Particle Field
Particle Field is a React and Tailwind CSS effect component from Magic UI, licensed MIT. Copy it and paste it into your project.
Magic UI
MIT
effects
What it is
Particle Field is a React and Tailwind CSS effect component from Magic UI, licensed MIT. Copy it and paste it into your project.
How to use it
Open it in the catalogue, press copy, and paste it into your project. The prompt you copy carries the code and the rules that tell your agent to reproduce it without changing anything.
Five free copies a month. No card.
No packages beyond the project baseline
Licence
This component comes from Magic UI and is redistributed under the MIT licence, which permits commercial use. The copyright notice travels with the code.
Particle Field
"use client"
import React, {
useEffect,
useRef,
useState,
type ComponentPropsWithoutRef,
} from "react"
import { cn } from "@/lib/utils"
interface MousePosition {
x: number
y: number
}
function MousePosition(): 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
}
interface ParticlesProps extends ComponentPropsWithoutRef<"div"> {
className?: string
quantity?: number
staticity?: number
ease?: number
size?: number
refresh?: boolean
color?: string
vx?: number
vy?: number
}
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]
}
type Circle = {
x: number
y: number
translateX: number
translateY: number
size: number
alpha: number
targetAlpha: number
dx: number
dy: number
magnetism: 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,
...props
}) => {
const canvasRef = useRef<HTMLCanvasElement>(null)
const canvasContainerRef = useRef<HTMLDivElement>(null)
const context = useRef<CanvasRenderingContext2D | null>(null)
const circles = useRef<Circle[]>([])
const mousePosition = MousePosition()
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
const rafID = useRef<number | null>(null)
const resizeTimeout = useRef<NodeJS.Timeout | null>(null)
const initCanvasRef = useRef<() => void>(() => {})
const onMouseMoveRef = useRef<() => void>(() => {})
const animateRef = useRef<() => void>(() => {})
useEffect(() => {
if (canvasRef.current) {
context.current = canvasRef.current.getContext("2d")
}
initCanvasRef.current()
animateRef.current()
const handleResize = () => {
if (resizeTimeout.current) {
clearTimeout(resizeTimeout.current)
}
resizeTimeout.current = setTimeout(() => {
initCanvasRef.current()
}, 200)
}
window.addEventListener("resize", handleResize)
return () => {
if (rafID.current != null) {
window.cancelAnimationFrame(rafID.current)
}
if (resizeTimeout.current) {
clearTimeout(resizeTimeout.current)
}
window.removeEventListener("resize", handleResize)
}
}, [color])
useEffect(() => {
onMouseMoveRef.current()
}, [mousePosition.x, mousePosition.y])
useEffect(() => {
initCanvasRef.current()
}, [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
}
}
}
const resizeCanvas = () => {
if (canvasContainerRef.current && canvasRef.current && context.current) {
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)
// Clear existing particles and create new ones with exact quantity
circles.current = []
for (let i = 0; i < quantity; i++) {
const circle = circleParams()
drawCircle(circle)
}
}
}
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)
}
})
rafID.current = window.requestAnimationFrame(animateRef.current)
}
initCanvasRef.current = initCanvas
onMouseMoveRef.current = onMouseMove
animateRef.current = animate
return (
<div
className={cn("pointer-events-none", className)}
ref={canvasContainerRef}
aria-hidden="true"
{...props}
>
<canvas ref={canvasRef} className="size-full" />
</div>
)
}