Lantern
A 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.
npx shadcn@latest add https://hoverui.fun/ r/ lantern.jsonAdds components/cursors/lantern.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
A paper sky lantern held just above the pointer, its flame flickering. Click to let it go: it rises, sways and drifts off, shrinking into the distance, while a new one lights in your hand; hold to send them up one after another. Over anything clickable the lantern in hand glows brighter and tugs upward.
Usage
import { LanternCursor } from "@/components/cursors/lantern";
export function Section() {
return (
<section>
<LanternCursor />
{/* this section now wears Lantern */}
</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 SKY = 14;
/** Paper colors: saffron, coral, marigold, rose. */
const PAPER = ["#ff8a3d", "#ff5f6d", "#ffb347", "#f7598f"];
const LIFE = 7;
/** A paper sky lantern, its flame in `data-flame`; exported so a page can draw one at rest. */
export function LanternArt({ color = PAPER[0], className = "" }: { color?: string; className?: string }) {
return (
<svg viewBox="0 0 16 20" className={`overflow-visible ${className}`} aria-hidden>
<path d="M1.8 3.2Q8 .2 14.2 3.2L12.6 17Q8 18.6 3.4 17Z" fill={color} stroke="currentColor" strokeWidth="0.8" strokeLinejoin="round" />
<path d="M5.7 2.2 6.4 17.6M10.3 2.2 9.6 17.6" fill="none" stroke="rgb(110 30 0 / 0.3)" strokeWidth="0.6" />
<ellipse cx="8" cy="12" rx="4.6" ry="5.4" fill="rgb(255 236 160 / 0.5)" />
<ellipse data-flame cx="8" cy="15.2" rx="1.4" ry="2.2" fill="#fff6c2" style={{ transformOrigin: "8px 17px" }} />
<ellipse cx="8" cy="17.3" rx="4.4" ry="0.9" fill="none" stroke="currentColor" strokeWidth="0.6" />
</svg>
);
}
/**
* A paper sky lantern held just above the pointer, its flame flickering. Click to let it go: it rises, sways and
* drifts off, shrinking into the distance, while a new one lights in your hand; hold to send them up one after
* another. Over anything clickable the lantern in hand glows brighter and tugs upward.
*/
export function LanternCursor({ className = "" }: { className?: string }) {
const s = useRef({
x: 0,
y: 0,
vx: 0,
t: 0,
lit: 1,
hand: 0,
due: 0,
sky: Array.from({ length: SKY }, () => ({ x: 0, y: 0, vy: 0, age: Infinity, sway: 0, color: 0 })),
next: 0,
wasDown: false,
});
const ref = useCursor((p, el) => {
const st = s.current;
st.t += p.dt;
const [sky, hand, dot] = el.children as HTMLCollectionOf<HTMLElement>;
const release = () => {
Object.assign(st.sky[st.next], { x: st.x, y: st.y, vy: -(26 + Math.random() * 14), age: 0, sway: Math.random() * 6, color: st.hand });
const lantern = sky.children[st.next] as HTMLElement;
(lantern.querySelector("path") as SVGPathElement).setAttribute("fill", PAPER[st.hand]);
st.next = (st.next + 1) % SKY;
// The next one lights in your hand, in the next color.
[st.hand, st.lit] = [(st.hand + 1) % PAPER.length, 0];
(hand.querySelector("path") as SVGPathElement).setAttribute("fill", PAPER[st.hand]);
};
if (!p.reduced && p.down) {
st.due -= p.dt;
if (!st.wasDown || st.due <= 0) {
release();
st.due = 0.32;
}
}
st.wasDown = p.down;
st.lit = Math.min(st.lit + p.dt * 3, 1);
// The lantern in hand hangs from the pointer on a loose spring, tugging up harder over a control.
const [tx, ty] = [p.x, p.y - (p.hover ? 24 : 18)];
if (p.reduced || !p.dt) [st.x, st.y, st.vx] = [tx, ty, 0];
else {
st.vx += ((tx - st.x) * 90 - st.vx * 9) * p.dt;
st.x += st.vx * p.dt;
st.y += (ty - st.y) * p.ease(14);
}
const flicker = (k: number) => (p.reduced ? 1 : 0.85 + Math.sin(st.t * 17 + k) * 0.08 + Math.sin(st.t * 7.3 + k * 2) * 0.07);
const glow = p.hover ? 9 : 5;
hand.style.transform = `translate(${st.x}px, ${st.y}px) rotate(${Math.max(-18, Math.min(18, -st.vx * 0.04))}deg) scale(${st.lit})`;
hand.style.filter = `drop-shadow(0 0 ${glow * flicker(0)}px rgb(255 150 50 / 0.85))`;
(hand.querySelector("[data-flame]") as SVGElement).style.scale = `${flicker(0)}`;
st.sky.forEach((l, i) => {
const lantern = sky.children[i] as HTMLElement;
if (l.age >= LIFE) {
lantern.style.opacity = "0";
return;
}
l.age += p.dt;
// Rising a little faster as the warm air lifts it, swaying, smaller with distance, fading at the end.
l.vy -= 4 * p.dt;
l.y += l.vy * p.dt;
l.x += Math.sin(l.age * 1.3 + l.sway) * 12 * p.dt;
const far = 1 - Math.min(l.age / LIFE, 1) * 0.45;
lantern.style.transform = `translate(${l.x}px, ${l.y}px) rotate(${Math.sin(l.age * 1.3 + l.sway) * 7}deg) scale(${far})`;
lantern.style.opacity = String(Math.min(1, (LIFE - l.age) / 2));
lantern.style.filter = `drop-shadow(0 0 ${6 * flicker(i)}px rgb(255 150 50 / 0.75))`;
});
dot.style.transform = `translate(${p.x}px, ${p.y}px)`;
});
return (
<div ref={ref} aria-hidden className={`${cursorRoot} ${className}`}>
<div>
{Array.from({ length: SKY }, (_, i) => (
<div key={i} className="absolute top-0 left-0 opacity-0">
<LanternArt className="absolute h-5 w-4 -translate-1/2" />
</div>
))}
</div>
<div className="absolute top-0 left-0">
<LanternArt className="absolute h-5 w-4 -translate-1/2" />
</div>
<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.
- FireworksHold 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.
- 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