Cursor follower using html, css and js
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>3D Cursor Follower</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #000;
}
canvas {
display: block;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
// Set canvas to full screen
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
resizeCanvas();
window.addEventListener('resize', resizeCanvas);
// Circle object
const circle = {
x: canvas.width / 2,
y: canvas.height / 2,
size: 30,
z: 0, // Simulated depth
maxZ: 300, // Maximum depth
color: '#ff0000'
};
// Mouse coordinates
const mouse = {
x: canvas.width / 2,
y: canvas.height / 2
};
// Update mouse position
window.addEventListener('mousemove', (event) => {
mouse.x = event.clientX;
mouse.y = event.clientY;
// Simulate depth by mapping x and y distance to z
const distX = Math.abs(canvas.width / 2 - mouse.x);
const distY = Math.abs(canvas.height / 2 - mouse.y);
circle.z = Math.min(circle.maxZ, distX + distY);
});
function drawCircle() {
const scale = 1 - circle.z / circle.maxZ; // Scale based on depth
ctx.beginPath();
ctx.arc(circle.x, circle.y, circle.size * scale, 0, Math.PI * 2);
ctx.fillStyle = circle.color;
ctx.fill();
ctx.closePath();
}
function animate() {
// Clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Move circle toward the mouse smoothly
circle.x += (mouse.x - circle.x) * 0.1;
circle.y += (mouse.y - circle.y) * 0.1;
// Draw circle
drawCircle();
requestAnimationFrame(animate);
}
animate();
</script>
</body>
</html>
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