!auto && !real && !down) {
pressGoal = 0;
}
var on = auto || real || down ? 1 : 0;
var f = 1 - Math.pow(0.002, dt);
px += (goal[0] - px) * f;
py += (goal[1] - py) * f;
press += ((on ? 0.4 + pressGoal : 0) - press) * (1 - Math.pow(0.02, dt));
physics(dt);
draw();
}
});
new IntersectionObserver(function (entries) {
if (entries[0].isIntersecting) { last = 0; timer.play(); } else timer.pause();
}).observe(el);
}
function init() {
document.querySelectorAll('[data-grid-warp]').forEach(function (el) {
if (el._gwp) return;
el._gwp = true;
build(el);
});
}
if (document.readyState === 'loading') document.addEventListener('DOMContentLoaded', init);
else init();
})();
</script><section data-grid-warp data-autoplay style="background: #0b0a1a; color: #fff">
<h1>Bend the rules</h1>
</section>