Fireworks
Hold to pack a shell, let go to launch it: a peony, a ring, a willow or a crackle in turn. Entering a control pops a ring of sparks.
npx shadcn@latest add https://hoverui.fun/ r/ fireworks.jsonAdds components/cursors/fireworks.tsx. The CLI also installs the useCursor hook it runs on, once, into your hooks folder. The files are yours from there.
Move through the preview, then hover the controls and press.Open this on a computer to move it around: it follows a mouse, not a finger.
- Kind
- Colorful
- Hook
- useCursor
- Dependencies
- None
- License
- MIT
How it behaves
Fireworks on click. Press to light the fuse, hold to pack a bigger shell, and let go: it climbs from the bottom of the area to the pointer and bursts there, each shell a different kind in turn: a peony, a clean ring, a drooping gold willow, a crackling one. Entering anything clickable pops a little ring of sparks; over it, a sparkler fizzes.
Usage
import { FireworksCursor } from "@/components/cursors/fireworks";
export function Section() {
return (
<section>
<FireworksCursor />
{/* this section now wears Fireworks */}
</section>
);
}Put it inside <body> in your root layout to wear it on every page. Nested cursors take over inside their own element.
Props
- className
- Extra classes for the cursor's root. It draws in its own colors, set in the file; any outline or pointer dot it has follows currentColor, e.g. text-pink-500. Leave mix-blend-difference off: it would turn those colors to negatives.
- Hover targets
- a, button, input, select, textarea, label, [role=button], [data-cursor-label]
Source
"use client";
import { useRef } from "react";
import { cursorRoot, useCursor } from "@/hooks/use-cursor";
const SPARKS = 160;
const SHELLS = 3;
const COLORS = ["#ff4d6d", "#ffd23f", "#3dd6ff", "#9b5cff", "#4dff9a", "#ff8a1f"];
/** The shells, in turn: a full peony, one clean ring, a drooping gold willow, and a peony whose sparks crackle. */
const KINDS = ["peony", "ring", "willow", "crackle"] as const;
type Spark = { x: number; y: number; vx: number; vy: number; age: number; life: number; color: string; fall: number; drag: number; crackle: boolean };
/**
* Fireworks on click. Press to light the fuse, hold to pack a bigger shell, and let go: it climbs from the bottom of
* the area to the pointer and bursts there, each shell a different kind in turn: a peony, a clean ring, a drooping
* gold willow, a crackling one. Entering anything clickable pops a little ring of sparks; over it, a sparkler fizzes.
*/
export function FireworksCursor({ className = "" }: { className?: string }) {
const s = useRef({
charge: 0,
next: 0,
nextShell: 0,
kind: 0,
hover: null as Element | null,
shells: Array.from({ length: SHELLS }, () => ({ x: 0, from: 0, to: 0, age: Infinity, size: 1, color: COLORS[0], kind: KINDS[0] as (typeof KINDS)[number] })),
sparks: Array.from({ length: SPARKS }, (): Spark => ({ x: 0, y: 0, vx: 0, vy: 0, age: Infinity, life: 1, color: COLORS[0], fall: 160, drag: 1.4, crackle: false })),
wasDown: false,
});
const ref = useCursor((p, el) => {
const st = s.current;
const spark = (x: number, y: number, vx: number, vy: number, life: number, color: string, more: Partial<Spark> = {}) => {
Object.assign(st.sparks[st.next], { x, y, vx, vy, age: 0, life, color, fall: 160, drag: 1.4, crackle: false, ...more });
st.next = (st.next + 1) % SPARKS;
};
const ring = (x: number, y: number, count: number, speed: number, life: number, color?: string) => {
for (let j = 0; j < count; j++) {
const a = (j / count) * Math.PI * 2;
spark(x, y, Math.cos(a) * speed, Math.sin(a) * speed, life, color ?? COLORS[j % COLORS.length]);
}
};
// Holding packs the shell; letting go launches it from the bottom of the visible area.
if (p.down) st.charge = Math.min(st.charge + p.dt, 1.2);
if (st.wasDown && !p.down && !p.reduced) {
const area = el.parentElement!.getBoundingClientRect();
Object.assign(st.shells[st.nextShell], {
x: p.x,
from: Math.max(Math.min(area.bottom, innerHeight), p.y + 40),
to: p.y,
age: 0,
size: 1 + st.charge * 1.2,
color: COLORS[Math.floor(Math.random() * COLORS.length)],
kind: KINDS[st.kind],
});
st.kind = (st.kind + 1) % KINDS.length;
st.nextShell = (st.nextShell + 1) % SHELLS;
}
if (!p.down) st.charge = 0;
st.wasDown = p.down;
// Each control you enter pops a small ring; while you stay, a sparkler fizzes.
if (p.hover !== st.hover) {
if (p.hover && !p.reduced) ring(p.x, p.y, 10, 70, 0.45);
st.hover = p.hover;
}
if (p.hover && !p.reduced && Math.random() < p.dt * 30) {
const a = Math.random() * Math.PI * 2;
const v = 50 + Math.random() * 60;
spark(p.x, p.y, Math.cos(a) * v, Math.sin(a) * v, 0.28, "#ffd23f");
}
const [shells, sparks, fuse, dot] = el.children as HTMLCollectionOf<HTMLElement>;
st.shells.forEach((shell, i) => {
const before = shell.age;
shell.age += p.dt;
const k = Math.min(shell.age / 0.45, 1);
const node = shells.children[i] as HTMLElement;
node.style.transform = `translate(${shell.x}px, ${shell.from + (shell.to - shell.from) * (1 - (1 - k) ** 2)}px)`;
node.style.opacity = k < 1 ? "1" : "0";
if (!(before < 0.45 && shell.age >= 0.45)) return;
// The burst, by kind; a bigger shell throws more, and further.
const big = Math.sqrt(shell.size);
if (shell.kind === "ring") ring(shell.x, shell.to, Math.round(22 * shell.size), 130 * big, 1.1, shell.color);
else
for (let j = 0, count = Math.round(24 * shell.size); j < count; j++) {
const a = (j / count) * Math.PI * 2 + Math.random() * 0.2;
const willow = shell.kind === "willow";
const v = (willow ? 80 + Math.random() * 50 : 110 + Math.random() * 70) * big;
spark(shell.x, shell.to, Math.cos(a) * v, Math.sin(a) * v, willow ? 2 + Math.random() * 0.6 : 1.1 + Math.random() * 0.5, willow ? "#ffc94d" : Math.random() < 0.2 ? "#fff6d6" : shell.color, {
fall: willow ? 120 : 160,
drag: willow ? 2.2 : 1.4,
crackle: shell.kind === "crackle",
});
}
});
st.sparks.forEach((sp, i) => {
const before = sp.age;
sp.age += p.dt;
sp.vx *= 1 - Math.min(p.dt * sp.drag, 1);
sp.vy = sp.vy * (1 - Math.min(p.dt * sp.drag, 1)) + sp.fall * p.dt;
sp.x += sp.vx * p.dt;
sp.y += sp.vy * p.dt;
// A crackling spark splits into white pops halfway through.
if (sp.crackle && before < 0.55 && sp.age >= 0.55) {
sp.life = 0;
for (let j = 0; j < 2; j++) spark(sp.x, sp.y, (Math.random() - 0.5) * 120, (Math.random() - 0.5) * 120, 0.25, "#fff6d6");
}
const life = Math.max(0, 1 - sp.age / sp.life);
// The last third twinkles out.
const twinkle = life < 0.33 && Math.random() < 0.4 ? 0.2 : 1;
const node = sparks.children[i] as HTMLElement;
node.style.transform = `translate(${sp.x}px, ${sp.y}px)`;
node.style.opacity = String(life * twinkle);
node.style.background = sp.color;
node.style.boxShadow = `0 0 5px ${sp.color}`;
});
// While held, a ring at the pointer shows how big the shell is getting.
fuse.style.transform = `translate(${p.x}px, ${p.y}px) scale(${0.4 + st.charge})`;
fuse.style.opacity = p.down ? "0.8" : "0";
dot.style.transform = `translate(${p.x}px, ${p.y}px)`;
});
return (
<div ref={ref} aria-hidden className={`${cursorRoot} ${className}`}>
<div>
{Array.from({ length: SHELLS }, (_, i) => (
<div key={i} className="absolute top-0 left-0 opacity-0">
<div className="absolute top-0 left-0 h-6 w-0.5 -translate-x-1/2 rounded-full bg-linear-to-b from-[#ffe7a8] to-transparent" />
<div className="absolute size-1.5 -translate-1/2 rounded-full bg-[#fff6d6] shadow-[0_0_6px_#ffd23f]" />
</div>
))}
</div>
<div>
{Array.from({ length: SPARKS }, (_, i) => (
<div key={i} className="absolute size-[3px] -translate-1/2 rounded-full opacity-0" />
))}
</div>
<div className="absolute size-8 -translate-1/2 rounded-full border border-dashed border-current opacity-0" />
<div className="absolute size-1.5 -translate-1/2 rounded-full bg-current" />
</div>
);
}
It runs on the useCursor hook, which has its own source and API.
More colorful cursors
- OffsetCyan, magenta and yellow rings that slip out of register as you move. Over a control they grow and misregister.
- RibbonA rainbow ribbon drawn by your path. It fattens and cycles faster over anything clickable.
- ConfettiSheds confetti as you move, pops a little over each control, and throws a handful on click.
- GlowA wide, soft glow drifting after the pointer through shifting color. Gathers tight over anything clickable.
- NeonA humming neon tube that stutters now and then. Swells and switches color over anything clickable.
- SparkleStars twinkle out along your path, keep coming over controls, and burst in a ring on click.
- SplatA loaded brush: every click leaves a fading splat of paint, each a new color.
- LanternA paper sky lantern held above the pointer. Click to let it go and it rises, sways and drifts off while the next one lights; hold to send them up one after another.
- FluidDye in a real fluid simulation, stirred by the pointer: the swirls keep curling after you stop, a click splashes a ring of color, and controls send up plumes of it.
Made a cursor of your own? Contributed cursors carry their maker's name on their page.
Contribute a cursor