Holi Themed Design

Published by StudyMuch on

Happy Holi

Holi Themed Design

Holi, known as the festival of colors, is a vibrant and joyous celebration in India. In this blog post, we will explore how to create a colorful Holi Themed Design using HTML, CSS and JavaScript. By following these steps, you can add a festive touch to your website and celebrate the spirit of Holi in a creative way.

Step 1: Setting Up the HTML Structure

Let’s start by creating the basic HTML structure for our Holi design. Open your favourite code editor and create a new HTML file. Add the following code: (Holi Themed Design)

<body>

 <canvas></canvas>

 <div>Happy Holi Everyone!</div>

 <p>(CLICK ON BLANK SPACES TO CHANGE COLOR)</P>

</body>

Happy Holi Everyone

Step 2: Styling with CSS

Next, let’s add CSS styles to create the Holi-themed design. Create a new file named styles.css and link it to your HTML file. Add the following CSS code to style our Holi design: (Holi Themed Design )

<style>

html, body {

    overflow: hidden;

    padding:50px;

    color:#fff;

}

 canvas {

    position: fixed;

    top:0;

    left:0;

    width:100%;

    height:100%;

    z-index:0.5;

    opacity:1;

}

div{

    position:relative;

    z-index:1;

    font-size:70px;

    padding:0;

    display: table;

    margin:auto;

    letter-spacing:2px;

    font-family: “Madimi One”, sans-serif;

}

P{

    display: table;

    margin:20px auto;

    font-family:Arial, Helvetica, sans-serif;

    text-align:center;

    font-size:8px;

    letter-spacing:2px;

    position:absolute;

    bottom:10px;

    left:50%;  

    z-index:1;

    -webit-transform:translateX(-50%);

    -moz-transform:translateX(-50%);

    transform:translateX(-50%);

}

</style>

Copy all Source Code Easily – CodePen

Step 3: Adding JavaScript Functionality

Now, let’s add JavaScript code to add interactive elements and animations to our Holi design. Create a new file named script.js and add the following JavaScript code: (Holi Themed Design )

<script type=“text/javascript”>

‘use strict’;

function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) {

throw new TypeError(“Cannot call a class as a function”); } }

var canvas = document.getElementsByTagName(‘canvas’)[0];

canvas.width = canvas.clientWidth;

canvas.height = canvas.clientHeight;

var params = { alpha: false, depth: false, stencil: false, antialias: false };

var gl = canvas.getContext(‘webgl2’, params);

var isWebGL2 = !!gl;

if (!isWebGL2) {

    gl = canvas.getContext(‘webgl’, params) || canvas.getContext(‘experimental-webgl’, params);

}

gl.clearColor(0.0, 0.0, 0.0, 1.0);

var halfFloat = gl.getExtension(‘OES_texture_half_float’);

var support_linear_float = gl.getExtension(‘OES_texture_half_float_linear’);

if (isWebGL2) {

    gl.getExtension(‘EXT_color_buffer_float’);

    support_linear_float = gl.getExtension(‘OES_texture_float_linear’);

}

var TEXTURE_DOWNSAMPLE = 0.5;

var DENSITY_DISSIPATION = 0.98;

var VELOCITY_DISSIPATION = 0.99;

var SPLAT_RADIUS = 0.005;

var CURL = 30;

var PRESSURE_ITERATIONS = 10;

var GLProgram = function () {

    function GLProgram(vertexShader, fragmentShader) {

        _classCallCheck(this, GLProgram);

        this.uniforms = {};

        this.program = gl.createProgram();

        gl.attachShader(this.program, vertexShader);

        gl.attachShader(this.program, fragmentShader);

        gl.linkProgram(this.program);

        if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) throw gl.getProgramInfoLog(this.program);

        var uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);

        for (var i = 0; i < uniformCount; i++) {

            var uniformName = gl.getActiveUniform(this.program, i).name;

            this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName);

        }

    }

    GLProgram.prototype.bind = function bind() {

        gl.useProgram(this.program);

    };

    return GLProgram;

}();

function compileShader(type, source) {

    var shader = gl.createShader(type);

    gl.shaderSource(shader, source);

    gl.compileShader(shader);

    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw gl.getShaderInfoLog(shader);

    return shader;

};

var baseVertexShader = compileShader(gl.VERTEX_SHADER, \n    precision highp float;\n    precision mediump sampler2D;\n\n    attribute vec2 aPosition;\n    varying vec2 vUv;\n    varying vec2 vL;\n    varying vec2 vR;\n    varying vec2 vT;\n    varying vec2 vB;\n    uniform vec2 texelSize;\n\n    void main () {\n        vUv = aPosition * 0.5 + 0.5;\n        vL = vUv – vec2(texelSize.x, 0.0);\n        vR = vUv + vec2(texelSize.x, 0.0);\n        vT = vUv + vec2(0.0, texelSize.y);\n        vB = vUv – vec2(0.0, texelSize.y);\n        gl_Position = vec4(aPosition, 0.0, 1.0);\n    }\n);

var displayShader = compileShader(gl.FRAGMENT_SHADER, \n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    varying vec2 vL;\n    varying vec2 vR;\n    varying vec2 vT;\n    varying vec2 vB;\n    uniform sampler2D uTexture;\n\n    void main () {\n        gl_FragColor = texture2D(uTexture, vUv);\n    }\n);

var splatShader = compileShader(gl.FRAGMENT_SHADER, \n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    uniform sampler2D uTarget;\n    uniform float aspectRatio;\n    uniform vec3 color;\n    uniform vec2 point;\n    uniform float radius;\n\n    void main () {\n        vec2 p = vUv – point.xy;\n        p.x *= aspectRatio;\n        vec3 splat = exp(-dot(p, p) / radius) * color;\n        vec3 base = texture2D(uTarget, vUv).xyz;\n        gl_FragColor = vec4(base + splat, 1.0);\n    }\n);

var advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, \n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    uniform sampler2D uVelocity;\n    uniform sampler2D uSource;\n    uniform vec2 texelSize;\n    uniform float dt;\n    uniform float dissipation;\n\n    vec4 bilerp (in sampler2D sam, in vec2 p) {\n        vec4 st;\n        st.xy = floor(p – 0.5) + 0.5;\n        st.zw = st.xy + 1.0;\n        vec4 uv = st * texelSize.xyxy;\n        vec4 a = texture2D(sam, uv.xy);\n        vec4 b = texture2D(sam, uv.zy);\n        vec4 c = texture2D(sam, uv.xw);\n        vec4 d = texture2D(sam, uv.zw);\n        vec2 f = p – st.xy;\n        return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n    }\n\n    void main () {\n        vec2 coord = gl_FragCoord.xy – dt * texture2D(uVelocity, vUv).xy;\n        gl_FragColor = dissipation * bilerp(uSource, coord);\n        gl_FragColor.a = 1.0;\n    }\n);

var advectionShader = compileShader(gl.FRAGMENT_SHADER, \n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    uniform sampler2D uVelocity;\n    uniform sampler2D uSource;\n    uniform vec2 texelSize;\n    uniform float dt;\n    uniform float dissipation;\n\n    void main () {\n        vec2 coord = vUv – dt * texture2D(uVelocity, vUv).xy * texelSize;\n        gl_FragColor = dissipation * texture2D(uSource, coord);\n    }\n);

var divergenceShader = compileShader(gl.FRAGMENT_SHADER, \n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    varying vec2 vL;\n    varying vec2 vR;\n    varying vec2 vT;\n    varying vec2 vB;\n    uniform sampler2D uVelocity;\n\n    vec2 sampleVelocity (in vec2 uv) {\n        vec2 multiplier = vec2(1.0, 1.0);\n        if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; }\n        if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; }\n        if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; }\n        if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; }\n        return multiplier * texture2D(uVelocity, uv).xy;\n    }\n\n    void main () {\n        float L = sampleVelocity(vL).x;\n        float R = sampleVelocity(vR).x;\n        float T = sampleVelocity(vT).y;\n        float B = sampleVelocity(vB).y;\n        float div = 0.5 * (R – L + T – B);\n        gl_FragColor = vec4(div, 0.0, 0.0, 1.0);\n    }\n);

var curlShader = compileShader(gl.FRAGMENT_SHADER, \n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    varying vec2 vL;\n    varying vec2 vR;\n    varying vec2 vT;\n    varying vec2 vB;\n    uniform sampler2D uVelocity;\n\n    void main () {\n        float L = texture2D(uVelocity, vL).y;\n        float R = texture2D(uVelocity, vR).y;\n        float T = texture2D(uVelocity, vT).x;\n        float B = texture2D(uVelocity, vB).x;\n        float vorticity = R – L – T + B;\n        gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0);\n    }\n);

var vorticityShader = compileShader(gl.FRAGMENT_SHADER, \n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    varying vec2 vL;\n    varying vec2 vR;\n    varying vec2 vT;\n    varying vec2 vB;\n    uniform sampler2D uVelocity;\n    uniform sampler2D uCurl;\n    uniform float curl;\n    uniform float dt;\n\n    void main () {\n        float L = texture2D(uCurl, vL).y;\n        float R = texture2D(uCurl, vR).y;\n        float T = texture2D(uCurl, vT).x;\n        float B = texture2D(uCurl, vB).x;\n        float C = texture2D(uCurl, vUv).x;\n        vec2 force = vec2(abs(T) – abs(B), abs(R) – abs(L));\n        force *= 1.0 / length(force + 0.00001) * curl * C;\n        vec2 vel = texture2D(uVelocity, vUv).xy;\n        gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);\n    }\n);

 

var pressureShader = compileShader(gl.FRAGMENT_SHADER, \n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    varying vec2 vL;\n    varying vec2 vR;\n    varying vec2 vT;\n    varying vec2 vB;\n    uniform sampler2D uPressure;\n    uniform sampler2D uDivergence;\n\n    vec2 boundary (in vec2 uv) {\n        uv = min(max(uv, 0.0), 1.0);\n        return uv;\n    }\n\n    void main () {\n        float L = texture2D(uPressure, boundary(vL)).x;\n        float R = texture2D(uPressure, boundary(vR)).x;\n        float T = texture2D(uPressure, boundary(vT)).x;\n        float B = texture2D(uPressure, boundary(vB)).x;\n        float C = texture2D(uPressure, vUv).x;\n        float divergence = texture2D(uDivergence, vUv).x;\n        float pressure = (L + R + B + T – divergence) * 0.25;\n        gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);\n    }\n);

var gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, \n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    varying vec2 vL;\n    varying vec2 vR;\n    varying vec2 vT;\n    varying vec2 vB;\n    uniform sampler2D uPressure;\n    uniform sampler2D uVelocity;\n\n    vec2 boundary (in vec2 uv) {\n        uv = min(max(uv, 0.0), 1.0);\n        return uv;\n    }\n\n    void main () {\n        float L = texture2D(uPressure, boundary(vL)).x;\n        float R = texture2D(uPressure, boundary(vR)).x;\n        float T = texture2D(uPressure, boundary(vT)).x;\n        float B = texture2D(uPressure, boundary(vB)).x;\n        vec2 velocity = texture2D(uVelocity, vUv).xy;\n        velocity.xy -= vec2(R – L, T – B);\n        gl_FragColor = vec4(velocity, 0.0, 1.0);\n    }\n);

 

var blit = function () {

    gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());

    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, –1, –1, 1, 1, 1, 1, –1]), gl.STATIC_DRAW);

    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());

    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);

    gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);

    gl.enableVertexAttribArray(0);

    return function (destination) {

        gl.bindFramebuffer(gl.FRAMEBUFFER, destination);

        gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);

    };

}();

function clear(target) {

    gl.bindFramebuffer(gl.FRAMEBUFFER, target);

    gl.clear(gl.COLOR_BUFFER_BIT);

}

function createFBO(texId, w, h, internalFormat, format, type, param) {

    gl.activeTexture(gl.TEXTURE0 + texId);

    var texture = gl.createTexture();

    gl.bindTexture(gl.TEXTURE_2D, texture);

    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param);

    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param);

    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);

    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

    gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null);

    var fbo = gl.createFramebuffer();

    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);

    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);

    gl.viewport(0, 0, w, h);

    gl.clear(gl.COLOR_BUFFER_BIT);

    return [texture, fbo, texId];

}

function createDoubleFBO(texId, w, h, internalFormat, format, type, param) {

    var fbo1 = createFBO(texId, w, h, internalFormat, format, type, param);

    var fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param);

    return {

        get first() {

            return fbo1;

        },

        get second() {

            return fbo2;

        },

        swap: function swap() {

            var temp = fbo1;

            fbo1 = fbo2;

            fbo2 = temp;

        }

    };

}

var textureWidth = undefined;

var textureHeight = undefined;

var density = undefined;

var velocity = undefined;

var divergence = undefined;

var curl = undefined;

var pressure = undefined;

function initFramebuffers() {

    textureWidth = gl.drawingBufferWidth >> TEXTURE_DOWNSAMPLE;

    textureHeight = gl.drawingBufferHeight >> TEXTURE_DOWNSAMPLE;

    var internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA;

    var internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA;

    var formatRG = isWebGL2 ? gl.RG : gl.RGBA;

    var texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;

    density = createDoubleFBO(0, textureWidth, textureHeight, internalFormat, gl.RGBA, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);

    velocity = createDoubleFBO(2, textureWidth, textureHeight, internalFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);

    divergence = createFBO(4, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST);

    curl = createFBO(5, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST);

    pressure = createDoubleFBO(6, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST);

} 

initFramebuffers();

var displayProgram = new GLProgram(baseVertexShader, displayShader);

var splatProgram = new GLProgram(baseVertexShader, splatShader);

var advectionProgram = new GLProgram(baseVertexShader, support_linear_float ? advectionShader : advectionManualFilteringShader);

var divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);

var curlProgram = new GLProgram(baseVertexShader, curlShader);

var vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);

var pressureProgram = new GLProgram(baseVertexShader, pressureShader);

var gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);

function pointerPrototype() {

    this.id = –1;

    this.x = 0;

    this.y = 0;

    this.dx = 0;

    this.dy = 0;

    this.down = false;

    this.moved = false;

    this.color = [30, 0, 100];

}

var pointers = [];

pointers.push(new pointerPrototype());

for (var i = 0; i < 10; i++) {

    var color = [Math.random() * 10, Math.random() * 10, Math.random() * 10];

    var x = canvas.width * Math.random();

    var y = canvas.height * Math.random();

    var dx = 100 * (Math.random() – 0.5);

    var dy = 100 * (Math.random() – 0.5);

    splat(x, y, dx, dy, color);

}

var lastTime = Date.now();

Update();

function Update() {

    resizeCanvas();

    var dt = Math.min((Date.now() – lastTime) / 100, 0.016);

    lastTime = Date.now();

    gl.viewport(0, 0, textureWidth, textureHeight);

    advectionProgram.bind();

    gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);

    gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);

    gl.uniform1i(advectionProgram.uniforms.uSource, velocity.first[2]);

    gl.uniform1f(advectionProgram.uniforms.dt, dt);

    gl.uniform1f(advectionProgram.uniforms.dissipation, VELOCITY_DISSIPATION);

    blit(velocity.second[1]);

    velocity.swap();

    gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);

    gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]);

    gl.uniform1f(advectionProgram.uniforms.dissipation, DENSITY_DISSIPATION);

    blit(density.second[1]);

    density.swap();

    for (var i = 0; i < pointers.length; i++) {

        var pointer = pointers[i];

        if (pointer.moved) {

            splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color);

            pointer.moved = false;

        }

    }

    curlProgram.bind();

    gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);

    gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.first[2]);

    blit(curl[1]);

    vorticityProgram.bind();

    gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);

    gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.first[2]);

    gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]);

    gl.uniform1f(vorticityProgram.uniforms.curl, CURL);

    gl.uniform1f(vorticityProgram.uniforms.dt, dt);

    blit(velocity.second[1]);

    velocity.swap();

    divergenceProgram.bind();

    gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);

    gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]);

    blit(divergence[1]);

    clear(pressure.first[1]);

    pressureProgram.bind();

    gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);

    gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);

    for (var i = 0; i < PRESSURE_ITERATIONS; i++) {

        gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]);

        blit(pressure.second[1]);

        pressure.swap();

    }

    gradienSubtractProgram.bind();

    gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);

    gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.first[2]);

    gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.first[2]);

    blit(velocity.second[1]);

    velocity.swap();

 

    gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);

    displayProgram.bind();

    gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]);

    blit(null);

    requestAnimationFrame(Update);

}

function splat(x, y, dx, dy, color) {

    splatProgram.bind();

    gl.uniform1i(splatProgram.uniforms.uTarget, velocity.first[2]);

    gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);

    gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0y / canvas.height);

    gl.uniform3f(splatProgram.uniforms.color, dx, –dy, 1.0);

    gl.uniform1f(splatProgram.uniforms.radius, SPLAT_RADIUS);

    blit(velocity.second[1]);

    velocity.swap();

    gl.uniform1i(splatProgram.uniforms.uTarget, density.first[2]);

    gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3);

    blit(density.second[1]);

    density.swap();

}

function resizeCanvas() {

    if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) {

        canvas.width = canvas.clientWidth;

        canvas.height = canvas.clientHeight;

        initFramebuffers();

    }

} 

canvas.addEventListener(‘mousemove’, function (e) {

    pointers[0].moved = pointers[0].down;

    pointers[0].dx = (e.offsetXpointers[0].x) * 10.0;

    pointers[0].dy = (e.offsetYpointers[0].y) * 10.0;

    pointers[0].x = e.offsetX;

    pointers[0].y = e.offsetY;

    pointers[0].down = true;

}); 

canvas.addEventListener(‘touchmove’, function (e) {

    e.preventDefault();

    var touches = e.targetTouches;

    for (var i = 0; i < e.touches.length; i++) {

        var pointer = pointers[i];

        pointer.moved = pointer.down;

        pointer.dx = (touches[i].pageXpointer.x) * 10.0;

        pointer.dy = (touches[i].pageYpointer.y) * 10.0;

        pointer.x = touches[i].pageX;

        pointer.y = touches[i].pageY;

    }

}, false);

canvas.addEventListener(‘mousedown’, function () {

    pointers[0].down = true;

    pointers[0].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2];

});

canvas.addEventListener(‘touchstart’, function (e) {

    var touches = e.targetTouches;

    for (var i = 0; i < touches.length; i++) {

        if (i >= pointers.length) pointers.push(new pointerPrototype());

        pointers[i].id = touches[i].identifier;

        pointers[i].down = true;

        pointers[i].x = touches[i].pageX;

        pointers[i].y = touches[i].pageY;

        pointers[i].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2];

    }

});

window.addEventListener(‘mouseup’, function () {

    pointers[0].down = true;

});

window.addEventListener(‘touchend’, function (e) {

    var touches = e.changedTouches;

    for (var i = 0; i < touches.length; i++) {

        for (var j = 0; j < pointers.length; j++) {

            if (touches[i].identifier == pointers[j].id) pointers[j].down = false;

        }

    }

});

</script>

Conclusion:

Congratulations! You’ve successfully created a colorful Holi Themed Design using HTML, CSS and JavaScript. Feel free to customize the colors, add more elements, or experiment with different animations to make your design even more festive. Wishing you a Happy and Colorful Holi!

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