Particles

Particles are a fun way to add some visual flair to your website. They can be used to create a sense of depth, movement, and interactivity.


Usage

Code

import React, { useEffect, useRef, useState } from "react";
interface MousePosition {
x: number;
y: number;
}
const useMousePosition = (): MousePosition => {
const [mousePosition, setMousePosition] = useState<MousePosition>({
x: 0,
y: 0,
});
useEffect(() => {
const handleMouseMove = (event: MouseEvent) => {
setMousePosition({ x: event.clientX, y: event.clientY });
};
window.addEventListener("mousemove", handleMouseMove);
return () => {
window.removeEventListener("mousemove", handleMouseMove);
};
}, []);
return mousePosition;
}
function hexToRgb(hex: string): number[] {
hex = hex.replace("#", "");
if (hex.length === 3) {
hex = hex
.split("")
.map((char) => char + char)
.join("");
}
const hexInt = parseInt(hex, 16);
const red = (hexInt >> 16) & 255;
const green = (hexInt >> 8) & 255;
const blue = hexInt & 255;
return [red, green, blue];
}
export interface ParticlesProps {
className?: string;
quantity?: number;
staticity?: number;
ease?: number;
size?: number;
refresh?: boolean;
color?: string;
vx?: number;
vy?: number;
}
export const Particles: React.FC<ParticlesProps> = ({
className = "",
quantity = 100,
staticity = 50,
ease = 50,
size = 0.4,
refresh = false,
color = "#ffffff",
vx = 0,
vy = 0,
}) => {
const canvasRef = useRef<HTMLCanvasElement>(null);
const canvasContainerRef = useRef<HTMLDivElement>(null);
const context = useRef<CanvasRenderingContext2D | null>(null);
const circles = useRef<Circle[]>([]);
const mousePosition = useMousePosition();
const mouse = useRef<{ x: number; y: number }>({ x: 0, y: 0 });
const canvasSize = useRef<{ w: number; h: number }>({ w: 0, h: 0 });
const dpr = typeof window !== "undefined" ? window.devicePixelRatio : 1;
useEffect(() => {
if (canvasRef.current) {
context.current = canvasRef.current.getContext("2d");
}
initCanvas();
animate();
window.addEventListener("resize", initCanvas);
return () => {
window.removeEventListener("resize", initCanvas);
};
}, [color]);
useEffect(() => {
onMouseMove();
}, [mousePosition.x, mousePosition.y]);
useEffect(() => {
initCanvas();
}, [refresh]);
const initCanvas = () => {
resizeCanvas();
drawParticles();
};
const onMouseMove = () => {
if (canvasRef.current) {
const rect = canvasRef.current.getBoundingClientRect();
const { w, h } = canvasSize.current;
const x = mousePosition.x - rect.left - w / 2;
const y = mousePosition.y - rect.top - h / 2;
const inside = x < w / 2 && x > -w / 2 && y < h / 2 && y > -h / 2;
if (inside) {
mouse.current.x = x;
mouse.current.y = y;
}
}
};
type Circle = {
x: number;
y: number;
translateX: number;
translateY: number;
size: number;
alpha: number;
targetAlpha: number;
dx: number;
dy: number;
magnetism: number;
};
const resizeCanvas = () => {
if (canvasContainerRef.current && canvasRef.current && context.current) {
circles.current.length = 0;
canvasSize.current.w = canvasContainerRef.current.offsetWidth;
canvasSize.current.h = canvasContainerRef.current.offsetHeight;
canvasRef.current.width = canvasSize.current.w * dpr;
canvasRef.current.height = canvasSize.current.h * dpr;
canvasRef.current.style.width = `${canvasSize.current.w}px`;
canvasRef.current.style.height = `${canvasSize.current.h}px`;
context.current.scale(dpr, dpr);
}
};
const circleParams = (): Circle => {
const x = Math.floor(Math.random() * canvasSize.current.w);
const y = Math.floor(Math.random() * canvasSize.current.h);
const translateX = 0;
const translateY = 0;
const pSize = Math.floor(Math.random() * 2) + size;
const alpha = 0;
const targetAlpha = parseFloat((Math.random() * 0.6 + 0.1).toFixed(1));
const dx = (Math.random() - 0.5) * 0.1;
const dy = (Math.random() - 0.5) * 0.1;
const magnetism = 0.1 + Math.random() * 4;
return {
x,
y,
translateX,
translateY,
size: pSize,
alpha,
targetAlpha,
dx,
dy,
magnetism,
};
};
const rgb = hexToRgb(color);
const drawCircle = (circle: Circle, update = false) => {
if (context.current) {
const { x, y, translateX, translateY, size, alpha } = circle;
context.current.translate(translateX, translateY);
context.current.beginPath();
context.current.arc(x, y, size, 0, 2 * Math.PI);
context.current.fillStyle = `rgba(${rgb.join(", ")}, ${alpha})`;
context.current.fill();
context.current.setTransform(dpr, 0, 0, dpr, 0, 0);
if (!update) {
circles.current.push(circle);
}
}
};
const clearContext = () => {
if (context.current) {
context.current.clearRect(
0,
0,
canvasSize.current.w,
canvasSize.current.h,
);
}
};
const drawParticles = () => {
clearContext();
const particleCount = quantity;
for (let i = 0; i < particleCount; i++) {
const circle = circleParams();
drawCircle(circle);
}
};
const remapValue = (
value: number,
start1: number,
end1: number,
start2: number,
end2: number,
): number => {
const remapped =
((value - start1) * (end2 - start2)) / (end1 - start1) + start2;
return remapped > 0 ? remapped : 0;
};
const animate = () => {
clearContext();
circles.current.forEach((circle: Circle, i: number) => {
// Handle the alpha value
const edge = [
circle.x + circle.translateX - circle.size, // distance from left edge
canvasSize.current.w - circle.x - circle.translateX - circle.size, // distance from right edge
circle.y + circle.translateY - circle.size, // distance from top edge
canvasSize.current.h - circle.y - circle.translateY - circle.size, // distance from bottom edge
];
const closestEdge = edge.reduce((a, b) => Math.min(a, b));
const remapClosestEdge = parseFloat(
remapValue(closestEdge, 0, 20, 0, 1).toFixed(2),
);
if (remapClosestEdge > 1) {
circle.alpha += 0.02;
if (circle.alpha > circle.targetAlpha) {
circle.alpha = circle.targetAlpha;
}
} else {
circle.alpha = circle.targetAlpha * remapClosestEdge;
}
circle.x += circle.dx + vx;
circle.y += circle.dy + vy;
circle.translateX +=
(mouse.current.x / (staticity / circle.magnetism) - circle.translateX) /
ease;
circle.translateY +=
(mouse.current.y / (staticity / circle.magnetism) - circle.translateY) /
ease;
drawCircle(circle, true);
// circle gets out of the canvas
if (
circle.x < -circle.size ||
circle.x > canvasSize.current.w + circle.size ||
circle.y < -circle.size ||
circle.y > canvasSize.current.h + circle.size
) {
// remove the circle from the array
circles.current.splice(i, 1);
// create a new circle
const newCircle = circleParams();
drawCircle(newCircle);
// update the circle position
}
});
window.requestAnimationFrame(animate);
};
return (
<div className={className} ref={canvasContainerRef} aria-hidden="true">
<canvas ref={canvasRef} className="size-full" />
</div>
);
};

Props

AttributeTypeDescriptionDefault
classNamestringThe class name for the componentundefined
quantitynumberThe number of particles100
staticitynumberThe staticity of the particles50
easenumberThe ease of the particles50
sizenumberThe size of the particles0.4
refreshbooleanWhether to refresh the particlesfalse
colorstringThe color of the particles#ffffff
vxnumberThe x velocity of the particles0
vynumberThe y velocity of the particles0