Colin's Webpage Builder! Press F12 to toggle debugger.


doMath is a powerful calculator, just type out
the equation you want to solve and doMath!

Examples to try:
4+2*3
2-4^6+2
2/8*(2+11)-3*5+4
1&1*1|0
0b1001|0b0110
0xFA +1
f=4; f*5
Math.random()
lo=2;hi=6;Math.round(Math.random()*(hi-lo)+lo)
Math.PI
Math.PI.toFixed(2)
Math.round(56.78)
Math.ceil(54.3)
Math.floor(35.6)
255..toString(16)
parseInt("ff", 16)

Horizontal: Vertical:

MakeForm
formform action=. method=post
textareatextarea
buttonbutton type=button
labellabel for=input
selectselect option
textinput type=text
submitinput type=submit
buttoninput type=button
fileinput type=file
hiddeninput type=hidden
checkboxinput type=checkbox
radioinput type=radio
rangeinput type=range
emailinput type=email
numberinput type=number
passwordinput type=password
colorinput type=color
dateinput type=date
datetime-localinput type=datetime-local
imageinput type=image
searchinput type=search
telinput type=tel
urlinput type=url
monthinput type=month
timeinput type=time
weekinput type=week
resetinput type=reset
This is used to directly add files to your webpage as opposed to downloading them from a cross-origin server. Just add the tag in place of the URL.

Help (v1.9)

Jump to: Regex, Javascript, Canvas Cheat, CSS, HTML, Colours, three.js

Videos

Introduction to editor, Making a canvas game

Using Images and other files

  You need to use a file host/web server to use your own files.
  Getting and paying for your own domain and web hosting is the best way
  because you can set up HTTPS, but if you're just testing things, you can use
  HFS, a free webserver you can use locally: HFS download
  You just point the src to http://127.0.0.1/file.name to get to your files.


Buttons:
RunPlaces HTML, CSS and Javascript in the Iframe. Do this if you make changes to any code you'd like to see. CTRL+` (backtick)
SavePrompts for a name and saves your HTML, CSS and Javascript into one file. You can also test the saved file, as is, in your browser.
Remember to save as often as required! CTRL+S also saves without asking for a filename. A downside of working in the same area that you test in,
if you freeze the browser with Javascript loop gone wild, you may have to kill the browser task.
OpenLoads files saved by Save button. Can load other HTML files but you have to separate CSS and Javascript. CTRL+O
SplitSplit screen mode toggle, see two tabs. CTRL+Q
FscrnOpen work area full screen. You can use Hotkeys listed below to change tabs. ESC returns to normal. This is different than F11 fullscreen.
Hotkeys F12 most browsers open or close the debugger.
F11 most browsers should go fullscreen.
CTRL+1 to CTRL+9 to switch to the corresponding tabs
CRTL+0 switches to help. (Basically the order on the keyboard.)
Note: while in the iframe tab, CTRL+[0 to 9] may not work!

While in HTML, CSS or Javascript tabs
CTRL+G will search Help for the word under the text cursor. If the keyword isn't found, it'll just show you the help section.
F1 shows more editor hotkeys and settings.

Tabs:
HTMLHTML content goes here. Press F1 to see settings.
CSSWrite CSS here. Press F1 to see settings.
JavascriptJavascript, make your webapp do things! Press F1 to see settings.
IframeFor testing your website. Press run to load your data from the previous tabs.
CalcAdvanced Javascript calculator. Hex and base64 conversions
RegexTest Regular Expressions. Top is the haystack. In the middle you define the needle and the bottom displays results and errors.
Regex cheatsheet below.
MakeTableCreate an empty, static HTML table by defining the rows/cols and press createNew.
If you have a CSV file, Comma Seperated Values, common to spreadsheet users, use the fromCSV button.
You can choose the separator after you pick a file. Line 1 in the CSV file is the header.
Click toHTML* to copy code to the HTML tab.
MakeFormThese inputs are used to get data from the user. If you are making a form to submit to a server you'll need the form action first,
you don't need it if using the inputs locally. Now add what you like to your form.
Click toHTML* to copy code to the HTML tab.
NotesCurrently for writing notes, this tab may change! Notes aren't saved!
*the toHTML button sends the code to the right tabs, you have to click inside the edit area to focus the input before the code shows up.
Sometimes it will also add code to CSS or Javascript, be sure to check those tabs too.

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REGEX HELP

Flags: (after the end /)
gglobal match
icase insensitive; x=X
m^ and $ match on lines
s. (dot) will match CR and LF

Character: (used as is, match one character)
\dany digit [0-9]
\Dany non digit [^0-9]
\wany alphanumetric [a-zA-Z0-9_]
\Wany non alphanumetric [^a-zA-Z0-9_]
\smatches whitespace
\Smatches non whitespace
\thorizontal tab
\rcarriage return
\nlinefeed
\vvertical tab
\fform feed
\xffmatches character with hex code FF
\bmatches word boundry
\Bmatches non word boundry
\treat as literal, characters not mentioned above
.any non line ending [^\n\r]
^matches start
$matches end

Groups/Ranges:
[a-d]one of the range a-d [abcd]
[^a-z]one not in the range a-z
[a|z]a or z
(a)capture groups

Quantifiers: (used after a character)
*0 or more
+1 or more
?0 or 1
{4}exactly four
{2,}two or more
{1,4}between 1 and 4
?non greedy (use after quantifier)

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Javascript Cheatsheet

Javascript
#iddocument.getElementById("id");
.classdocument.getElementsByClassName("class");
htmltagdocument.getElementsByTagName("htmltag");
querydocument.querySelector(" .class OR #id OR input[name='user'] ");
comment1//comment line
comment2/* comment block */
if if (x==y && xx>yy || z=="hi") { //do code; }
ternaryz = b==true ? 1 : 0; Sets variable z to 1 if b is true, otherwise z becomes 0.
vardefines a variable. Case Sensitive
constdefines a constant. Case Sensitive
objectsvar ob = [ first:1 . second:"two" ]
arraysvar ar = [ 1 . "two" . 3 ]
.concat()join array or strings
.[last]indexOf()find in array or string
.join()convert array into string
.pop()removes last item from array
.shift()removes first item from array
.push()adds to end of array
.unshift()adds to start of array
.charAt(x)character at x
# to asciiString.fromCharCode(65)
ascii to #"A".charCodeAt(0)
.replace()Replace text
str.replace("old", "new"); via string.
str.replace(/old/i, "new"); via regex.
.search() Find text position
str.search("old"); via string
str.search(/old/i); by regex.
.match()Match text via regex
str.match(/text/g);
more regexThere are matchAll() replaceAll() too. See Regex section as well.
.substr(st,ln)extract text based on locations.
.toLowerCase()Lowercase a string
.toUpperCase()Uppercase a string
atob()convert base64 to string
btoa()convert string to base64
String()convert number to string
Number()convert string to number
console.log(1)outputs debug info to console
alert()popup message
prompt()asks users input in popup
confirm()popup yes or no
eval()pronounced evil ;) 'executes' a javascript string. Use sparingly! Only if needed!
functionfunction xx(yy=1,zz=2){ //do code; };
forfor (i=1;i<5;i++){ //do code; };
whilewhile(i>5){ //do code; };
Mathsee Calc tab for examples.
ajaxLoads data from server into variable.
const xhttp = new XMLHttpRequest();
xhttp.onload = function() {
 console.log(responseText);
}
xhttp.open("GET". "url". true); xhttp.send();
setTimeout()fires single event
setInterval()fires on regular interval
try catchcatch and handle javascript errors.

Mouse events
onmousemovecalled when mouse is moving over an element
onmouseovercalled when mouse moves onto an element or child
onmouseentercalled when mouse moves onto an element
onmouseleavecalled when mouse leaves an element
onmousedowncalled when mouse button is pressed down
onmouseupcalled when mouse button is released
onclickcalled when a mouse button is clicked
ondblclickcalled when a mouse button is double clicked
Mouse data
clientX|Ymouse coords from event, relative to window
offsetX|Ymouse coords from event, relative to target element
pageX|Ymouse coords from event, relative to webpage
screenX|Ymouse coords from event, relative to screen
movementX|Yreturns coords relative to last mousemove event
button(s)which button or buttons were pressed in the event
relatedTargetElement related to event
example
<body><canvas onmousemove="draw(event)"></canvas>
<br>Hover mouse over the box, look in console.
<script>
function draw(e){
 console.log(e.offsetX+"x"+e.offsetY);
}
</script><style>
canvas{border:1px green solid;}
</style></body>

Keyboard events
keypressEvent called when key is pressed
keydownEvent called when key is down
keyupEvent called when key is released
Keyboard data
charCodecharacter code from event
keyCodeUnicode key code from event
codekey code from event
keykey value from event
repeatis key held down in event
shiftKeyis SHIFT held down?
altKeyis ALT held down?
ctrlKeyis CTRL held down?
locationlocation of key on keyboard
example
<body onkeydown="test(event)"><div id="keyz">Click here and type!<br></div>
<script>
function test(e){
 var tmp=document.getElementById("keyz");
 tmp.innerHTML= e.keyCode==13 ? tmp.innerHTML+"<br>" : tmp.innerHTML+e.key;
}
</script></body>

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Canvas Cheatsheet
HTML<canvas id="can">Your browser does not support the canvas tag.</canvas>
Javascriptconst can = document.getElementById("can");
const ctx = can.getContext("2d");
can.width=400; can.height=400;
clear// Clear the canvas
ctx.clearRect(0, 0, can.width, can.height);
*notes*x and y will refer to a location
a and b will refer to another location
w and h are width and height.
r is radius

rs=radians start point (0 to ~6.2831)
re=radians end point (0 to ~6.2831)

Convert radian and degrees:
DegreesUse thisRadian
00*Math.PI0
900.5*Math.PI~1.5708
1801*Math.PI~3.1416
2701.5*Math.PI~4.7124
3602*Math.PI~6.2831

rectanglectx.beginPath();
ctx.lineWidth = 3;
ctx.rect(x, y, w, h);
ctx.strokeStyle = "#ff0000";
ctx.stroke();
ctx.fillStyle = "#00ff00";
ctx.fill();
linectx.lineWidth = 3;
ctx.moveTo(x, y);
ctx.lineTo(a1, b1);
ctx.lineTo(a2, b2);//etc,etc
ctx.strokeStyle = "#000000";
ctx.stroke();
circlectx.beginPath();
ctx.arc(x, y, r, rs * Math.PI, re * Math.PI);
ctx.lineWidth = 3;
ctx.stroke();
ctx.fillStyle = "#005588";
ctx.fill();
textctx.font = "50px Tahoma";
ctx.fillStyle = "#ffff00";
ctx.fillText("Hi Mom", x, y);
ctx.strokeText("Hi Mom", 8, 45);
image 1
//gets image from HTML <img id="px" src=""> tag
var img = document.getElementById("px");
ctx.drawImage(img, x, y, w, h);
image 2
//load image from webserver
 img = new Image();
  img.onload = function (){            
   ctx.drawImage(img, x, y, w, h);
  }
 img.src="img.jpg";

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CSS
class.class{}
id#id{}
tagbody{}
all listedbody, $id, .class{}
img inside divdiv img{}
div via classdiv.class{}
div via IDdiv#id{}
anchora:hover a:active a:visited a:link a[target]
inputinput:checked input:(dis|en)abled input:read-only input:focus input:required
text{color:red;}
background{background-color:#000000; background-image:; background-repeat:; background-size:; }
border{border:solid 1px black;} [solid dotted dashed none double]
outline{outline:solid 1px black;} [solid dotted dashed none double]
pointer{cursor:default;} [auto default none pointer help grab grabbing not-allowed move text crosshair wait zoom-in zoom-out]
(un)hide{display:none|block;}
font{font-family:; font-size:; }
{sizes}{ {properties} :auto;} [auto 10px 0 5em] }
{properties}{ width height top bottom left right max-width min-width max-height min-height padding border margin : {sizes}; }
Examples:{width:10px; height:auto; min-width:500px; max-height:100px;}
overflowhide display scroll
layersz-index

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Colour




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HTML
head<head></head>
this is ideally where you define your extra content. See title, style, script, meta and link below.
title<title>name</title>
is used to name your page.
style<style></style>
provides inline CSS on a per page basis. See link to include external CSS/stylesheets.
script<script></script>
for both inline or external javascript. inline code goes between the opening and closing javascript tags, however external javascript is loaded like this: <javascript src="doStuff.js"></javascript>

Please note using this tag in the <head> is a good area for storing global variables and functions. Running code from the <head> before the rest of the page loads will usually fail though, you can also use script tags in the body.

meta<meta></meta>
for describing the page using undisplayed information meant for the browser or search engine.
link<link rel="" href=""></link>
Links (includes) external resources. rel= defines the resource and href= is the location on the server. Some common values for rel are; stylesheet and icon.
body<body></body>
this is where all of your visible content goes.
img<img src=""></img>
include an external image in the body.
anchor<a href=""></a>
Anchors are links to other pages. Careful clicking links within the iframe, it could take you to another website or page, losing your unsaved work here.
div<div id="" class=""></>
Divs are used to contain content, useful for styling via CSS or organization. Use an id or class to identify it later in CSS or javascript.
pre<pre></pre>
preformatted text. HTML doesn't preserve line breaks or spaces, pre lets you type more naturally.
br<br>
This is used to simulate a line break, otherwise everything you add in HTML will all be on the same line. There is no closing tag.
p<p></p>
Paragraph is used to add space between sections of text. Similar to pressing enter twice in a word document. The closing tag is optional, so it can be used like <br>.
canvas<canvas></canvas>
Ordinarily, HTML is pretty static and unchanging. This tag lets you do all kinds of fun dynamic things like; animation, games, interactive interfaces and so on. Use javascript to utilize this fully.
form<form action="URL" method="POST"></form>
Forms are used to send data to a server. Action is the url to send the data, method is usually GET or POST.
input<input type="" name="" value="">
used to store or get input from the user, see MakeForm tab for examples. These can also used by javascript via ID to get information. What you define NAME as, is the variable used to hold the VALUE when the form is submitted. ex: name="user" value="Bob"
textarea<textarea></textarea>
A multiline text entry that can be resized by the user. You can predefine text by placing it between the tags.
button<button></button>
Similar to <input type="button">. Great for javascript interactions via ID.
h1 - h6<h1></h1>
Different sized headers, this can also be done in CSS on a div with text.
hr<hr>
horizontal rule is used to separate HTML or text. It looks like this:

iframe<iframe src=""></iframe>
Lets you define a seperate HTML document within the one you have.
object<object data=""></object>
embeds external content into HTML
progress<progress value="50" max="100" id="load"></progress>
great for javascript to show a delay or progress.
75%
table<table></table>
Used to make tables or grids of data. The MakeTable tab makes this easier.
*miscThere are many more HTML tags, some are obsoleted by HTML5 or CSS though. Feel free to look these up as you like. I've included what I consider the most popular or relevant.

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To start using three.js
 - Take a look at the examples on https://threejs.org/

 - I recommended to download and extract the zip from https://github.com/mrdoob/three.js/archive/master.zip
  the examples/js folder list all modules you can use, like OrbitControls
  see below to see how to add those modules to your script.


 - Here is the three.js getting started example on their site:
  You need to put these lines in the right section
  Once added you will see a spinning cube when you click Run.

 -- HTML, add to head tag:

<script src="./three/three.min.js"></script>
<script src="./three/js/controls/OrbitControls.js"></script>

 -- Javascript, add to bottom:
 
const scene = new THREE.Scene();
//const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const camera = new THREE.PerspectiveCamera( 75, 1, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer();
//renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setSize( 400,400 );
document.body.appendChild( renderer.domElement );

const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );

camera.position.z = 5;

const controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.maxPolarAngle = Math.PI * 0.5;

const animate = function () {
 requestAnimationFrame( animate );

 cube.rotation.x += 0.01;
	cube.rotation.y += 0.01;

	renderer.render( scene, camera );
};

animate();

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