Loader
NewLoading indicator with seventeen variants: spinner, dots, bars, dot-matrix, dither, morph, comet, scramble, metaballs, newton, helix, percent, and five terminal-style ascii spinners. Scales from one size prop, uses currentColor, and reduced-motion swaps every transform for a calm opacity pulse.
LoadingSpinner
LoadingDots
LoadingBars
LoadingDot Matrix
LoadingDither
LoadingMorph
LoadingComet
LoadingMetaballs
LoadingNewton
LoadingHelix
LOADINGLoadingScramble
0%LoadingPercent
⠋LoadingASCII
|LoadingASCII Line
⣾LoadingASCII Braille
▁LoadingASCII Blocks
⠁LoadingASCII Bounce
TSXcomponents/previews/motion/loader.preview.tsx
"use client";
import { Loader, type LoaderVariant } from "@/components/motion/loader";
const VARIANTS: { variant: LoaderVariant; label: string }[] = [
{ variant: "spinner", label: "Spinner" },
{ variant: "dots", label: "Dots" },
{ variant: "bars", label: "Bars" },
{ variant: "dot-matrix", label: "Dot Matrix" },
{ variant: "dither", label: "Dither" },
{ variant: "morph", label: "Morph" },
{ variant: "comet", label: "Comet" },
{ variant: "metaballs", label: "Metaballs" },
{ variant: "newton", label: "Newton" },
{ variant: "helix", label: "Helix" },
{ variant: "scramble", label: "Scramble" },
{ variant: "percent", label: "Percent" },
{ variant: "ascii", label: "ASCII" },
{ variant: "ascii-line", label: "ASCII Line" },
{ variant: "ascii-braille", label: "ASCII Braille" },
{ variant: "ascii-blocks", label: "ASCII Blocks" },
{ variant: "ascii-bounce", label: "ASCII Bounce" },
];
export function LoaderPreview() {
return (
<div className="flex flex-wrap items-center justify-center gap-8 p-8">
{VARIANTS.map(({ variant, label }) => (
<div key={variant} className="flex flex-col items-center gap-4">
<Loader variant={variant} size={36} />
<span className="text-xs text-muted-foreground">{label}</span>
</div>
))}
</div>
);
}
TSXcomponents/motion/loader.tsx
"use client";
// beui.dev/components/motion/loader
import { motion, useReducedMotion } from "motion/react";
import { useEffect, useId, useState } from "react";
import { EASE_IN_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
export type LoaderVariant =
| "spinner"
| "dots"
| "bars"
| "dot-matrix"
| "dither"
| "ascii"
| "ascii-line"
| "ascii-braille"
| "ascii-blocks"
| "ascii-bounce"
| "morph"
| "comet"
| "scramble"
| "metaballs"
| "newton"
| "helix"
| "percent";
// Terminal-style frame sets — the loaders CLI AI agents cycle through.
const ASCII_SETS: Record<string, string[]> = {
ascii: ["⠋", "⠙", "⠹", "⠸", "⠼", "⠴", "⠦", "⠧", "⠇", "⠏"],
"ascii-line": ["|", "/", "-", "\\"],
"ascii-braille": ["⣾", "⣽", "⣻", "⢿", "⡿", "⣟", "⣯", "⣷"],
"ascii-blocks": ["▁", "▂", "▃", "▄", "▅", "▆", "▇", "█", "▇", "▆", "▅", "▄", "▃", "▂"],
"ascii-bounce": ["⠁", "⠂", "⠄", "⡀", "⢀", "⠠", "⠐", "⠈"],
};
export interface LoaderProps {
/** Which animation to render. */
variant?: LoaderVariant;
/** Base square size in px. Everything scales from this. */
size?: number;
/** Seconds per animation cycle. */
speed?: number;
/** Accessible label announced to screen readers. */
label?: string;
className?: string;
}
// Reduced motion keeps a calm opacity pulse and drops every transform.
const REDUCED = {
animate: { opacity: [1, 0.4, 1] },
transition: { duration: 1.4, ease: EASE_IN_OUT, repeat: Infinity },
};
export function Loader({
variant = "spinner",
size = 32,
speed = 1,
label = "Loading",
className,
}: LoaderProps) {
const reduce = useReducedMotion() ?? false;
return (
<span
role="status"
aria-label={label}
className={cn(
"inline-flex items-center justify-center text-foreground",
className,
)}
>
{variant === "spinner" && <Spinner size={size} speed={speed} reduce={reduce} />}
{variant === "dots" && <Dots size={size} speed={speed} reduce={reduce} />}
{variant === "bars" && <Bars size={size} speed={speed} reduce={reduce} />}
{variant === "dot-matrix" && (
<DotMatrix size={size} speed={speed} reduce={reduce} />
)}
{variant === "dither" && <Dither size={size} speed={speed} reduce={reduce} />}
{ASCII_SETS[variant] && (
<Ascii frames={ASCII_SETS[variant]} size={size} speed={speed} reduce={reduce} />
)}
{variant === "morph" && <Morph size={size} speed={speed} reduce={reduce} />}
{variant === "comet" && <Comet size={size} speed={speed} reduce={reduce} />}
{variant === "scramble" && (
<Scramble size={size} speed={speed} reduce={reduce} />
)}
{variant === "metaballs" && (
<Metaballs size={size} speed={speed} reduce={reduce} />
)}
{variant === "newton" && <Newton size={size} speed={speed} reduce={reduce} />}
{variant === "helix" && <Helix size={size} speed={speed} reduce={reduce} />}
{variant === "percent" && (
<Percent size={size} speed={speed} reduce={reduce} />
)}
<span className="sr-only">{label}</span>
</span>
);
}
interface PartProps {
size: number;
speed: number;
reduce: boolean;
}
function Spinner({ size, speed, reduce }: PartProps) {
const stroke = Math.max(2, size * 0.09);
const r = (size - stroke) / 2;
return (
<motion.svg
width={size}
height={size}
viewBox={`0 0 ${size} ${size}`}
animate={reduce ? REDUCED.animate : { rotate: 360 }}
transition={
reduce
? REDUCED.transition
: { duration: speed, ease: "linear", repeat: Infinity }
}
>
<circle
cx={size / 2}
cy={size / 2}
r={r}
fill="none"
stroke="currentColor"
strokeOpacity={0.2}
strokeWidth={stroke}
/>
<path
d={`M ${size / 2} ${size / 2 - r} A ${r} ${r} 0 0 1 ${size / 2 + r} ${size / 2}`}
fill="none"
stroke="currentColor"
strokeWidth={stroke}
strokeLinecap="round"
/>
</motion.svg>
);
}
function Dots({ size, speed, reduce }: PartProps) {
const dot = size * 0.24;
return (
<span className="flex items-center" style={{ gap: size * 0.14 }}>
{[0, 1, 2].map((i) => (
<motion.span
key={i}
className="rounded-full bg-current"
style={{ width: dot, height: dot }}
animate={
reduce
? { opacity: [0.4, 1, 0.4] }
: { y: [0, -size * 0.3, 0], opacity: [0.5, 1, 0.5] }
}
transition={{
duration: speed,
ease: EASE_IN_OUT,
repeat: Infinity,
delay: i * speed * 0.16,
}}
/>
))}
</span>
);
}
function Ascii({
frames,
size,
speed,
reduce,
}: PartProps & { frames: string[] }) {
const [frame, setFrame] = useState(0);
useEffect(() => {
// Reduced motion slows the cycle rather than stopping it — it's a glyph
// swap, not on-screen movement.
const step = ((reduce ? speed * 2.5 : speed) / frames.length) * 1000;
const id = setInterval(
() => setFrame((f) => (f + 1) % frames.length),
step,
);
return () => clearInterval(id);
}, [frames.length, speed, reduce]);
return (
<span
className="font-mono leading-none tabular-nums"
style={{ fontSize: size, lineHeight: 1 }}
>
{frames[frame % frames.length]}
</span>
);
}
// Each shape is sampled at the same number of points and emitted as an SVG
// path with identical command structure, so framer tweens the `d` attribute
// point-to-point — a real morph, not a snap. (clip-path polygon strings don't
// interpolate reliably in framer, which left the shapes broken.)
const MORPH_POINTS = 24;
function ngonRadius(ang: number, n: number, phase = 0) {
const seg = (2 * Math.PI) / n;
const a = ang - phase;
const local = (((a % seg) + seg) % seg) - seg / 2;
return Math.cos(Math.PI / n) / Math.cos(local);
}
function morphPath(radiusAt: (ang: number) => number) {
const parts: string[] = [];
for (let i = 0; i < MORPH_POINTS; i++) {
const ang = (i / MORPH_POINTS) * 2 * Math.PI - Math.PI / 2;
const r = Math.min(1.05, radiusAt(ang));
const x = (50 + Math.cos(ang) * 46 * r).toFixed(2);
const y = (50 + Math.sin(ang) * 46 * r).toFixed(2);
parts.push(`${i === 0 ? "M" : "L"}${x} ${y}`);
}
return `${parts.join(" ")} Z`;
}
const MORPH_PATHS = [
morphPath(() => 1), // circle
morphPath((a) => ngonRadius(a, 4, Math.PI / 4)), // square
morphPath((a) => ngonRadius(a, 3)), // triangle
morphPath((a) => ngonRadius(a, 6)), // hexagon
morphPath((a) => ngonRadius(a, 4)), // diamond
];
// Each shape appears twice in a row so it fully forms and HOLDS before the
// next morph. Even keyframe spacing then alternates hold / morph segments.
const MORPH_SEQ = [...MORPH_PATHS.flatMap((p) => [p, p]), MORPH_PATHS[0]];
// Rotation and scale only change across the morph segments, staying put on the
// holds, so a settled shape sits still.
const MORPH_ROT = [0, 0, 72, 72, 144, 144, 216, 216, 288, 288, 360];
const MORPH_SCALE = [1, 1, 0.88, 0.88, 1, 1, 0.88, 0.88, 1, 1, 1];
function Morph({ size, speed, reduce }: PartProps) {
return (
<svg width={size} height={size} viewBox="0 0 100 100" role="img">
<title>Loading</title>
<motion.path
fill="currentColor"
d={MORPH_PATHS[0]}
style={{ transformBox: "fill-box", transformOrigin: "center" }}
animate={
reduce
? { opacity: [1, 0.4, 1] }
: { d: MORPH_SEQ, rotate: MORPH_ROT, scale: MORPH_SCALE }
}
transition={
reduce
? { duration: 1.4, ease: EASE_IN_OUT, repeat: Infinity }
: { duration: speed * 5, ease: EASE_IN_OUT, repeat: Infinity }
}
/>
</svg>
);
}
function Comet({ size, speed, reduce }: PartProps) {
const head = size * 0.2;
const r = size / 2 - head / 2;
const trail = [0, 1, 2, 3, 4, 5];
return (
<span className="relative" style={{ width: size, height: size }}>
<motion.span
className="absolute inset-0"
animate={reduce ? REDUCED.animate : { rotate: 360 }}
transition={
reduce
? REDUCED.transition
: { duration: speed, ease: "linear", repeat: Infinity }
}
>
{trail.map((i) => {
const scale = 1 - i * 0.13;
const sz = head * scale;
return (
<span
key={i}
className="absolute top-1/2 left-1/2 rounded-full bg-current"
style={{
width: sz,
height: sz,
marginLeft: -sz / 2,
marginTop: -sz / 2,
opacity: 1 - i * 0.16,
transform: `rotate(${-i * 15}deg) translateY(${-r}px)`,
}}
/>
);
})}
</motion.span>
</span>
);
}
const SCRAMBLE_TARGET = "LOADING";
const SCRAMBLE_GLYPHS = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789<>/*#@";
function Scramble({ size, speed, reduce }: PartProps) {
const [text, setText] = useState(SCRAMBLE_TARGET);
useEffect(() => {
if (reduce) {
setText(SCRAMBLE_TARGET);
return;
}
let tick = 0;
const total = SCRAMBLE_TARGET.length + 4;
const id = setInterval(
() => {
const reveal = tick % total;
let s = "";
for (let i = 0; i < SCRAMBLE_TARGET.length; i++) {
s +=
i < reveal
? SCRAMBLE_TARGET[i]
: SCRAMBLE_GLYPHS[
Math.floor(Math.random() * SCRAMBLE_GLYPHS.length)
];
}
setText(s);
tick++;
},
(speed / SCRAMBLE_TARGET.length) * 1000 * 0.55,
);
return () => clearInterval(id);
}, [speed, reduce]);
return (
<span
className="font-mono font-medium tracking-[0.2em] tabular-nums"
style={{ fontSize: size * 0.42 }}
>
{text}
</span>
);
}
function Metaballs({ size, speed, reduce }: PartProps) {
const id = useId().replace(/:/g, "");
return (
<svg width={size} height={size} viewBox="0 0 100 100" role="img">
<title>Loading</title>
<defs>
<filter id={id}>
<feGaussianBlur in="SourceGraphic" stdDeviation="5" result="b" />
<feColorMatrix
in="b"
values="1 0 0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 20 -8"
/>
</filter>
</defs>
<g filter={`url(#${id})`} fill="currentColor">
<motion.circle
cy="50"
r="15"
animate={reduce ? { opacity: [0.4, 1, 0.4] } : { cx: [30, 70, 30] }}
transition={{ duration: speed * 1.6, ease: EASE_IN_OUT, repeat: Infinity }}
cx={reduce ? 40 : undefined}
/>
<motion.circle
cy="50"
r="15"
animate={reduce ? { opacity: [0.4, 1, 0.4] } : { cx: [70, 30, 70] }}
transition={{ duration: speed * 1.6, ease: EASE_IN_OUT, repeat: Infinity }}
cx={reduce ? 60 : undefined}
/>
</g>
</svg>
);
}
function Newton({ size, speed, reduce }: PartProps) {
const d = size * 0.2;
const out = d * 1.1;
const balls = [0, 1, 2, 3, 4];
// Only the end balls move: the left slides out and back on the first half,
// then the right on the second half — the impact appears to jump the three
// still middle balls. Pure horizontal slide, no swing, no strings.
const moves: Record<number, { x: number[]; times: number[] }> = {
0: { x: [0, -out, 0, 0], times: [0, 0.28, 0.5, 1] },
4: { x: [0, 0, out, 0], times: [0, 0.5, 0.78, 1] },
};
return (
<span className="flex items-center justify-center" style={{ height: d }}>
{balls.map((i) => {
const move = moves[i];
return (
<motion.span
key={i}
className="rounded-full bg-current"
style={{ width: d, height: d }}
animate={reduce || !move ? undefined : { x: move.x }}
transition={
reduce || !move
? undefined
: {
duration: speed * 1.5,
ease: EASE_IN_OUT,
repeat: Infinity,
times: move.times,
}
}
/>
);
})}
</span>
);
}
function Helix({ size, speed, reduce }: PartProps) {
const rows = 7;
const dot = size * 0.14;
const amp = size * 0.32;
return (
<span className="relative" style={{ width: size, height: size }}>
{Array.from({ length: rows }, (_, r) => {
const top = (r / (rows - 1)) * (size - dot);
const delay = (r / rows) * speed;
return (
<span key={`row-${top}`}>
<motion.span
className="absolute rounded-full bg-current"
style={{ width: dot, height: dot, left: size / 2 - dot / 2, top }}
animate={
reduce
? { opacity: [0.4, 1, 0.4] }
: {
x: [amp, -amp, amp],
scale: [1, 0.5, 1],
opacity: [1, 0.45, 1],
}
}
transition={{
duration: speed,
ease: EASE_IN_OUT,
repeat: Infinity,
delay,
}}
/>
<motion.span
className="absolute rounded-full bg-current"
style={{ width: dot, height: dot, left: size / 2 - dot / 2, top }}
animate={
reduce
? { opacity: [0.4, 1, 0.4] }
: {
x: [-amp, amp, -amp],
scale: [0.5, 1, 0.5],
opacity: [0.45, 1, 0.45],
}
}
transition={{
duration: speed,
ease: EASE_IN_OUT,
repeat: Infinity,
delay,
}}
/>
</span>
);
})}
</span>
);
}
function Percent({ size, speed, reduce }: PartProps) {
const [p, setP] = useState(0);
useEffect(() => {
const dur = (reduce ? speed * 2 : speed) * 1000;
const start = { t: 0 };
const tickMs = 40;
const id = setInterval(() => {
start.t += tickMs;
const next = Math.min(100, Math.round((start.t / dur) * 100));
setP(next);
if (next >= 100) start.t = 0;
}, tickMs);
return () => clearInterval(id);
}, [speed, reduce]);
return (
<span
className="flex flex-col items-center"
style={{ gap: size * 0.14, width: size * 1.4 }}
>
<span
className="font-mono font-medium tabular-nums"
style={{ fontSize: size * 0.42, lineHeight: 1 }}
>
{p}%
</span>
<span
className="w-full overflow-hidden rounded-full bg-current/15"
style={{ height: Math.max(3, size * 0.1) }}
>
<span
className="block h-full rounded-full bg-current"
style={{ width: `${p}%` }}
/>
</span>
</span>
);
}
function Bars({ size, speed, reduce }: PartProps) {
const bar = size * 0.16;
return (
<span className="flex items-center" style={{ gap: size * 0.1, height: size }}>
{[0, 1, 2, 3].map((i) => (
<motion.span
key={i}
className="rounded-full bg-current"
style={{ width: bar, height: size, originY: 1 }}
animate={
reduce ? { opacity: [0.4, 1, 0.4] } : { scaleY: [0.3, 1, 0.3] }
}
transition={{
duration: speed,
ease: EASE_IN_OUT,
repeat: Infinity,
delay: i * speed * 0.12,
}}
/>
))}
</span>
);
}
function DotMatrix({ size, speed, reduce }: PartProps) {
const n = 3;
const gap = size * 0.14;
const dot = (size - gap * (n - 1)) / n;
const cells = Array.from({ length: n * n }, (_, idx) => idx);
return (
<span
className="grid"
style={{
gap,
gridTemplateColumns: `repeat(${n}, ${dot}px)`,
}}
>
{cells.map((idx) => {
const x = idx % n;
const y = Math.floor(idx / n);
// Diagonal wave: cells light in order of their distance from the corner.
const delay = ((x + y) / (2 * (n - 1))) * speed;
return (
<motion.span
key={idx}
className="rounded-full bg-current"
style={{ width: dot, height: dot }}
animate={
reduce
? { opacity: [0.3, 1, 0.3] }
: { opacity: [0.2, 1, 0.2], scale: [0.7, 1, 0.7] }
}
transition={{
duration: speed,
ease: EASE_IN_OUT,
repeat: Infinity,
delay,
}}
/>
);
})}
</span>
);
}
// Ordered Bayer 4x4 matrix — the classic dithering threshold pattern. Cells
// light in this order, so the fill shimmers like a dissolving halftone.
const BAYER_4 = [
0, 8, 2, 10, 12, 4, 14, 6, 3, 11, 1, 9, 15, 7, 13, 5,
];
function Dither({ size, speed, reduce }: PartProps) {
const n = 4;
const gap = Math.max(1, size * 0.05);
const cell = (size - gap * (n - 1)) / n;
return (
<span
className="grid"
style={{ gap, gridTemplateColumns: `repeat(${n}, ${cell}px)` }}
>
{BAYER_4.map((order, idx) => (
<motion.span
// biome-ignore lint/suspicious/noArrayIndexKey: fixed matrix cells, order never changes
key={idx}
className="bg-current"
style={{ width: cell, height: cell }}
animate={reduce ? { opacity: [0.3, 1, 0.3] } : { opacity: [0.1, 1, 0.1] }}
transition={{
duration: speed,
ease: EASE_IN_OUT,
repeat: Infinity,
delay: (order / BAYER_4.length) * speed,
}}
/>
))}
</span>
);
}
Install
Add it with the shadcn CLI, or copy the source manually.
$ bunx --bun shadcn add @beui/loader
Needs the theme tokens once. Already ran
shadcn init? You are set. Theme setupInstall dependencies
npm i clsx motion tailwind-mergeAdd util files
TSXlib/ease.ts
// Shared motion tokens. Easing curves mirror the CSS custom properties in
// globals.css; springs are the canonical physics used across components.
// Strong custom variants — defaults like `ease-in`/`ease-out` feel weak.
export const EASE_OUT = [0.16, 1, 0.3, 1] as const;
export const EASE_IN_OUT = [0.77, 0, 0.175, 1] as const;
export const EASE_DRAWER = [0.32, 0.72, 0, 1] as const;
/** CSS string form of EASE_OUT for inline style transitions. */
export const EASE_OUT_CSS = "cubic-bezier(0.16, 1, 0.3, 1)";
/** Press feedback on buttons and other tappable surfaces. */
export const SPRING_PRESS = {
type: "spring",
stiffness: 500,
damping: 30,
mass: 0.6,
} as const;
/** Content swaps — label/icon slots trading places inside a control. */
export const SPRING_SWAP = {
type: "spring",
stiffness: 460,
damping: 30,
mass: 0.55,
} as const;
/** Overlay panel entrances — modals and sheets summoned by pointer. */
export const SPRING_PANEL = {
type: "spring",
stiffness: 420,
damping: 40,
mass: 0.5,
} as const;
/** Shared-layout glides — pills, indicators and panels morphing between positions. */
export const SPRING_LAYOUT = {
type: "spring",
stiffness: 360,
damping: 32,
mass: 0.6,
} as const;
/** Cursor-follow physics for decorative mouse tracking (magnetic, tilt, dock). */
export const SPRING_MOUSE = {
stiffness: 200,
damping: 15,
mass: 0.3,
} as const;
TSXlib/utils.ts
import { clsx, type ClassValue } from "clsx"
import { twMerge } from "tailwind-merge"
export function cn(...inputs: ClassValue[]) {
return twMerge(clsx(inputs))
}
Copy the source code
TSXcomponents/motion/loader.tsx
"use client";
// beui.dev/components/motion/loader
import { motion, useReducedMotion } from "motion/react";
import { useEffect, useId, useState } from "react";
import { EASE_IN_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
export type LoaderVariant =
| "spinner"
| "dots"
| "bars"
| "dot-matrix"
| "dither"
| "ascii"
| "ascii-line"
| "ascii-braille"
| "ascii-blocks"
| "ascii-bounce"
| "morph"
| "comet"
| "scramble"
| "metaballs"
| "newton"
| "helix"
| "percent";
// Terminal-style frame sets — the loaders CLI AI agents cycle through.
const ASCII_SETS: Record<string, string[]> = {
ascii: ["⠋", "⠙", "⠹", "⠸", "⠼", "⠴", "⠦", "⠧", "⠇", "⠏"],
"ascii-line": ["|", "/", "-", "\\"],
"ascii-braille": ["⣾", "⣽", "⣻", "⢿", "⡿", "⣟", "⣯", "⣷"],
"ascii-blocks": ["▁", "▂", "▃", "▄", "▅", "▆", "▇", "█", "▇", "▆", "▅", "▄", "▃", "▂"],
"ascii-bounce": ["⠁", "⠂", "⠄", "⡀", "⢀", "⠠", "⠐", "⠈"],
};
export interface LoaderProps {
/** Which animation to render. */
variant?: LoaderVariant;
/** Base square size in px. Everything scales from this. */
size?: number;
/** Seconds per animation cycle. */
speed?: number;
/** Accessible label announced to screen readers. */
label?: string;
className?: string;
}
// Reduced motion keeps a calm opacity pulse and drops every transform.
const REDUCED = {
animate: { opacity: [1, 0.4, 1] },
transition: { duration: 1.4, ease: EASE_IN_OUT, repeat: Infinity },
};
export function Loader({
variant = "spinner",
size = 32,
speed = 1,
label = "Loading",
className,
}: LoaderProps) {
const reduce = useReducedMotion() ?? false;
return (
<span
role="status"
aria-label={label}
className={cn(
"inline-flex items-center justify-center text-foreground",
className,
)}
>
{variant === "spinner" && <Spinner size={size} speed={speed} reduce={reduce} />}
{variant === "dots" && <Dots size={size} speed={speed} reduce={reduce} />}
{variant === "bars" && <Bars size={size} speed={speed} reduce={reduce} />}
{variant === "dot-matrix" && (
<DotMatrix size={size} speed={speed} reduce={reduce} />
)}
{variant === "dither" && <Dither size={size} speed={speed} reduce={reduce} />}
{ASCII_SETS[variant] && (
<Ascii frames={ASCII_SETS[variant]} size={size} speed={speed} reduce={reduce} />
)}
{variant === "morph" && <Morph size={size} speed={speed} reduce={reduce} />}
{variant === "comet" && <Comet size={size} speed={speed} reduce={reduce} />}
{variant === "scramble" && (
<Scramble size={size} speed={speed} reduce={reduce} />
)}
{variant === "metaballs" && (
<Metaballs size={size} speed={speed} reduce={reduce} />
)}
{variant === "newton" && <Newton size={size} speed={speed} reduce={reduce} />}
{variant === "helix" && <Helix size={size} speed={speed} reduce={reduce} />}
{variant === "percent" && (
<Percent size={size} speed={speed} reduce={reduce} />
)}
<span className="sr-only">{label}</span>
</span>
);
}
interface PartProps {
size: number;
speed: number;
reduce: boolean;
}
function Spinner({ size, speed, reduce }: PartProps) {
const stroke = Math.max(2, size * 0.09);
const r = (size - stroke) / 2;
return (
<motion.svg
width={size}
height={size}
viewBox={`0 0 ${size} ${size}`}
animate={reduce ? REDUCED.animate : { rotate: 360 }}
transition={
reduce
? REDUCED.transition
: { duration: speed, ease: "linear", repeat: Infinity }
}
>
<circle
cx={size / 2}
cy={size / 2}
r={r}
fill="none"
stroke="currentColor"
strokeOpacity={0.2}
strokeWidth={stroke}
/>
<path
d={`M ${size / 2} ${size / 2 - r} A ${r} ${r} 0 0 1 ${size / 2 + r} ${size / 2}`}
fill="none"
stroke="currentColor"
strokeWidth={stroke}
strokeLinecap="round"
/>
</motion.svg>
);
}
function Dots({ size, speed, reduce }: PartProps) {
const dot = size * 0.24;
return (
<span className="flex items-center" style={{ gap: size * 0.14 }}>
{[0, 1, 2].map((i) => (
<motion.span
key={i}
className="rounded-full bg-current"
style={{ width: dot, height: dot }}
animate={
reduce
? { opacity: [0.4, 1, 0.4] }
: { y: [0, -size * 0.3, 0], opacity: [0.5, 1, 0.5] }
}
transition={{
duration: speed,
ease: EASE_IN_OUT,
repeat: Infinity,
delay: i * speed * 0.16,
}}
/>
))}
</span>
);
}
function Ascii({
frames,
size,
speed,
reduce,
}: PartProps & { frames: string[] }) {
const [frame, setFrame] = useState(0);
useEffect(() => {
// Reduced motion slows the cycle rather than stopping it — it's a glyph
// swap, not on-screen movement.
const step = ((reduce ? speed * 2.5 : speed) / frames.length) * 1000;
const id = setInterval(
() => setFrame((f) => (f + 1) % frames.length),
step,
);
return () => clearInterval(id);
}, [frames.length, speed, reduce]);
return (
<span
className="font-mono leading-none tabular-nums"
style={{ fontSize: size, lineHeight: 1 }}
>
{frames[frame % frames.length]}
</span>
);
}
// Each shape is sampled at the same number of points and emitted as an SVG
// path with identical command structure, so framer tweens the `d` attribute
// point-to-point — a real morph, not a snap. (clip-path polygon strings don't
// interpolate reliably in framer, which left the shapes broken.)
const MORPH_POINTS = 24;
function ngonRadius(ang: number, n: number, phase = 0) {
const seg = (2 * Math.PI) / n;
const a = ang - phase;
const local = (((a % seg) + seg) % seg) - seg / 2;
return Math.cos(Math.PI / n) / Math.cos(local);
}
function morphPath(radiusAt: (ang: number) => number) {
const parts: string[] = [];
for (let i = 0; i < MORPH_POINTS; i++) {
const ang = (i / MORPH_POINTS) * 2 * Math.PI - Math.PI / 2;
const r = Math.min(1.05, radiusAt(ang));
const x = (50 + Math.cos(ang) * 46 * r).toFixed(2);
const y = (50 + Math.sin(ang) * 46 * r).toFixed(2);
parts.push(`${i === 0 ? "M" : "L"}${x} ${y}`);
}
return `${parts.join(" ")} Z`;
}
const MORPH_PATHS = [
morphPath(() => 1), // circle
morphPath((a) => ngonRadius(a, 4, Math.PI / 4)), // square
morphPath((a) => ngonRadius(a, 3)), // triangle
morphPath((a) => ngonRadius(a, 6)), // hexagon
morphPath((a) => ngonRadius(a, 4)), // diamond
];
// Each shape appears twice in a row so it fully forms and HOLDS before the
// next morph. Even keyframe spacing then alternates hold / morph segments.
const MORPH_SEQ = [...MORPH_PATHS.flatMap((p) => [p, p]), MORPH_PATHS[0]];
// Rotation and scale only change across the morph segments, staying put on the
// holds, so a settled shape sits still.
const MORPH_ROT = [0, 0, 72, 72, 144, 144, 216, 216, 288, 288, 360];
const MORPH_SCALE = [1, 1, 0.88, 0.88, 1, 1, 0.88, 0.88, 1, 1, 1];
function Morph({ size, speed, reduce }: PartProps) {
return (
<svg width={size} height={size} viewBox="0 0 100 100" role="img">
<title>Loading</title>
<motion.path
fill="currentColor"
d={MORPH_PATHS[0]}
style={{ transformBox: "fill-box", transformOrigin: "center" }}
animate={
reduce
? { opacity: [1, 0.4, 1] }
: { d: MORPH_SEQ, rotate: MORPH_ROT, scale: MORPH_SCALE }
}
transition={
reduce
? { duration: 1.4, ease: EASE_IN_OUT, repeat: Infinity }
: { duration: speed * 5, ease: EASE_IN_OUT, repeat: Infinity }
}
/>
</svg>
);
}
function Comet({ size, speed, reduce }: PartProps) {
const head = size * 0.2;
const r = size / 2 - head / 2;
const trail = [0, 1, 2, 3, 4, 5];
return (
<span className="relative" style={{ width: size, height: size }}>
<motion.span
className="absolute inset-0"
animate={reduce ? REDUCED.animate : { rotate: 360 }}
transition={
reduce
? REDUCED.transition
: { duration: speed, ease: "linear", repeat: Infinity }
}
>
{trail.map((i) => {
const scale = 1 - i * 0.13;
const sz = head * scale;
return (
<span
key={i}
className="absolute top-1/2 left-1/2 rounded-full bg-current"
style={{
width: sz,
height: sz,
marginLeft: -sz / 2,
marginTop: -sz / 2,
opacity: 1 - i * 0.16,
transform: `rotate(${-i * 15}deg) translateY(${-r}px)`,
}}
/>
);
})}
</motion.span>
</span>
);
}
const SCRAMBLE_TARGET = "LOADING";
const SCRAMBLE_GLYPHS = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789<>/*#@";
function Scramble({ size, speed, reduce }: PartProps) {
const [text, setText] = useState(SCRAMBLE_TARGET);
useEffect(() => {
if (reduce) {
setText(SCRAMBLE_TARGET);
return;
}
let tick = 0;
const total = SCRAMBLE_TARGET.length + 4;
const id = setInterval(
() => {
const reveal = tick % total;
let s = "";
for (let i = 0; i < SCRAMBLE_TARGET.length; i++) {
s +=
i < reveal
? SCRAMBLE_TARGET[i]
: SCRAMBLE_GLYPHS[
Math.floor(Math.random() * SCRAMBLE_GLYPHS.length)
];
}
setText(s);
tick++;
},
(speed / SCRAMBLE_TARGET.length) * 1000 * 0.55,
);
return () => clearInterval(id);
}, [speed, reduce]);
return (
<span
className="font-mono font-medium tracking-[0.2em] tabular-nums"
style={{ fontSize: size * 0.42 }}
>
{text}
</span>
);
}
function Metaballs({ size, speed, reduce }: PartProps) {
const id = useId().replace(/:/g, "");
return (
<svg width={size} height={size} viewBox="0 0 100 100" role="img">
<title>Loading</title>
<defs>
<filter id={id}>
<feGaussianBlur in="SourceGraphic" stdDeviation="5" result="b" />
<feColorMatrix
in="b"
values="1 0 0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 20 -8"
/>
</filter>
</defs>
<g filter={`url(#${id})`} fill="currentColor">
<motion.circle
cy="50"
r="15"
animate={reduce ? { opacity: [0.4, 1, 0.4] } : { cx: [30, 70, 30] }}
transition={{ duration: speed * 1.6, ease: EASE_IN_OUT, repeat: Infinity }}
cx={reduce ? 40 : undefined}
/>
<motion.circle
cy="50"
r="15"
animate={reduce ? { opacity: [0.4, 1, 0.4] } : { cx: [70, 30, 70] }}
transition={{ duration: speed * 1.6, ease: EASE_IN_OUT, repeat: Infinity }}
cx={reduce ? 60 : undefined}
/>
</g>
</svg>
);
}
function Newton({ size, speed, reduce }: PartProps) {
const d = size * 0.2;
const out = d * 1.1;
const balls = [0, 1, 2, 3, 4];
// Only the end balls move: the left slides out and back on the first half,
// then the right on the second half — the impact appears to jump the three
// still middle balls. Pure horizontal slide, no swing, no strings.
const moves: Record<number, { x: number[]; times: number[] }> = {
0: { x: [0, -out, 0, 0], times: [0, 0.28, 0.5, 1] },
4: { x: [0, 0, out, 0], times: [0, 0.5, 0.78, 1] },
};
return (
<span className="flex items-center justify-center" style={{ height: d }}>
{balls.map((i) => {
const move = moves[i];
return (
<motion.span
key={i}
className="rounded-full bg-current"
style={{ width: d, height: d }}
animate={reduce || !move ? undefined : { x: move.x }}
transition={
reduce || !move
? undefined
: {
duration: speed * 1.5,
ease: EASE_IN_OUT,
repeat: Infinity,
times: move.times,
}
}
/>
);
})}
</span>
);
}
function Helix({ size, speed, reduce }: PartProps) {
const rows = 7;
const dot = size * 0.14;
const amp = size * 0.32;
return (
<span className="relative" style={{ width: size, height: size }}>
{Array.from({ length: rows }, (_, r) => {
const top = (r / (rows - 1)) * (size - dot);
const delay = (r / rows) * speed;
return (
<span key={`row-${top}`}>
<motion.span
className="absolute rounded-full bg-current"
style={{ width: dot, height: dot, left: size / 2 - dot / 2, top }}
animate={
reduce
? { opacity: [0.4, 1, 0.4] }
: {
x: [amp, -amp, amp],
scale: [1, 0.5, 1],
opacity: [1, 0.45, 1],
}
}
transition={{
duration: speed,
ease: EASE_IN_OUT,
repeat: Infinity,
delay,
}}
/>
<motion.span
className="absolute rounded-full bg-current"
style={{ width: dot, height: dot, left: size / 2 - dot / 2, top }}
animate={
reduce
? { opacity: [0.4, 1, 0.4] }
: {
x: [-amp, amp, -amp],
scale: [0.5, 1, 0.5],
opacity: [0.45, 1, 0.45],
}
}
transition={{
duration: speed,
ease: EASE_IN_OUT,
repeat: Infinity,
delay,
}}
/>
</span>
);
})}
</span>
);
}
function Percent({ size, speed, reduce }: PartProps) {
const [p, setP] = useState(0);
useEffect(() => {
const dur = (reduce ? speed * 2 : speed) * 1000;
const start = { t: 0 };
const tickMs = 40;
const id = setInterval(() => {
start.t += tickMs;
const next = Math.min(100, Math.round((start.t / dur) * 100));
setP(next);
if (next >= 100) start.t = 0;
}, tickMs);
return () => clearInterval(id);
}, [speed, reduce]);
return (
<span
className="flex flex-col items-center"
style={{ gap: size * 0.14, width: size * 1.4 }}
>
<span
className="font-mono font-medium tabular-nums"
style={{ fontSize: size * 0.42, lineHeight: 1 }}
>
{p}%
</span>
<span
className="w-full overflow-hidden rounded-full bg-current/15"
style={{ height: Math.max(3, size * 0.1) }}
>
<span
className="block h-full rounded-full bg-current"
style={{ width: `${p}%` }}
/>
</span>
</span>
);
}
function Bars({ size, speed, reduce }: PartProps) {
const bar = size * 0.16;
return (
<span className="flex items-center" style={{ gap: size * 0.1, height: size }}>
{[0, 1, 2, 3].map((i) => (
<motion.span
key={i}
className="rounded-full bg-current"
style={{ width: bar, height: size, originY: 1 }}
animate={
reduce ? { opacity: [0.4, 1, 0.4] } : { scaleY: [0.3, 1, 0.3] }
}
transition={{
duration: speed,
ease: EASE_IN_OUT,
repeat: Infinity,
delay: i * speed * 0.12,
}}
/>
))}
</span>
);
}
function DotMatrix({ size, speed, reduce }: PartProps) {
const n = 3;
const gap = size * 0.14;
const dot = (size - gap * (n - 1)) / n;
const cells = Array.from({ length: n * n }, (_, idx) => idx);
return (
<span
className="grid"
style={{
gap,
gridTemplateColumns: `repeat(${n}, ${dot}px)`,
}}
>
{cells.map((idx) => {
const x = idx % n;
const y = Math.floor(idx / n);
// Diagonal wave: cells light in order of their distance from the corner.
const delay = ((x + y) / (2 * (n - 1))) * speed;
return (
<motion.span
key={idx}
className="rounded-full bg-current"
style={{ width: dot, height: dot }}
animate={
reduce
? { opacity: [0.3, 1, 0.3] }
: { opacity: [0.2, 1, 0.2], scale: [0.7, 1, 0.7] }
}
transition={{
duration: speed,
ease: EASE_IN_OUT,
repeat: Infinity,
delay,
}}
/>
);
})}
</span>
);
}
// Ordered Bayer 4x4 matrix — the classic dithering threshold pattern. Cells
// light in this order, so the fill shimmers like a dissolving halftone.
const BAYER_4 = [
0, 8, 2, 10, 12, 4, 14, 6, 3, 11, 1, 9, 15, 7, 13, 5,
];
function Dither({ size, speed, reduce }: PartProps) {
const n = 4;
const gap = Math.max(1, size * 0.05);
const cell = (size - gap * (n - 1)) / n;
return (
<span
className="grid"
style={{ gap, gridTemplateColumns: `repeat(${n}, ${cell}px)` }}
>
{BAYER_4.map((order, idx) => (
<motion.span
// biome-ignore lint/suspicious/noArrayIndexKey: fixed matrix cells, order never changes
key={idx}
className="bg-current"
style={{ width: cell, height: cell }}
animate={reduce ? { opacity: [0.3, 1, 0.3] } : { opacity: [0.1, 1, 0.1] }}
transition={{
duration: speed,
ease: EASE_IN_OUT,
repeat: Infinity,
delay: (order / BAYER_4.length) * speed,
}}
/>
))}
</span>
);
}