Memasang kode HTML5 Animated 3D Card
Kode ini menampilkan Gambar serta musik Mp3. Untuk menerapkan kode tersebut
Langkah awal Login ke akun blog klik tombol blog baru buat satubuah link baru kemudian beri nama sesuai fungsi, klik Edit HTML pada link baru tersebut, hapus semua kode template ganti dengan kode blank template, yang tersedia pada sumber  berikut ini Get Blank Template edit background warna sesuai keinginan dan klik simpan selesai
Kemudian klik entri halaman baru HTML pada link tersebut copy kode dibawah ini, pastekan kedalam halaman baru tersebut dan klik simpan selesai
<style class="mys2010-styles">
* { -moz-boz-sizing: border-box; font-family: Avenir, sans-serif; }
body { margin: 0; }
figure#desk {
  transform: rotateX(60deg);
  position: relative;
  width: 200%;
  height: 900px;
  background: url(http://Link Gambar.jpg);
  background-size: cover;
  margin-left: -200px;
  margin-top: -150px;
  transition: 1.2s 2s;
}

div#scatter {
  perspective: 700px;
  width: 100%;
  height: 493px;
  overflow: hidden;
  background: linear-gradient(#000  0%, #fff 100%);
}
figure#desk a  {
  position: absolute;
  top: 150px;
  border: 20px solid #ffe;
  box-shadow: 0px 0px 6px 6px rgba(0,0,0,0.3);
  width: 20%;
  font-size: 0;
  background: #000;
}
figure#desk a video { width: 100%; font-size: 0; transition: .6s; }
figure a#Sule  {
  transform: translateX(200%) rotateZ(60deg);
  transition: 2s;
}
figure:hover a#Sule  { transform: translateX(30%) rotateZ(700deg);
}
figure a#Mys2010 {
  top: 300px;
  transform: translateX(220%) rotateZ(48deg);
  transition: 2s .4s;
}
figure#desk:hover a#Mys2010 {
  transform: translateX(100%) rotateZ(360deg);
}
figure#desk:hover {
  transform: rotateX(10deg);
}
figure#desk a:hover video { opacity: 0.5; }
figure#desk a:before {
  content: "play";
  font-size: 30px;
  position: absolute;
  top: 45%; left: 45%;
  color: #fff;
  opacity: 0;
  transition: .3s;
}

figure#desk a:hover:before { opacity: 1; }
figure#desk a.playing:hover:before {
  content: none;
  opacity: 0;
}
figure#desk a.playing video { opacity: 1; }</style>
</head><body>
<div id="scatter">
<figure id="desk">
<a href="#" id="Sule">
<video poster="http://
Link Gambar.jpg">
<source src="https://Link musik.mp3" type="video/mpeg">
<source src="https://
Link musik.mp3" type="video/webm">
</video>
</a>
<a href="#" id="Mys2010">
<video poster="http://
Link Gambar.jpg">
<source src="https://
Link musik.mp3" type="video/mpeg">
<source src="https://
Link musik.mp3" type="video/webm">
</video>
</a>
</figure>


<script src='//assets.codepen.io/assets/common/stopExecutionOnTimeout.js?t=1'></script><script src='//cdnjs.cloudflare.com/ajax/libs/jquery/2.1.3/jquery.min.js'></script>

<script>
(function () {
    var desk = document.getElementById('desk');
    var links = desk.getElementsByTagName('a');
    for (var i = 0; i < links.length; i++) {
        if (window.CP.shouldStopExecution(1)) {
            break;
        }
        links[i].addEventListener('click', handler, false);
    }
    window.CP.exitedLoop(1);
    ;
    function handler(e) {
        e.preventDefault();
        var x = e.target;
        var video = x.querySelector('video');
        x.play();
        x.parentNode.classList.add('playing');
    }
    ;
}());
//# sourceURL=pen.js
</script>
Penjelsan :
Terapkan Link Musik dan Link Gambar pada kode yang diwarnai
Edited by. Myscript2010
Sources by. Dudley Storey  on Codepen

Memasang kode Canvas & Js Fireworks HTML5
Kode ini menampilkan Fireworks yang mengikuti kursor. Untuk menerapkan kode tersebut Langkah awal Login ke akun blog klik tombol blog baru buat satubuah link baru kemudian beri nama sesuai fungsi, klik Edit HTML pada link baru tersebut, hapus semua kode template ganti dengan kode blank template, yang tersedia pada sumber  berikut ini Get Blank Template edit background warna sesuai keinginan dan klik simpan selesai
Kemudian klik entri halaman baru HTML pada link tersebut copy kode dibawah ini, pastekan kedalam halaman baru tersebut dan klik simpan selesai
<style>     
/* basic styles for black background and crosshair cursor */
body {
    background: #000;
    margin: 0;
}
canvas {
    cursor: crosshair;
    display: block;
}
    </style>
<script>
  window.console = window.console || function(t) {};
</script>
<!-- setup our canvas element -->
<canvas id="canvas">Canvas is not supported in your browser.</canvas>
<script src="//assets.codepen.io/assets/common/stopExecutionOnTimeout-f961f59a28ef4fd551736b43f94620b5.js"></script>
<script>
      // when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval
// not supported in all browsers though and sometimes needs a prefix, so we need a shim
window.requestAnimFrame = ( function() {
    return window.requestAnimationFrame ||
    window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
                function( callback ) {
                window.setTimeout( callback, 1000 / 60 );
                };
})();
// now we will setup our basic variables for the demo
var canvas = document.getElementById( 'canvas' ),
        ctx = canvas.getContext( '2d' ),
        // full screen dimensions
        cw = window.innerWidth,
        ch = window.innerHeight,
        // firework collection
        fireworks = [],
        // particle collection
        particles = [],
        // starting hue
        hue = 120,
        // when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks
        limiterTotal = 5,
        limiterTick = 0,
        // this will time the auto launches of fireworks, one launch per 80 loop ticks
        timerTotal = 80,
        timerTick = 0,
        mousedown = false,
        // mouse x coordinate,
        mx,
        // mouse y coordinate
        my;      
// set canvas dimensions
canvas.width = cw;
canvas.height = ch;
// now we are going to setup our function placeholders for the entire demo
// get a random number within a range
function random( min, max ) {
    return Math.random() * ( max - min ) + min;
}
// calculate the distance between two points
function calculateDistance( p1x, p1y, p2x, p2y ) {
    var xDistance = p1x - p2x,
            yDistance = p1y - p2y;
    return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) );
}
// create firework
function Firework( sx, sy, tx, ty ) {
    // actual coordinates
    this.x = sx;
    this.y = sy;
    // starting coordinates
    this.sx = sx;
    this.sy = sy;
    // target coordinates
    this.tx = tx;
    this.ty = ty;
    // distance from starting point to target
    this.distanceToTarget = calculateDistance( sx, sy, tx, ty );
    this.distanceTraveled = 0;
    // track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails
    this.coordinates = [];
    this.coordinateCount = 3;
    // populate initial coordinate collection with the current coordinates
    while( this.coordinateCount-- ) {
        this.coordinates.push( [ this.x, this.y ] );
    }
    this.angle = Math.atan2( ty - sy, tx - sx );
    this.speed = 2;
    this.acceleration = 1.05;
    this.brightness = random( 50, 70 );
    // circle target indicator radius
    this.targetRadius = 1;
}
// update firework
Firework.prototype.update = function( index ) {
    // remove last item in coordinates array
    this.coordinates.pop();
    // add current coordinates to the start of the array
    this.coordinates.unshift( [ this.x, this.y ] );  
    // cycle the circle target indicator radius
    if( this.targetRadius < 8 ) {
        this.targetRadius += 0.3;
    } else {
        this.targetRadius = 1;
    }  
    // speed up the firework
    this.speed *= this.acceleration;  
    // get the current velocities based on angle and speed
    var vx = Math.cos( this.angle ) * this.speed,
            vy = Math.sin( this.angle ) * this.speed;
    // how far will the firework have traveled with velocities applied?
    this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y + vy );  
    // if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached
    if( this.distanceTraveled >= this.distanceToTarget ) {
        createParticles( this.tx, this.ty );
        // remove the firework, use the index passed into the update function to determine which to remove
        fireworks.splice( index, 1 );
    } else {
        // target not reached, keep traveling
        this.x += vx;
        this.y += vy;
    }
}
// draw firework
Firework.prototype.draw = function() {
    ctx.beginPath();
    // move to the last tracked coordinate in the set, then draw a line to the current x and y
    ctx.moveTo( this.coordinates[ this.coordinates.length - 1][ 0 ], this.coordinates[ this.coordinates.length - 1][ 1 ] );
    ctx.lineTo( this.x, this.y );
    ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';
    ctx.stroke();  
    ctx.beginPath();
    // draw the target for this firework with a pulsing circle
    ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2 );
    ctx.stroke();
}
// create particle
function Particle( x, y ) {
    this.x = x;
    this.y = y;
    // track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails
    this.coordinates = [];
    this.coordinateCount = 5;
    while( this.coordinateCount-- ) {
        this.coordinates.push( [ this.x, this.y ] );
    }
    // set a random angle in all possible directions, in radians
    this.angle = random( 0, Math.PI * 2 );
    this.speed = random( 1, 10 );
    // friction will slow the particle down
    this.friction = 0.95;
    // gravity will be applied and pull the particle down
    this.gravity = 1;
    // set the hue to a random number +-50 of the overall hue variable
    this.hue = random( hue - 50, hue + 50 );
    this.brightness = random( 50, 80 );
    this.alpha = 1;
    // set how fast the particle fades out
    this.decay = random( 0.015, 0.03 );
}
// update particle
Particle.prototype.update = function( index ) {
    // remove last item in coordinates array
    this.coordinates.pop();
    // add current coordinates to the start of the array
    this.coordinates.unshift( [ this.x, this.y ] );
    // slow down the particle
    this.speed *= this.friction;
    // apply velocity
    this.x += Math.cos( this.angle ) * this.speed;
    this.y += Math.sin( this.angle ) * this.speed + this.gravity;
    // fade out the particle
    this.alpha -= this.decay;  
    // remove the particle once the alpha is low enough, based on the passed in index
    if( this.alpha <= this.decay ) {
        particles.splice( index, 1 );
    }
}
// draw particle
Particle.prototype.draw = function() {
    ctx. beginPath();
    // move to the last tracked coordinates in the set, then draw a line to the current x and y
    ctx.moveTo( this.coordinates[ this.coordinates.length - 1 ][ 0 ], this.coordinates[ this.coordinates.length - 1 ][ 1 ] );
    ctx.lineTo( this.x, this.y );
    ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';
    ctx.stroke();
}
// create particle group/explosion
function createParticles( x, y ) {
    // increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though
    var particleCount = 30;
    while( particleCount-- ) {
        particles.push( new Particle( x, y ) );
    }
}
// main demo loop
function loop() {
    // this function will run endlessly with requestAnimationFrame
    requestAnimFrame( loop );  
    // increase the hue to get different colored fireworks over time
    //hue += 0.5;
  // create random color
  hue= random(0, 360 );  
    // normally, clearRect() would be used to clear the canvas
    // we want to create a trailing effect though
    // setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely
    ctx.globalCompositeOperation = 'destination-out';
    // decrease the alpha property to create more prominent trails
    ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
    ctx.fillRect( 0, 0, cw, ch );
    // change the composite operation back to our main mode
    // lighter creates bright highlight points as the fireworks and particles overlap each other
    ctx.globalCompositeOperation = 'lighter';  
    // loop over each firework, draw it, update it
    var i = fireworks.length;
    while( i-- ) {
        fireworks[ i ].draw();
        fireworks[ i ].update( i );
    }  
    // loop over each particle, draw it, update it
    var i = particles.length;
    while( i-- ) {
        particles[ i ].draw();
        particles[ i ].update( i );
    }  
    // launch fireworks automatically to random coordinates, when the mouse isn't down
    if( timerTick >= timerTotal ) {
        if( !mousedown ) {
            // start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen
            fireworks.push( new Firework( cw / 2, ch, random( 0, cw ), random( 0, ch / 2 ) ) );
            timerTick = 0;
        }
    } else {
        timerTick++;
    }  
    // limit the rate at which fireworks get launched when mouse is down
    if( limiterTick >= limiterTotal ) {
        if( mousedown ) {
            // start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target
            fireworks.push( new Firework( cw / 2, ch, mx, my ) );
            limiterTick = 0;
        }
    } else {
        limiterTick++;
    }
}
// mouse event bindings
// update the mouse coordinates on mousemove
canvas.addEventListener( 'mousemove', function( e ) {
    mx = e.pageX - canvas.offsetLeft;
    my = e.pageY - canvas.offsetTop;
});
// toggle mousedown state and prevent canvas from being selected
canvas.addEventListener( 'mousedown', function( e ) {
    e.preventDefault();
    mousedown = true;
});
canvas.addEventListener( 'mouseup', function( e ) {
    e.preventDefault();
    mousedown = false;
});
// once the window loads, we are ready for some fireworks!
window.onload = loop;
      //@ sourceURL=pen.js
    </script>
<script>
  if (document.location.search.match(/type=embed/gi)) {
    window.parent.postMessage("resize", "*");
  }
</script>
Penjelsan :
Kode Fireworks dapat memperindah tampilan blogg, Modifikasi sesuai keinginan
Edited by. Myscript2010
Sources by. haiqing wang on Codepen