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How to move the text down so its not right in the center of the header

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Site URL: https://www.chandrastation.com/

Hello im trying to add text using the header code injection feature for one page but when I put the text in it just centers it on the top of the page and I want to bring it down.

image.thumb.png.8f63c6cf059c62f1da01ba208b2a83ce.png

Quote


<h1 align="center">
  Chandra Station
</h1>
<canvas id="stars" width="300" height="300"></canvas>
<script src="https://rawgit.com/ironwallaby/delaunay/master/delaunay.js"></script>
<style>
<style css>
html,
body {
	margin: 2;
	padding: 2;
}

body {
	background-color: #000000; 
  	background: radial-gradient(
		ellipse at center,
		      rgb(89, 179, 200) 0%,
		rgb(30, 148, 184) 100%
	);

}

#stars {
	display: block;
	position: relative;
	width: 100%;
	height: 10rem;
	height: 100vh;
	z-index: 1;
}


</style>

<script>
/**
 * Stars
 * Inspired by Steve Courtney's poster art for Celsius GS's Drifter - http://celsiusgs.com/drifter/posters.php
 * by Cory Hughart - http://coryhughart.com
 */

// Settings
var particleCount = 250,
	flareCount = 10,
	motion = 0.05,
	tilt = 0.05,
	color = '#FFEED4',
	particleSizeBase = 2,
	particleSizeMultiplier = 0.5,
	flareSizeBase = 100,
	flareSizeMultiplier = 100,
	lineWidth = 3,
	linkChance = 100, // chance per frame of link, higher = smaller chance
	linkLengthMin = 10, // min linked vertices
	linkLengthMax = 14, // max linked vertices
	linkOpacity = 0.50; // number between 0 & 1
	linkFade = 90, // link fade-out frames
	linkSpeed = 1, // distance a link travels in 1 frame
	glareAngle = -60,
	glareOpacityMultiplier = 0.05,
	renderParticles = true,
	renderParticleGlare = true,
	renderFlares = false,
	renderLinks = true,
	renderMesh = false,
	flicker = true,
	flickerSmoothing = 15, // higher = smoother flicker
	blurSize = 0,
	orbitTilt = true,
	randomMotion = true,
	noiseLength = 1000,
	noiseStrength = 1;

var canvas = document.getElementById('stars'),
	//orbits = document.getElementById('orbits'),
	context = canvas.getContext('2d'),
	mouse = { x: 0, y: 0 },
	m = {},
	r = 0,
	c = 1000, // multiplier for delaunay points, since floats too small can mess up the algorithm
	n = 0,
	nAngle = (Math.PI * 2) / noiseLength,
	nRad = 100,
	nScale = 0.5,
	nPos = {x: 0, y: 0},
	points = [],
	vertices = [],
	triangles = [],
	links = [],
	particles = [],
	flares = [];

function init() {
	var i, j, k;

	// requestAnimFrame polyfill
	window.requestAnimFrame = (function(){
		return  window.requestAnimationFrame ||
				window.webkitRequestAnimationFrame ||
				window.mozRequestAnimationFrame ||
				function( callback ){
					window.setTimeout(callback, 1000 / 60);
				};
	})();

	// Fade in background
	/*
	var background = document.getElementById('background'),
		bgImg = new Image(),
		bgURL = '/img/background.jpg';
	bgImg.onload = function() {
		//console.log('background loaded');
		background.style.backgroundImage = 'url("'+bgURL+'")';
		background.className += ' loaded';
	}
	bgImg.src = bgURL;
	*/

	// Size canvas
	resize();

	mouse.x = canvas.clientWidth / 2;
	mouse.y = canvas.clientHeight / 2;

	// Create particle positions
	for (i = 0; i < particleCount; i++) {
		var p = new Particle();
		particles.push(p);
		points.push([p.x*c, p.y*c]);
	}

	//console.log(JSON.stringify(points));

	// Delaunay triangulation
	//var Delaunay = require('delaunay-fast');
	vertices = Delaunay.triangulate(points);
	//console.log(JSON.stringify(vertices));
	// Create an array of "triangles" (groups of 3 indices)
	var tri = [];
	for (i = 0; i < vertices.length; i++) {
		if (tri.length == 3) {
			triangles.push(tri);
			tri = [];
		}
		tri.push(vertices[i]);
	}
	//console.log(JSON.stringify(triangles));

	// Tell all the particles who their neighbors are
	for (i = 0; i < particles.length; i++) {
		// Loop through all tirangles
		for (j = 0; j < triangles.length; j++) {
			// Check if this particle's index is in this triangle
			k = triangles[j].indexOf(i);
			// If it is, add its neighbors to the particles contacts list
			if (k !== -1) {
				triangles[j].forEach(function(value, index, array) {
					if (value !== i && particles[i].neighbors.indexOf(value) == -1) {
						particles[i].neighbors.push(value);
					}
				});
			}
		}
	}
	//console.log(JSON.stringify(particles));

	if (renderFlares) {
		// Create flare positions
		for (i = 0; i < flareCount; i++) {
			flares.push(new Flare());
		}
	}

	// Motion mode
	//if (Modernizr && Modernizr.deviceorientation) {
	if ('ontouchstart' in document.documentElement && window.DeviceOrientationEvent) {
		console.log('Using device orientation');
		window.addEventListener('deviceorientation', function(e) {
			mouse.x = (canvas.clientWidth / 2) - ((e.gamma / 90) * (canvas.clientWidth / 2) * 2);
			mouse.y = (canvas.clientHeight / 2) - ((e.beta / 90) * (canvas.clientHeight / 2) * 2);
			//console.log('Center: x:'+(canvas.clientWidth/2)+' y:'+(canvas.clientHeight/2));
			//console.log('Orientation: x:'+mouse.x+' ('+e.gamma+') y:'+mouse.y+' ('+e.beta+')');
		}, true);
	}
	else {
		// Mouse move listener
		console.log('Using mouse movement');
		document.body.addEventListener('mousemove', function(e) {
			//console.log('moved');
			mouse.x = e.clientX;
			mouse.y = e.clientY;
		});
	}

	// Random motion
	if (randomMotion) {
		//var SimplexNoise = require('simplex-noise');
		//var simplex = new SimplexNoise();
	}

	// Animation loop
	(function animloop(){
		requestAnimFrame(animloop);
		resize();
		render();
	})();
}

function render() {
	if (randomMotion) {
		n++;
		if (n >= noiseLength) {
			n = 0;
		}

		nPos = noisePoint(n);
		//console.log('NOISE x:'+nPos.x+' y:'+nPos.y);
	}

	// Clear
	context.clearRect(0, 0, canvas.width, canvas.height);

	if (blurSize > 0) {
		context.shadowBlur = blurSize;
		context.shadowColor = color;
	}

	if (renderParticles) {
		// Render particles
		for (var i = 0; i < particleCount; i++) {
			particles[i].render();
		}
	}

	if (renderMesh) {
		// Render all lines
		context.beginPath();
		for (var v = 0; v < vertices.length-1; v++) {
			// Splits the array into triplets
			if ((v + 1) % 3 === 0) { continue; }

			var p1 = particles[vertices[v]],
				p2 = particles[vertices[v+1]];

			//console.log('Line: '+p1.x+','+p1.y+'->'+p2.x+','+p2.y);

			var pos1 = position(p1.x, p1.y, p1.z),
				pos2 = position(p2.x, p2.y, p2.z);

			context.moveTo(pos1.x, pos1.y);
			context.lineTo(pos2.x, pos2.y);
		}
		context.strokeStyle = color;
		context.lineWidth = lineWidth;
		context.stroke();
		context.closePath();
	}

	if (renderLinks) {
		// Possibly start a new link
		if (random(0, linkChance) == linkChance) {
			var length = random(linkLengthMin, linkLengthMax);
			var start = random(0, particles.length-1);
			startLink(start, length);
		}

		// Render existing links
		// Iterate in reverse so that removing items doesn't affect the loop
		for (var l = links.length-1; l >= 0; l--) {
			if (links[l] && !links[l].finished) {
				links[l].render();
			}
			else {
				delete links[l];
			}
		}
	}

	if (renderFlares) {
		// Render flares
		for (var j = 0; j < flareCount; j++) {
			flares[j].render();
		}
	}

	/*
	if (orbitTilt) {
		var tiltX = -(((canvas.clientWidth / 2) - mouse.x + ((nPos.x - 0.5) * noiseStrength)) * tilt),
			tiltY = (((canvas.clientHeight / 2) - mouse.y + ((nPos.y - 0.5) * noiseStrength)) * tilt);

		orbits.style.transform = 'rotateY('+tiltX+'deg) rotateX('+tiltY+'deg)';
	}
	*/
}

function resize() {
	canvas.width = window.innerWidth * (window.devicePixelRatio || 1);
	canvas.height = canvas.width * (canvas.clientHeight / canvas.clientWidth);
}

function startLink(vertex, length) {
	//console.log('LINK from '+vertex+' (length '+length+')');
	links.push(new Link(vertex, length));
}

// Particle class
var Particle = function() {
	this.x = random(-0.1, 1.1, true);
	this.y = random(-0.1, 1.1, true);
	this.z = random(0,4);
	this.color = color;
	this.opacity = random(0.1,1,true);
	this.flicker = 0;
	this.neighbors = []; // placeholder for neighbors
};
Particle.prototype.render = function() {
	var pos = position(this.x, this.y, this.z),
		r = ((this.z * particleSizeMultiplier) + particleSizeBase) * (sizeRatio() / 1000),
		o = this.opacity;

	if (flicker) {
		var newVal = random(-0.5, 0.5, true);
		this.flicker += (newVal - this.flicker) / flickerSmoothing;
		if (this.flicker > 0.5) this.flicker = 0.5;
		if (this.flicker < -0.5) this.flicker = -0.5;
		o += this.flicker;
		if (o > 1) o = 1;
		if (o < 0) o = 0;
	}

	context.fillStyle = this.color;
	context.globalAlpha = o;
	context.beginPath();
	context.arc(pos.x, pos.y, r, 0, 2 * Math.PI, false);
	context.fill();
	context.closePath();

	if (renderParticleGlare) {
		context.globalAlpha = o * glareOpacityMultiplier;
		/*
		context.ellipse(pos.x, pos.y, r * 30, r, 90 * (Math.PI / 180), 0, 2 * Math.PI, false);
		context.fill();
		context.closePath();
		*/
		context.ellipse(pos.x, pos.y, r * 100, r, (glareAngle - ((nPos.x - 0.5) * noiseStrength * motion)) * (Math.PI / 180), 0, 2 * Math.PI, false);
		context.fill();
		context.closePath();
	}

	context.globalAlpha = 1;
};

// Flare class
var Flare = function() {
	this.x = random(-0.25, 1.25, true);
	this.y = random(-0.25, 1.25, true);
	this.z = random(0,2);
	this.color = color;
	this.opacity = random(0.001, 0.01, true);
};
Flare.prototype.render = function() {
	var pos = position(this.x, this.y, this.z),
		r = ((this.z * flareSizeMultiplier) + flareSizeBase) * (sizeRatio() / 1000);

	// Feathered circles
	/*
	var grad = context.createRadialGradient(x+r,y+r,0,x+r,y+r,r);
	grad.addColorStop(0, 'rgba(255,255,255,'+f.o+')');
	grad.addColorStop(0.8, 'rgba(255,255,255,'+f.o+')');
	grad.addColorStop(1, 'rgba(255,255,255,0)');
	context.fillStyle = grad;
	context.beginPath();
	context.fillRect(x, y, r*2, r*2);
	context.closePath();
	*/

	context.beginPath();
	context.globalAlpha = this.opacity;
	context.arc(pos.x, pos.y, r, 0, 2 * Math.PI, false);
	context.fillStyle = this.color;
	context.fill();
	context.closePath();
	context.globalAlpha = 1;
};

// Link class
var Link = function(startVertex, numPoints) {
	this.length = numPoints;
	this.verts = [startVertex];
	this.stage = 0;
	this.linked = [startVertex];
	this.distances = [];
	this.traveled = 0;
	this.fade = 0;
	this.finished = false;
};
Link.prototype.render = function() {
	// Stages:
	// 0. Vertex collection
	// 1. Render line reaching from vertex to vertex
	// 2. Fade out
	// 3. Finished (delete me)

	var i, p, pos, points;

	switch (this.stage) {
		// VERTEX COLLECTION STAGE
		case 0:

			// Grab the last member of the link
			var last = particles[this.verts[this.verts.length-1]];
			//console.log(JSON.stringify(last));
			if (last && last.neighbors && last.neighbors.length > 0) {
				// Grab a random neighbor
				var neighbor = last.neighbors[random(0, last.neighbors.length-1)];
				// If we haven't seen that particle before, add it to the link
				if (this.verts.indexOf(neighbor) == -1) {
					this.verts.push(neighbor);
				}
				// If we have seen that particle before, we'll just wait for the next frame
			}
			else {
				//console.log(this.verts[0]+' prematurely moving to stage 3 (0)');
				this.stage = 3;
				this.finished = true;
			}

			if (this.verts.length >= this.length) {
				// Calculate all distances at once
				for (i = 0; i < this.verts.length-1; i++) {
					var p1 = particles[this.verts[i]],
						p2 = particles[this.verts[i+1]],
						dx = p1.x - p2.x,
						dy = p1.y - p2.y,
						dist = Math.sqrt(dx*dx + dy*dy);

						this.distances.push(dist);
				}
				//console.log('Distances: '+JSON.stringify(this.distances));
				//console.log('verts: '+this.verts.length+' distances: '+this.distances.length);

				//console.log(this.verts[0]+' moving to stage 1');
				this.stage = 1;
			}
		break;

		// RENDER LINE ANIMATION STAGE
		case 1:
			if (this.distances.length > 0) {

				points = [];
				//var a = 1;

				// Gather all points already linked
				for (i = 0; i < this.linked.length; i++) {
					p = particles[this.linked[i]];
					pos = position(p.x, p.y, p.z);
					points.push([pos.x, pos.y]);
				}

				var linkSpeedRel = linkSpeed * 0.00001 * canvas.width;
				this.traveled += linkSpeedRel;
				var d = this.distances[this.linked.length-1];
				// Calculate last point based on linkSpeed and distance travelled to next point
				if (this.traveled >= d) {
					this.traveled = 0;
					// We've reached the next point, add coordinates to array
					//console.log(this.verts[0]+' reached vertex '+(this.linked.length+1)+' of '+this.verts.length);

					this.linked.push(this.verts[this.linked.length]);
					p = particles[this.linked[this.linked.length-1]];
					pos = position(p.x, p.y, p.z);
					points.push([pos.x, pos.y]);

					if (this.linked.length >= this.verts.length) {
						//console.log(this.verts[0]+' moving to stage 2 (1)');
						this.stage = 2;
					}
				}
				else {
					// We're still travelling to the next point, get coordinates at travel distance
					// http://math.stackexchange.com/a/85582
					var a = particles[this.linked[this.linked.length-1]],
						b = particles[this.verts[this.linked.length]],
						t = d - this.traveled,
						x = ((this.traveled * b.x) + (t * a.x)) / d,
						y = ((this.traveled * b.y) + (t * a.y)) / d,
						z = ((this.traveled * b.z) + (t * a.z)) / d;

					pos = position(x, y, z);

					//console.log(this.verts[0]+' traveling to vertex '+(this.linked.length+1)+' of '+this.verts.length+' ('+this.traveled+' of '+this.distances[this.linked.length]+')');

					points.push([pos.x, pos.y]);
				}

				this.drawLine(points);
			}
			else {
				//console.log(this.verts[0]+' prematurely moving to stage 3 (1)');
				this.stage = 3;
				this.finished = true;
			}
		break;

		// FADE OUT STAGE
		case 2:
			if (this.verts.length > 1) {
				if (this.fade < linkFade) {
					this.fade++;

					// Render full link between all vertices and fade over time
					points = [];
					var alpha = (1 - (this.fade / linkFade)) * linkOpacity;
					for (i = 0; i < this.verts.length; i++) {
						p = particles[this.verts[i]];
						pos = position(p.x, p.y, p.z);
						points.push([pos.x, pos.y]);
					}
					this.drawLine(points, alpha);
				}
				else {
					//console.log(this.verts[0]+' moving to stage 3 (2a)');
					this.stage = 3;
					this.finished = true;
				}
			}
			else {
				//console.log(this.verts[0]+' prematurely moving to stage 3 (2b)');
				this.stage = 3;
				this.finished = true;
			}
		break;

		// FINISHED STAGE
		case 3:
		default:
			this.finished = true;
		break;
	}
};
Link.prototype.drawLine = function(points, alpha) {
	if (typeof alpha !== 'number') alpha = linkOpacity;

	if (points.length > 1 && alpha > 0) {
		//console.log(this.verts[0]+': Drawing line '+alpha);
		context.globalAlpha = alpha;
		context.beginPath();
		for (var i = 0; i < points.length-1; i++) {
			context.moveTo(points[i][0], points[i][1]);
			context.lineTo(points[i+1][0], points[i+1][1]);
		}
		context.strokeStyle = color;
		context.lineWidth = lineWidth;
		context.stroke();
		context.closePath();
		context.globalAlpha = 1;
	}
};


// Utils

function noisePoint(i) {
	var a = nAngle * i,
		cosA = Math.cos(a),
		sinA = Math.sin(a),
		//value = simplex.noise2D(nScale * cosA + nScale, nScale * sinA + nScale),
		//rad = nRad + value;
		rad = nRad;
	return {
		x: rad * cosA,
		y: rad * sinA
	};
}

function position(x, y, z) {
	return {
		x: (x * canvas.width) + ((((canvas.width / 2) - mouse.x + ((nPos.x - 0.5) * noiseStrength)) * z) * motion),
		y: (y * canvas.height) + ((((canvas.height / 2) - mouse.y + ((nPos.y - 0.5) * noiseStrength)) * z) * motion)
	};
}

function sizeRatio() {
	return canvas.width >= canvas.height ? canvas.width : canvas.height;
}

function random(min, max, float) {
	return float ?
		Math.random() * (max - min) + min :
		Math.floor(Math.random() * (max - min + 1)) + min;
}


// init
if (canvas) init();





</script>

 

 

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