Top
A spinning top that wobbles and teeters when you stop, but never falls. Controls sink into dream levels; a click kicks it.
npx shadcn@latest add https://hoverui.fun/ r/ top.jsonAdds components/cursors/top.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
- Toys
- Hook
- useCursor
- Dependencies
- None
- License
- MIT
How it behaves
A spinning top whose tip is the pointer. Moving keeps it spinning true; stand still and it slows and wobbles wider, teeters as if it will fall, and never quite does. Over anything clickable the control sinks into a dream within a dream, frame inside frame; a click is the kick: the top hops into the air and lands on a fresh spin.
Usage
import { TopCursor } from "@/components/cursors/top";
export function Section() {
return (
<section>
<TopCursor />
{/* this section now wears Top */}
</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 LEVELS = 4;
/** One of the four marks round the top's widest band, `spin` radians round: where it shows, and how wide (0 on the far side). */
function mark(i: number, spin: number) {
const a = spin + (i * Math.PI) / 2;
const width = 3 * Math.max(Math.cos(a), 0);
return { x: 12 + 9.5 * Math.sin(a) - width / 2, width };
}
/** The spinning top, its tip on the bottom edge, the marks on its band in `data-mark`s; exported so a page can draw it at rest. */
export function TopArt({ className = "" }: { className?: string }) {
return (
<svg viewBox="0 0 24 31" className={`overflow-visible ${className}`} aria-hidden>
<rect x="10.8" y="0.5" width="2.4" height="7" rx="1" fill="#a86a32" stroke="currentColor" strokeWidth="1" />
<path d="M12 6.5c6 0 11 2.5 11 6.5 0 1.2-.3 2.2-.8 3C20 20.5 15.5 25 12 28.5 8.5 25 4 20.5 1.8 16c-.5-.8-.8-1.8-.8-3 0-4 5-6.5 11-6.5Z" fill="#ff5a5f" stroke="currentColor" strokeWidth="1.2" strokeLinejoin="round" />
<path d="M1 13h22c0 1.2-.3 2.2-.8 3H1.8c-.5-.8-.8-1.8-.8-3Z" fill="#fff" stroke="currentColor" strokeWidth="0.8" />
{[0, 1, 2, 3].map((i) => {
const { x, width } = mark(i, Math.PI / 4);
return <rect key={i} data-mark x={x} y="13.5" width={width} height="2" fill={i % 2 ? "#3d7bff" : "#ffb800"} />;
})}
<path d="M10.8 27.4 12 31l1.2-3.6" fill="#f4f4f5" stroke="currentColor" strokeWidth="1" strokeLinejoin="round" />
</svg>
);
}
/**
* A spinning top whose tip is the pointer. Moving keeps it spinning true; stand still and it slows and wobbles wider,
* teeters as if it will fall, and never quite does. Over anything clickable the control sinks into a dream within a
* dream, frame inside frame; a click is the kick: the top hops into the air and lands on a fresh spin.
*/
export function TopCursor({ className = "" }: { className?: string }) {
const s = useRef({ x: 0, y: 0, t: 0, energy: 1, spin: Math.PI / 4, precess: 0, lean: 0, still: 0, hop: 0, vy: 0, dream: 0, box: [0, 0, 0, 0], wasDown: false });
const ref = useCursor((p, el) => {
const st = s.current;
st.t += p.dt;
const dx = p.dt ? p.x - st.x : 0;
const moved = p.dt ? Math.hypot(dx, p.y - st.y) : 0;
[st.x, st.y] = [p.x, p.y];
// The kick: up it goes, under gravity, and lands spinning hard.
if (p.down && !st.wasDown) {
st.energy = 1;
if (!p.reduced && st.hop === 0) st.vy = -230;
}
st.wasDown = p.down;
if (st.vy) {
st.vy += 1500 * p.dt;
st.hop += st.vy * p.dt;
if (st.hop >= 0) [st.hop, st.vy] = [0, 0];
}
// Motion and hovering wind it up; standing still runs it down, but only so far.
st.energy = Math.min(1, Math.max(0.15, st.energy + moved * 0.002 + (p.hover ? p.dt * 2 : 0) - p.dt * 0.12));
st.still = st.energy <= 0.16 ? st.still + p.dt : 0;
st.lean += (Math.max(-12, Math.min(12, -dx * 0.8)) - st.lean) * p.ease(8);
let wobble = 0;
if (!p.reduced) {
st.spin += p.dt * (6 + st.energy * 22);
// As the spin runs down, the wobble widens and comes round faster; run all the way down, it teeters, swelling and recovering.
st.precess += p.dt * (2 + (1 - st.energy) * 5);
const teeter = Math.min(st.still / 4, 1) * 14 * (0.5 - 0.5 * Math.cos(st.still * 0.9));
wobble = ((1 - st.energy) ** 1.5 * 24 + teeter) * Math.sin(st.precess) + st.lean;
}
const [levels, shadow, top] = [el.children[0] as HTMLElement, el.children[1] as HTMLElement, el.children[2] as SVGSVGElement];
top.style.transform = `translate(${p.x}px, ${p.y + st.hop}px) rotate(${wobble}deg)`;
top.querySelectorAll<SVGRectElement>("[data-mark]").forEach((m, i) => {
const { x, width } = mark(i, st.spin);
m.setAttribute("x", String(x));
m.setAttribute("width", String(width));
});
// Its shadow on the floor spreads with the wobble and shrinks as it leaves the ground.
const lift = 1 + st.hop / 90;
shadow.style.transform = `translate(${p.x + wobble * 0.3}px, ${p.y}px) scale(${(1 + Math.abs(wobble) / 30) * lift}, ${lift})`;
// Dream levels: the hovered control echoes outward, frame inside frame, each turning a little as it recedes.
st.dream += ((p.hover ? 1 : 0) - st.dream) * p.ease(8);
if (p.hover) {
const r = p.hover.getBoundingClientRect();
st.box = [r.left, r.top, r.width, r.height];
}
const [l, t, w, h] = st.box;
[...levels.children].forEach((level, i) => {
const phase = p.reduced ? (i + 1) / (LEVELS + 1) : (st.t * 0.5 + i / LEVELS) % 1;
const grow = 4 + phase * 30;
Object.assign((level as HTMLElement).style, {
width: `${w + grow * 2}px`,
height: `${h + grow * 2}px`,
transform: `translate(${l - grow}px, ${t - grow}px) rotate(${p.reduced ? 0 : (i % 2 ? 1 : -1) * phase * 4}deg)`,
opacity: String(st.dream * (1 - phase) * 0.7),
});
});
});
return (
<div ref={ref} aria-hidden className={`${cursorRoot} ${className}`}>
<div>
{Array.from({ length: LEVELS }, (_, i) => (
<div key={i} className="absolute top-0 left-0 border border-current opacity-0" />
))}
</div>
<div className="absolute h-1 w-5 -translate-1/2 rounded-[50%] bg-current opacity-20" />
<TopArt className="absolute h-9 w-[28px] origin-bottom -translate-x-1/2 -translate-y-full" />
</div>
);
}
It runs on the useCursor hook, which has its own source and API.
More toys cursors
- BalloonA balloon on a string, tugging up and swaying as you move. Puffs up over controls; a click pops it.
- Yo-yoSwings on its string below the pointer. Press to throw it down to sleep; let go to reel it back.
- DiceA die that tumbles as you move, lands on six over anything clickable, and rolls while you press.
- PlaneA paper plane that glides after the pointer and banks into its turns. It circles controls; a click throws it.
- LaserThe pointer is a laser dot and a cat chases it: it creeps, wiggles and pounces, bats at controls and naps when you stop.
Made a cursor of your own? Contributed cursors carry their maker's name on their page.
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